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Also, I really don't know how slow the other moves Bowser has are
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Slow.
Slow.
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but spamming up+b doesn't seem that good. Didn't moves get weaker if you kept spamming them, at least back in the original?
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In Melee, they only do less damage as you use them. They keep their knockback. Bowser's Up-B is (1) quick to pull off, (2) Sends opponents reasonably high up even at low percentages, and (3) Can be maneuvered so that Bowser grabs the ledge during the attack (see: Any Bowser-centric match on Yoshi's Story).
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The guy's style is "wait for the enemy's attack, shield and Up+b" mostly.
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And as you've noticed, it's remarkably effective, as Bowser's alternatives are slow and generally leave him vulnerable to attacks.
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When I see "SSB"/"SSBM" and "pro", I expect some great edgeguarding, not spamming the same move over and over and knowing what moves to do and when to do them.
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Bowser has a great edgeguarding game against some characters, but some characters (like Mario) are nearly impossible for the Koopa King to edgeguard against if they can land on the platform without grabbing the ledge.
Consider that Bowser's aerial moves have considerable lag before saying "He could jump off the ledge and intercept early". The only move Bowser can get away with in that regard is Forward Air, which isn't too useful when opponents approach from a low angle.
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Also, how slow can Bowser's side smash be? I haven't seen it being used as much as it should ( well, to me ).
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Bowser's side smash takes about a second to pull off, uncharged (only slightly faster than the Falcon Punch, without the advantage of being able to start it in midair).
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And, as I've said, I haven't ever played Melee, but I just see a trend between said pro players to not use side smash moves, instead, prefering up or down smashes. I get it when it's to hit someone who's too far to get hit with a side smash, but a down smash works ( for people using Ness, for example ) but sometimes it seems way strange why they do it.
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Side Smashes are, for the most part, best kept limited to finishing moves as they're almost all (1) Slow to start, and therefore require some combo'ing into to pull off, (2) Slow to finish, and therefore best kept till you'll really send them flying, or (3) Have limited hitboxes, and therefore need timing and combo'ing into to pull off. (Notable exception: Marth)
Up and Down smashes tend to have much wider ranges, but ultimately, most characters are much better off using primarily airborne attacks. Ground-based attacks can't be L-Cancelled.