Super Smash Bros. for Nintendo 3DS/Bowser: Difference between revisions

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Specials part 1
(aerials)
(Specials part 1)
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|dthrowdesc=Bowser violently falls on to the grabbed opponent. This throw does the same damage as both of Bowser's side throws and sends them at a greater upward angle. It doesn't have much purpose other than for dealing damage, since its knockback is too high to follow up from and too low to KO.
|dthrowdesc=Bowser violently falls on to the grabbed opponent. This throw does the same damage as both of Bowser's side throws and sends them at a greater upward angle. It doesn't have much purpose other than for dealing damage, since its knockback is too high to follow up from and too low to KO.
|b1=Fire Breath
|b1=Fire Breath
|b1desc=Bowser breaths fire in a somewhat straight line in front of him. The flame can be held by holding the button down, but its range and power will diminish over time if used too frequently.
|b1desc=Bowser breaths fire in a somewhat straight line in front of him, but can also be angled slightly with the control stick. The flame can be held by holding the button down, but its range and power will diminish over time if used too frequently. The flame will still damage at the tip, but does not cause flinching. This move is Bowser's projectile, although not one in the traditional sense. It is somewhat sluggish and easily countered if you use it haphazardly. Instead, it is usually used to discourage approaches, cover landings or as a low risk punish against rolls and getup options. Its ability to be angled also makes it a good onstage edgeguard tool, especially against foes with rigid recovery trajectories.
|b2=Fire Shot
|b2=Fire Shot
|b2desc=Bowser breaths periodic fireballs which do not get weaker, but the flame cannot trap enemies.
|b2desc=Bowser breaths periodic fireballs which do not get weaker, but the flame cannot trap enemies. The concept of this custom move certainly sounds appealing. It gives Bowser a conventional and long range projectile, a rarity among heavyweights. However, it ultimately falls apart under scrutiny. Although it is the only variant that doesn't diminish over time, the interval between fireballs are too long for prolonged projectile pressure, and the move is too slow to effectively spam individual fireballs. The fireballs themselves are also disappointingly weak. Not only are they small and slow-moving, making them easy to evade, they also lack damage and stopping power, so it isn't even rewarding to get hits.
|b3=Fire Roar
|b3=Fire Roar
|b3desc=Bowser's breath of fire is extra large and powerful, but loses strength very quickly.
|b3desc=Bowser's breath of fire is extra large and powerful, but loses strength very quickly. This custom move is obviously suited for players that rarely use the default Fire Breath. Increased range and damage are big pluses, and the quickly dissipating flames and longer recharge times are negligible if you only use it occasionally for sudden harassment and damage racking. Since the fire peters out rapidly, you do have to time the move better to punish rolls and to edgeguard, and it is barely a threat when used to zone.
|fb1=Flying Slam
|fb1=Flying Slam
|fb1desc=Bowser swipes his claw forward. Opponents close to him will be grabbed, after which he will take to the skies and slam them into the ground. Opponents further away will simply be slashed. Grabbing opponents and taking them with you offstage is a technique known as Bowsercide and is not recommended unless you're in the lead, as the grabbing player is either KO'd first or dies at the same time.
|fb1desc=Bowser swipes his claw forward. Opponents close to him will be grabbed, after which he will take to the skies and slam them into the ground. This attack is one of Bowser's more reliable KO moves. While it is slower than the standard grab, it can be used in the air and handily beats common defenses against aerial approaches like shielding and countering. It also has great KO power, especially if you manage to land on high platform closer to the top of the screen.</b>
One particularly infamous application of Flying Slam is the Bowsercide. This technique is done by grabbing someone with a Flying Slam, then plunging off the stage with them to KO both of you at once. Unfortunately, this tactic is much less useful in practice. First off, your opponents can influence your direction after grabbing, so a smart foe can still save themselves by moving back toward the stage as you plunge. Additionally, the game heavily favors the player getting grabbed when going for a Bowsercide. Most of the time, Bowserciding will just result in a sudden death if both players have one stock left. On some stages, Bowser is actually KO'd first before his opponent. Sometimes, it is even possible for Bowser to get KO'd while the victim is free to recover back on stage. As general advice, avoid using the Bowsercide unless you have a stock or point lead over your target.
|fb2=Dash Slam
|fb2=Dash Slam
|fb2desc=Bowser lunges forward while attempting to grab players in his path. He will move a greater horizontal distance at the cost of vertical distance and power before slamming down.
|fb2desc=Bowser lunges forward while attempting to grab players in his path. He will move a greater horizontal distance at the cost of vertical distance and power before slamming down. The slam is weaker and sends foes at a lower knockback angle. This variant is obviously a mix between Flying Slam and Dash Slash. Bowser's sudden momentum shift makes it easier to land grabs with it, but the reduced power relegates this attack to more of a damage-dealing attack than KO move, especially one used to counter shields. Dash Slam can also be used for waveslashing, a technique that will be detailed more closely in the Dash Slash section.
|fb3=Dash Slash
|fb3=Dash Slash
|fb3desc=Bowser charges forward with his claw out for a straightforward attack.
|fb3desc=Bowser charges forward with his claw out for a straightforward attack. This move is a decent surprise attack, but its main draw comes from a special technique: waveslashing. By using Dash Slash in the air and landing during the attack then crouching, you'll get a quick momentum shift on the ground that you can direct in either direction. The big deal about this momentum shift is that you can quickly act out of it, such as by using an attack. This technique greatly enhances Bowser's mobility, letting you swoop in with a quick strike or grab. Waveslashing can also be used with Dash Slam, but the slide is slightly shorter.
|ub1=Whirling Fortress
|ub1=Whirling Fortress
|ub1desc=Bowser gets in his shell and spins upward. Quickly mashing the button will increase the height gained.
|ub1desc=Bowser gets in his shell and spins upward. Quickly mashing the button will increase the height gained.