Bowser (SSBB)/Side special: Difference between revisions

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The grab is fairly fast on the ground and has great range, being faster and having more range than Bowser's normal standing grab although the grounded version cannot grab aerial opponents and its range is shorter than its animation suggests. In the air, the grab comes out much slower but it has more range and it can catch aerial opponents.
The grab is fairly fast on the ground and has great range, being faster and having more range than Bowser's normal standing grab although the grounded version cannot grab aerial opponents and its range is shorter than its animation suggests. In the air, the grab comes out much slower but it has more range and it can catch aerial opponents.


The slam KOs {{SSBB|Mario}} at 146% on {{SSBB|Final Destination}}, and its angle makes the move more ambiguous to [[DI]] than many other moves. When the move is used in the middle of the stage for example, DIing down will allow the opponent to live for longer but if it is used near the edge, DIing down will KO the opponent earlier. The slam also restores Bowser's double jump, even if he has already used it, which helps him to chase or retreat from his opponents.}}
The slam KOs {{SSBB|Mario}} at 146% on {{SSBB|Final Destination}}, and its angle makes the move more ambiguous to [[DI]] than many other moves. When the move is used in the middle of the stage for example, DIing down will allow the opponent to live for longer but if it is used near the edge, DIing down will KO the opponent earlier. The slam also restores Bowser's double jump, even if he has already used it, which helps him to chase or retreat from his opponents.


Compared to [[Koopa Klaw]], Flying Slam provides more uses to the table, as it provides a strategy to even stocks at a stock disadvantage and vise versa. The move is also less laggy than Koopa Klaw and it has much more grab range, making it a lot safer. At low percents, depending on the opponent’s DI, Bowser can either use his [[Bowser (SSBB)/Forward aerial|forward aerial]], another Flying Slam, or his [[Bowser (SSBB)/Neutral special|Fire Breath]] to rack up more damage although none of these followups are guaranteed, as opponents can act quite some time before Bowser can.  
Compared to [[Koopa Klaw]], Flying Slam provides more uses to the table, as it provides a strategy to even stocks at a stock disadvantage and vise versa. The move is also less laggy than Koopa Klaw and it has much more grab range, making it a lot safer. At low percents, depending on the opponent’s DI, Bowser can either use his [[Bowser (SSBB)/Forward aerial|forward aerial]], another Flying Slam, or his [[Bowser (SSBB)/Neutral special|Fire Breath]] to rack up more damage although none of these followups are guaranteed, as opponents can act quite some time before Bowser can.