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(Undid edit by Hyruliantower: I would say it's easy, but don't forget that without timing, nothing happens.) |
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Bowser's specials are also useful for his damage and KOing games. [[Fire Breath]] can rack up damage quickly, and opponents too close to Bowser while he's performing the move on them will constantly push himself back, allowing distance for follow-ups. [[Bowser Bomb]] can break full [[shield]]s if all of its hitboxes connect, allowing Bowser to stun opponents and dish out serious punishment. The special itself is also one of Bowser's greater finishers and even when used in the air it can leave fighters with barely any shield energy left. [[Flying Slam]] is another of his greater finishers and can aid in his recovery (though using it as a means of recovery is situational at best). As it is acknowledged as a grab, Flying Slam can also ignore shields. Lastly, [[Whirling Fortress]] can both rack up damage and act as a great [[out of shield]] option. Its main use is for horizontal recovery however, and while its vertical distance is lackluster, repeatedly pressing the special button while performing it in the air will give Bowser a small but noticeable boost at the end of it. | Bowser's specials are also useful for his damage and KOing games. [[Fire Breath]] can rack up damage quickly, and opponents too close to Bowser while he's performing the move on them will constantly push himself back, allowing distance for follow-ups. [[Bowser Bomb]] can break full [[shield]]s if all of its hitboxes connect, allowing Bowser to stun opponents and dish out serious punishment. The special itself is also one of Bowser's greater finishers and even when used in the air it can leave fighters with barely any shield energy left. [[Flying Slam]] is another of his greater finishers and can aid in his recovery (though using it as a means of recovery is situational at best). As it is acknowledged as a grab, Flying Slam can also ignore shields. Lastly, [[Whirling Fortress]] can both rack up damage and act as a great [[out of shield]] option. Its main use is for horizontal recovery however, and while its vertical distance is lackluster, repeatedly pressing the special button while performing it in the air will give Bowser a small but noticeable boost at the end of it. | ||
For all his power and survivability, however, Bowser has flaws that are quite glaring. His large size is one of his biggest weaknesses: being the largest fighter among the cast also makes Bowser the largest and easiest target in the games, thus allowing other fighters to rack up damage on Bowser easily | For all his power and survivability, however, Bowser has flaws that are quite glaring. His large size is one of his biggest weaknesses: being the largest fighter among the cast also makes Bowser the largest and easiest target in the games, thus allowing other fighters to rack up damage on Bowser easily. To further compound this, Bowser's [[roll]]s are among the least useful. While most fighters have rolls that excel in speed or distance to make up for the lack of the other, Bowser has no such advantage, having rolls that travel a short distance and having more ending lag than most others. His weight, one of his greatest strengths, is also one of his greatest weaknesses as it can make him susceptible to [[juggling]], which is also difficult to escape from due to his below average falling speed and [[air speed]]. His lack of a low knockback move outside of his first jab and up throw can also hinder whatever combo game he may have. His moves, while still faster than most of the other heavyweights, have large amounts of ending and landing lag, notably all his smashes and aerials. This gives him difficulty in getting back onstage after being knocked up into the air, most notably with his back air and down air, both of which have 40 frames of landing lag, and with none of his aerials [[auto-canceling]] particularly early, along with his two stall-then-falls (Bowser Bomb and down air) being predictable and have large ending lag; his only real reliable method of escaping juggles is through aerial maneuvering and [[fast falling]], both of which are too slow for Bowser to reliably use against lighter characters. His specials can also hinder him as his Fire Breath can potentially push him back off the stage, his Whirling Fortress is a somewhat subpar recovery move with slow gain that can be easily acted upon, his Bowser Bomb is an inescapable [[self-destruct]] if used off-stage and not next to a ledge, and his Flying Slam has lost its [[Bowsercide]] ability, as attempting to do so will result in Bowser getting KOed first and his victim being released from the grab, allowing them to potentially recover back on to the stage. | ||
Overall, Bowser is a tank of a fighter, boasting immense power and defense along with moderate speed and great recovery, but is heavily open to attack from all sides and tends to give out opportunities to be attacked, as well as being easy to juggle due to situational anti-juggling moves and high landing lag on all his aerials. Nonetheless, Bowser is undoubtedly much better than in previous installments, and is virtually guaranteed to be able to handle and survive against any character he faces more easily than before. | Overall, Bowser is a tank of a fighter, boasting immense power and defense along with moderate speed and great recovery, but is heavily open to attack from all sides and tends to give out opportunities to be attacked, as well as being easy to juggle due to situational anti-juggling moves and high landing lag on all his aerials. Nonetheless, Bowser is undoubtedly much better than in previous installments, and is virtually guaranteed to be able to handle and survive against any character he faces more easily than before. |