Necro'lic
Smash Ace
- Joined
- Aug 9, 2015
- Messages
- 654
To understand how to balance a character, one must first understand their philosophy: what strengths and weaknesses were they meant to have, and what purpose would they serve in the metagame. We will be discussing that today with His Most Surly Majesty, Bowser.
Purpose: Tank/"Boss Character" of the cast/Immense Presence
Strengths should be:
In a game like Smash, the huge cast of characters warrants a few unconventional design choices. Bowser, I have always felt, should be one of those unconventional characters (along with the likes of Villager, Rosalina, and Jigglypuff).
His design in game seems to want him to be this boss-like entity, make-a-few-mistakes-and-die kind of deal, but it doesn't go far enough in my opinion. Let's take it up a notch.
General Changes:
The priority increase will make it so Bowser always wins a trade of attacks.
Jab:
Dash Attack:
F-Tilt:
U-Tilt:
D-Tilt:
F-Smash:
U-Smash:
D-Smash:
N-Air:
F-Air:
B-Air:
U-Air:
D-Air:
Grab:
F-Throw:
B-Throw:
U-Throw:
D-Throw:
Fire Breath:
Flying Slam:
Whirling Fortress:
Bowser Bomb:
Thanks for the help guys, hope you enjoy this. Feel free to tell me where I am wrong on these.
My take on Bowser:Balance Philosophy Series:
Mario/Dr. Mario
Luigi
Peach
Bowser
Yoshi
Rosalina and Luma
Bowser Jr.
Wario
Donkey Kong
Diddy Kong
Mr. Game and Watch
Little Mac
Link
Zelda
Shiek
Ganondorf
Toon Link
Samus
Zero Suit Samus
Pit/Dark Pit
Palutena
Marth/Lucina
Ike
Roy
Robin
Duck Hunt
Kirby
King Dedede
Meta Knight
Fox
Falco
Pikachu
Charizard
Lucario
Greninja
Jigglypuff
Mewtwo
R.O.B
Ness
Lucas
Captain Falcon
Villager
Olimar
Wii Fit Trainer
Shulk
Pac-Man
Mega Man
Sonic
Ryu
Mii Brawler
Mii Swordfighter
Mii Gunner
Purpose: Tank/"Boss Character" of the cast/Immense Presence
Strengths should be:
- Kills easily
- Does a lot of damage
- Hard to kill
- Almost always trades in his favor
- Bad frame data
- Juggling problems
- Lack of combos
In a game like Smash, the huge cast of characters warrants a few unconventional design choices. Bowser, I have always felt, should be one of those unconventional characters (along with the likes of Villager, Rosalina, and Jigglypuff).
His design in game seems to want him to be this boss-like entity, make-a-few-mistakes-and-die kind of deal, but it doesn't go far enough in my opinion. Let's take it up a notch.
General Changes:
- Slightly increase overall frame size (Double-edged sword. Increases likelihood of getting hit, but also range)
- Increase airspeed from 0.98 -> 1.1 (Now tied with Shiek, Captain Falcon, Mega Man, and DHD)
- Increase fastfall speed from 2.224 -> 2.6 (Now slightly less than DK)
- Increase walking speed from 0.858 -> 0.94 (Now tied with Captain Falcon)
- Increase Tough Guy heavy-armor threshold to 2.5%
- Tough Guy no longer diminishes as Bowser takes damage (Why does it do this to begin with?)
- Decrease hard landing lag from 6 frames -> 5 frames (Universal change I made to all characters)
- Increase overall priority on all moves (No one can challenge Bowser's attacks)
The priority increase will make it so Bowser always wins a trade of attacks.
Jab:
- None
Dash Attack:
- Angle of both hitboxes from 80/80 -> 45/45
- Damage increased from 10%/8% -> 15%/11%
- Increase shield damage to +1
F-Tilt:
- Startup from 10 frames -> 8 frames
- Damage increased from 12% -> 14%
U-Tilt:
- Knockback growth from 97 -> 100
- Damage increased from 9% -> 14%
- Hitbox now lingers at the very end of the swing
D-Tilt:
- The two hits are now seperate, similar to Jab
- Decrease first hit knockback growth from 100 -> 30
- Base knockback from 20/12 -> 10/20
- Damage from 14%/11% -> 11%/14%
- Startup increased from 10 frames -> 13 frames
F-Smash:
- Damage increased from 23%/17% -> 27%/21%
- Base knockback increased from 25/10 -> 35/20
U-Smash:
- Shell invincibility from 14-27 frames -> 12-30 frames
- Damage increased from 20%/15% -> 23%/19%
- Grounded landing hitbox now has an accompanying windbox going outward on both sides
D-Smash:
- Range increased slightly (Should be able to fully cover a Battlefield platform and then some)
- Damage increased from 2%/1% * 5/9% (total: 16%) -> 4%/1.7% * 5/11% (total: 23.5%)
- There are no hurtboxes on the active frames of this move
- FAF decreased from 72 frames -> 65 frames
- Knockback growth decreased from 130 -> 98
N-Air:
- Startup decreased from 8 frames -> 5 frames
- Now has a vacuum effect
- Arms and legs are now intangible throughout the move
- Damage from 5% * 4 (total: 20%) -> 6.5%/6.5%/6.5%/8% (total: 26.5%)
- Knockback growth decreased from 50/100/90/90 -> 50/50/50/50
F-Air:
- All three hitboxes now merge into one
- The claw swipe now hits above Bowser's head at the start of the move
- Damage from 13% -> 18%
B-Air:
- Damage increased from 19% -> 21%
U-Air:
- Move is now a circling upward kick a la Captain Falcon (Because it's more appropriate I say)
- Damage from 15% -> 18%
D-Air:
- Meteor effect now follows throughout the descent
- Now has extremely more aerial control (like +100% extreme)
- Damage increased from 16% -> 20%
- There are no hurtboxes on any active frame of this move
- Landing now has a huge windbox effect about the range of D-Smash
Grab:
- Standing grab endlag from 39 -> 26 (Universal change)
- Dash grab endlag from 48 -> 40 (Universal change)
- Pivot grab endlag from 46 -> 36 (Universal change)
F-Throw:
- Base knockback increased from 60 -> 70
- Damage increased from 12% -> 13%
B-Throw:
- Now puts the opponent on the floor behind Bowser (a la Flame Choke)
- Damage decreased from 12% -> 5.5%
U-Throw:
- Base knockback from 90 -> 110
- Angle from 70 -> 90
- Damage increased from 1% * 8/2% (total: 10%) -> 1.5% * 8/5% (total: 17%)
D-Throw:
- Angle from 50 -> 345
- Knockback growth decreased from 50 -> 20
- Damage decreased from 10%/2% -> 5%/4%
Fire Breath:
- Recharge time to ~6 seconds from lowest charge
- Minimum hitboxes required decreased from 4 -> 3
- Minimum time FAF decreased from 78 frames -> 50 frames
Flying Slam:
- Aerial grab startup decreased from 17 frames -> 8 frames (Same as grounded)
- Aerial grabbox now the same size as the grounded version's
Whirling Fortress:
- Grounded version can now go off platforms
- Grounded startup decreased from 6 frames -> 4 frames
- Grounded version speed increased slightly
- There are no hurtboxes on the active frames on the grounded version of this move
Bowser Bomb:
- First hit's knockback is no longer weight based
- Landing damage increased from 11% -> 18%
Thanks for the help guys, hope you enjoy this. Feel free to tell me where I am wrong on these.
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