pitfall356
Smash Apprentice
- Joined
- May 25, 2015
- Messages
- 140
Some of these are crazy, most of them are downright outlandish, but with these changes I believe Bowser would be seen at any major event near the top. Do we really need these? Does Bowser need or even have a chance of getting these buffs? Probably not, but I thought it would be fun to discuss big changes to the character that would make him super viable.
Here goes!
EDIT: I forgot to include another solid idea I had. There's been talk about improving Tough Guy, but I think what it needs is less "I'm armored! Fear me!" and more "I need to push through projectiles because ****ing hell this isn't fun". I think I've got a list ready to roll.
The idea is that this stays true 100% of the time instead of being a % thing. Basically, Bowser always tears through these attacks, making him less vulnerable to zoning.
(Dr) Mario's Fireball
Luigi's Fireball
Sheik's needles
Pikachu's thunderjolt
Diddy's popgun (Except when charged almost completely)
All Link and Pit arrows (Except when full charged)
Robin's weak Thunder (And maybe arc fire?)
Samus charge shot (Uncharged to half charge)
ROB's regular laser
Falco's blaster
Duck Hunt's frisby + shots
Greninja's shurikens (Unless full charged)
Ness's PK Fire (Which means the initial hit ALSO doesn't flinch)
Villager's slingshot
All of Little Mac's jab (Except the last hit)
Ryu - basically, all fireballs except the special input slow-moving hadouken.
Pac Man's cherry (and maybe other projectiles, if anyone thinks so)
G&W's assorted foods.
ok yup that's all of 'em.
Here goes!
- Fix his hitbox issues. Add windboxes on his body to push opponents out of his model and into harm's way, to stop moves like ftilt, utilt, and klaw from whiffing so much. Alternatively, add more hitboxes that cover his body better to hit people that are inside him.
- Lower his jumpsquat and hard landing lag to mirror the rest of the cast. Just, please.
- Make klaw's hitbox larger, to better scoop opponents.
- Alternatively, allow klaw to be angled upward or downward with a slightly increased range so that we can better grab people directionally. A solid, skill-rewarding buff.
- Render people released by klaw helpless so that they can not recover. It's insulting to witness recoveries.
- Give Bowser's aerials better autocancels, so that he can put out his aerials safer and allow for some followups.
- Give nair less startup frames so that it comes out faster, with a decrease to damage output to compensate.
- Make the hitboxes on nair slightly larger so that it doesn't lose to most attacks.
- Decrease startup and endlag on Firebreath. Allow FB to stop spitting fire sooner as well.
- Increase shieldstun on Firebreath to make it a true combo on shields when FB is fully charged.
- Add back flame cancelling! Just think of what happens to our SHAD, or if we were to autocancel an aerial into FB...
- Make dthrow launch at a more horizontal angle, or make it not launch at all so it becomes a tech chase.
- Add a couple of weak hitboxes to the endframes of ftilt, so that instead of being a giant hurtbox it can still catch people that run into it.
- Allow Fortress to run off of edges.
- Give Bowser back his crazy ledge attack.
- Decrease end frames on dsmash.
- Add a windbox to dsmash that sucks in opponents.
- Give dair superarmor on the first three frames so that it can combo break.
- Alternatively, always force dair to rise before putting out the hitbox so that Bowser doesn't just try to move to the ground and thus get combo'd further.
- Make the rising hit of Bowser bomb lock players in shields, forcing breaks.
- Another broken idea I just had: "**** it, let's just give klaw super armor."
EDIT: I forgot to include another solid idea I had. There's been talk about improving Tough Guy, but I think what it needs is less "I'm armored! Fear me!" and more "I need to push through projectiles because ****ing hell this isn't fun". I think I've got a list ready to roll.
The idea is that this stays true 100% of the time instead of being a % thing. Basically, Bowser always tears through these attacks, making him less vulnerable to zoning.
(Dr) Mario's Fireball
Luigi's Fireball
Sheik's needles
Pikachu's thunderjolt
Diddy's popgun (Except when charged almost completely)
All Link and Pit arrows (Except when full charged)
Robin's weak Thunder (And maybe arc fire?)
Samus charge shot (Uncharged to half charge)
ROB's regular laser
Falco's blaster
Duck Hunt's frisby + shots
Greninja's shurikens (Unless full charged)
Ness's PK Fire (Which means the initial hit ALSO doesn't flinch)
Villager's slingshot
All of Little Mac's jab (Except the last hit)
Ryu - basically, all fireballs except the special input slow-moving hadouken.
Pac Man's cherry (and maybe other projectiles, if anyone thinks so)
G&W's assorted foods.
ok yup that's all of 'em.
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