atticusfinch7
Smash Apprentice
Can't little mac not recover at all from a single ftilt or dtilt? And fire breath ruins his entire recovery as well?
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It depends entirely on how far little mac has been sent, but yes, Bowser's high base knockback attacks like Jab 1+2, Dtilt/Ftilt, and Fthrow/Bthrow can suffice for getting Mac offstage or killed entirely depending on stage position and his %. If you have time to get in position for fire breath, the windbox or flinching can gimp him unless he has excellent DI and timing with recovery moves or counter to reach the ledge through the flames. Making Mac flinch any way offstage is great because he is the second worst at building up air speed, and getting hit resets air speed to 0. However, a successful counter gives him more than max air speed once the attack animation finishes. So fire breath isn't a foolproof answer, and is slow to set up in any situation where Mac has a chance of reaching the ledge.Can't little mac not recover at all from a single ftilt or dtilt? And fire breath ruins his entire recovery as well?
I think this matchup is even personally. You just have to learn all the gimmicky yoshi things. On the ground yoshi is not that good. There are some frame trappy things he can do like jab -> yoshi bowser bomb, but none of it is guaranteed. In the neutral the strongest tactic yoshi's do is a lot of safe egg and spaced aerial pressure. Most of yoshi's aerial pressure, you don't want to up + b OOS. If spaced and timed correctly up + b oos doesn't usually work. Often times though filt OOS works really well. If they dair you then you should really be getting a good punish like klaw, grab/turnaround grab, or bowser bomb.Yoshi is driving me mad. The ridiculous frame data and hitboxes are just killing me. My usual mains can't deal with a good yoshi one bit. But since my pocket Bowser seems to be improving, how does Bowser vs Yoshi go? I imagine it's hard for even him to deal with the shield pressure this character has. Does one Dair break a fully charged shield for Bowser?
There's absolutely no downsides to buffering your first jump. The full hop will satisfy early Uthrow combos with Nair, Fair, Bair. Bowser's 8 frame jumpsquat gives you another great window to buffer your aerial so that is also frame perfect every time. A double jump should always be necessary for Uair at most of the %s where they're able to die from it. Not because it makes you ascend faster but because they're too high for full hop to reach. Timing this double jump so that you ascend far and fast enough to reach with Uair based on their current damage is really the only thing that requires practice. Fast fallers can be nailed with just a full hop at the beginning of their kill range, but an immediate double jump will work just as well.I have a newb question. For Bowser's kill confirm hoo ha, is it a full hop, or a quick double jump to get it to connect consistently? Also, should I buffer a jump right before the up throw animation finishes or is it more about timing it right after?
Really? I keep getting completely bodied, even if the Pit/Dark Pit doesn't seem to have any idea what they're doing. Maybe I just suck? (Which is very probable)Cool Trainer Ace Fairly normal bowser play should theoretically beat this.
Thanks for the tips!Cool Trainer Ace We do not intend to put you down whatsoever. What BigSean meant by normal play is monitoring your ground movement so you don't need to throw out Jabs or FTilts unnecessarily. You want to mix-up walk -> shield with dash dancing and possibly dash stop so you can force Pit to whiff. In any fight against swordsmen/projectile users, Bowser shouldn't be the one making the first attack unless you're sure you've found an opening in your opponent's habits. If you're not familiar with utilizing Bowser's ground movement to mess with your opponent's spacing, then hopefully this gives you an idea as to what you can do so you don't feel lost or overwhelmed.