I've just never been able to get close enough to grab Yoshi from Bowser's normal grab range before Yoshi grabbed me. I'm usually just out of range. =(So does every non-tether grab though. :/
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I've just never been able to get close enough to grab Yoshi from Bowser's normal grab range before Yoshi grabbed me. I'm usually just out of range. =(So does every non-tether grab though. :/
That's a range issue then. Not a speed issue.I've just never been able to get close enough to grab Yoshi from Bowser's normal grab range before Yoshi grabbed me. I'm usually just out of range. =(
Well, my point was that I appreciate both the range and speed of Bowser's pivot grab. I brought up speed because you normally wouldn't expect something of Bowser's pivot grab's range to have the speed of a non-tether grab. I had intended to comment on the move as a whole, but I apologize if it sounded like I was complaining. I just enjoyed pulling it off. In most cases, Bowser should be spacing jabs against Yoshi.That's a range issue then. Not a speed issue.
Depends on what the opponent is doing, Dair tends to work well if they are looking for a dash attack or a grab, and if they jump with an aerial and you use the rise to make it whiff for a punish. Nair can be useful as a defensive aerial but you need to use it a bit early to account for it's start up. Firebreath isn't a bad landing tool, it gives you the option to wave bounce or recoil and the B reverse flame is useful as well, it won't help against anyone going directly under you though. Klaw is good if you see them shielding or maybe for baiting out mistakes, just keep in mind that you still get hard landing frames at bare minimum, if it's like Brawl's in that respect then it's hard landing +1 frame. Bowser bomb can be used as a mix-up to Dair if you see them shielding and it's a very good option from over the ledge since you do drop quickly and it cancels into a ledge grab. If you see them trying to roll away from you cause they don't want to get Dair'd or bombed then you can try an empty fastfall and get a pretty free landing.So when falling downwards our best option is to nair, side b for lag recovery, or reading whether they'll be under you or not for dair and bowser bomb?
KO power goes down to the point where it won't kill anything but lightweights above 200%. Other then that, there's a wave canceled crawl that shifts you a good distance across an omega stage, and it allows for punishment at great range. It's a great custom to use against characters with absurd spacing tools.I think Bowser's Dash Slam is a direct upgrade to Flying slam? Is there any downgrades?
I'm pretty sure that any rapid jab ending can be Fsmashed OOS with the right timing. So if you're ever shielding rapid jabs, just wait for the finisher and punish. Don't rely on it though, the timing is a little tight and they can just hold the jab longer to wear out your shield for the finisher.Not sure if this has been mentioned or not, but does anyone know which ending jabs are punishable with fsmash? So far I've been to get Fox,Falco, RosaLuma, and Shiek after the final jab lands, but haven't done it with other characters. I think Mac doesn't have as much ending lag and can react in time but don't know about anyone else. Has anyone tested this?
Yeah. If you think an opponent is going to do that and you're not just plowing through the attacks with your Tough Guy super armor, it's okay to roll. You can just punish with a dash grab or anything else suitable.I'm pretty sure that any rapid jab ending can be Fsmashed OOS with the right timing. So if you're ever shielding rapid jabs, just wait for the finisher and punish. Don't rely on it though, the timing is a little tight and they can just hold the jab longer to wear out your shield for the finisher.
Yeah, there's no invincibility or anything really. Just a massive ass autoguard hurtbox.Upsmash: We all know about the wonders of shellguard, there isn't really any intangibility here, but the shellguard negates the effect of the bumper as it activates.
I've never seen the rising hit clank with anything before in my life, so it being transcendent is definitely a probability.Bowser Bomb: The rising hit is disjointed, and I believe it's also transcendent. Not sure if the reported removal of vectoring improves this for us at all
They removed vectoring? Random. Was that with the 1.0.4 patch?Yeah, there's no invincibility or anything really. Just a massive *** autoguard hurtbox.
I've never seen the rising hit clank with anything before in my life, so it being transcendent is definitely a probability.
As for the supposed removal of vectoring, it makes our grounded bombs kill people at 90. Rejoice!
Hopefully it also helps with the issue of characters flying away from the second hit, maybe it'll also help a bit with characters teching out of fortress and so on.I've never seen the rising hit clank with anything before in my life, so it being transcendent is definitely a probability.
As for the supposed removal of vectoring, it makes our grounded bombs kill people at 90. Rejoice!
The fireballs require some practice to effectively plow through them and punish Luigi. When they hit you and Tough Guy activates, a huge amount of hit lag also occurs, screwing up your timing unless you've already become accustomed to it. Also, if any of your attacks clank (like the dash attack hit box; don't use dash attack), you are stuck in the clash frames, which is enough time for luigi to grab, down throw, and combo the ever living snot out of you, negating our advantage over the fireballs and possibly walling us off for the rest of the match. Luigi's cooldown after using a fireball is such that from medium range he can dash grab you if you clank or fail to power shield the fireball. Amusingly, getting hit by the fireball directly after 56% doesn't leave us as open due to the flinch frames not being as long as the frames required to recover from shield stun.I mean let's look at the case with Luigi for a second, at the start of the match, he's basically forced to approach because we aren't at 56% yet. If he uses a fireball at all, we can charge through it and punish his cooldown relatively free unless he's absolutely flawless with his spacing and we weren't expecting it. So he basically has to get in and get a grab so he can combo us into safe fireball ranges, then he can back off and has the option to set-up fireballs if he wants. And that's if he managed to do all of this without taking more damage than he dished out in the process. It's certainly not impossible for Luigi to overcome and take the match, but considering how much trouble he has actually approaching, and Bowser's options to deal with approaching, and it sounds like a pretty tough situation, at least on paper.
The fireballs require some practice to effectively plow through them and punish Luigi. When they hit you and Tough Guy activates, a huge amount of hit lag also occurs, screwing up your timing unless you've already become accustomed to it. Also, if any of your attacks clank (like the dash attack hit box), you are stuck in the clash frames, which is enough time for luigi to grab, down throw, and combo the ever living snot out of you, negating our advantage over the fireballs and possibly walling us off for the rest of the match. Luigi's cooldown after using a fireball is such that from medium range he can dash grab you if you clank or fail to power shield the fireball. Amusingly, getting hit by the fireball directly after 56% doesn't leave us as open due to the flinch frames not being as long as the frames required to recover from shield stun and activate fortress.
The Luigi player I fought had impeccable timing. I tried all those things and it did not work unless it was a power shield. Luigi's dash grab is also already out before the shield can drop. It was incredibly frustrating. I understand that the advantage isn't as large as I make it out to be, though, because even the Luigi I fought screwed it up 2 or 3 times.I've been in a similar predicament myself, you might be surprised at how little advantage the opposing character might have in that situation, it's very likely that you're recovering soon enough to be able to roll, spot dodge, or even shield-drop to jab. You can also try shield grabbing him, I believe our grab range is better and it's a fast option that carries no risk of accidentally jumping. I'm pretty sure fortress should work though, you don't have to wait too long for it to come out, you just have to time your inputs a little differently, instead of sliding your thumb from jump to B you have to actually delay a bit between jump and B. The issue is that we can't buffer multiple inputs anymore so only the jump will buffer if you put the inputs too closely together. It really sucks, but it's just something we have to get used to in order to make the most of Up-B.
Hyper Armor is actually usable. TG is situational and happens rarely.For those who have played Project M, how does Tough Guy compare to Bowser's Hyper Armor in P:M?
I think you got that switched up hahaThe best feeling is landing the spike right near the edge so your opponent survives and you die.