shockfrost
Smash Apprentice
That's right, Bowser aficianados. Your chance is here, and it's called Online matchups.
The laggy affair that is online play will cause fractional blips in the timng of all players. Who better to cash in on this problem than a character whose biggest weakness is being out-timed?
That's right. If your combat sense is good, and your timing better, Bowser can win plenty of matches online.
WHAT CHANGES ONLINE:
1. All of Bowser's moves that seem to last forever have a big advantage here, when on the attack. They are -easier to time-. Your opponent will get less reaction to wiggle out of the way of your counterattack, and you don't need to be flawless. You can use your Forward Smash and Down Smash with impunity. Your whirling fortress(Up+B) both comes out instantly and lasts quite a while - a big advantage. Your aerial Fwd+A is harder to place because the animation is short, as is the same with Side+B, but in its place, the Bowser Bomb (Down+B) gets tricky to dodge and VERY useable, the aerial Neutral+A avantes off splashers with its extended damage frames, and the aerial Down+A, usually useless, shines with its seemingly endless attack frames. If someone slips into you, they get hit - but watch out for so-so priority. The same old rules apply to firebreath (If you use it, you will deal some damage and then get hit - just accept it) but with the lag effects you are likely to catch enemies with more flame, more often.
2. The lag means you need to have your fast, long lasting moves at the ready when you're being attacked. The Fwd+A is beautiful for this. It's huge, it takes awhile to clear (so your opponent probably won't be sneaking by the instant the attack ends) and the priority is good. It's my go-to for handling something from the Ground.
Being attacked by aerial, is a bit easier to time since foes fall at a certain speed, unless you are dealing with a floater. When you're jumped at (and you will be) best to do a Smash Up, which has almost no vulnerability after the move, and a huge lag on the hitframes - so whenever your opponent comes down, he gets nailed. You can follow with an Up tilt. With a floater, I either swipe with Uptilt, or go after them in the air.
3. Since these matches are usually strongly multiplayer (3-4 player), that means your huge attacks are more likely to catch multiple foes, you can pick up early KOs from enemies who can't finish their work, and you will be able to endure more pinballing than the average shmuck due to your weight. The stats are all weighted in your favor; your attacks KO easier, you are harder to KO, there are lots of enemies to hit with your big attacks, and all those quick little dueling characters that are usually a hassle, have more trouble timing their ninjitsu than usual. Hammer em'!
4. However, you will also be more susceptible to getting caught in a pinball attack - tradeoffs. When you are flying around, know which moves are high-priority and will get you clear. A whirling fortress will eventually beat back anyone on top of you and bust through a ground cluster. If something is jumping up at you, you can use Fire Breath to crisp their fingers and get back to the ground. If they are hovering around below you, alternate between breath, Whirling away, and bowser bombing from a fairly low altitude. If someone jumps up at you, bomb them immediately.
5. Everyone hates Bowser... win enough and the people you are playing with will gang up on you. Why is the Bowser winning anyway? (isn't he supposed to be a bad character?) eventually someone will pose and try playing with Bowser (usually in your color) - own em'.
6. You're winning. Revel in it.
~Shock
The laggy affair that is online play will cause fractional blips in the timng of all players. Who better to cash in on this problem than a character whose biggest weakness is being out-timed?
That's right. If your combat sense is good, and your timing better, Bowser can win plenty of matches online.
WHAT CHANGES ONLINE:
1. All of Bowser's moves that seem to last forever have a big advantage here, when on the attack. They are -easier to time-. Your opponent will get less reaction to wiggle out of the way of your counterattack, and you don't need to be flawless. You can use your Forward Smash and Down Smash with impunity. Your whirling fortress(Up+B) both comes out instantly and lasts quite a while - a big advantage. Your aerial Fwd+A is harder to place because the animation is short, as is the same with Side+B, but in its place, the Bowser Bomb (Down+B) gets tricky to dodge and VERY useable, the aerial Neutral+A avantes off splashers with its extended damage frames, and the aerial Down+A, usually useless, shines with its seemingly endless attack frames. If someone slips into you, they get hit - but watch out for so-so priority. The same old rules apply to firebreath (If you use it, you will deal some damage and then get hit - just accept it) but with the lag effects you are likely to catch enemies with more flame, more often.
2. The lag means you need to have your fast, long lasting moves at the ready when you're being attacked. The Fwd+A is beautiful for this. It's huge, it takes awhile to clear (so your opponent probably won't be sneaking by the instant the attack ends) and the priority is good. It's my go-to for handling something from the Ground.
Being attacked by aerial, is a bit easier to time since foes fall at a certain speed, unless you are dealing with a floater. When you're jumped at (and you will be) best to do a Smash Up, which has almost no vulnerability after the move, and a huge lag on the hitframes - so whenever your opponent comes down, he gets nailed. You can follow with an Up tilt. With a floater, I either swipe with Uptilt, or go after them in the air.
3. Since these matches are usually strongly multiplayer (3-4 player), that means your huge attacks are more likely to catch multiple foes, you can pick up early KOs from enemies who can't finish their work, and you will be able to endure more pinballing than the average shmuck due to your weight. The stats are all weighted in your favor; your attacks KO easier, you are harder to KO, there are lots of enemies to hit with your big attacks, and all those quick little dueling characters that are usually a hassle, have more trouble timing their ninjitsu than usual. Hammer em'!
4. However, you will also be more susceptible to getting caught in a pinball attack - tradeoffs. When you are flying around, know which moves are high-priority and will get you clear. A whirling fortress will eventually beat back anyone on top of you and bust through a ground cluster. If something is jumping up at you, you can use Fire Breath to crisp their fingers and get back to the ground. If they are hovering around below you, alternate between breath, Whirling away, and bowser bombing from a fairly low altitude. If someone jumps up at you, bomb them immediately.
5. Everyone hates Bowser... win enough and the people you are playing with will gang up on you. Why is the Bowser winning anyway? (isn't he supposed to be a bad character?) eventually someone will pose and try playing with Bowser (usually in your color) - own em'.
6. You're winning. Revel in it.
~Shock