Nils!
Smash Rookie
- Joined
- Aug 6, 2008
- Messages
- 10
Hello, everyone. Brief introduction. My name is Nils! I'm an avid Bowser player who has, honestly only ever played in one competetive tournament. I play semifrequently with my friends, and I hate level nine computers. Now, this being said, I'm always trying to troll the internet for new techniques I can use for our favorite Koopa. For the past couple of months, I've been using a technique with Bowser that, even in all competetive videos I've watched of him, have never seen. Perhaps I stumbled across something new, or perhaps I'm just lame, so I'll get straight into the info and let you decide.
Short-hop air-dodge. For many characters, this is a useless technique; it leaves them vulnerable in the air, but too close to the ground to actually pull off an attack. However, Bowser, Game and Watch, and Ganon all have an air-dodge that lasts long enough, and (paired with size) makes it a very different story.
Bowser's short-hop air-dodge, SHAD as I've called it before (might already be named, bleh)
is very effective, because the moment your air-dodge ends, you are fully capable of doing any ground attack immediately. The animation is also awkard, confusing players who are especially unfamiliar with the tactic.
Mind you, the split second you are able to attack again, you also become vulnerable. Against the all-knowing level-9 computers, this can occasionally cause a problem, but even they frequently have a hard time dealing with it.
Beyond that, you can also fully change directions upon landing if you tap the control stick in the oppisite direction you were facing at approximately the same time as landing. (It becomes easy with practice.)
You can also do a running grab or attack from it, allowing for some rather interesting mind-games.
The way I use it ismost frequently this: (Unless an opportunity for a smash or flame-trap occurs)
0%-75% of the enemy: SHADing around the opponent, pulling off Koopa's A, mixing in down throws, running attacks, and the occasionaly forteress.
75%+: At this point I start SHADing into downsmashes and tilts. Depending on the character I'm facing, I'd use either the dtilt or ftilt.
Umm, I do have a video for demonstration, but this was from only a week after I got Brawl, and I hadn't realized the value of this technique quite yet, so I used it once (It was actually somewhat irritating, praying that I used it at all in this video, the only one I have. XD). Ignore my horrible skills in the rest of the video and focus on 5:58 (incorrect usage, but close,) and 6:03 (better usage, but still not perfect.) The result of the fight, if you do find yourself watching, is that Bowser wins, painful a beating though he took.
Umm... I hope this helped solve the question of approaches and I was able to contribute something that was new. If not, I apologize for wasting everyone's time.
PS: Umm, also, I'm curious if an index of Bowser techniques (expert or otherwise) exists here. I'm still not all that familiar with competetive play, and I'd like to learn a bit more about how to use my beloved, horribly deformed fire-type blastoise.
Short-hop air-dodge. For many characters, this is a useless technique; it leaves them vulnerable in the air, but too close to the ground to actually pull off an attack. However, Bowser, Game and Watch, and Ganon all have an air-dodge that lasts long enough, and (paired with size) makes it a very different story.
Bowser's short-hop air-dodge, SHAD as I've called it before (might already be named, bleh)
is very effective, because the moment your air-dodge ends, you are fully capable of doing any ground attack immediately. The animation is also awkard, confusing players who are especially unfamiliar with the tactic.
Mind you, the split second you are able to attack again, you also become vulnerable. Against the all-knowing level-9 computers, this can occasionally cause a problem, but even they frequently have a hard time dealing with it.
Beyond that, you can also fully change directions upon landing if you tap the control stick in the oppisite direction you were facing at approximately the same time as landing. (It becomes easy with practice.)
You can also do a running grab or attack from it, allowing for some rather interesting mind-games.
The way I use it ismost frequently this: (Unless an opportunity for a smash or flame-trap occurs)
0%-75% of the enemy: SHADing around the opponent, pulling off Koopa's A, mixing in down throws, running attacks, and the occasionaly forteress.
75%+: At this point I start SHADing into downsmashes and tilts. Depending on the character I'm facing, I'd use either the dtilt or ftilt.
Umm, I do have a video for demonstration, but this was from only a week after I got Brawl, and I hadn't realized the value of this technique quite yet, so I used it once (It was actually somewhat irritating, praying that I used it at all in this video, the only one I have. XD). Ignore my horrible skills in the rest of the video and focus on 5:58 (incorrect usage, but close,) and 6:03 (better usage, but still not perfect.) The result of the fight, if you do find yourself watching, is that Bowser wins, painful a beating though he took.
Umm... I hope this helped solve the question of approaches and I was able to contribute something that was new. If not, I apologize for wasting everyone's time.
PS: Umm, also, I'm curious if an index of Bowser techniques (expert or otherwise) exists here. I'm still not all that familiar with competetive play, and I'd like to learn a bit more about how to use my beloved, horribly deformed fire-type blastoise.