MrEh
Smash Hero
I am shadow of my former self. :D
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Can you please give me a ratio of what you think?R.O.B.'s trash, that is all.
1 . Quarter-circle SDI away from Ness (so if Ness is to your right you input Left, Top-Left, Left, Bottom-Left, Left, etc.) with your control stick and tap the C-Stick - has to be set to smash - once to the left, more than that and you'll probably buffer a FSmash.I am looking for some answers to a few questions.
1. How do you escape Ness' PK Fire properly when unable to shield it?
2. Any use in Bowser's pivot grab?
3. Does Bowser's Side B have a supershield when used at the right time against another opponent's attack? There has been times my Side B cancelled theirs, and continued on with it's purpose.
4. Why do alot of Bowser mains neglect the idea to short hop, reverse B, next to an edge when somebody is recovering to avoid laggy start up?
5. Is down smash only good when you predict an awful roll dodge? The real damaging frame takes too much time as a regular attack.
6. Can more than one Bowser main answer these questions? I would like to hear different sides for a more beneficial understanding.
I am a proud Bowser main, not just another other character main looking for research.
45:55 R.O.B.'s favor. It's pretty unanimous among us. R.O.B.'s "camping", aka gyro/lasers don't really affect us at all. We can walk/ps through that ****. We can also take your gyro and keep it for as long as we please because we have klaw/upb. As in they're our main moves and possession of an item doesn't affect the usage of those moves. Theoretically we'd only need to get rid of the gyro when we need to kill, and at that point...well...yeah. I don't really find R.O.B. terribly difficult to grab also.Can you please give me a ratio of what you think?
Thank you a lot, but I disagree with you on the ratio. =pyeah...1vs3's don't mean anything...lol but nice job I guess.
Find someone to upload a match for you or go to a tournament or something.
45:55 R.O.B.'s favor. It's pretty unanimous among us. R.O.B.'s "camping", aka gyro/lasers don't really affect us at all. We can walk/ps through that ****. We can also take your gyro and keep it for as long as we please because we have klaw/upb. As in they're our main moves and possession of an item doesn't affect the usage of those moves. Theoretically we'd only need to get rid of the gyro when we need to kill, and at that point...well...yeah. I don't really find R.O.B. terribly difficult to grab also.
R.O.B. can gimp Bowser easily if he gets his stuff together, but R.O.B. altogether has a pretty hard time killing Bowser outside of that. Like Bowser, R.O.B. also has a blind spot below him, right? So yeah, we can just predict your landing/panic nair/whatever and get GR setups and things like that.
It's just that R.O.B.'s strong points are not as effective on Bowser imo. R.O.B.'s throw/keep-away game is amazing though with FTilt/DTilt though, so I'm not completely knocking him. It's just not that bad of a MU for Bowser at all.
You should ask Vex though, he's played Chibo a lot.
Thank you a lot, but I disagree with you on the ratio. =p
Bowser is easy to rack up damage on, and the gyro can somewhat "block" Bowser's ground approach. R.O.B. can't kill Bowser, but he can rack up damage or just gimp him (overrated, but it works). I would say all in all; R.O.B.'s favour 60:40. Could also be 55:45 R.O.B.'s favour, but I hope Vex responses to this. =)
I nailed it. Get out.From what i've seen in the other boards you pretty much ignore any real discussion and post "that's not what I think" so why would you care?
I don't think there's a single Bowser that disagrees with it being -1 for Bowser.