Editing Bowser Jr. (SSBU)

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Though he's mostly seen improvements from the universal changes, a few of them hurt him overall. Aside from his standing grab, his dash and pivot grabs have less range, and all of them are slower in terms of ending lag, a nerf shared with the rest of the cast. The changes to air dodge mechanics make him easier to edgeguard. The weakening of [[rage]] further pronounces the nerfs to his moveset's power and thus doesn't allow him to take advantage of it as easily due to his improved endurance, creating issues with his problematic KO potential as a result.
Though he's mostly seen improvements from the universal changes, a few of them hurt him overall. Aside from his standing grab, his dash and pivot grabs have less range, and all of them are slower in terms of ending lag, a nerf shared with the rest of the cast. The changes to air dodge mechanics make him easier to edgeguard. The weakening of [[rage]] further pronounces the nerfs to his moveset's power and thus doesn't allow him to take advantage of it as easily due to his improved endurance, creating issues with his problematic KO potential as a result.


In the end, Bowser Jr's moveset, while not significantly changed in terms of functionality, has been heavily adjusted to be more consistent, granting many of his moves less situational use than in ''SSB4'', whereas the more notable changes to his special moveset and his faster mobility allow him to zone opponents more effectively and approach with less risk. However, his moveset's lower power from knockback reductions and new sourspots make it slightly harder for him to close out stocks, the nerfs to Mechakoopa force him to be more cautious of his tools, and some of the changes to the engine makes it slightly harder to use some of his newfound buffs. Aside from this, Bowser Jr. also retains several of his weaknesses from the previous game, including his poor disadvantage state, vulnerable recovery, poor range despite disjointed attacks and a somewhat linear playstyle. Though he has received a few notable changes in game updates that further contribute to his notable buffs, the extent to which they work is questionable given the various buffs given to other characters, both on release and from game updates, as well as the introduction of new DLC characters which he struggles against. Thus, while Bowser Jr. is a better character in ''Ultimate'', he has not significantly improved from his ''SSB4'' incarnation, only keeping up with the rest of the cast.
In the end, Bowser Jr's moveset, while not significantly changed in terms of functionality, has been heavily adjusted to be more consistent, granting many of his moves less situational use than in ''SSB4'', whereas the more notable changes to his special moveset and his faster mobility allow him to zone opponents more effectively and approach with less risk. However, his moveset's lower power from knockback reductions and new sourspots make it slightly harder for him to close out stocks, the nerfs to Mechakoopa force him to be more cautious of his tools, and some of the changes to the engine makes it slightly harder to use some of his newfound buffs. Aside from this, Bowser Jr. also retains several of his weaknesses from the previous game, including his poor disadvantage state, vulnerable recovery, poor range despite disjointed attacks and a somewhat linear playstyle. Though he has received a few notable changes in game updates that further contribute to his notable buffs, the extent to which they work is questionable given the various buffs given to other characters, both on release and from game updates, as well as the introduction of new DLC characters which he struggles against. Thus, while Bowser Jr. is a better character in ''Ultimate'', especially compared to the rest of ther cast he has not significantly improved from ''SSB4''.


{{SSB4 to SSBU changelist|char=Bowser Jr.}}
{{SSB4 to SSBU changelist|char=Bowser Jr.}}

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