zxeon
Smash Lord
You respond quickly.
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Way to not watch all of them. I recorded three with Ness to prove that it wasn't me. It was bowser. Bowser has to be reactionary because he has no safe options.I just watched your second and first match. You don't do any spacing at all.. you were just sitting there and waiting, playing a very reactionary game; you were still playing vbrawl style. Bowser plays a very defensive game, but that doesn't mean you should sit and wait; you need to space your ftilts and fairs like an Ike, constantly throw them out to protect yourself. You're also letting the falcon player read you really easily, too. I really hope someone else can confirm what I'm saying to make me seem like less of an ***.
So my judgment is that.. you need lots more practice before you can tell the backroom what they need to do with characters.
I didn't have to watch your Ness matches to know that you don't know what you're doing.Way to not watch all of them. I recorded three with Ness to prove that it wasn't me. It was bowser. Bowser has to be reactionary because he has no safe options.
Fail.
Eh...I'm kind of agreeing with both sides. His Bowser does not space well, but "spacing" is a very loose term, and it very different between ness and bowser.I didn't have to watch your Ness matches to know that you don't know what you're doing.
Ok, I am dying here.You may not have (although half the knockback on Dair, WTF?), the game did. Snake always has been the easiest character to combo and juggle, and that's gotten worse here. Snake does not need tilt nerfs; he's fine as is.
I think the Brawl Knee sweetspot operates in a fashion that it sweetspots on first frame, unlike melee.Wait, you have falcon's knee hit on frame 1 instead of its default 14?
unlike melee? Huh? So you are saying that the first frame the knee hitbox comes out in melee was a flub, then was the sweet spot? You make no sense. Both knees come out the exact same, except the sweet spot in brawl is 2 frames IIRC and melee was at prob 4. I'm saying that it would be better to have the smaller range and 4 frame sweet spot than the 2 frame sweet spot and a big range.I think the Brawl Knee sweetspot operates in a fashion that it sweetspots on first frame, unlike melee.
I don't think you do.Its almost as if we know what we are doing with this game or something.
I don't have the ability to program changes and asking me to is to is stupid. You are supposed to balancing the game not making excuses for why you shouldn't have to.Also, program your changes and lets try them.
Well he is right to an extent.Toilet paper avatar guy, you call this no reasons for telling people why they are wrong?
If Bowser gets a sideB and is at lower percents and decides to suicide then he is either crazy or confident in winning. If Bowser is at the lower percent when he lands side B he deserves the control on the move.Echo said:There is one last slightly related problem that I believe needs to be fixed also. If Bowser lands a f-b while the opponent is at a low percent the opponent can decide to suicide even if this is not a good outcome for the Bowser. Therefore in some situations the Bowser must remove the f-b from the list of options making the guessing game a great deal more skewed for his opponent. For instance in the example with Peach if Bowser cannot f-b then Peach can win every situation from the game just by sitting in shield and punishing.
I believe the best possible solution would be to make it so that Bowser's f-b goes straight up and straight down every time. Yea it makes it so you can't suicide as often but lets be honest, once your opponent at the percent where you can control the f-b its better to just kill him with a grab or f-air or whatever then it is to suicide and lose a stock as well.
This post is unneeded.Toilet paper avatar guy, you call this no reasons for telling people why they are wrong?
On certain moves for sure.I think it's cool that since your giving Bowser HA on crouch as well, it can pretty much be considered an AT similar to Crouch Canceling.
The problem here is that "ducking" instead of shielding/dodging/rolling is an unnatural input, causes you to still take damage, and if misread ends with Bowser being hit and juggled when a simple shield would have done the job better.Bowser: HA on crouch and crawl:
Allows for an approach on anything 8% or less. This beats our jab grab, MK tornado, falco lasers, Samus homing missiles, and many other things.
I'm pretty confident Bowser's grab range/winddown blows, but I wanted to dig up the frame data to back it. Bowser Dash Grab: Frame 10, move ends on 49. Luigi Dash Grab: Frame 12-13, move ends on 39. Snake Dash Grab: Frame 12, move ends on 29. I don't think B+ has altered those values. His grabs come out fast, but have terrible wind down and mediocre range considering the distance between the grab hitbox and his hurtbox.Bowser has a SICK grab grab with dash grab's range and relatively quick winddown.
Dsmash is decent at punishing getups from the ledge, but it has piss priority that will get beat out by any aerial or UpB. Bair and Fair can be decent off stage, but Bowser lacks a lot of mobility and speed to be aggressive. His blind spot (under him) coupled with the fact that people recover from lower in Brawl+ compounds the issue.D smash has a longer duration than the ledge invulnerability, use this to force people off the ledge. D tilt hits anything above the ledge quickly and painfully. Down angled F tilt hits below the stage and smacks a good deal of recoveries. Bair has a semi spike angle and hits people really low. Fair: take this bad boy off the stage and hilarity ensues. Bowser destroys off the stage.
Bowser's Nair has a lot of startup and end lag compared to single hit Nair's in the game. The hitbox size is horrific compared to the size of the character and without a compensating feature. In what situation is Bowser going to be able to startup the attack, while airborn with crappy momentum, and get in a weak hit?Bowser weak nair links to F smash, U smash, U tilt and Koopa Klaw. The move has a bigger hitbox and has fairly good priority. It beats out Snake mortar for example and then pops him up to a grab. Free damage! DownB out of sheild on a badly timed aerial that hits high on your sheild or a smash attack thats badly spaced. KOs at 80% or so. U throw to Uair: What is this, fox? No it kills at lower percents.
Uh huh.Weaknesses: Recovery.
Size: Bowser is huge, learn to DI and be tricky about getting back to the stage where your huge body is an advantage with grabs and upB out of sheild
where your huge body is an advantage with grabs and upB out of sheild
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Can you really stop doing that? Why do I see so many of these?Ignore post