Jerodak
Smash Lord
In regards to fortress, I'd much rather just get the start-up iframes back if nothing else.
A better fast fall and 0 walk start up would be great too. As far as side b goes, might as well put brawl range back on it in the air, or reduce the aerial start up. It takes around 25 frames just to do a rising short hop klaw, which whiffs on almost the entire cast if they are just standing.
Adjusting as best as possible for hitbox inconsistencies for other moves, like down b , would be great too. If it were always consistent, down b could be a way more threatening option in neutral, because then you could use it for whiff punishing. The risk when you miss would still be there, but now you wouldn't need to wait for your opponent to be stuck in an obvious cooldown for it to be viable.
Certain changes would need to be global, like lower shield regen rates, perhaps coupled with better base shield hp for slower characters. Along with possibly changes to how clashing works. Just a few things here and there which would more strongly favor the big guys. Speed is already naturally favored in virtually every situation, so a bit of careful bias here and there could help to balance things out. Unfortunately, changes like those may be outside of the scope of the game.
However, even with no changes at all from this point onwards, I am incredibly grateful for all of the changes Bowser did receive. He's debatably the nost changed character so far between Brawl and Smash 4, including being the only one with a changed victory theme between titles if I'm not mistaken, as well as the model changes and so on.
At this point there are other characters who could use adjustment quite a bit more than Bowser does, so if the team did forego further changes on Bowser to focus more energy on another character that needed it more, I would completely understand.
It's certainly still fun to envision the "ideal" Bowser though, and what kind of tools he might have.
A better fast fall and 0 walk start up would be great too. As far as side b goes, might as well put brawl range back on it in the air, or reduce the aerial start up. It takes around 25 frames just to do a rising short hop klaw, which whiffs on almost the entire cast if they are just standing.
Adjusting as best as possible for hitbox inconsistencies for other moves, like down b , would be great too. If it were always consistent, down b could be a way more threatening option in neutral, because then you could use it for whiff punishing. The risk when you miss would still be there, but now you wouldn't need to wait for your opponent to be stuck in an obvious cooldown for it to be viable.
Certain changes would need to be global, like lower shield regen rates, perhaps coupled with better base shield hp for slower characters. Along with possibly changes to how clashing works. Just a few things here and there which would more strongly favor the big guys. Speed is already naturally favored in virtually every situation, so a bit of careful bias here and there could help to balance things out. Unfortunately, changes like those may be outside of the scope of the game.
However, even with no changes at all from this point onwards, I am incredibly grateful for all of the changes Bowser did receive. He's debatably the nost changed character so far between Brawl and Smash 4, including being the only one with a changed victory theme between titles if I'm not mistaken, as well as the model changes and so on.
At this point there are other characters who could use adjustment quite a bit more than Bowser does, so if the team did forego further changes on Bowser to focus more energy on another character that needed it more, I would completely understand.
It's certainly still fun to envision the "ideal" Bowser though, and what kind of tools he might have.