Flying Slam: Difference between revisions
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The victim isn't entirely at Bowser's mercy, though, as they can also alter Bowser's horizontal trajectory - whoever has less damage will have more control over Bowser's movement. On occasion, if the Bowser player and another player are falling off stage it may connect, and can be used as a recovery move. Additionally, when he is in the higher control port, Bowser's death after the Bowsercide can be stalled by mashing the jump button while holding the [[control stick]] in one side-direction. This will cause him to perform a second jump, not unlike the motion of a [[shorthop]]. This can be extended further by using Fortress, and can be used to survive a Bowsercide on stages like [[Castle Siege]] (when the stage is about to change) and [[Norfair]] (when the lava is at its lowest point). | The victim isn't entirely at Bowser's mercy, though, as they can also alter Bowser's horizontal trajectory - whoever has less damage will have more control over Bowser's movement. On occasion, if the Bowser player and another player are falling off stage it may connect, and can be used as a recovery move. Additionally, when he is in the higher control port, Bowser's death after the Bowsercide can be stalled by mashing the jump button while holding the [[control stick]] in one side-direction. This will cause him to perform a second jump, not unlike the motion of a [[shorthop]]. This can be extended further by using Fortress, and can be used to survive a Bowsercide on stages like [[Castle Siege]] (when the stage is about to change) and [[Norfair]] (when the lava is at its lowest point). | ||
Interestingly, the [[DOJO!!]] has stated that if one uses this move to do a suicide KO while both are on their last [[stock]], the game would be called in Bowser's favor. However, this only happens when Bowser's controller port is lower (such as Bowser is player 1 and the opponent is player 2). If Bowser's port is higher, [[Sudden Death]] occurs. A common tournament rule known as the | Interestingly, the [[DOJO!!]] has stated that if one uses this move to do a suicide KO while both are on their last [[stock]], the game would be called in Bowser's favor. However, this only happens when Bowser's controller port is lower (such as Bowser is player 1 and the opponent is player 2). If Bowser's port is higher, [[Sudden Death]] occurs. A common tournament rule, known as the [[suicide rule]], gives the victory to Bowser in this situation, regardless of what the game's result screen says | ||
Since foes in the [[Subspace Emissary]] cannot be grabbed by special moves, Bowser does not actually perform a flying slam. He merely inflicts damage with his claws, just like the Koopa Klaw did in ''Melee''. | Since foes in the [[Subspace Emissary]] cannot be grabbed by special moves, Bowser does not actually perform a flying slam. He merely inflicts damage with his claws, just like the Koopa Klaw did in ''Melee''. |
Revision as of 12:16, June 25, 2013
Flying Slam | |
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Flying Slam in the Nintendo 3DS version of Smash 4. | |
User | Bowser, Giga Bowser |
Universe | Mario |
Article on Super Mario Wiki | Flying Slam |
Flying Slam (ダイビングプレス, Daibingupuresu, Diving Press) is Bowser's side special move in Super Smash Bros. Brawl and Super Smash Bros. 4, replacing the Koopa Klaw in Melee. Flying Slam is essentially the same move as Koopa Klaw, with one fundamental difference: while Bowser claws at his opponent as before, if he connects, he'll perform a flying suplex, rather than biting his opponent as he did with the Koopa Klaw. Bowser's air movement can be controlled greatly during this move. This move can be used to easily cause a sacrificial KO (commonly known as "Bowsercide"), which is particularly useful against edgeguarders performing a "wall of pain"-style edgeguard.
The victim isn't entirely at Bowser's mercy, though, as they can also alter Bowser's horizontal trajectory - whoever has less damage will have more control over Bowser's movement. On occasion, if the Bowser player and another player are falling off stage it may connect, and can be used as a recovery move. Additionally, when he is in the higher control port, Bowser's death after the Bowsercide can be stalled by mashing the jump button while holding the control stick in one side-direction. This will cause him to perform a second jump, not unlike the motion of a shorthop. This can be extended further by using Fortress, and can be used to survive a Bowsercide on stages like Castle Siege (when the stage is about to change) and Norfair (when the lava is at its lowest point).
Interestingly, the DOJO!! has stated that if one uses this move to do a suicide KO while both are on their last stock, the game would be called in Bowser's favor. However, this only happens when Bowser's controller port is lower (such as Bowser is player 1 and the opponent is player 2). If Bowser's port is higher, Sudden Death occurs. A common tournament rule, known as the suicide rule, gives the victory to Bowser in this situation, regardless of what the game's result screen says
Since foes in the Subspace Emissary cannot be grabbed by special moves, Bowser does not actually perform a flying slam. He merely inflicts damage with his claws, just like the Koopa Klaw did in Melee.
Brawl Manual description
Grab a foe, leap up, and crush them under Bowser's weight.
Koopa hopping
Koopa hopping is a technique in Brawl that allows Bowser to jump continuously from platforms without the delay of landing. This is achieved by inputting a jump during a Flying Slam just before landing. Hopping increases Bowser's airborne mobility, allowing him to fade in and out with aerials or Flying Slams.