NYCheesecake
Smash Rookie
- Joined
- Nov 29, 2018
- Messages
- 2
Bowser dies first during side B, and the one who has the closest percent near 0% controls most of the movement.
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Does the opponent always pop out and get a chance to recover?Bowser dies first during side B, and the one who has the closest percent near 0% controls most of the movement.
Faster fall speed also increases his vertical survivability, if I'm not much mistaken. This in combination with the weight buff will make Bowser insanely hard to kill off the top.bowser's fall speed is up from 1.39 to 1.77 according to:
https://mobile.twitter.com/virum_sd/status/1068329645467148288
i much prefer playing fastfallers so this is a boon to me, although i worry about how combo food bowser will be now
http://kuroganehammer.com/Ultimate/AirSpeed According to this, he has a pretty fast air-speed! Also it's less bad to land with attacks with the reduced landing lag, though Bowser is probably not the poster boy for this mechanic...Faster fall speed also increases his vertical survivability, if I'm not much mistaken. This in combination with the weight buff will make Bowser insanely hard to kill off the top.
The Bowser buffs are exciting, his neutral is looking straight up scary in Ultimate.
I think what really needs theorycrafting right now is his disadvantage state.
Does it seem like landing will be any easier for Bowser now? I haven't heard anything about whether his air accel has changed, but the air speed buff plus lower landing lag on aerials might help. I'm also hoping that super fast aerial side b might low key make landing a lot safer, since it discourages shielding underneath him. No auto cancel on side b hurts though.
Also, maybe since disadvantage state seems to be worse across the board now, Bowser's disadvantage will be better relative to the rest of the cast? In other words, if everyone gets juggled to hell and back now, maybe the fact that this happens to Bowser isn't as big of a problem for his viability anymore. It's like if you shoot just me in the leg before a race, I'm screwed, but if you shoot everyone else in the leg too, then we're all on equal footing at least.
Hoping it's flat numbers (eg. Dtilt always armors those hits on Ike's up b, regardless of our percentage).We've come full circle. Now Robbie Marshal is saying that we only have Heavy Armor on tilts/smashes, albeit at a much higher threshold than TG: https://twitter.com/Robbie_Marshal/status/1068636702300880896
Yeah, so long as the enemy doesn't ever pop out, I'm semi okay with this.https://www.youtube.com/watch?v=pF8MQZ6TtqY
Uh oh... In the description, they state that Link had complete control over Flying Slam.
Just got some bad news: it kills Bowser first, AND the opponent can jump out after Bowser dies, meaning that characters like MK, Villager, and many others can now apparently always just carry Bowser over the edge for a free kill if he uses side b on them.To be honest I'm glad that Bowsercide KO's the opponent first. Otherwise, Bowser would have to be balanced around his ability to cheese out wins with Bowsercide. The last thing I would want is for Bowser to be built around a single ridiculous kill option yet again.
KingKong, a prominent Bowser main, tried the game out and confirmed the same thing, though: Bowser has very little control over flying slam, apparently.To be fair he was Side-B-ing toward the edge. He may have pushed the stick a little too long, it's easy to get confused during gameplay.
I don't actually believe that Bowser have no control over the Klaw, especially with % advantage.
And for Bowsercide that was pretty much the same in Smash 4 ergo something to avoid unless you have stock advantage against a character with lame recovery. With the speed of Side-B it could be used offstage to go further toward the blastzone now ahah.
Don't get frustrated over this, it's probably nothing/ not a thing.
I found this earlier by the way : https://youtu.be/1Rd1I8-tR2Q?t=5
The Bowser was CPU and did some questionnable things but the Fire Breath cancelled King K crown but only on the first phase, the crown then hit Bowser on the way back. Can an item hitbox activate itself twice ? That was weird, but hey gameplay!
EDIT: Forgot to add, Uair do hit straight in front of Bowser. I don't know if the head intangibility is still here but it could be some kind of poking tool from shorthop, it only have two more frames of ending lag than Nair. I just imagine throwing intangible hitboxes in the neutral but don't know if practicable.
Where did he say that ? How long did he play and what was the context of the match when he noticed it ? (really curious by the way)KingKong, a prominent Bowser main, tried the game out and confirmed the same thing, though: Bowser has very little control over flying slam, apparently.
Again, hoping this gets addressed quickly as Bowser doesn't need to have a crippling drawback that nullifies one of his best options.
What's the link for the Bowser discord again? Had it on an old account but lost it...Found this little gem on the Bowser discord: https://www.youtube.com/watch? Lot of stuff to talk about. Falling Nair -> Double Jump Up Air: https://youtu.be/tK4Oa_srzRI?t=92 Up Throw -> TRIPLE FAIR???: https://youtu.be/tK4Oa_srzRI?t=101 Landing Fair -> F Smash: https://youtu.be/tK4Oa_srzRI?t=128
https://discord.gg/RfVkR4What's the link for the Bowser discord again? Had it on an old account but lost it...
Where did he say that ? How long did he play and what was the context of the match when he noticed it ? (really curious by the way)
I mean top players may know better than most but let's not jump to conclusion and swallow what people say without real testing unless he already have the game and played enough to know it's true. Maybe the timing for the direction is stricter or it's easier to go in the direction you face, who knows.
For the video, the triple Fair looks legit, all three of them seemed to be done in equal timing, the second one might not be true but it sure does seem like it, surely a boon from the 3 frames jump squat.
The Fair to F-smash was true because he didn't tech but we can really see that the shaved off frames of Fair ending lag make new things possible. I wonder if there is some properties to that back attack animation.
For the Nair to Uair, that was the last hit of Nair which have higher knockback but to have this much hitstun was it really true though ?
Good video/find , thanks.
TBH, I wouldn't mind if it couldn't move at all: just up and down wherever the grab connects and that's it would be fine with me.I wish they would just restrict the horizontal movement of klaw to be way more narrow, it would solve all these problems.
It was from the first demo then but if it's really true after all this time I'm sure it'll get adressed. Didn't they give a control buff in Smash 4 ? I vaguely recall something like that.He mentions it here:
https://youtu.be/3bsaVR7GgM0
Again, hoping the day 1 patch fixes this. The entire point of Bowser having more control was BECAUSE he died first and the enemy could jump out and recover.
This basically makes the move unusable against a large chunk of the roster.
They buffed Bowser's control a patch or so after they made Bowser die first (I was actually the one who discovered this as I woke up 6AM EST to test it when the patch dropped) to the point where the enemy needs to have ~30% less than Bowser before their control matches his.It was from the first demo then but if it's really true after all this time I'm sure it'll get adressed. Didn't they give a control buff in Smash 4 ? I vaguely recall something like that.
To be honest as much as I love the Flying Slam, I wish we got PM Klaw with the directional throws but add the bites from melee and make the Up Klaw a stationary Flying slam while keeping the Forward a heabutt. That would be my dream.
By the way, anybody tought about using aerial Up-B as a combo ender ? With the last hitbox having now high knockback enough to be a killing move, it makes the move safer to use. I believe it might be the reason Bowser move vertically so it is easier to catch opponent with it. It might combo after U-throw / falling Nair or even Uair thanks to the new jumpsquat and it has actually fast start-up.
That's something to try out.
Would you mind sharing the equivalent list for Smash 4? The link http://kuroganehammer.com/Smash4/DashSpeed actually takes you to run speed, so I'm not sure where to look for it.The Initial Dash Speed Tier List is out, and Bowser is sitting at #5. Probably explains why his dash dance is so amazing. http://kuroganehammer.com/Ultimate/DashSpeed
This is pretty significant because this is more than double what it was in Smash 4. It's now 2.255, up from 1. He went from tied for last place in 4 to tied for 5th place in Ultimate lol.
Yeah, it's not on Kurogane Hammer for some reason. I just looked it up on ssbwiki: https://www.ssbwiki.com/dashWould you mind sharing the equivalent list for Smash 4? The link http://kuroganehammer.com/Smash4/DashSpeed actually takes you to run speed, so I'm not sure where to look for it.
Dude. I'm glad he made a video about him and was NOT expecting one to come out on Bowser before the game's release. I'm glad he changed his thoughts because let's be honest, the Bowser we see now is far from the one we observed at E3. We have so much more footage of Bowser in the final build now, and, yeah, Bowser's just very good now.Mr. "He's Basically Just Brawl Bowser", decided to upload a video today on Bowser in Ultimate: https://www.youtube.com/watch?v=q1ngMwG_JgU
Well yeah, that's a problem with a lot of lower tiered characters. Even still, the grounded version has proved to be much more useful than the air version which loses to Mario's uSmash, which is just wrong. Not to mention failing to break shields due to shield slide, and being horribly vulnerable against all dodges.If we're talking Bowser Bomb improvements i'd rather make it so the grounded variant's headbutt can always connect reliably with the bomb
Sakurai said that's its only for Replays. But it is weird that the patch is 400mb.The first ~400MB patch went live for SSBU yesterday, probably the day 1.
Very much hoping Bowser received the gift of a properly working side-B in that patch...
Went from 1.0.0 to 1.1.0, but SSB always used strange version systems in the past so who knows.Sakurai said that's its only for Replays. But it is weird that the patch is 400mb.