• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Balancing Bowser

Thinkaman

Moderator
Moderator
Joined
Aug 26, 2007
Messages
6,535
Location
Madison, WI
NNID
Thinkaman
3DS FC
1504-5749-3616
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.
 

OK'Ssuka?

Smash Cadet
Joined
Oct 15, 2008
Messages
46
For clarification, you are not referring to Heavy Armor when you propose "Partial Super Armor", correct?
 

Thinkaman

Moderator
Moderator
Joined
Aug 26, 2007
Messages
6,535
Location
Madison, WI
NNID
Thinkaman
3DS FC
1504-5749-3616
I'm referring to exactly the type of knockback resistance that Yoshi has on his double jump, whatever you want to call that. It's super armor that is only good up until a certain level of knockback.
 
Top Bottom