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I was never asked. I'm just way too invested in this game so I just volunteer my opinions and design work.I have never been asked to provide feedback to any member of the DT on anything.
Maybe because addressing DDD 's issues is easier than revamping an entire characters design like bowser but who knows.
I think my point is that hte process should probably include polling people like you both...Because otherwise its just "well this nerf is going to stick unless Big D or whatever Bowser player here says something". I think thats fundamnetally one of hte largest dangers with the way the PMDT is setup. It results in a lot of good patches but as we get closer to Gold, it results in really directionless patches like this one.I was never asked. I'm just way too invested in this game so I just volunteer my opinions and design work.
And @Nausicaa yeah, 3.6b took PM from merely being the best-balanced Smash title of all time, to being probably the best-balanced fighting game title of all time. No small feat.
This is what I was talking about in my post about no-context changes. I feel that the new dsmash is perfectly fine and useful as a move; P0 thinks it's redundant with dtilt. But without knowing why any given change is made, it seems like a change that was pointless and not really thought out all that much.I'm curious for the reason Pit's D-Smash was changed to send up. I'm guessing it was to focus his playstyle on a more juggle type and away from edgeguarding? Or to make him better at the spacie MU.
Just a change I'm curious about
It's dumb, because Snake was one of the best characters in 3.5, so why did one of the characters which needed nerfing in 3.5 get buffed in 3.6?Its also just a strange way to approach balance. Buffs are handed out conservatively, except if you are Snake this patch.
Fox said:Holy ****
I'm so ****ing gahlike
I'm really glad that you've logged so many hours with both versions of Bowser, to make such a qualified pronouncement. Please, by all means, provide more details.Bowser is faster in almost every way, honestly having a hard time believing he's not better, much less that he's much worse
I would be more likely to believe you are not yet adjusted to the changes properly yet, odds
Have you tried hitting them until they fly off the screen?I'm really glad that you've logged so many hours with both versions of Bowser, to make such a qualified pronouncement. Please, by all means, provide more details.
I really don't think link is well handled. I'm still under the impression that he loses to about everyone with decent mobility or a lingering hitbox to maneuver around his projectiles. Also, dthrow is kind of dumb. It leads to chaingrabs at higher mid percents on more than a couple of characters.I'll applaud the PMDT for the way they've handled Link since 3.02 because he's come out as one of the most rounded designed characters IMO. I really like what they've done with him at every step.
She kinda got the 3.02 -> 3.5 Zelda treatmentIt's kind of upsetting to think that this far in her design they just decided to change her so drastically whereas the other tops (roy,wolf) seem immune to all but minor changes. Hell, even fox wasn't changed as much in consideration to core playstyle.
Weird that I have to log in that many hours to make judgements on bowser when you seem to be so direly informed on almost every character in the game (and particularly ROB) to know how they place relative to each other while probably having as little experience with them as I do with bowser. For what it's worth, I do have a secondary bowser, I just don't play any secondaries in tourneyI'm really glad that you've logged so many hours with both versions of Bowser, to make such a qualified pronouncement. Please, by all means, provide more details.
:/She kinda got the 3.02 -> 3.5 Zelda treatment
Gotta love changing good playstyles so they're less effective right?
Totally agree.I never thought I'd be so excited to see Mew2King use Marth and Sheik in PM.
Accusing me of lack of ability to adapt - and implying the associated baggage of me being bad/whiny/whatever - after I've spent months teaching every other bowser player how to adapt, and made a ton of posts on how to deal with the 3.6 changes; is entirely different from speculating about tier lists (ie. the point of this thread). tl;dr: whatever, dudeWeird that I have to log in that many hours to make judgements on bowser when you seem to be so direly informed on almost every character in the game (and particularly ROB) to know how they place relative to each other while probably having as little experience with them as I do with bowser. For what it's worth, I do have a secondary bowser, I just don't play any secondaries in tourney
I think he means that they're a bit slow and unsafe, so using them is extremely risky, compared to other characters who have followups out of throws/kill throws or safer kill moves in general.Wait, I don't kill the no kill moves part. Bair? Fair? Uair? DSmash? UpSmash?
Am I missing something?
Wait a minute, most of his moves have been sped up in both startup and cooldown though, right? So essentially for a slightly weaker character, you get a more mobile and faster-attacking one, with weaker-but-safer kill options.I think he means that they're a bit slow and unsafe, so using them is extremely risky, compared to other characters who have followups out of throws/kill throws or safer kill moves in general.
In what world is Dthrow stupid? It's a frame 11 grab that doesn't grab in the air and has ~75 frames of endlag. Stop getting grabbed by Link. Other characters have equally good or better conversions out of throws but have an actual grab. I'd be outright ****ing offended if Link didn't get anything good off of grab. No Samus intended.I really don't think link is well handled. I'm still under the impression that he loses to about everyone with decent mobility or a lingering hitbox to maneuver around his projectiles. Also, dthrow is kind of dumb. It leads to chaingrabs at higher mid percents on more than a couple of characters.
He's still towards the bottom of the roster, which really isn't saying much in this version, but I still think that he definitely warrants a couple more changes than most to normalize his MU spread.
Zelda was terrible in 3.02 along with her playstyle. I don't get why Zelda players jerk to her in 3.02. She was objectively bad. She became a far better designed character and gained a Din's fire with some actual mild use.She kinda got the 3.02 -> 3.5 Zelda treatment
Gotta love changing good playstyles so they're less effective right?
frame eleven grab isn't unusable, considering the grounded space it covers it's entirely good for dash away to force whiffs->pivot grab, as well as punishing moves that are normally safe when spaced well on shield against close-range grabs but lose to a tether grab's better reach. Not to mention any number of ways to set-up for it mid punishment, from jab/bair/weak nair to reset knockback on an aerial opponent+force landing (character/DR dependant dependant), any number of aerial options at different percents if the opponent doesn't CC, jab resets/tech chasing, other specific ones.In what world is Dthrow stupid? It's a frame 11 grab that doesn't grab in the air and has ~75 frames of endlag. Stop getting grabbed by Link. Other characters have equally good or better conversions out of throws but have an actual grab. I'd be outright ****ing offended if Link didn't get anything good off of grab. No Samus intended.
Zelda was terrible in 3.02 along with her playstyle. I don't get why Zelda players jerk to her in 3.02. She was objectively bad. She became a far better designed character and gained a Din's fire with some actual mild use.
Nausica, you kind of have a stream-of-consciousness form of writing so excuse me if I misinterpret, but I boil down your post to 2 points.All of this talk is nice
3.5 came through and made this new ground-work built on the old. On an already stabilizing game of 'strong' characters competing with unique tools and quirks that simply fleshed out to be jank is some key areas. Which was a given to have happen when you're trying to re-invent what could be the most diverse Smash game that may ever be made.
3.6 as an extension to this CANNOT be an entire remold and tuning toward the better, or it would end up going through the same cycle again.
I know i'm in the minority here in thinking this, but I always felt like Snake was the 5th best character in 3.02. Grab confirms into pocket a death for later, spike setups, and most importantly, the best OOS move in the game were all reasons for me to think that. Cypher was invincible frames 1-4 with a hitbox on frame 5 and 6. My old joke was the difference between 3.02 shine and cypher is that cypher is invincible the first frame it comes out. C4 as a recovery mixup I also felt was insanely powerful.It's dumb, because Snake was one of the best characters in 3.5, so why did one of the characters which needed nerfing in 3.5 get buffed in 3.6?
Serious question btw?![]()
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No. His only reliable kill option before was fair, and that was more or less removed - again, exactly as it should be. There's just no reliable substitute now. Koopa Klaw exists now, but lacks knockback, and is still very short-ranged and has very negative disjoint (on the grab box).bowser's kill options were always unsafe, in fact they should be way more safe now thanks to tons of speed improvements
No. Some moves got sped up. Some moves had reduced cooldown. Some moves got increased cooldown, or had other properties changed such that the extra speed is irrelevant.Wait a minute, most of his moves have been sped up in both startup and cooldown though, right? So essentially for a slightly weaker character, you get a more mobile and faster-attacking one, with weaker-but-safer kill options.
Am I getting this right?
How do you feel about armor being tied to charging smash attacks? That seems pretty useful (although i don't know if its better than the alternative). Do the changes make Bowser more oriented towards reliably setting up edgeguard situations, since thats where he excels far past other characters (ledge jump speed and insane bair). Does nair kill?No. His only reliable kill option before was fair, and that was more or less removed - again, exactly as it should be. There's just no reliable substitute now. Koopa Klaw exists now, but lacks knockback, and is still very short-ranged and has very negative disjoint (on the grab box).
No. Some moves got sped up. Some moves had reduced cooldown. Some moves got increased cooldown, or had other properties changed such that the extra speed is irrelevant.
Talking about the changes in extremely general terms like this is helpful to nobody - we need to go into specifics if we're going to talk about it at all.
Bowser's Kill Options
FSmash - Was all but useless before, but had very niche applications in edgeguarding. Even more useless now, because its armor was effectively reduced to Light(from Heavy), the hitbox size and lingering was reduced, and the kill power was reduced by something that feels like an order of magnitude. This would all be great, if the move were meaningfully faster- but it's not. It still has a 30 frame startup - a 4 frame reduction from 34 makes absolutely zero difference in situations where the move is usable. For comparison, Charizard's fsmash has almost the exact same knockback, and only a 16 frame startup. Zard's fsmash is just as powerful and twice as fast. The other changes to Bowser's fsmash were great, but only on the condition that it gets an enormous reduction in its startup, to 23 frames or so; thereby allowing Bowser to actually punish some moves with it.
DSmash - Improved in most ways, but the knockback angle is now both high and very DI-interactive, meaning that it's very difficult to actually kill anyone with it at anything like a reasonable %. This is still a better move than most Bowser players give it credit for in terms of tech chasing and option coverage, but it's not a kill move.
USmash - This is faster and better now, yeah - but it's still relatively slow, still only hits above Bowser (where you shouldn't be anyway), and no longer has intangibility, meaning it's actually incredibly easy to challenge.
Note that all the smashes' armor levels were reduced from Heavy (in f/usmash's case) and Medium (in dsmash's case) to Light -- that you can charge the smash to increase the armor level is irrelevant in tournament play, which I really shouldn't need to explain further. This is a pretty serious nerf.
FTilt - Made very slightly faster, but weaker, and much shorter ranged. You could debate all day whether this is a nerf or a buff, but it's sure as hell not the buff Bowser needs.
Fair - Made dramatically weaker as a kill move. Slightly better at comboing, but it still hurts for Bowser to lose his (by far) best kill option. The change was warranted, but Bowser really needs major improvements to his kill power elsewhere to compensate for losing one of the best kill moves in the game. Because of changes to bowser's size and his dash attack, it's also much more difficult to link into this from other moves in Bowser's kit.
Uair - Kill power nerfed pretty significantly; not to mention that it's nearly impossible to get this now with the new endlag and physics of Koopa Klaw fthrow. The change to uair itself was also great, but again, only provided that it could be linked into fairly reliably from side B.
Side B - Fair no longer links into anything, under most circumstances - so bthrow is Bowser's only reasonable option unless you simply intend to put your opponent offstage with the fthrow. Even if you do manage to link into a fair or a uair with this, they both kill much later, so this functionally became much, much worse against most opponents. In addition, the armor on the grounded version went from Heavy to nothing, so you can no longer grab jump-ins with this - a major loss against rushdown characters like Fox.
So, I'm really not exaggerating when I say that Bowser has zero meaningful kill options in some matchups, now - unless you count the easily DI-able sideB. Usmash doesn't kill fastfallers at a relevant %, and hitting them at all with an ftilt or fsmash is completely laughable, not that it would kill them even if either move connected.
Allow me to repeat that Zard's fsmash has nearly identical knockback, far more range, is twice as fast, and is attached to a dramatically stronger character than Bowser's. Ike's has even more knockback and huge disjoint, and is still 7 frames faster than Bowser's.
Why is it necessary for Bowser's fsmash to be one of the worst moves in the game? Why can't it be one of his strengths, as strongly implied by his character design and aesthetic? I'm not upset that Bowser sucks in this version, because that's kind of a necessary step in the design process. I am upset at whatever blindingly obvious bias resulted in one of the most useless moves in the game (which has the potential to easily be made very useful and fun) being made even worse. Whoever's responsible for vetoing necessary changes to fsmash should be ashamed.
Another solid change, in and of itself. It helps reduce the significance of armor overall, while still allowing it to be relevant; plus rewarding Bowser for charging his smashes - at least in theory.How do you feel about armor being tied to charging smash attacks? That seems pretty useful (although i don't know if its better than the alternative).
No, and no. The biggest reason for the former is probably the gutted dash attack - which used to lead pretty reliably into juggles or fairs, which then led into edgeguard situations. Now Bowser kinda has no way to reliably put anyone offstage. Nair is still a really good move, and I'm glad that it's less degenerate than before (the heavy armor was too much), but it's not nearly enough to compensate for the rest of Bowser's current situation.Do the changes make Bowser more oriented towards reliably setting up edgeguard situations, since thats where he excels far past other characters (ledge jump speed and insane bair). Does nair kill?
lolno. Even with a relatively fast fsmash, he still manages to be trash tier in that game. Making that move usable would clearly make him OP and completely ruin PM.Is Bowser even a viable Smash 4 character? I sure as hell don't see any relevant ones at top level.
I stand corrected. Bowser can edgeguard the most edgeguardable character in the game, with Fsmash. Clearly not completely useless.Someone super/heavy (not sure of how charged it was) armored through my recovery and killed me at 50% with an fsmash since I can't sweet spot from below. Same person also predicted where Zelda was going to teleport onstage and beat the burst of her recovery with a charged up smash. I don't think it's all bad. I understand charge armor is objectively worse than straight heavy armor, but I think we all agree that heavy armor was kind of bad design.
1. DD and dash speed really weren't improved much. It looks much more significant on paper than it is in game.I'm quadruple checking his changelist and all his nerfs sans dash attack seem very small, and all his buffs very big. Dash attack nerf sucks but I feel the hugely improved DD/dash speed and huge fire breath buff more than make up for it. It's like, he lost potential threat reach against non-shielding opponents from any one position (less follow-up ability) but his improved DD means his DD at any point is way safer (actually usable) and respecting flame-breath reach is more difficult now, meaning it's more important to try to challenge him in the air when he jumps or risk losing way more stage space if he lands a fire-breath close enough to hit you.