Hi Bowser mains!
My name is Todd and back around 2006 I was known as ~Shin_Ganondorf~, the author of ~How to wield the triforce of power~; I have not been keeping up with Smash that much (dat real life tho!) but I was pondering something the other day while playing my new main (Bowser [Because:RIP Ganondorf]). I was wondering about 'speedy characters' in Smash and thought I would come here to roll the thoughts around at the boards. Disclaimer—I’m a nice guy, my aim is not to be rude or offend anyone so try to keep the flames down if you disagree. Let’s be respectful, the smasher community to me has always been friendlier than other communities, and that’s what I love about you guys! also, I'm sorry if my post is scatterbrained, I do that a lot.
My thoughts were.
Are successful characters in fighting games the ones who can zone others and attack without punishment? And if this is the case, how does a heavy character combat this ‘effectively’ to make them viable?
Perhaps the slower characters are at a larger disadvantage than I previously thought ... I could pick a faster character and have more control over zoning and picking at my opponent with less punishment. This would allow more opportunity to explore the game I feel. (though this wouldn’t be my style)
One thing I have learned over the years is that we gamers can repeat a task almost perfectly over, and over again with very little error. If I am caught up into the first attack I could be losing my entire stock because of the lack of options a heavy character has to combat swifter characters. If I am a heavy character and catch my opponent in my first attack, does it allow me the same benefit of follow-up? Would that follow-up be fun?
I then thought
Well the trade-off for picking that light character is I would die easier when I make a mistake. But wait ... if I'm a faster character ... don't I get punished less for making mistakes because I recover faster? And isn’t the slower character at some disadvantage for collecting meaningful damage on that error? Do slower characters enable faster characters to get away with more errors because they can’t keep up?
This got me looking around at other iterations of slow+powerful characters in fighting games and noting a lack of representation in tournaments of the heavier guys. I of course wan’t to fix this. Yay excitement!
... If Bowser is supposed to be bigger, stronger and tougher than smaller characters. Wouldn't their jabs and some other pokes not affect him? Yes, the creators of this game has made it so bowser shrugs off some moves at lower percentages. How has this affected our ability to tackle those lighter characters? Am I a minority with suggesting this addition to Bowsers kit has not helped significantly in tournament level play? I sure think it could be looked at and improved.
I looked at a few threads making suggestions for Bowser changes to make him more tournament viable and I wanted to kind of join in that conversation as well (luigi taunt).
Looking specifically at what the creators have already started on is a good way to save Nintendo money. Don’t ask them to make something new, just tweak something they already have. This takes less hours of development.
Suggestion/thought 1) When Bowser is shrugging off attacks, do not slow him down. Add in a specific sound to show it’s working. This will take away opponents ability to manage the hit-stun with timing as they can see the armor. (this is mostly seen through multi-jab attacks before the finisher). This would be easily implemented by just deleting the coding which slows bowser down when his bowser armor is activating. Assumptively this could take less than an hour to implement with data search tools by developers.
Another suggestion: Perhaps allow Bowser Armor to ignore more attacks than it currently does (very difficult to decide which ones because this could potentially take away too much from a vs bowser match)
Big suggestions incoming (CHOOSE ONE)
Allow Bowser Armor to...
A) Remain active at all times (easily done with editing code)
or
B) Normal + Activate again at upper rage percentages (work needed: a little more difficult but still within an hour or less to be implemented)
Biggest suggestions…
Allow Bowser’s fire-breath beginning animation to act as a counter. The counter would be the fire from his mouth acting specifically as a knockback with little to no damage and no killing potential. If an enemy is quick enough Bowser cannot counter an assault, allowing fast characters to effectively still combo. If bowser does not time the firebreath counter correctly, it is just a normal, laggy, fire-breath which may allow bowser to be punished. This is another ‘defensive’ tool, not for great damage or killing.
In terms of developer hours. Perhaps a day? Maybe several? Hit-boxes will need to be put in, counter-coding would need to be used from another character and implemented at specific frames (it may be easier to just make new coding). Sound would have to be recorded, knockback value’s tested. This could take 4-hours or a week depending upon coding of theirs I have never seen.
In closing …
I will be clear. I am not a fan of hitting your enemy once and then feeling free to take them from zero to death. Part of my love for smash brothers is when you hit the guy once, you don’t let your muscle memory take it from there, you still have to THINK because the enemy has options. I personally believe because it is easy to juggle/zone/poke heavier characters it disallows them tourney-worthy status. Some may disagree with my entire post here, but, I’m here to ‘think’ about it and come up with idea’s. I am not coming to firm conclusions, only asking the forums to turn this rubiks cube with me.
Should I be looking elsewhere for a fighting game that enables the heavy characters to contend? I have rolled the thought in my head more than once maybe 'Smash' doesn’t know how to treat their heavy character’s. Isn’t E-Honda popular and viable? Maybe the folks that did street fighter did it right. Is Ziegfried and Astiroth viable? Maybe those guys did it right. Maybe Aganos from that Killer Instinct is built to compete ... who knows.
I honestly don’t know. But I'm always thinking ...
I don’t want every character to be the same, but, I’m tired of seeing the same story: Speed wins.
My name is Todd and back around 2006 I was known as ~Shin_Ganondorf~, the author of ~How to wield the triforce of power~; I have not been keeping up with Smash that much (dat real life tho!) but I was pondering something the other day while playing my new main (Bowser [Because:RIP Ganondorf]). I was wondering about 'speedy characters' in Smash and thought I would come here to roll the thoughts around at the boards. Disclaimer—I’m a nice guy, my aim is not to be rude or offend anyone so try to keep the flames down if you disagree. Let’s be respectful, the smasher community to me has always been friendlier than other communities, and that’s what I love about you guys! also, I'm sorry if my post is scatterbrained, I do that a lot.
My thoughts were.
Are successful characters in fighting games the ones who can zone others and attack without punishment? And if this is the case, how does a heavy character combat this ‘effectively’ to make them viable?
Perhaps the slower characters are at a larger disadvantage than I previously thought ... I could pick a faster character and have more control over zoning and picking at my opponent with less punishment. This would allow more opportunity to explore the game I feel. (though this wouldn’t be my style)
One thing I have learned over the years is that we gamers can repeat a task almost perfectly over, and over again with very little error. If I am caught up into the first attack I could be losing my entire stock because of the lack of options a heavy character has to combat swifter characters. If I am a heavy character and catch my opponent in my first attack, does it allow me the same benefit of follow-up? Would that follow-up be fun?
I then thought
Well the trade-off for picking that light character is I would die easier when I make a mistake. But wait ... if I'm a faster character ... don't I get punished less for making mistakes because I recover faster? And isn’t the slower character at some disadvantage for collecting meaningful damage on that error? Do slower characters enable faster characters to get away with more errors because they can’t keep up?
This got me looking around at other iterations of slow+powerful characters in fighting games and noting a lack of representation in tournaments of the heavier guys. I of course wan’t to fix this. Yay excitement!
... If Bowser is supposed to be bigger, stronger and tougher than smaller characters. Wouldn't their jabs and some other pokes not affect him? Yes, the creators of this game has made it so bowser shrugs off some moves at lower percentages. How has this affected our ability to tackle those lighter characters? Am I a minority with suggesting this addition to Bowsers kit has not helped significantly in tournament level play? I sure think it could be looked at and improved.
I looked at a few threads making suggestions for Bowser changes to make him more tournament viable and I wanted to kind of join in that conversation as well (luigi taunt).
Looking specifically at what the creators have already started on is a good way to save Nintendo money. Don’t ask them to make something new, just tweak something they already have. This takes less hours of development.
Suggestion/thought 1) When Bowser is shrugging off attacks, do not slow him down. Add in a specific sound to show it’s working. This will take away opponents ability to manage the hit-stun with timing as they can see the armor. (this is mostly seen through multi-jab attacks before the finisher). This would be easily implemented by just deleting the coding which slows bowser down when his bowser armor is activating. Assumptively this could take less than an hour to implement with data search tools by developers.
Another suggestion: Perhaps allow Bowser Armor to ignore more attacks than it currently does (very difficult to decide which ones because this could potentially take away too much from a vs bowser match)
Big suggestions incoming (CHOOSE ONE)
Allow Bowser Armor to...
A) Remain active at all times (easily done with editing code)
or
B) Normal + Activate again at upper rage percentages (work needed: a little more difficult but still within an hour or less to be implemented)
Biggest suggestions…
Allow Bowser’s fire-breath beginning animation to act as a counter. The counter would be the fire from his mouth acting specifically as a knockback with little to no damage and no killing potential. If an enemy is quick enough Bowser cannot counter an assault, allowing fast characters to effectively still combo. If bowser does not time the firebreath counter correctly, it is just a normal, laggy, fire-breath which may allow bowser to be punished. This is another ‘defensive’ tool, not for great damage or killing.
In terms of developer hours. Perhaps a day? Maybe several? Hit-boxes will need to be put in, counter-coding would need to be used from another character and implemented at specific frames (it may be easier to just make new coding). Sound would have to be recorded, knockback value’s tested. This could take 4-hours or a week depending upon coding of theirs I have never seen.
In closing …
I will be clear. I am not a fan of hitting your enemy once and then feeling free to take them from zero to death. Part of my love for smash brothers is when you hit the guy once, you don’t let your muscle memory take it from there, you still have to THINK because the enemy has options. I personally believe because it is easy to juggle/zone/poke heavier characters it disallows them tourney-worthy status. Some may disagree with my entire post here, but, I’m here to ‘think’ about it and come up with idea’s. I am not coming to firm conclusions, only asking the forums to turn this rubiks cube with me.
Should I be looking elsewhere for a fighting game that enables the heavy characters to contend? I have rolled the thought in my head more than once maybe 'Smash' doesn’t know how to treat their heavy character’s. Isn’t E-Honda popular and viable? Maybe the folks that did street fighter did it right. Is Ziegfried and Astiroth viable? Maybe those guys did it right. Maybe Aganos from that Killer Instinct is built to compete ... who knows.
I honestly don’t know. But I'm always thinking ...
I don’t want every character to be the same, but, I’m tired of seeing the same story: Speed wins.