Bowser (SSBM)/Forward aerial: Difference between revisions

added a much better description that should hopefully suffice
(added a much better description that should hopefully suffice)
 
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==Overview==
==Overview==
Bowser slashes forward in midair. It has good [[knockback]] and [[damage]] output throughout, which makes it a rather viable [[edgeguarding]] and [[KO|KOing]] option.
{{SSBM|Bowser}} performs a downward claw swipe. Being one of Bowser's faster aerials at frame 8 — and quite a long-ranged, high-damaging one at that — it serves numerous roles in his kit. This is mostly in respect to [[spacing]]: it forms most of Bowser's approach game in [[neutral game|neutral]], but also prevents Bowser from being approached himself while active. It applies in force in respect to anti-air utility, as it's slightly [[disjoint]]ed and hits quite high early on while sending at a low-ish angle. On hit, it usually sends the foe to the ledge, in part thanks to its [[Sakurai angle]] backed by high damage; this also makes it a strong edgeguarding tool because the range, angle, and damage give it massive kill power; it also trades well with {{SSBM|Fox}} and {{SSBM|Falco}}'s [[up special]]s. Finally, against mediocre attacks on-shield, it can be used [[out of shield]] despite Bowser's [[jumpsquat]]. Overall, in many situations, this is the move Bowser uses most-often.
 
Forward aerial has middling base knockback, but high damage, which comes together to mean it doesn't send into [[tumble]] at lower [[percentage]]s. This makes it a strong {{mvsub|Bowser|SSBM|grab}} confirm at this point if [[L-cancel]]led successfully, as Bowser will usually land very close to the opponent. When it does send into tumble, it allows for numerous [[tech chase]] opportunities, be it a grab, second forward aerial, or even [[Koopa Klaw]]. Forward aerial is confirm-able through Koopa Klaw's forward throw itself, {{mvsub|Bowser|SSBM|up throw}}, and the landing hitbox of {{mvsub|Bowser|SSBM|up smash}}.
 
However, forward aerial isn't stellar for a few reasons, mostly in respect to Bowser's terrible jumpsquat. Having 8 frames, this adds inherent lag to most conventional uses, making it frame 16 out of jumpsquat, and this doesn't count the annoying [[landing lag]]. Bowser is frequently seen being punished before even jumping, which makes forward aerial difficult to justify under pressure. Ergo, while a strong move on its own, Bowser's properties as a character severely hamper what he can achieve with the attack, despite how much it's used in his metagame.  


==Hitboxes==
==Hitboxes==