TiersAreReal
Smash Apprentice
- Joined
- Oct 29, 2007
- Messages
- 146
Seriously. Online lag might be a factor in this, but I'm having trouble getting back on the ground at all. Not getting back on the stage, but just getting back on the ground once I've gotten hit (particularly I may never see the ground again against some characters like Captain Falcon). Here's my problem areas:
1. Landing lag. Seems no matter what I do, I have landing lag which gets me hit which puts me in the air again. What's the best option when my feet finally touch the ground? I'm generally getting hit or grabbed at this point or am in recovery from an aerial.
2. Can't seem to find an aerial that will beat out other characters' attacks. Down A has that lag which will get a hard punish, neutral A doesn't seem to have priority and doesn't actually seem safe if the opponent is at low %, I'm almost never in a position for a back A when attempting to get back on the ground, and up A really isn't an option because I'm above my opponent. What's my best option here?
3. Odd hitboxes / slow attacks. Aerial forward A looks like it really should hit opponents but it doesn't. A lot of the times it'll look like I've connected with this attack but my opponent's attack will land and cancel mine. It just seems like this has less range than it looks like. Does it, or is this online lag (it happens in the matches that look lag free) or do the attack frames come out late on it? I suspect a large issue with this attack is that Bowser's big body is basically right on the hitbox as well presenting himself as a big target. It also seems like even the fast attacks don't have hitboxes that come out fast. It almost feels like I need to predict and throw out my fastest attacks well before I'm in range to hit the opponent.
4. Air dodge invincibility frames. I-frames seem to be quite low and Bowser is quite big. I'm having a lot of problems dodging attacks that have lingering hitboxes. I'll air dodge the attack and still get hit by it because a sword or something else is still sticking out after the attack is finished. Or I'll air dodge and they still have enough time to swing again. Is there a smarter way of air dodging?
On that note, is there also some sort of comprehensive guide to mechanics changes with this game? I've noticed some of the more obvious things like edge grabbing mechanics, shieldstun being basically nonexistent, rolling being harder to punish, and landing lag from air dodges being higher. I'm wondering what other basic things I'm missing.
Thanks.
1. Landing lag. Seems no matter what I do, I have landing lag which gets me hit which puts me in the air again. What's the best option when my feet finally touch the ground? I'm generally getting hit or grabbed at this point or am in recovery from an aerial.
2. Can't seem to find an aerial that will beat out other characters' attacks. Down A has that lag which will get a hard punish, neutral A doesn't seem to have priority and doesn't actually seem safe if the opponent is at low %, I'm almost never in a position for a back A when attempting to get back on the ground, and up A really isn't an option because I'm above my opponent. What's my best option here?
3. Odd hitboxes / slow attacks. Aerial forward A looks like it really should hit opponents but it doesn't. A lot of the times it'll look like I've connected with this attack but my opponent's attack will land and cancel mine. It just seems like this has less range than it looks like. Does it, or is this online lag (it happens in the matches that look lag free) or do the attack frames come out late on it? I suspect a large issue with this attack is that Bowser's big body is basically right on the hitbox as well presenting himself as a big target. It also seems like even the fast attacks don't have hitboxes that come out fast. It almost feels like I need to predict and throw out my fastest attacks well before I'm in range to hit the opponent.
4. Air dodge invincibility frames. I-frames seem to be quite low and Bowser is quite big. I'm having a lot of problems dodging attacks that have lingering hitboxes. I'll air dodge the attack and still get hit by it because a sword or something else is still sticking out after the attack is finished. Or I'll air dodge and they still have enough time to swing again. Is there a smarter way of air dodging?
On that note, is there also some sort of comprehensive guide to mechanics changes with this game? I've noticed some of the more obvious things like edge grabbing mechanics, shieldstun being basically nonexistent, rolling being harder to punish, and landing lag from air dodges being higher. I'm wondering what other basic things I'm missing.
Thanks.