I am the forceful King Bowser. Compared with me, you are nothing. Now I show you my power.
Watch me carefully. It might be the last you will ever see.
Neutral A:
Two hit combo. First is the same as it was before.The Second one is a slam. Both do 5% damage.
Dash Attack:
Bowser slides forward a good distance. It deals 8% or 12% damage.
TILT:
Side Tilt:
Claw attack. 12% damage.
Up Tilt:
Slam upwards. 10% damage.
Down Tilt:
Strange. Bowser is spinning in his shell on the ground. 9% damage.
SMASH:
Side Smash:
Heavy claw attack.
10% damage. Good killing move. It's a slowly attack, but the hitbox lasts longes as it seems to.
Up Smash:
Firestorm upwards.
This attack hits 11 times. Every hit does 1% damage. The last hit does 2% damage and has higher knockback. This attack has a long reaching but doesn't kill.
Down Smash:
Shockwaves.
At first Bowser jumps upwards.
As soon as he lands on ground again he does shock waves. They do 16% damage. These waves move away from Bowser. That means the nearer you stand by him the sooner you get hit. The waves move on ground son you can jump over them. They only hit enemies on ground. They normally go through your shield. Sometimes they brake it.
AIR ATTACKS:
Neutral Air:
Bowser is spinning in his shell and hurts enemys who touch him. It does 9% or 14% damage.
Forward Air:
Bowser’s old forward air but what's this? Double claw. 12%-14% damage.
Back Air:
Nearly his old Back Air but he's completely in his shell. 7% or 14% damage.
Up Air:
Bowser does a cool spinning animation. This attack lasts long and is good against ground and air enemies. 10% damage. You have to see it in game. The picture doesn't show you the effect (Like all spinning attacks).
Down Air:
You surely will know this attack. Bowser’s old down special. If he hits someone standing on ground he hits two times. He does 10% damage if he hits in air and 12% if he hits on ground.
(This attack has to be in the moveset)
All air attacks, especially Neutral Air and Back Air have shorter time to recover if Bowser lands on ground before the attack finishes.
GRAB/THROWS:
The grab animation is changed into a better one.
Throw Forward animation is changed into a better one:
[imghttp://img51.imageshack.us/img51/4640/90070771.jpg]http://[/img]
Throw Downwards is changed.
Bowser burns his enemy first. This does normally no damage to his opponent but it hits enemys near him.
After getting burned his victim flies away. It does 6% damage.
SPECIALS:
Side Special Ground:
Fireball
Bowser shots a ball of fire sideward’s. This fireball deals a distance like "Final Destination" is (a bit shorter). It hits everyone in his way. Hitting one opponent doesn't stop it. It does 3%- 18% damage depending on the size of the enemy and how the enemy gets hit. It's rather a slowly ball. The biggest use is against more enemies, for combos after for example a throw or neutral attack or to force opponents to come to attack you.
(This is about the distance it flies)
Side Special Air:
Bowser Homing Attack.
In other games Bowser ofter uses this attack. Muper Mario Galaxy is a good example. He jumps in air and after this ha does a dash attack diagonal downwards. This attack hits everyone in his way. It's a verry fast attack and perhaps faster than running (I haven't tested this but it might be faster to jump and do thus attack than to run. This attack has a little speciality to make it fairer. It's possible to use it right after jumping but It doesn't hurt if it's used too early. This is logic because bowser needs speed to hurt. In the beginning he has no speed so he doesn't hurt. It does 12% damage.
Up Special Ground:
King Shell
Bowser pulls back in is shell. As long as he's in it he's invulnerable. He can move during the whole attack. As long as he's in his shell and rotating he doesn't see where he moves and can fall from the stage. If he leaves the stage early enough he notices it and can come back with his Up Special in Air which gets activated automaticly. If he was spinning too long he doesn't know where he is and falls down.
Up Special Air:
Gravity Crash.
Again an attack out of Super Mario Galaxy. Bowser CAN fly. This attack needs to be explained closer.
If you hold Up B Bowser will fly upwards until he reaches the maximal height. If you go on holding B Bowser will stay in place. In this state you can move him horizontally. Now he stays in air for some time or falls down as soon as you leave B. Now the specialty: If you leave B during the going upwards state and press it again after about half a second(don't press it too early or too late. I you know the time one time it's easy) Bowser will change into the staying in place state at once. That means you don't have to reach full height to move horizontally. Now a further great specialty: If you interrupt the flying upwards and stay in air until the attack ends Bowser will fly upwards as far as he would fly if you don't interrupt him. So you can fly upwards a bit, move horizontal and move upwards again. The second moving upwards is only activated if you hold B until the attack ends. If you leave it while moving horizontal you will fall down at once.
This sounds confusing. Now the EASY EXPLANATION:
If you go upwards and leave B Bowser will stay in air for a short period of time. If you now press B again he will stay in air and you can move him horrizontal. If you do not interrupt his flying upwards he will go into the second state after some time.
If you did this attack two times it will be no problem. It's really easy.
Down Special Ground/Air:
Bowser Unleashed
This is a chargeable attack.
You have two possibilities:
1: Push and hold B=Unleashing
2: Push and leave B=Getting more power
If you push B and hold it Bowser will unleash the power he has collected.
If you push B and leave it Bowser will collect power as he does if you hold B but he does not unleash it. If you now use the attack again, Bowser will collect more power and do a stronger attack. You can collect power as often as you want but after the fourth time of collecting Bowser has reached the maximal strength. Further collecting has no effect.
Here are the four attacks:
1: Holding B without collecting before: Wind hit: 14% damage good knockback
2: Charging one time and unleashing: Explosion: 10% damage, same knockback but arround Bowser
3: Charging two times and unleashing: Fire Storm: 4-hit combo, 36% damage, less knockback
4: Charging three times and unleashing: Cosmic Shock: 10% damage, very high knockback
Charging this attack has more than one effect:
If you charge it 3 times or more Bowser beginns to burn while standing to show that he has reached his full power.
Burning now effects that he's hurting while running ans standing.
It has one further effect but I'll mention it later.
If you use this attack in air it's nearly the same. You will stay in air until you have charged the attack. After finishing charging, Bowser will fall down very fast. If you hold B he will unleash his attack as soon as he's on ground again.
If he has charged two times he will have super armour during the other charges. This effect it only on ground so that he can get grabbed, but not attacked. In air you can’t grab, so I decided to leave this effect in air.
You can not interrupt charging with the shied button or anything else.
Neutral B Air/Ground:
Flamethrower
I want to make King Bowser so I don't have to change attacks I like and which are good. I left his neutral B as it is, because in my opinion a real Bowser needs this attack.
BUT
Who knows me might know that I don't like PSA with attacks which are not modified.
Here a little change.
Remember Down B. If Bowser has flames around him the power of fire increases.
His Flamethrower becomes now to Super Flamethrower.
Better Flamethrower=more flames=more and faster hits=more damage
Final Smash:
Bowser is intangible and spinning.
It does no damage and has no knockback.
But what does it?
What is missing for a "Real Bowser"
!!!!!Bob-Omb and Green Shell!!!!!
You play Bowser as you play him normally with one difference:
D-Pad right will summon a green shell and D-Pad left will summon a Bob-Omb.
Now again a specialty:
You have two shells and three Bob-Ombs you can use.
What will happen if you get a further Final Smash?
Bowser will get four more shells and three more Bob-Ombs.
The maximal number of Shells is ten; the maximal number of Bob-Ombs is 7.
You cannot carry more shells or Bob-Ombs with you. If you have eight shells and get a final smash two are useless.
Remember: if you have no shell you will get two shells. If you have one or more you will get four.$ You will not see how much items you have left, you have to remember how much you used.
Taunts:
Down Taunt:
I like this infinite clapping.
Bowser claps his hands as often as you push D-Pad down.
Side Taunt:
Watch it. I can’t describe it.
You can interrupt it very fast if you use a Final-Smash-Item.
Remember:
Right is Shell
Left is Bob-Omb
Up Taunt:
???????WHAT IS THIS???????
Bowser becomes this "?thing?" for a short period of time.
Other changes:
I increased Air Mobility a bit.
Running animation looks much better now.
Bowser runs faster.
Gameplay:
Bowser became from a slow character to a fast and strong attacker who can control the match.
In former times enemies played with him, now he plays with them.
My conclusion:
Now Bowser is the "REAL KING BOWSER". He has good attacks which are more similar to Bowser’s attacks in other games. This is Bowser how he has to be. Have fun and please give feedback.
Credits:
No credits this time.
(Perhaps to Phantom Wings who made PSA)
DOWNLOAD:
Here is the .pac:
http://www.mediafire.com/?teezjdmdzmc Here is the Motion.pac(my first trys in Brawl Box):
http://www.mediafire.com/?juydm2yzzwiCOME AND FIGHT ME IF YOU'RE BRAVE ENOUGH