Editing Flying Slam

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 11: Line 11:


==Overview==
==Overview==
Flying Slam is essentially the same move as [[Koopa Klaw]] from ''Melee'' when starting, involving Bowser clawing at the opponent. However, the similarities end there; it lacks a hitbox outside of the [[grab]] range, it cannot be [[mash]]ed out of, and once the grab connects, it automatically transitions to a flying body slam. Thus, there is no grab segment, nor do the forward or back throws exist. Functionally, Koopa Klaw and Flying Slam are completely different moves. Since foes in the [[Subspace Emissary]] cannot be grabbed by special moves, Bowser won't transition to flying slam, instead dealing minor damage with the claw swipe, reminiscent of Koopa Klaw.
Flying Slam is essentially the same move as [[Koopa Klaw]] from ''Melee'' when starting, involving Bowser clawing at the opponent. However, the similarities end there; it lacks a hitbox outside of the [[grab]] range, it cannot be [[mash]]ed out of, and once the grab connects, it automatically transitions to a flying body slam. Thus, there is no grab segment, nor do the forward or back throws exist. Functionally, Koopa Klaw and Flying Slam are completely different moves. Since foes in the [[Subspace Emissary]] cannot be grabbed by special moves, Bowser won't transition to flying slam, instead dealing minor damage with the claw swipe, reminiscent of the Koopa Klaw of old.


During the suplex, Bowser's air movement can be controlled greatly. However, as Bowser and his opponent's percentage difference increases, each player gains some amount of control over the trajectory. Thus, the higher Bowser's percentage, the less control he has, and vice versa. Because of the significant leap upon grabbing an opponent, it can also be used as a situational recovery move or [[sacrificial KO]], the latter of which is colloquially known as a Bowsercide. In ''[[Super Smash Bros. 4]]'' and ''[[Super Smash Bros. Ultimate]]'', Bowser's Flying Slam can also deal collateral damage to fighters who are caught in the crossfire of the slam. However, {{b|Giga Bowser|Final Smash}}'s variation in ''Smash 4'' and ''Ultimate'' still lacks any collateral damage properties. In ''Ultimate'', Flying Slam's damage is affected by fall distance, following the formula <code>18×(1+0.003d)</code> where <code>d = landing height - grab height</code> (maxing out at 100 [[unit]]s (18×1.3), roughly the distance from [[Temple]]'s highest platform to the ground below it), dealing up to 23.4%.
During the suplex, Bowser's air movement can be controlled greatly. However, as Bowser and his opponent's percentage difference increases, each player gains some amount of control over the trajectory. Thus, the higher Bowser's percentage, the less control he has, and vice versa. Because of the significant leap upon grabbing an opponent, it can also be used as a situational recovery move or [[sacrificial KO]], the latter of which is colloquially known as a Bowsercide. In ''[[Super Smash Bros. 4]]'' and ''[[Super Smash Bros. Ultimate]]'', Bowser's Flying Slam can also deal collateral damage to fighters who are caught in the crossfire of the slam. However, {{b|Giga Bowser|Final Smash}}'s variation in ''Smash 4'' and ''Ultimate'' still lacks any collateral damage properties. In ''Ultimate'', Flying Slam's damage is affected by fall distance, following the formula <code>18×(1+0.003d)</code> where <code>d = landing height - grab height</code> (maxing out at 100 [[unit]]s (18×1.3), roughly the distance from [[Temple]]'s highest platform to the ground below it), dealing up to 23.4%.
Line 28: Line 28:
In ''Brawl'' and {{for3ds}} versions older than 1.0.4, Flying Slam can be used to easily cause a [[sacrificial KO]], commonly known as a "Bowsercide". Bowsercides can be beneficial in the event of tightening [[stock]] leads or making up for [[percentage]] deficits, as well as punishing poor edgeguard attempts, allowing Bowser to take down the opponent with him and even out the situation. However, if Bowser's percentage is high, opponents can force a Bowsercide should it be beneficial to them.
In ''Brawl'' and {{for3ds}} versions older than 1.0.4, Flying Slam can be used to easily cause a [[sacrificial KO]], commonly known as a "Bowsercide". Bowsercides can be beneficial in the event of tightening [[stock]] leads or making up for [[percentage]] deficits, as well as punishing poor edgeguard attempts, allowing Bowser to take down the opponent with him and even out the situation. However, if Bowser's percentage is high, opponents can force a Bowsercide should it be beneficial to them.


The [[DOJO!!]] has stated that if one uses this move to do a sacrificial KO while both are on their last [[stock]], the game would be called in Bowser's favor. However, this only happens when Bowser's [[Port priority|controller port]] is lower—such as if Bowser is player 1 and the opponent is player 2—but if Bowser's port is higher, [[Sudden Death]] occurs. A common tournament rule gives the victory to Bowser in this situation, regardless of what the game's result screen says, as Bowser is above the player during the move. Others, however, go by what the results screen states, to avoid conflicts. In 3DS version 1.0.4 and beyond and {{forwiiu}}, Bowser would instead get KO'd first, making him lose if he and his opponent are on their last stocks. Additionally, the opponent would also get released after Bowser gets KO'd, giving them the possibility to recover back to the stage, though characters like {{SSB4|Roy}} have significant trouble doing so due to how low it leaves them. This change remains in ''Ultimate'', but until around 4.0.0, it could sometimes cause a Sudden Death like in ''Smash 4''.
Interestingly, the [[DOJO!!]] has stated that if one uses this move to do a sacrificial KO while both are on their last [[stock]], the game would be called in Bowser's favor. However, this only happens when Bowser's [[Port priority|controller port]] is lower—such as if Bowser is player 1 and the opponent is player 2—but if Bowser's port is higher, [[Sudden Death]] occurs. A common tournament rule gives the victory to Bowser in this situation, regardless of what the game's result screen says, as Bowser is above the player during the move. Others, however, go by what the results screen states, to avoid conflicts. In 3DS version 1.0.4 and beyond and {{forwiiu}}, Bowser would instead get KO'd first, making him lose if he and his opponent are on their last stocks. Additionally, the opponent would also get released after Bowser gets KO'd, giving them the possibility to recover back to the stage, though characters like {{SSB4|Roy}} have significant trouble doing so due to how low it leaves them. This change remains in ''Ultimate'', but until around 4.0.0, it could sometimes cause a Sudden Death like in ''Smash 4''.


In ''Brawl'', when Bowser is in the [[Port priority|higher control port]], his death after a [[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 [[Whirling 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.
In ''Brawl'', when Bowser is in the [[Port priority|higher control port]], his death after a [[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 [[Whirling 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.

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)