User blog comment:Lasifer/All-Stars vs. Smash Bros. 1: Big Daddy vs. Bowser/@comment-143604-20130204000813

Drayco90's Edgy Edges of Edgy Edgines-AMERICA!


 * Close Range Attacks- Big Daddy. Big Daddy doesn't pack as much raw power behind each strike as Bowser, that's true, but what Big Daddy brings to the table should allow him to dominate this category. Unlike Bowser, ol' Tin Daddy possess Super Armor on a lot of his attacks: what this means for the video game ignorant, is that Big Daddy is mostly if not fully invincible for significant time during the use of many of these attacks- Bowser's stronger strikes won't make him flinch or stop him, allowing Big Daddy to power through and start combos. Which brings me to the second major advantage of Big Daddy: Combos. They don't really exist in Smash, for the most part. Combos are a huge advantage that can leave Bowser helpless as Big Daddy crushes him in an unbreakable pain train of moves. His plasmids help give him additional variety in his moves, and his ram attacks give him far superior mobility in addition to high damage, plus his attacks are harder to dodge. All in all, combos, super armor and greater effectiveness are all more meaningful than simple high damage.


 * Air Attacks- Even. Bowser's aerial options are nothing to dismiss, unlike a lot of his ground-based attacks. They give him great recovery and a lot of them are quick and strong, but he does have some major chinks in this advantage. Bowser is extremely heavy, and  falls to the ground faster than most characters in Smash, meaning he can't use as many air attacks and doesn't have as much time to avoid an attack from the air, and extended time in the air can be dangerous as it can leave him exposed, as all his moves and options are meant for short bursts of time skyward. Big Daddy, on the other hand, isn't meant for staying in the air, and his moves reflect that- they serve two major purposes; to extend his combos to increase his AP gain and damage dealing, with his plasmids directly countering a number of Bowser's moves making them useless, and for returning an air-combo'd foe to the ground for more follow up attacks, something the ground pound and charge do magnificantly. Both warriors also have great air mobility- making moving around the environment far easier. In the end, this is evened out because the Tin Daddy deals more damage and has more practacle fighting moves in his list, but the Koopa King has great recovery, speed and mobility.


 * Grabs- Even. Functionally, these are identical. I guess the arguement could be made that Big Daddy's drill is more painful than Bowser's throws, but that's minor enough that I'm not really considering it.


 * Special Attacks


 * Fire Breath vs. Electro Bolt- Big Daddy. The Electro-Bolt is easily spammable, has greater range than the Fire Breath and will stun and cancel anything Bowser is doing if it hits. It doesn't deal a huge amount of damage alone, but it's designed to follow up into a combo. Bowser's Fire Breath will deal more damage, but he's exposed and vulnerable during the move, allowing Super Armor to take advantage of it, and it doesn't have further options.


 * Flying Slam vs. Gather- Big Daddy. Both moves are a bit difficult to line up and use properly, but while Bowser's Slam is easier to pull off overall, it deals far less damage, and can be potentially fatal to Bowser himself if he's not careful. The Little Sister Gather, on the other hand, is a little harder to execute, but does far more damage, killing foes struck by the needle in the home game, though that won't translate directly here. The damage output will be high, nonetheless. The Little Sister being called out also opens up the opportunity for Bowser to greatly anger Tin Daddy by putting the Little Sister in harm's way- if Bowser isn't careful, it /will/ be over, because there's no way in hell Bowser would survive an onslaught of paternal rage like Big Daddy's.


 * Bowser Bomb vs. Incinerate!- Bowser. The Bowser Bomb is also potentially fatal to Bowser, just like the Flying Slam, but it's still a high damaging attack that is fairly safe from counter-attack. Incinerate! must be charged up to be useful, and has no super armor on the charge, making Big Daddy vulnerable during the wind-up. When thrown, the plasmid is functionally a lot like a Falcon Punch, strong and powerful, but leaving Big Daddy exposed and not having enough force to guarantee a useful strike on a heavier character like Bowser if the Koopa King isn't damaged heavily first.


 * Overall- Big Daddy. His specials are simply more useful for a fight.


 * Super- Big Daddy. Giga Bowser is intimidating, but it can be dodged easily enough by someone mobile enough, and Big Daddy is a pretty effective dodger and mobile unit. The Flood Super is a guaranteed kill when used- Bowser's mobility is inpaired so much and Big Daddy's increased so greatly that it is literally impossible for Bowser to escape the attack unless Big Daddy chooses not to kill him and let's him go, which of course would never happen.


 * Deadliest Warrior- Big Daddy. Ol' Tin Daddy is simply a better fighter. His combos, his super armor, his more useful specials, his superior super attack and his general X-Factors lock him in here. He's not as smart, but he's more brutal, he has better drive and he's faster and more durable.