Jerodak
Smash Lord
Not if he enjoys stylish charity stocks.I think you got that switched up haha
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Not if he enjoys stylish charity stocks.I think you got that switched up haha
I feel like Dair has higher priority than bomb, TBH. I've not done any extensive testing, but I just feel like I've been knocked out of bomb more times than Dair, by far.Yeah Bowser's Dair can beat Yoshi's eggs, and Villager's up smash. The priority on it is amazing
In my experience, each one seems to work better against different things, Dair can go through Villager's upsmash but it won't go through any hitboxes for the tree, on top of that, a fresh Bowser bomb will also one-shot a tree, so you can hit the villager and kill the tree in one shot if you are spacing properly. Not sure how well Dair works against charged projectiles, but Bomb handles them pretty well, which is useful for recovering high because it's harder to punish than it used to be.I feel like Dair has higher priority than bomb, TBH. I've not done any extensive testing, but I just feel like I've been knocked out of bomb more times than Dair, by far.
Sadly, bomb still gets outdone by, well, bombs.In my experience, each one seems to work better against different things, Dair can go through Villager's upsmash but it won't go through any hitboxes for the tree, on top of that, a fresh Bowser bomb will also one-shot a tree, so you can hit the villager and kill the tree in one shot if you are spacing properly. Not sure how well Dair works against charged projectiles, but Bomb handles them pretty well, which is useful for recovering high because it's harder to punish than it used to be.
Probably Tough Guy. No flinch on weak attacks.Something weird happened to me last night while I was playing my roommate. I was hanging on the ledge as Bowser and he used Ness' down tilt to poke at me on the ledge. Instead of being knocked off the ledge, Bowser just hung there patiently absorbing the hits.
Did anyone know that he has armor while on the ledge? Im sure it's certain moves.
There is one, it's on the OP of this thread, just expand the tough guy spoiler. It only details default movesets, so if you'd like to add information regarding custom moves then please let me know by either PMing me or just posting it in this thread so I can update the list.Personally to maximize the usefulness of Tough Guy is to make a list of attacks that TG works on. If Bowser players can have this knowledge we can possibly ignore what players do and get an attack on them that way. There is no greater feeling then landing a big attack on someone who has no way to avoid it.
Thanks. If I unlock all customs I'll have to do some testing.There is one, it's on the OP of this thread, just expand the tough guy spoiler. It only details default movesets, so if you'd like to add information regarding custom moves then please let me know by either PMing me or just posting it in this thread so I can update the list.
That sounds exciting. I look forward to the videos.Guys, we have been sleeping REALLY hard on Nair. I always thought it could be a good move but I tested it extensively last night and it leads into some really great follow-ups for low edge-guards and catching your opponent's fall.
Depending on the hitbox I hit with before disengaging I can get a guaranteed footstool (did that twice), or pretty much any of Bowser's aerials as a follow up. I was able to follow-up with Dair three different times for a spike. I actually ran out of replay room but I still have some of the games where I used Nair to amazing affect.
Another was a Nair->Uair kill that appeared to be either guaranteed or a really tight window for escape.
It's applications for edgeguarding could end up being golden.
There's still more testing to do as far as catching the opponent in the air. So far that worked pretty well too.
That's what I mean. I knew it was better than it was in Brawl or Melee. I just didn't know how much better until I started testing different **** with it. I was using it before as just a one-move way of catching air-dodges.NAir has a really short start-up and makes hitboxes all around Bowser. And Bowser is the size of a house. DAir aside, this is easily his most improved move. However, I'm guilty of not using as much as I should. I'm so use to it being part of the triforce of trash (NAir, DAir, DSmash).
I'll try my best to have them up tomorrow. If not, they'll definitely be up by Friday if I can help it.That sounds exciting. I look forward to the videos.
The initial hit box generates at 12 o clock. It's about as fast as Fair's hit box to come out, but it won't reach below Bowser till a few frames later, tested against Classic 9.0 Swarm Giant.@ Mr. Bones Nice work. If you're willing to write up a general guide on the proper use of Nair then I'll add it to the original post for reference.
Edit: Also, I'm feeling a little skeptical on Nair being "fast", maybe its just because of how it hits but I always felt like it was a little slow to get started, so I usually initiate it a little earlier than normal, but it's still worked great so far. It'd be great if we had complete hitbox and frame data.
So far the best results come from edge-guarding opponents that are trying to recover from an angle below the ledge, where it's harder to hit Fair/Bair safely. You can use a falling Nair to pop them up for a follow up aerial or footstool. In general, the best application seems to be edge guarding set-ups or catching jump-happy opponents. Different hitboxes/timings for it can lead into different aerials fairly reliably depending on when they pop-up.@ Mr. Bones Nice work. If you're willing to write up a general guide on the proper use of Nair then I'll add it to the original post for reference.
It's actually pretty quick (the first hitbox happens above Bowser). I've actually been initiating it earlier for the set-ups into other aerials/footstools. The weaker hits at the end provide enough stun for the set-ups.Edit: Also, I'm feeling a little skeptical on Nair being "fast", maybe its just because of how it hits but I always felt like it was a little slow to get started, so I usually initiate it a little earlier than normal, but it's still worked great so far.
The initial hit box generates at 12 o clock. It's about as fast as Fair's hit box to come out, but it won't reach below Bowser till a few frames later, tested against Classic 9.0 Swarm Giant.
In that case we could say that it has two seperate start-ups, the initial start-up when the first hitbox comes out and the full start-up when it becomes a functional Nair.It's actually pretty quick (the first hitbox happens above Bowser). I've actually been initiating it earlier for the set-ups into other aerials/footstools. The weaker hits at the end provide enough stun for the set-ups.
It seems like we are on the same wavelength, this is actually the very next guide that I was planning to write up, I'll be willing to help out with testing, just let me know when you're available.The Bowsercide nerf motivated me to get to work on figuring out better punishes for several situations. Like Bowser Bombing D3 after his 2nd jab, OoS up-smashing ledge attacks, sidestepping Sonic's homing attack and dropkicking him, stuff like that. I wanna get to work on a punish guide for moves that are common, deceptively laggy, or just annoying to deal with. I don't have the Weeyoo version so I don't have a way to test things out by myself though.
lol, who uses Ness' down tilt? ...against Bowser?Yep, Ness's down tilts is actually one of the few attacks that is basically made completely invalid by Tough Guy. By the time it'll actually flinch you, he should already be fishing for back throws or back airs instead so even then it's not all that useful. It probably won't affect the match-up in any significant way, but it's something to consider I guess.
Huh. I knew TG ignored PK Fires early on. Didn't know I could punish like that though.lol, who uses Ness' down tilt? ...against Bowser?
What's really impressive is that Tough Guy can ignore about 3-4 PK Fires and actually PUNISH through them. You can actually land a charged fsmash if you start from the moment you hear Ness say "PK!"
Exactly.lol, who uses Ness' down tilt? ...against Bowser?
That sounds like a good shenanigan, just to be clear are we fsmashing them out of the special's cooldown or when they try to dash in for an attack or grab? Does it work if they use it from the air?What's really impressive is that Tough Guy can ignore about 3-4 PK Fires and actually PUNISH through them. You can actually land a charged fsmash if you start from the moment you hear Ness say "PK!"
You're starting it from the moment you hear Ness say "PK." You release before his lag ends. He shouldn't have time to get an attack or a grab. Using PK Fire in the air leaves you grounded by the end of the lag, so you have to release before he lands in order to hit.Exactly.
That sounds like a good shenanigan, just to be clear are we fsmashing them out of the special's cooldown or when they try to dash in for an attack or grab? Does it work if they use it from the air?
There are a few things to look out for here then, the first is the PK mix-up, because ness also says "PK" during his up B which could either hit you out of your charge with the projectile, or if they happen to be pretty fast with the angling, they could hit you with PK thunder 2 which isn't plesant, especially if you're still charging.You're starting it from the moment you hear Ness say "PK." You release before his lag ends. He shouldn't have time to get an attack or a grab. Using PK Fire in the air leaves you grounded by the end of the lag, so you have to release before he lands in order to hit.
If you charge too long you take full damage from the PK Fire, shortening how much Tough Guy you've got left. Don't get greedy. Bowser's dropkick is plenty strong enough. Use the charge more for getting the timing right.
Seems like Nair is looking pretty solid as a set-up aerial, how exactly did that work? I'm trying to picture it in my head.Nair Bowser Bomb.
Do it guys.
Is it hitbox dependant? Or does it work through the entire move? The advantage, I mean.Make it happen guys. I believe in all of you.
Also, did some quick testing today. I still don't have the means to record footage to test frame data accurately, but just from comparing moves, I think that Jab 1 is at LEAST +6 on hit. That's insane.
I figured this out when I learned that Jab 1 actually combos into Fortress in some situations.
If you want I can help you do some further testing with this, with various characters at different percents, might be good to see what viable mix-ups we have on everyone and what a character might try to respond with in that situation. I only have the 3ds version at the moment, but if that's fine then let me know.Not hitbox dependent from what I was testing. Frame advantage seemed to be the same. The only difference that the hitbox made is how far your opponent flies from you.
Still interested in testing?Percents doesn't seem to matter either. It seems that Jab 1 has static knockback.
Jab cancels are always good in my book. Pretty sure Jab 1 > Dash Grab will always connect. Klaw probably works too. Gonna have to test more with Jab 1 > Bowser Bomb on the field later on.Did someone say...JAB CANCELLING??
Count me in!
Yeah, all three are all solid in this game. The spacing's different than in Brawl thanks to jab having awful range, but I'm using it more and more.Jab cancels are always good in my book. Pretty sure Jab 1 > Dash Grab will always connect. Klaw probably works too. Gonna have to test more with Jab 1 > Bowser Bomb on the field later on.