Editing Bowser Jr. (SSBU)

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 177: Line 177:
|usname=Abandon Ship!
|usname=Abandon Ship!
|usdmg=5% (contact), 13% (explosion), 15%/10% (hammer)
|usdmg=5% (contact), 13% (explosion), 15%/10% (hammer)
|usdesc=Bowser Jr. ejects himself from the Junior Clown Car. The Junior Clown Car slowly falls to the ground and then explodes with high power when the move is used in midair, whereas it will simply explode after a brief period when used on the ground. When Bowser Jr. is out of the Junior Clown Car, he is not rendered [[helpless]] and can still attack with a hammer (or in the case of the Koopalings, their respective wands), which is powerful enough to KO at medium to high percentages. He is also able to airdodge once. If Junior is hit by a strong attack while in this state, he can get the Junior Clown Car back by pressing the attack button. However, taking a weak hit while out of the Junior Clown Car will render him unable to get the car back without landing, leaving him susceptible to gimps. The Junior Clown Car's angle usually sends opponents at a favorable position to follow up with the hammer swing.
|usdesc=Bowser Jr. ejects himself from the Junior Clown Car. The Junior Clown Car slowly falls to the ground and then explodes with high power when the move is used in midair, whereas it will simply explode after a brief period when used on the ground. When Bowser Jr. is out of the Junior Clown Car, he is not rendered [[helpless]] and can still attack with a hammer (or in the case of the Koopalings, their respective wands), which is powerful enough to KO at medium to high percentages. He is also able to airdodge once. However, taking any weak hit while out of the Junior Clown Car prevents another use of the move without button mashing or landing. The Junior Clown Car's angle usually sends opponents at a favorable position to follow up with the hammer swing.
|dsname=Mechakoopa
|dsname=Mechakoopa
|dsdmg=2% (contact), 7% (explosion)
|dsdmg=2% (contact), 7% (explosion)

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page: