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Flying Slam: Difference between revisions

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Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the known variations:
Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the known variations:
# '''Dash Slam''': Dash forward and slam someone with less vertical distance. Does horizontal based knock back, 12% damage, and the ending lag is identical to the regular Flying Slam.
# '''Dash Slam''': Dash forward and slam someone with less vertical distance. Does horizontal based knock back, 12% damage, and the ending lag is identical to the regular Flying Slam.
# '''Dash Slash''': Same as [[Koopa Claw]], but without the grab. Bowser goes about halfway the length of Battlefield. The move does 8% damage, has high knockback, and has little end lag. Since it isn't a grab, it can be [[punish]]ed when [[shield]]ed properly.
# '''Dash Slash''': Same as [[Koopa Claw]], but without the grab. Bowser goes about halfway the length of Battlefield. The move does 8% damage, has high knockback, and has low endlag. Flying Slam's complete autocancel property in ''Smash 4'' greatly benefits the aerial version of Dash Slash more than the other variants, allowing for safe approaches and potential combos. Since it isn't a grab, it can be [[punish]]ed when [[shield]]ed properly.
<gallery>
<gallery>
Dash Slam.jpg|Dash Slam in {{for3ds}}
Dash Slam.jpg|Dash Slam in {{for3ds}}

Revision as of 00:02, September 10, 2015

Flying Slam
Flying Slam
Flying Slam in Super Smash Bros. for Nintendo 3DS.
User Bowser
Giga Bowser
Universe Mario
Article on Super Mario Wiki Flying Slam
Grab a foe, leap up, and crush them under Bowser's weight.
Brawl's instruction manual
Grab foes, jump up, and body-slam them.
—Description from Smash for 3DS's foldout

Flying Slam (ダイビングプレス, Diving Press) is Bowser's side special move in Super Smash Bros. Brawl and Super Smash Bros. 4, replacing the Koopa Klaw in Melee.

Overview

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.

Done.
Flying Slam used as a Sacrificial KO.

Victims aren'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).

In Brawl and Super Smash Bros. for Nintendo 3DS versions older than 1.0.4, 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. 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 controller port is lower (such as 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. However, in 3DS version 1.0.4 and beyond and Super Smash Bros. for Wii U, 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.

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.

Customization

Special Move customization was added in Super Smash Bros. 4. These are the known variations:

  1. Dash Slam: Dash forward and slam someone with less vertical distance. Does horizontal based knock back, 12% damage, and the ending lag is identical to the regular Flying Slam.
  2. Dash Slash: Same as Koopa Claw, but without the grab. Bowser goes about halfway the length of Battlefield. The move does 8% damage, has high knockback, and has low endlag. Flying Slam's complete autocancel property in Smash 4 greatly benefits the aerial version of Dash Slash more than the other variants, allowing for safe approaches and potential combos. Since it isn't a grab, it can be punished when shielded properly.

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.

Gallery