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Lol. I'm not trying to correct you. Certain moves have niche uses. Bowser's fsmash is one of them. Yes, it hits seven frames slower than Ike's with comparable KB. Ike's doesn't have armor though, instead it has disjoint. They're just different, you can't really compare them.I stand corrected. Bowser can edgeguard the most edgeguardable character in the game, with Fsmash. Clearly not completely useless.
It's unfortunate that you and Zigludo were factually correct and not recognized for it - and I apologize for my part in that. That said, I still think it's possible that you may have jumped to your conclusions too early - getting mad about nerfs isn't really productive, and the negativity that was (is?) reigning on the Bowser boards and Skype chat kinda wasn't very cool. It's important to try our damnedest to adapt to changes before bringing up complaints. Hell, even now it's possible I may be premature with complaining about Bowser's lack of buffs, but I believe I've done my due diligence.It's funny how Odds is repeating again what I said earlier (Bowser losing important tools while getting nothing, light armor on charge animation isn't worth nerfs on the armor of the smash attacks, fsmash going from almost useless to garbage, still gets combo'd pretty easily and more) yet he has more people agreeing with him based just on likes and no indirect "bad Bowser main" insults just for saying that all the armor nerfs were huge because he got nothing in return.
Bowser was always pretty bad, but managed to get by due to opponents' lack of matchup knowledge. I wouldn't accuse you of being a bad player because that'd be blatantly, obviously untrue -- but because Bowser is such a weird/unusual matchup to play against, almost literally everyone is extremely awful at it. Koopa Klaw is really fast now - I fully expect it to regularly catch a lot of players off guard, and make Bowser seem a lot stronger than he is, especially coupled with the longer ranged flames, which will have a distinct effect on his neutral game in some matchups. As people adapt, though, it will become more and more apparent how terrible Bowser really is - as we've already seen in Smash 4, where he was initially thought to be top tier, but is now known to be trash.Lol. I'm not trying to correct you. Certain moves have niche uses. Bowser's fsmash is one of them. Yes, it hits seven frames slower than Ike's with comparable KB. Ike's doesn't have armor though, instead it has disjoint. They're just different, you can't really compare them.
I get what you're saying: Bowser doesn't have reliable kill options, which is strange considering his character archetype.
I was just with Deff the other day at a tourney in Philly and he seemed to be doing sick things with Bowser. He used Yoshi against me in bracket so I only played his Bowser in doubles, but he still seemed fine and he was cleaning up a lot of other people. He only lost to me and his crewmate, who knew exactly how to play against him. Darkblues is also still doing pretty well.
Yeah, I mean, personally I have no trouble with Bowser. I think he has a lot of unique strengths that are difficult to deal with until you figure them out, but once you do, he's pretty mediocre. I've always kind of felt that way.Bowser was always pretty bad, but managed to get by due to opponents' lack of matchup knowledge. I wouldn't accuse you of being a bad player because that'd be blatantly, obviously untrue -- but because Bowser is such a weird/unusual matchup to play against, almost literally everyone is extremely awful at it. Koopa Klaw is really fast now - I fully expect it to regularly catch a lot of players off guard, and make Bowser seem a lot stronger than he is, especially coupled with the longer ranged flames, which will have a distinct effect on his neutral game in some matchups. As people adapt, though, it will become more and more apparent how terrible Bowser really is - as we've already seen in Smash 4, where he was initially thought to be top tier, but is now known to be trash.
You can still do cool things with Bowser, and people can still lose to him, in exactly the same way that you can do cool things and occasionally eke out wins with Melee low tier characters. That doesn't mean that it's practical, or that Bowser is even in the same league as the rest of the cast in terms of power right now. I can't emphasize enough that I could literally go Random in tournament, and have a pretty reasonable chance (probably 30-40%) of performing better with whatever character came up, than I would with my main of a year and a half.
I don't make these kinds of claims lightly - and I'm generally all about adaptation over complaining about balance on forums - that's one thing the Melee community has absolutely right. Right now, though, I'm willing to stake my reputation on Bowser needing buffs on a level nearly unprecedented (to my knowledge) in PM.
You can CC any of those and jab grab isn't guaranteed. You can buffer spot dodge then graciously accept your free punish. At full length it hits on frame 17. If you're using a move against a tether that's THAT unsafe with its only saving grace being distance, then you're doing it wrong. Pivot grab is good but link doesn't have the dash speed to facilitate easily forcing whiffs in such a manner. He's not marth.frame eleven grab isn't unusable, considering the grounded space it covers it's entirely good for dash away to force whiffs->pivot grab, as well as punishing moves that are normally safe when spaced well on shield against close-range grabs but lose to a tether grab's better reach. Not to mention any number of ways to set-up for it mid punishment, from jab/bair/weak nair to reset knockback on an aerial opponent+force landing (character/DR dependant dependant), any number of aerial options at different percents if the opponent doesn't CC, jab resets/tech chasing, other specific ones.
I'm not supporting his claim that dthrow is stupid, just disagreeing with yours that people shouldn't get grabbed by link
Alright, let's examine your claims.@ Frost | Odds I generally respect most of your views and you obviously know more than all of us about the character. But you constantly make rushed and extreme opinions and huge overstatements. Bowser does not lack kill options at all. Sure he doesn't have anything like Knee or Fox up-air, but f-air/n-air will usually send off stage and b-air will almost always kill at any reasonable percent. He doesn't outright kill people from on-stage(and maybe that's something he should be able to do) but he is still insanely good at edgeguarding, one of the reasons I like playing Bowser is because it's so damn easy to kill people in any vulnerable position. Obviously it's harder to put people in those positions when they are better at the match-up, but I really don't see how he can't secure kills. I also never thought f-smash was bad and still think it has niche uses. Moves that reward so insanely well on one read can't really be that bad. (In 3.5) Now it's just sorta OK.
I've been guilty of this in the past, but many of my 'extreme' opinions have since been validated as correct. See: my complaints about 2.6 Ivysaur, 3.02 Mewtwo, 3.5 ROB long before any of those characters were considered strong or even relevant by most of the playerbase. As for the current issue, as I said, I felt exactly the same way about everyone who was saying that Bowser was overly nerfed - check the Bowser boards; you won't have difficulty finding my posts praising the changes, and telling the complainers to man up and adapt and give it some time. It's plausible that I'm being too hasty, but not terribly likely.But you constantly make rushed and extreme opinions and huge overstatements
Bair can get kills, yes - hell, it's probably my main source of kills in this patch. I'd have listed it in my previous post about Bowser's kill options, but it was pretty much unchanged in the patch, and we were discussing changes. 'Sending offstage' is an entirely different notion from 'killing', however, especially given the preponderance of characters (such as Luigi) who are all but immune to Bowser's edgeguards.Bowser does not lack kill options at all. Sure he doesn't have anything like Knee or Fox up-air, but f-air/n-air will usually send off stage and b-air will almost always kill at any reasonable percent
This may have been true in 3.5, and is still true to some extent, in some situations. Nair is still a solid juggling tool, and fair still has good range and some meatiness. The edgeguards are still strong. The problem is that it's far too difficult to put opponents in vulnerable positions to begin with; and Bowser's options to keep them in those bad positions or secure kills are pretty limited. The lack of meaningful on-stage kill threats means that opponents don't have to account for very many options when trying to figure out what Bowser's going to do. This makes it much easier for them to escape bad situations against Bowser than, for example, against Ganon.one of the reasons I like playing Bowser is because it's so damn easy to kill people in any vulnerable position
Uh, it didn't reward at all for merely one read. There are very few moves in the game laggy enough to get hit by fsmash even if the Bowser player hard-reads it ahead of time. Instead, the Bowser player needed to make a multi-part read (ex. "the other guy will jump at me and then charge an upsmash") which is exponentially more difficult and unreliable. I really shouldn't need to explain that this is not even remotely reasonable.Moves that reward so insanely well on one read can't really be that bad. (In 3.5)
You realize she could control the stage better with 3.02 dins right? These dins are okay, but they didn't help change any of her complaints before. She was campy? Well now she can't camp at all (even though she couldn't very well in 3.02 either). By "far better designed" do you mean a less defensive character with her offensive options not compensated in the process? The physics on her nayru's (love jump, diamond dive, etc.) being taken away? The SDI multipliers on her everything being increased? I've had fox fall out of her up smash after hitting him while he standed right next to me, and wolf literally just slide out of nayru's. Not to mention people fall out of nair all the time if Zelda moves like an inch while the move is happening.Zelda was terrible in 3.02 along with her playstyle. I don't get why Zelda players jerk to her in 3.02. She was objectively bad. She became a far better designed character and gained a Din's fire with some actual mild use.
Honestly I was more referring to some silly matchup opinions that you have hastily concocted without much experience.I've been guilty of this in the past, but many of my 'extreme' opinions have since been validated as correct. See: my complaints about 2.6 Ivysaur, 3.02 Mewtwo, 3.5 ROB long before any of those characters were considered strong or even relevant by most of the playerbase. As for the current issue, as I said, I felt exactly the same way about everyone who was saying that Bowser was overly nerfed - check the Bowser boards; you won't have difficulty finding my posts praising the changes, and telling the complainers to man up and adapt and give it some time. It's plausible that I'm being too hasty, but not terribly likely.
One read doesn't necessarily mean one read while in a neutral situation. Obviously you should almost never use a move that slow in neutral. It's good when you have already cut some of their options off(the aforementioned recovery situations), it's still fast enough to hit a read roll or spotdodge(character/timing dependant) when that's relevant, just general slight stagger situations. Everyone gets obvious openings sometimes too(egregious recovery lag, shield breaks/rest, tether grab whiffs) even laggy specials like Wizard's foot or Falcon kick. You simply cannot discount the ability to kill someone as early as you could in 3.5 in any situation where it came up. It's pretty much just better Melee f-smash at this point and it was useable in that game(admittedly mostly against Falcon/Ganon because laughably bad up-b recovery.Uh, it didn't reward at all for merely one read. There are very few moves in the game laggy enough to get hit by fsmash even if the Bowser player hard-reads it ahead of time. Instead, the Bowser player needed to make a multi-part read (ex. "the other guy will jump at me and then charge an upsmash") which is exponentially more difficult and unreliable. I really shouldn't need to explain that this is not even remotely reasonable.
The character that comes to mind for me is Skullgirls' Big Band. Because of his huge size and slow movement he's more vulnerable to enemy pressure than a typical character. The stuff he has to make up for it include the only parry in the game, a move that causes an unblockable earthquake at fullscreen, a move where he lunges forward like half the screen with armor, a similarly-large lunging anti-air command grab, an aerial dropkick that knocks himself down so he can techroll through projectiles if he wants to (more useful than it sounds since AFAIK there isn't any vulnerability on techrolls in that game), big honkin' hitboxes, and a ZSS-like stun mechanic. And maybe I forgot some things? (Not to mention he's just oozing with style.) I'm still pretty new at that game, but as far as I know he's not considered close to overpowered. (I know, I'm usually the first to complain about how any given list of a characters' tools make them look overpowered, and this stuff only makes sense in the context of its own game. The point is to show how heavy fatties need good tools to succeed.)pmdt (and fighting game dev teams across the world) need to realize that the archetype of "slow and makes you do dumb stuff" without having any presence other than being sp00ky doesnt work because they all suck. armor means you have to press a button in the first place, big hitboxes means you have to let them in first and burst movement is only burst movement if you cant move in the first place. give them gimmick projectiles or something that makes them scary in a full screen situation, or at least half screen. flame breath is a good start but the move is still ***
Eh. That's fair.Honestly I was more referring to some silly matchup opinions that you have hastily concocted without much experience.
None of the mentioned situations (other than Ganon/Falcon upB landing lag, which should never happen because he'll just grab ledge if you're onstage throwing an fsmash) have anywhere near enough endlag for Bowser to punish with an fsmash- and if a tether grab whiffs Bowser, it will be precisely because he's too far away from his opponent to hit with an fsmash.One read doesn't necessarily mean one read while in a neutral situation. Obviously you should almost never use a move that slow in neutral. It's good when you have already cut some of their options off(the aforementioned recovery situations), it's still fast enough to hit a read roll or spotdodge(character/timing dependant) when that's relevant, just general slight stagger situations. Everyone gets obvious openings sometimes too(egregious recovery lag, shield breaks/rest, tether grab whiffs) even laggy specials like Wizard's foot or Falcon kick. You simply cannot discount the ability to kill someone as early as you could in 3.5 in any situation where it came up. It's pretty much just better Melee f-smash at this point and it was useable in that game(admittedly mostly against Falcon/Ganon because laughably bad up-b recovery.
Most of the moves you mentioned for Big Band are from Potempkin from Guilty Gear btw. Anyways another thing about grapplers in traditional fighters is that their command grabs are really quick and beat out any attack you could do. Zangief in SF4 for example, when he gets close to you while you're knocked down he either grabs you and the only way to avoid that is jumping, the opposite of that is he could Siberian blizzard you if you jump so it was really a mind game to make sure you're not losing 30% or more of your healthThe character that comes to mind for me is Skullgirls' Big Band. Because of his huge size and slow movement he's more vulnerable to enemy pressure than a typical character. The stuff he has to make up for it include the only parry in the game, a move that causes an unblockable earthquake at fullscreen, a move where he lunges forward like half the screen with armor, a similarly-large lunging anti-air command grab, an aerial dropkick that knocks himself down so he can techroll through projectiles if he wants to (more useful than it sounds since AFAIK there isn't any vulnerability on techrolls in that game), big honkin' hitboxes, and a ZSS-like stun mechanic. And maybe I forgot some things? (Not to mention he's just oozing with style.) I'm still pretty new at that game, but as far as I know he's not considered close to overpowered. (I know, I'm usually the first to complain about how any given list of a characters' tools make them look overpowered, and this stuff only makes sense in the context of its own game. The point is to show how heavy fatties need good tools to succeed.)
Bowser, by way of comparison, has... uh... someone help me out here. Klaw, a decent oos option, a really good getup attack, some armor... does being really heavy even count in a game like Smash?
Character strength is determined by how good a character's toolset is.
Thanks for contributing.In what universe was Bowser bottom 5
Oh I forgot
Everyone thinks the character that they main is bottom 5
You're welcomeThanks for contributing.
At least 5 of them have to be right thoughIn what universe was Bowser bottom 5
Oh I forgot
Everyone thinks the character that they main is bottom 5
I thought Toon Link was high tier when I had him as a main, and still do tbh. (recently moved him to secondary status due to realization that he is better as a secondary).In what universe was Bowser bottom 5
Oh I forgot
Everyone thinks the character that they main is bottom 5
All 3 versions of Giefs SPD(spinning pile driver) come out frame 2 lead and Potempkin had 2 command grabs, one to catch jump ins and anyone near him on the ground. His anti air grab had 2 parts to it too so it was really punishing, taking around 40% of health for each character (when you get both parts)Thanks for contributing.
@ AceGamer what's the frame data on Gief's command grab, and other relevant moves for Potemkin/whoever?
He's just trolling, ignore him.wait Eli, you commenting on past tense 3.5 bowser or current bowser?
What's an SPD? What exactly do you mean by them being 1/2/3 frames? That's how long it takes the grab box to come out? If so: Good God almightynot AceGamer but @ Frost | Odds Gief and T. Hawk both have 2 frame SPD's, Hakan's is 3 frames. All three of them have super moves that are 1 frame though. Also something to keep in mind with Gief is that lp SPD has obscene range, and that's part of what makes him so scary. When he's in range to hit you with almost any normals, the SPD will usually reach.
Consider yourself in the minority.I thought Toon Link was high tier when I had him as a main, and still do tbh. (recently moved him to secondary status due to realization that he is better as a secondary).
And I think Meta Knight is probably top 10.
So yea.
Spinning Pile Driver, with only 2f of startup and the grab box comes out on 3. So yea, don't stand next to him so long.He's just trolling, ignore him.
What's an SPD? What exactly do you mean by them being 1/2/3 frames? That's how long it takes the grab box to come out? If so: Good God almighty
And yet he still manages to not be top tier?Spinning Pile Driver, with only 2f of startup and the grab box comes out on 3. So yea, don't stand next to him so long.
There are ways to get around it, just play smart neutral and he shouldn't be a huge problem. He still reks newbies though.And yet he still manages to not be top tier?
Dear God, what's with the aversion to Bowser having useful moves, then? I'll never understand.
Or a loosely-inspired "chargeable" ftilt, like Wario's.Can we make Bowser's Fsmash the punch from BiS
It'd be actually useful, referential, and wouldn't be stealing from Smash 4.
There are ways to get around it, just play smart neutral and he shouldn't be a huge problem. He still reks newbies though.
If you want to see some cool Zangief play, look up Snake Eyez.
Edit: IMO I don't think this is a complete solution for Smash though. There's reasons why Zangief is designed this way and it wouldn't be healthy the way things are setup atm. Though, at the same time, we have Shine..zZzZz
what aura said, but to expand on it: unless there was a large system change, you can't grab characters who are in hit or blockstun, and i believe there's a buffer on the blockstun that extends a few frames later, so you can't just tap them while blocking and start the spd. there are tick throw setups (basically attacks that are just +- enough to put them at that buffer range, forcing a hard read on whether you'll get grabbed). furthermore, you can't grab airborne opponents unless the grab is specialized to allow that, and in some games (don't know about sf series) the jump startup (typically a universal 3 frames) is also ungrabbable.And yet he still manages to not be top tier?
Dear God, what's with the aversion to Bowser having useful moves, then? I'll never understand.