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Ack, every time I try to picture the Falcon MU, all I can think of are his nasty offstage moves. Dair, Bair, Fair, Up B to stage spike me under Smashville, etc. Bowser's fortress is slow and doesn't afford a lot of protection when recovering. This weakness makes Bowser have to try to maintain center stage as much as you can. That sort of positioning also lets you take the most advantage of his heavy weight. It's unfortunate that Falcon's dash grab will slide the both of you so far.How do you beat Captain Falcon? I play against my brother who mains Captain Falcon, and I lose consistently as Bowser, but do about 50/50 as Greninja. What are some tips or options for the Captain Falcon matchup?
Yeah, her Ftilt is so slow and risky to use, but the jab clanks are much more likely, I might look into clanking vs more characters to see what Bowser's options look like in other clank scenarios. I feel like Bowser might be able to take advantage of clanks, especially on characters with less range, since he could probably just stand there and wait. Seeing if Ftilt puts other characters at disadvantage of of jab clanks might also be worth looking into. As always, I'll continue poking around in the lab to see what else I can uncover. There are quite a few ideas that I'm currently working on, so we'll see what happens!To be fair, Palutena will probably not be using Ftilt in neutral footsie situations. (kind of like Bowser, ha)
Jabs clanking will happen OFTEN though.
When uses Raptor Boost to reach the ledge, his hand is vulnerable and can extend up into the fortress' lower hit box, which sends opponents diagonally down. You can nail him with this if he tries to recover low to avoid your other edge-guard options. You could also attempt to run-off Bair, but that's your call.@ UltimaLuminaire 3. Yes for bomb and d-tilt, but I'm not sure what you mean using fortress as a semi spike.
4. This one I definitely do. I pivot f-tilt and pivot grab all the time, perhaps I'm not doing it optimally. What are the best times or ways to utilize these options?
Sakurai forgets to update custom moves whenever they update the game. That's why they fixed luma with regular grabs and regular klaw, but they forgot about dash slam. A similar scenario happens when you try to bowsercide someone with dash slam compared to regular klaw.It won't be able to attack while you're actually in the middle of a throw, this also works for default side B, but not dash slam for some reason.
I was actually thinking about customs villager this morning when reading people's opinions of fire shot in the moveset thread. For those out of the loop, Zero released a video yesterday showcasing the timber counter and explosive Up B. Villager has other, interesting customs, but those two are the ones that are really game changing. What makes our neutral B so valuable is that it will pass through the tree, should Villager decide to water the plant. The reason he'll water it in most matchups is to create that physical wall between him and the opponent to absorb projectiles. Unfortunately, the fire breath doesn't last at full range forever. And even at its full range, I think Villager could hit Bowser, a large target, with his fair/bair.Trying to figure out Bowser's performance against custom Villager. He's got a sapling that's a banana peel on steroids. I'm not sure what to do about it besides pick fireball and hope the opponent didn't choose their default or quick pocket. Dash slash is often too telegraphed for this situation and does nothing to help prevent villager's roll tactics. I've tried aerial reverse b, but that's just a one-off mix-up. Then there's the exploding balloons. They can be used in combination with the sapling to ensure ledge camp planking, though it's possible for our standard flame to do work if their positioning is bad (on-stage and off-stage).
From the ground, Dash Slash will clank with Villager's standard Rocket. I tried the air versions, but Bowser got hit every time, probably because there's no such thing as clanking in the air. You also need to take care that you're not to late with the slash. Bowser travels quite a bit of distance before the massive hitbox actually appears.I just need an answer to this question:
Does Dash Slash go through Villager's rocket?
We obviously can't trip in the air. I'm guessing Dash Slash can put us far enough out of range of that trip bud or whatever that **** is called.
Sometimes against rockets I just stand back and breath fire if I'm not close enough to just run through it and grab him, Firebreath destroys the rocket and Villager's slingshot can't get through it either, he also can't follow behind the rocket for grabs or dash attacks and the only option he has is to full hop to get around the fire or just hang back and wait or try to go for another set-up. If you're worried about the Villager being able to do something else, you could opt for fire roar, it should generally hit the villager too most of the time, and it'll still clear the projectiles away. The recharge time shouldn't be that big of a deal either since it should probably be used sparingly anyway. Speaking of the slingshot, if you see that the Villager is being too Fair or Bair happy, crouching actually gets under rising slingshots pretty well, and you can crawl forward to gradually close the gap and if you're close enough you can even punish with dtilt, it might not win the game on it's own but it should help to keep the villager honest.I just need an answer to this question:
Does Dash Slash go through Villager's rocket?
We obviously can't trip in the air. I'm guessing Dash Slash can put us far enough out of range of that trip bud or whatever that **** is called.
The snaring aura sphere is a move that travels transcendently. You can't get rid of it with Fire Breath or any attack. It will pass through your shield similar to Fire Shot, but travels so slowly that it's entirely possible you'll get hit as soon as you drop your shield. When charged, it travels even slower at a reduced distance. The move increases in knockback when charged to full, but won't reasonably kill Bowser until Lucario has at least 120% damage worth of rage and aura, and Bowser at a similar percentage. The knockback is vertical, I'd say a 75 degree angle. It charges generally faster as well, but not by a ton.Anyone have thoughts on dealing with Lucario's Vacuum Sphere?
It was hard to get at him because he chilled on the ledge. Otherwise I felt like a SHADC into Fortress might work.The snaring aura sphere is a move that travels transcendently. You can't get rid of it with Fire Breath or any attack. It will pass through your shield similar to Fire Shot, but travels so slowly that it's entirely possible you'll get hit as soon as you drop your shield. When charged, it travels even slower at a reduced distance. The move increases in knockback when charged to full, but won't reasonably kill Bowser until Lucario has at least 120% damage worth of rage and aura, and Bowser at a similar percentage. The knockback is vertical, I'd say a 75 degree angle. It charges generally faster as well, but not by a ton.
The weakness of this aura sphere is simple. No matter what the charge, Lucario sits for more than a full second before he can follow the sphere. a punish is highly possible if you can get airborne and perhaps land nearby with the help of dash slam/slash. Trying to break through this attack with your shield or a dodge roll is almost guaranteed to fail. This custom move usually goes hand in hand with advancing aura sphere, which will be especially effective if you're stuck in your shield.
I have some interest in Lucario, and if I had to play him against Bowser, I'd opt for normal aura sphere. That move is beautiful for large targets like Bowser and would intercept fortress beautifully. Lucario could set up a full charged snaring sphere at the ledge by running off and then recovering, but Bowser's Fortress could simply travel under it, I feel. The normal sphere could be launched from much lower off the stage and at no risk of SDing. It's also the go to punish for somebody trying to land, that has trouble landing safely if they're being pressured. Read: Bowser.
Mash jab in her face, try to UpB OoS if she slams into you.Without customs, she's relatively easy. With them, she's like goddamn Sonic on crack. There's no escape, and is combo food for her. AND she has a hoo-hah that's better than a hoo-hah.
I'm not sure of the chances, but it might be possible to meet a few Palutena players using jump glide.Mash jab in her face, try to UpB OoS if she slams into you.
Spike her during her ledge snap. (I assume she's taking warp.)
Unfortunately, I was expecting Dsmash to work, but it only clanks like other moves. If your goal is to clank, you might want Dtilt. Two hits come out to help with your timing. When you do clank, with it, an immediate ftilt will reach Sonic. May I ask why fire breath is unreliable? It forces Sonic to go airborne, and all his aerials and homing attack are pretty easy to shield grab or punish. Homing attack is especially easy to counter with our Usmash since most of them will connect directly on top of Bowser, where he is partially invincible.3) Is there anything that beats Spindash? Besides Fire Breath, which is unreliable in this situation.
Depends on which spin you're talking about, if you're talking about, I know Nair will work against either one as long as the actual full hitbox is out by the time Sonic runs into you.3) Is there anything that beats Spindash? Besides Fire Breath, which is unreliable in this situation.
Depends on the range, you have to keep in mind that clanking will always have one of two possibilities, first, either the attacks are within the appropriate percent range of each other to be considered equal attacks, meaning that you both return to neutral at exactly the same time, giving both characters a frame advantage of 0.2) When you clank with Spindash, how do you follow it up?
The answer is clear ladies and gents.Bowser Bomb: always wins.
Oh no no. If customs are involved, you'll want Dash Slam. It beats Spin Dash and Spin Charge consistently, regardless of charge. Well, almost. I suspect that the first frame or two will result in you getting hit at the same time that you grab him. And with no grab armor in Smash 4, it's a lost trade. I think Bowser's grab box just isn't out enough to reflect the animation of his arm still extending. Take out the first two frames, and you've still got ten left which is a considerable window for timing.I just tried dash slash against sonic's down b. I think it worked one time, and failed like 12 times. no clanking. I don't know when it works, but i'm not doing that again.