Plus regardless of your knowledge on the character it didn't help that you used Shiek (A character who is well known for having an significantly easier time winning the neutral) in an example of a character who has to worry in fighting the neutral against Bowser.
Do you have a counter argument to that?
My argument is that you misunderstood.
Winning neutral is not the problem.
The reward you get from winning neutral is.
Also in your paragraph you wrote Bowser off as this character who gets so much reward off of winning neutral while not having many problem in the neutral yet his disadvantage state isn't bad enough to equal his neutral & advantage state reward
Which is the truth in my eyes.
A good example would be
. She has an excellent neutral against some of the cast and can invalidate a lot of the best grounded tools in the game with float and tricky movement. However, characters like
can deny her the opportunity to play standard neutral by having disjoints that control the entirety of the airspace in front of them and make trades heavily favour them instead of Peach. That's what I would consider a well-designed character. Strong punish game that needs to be well-refined by the user, strong movement that requires finesse, and some clear weaknesses that hold the character back in specific matchups.
My issue with
is the way he completely ignores standard character/heavyweight balance. If
is hit once, his above-average fallspeed, high weight and large frame assure that he'll keep getting hit. However, his airspeed is fairly high to prevent the issue from going overboard. These qualities balance out the fact that he's rewarded with rage and is one of the hardest members of the cast to kill. The character will still grab you at 65-85 and kill you, so the fact that you won neutral those 3 times and got 40 damage each doesn't mean as much. He's given the additional handicap of being the worst/second worst character off the ledge, which gives the opposing player another win condition by having a permanent "can't grab me" safe advantage space.
Bowser's design is a lot more obnoxious in comparison. He has similar grab conversions and intangible limbs on multiple moves....but is also much harder to trap the landings of and has one or two very strong mixups in Claw and Bomb. One of these outright kill you at deceptively low percents if you're not extremely precise with the little 45° /60° landing trap angle. To add insult to injury, Bowser is also a good bit faster than DK and has better platform pressure tools, which makes playing campy or anti-grab much much less viable.
And my main issue was the fact that he's floaty. When you do hit him, your combos will end extremely early and you'll be rewarded with less % than you should be on account of him falling out of things so early. Almost no character is adequately rewarded for winning neutral against him. The only ones that are are the characters that outright don't let him play in certain gamestates, like
.
As much as I hate using this term, his neutral is bottom-line braindead due to his absurd speed combined with that wonky ass grab range.
His advantage state is borderline abusive.
His disadvantage isn't bad enough to balance out both of these qualities.
Do you understand what I'm getting at?
Bowser is far too easy to use compared to how little risk is attached to his playstyle.