Link to original post: [drupal=684]Balancing Bowser[/drupal]
Bowser seeks to use readily accessible KO power to get early KOs after a few high damage attacks.
Bowser has trouble against projectiles and characters who are not prone to being punishable after common moves.
+Often too easy to interrupt.
+Useless dair.
+ Side-B always kills Bowser second.
+ Partial Super Armor on D-Smash, bair, and Down-B.
+ Invincibility frames on dair.
Meet the new Bowser, same as the old Bowser... it's just a little scarier to attack him now. I mean, he *is* Bowser after all...
I would like to clarify the concept I'm calling "partial super armor". I am thinking of a super armor that holds only until a certain threshold of knockback; for example, Yoshi's double jump. The primary purpose of this as applied to attacks is to allow Bowser to trade hits more often, even when he is out-prioritized.
Bowser seeks to use readily accessible KO power to get early KOs after a few high damage attacks.
Bowser has trouble against projectiles and characters who are not prone to being punishable after common moves.
+Often too easy to interrupt.
+Useless dair.
+ Side-B always kills Bowser second.
+ Partial Super Armor on D-Smash, bair, and Down-B.
+ Invincibility frames on dair.
Meet the new Bowser, same as the old Bowser... it's just a little scarier to attack him now. I mean, he *is* Bowser after all...
I would like to clarify the concept I'm calling "partial super armor". I am thinking of a super armor that holds only until a certain threshold of knockback; for example, Yoshi's double jump. The primary purpose of this as applied to attacks is to allow Bowser to trade hits more often, even when he is out-prioritized.