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King Koopa's New Digs 3.0 Edition

Overswarm

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Definitely a lot of interesting discussion here...

I have not had a chance to try out 3.0 yet, but I am a bit wary on more than a few things...but I cant give input since I havent tried it out for myself yet.

Another point of discussion...how do the new shield mechanics and stage changes affect us? Are they super noticeable or just minor changes? Raised ceilings and increased shield health(i think) would make bowser super sad...

Shield break still working okay. short hop full dair + 1 f-tilt with a little bit of shield decay from them holding shield breaks. F-smash brings them down to like 1/4th shield, easy to shield poke with d-tilt or jab or break their shield. Ditto to down+b. Two down+bs still break their shield, D-smash still puts them in shield break range.

Haven't noticed much stage changes but I've avoided playing Bowser much after the first day.

Biggest changes will be adapting to the new up+b, lack of flame breath pressure, lack of knockback power on close fair (replace with nair and you can often get a landing f-tilt or a djump fair in depending on situation).
 

Overswarm

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@kirk, we compensated the shield damage he did to account for the increase in shield hp.

also this thread is full of way too much tldr. If you want to make a point, being concise is advised

Bowser bad, bowser nerfed, ledge game silly change bad scrub anger. No more koopa, all sad all day what do
 

TTTTTsd

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I like to think that, without talking about the fortress changes(since I'm not a high level Bowser AT ALL, I just mess around with him) that the spacing on the Fair is a pretty neat idea and the new Nair is nice. Just outlining the positives cause they deserve mention for being...well, positives.
 

Mr.Pickle

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Every other character can wavedash off the stage to the ledge; Bowser cannot.
Lol what are you talking about? Bowser can most certainly wavedash off the stage to the ledge. Unless you saying its a bad idea, which I can understand, but if you're saying he is incapable of doing it....you'd be incorrect.

The up+b change was just plain dumb. Being able to snap to the ledge was either too good or it wasn't. "Making it harder" doesn't do anything but make people mad. It still exists, so if it's to good it's still there. What do you expect it to do, convince someone to not play Bowser if they first pick him up? I just do not understand that decision.

Maybe the intent was to encourage players to actually practice the technique in order to use it fully, instead of just being able to do it even without having any prior bowser experience. Its honestly not that hard to perform now either. I'm not a bowser player, and after fooling around with it for about 20 minutes, I was getting it 2 out of 3 times. There isn't a reduction in effectiveness because of the change, you can still perform it at the same speed, its just a little harder to get it right. Also food for thought, if bowser is facing the ledge and uses up b toward it, the timing is just as easy as it was in 2.6b.
 

Chaos_Blasta

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Lol what are you talking about? Bowser can most certainly wavedash off the stage to the ledge. Unless you saying its a bad idea, which I can understand, but if you're saying he is incapable of doing it....you'd be incorrect.
He obviously was talking about the unviability of it.
Maybe the intent was to encourage players to actually practice the technique in order to use it fully, instead of just being able to do it even without having any prior bowser experience. Its honestly not that hard to perform now either. I'm not a bowser player, and after fooling around with it for about 20 minutes, I was getting it 2 out of 3 times. There isn't a reduction in effectiveness because of the change, you can still perform it at the same speed, its just a little harder to get it right. Also food for thought, if bowser is facing the ledge and uses up b toward it, the timing is just as easy as it was in 2.6b.
[/quote]

1)Just because it's easier for new players to master the technique doesn't mean that you should hinder the actually dedicated players that have been doing the technique a certain way for too long. That's horrible design and there's no real need to do it.

2) The point is not that you can't do it with a fair amount of reliability; Even on real matches i get fortress hogs a pretty good amount of times. It's the fact that the risk of dying because of a failure that is so basic and integral to bowser's playstyle every time you do it that detracts players from using the technique the same way they did before.

3)You cannot really perform it at the same speed if you want to consistently snap at the ledge/keep your stock. One feels forced to slow down while near it,preventing you from getting the ledge as fast as you could before, and therefore limiting the usability you can get out of it.
 

Overswarm

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i don't like getting negative feedback on stuff we've finally been able to change to how we had originally intended it after making breakthroughs :[

I'm sure Sakurai felt the same way when people complained about lack of l-canceling and wavedashing and Brawl.
 

cmart

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Overswarm - if you're going to call me a scrub, at least get my name right. Don't capitalize the "c"
 

Abeebo

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FYI: 'Extreme' is my word of the day. Ha. Stay with me though.

Damn. I didn't think the Fortress Hogging change would turn out a discussion like this. Anyhoo. I myself do have some mixed feels about how it works in 3.0, but I genuinely feel it's not a HORRIBLE change (still fairly drastic) because of Bowser's general extreme design (in my eyes). I think this attribute is more important to observe than simply his forte in ledgegames. I still think 3.0 Bowser is 'lacking' a little som'nn som'nn. His style now is just a little off because of, what I think, a lack in extreme

I wasn't competitive with melee and played Bowser less so, but I am familiar with how forthogging worked then. Since PM 2.5 , Bowser got me intrigued into his playstyle, but more importantly, his design. The differences i'm referring to is how Bowser actually plays/shows his stance on the field versus his general attributes as a character. His playstyle is heavily based on ledge games and we all know that. Once I saw how stupid easy it was to hold and keep that ledge, I had to know more. We all have a rival we want to show up, right? The more Bowser I learned, the more his attributes started becoming clear to me. Maybe Melee Bowser really was all about forthogging? I can't objectively say. PM Bowser is surely an advancement to whatever melee bowser was in most every way, but especially on the stage. How? His design became EXTREME. They made him the biggest, heaviest, strongest, slowest, laggiest(?), comboable, edge-happiest character in the game. Let's not forget the plethora of defensive options in the form of upb and red/crawling armor. I could be wrong here, but i'm certain some would agree.

So why do I think 3.0 forthogging was a proper change?

Let's looks at the move in a vacuum or whatever you guys call it. Compared to what forhogging was to us boozers are super used to, 3.0 forthogging is obstructive to developed meta(am I using this word right? I can never tell), unintuitive, and borderline nerve-racking. Seemingly the safest and fastest move to the ledge that allowed Bowser to be surprisingly nimble and incredibly SAFE, and now theres an extreme punishment for doing it wrong? What the shell, PMBR?
Well, let's take this out of the vacuum now.
Pre-3.0, due to the incredibly mild drawback of the move and the MAJOR role it plays in Bowser's playstyle, (which is edgeguarding(which is the FASTEST way to take a stock) it was daunting to other characters and I can see how this could be a little detrimental to general gameplay, but this is what the PMBR gave us, and it was glorious. With the use of extreme hitboxes and armor, getting someone off the stage was relatively easy, and then it was bad juju for the opponent after that because Bowser's most extreme edgeguarding weapon was also his safest (not to mention the other uses). This is too much of an extreme even for Bowser, and i'm hoping even you bitter dudes can admit that forthogging was incredibly safe because it was so easy. No wonder people get so salty! The fastest method to take a stock, and the biggest comboable "low-tier" character had these tools to seemingly ignore the opponents skill and advantages once you got in some red armor and took their stock at the ledge right in the middle of their kill setup. I think this is where the PMBR thought Bowser was faulty. They made the extreme character too extreme in certain aspects.

Come 3.0, and that extreme move not only got TONED DOWN, but now has an EXTREME drawback in the form of your own stock being taken at the ledge without much effort. While I really don't like that Boozer's defining playstyle got toned down, I think it's more fitting in his overall design of extremes. Why? Forthogging is STILL one of the best ways to keep someone off the ledge, but there's an extreme drawback. I've already mentioned how i've received the change.

Here's the nail in the coffin in my opinion: Boozer got nothing else to make up for those changes to his extreme powers. This is where some might feel cheated, including myself. If anything, the reduced IASA of Bair IN ADDITION to the forhogging change WITHOUT any other buffs to compensate for the impact all of this does to Boozer mains' playstyles made Bowser feel significantly less extreme and simply more polarizing. To me anyway.
3.0 Bowser isn't as ledge happy anymore, so he has to be better on stage. On the other hand, his generally extreme design and very minor changes/very major airgame nerf didn't really help his neutral game, so we still need to heavily rely on ledgeplay, which CAN be risky now because of the extreme punishment that you may receive.
If ANYTHING needs to be improved on Bowser at this point, though there's not much that needs it, it's definitely his neutral/airgame.


TL;DR: Bowser is a character of extremes. Extreme strength, power, size, lag, etc. Therefore, 3.0 fortress hogging fits this frame fine. Most extreme ledgegame meets most extreme whiff, aka a stock. I'm fine with that.
Once you add in the other changes(or lack of), then he just does not FEEL as extreme anymore. If ANYTHING needs to be better, it really should be his neutral/air game. I WANT 2.6 BAIR IASA BACK DANGNABBIT D:
 

Overswarm

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So PM Bowser actually takes skill to play now. 'Bout time. :troll:

It's not hard to do, just impossible in certain circumstances at the same speed. You just press towards the ledge before you go off the stage. They just made it more difficult because they didn't read the chapter on "artificial barriers" and "proper risk vs. reward".
 

Overswarm

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Just hold down and then shield and buffer a roll. Or SDI by doing a quarter circle up to left(or right) over and over again. PK Fire is as worthless as Ness.
 

deadjames

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Just hold down and then shield and buffer a roll. Or SDI by doing a quarter circle up to left(or right) over and over again. PK Fire is as worthless as Ness.
I thought P:M didn't have buffering.
 

E-102 Gamma

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If you don't know what that means, here it is in layman's terms:

While shielding, hold...

...Up on the C-stick to jump on the earliest possible frame.
...Forward or back on the C-stick to roll forward or back, respectively, on the earliest possible frame.
...Down on the C-stick to spot-dodge on the earliest possible frame.

Or, at least, that's how I assume it works. I haven't actually played P:M yet. All I know is Melee stuff. :urg:
 

Jacob29

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I'm pretty certain if you don't roll at the right time you just get hit again.
 

MurderClauz

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Lol i played zero bowser in melee.. had not played melee in like a year and a half; started to play P.M. 2.6 and was beating my friends who still play and are not scrubs at all, with ease with bowser LOL. He def needed a nerf.
This guy Oversmarm is a clown talking about bowser cant WD to ledge.. i do it all the time when i play him.. ofc ur not gunna do it when u have a free insta ledge grab. Did you kno every character in the game can die from messing up a WD as well when trying to grab the ledge.. this **** is cray.
- Auto Ledgegrab LOL cmon son.. get over that weak ****.
- nerfed Bair.. yeah sux but play smarter.. CMON son get over that ****.
- Nair with less knockback w.e mix it up into a combo.
Bowser in P.M. is way better then he was in melee, SA and down b cancel is like what? just be smart and win games. PCE
 

deadjames

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Lol i played zero bowser in melee.. had not played melee in like a year and a half; started to play P.M. 2.6 and was beating my friends who still play and are not scrubs at all, with ease with bowser LOL. He def needed a nerf.
This guy Oversmarm is a clown talking about bowser cant WD to ledge.. i do it all the time when i play him.. ofc ur not gunna do it when u have a free insta ledge grab. Did you kno every character in the game can die from messing up a WD as well when trying to grab the ledge.. this **** is cray.
- Auto Ledgegrab LOL cmon son.. get over that weak ****.
- nerfed Bair.. yeah sux but play smarter.. CMON son get over that ****.
- Nair with less knockback w.e mix it up into a combo.
Bowser in P.M. is way better then he was in melee, SA and down b cancel is like what? just be smart and win games. PCE
The nerfs aren't what bothered us Bowser players, what bothered us is the arbitrary redesign of the fortress hog mechanics (at least I think, that's definitely how I feel, but I don't want to try to speak for everyone). Also you say your friends aren't scrubs yet they consistently lose to Bowser? Pick one, you can't have both.
 

9Kplus1

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This guy Oversmarm is a clown talking about bowser cant WD to ledge.. i do it all the time when i play him.. ofc ur not gunna do it when u have a free insta ledge grab. Did you kno every character in the game can die from messing up a WD as well when trying to grab the ledge.. this **** is cray.
What's being argued here (I believe), is that while 3.0 Bowser is being taken in an ideal direction, there are other paths, smoother that could've been taken. You can argue that simply adapting and forcefully dispersing the turbulence caused by these changes is what players *should* do, but that's not likely to yield positive results.

Then again, what do I know? I turn tap jump off when using Bowser -3-
 

MurderClauz

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@deadjames well my friends haven't been to a tourney since ROM and one got way better since then but hasn't been to any tourneys just plays casually and the other played mango in friendlies and lost by 1 stock at ROM so i think its safe to say they are pretty solid players.. just don't have the time to go to events. I just don't get what the complaint is about the mechanic, it was way to simple.. no skill involved, and lets be honest melee was/is all about skill. This isn't brawl nothing should be auto. cmart said it perfectly, having anything auto just leads to dumbed down less intuitive game-play. Personally i think the fortress change involving finesse was a fine change. Plus its not really arbitrary man alot of ppl are saying its the same thing once u master it 100 percent but thats just not true. Now u have to slow yourself down before u leave the stage, where as before u could hold 4-6 and go full speed off the edge. that changes alot kirk and alot of other bowsers wont be able to abuse the move as much and will have to think of other ways to make bowser viable. IMO the changes will make him more exciting to watch less up-b more combos. Just wait and see.
 

Gimpyfish62

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I will be making a post tomorrow that contains my thoughts on the new Bowser either tomorrow or much later tonight.

For a quick preview, I think the 3.0 Bowser is a drastic step in the right direction for the overall design of the character over all previous iterations.
 

Overswarm

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Whenever anyone says that something needs to "take skill" or that something is "too easy to do" in reference to making their character do something, they should immediately lose any and all respect.

Diddy can dash attack off stage to down-air spike as a combo. It is very effective. It is very easy to do. If someone decided that this move was too common and too powerful, the solution is not to make it harder to do, but to make it weaker or alter it.
 

Frost | Odds

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Whenever anyone says that something needs to "take skill" or that something is "too easy to do" in reference to making their character do something, they should immediately lose any and all respect.

Diddy can dash attack off stage to down-air spike as a combo. It is very effective. It is very easy to do. If someone decided that this move was too common and too powerful, the solution is not to make it harder to do, but to make it weaker or alter it.

Thanks for reiterating your point, and completely ignoring every counterpoint, for the hundredth time.
 

MurderClauz

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Overswarm said:
Whenever anyone says that something needs to "take skill" or that something is "too easy to do" in reference to making their character do something, they should immediately lose any and all respect.

Diddy can dash attack off stage to down-air spike as a combo. It is very effective. It is very easy to do. If someone decided that this move was too common and too powerful, the solution is not to make it harder to do, but to make it weaker or alter it.


lol u must not be technical at all.. why would i lose respect for being able to do something not everyone else can do? that's the point here boys, the "strong counterpoint" is and only will be that any move that has no learning curve at all to do shouldn't be in the game period. I got an idea falco's double shine is easy as cake for me to do now what with like a few weeks of trying it mid fight, but screw it lets just make it auto double shine everytime i press down b!! i mean why not right.. thatd be kewll.

Thank you gimpyfish respect to that man right there, and cmart for trying to talk sense into these (assuming)brawl players. I really wanna hear what kirk and gimpy have to say about the changes, mayb then we can get some positive feedback not just whining.

p.s. i really think falco should have a double short hop laser.. its not fair that fox has one.
 

deadjames

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Falco's multishine isn't hard, and Fox is even more poorly designed than Bowser, just saying.
 

Anther

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lol u must not be technical at all.. why would i lose respect for being able to do something not everyone else can do? that's the point here boys, the "strong counterpoint" is and only will be that any move that has no learning curve at all to do shouldn't be in the game period. I got an idea falco's double shine is easy as cake for me to do now what with like a few weeks of trying it mid fight, but screw it lets just make it auto double shine everytime i press down b!! i mean why not right.. thatd be kewll.

Thank you gimpyfish respect to that man right there, and cmart for trying to talk sense into these (assuming)brawl players. I really wanna hear what kirk and gimpy have to say about the changes, mayb then we can get some positive feedback not just whining.

p.s. i really think falco should have a double short hop laser.. its not fair that fox has one.
Just want to point out that you're missing the point that people with the counterargument to the change are making and so you've gone done made up extreme points and extrapolated nonsense arguments of random buffs to character movement instead of utility and function. On top of that you managed to insult them by "forcing" them into a group of people that you're not even sure they're in o.x. In other words you're just being a **** and the only thing you're contributing is malicious noise x.x.

An equivalent change from a design standpoint would be to make it so that you had to do a side-b to jump cancel a shine, because as it is now is too easy to do. (Which right now is the only argument I've heard for the change from the changers ;) ).
The shine would thus be the same move visually as before, theoretically have the same outcome when performed correctly, arbitrarily harder to input with a slight nerf to consistent maneuverability, even less intuitive act with the touch of a chance of suicide.

~~~
All you need to say is that you think the change is for the better since it's a nerf to the speed and decreases the safeness of grabbing the ledge when far away from it. Which would actually be new to the argument since no one's announced it as a good trait of the change, since maybe bowser's ability to edgeguard was too formulaic and strong without a sense of commitment to his choices... That'd make the change more about balancing the efficiency of which he can edgeguard by making it weaker if he's farther away from the ledge and require bowser to actually be by the ledge before he starts fortressing if he wants to grab it consistently and in a safe way.

I actually agree with the change if these are the reasons behind it.
 

deadjames

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Just want to point out that you're missing the point that people with the counterargument to the change are making and so you've gone done made up extreme points and extrapolated nonsense arguments of random buffs to character movement instead of utility and function. On top of that you managed to insult them by "forcing" them into a group of people that you're not even sure they're in o.x. In other words you're just being a **** and the only thing you're contributing is malicious noise x.x.

An equivalent change from a design standpoint would be to make it so that you had to do a side-b to jump cancel a shine, because as it is now is too easy to do. (Which right now is the only argument I've heard for the change from the changers ;) ).
The shine would thus be the same move visually as before, theoretically have the same outcome when performed correctly, arbitrarily harder to input with a slight nerf to consistent maneuverability, even less intuitive act with the touch of a chance of suicide.

~~~
All you need to say is that you think the change is for the better since it's a nerf to the speed and decreases the safeness of grabbing the ledge when far away from it. Which would actually be new to the argument since no one's announced it as a good trait of the change, since maybe bowser's ability to edgeguard was too formulaic and strong without a sense of commitment to his choices... That'd make the change more about balancing the efficiency of which he can edgeguard by making it weaker if he's farther away from the ledge and require bowser to actually be by the ledge before he starts fortressing if he wants to grab it consistently and in a safe way.

I actually agree with the change if these are the reasons behind it.
If those were the reasons behind it that would be fine, but it still wouldn't justify the increased IASA frames on bair, that coupled with the change in fortress hog severely limits Bowser's options when edge-guarding an opponent trying to recover low to the point that it's almost not even worth trying in a lot of situations.
 

Anther

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If those were the reasons behind it that would be fine, but it still wouldn't justify the increased IASA frames on bair, that coupled with the change in fortress hog severely limits Bowser's options when edge-guarding an opponent trying to recover low to the point that it's almost not even worth trying in a lot of situations.
I'm no expert on bowser vs every other character but perhaps bowser invalidated a lot of characters by being able to bair very low? This just seems like an intentional nerf to keep him from shutting down characters with low recoveries.

Maybe the intention is to move bowser from being only good at securing kills by having a dominant edgeguard game vs a lot of characters and closer to a tanky powerhouse with more options to get characters to the point that his more limited edgeguarding can kill them. :x. We'll hear from the bowser overmind's opinion soon :p
 

Frost | Odds

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All you need to say is that you think the change is for the better since it's a nerf to the speed and decreases the safeness of grabbing the ledge when far away from it. Which would actually be new to the argument since no one's announced it as a good trait of the change
That's exactly what I've been saying. -_-

+ De-homogenizes Bowser's play, because up-B -> run to ledge is no longer the best option 90% of the time
+ Sliding risk/reward scale depending on how far you are from the ledge; partially able to be mitigated by player skill
+ Raises tech skill barrier slightly on a character that's not remotely as technically challenging as most of the cast
 

deadjames

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That's exactly what I've been saying. -_-

+ De-homogenizes Bowser's play, because up-B -> run to ledge is no longer the best option 90% of the time
+ Sliding risk/reward scale depending on how far you are from the ledge; partially able to be mitigated by player skill
+ Raises tech skill barrier slightly on a character that's not remotely as technically challenging as most of the cast
All of those points are valid except for the last one, as has been stated, even if it is only slightly, artificial barriers are by nature bad game design.
I'm no expert on bowser vs every other character but perhaps bowser invalidated a lot of characters by being able to bair very low? This just seems like an intentional nerf to keep him from shutting down characters with low recoveries.

Maybe the intention is to move bowser from being only good at securing kills by having a dominant edgeguard game vs a lot of characters and closer to a tanky powerhouse with more options to get characters to the point that his more limited edgeguarding can kill them. :x. We'll hear from the bowser overmind's opinion soon :p
I see what you're saying, and it does make sense because he got a couple buffs to his neutral game (i.e. the change in fire breath's damage and KB behavior, and the KB reduction in nair to help his combo game), but I still feel like that doesn't make up for the lack of edge-guarding options because his neutral game is still very poor compared to the majority of the cast.
 

MurderClauz

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Anther said:
Just want to point out that you're missing the point that people with the counterargument to the change are making and so you've gone done made up extreme points and extrapolated nonsense arguments of random buffs to character movement instead of utility and function. On top of that you managed to insult them by "forcing" them into a group of people that you're not even sure they're in o.x. In other words you're just being a **** and the only thing you're contributing is malicious noise x.x.

An equivalent change from a design standpoint would be to make it so that you had to do a side-b to jump cancel a shine, because as it is now is too easy to do. (Which right now is the only argument I've heard for the change from the changers ;) ).
The shine would thus be the same move visually as before, theoretically have the same outcome when performed correctly, arbitrarily harder to input with a slight nerf to consistent maneuverability, even less intuitive act with the touch of a chance of suicide.

~~~
All you need to say is that you think the change is for the better since it's a nerf to the speed and decreases the safeness of grabbing the ledge when far away from it. Which would actually be new to the argument since no one's announced it as a good trait of the change, since maybe bowser's ability to edgeguard was too formulaic and strong without a sense of commitment to his choices... That'd make the change more about balancing the efficiency of which he can edgeguard by making it weaker if he's farther away from the ledge and require bowser to actually be by the ledge before he starts fortressing if he wants to grab it consistently and in a safe way.

I actually agree with the change if these are the reasons behind it.
1. I didn't miss the point, i made ridiculous points because i believe its ridiculous that the move functioned the way it did in the first place.
2. Tough love.. being a **** or not what im saying is prob true if your mad at the fortress change.
3. Side b to jump cancel a shine.. what? i have friends that have never played melee b4 and just mess around with PM and they could do the bowser ledge hog with no problem, people actually have a hard time jumping out of shield/shine if they are new to the game. pretty much proving its not an equivalent at all. Im not sure i follow what ur tryin to say here.
4. Everything u said in ur last statement i agree with and have pretty much already said. except for the distance from the edge thing.. u can grab it from max distance with finesse as well its just a timing. I said it will change the way people use the fortress because now u are required to slow down to grab the ledge so mayb players will change up their playstyle and not just upb to ledge when in an unsafe situation.
5. Ur second post i agree with 100 percent the bair needed to be changed the reason i was winning so many games with bowser was the bair, it was basically a guaranteed ledge guard.

That's exactly what I've been saying. -_-

+ De-homogenizes Bowser's play, because up-B -> run to ledge is no longer the best option 90% of the time
+ Sliding risk/reward scale depending on how far you are from the ledge; partially able to be mitigated by player skill
+ Raises tech skill barrier slightly on a character that's not remotely as technically challenging as most of the cast
this. mayb i didn't put it clearly enough but this.
 

Jacob29

Smash Ace
Joined
Jul 17, 2013
Messages
530
When exactly does Nair combo? because the amount of delay the move has is pretty big... Are we talking about like a double jump nair that you hit them with on the end of the move?

5. Ur second post i agree with 100 percent the bair needed to be changed the reason i was winning so many games with bowser was the bair, it was basically a guaranteed ledge guard.

So when is M2 Bair being nerfed?

I get nerfing Bowsers bair if he was top of the tier list but he wasn't and most people placed him mid-low.
 
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