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the short answer is that no one can have anything except things we can't change from melee.I hear people complained a lot about 3.5 Bowser Fair. Which led to its current nerf, my understanding was that the move was very powerful and ranged.
Wtf guys, how are the heavy characters supposed to keep up without large hit boxes with kill power out the wazoo? If Fox gets **** like drill shine up smash why can't Bowser have one of the best Fairs in the game?
The Fair change was one of the main things that made me mostly drop Bowser in 3.6B
Before you guys start making suggestions to change his kit, think about a concept that will fit the character Bowser.
Who is Bowser and what mold is he designated in the cast of PM. Describe in simplest terms what Bowser should be and what people should expect from him. (It can be as simple as he's a big turtle monster that wrecks you.)
Then from here try to find every single thing (everything that involves pressing a button/moving the stick(s) that makes Bowser do something you should know about it) you can about Bowser and observe them as a whole, then explore every possible solution that would match your defined idea of Bowser.
And there's the start of reworking Bowser. Just my 5 cents.
His example was pretty trash but you can't deny there isn't truth to what he was trying to get at. Let's look at a better example.what, are you comparing ganon's kill options to sonic lol?
sonic doesn't have a fair that's safe on shield, CC, and kills at 80 near the edge
or a bair that does the same thing at 90
or a uair that does the same thing at like 110
or a dair that does the same thing at like 80-120 depending on fall speed
or a lingering down-b that covers tech options with kill power
Not to mention these all send you offstage like 30-40% earlier to be subject to ganon's incredible option coverage against recoveries thanks to hit long limbs+large hitbox+1 hit equals dead offstage
Like regardless of your opinion of ganon's overall viability, kill power/options is not something he lacks lol
sonic only has a few tools for killing that are all more limited than ganon's, ganon's kill power is a threat in every direction
This rant is of course fuelled by a lot of salt, and I'm probably somewhat overstating a few things such as Ganon being completely negated by Falcon, but it's just extremely frustrating to see another character similar to yours be so much better in so many different important aspects.
I have been saying for several weeks now that everyone slow in 3.6 basically sucks. Part of this is because the slow characters were nerfed more than the fast ones, which is in turn because nerfs are exacerbated on slow characters (and buffs are exacerbated on fast characters). However, the other part of this is that it skews the tempo of the game in favor of faster characters, de facto hurting the viability of slower characters even if they were unchanged. For example, Wario and Samus are worse off in 3.6, although not because of any major alterations to those characters. Rather, they are worse because the viable characters have become faster, and the slower characters that they can perform better against are less likely to be in a real tournament bracket. As you move from Fox being one of many viable characters in 3.02, to Fox being the only viable character in 3.6, the game may be more balanced from an operational standpoint, but it is less balanced with respect to character viability. We have now seen both ends of this trade-off.There is so much fear involved in buffing slow characters, because of the perceived amount of skill it takes to play them, or lack there of. Anyone notice that DK, DDD, Bowser, Link, Charazard, and Gan-... Oh wait. Ok, Ganon is the one example of a very, VERY buffed slow character, and even that just puts him at around mid teir. These characters are the slowest in the game. See a pattern?
The first time I got stage spiked by seismic toss on Dreamland I commenced questioning my very existence.
Does it actually release lower than starting height if there's no ground beneath it? That's weird, didn't know it did that...whispy blows zard off stage completely. toss stops just under pinapple
I can only imagine that the players who hold opinions such as this are literally incapable of forcing themselves to to wait for Bowser to attack first and then whiff punish Bowser.3.5 Bowser was the most aggravating and frustrating character I've played against in a fighting game, and I've played against vortex characters in SF4.
One could argue that the weaker player is the player who can't dedicate himself to the several-minutes'-worth of study that Bowser's armor system demanded in order to be countered by dashing away, rolling, or hitting the Z button...I also feel like the character allowed weaker players to beat out stronger players due to the ridiculous matchup knowledge required to compete against him.
**** YOU STAY AWAY FROM MY KNEE OF JUSTICEThe solution is definitely to reduce the potency of knee
Don't see why we can't compare their kill moves considering Ganon is a clone of Falcon, and it fits the broader discussion we've been having on fast/small characters having equal/better kill moves than fatties. Of course they have different setups/methods of landing the moves, I'm more strictly talking about the likelyhood of them killing when landed in the same position/percents. Though I don't think anyone would disagree with me that Falcon also has an easier time creating/finding opportunities to knee opponents. Still, interesting write up.Since we're talking about ganon's kill moves still, comparing to falcon isn't strictly accurate. Falcon needs to combo into his kill moves (read: knee) most of the time because their hitbox coverage isn't that spectacular. Knee has some disjoint in front of him and the strong hit is active for a few frames, yeah. It's not HARD to hit. But it's not a neutral tool as much as it is a punishment tool. And you might say "but I see falcons use knee in neutral all the time" but I think that is a worse understanding of when neutral is really neutral. You can punish bad neutral, that's what I mean by that. If falcon has you cornered, then yes knee is fairly safe to throw out because he can either cover retreat options with the only way being to escape it to either run offstage (no punish or weak punish on his whiff) or cross him up (as in, run past him as he knees your previous location) or he can cover the location you'd be where you'd cross him up. So it's got a good chance of hitting in that "kinda neutral" scenario because falcon has almost total control over the stage. Outside of this, double jump spacings to try and hit it randomly in the middle of the stage should be a very unreliable thing. The way ganon's kill moves compare is that they are available from some of his safest positions- the air. Float+double jump are becoming more apparently to me a very powerful combination. Sans characters who have absurd fast fall speeds to put out aerials above them and then fast fall and retreat at a ridiculous speed (whodathunkit, spacies again), trying to anti-air a ganon floating runs a big risk of him double jumping out of the way and coming down on you with any of 3-4 moves that are: Kill moves, safe at 0 percent because they beat CC; safe on shield because they either autocancel, have absurd damage, not much landing lag, or a combination of these, all while doing a bunch of shield damage and linking into a jab that beats CC at low percents; and have tons of reach/coverage. Falcon's knee, while on a character that can combo into it, doesn't fill these roles all at once, and doesn't exist on a character that has a "do nothing" option in the air. On top of that, good SDI reduce the number of scenarios falcon can land need from a combo, especially if you have the DI+SDI to complement certain character weights (fast fallers/semi FFers almost always being able to get away with good DI/SDI away+down/away, and super floaties being able to get out upward). Outside of somewhat fringe scenarios where falcon may have a higher chance of getting random knees, ganon has a much higher chance of landing his kill moves raw because the only proper response to his moves is getting out of the way, which can be harder against moves with more coverage; additionally the coverage gives him way more scenarios where dealing with the opponent in the air/on a platform/an opponent behind you on the ground/etc either kills earlier or sends them offstage earlier, whereas falcon has to hope in these situations that they don't CC tech/DI too far up/the vertical spacing is proper/etc. As a whole ganon's aerials give him a threat zone from the air that's hard to challenge directly, letting him inch forward with his float before dropping down with possibly nothing or possible a waveland to re-establish burst reach on the ground in the form of his quick CC breaking dash attack.
As for nair, ganon's nair beat CC and was safe on shield (like +2 I think?) when autocanceled. He could put up a really silly wall with it. Falcon's doesn't work as well for that purpose, it's safe when crossing up/at later percents. I mean, I think it's okay for ganon to have good things like that, I just dunno why they butched what was an amazing counter-aggression tool without really compensating an already mediocre character any other way.
Obviously I mean in the context of moves that are feasible to use in competitive play, come on man I shouldn't have to explain that.I mean, talking 'strictly' about what happens when the moves are landed is really deluded. Otherwise Warlock punch and bowser's fsmash would be relevant moves lol
Because that's how it was in MeleeOh yeah, one more thing I want to complain about in regards to Falcon. Why is his Nair fine at 16 active frames but Ganon's Nair wasn't at 12 frames and needed to be reduced to a measly 4? I can't make any sense of that.