Alfonso "Missle Launch" Crawford
Smash Apprentice
I'm coding a Smash-game for the DS—it's coming along very well, thank you—and I take breaks from programming by thinking about character-designs. Bowser's the character I most relate to, and I've had a great deal of fun thinking up the following little boosts and additions.
The new Bowser is probably vastly overpowered. I want to have good players guide me on how to improve everyone, so what I'm doing to Bowser probably will only be enough to have him just keep up!
Brawl-Bowser is the base for the new King Koopa. (The game I'm making is called "Smash Riot," by the way.)
Burn, Baby, Burn!
To immediately start off, Bowser's fire is infinite, controllable, and slightly faster than before. The red flash is also going away. All things considered, dominating an ultimately small area immediately in front of Bowser isn't a tremendous asset: why limit it? Yes; edgeguarding becomes nearly brain-dead; but why couldn't you play keep-away with the most sluggish fighter in the roster? You've deserved your death.
JayDeth recommended changing the fire-breath change to a fireball-projectile, but we came to agree that just tapping B ought to be the projectile (and I imagine it like the NES-fireball, as the slowest projectile in the game).
You Can Run….
There's a little "rare candy" in Smash Riot that I'm hyped about: it's a running special-attack. Bowser's the second one to get a run-special. The move is a variation of the neutral-special that is usable only while running: in the given case, Bowser can breathe fire while advancing. The "you could've avoided that, ace"-point still stands, as the lag after releasing the fire is worse than a standing breath; and it can't be jump-canceled or reversed: you can easily navigate around him.
That Shell's Not Just for Show, Anymore.
One of the coolest features of Riot-Bowser that is concurrently one of the most annoying ideas to implement is the hyper-armor on Bowser's shell: not super-armor; hyper-armor. Hyper-armor has no breaking-point, if you didn't know. The only thing that can hit through Bowser's shell is a move that hit his entire body at once—which roughly translates to "just Smart Bombs and Final Smashes"—or grabs/throws.
"Bowser used TACKLE!"
Bowser's normal dash-attack is going to keep every frame of lag it has and every bit of crappy range that's always made it nearly useless: to compense, it will be the most unstoppable move in the game. From the right range, a dash-attack is guaranteed to snuff anything an opponent can use to attack.
Both Special Grabs
The side-B will remain as the Moonsault Press (or whatever it's called… I play too much 3S…), but the standard grab becomes the infamous old Klaw. The Klaw will have every old property except auto-biting, and have an up- and down-throw. To further impose that a grab is meant to defeat shields, the strike-aspect of the Klaw is unblockable.
From a close-enough range, Bowser's side-B is a 0-frame throw; otherwise, it's just like in Brawl.
The Niftiest Wavedash Since the '80s Came Through(?)
Something that needs to be explained is that there'll be an official command for wavedashing, in Riot; down→forward/back. Making wavedashing a true move allows it to adopt fun new properties, such as what Riot-Bowser has done. Wavedashing forward appears to be identical to the old run (the dash-attack is now assigned to the old running-command), but is not actually so: it's a held wavedash that Bowser can do his running-special from or cancel into a standard-ground attack. Wavedashing backwards makes Bowser propel himself backwards, thus giving Bowser an armored advance while being able to spray flames in his wake… or canceling into a turn-around side-B/ftilt.
Another addition to the wavedash is a repeat-hit attack-box. The attack is easily escapable, but is a fun addition that may make some fun setups possible.
Spiking Without Effort
I was on a wicked caffeine-buzz a while ago, and thought up something fun: give Bowser's footsteps a small bit of wind, and make them spike people on the ledge. The idea's just silly and largely impractical, but why not do it?
Heavy B!
Brawl-Bowser's "weight," insofar as I understand, is a knockback-reduction of 50%. If I am correct in my understanding, then Riot-Bowser will "weigh" 700%. At first blush, the idea seems RIDICULOUSLY bad; but not all things are always as they first appear to be.
Victory will be handled differently than before, in Smash Riot. In instances wherein both players have an equal number of stocks, the one with the highest damage-percentage will lose: with Bowser's sloth, this can ensure that a good player can just rack up 500 or so points of damage and then simply avoid Bowser for the remaining duration of the match FTW: besides, hitting hyper-armor still increases damage; so patient shell-poking (which Bowsers are likely to allow) until you can land a good smash on Bowser's soft underbelly is a viable tactic.
Bowser's not DUMB, you know!
A fun trick for the suicidal is the ability to grab a ledge during a Moonsault Press if you're facing the ledge (and're—of course—close enough). The grabbed player still plummets to their death, but Bowser will survive handily: I have a feeling I'll be getting a few letter-bombs and black eyes for this.
Pimped His Ride
The famous Koopa Clown Car is making an appearance! Instead of the shell-based dair, Bowser's new dair will be the Koopa Clown Car: it hits with the propeller, making it about the same as before. The new dair will hover slightly, to allow Wario-like short-hops with dairs.
You know how your abs start spasming uncontrollably if your environment's cold enough? I'm at that point, and my jittering hands can't write much more. I'll add the rest of my little tweaks later: look forward to it! Feel free to make your own suggestions (beyong the after-lag of the Bowser Bomb sucking alot less and having some decent wind, which I've already planned)!
The new Bowser is probably vastly overpowered. I want to have good players guide me on how to improve everyone, so what I'm doing to Bowser probably will only be enough to have him just keep up!
Brawl-Bowser is the base for the new King Koopa. (The game I'm making is called "Smash Riot," by the way.)
Burn, Baby, Burn!
To immediately start off, Bowser's fire is infinite, controllable, and slightly faster than before. The red flash is also going away. All things considered, dominating an ultimately small area immediately in front of Bowser isn't a tremendous asset: why limit it? Yes; edgeguarding becomes nearly brain-dead; but why couldn't you play keep-away with the most sluggish fighter in the roster? You've deserved your death.
JayDeth recommended changing the fire-breath change to a fireball-projectile, but we came to agree that just tapping B ought to be the projectile (and I imagine it like the NES-fireball, as the slowest projectile in the game).
You Can Run….
There's a little "rare candy" in Smash Riot that I'm hyped about: it's a running special-attack. Bowser's the second one to get a run-special. The move is a variation of the neutral-special that is usable only while running: in the given case, Bowser can breathe fire while advancing. The "you could've avoided that, ace"-point still stands, as the lag after releasing the fire is worse than a standing breath; and it can't be jump-canceled or reversed: you can easily navigate around him.
That Shell's Not Just for Show, Anymore.
One of the coolest features of Riot-Bowser that is concurrently one of the most annoying ideas to implement is the hyper-armor on Bowser's shell: not super-armor; hyper-armor. Hyper-armor has no breaking-point, if you didn't know. The only thing that can hit through Bowser's shell is a move that hit his entire body at once—which roughly translates to "just Smart Bombs and Final Smashes"—or grabs/throws.
"Bowser used TACKLE!"
Bowser's normal dash-attack is going to keep every frame of lag it has and every bit of crappy range that's always made it nearly useless: to compense, it will be the most unstoppable move in the game. From the right range, a dash-attack is guaranteed to snuff anything an opponent can use to attack.
Both Special Grabs
The side-B will remain as the Moonsault Press (or whatever it's called… I play too much 3S…), but the standard grab becomes the infamous old Klaw. The Klaw will have every old property except auto-biting, and have an up- and down-throw. To further impose that a grab is meant to defeat shields, the strike-aspect of the Klaw is unblockable.
From a close-enough range, Bowser's side-B is a 0-frame throw; otherwise, it's just like in Brawl.
The Niftiest Wavedash Since the '80s Came Through(?)
Something that needs to be explained is that there'll be an official command for wavedashing, in Riot; down→forward/back. Making wavedashing a true move allows it to adopt fun new properties, such as what Riot-Bowser has done. Wavedashing forward appears to be identical to the old run (the dash-attack is now assigned to the old running-command), but is not actually so: it's a held wavedash that Bowser can do his running-special from or cancel into a standard-ground attack. Wavedashing backwards makes Bowser propel himself backwards, thus giving Bowser an armored advance while being able to spray flames in his wake… or canceling into a turn-around side-B/ftilt.
Another addition to the wavedash is a repeat-hit attack-box. The attack is easily escapable, but is a fun addition that may make some fun setups possible.
Spiking Without Effort
I was on a wicked caffeine-buzz a while ago, and thought up something fun: give Bowser's footsteps a small bit of wind, and make them spike people on the ledge. The idea's just silly and largely impractical, but why not do it?
Heavy B!
Brawl-Bowser's "weight," insofar as I understand, is a knockback-reduction of 50%. If I am correct in my understanding, then Riot-Bowser will "weigh" 700%. At first blush, the idea seems RIDICULOUSLY bad; but not all things are always as they first appear to be.
Victory will be handled differently than before, in Smash Riot. In instances wherein both players have an equal number of stocks, the one with the highest damage-percentage will lose: with Bowser's sloth, this can ensure that a good player can just rack up 500 or so points of damage and then simply avoid Bowser for the remaining duration of the match FTW: besides, hitting hyper-armor still increases damage; so patient shell-poking (which Bowsers are likely to allow) until you can land a good smash on Bowser's soft underbelly is a viable tactic.
Bowser's not DUMB, you know!
A fun trick for the suicidal is the ability to grab a ledge during a Moonsault Press if you're facing the ledge (and're—of course—close enough). The grabbed player still plummets to their death, but Bowser will survive handily: I have a feeling I'll be getting a few letter-bombs and black eyes for this.
Pimped His Ride
The famous Koopa Clown Car is making an appearance! Instead of the shell-based dair, Bowser's new dair will be the Koopa Clown Car: it hits with the propeller, making it about the same as before. The new dair will hover slightly, to allow Wario-like short-hops with dairs.
You know how your abs start spasming uncontrollably if your environment's cold enough? I'm at that point, and my jittering hands can't write much more. I'll add the rest of my little tweaks later: look forward to it! Feel free to make your own suggestions (beyong the after-lag of the Bowser Bomb sucking alot less and having some decent wind, which I've already planned)!