Bowser Jr. (SSBU): Difference between revisions

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|ranking = 70
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'''Bowser Jr.''' ({{ja|クッパJr.|Kuppa Jr.}}, ''Koopa Jr.'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was revealed for the game along with the rest of the veterans on [https://www.youtube.com/watch?v=L93H7YC-83o June 12th, 2018]. He returns with his Junior Clown Car, and the [[Koopalings]] return as [[Alternate costume|alternate costumes]] alongside him. As in {{for3ds}}, he is unlockable, instead of being available from the start. Bowser Jr. is classified as [[Fighter number|Fighter #58]].
'''Bowser Jr.''' ({{ja|クッパJr.|Kuppa Jr.}}, ''Koopa Jr.'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was revealed for the game along with the rest of the veterans on [https://www.youtube.com/watch?v=L93H7YC-83o June 12th, 2018]. He returns with his Junior Clown Car, and the [[Koopalings]] return as [[Alternate costume|alternate costumes]] alongside him. As in {{for3ds}}, he is unlockable, instead of being available from the start. Bowser Jr. is classified as [[Fighter number|Fighter #58]].


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However, Bowser Jr. has several weaknesses that balance out his strengths. His overall mobility is mediocre so he has to rely a lot on his Clown Kart for movement. While his Clown Kart takes priority over his hurtbox, Bowser Jr. himself will take more damage compared to the kart. Due to him being a heavyweight, it also makes Jr. easy to combo and juggle. Bowser Jr's recovery is also exploitable if he is hit while recovering between the kart and the ledge, it renders him unable to recover and gimped. Several of Bowser Jr's moves, such as forward air, back air, down smash, and more have high amounts of endlag, making them fairly risky to throw out and easy for him to be punished. His projectiles are also easily predictable to see coming and avoid which can also be used against him.
However, Bowser Jr. has several weaknesses that balance out his strengths. His overall mobility is mediocre so he has to rely a lot on his Clown Kart for movement. While his Clown Kart takes priority over his hurtbox, Bowser Jr. himself will take more damage compared to the kart. Due to him being a heavyweight, it also makes Jr. easy to combo and juggle. Bowser Jr's recovery is also exploitable if he is hit while recovering between the kart and the ledge, it renders him unable to recover and gimped. Several of Bowser Jr's moves, such as forward air, back air, down smash, and more have high amounts of endlag, making them fairly risky to throw out and easy for him to be punished. His projectiles are also easily predictable to see coming and avoid which can also be used against him.


Overall, Bowser Jr. is a character that has unique strengths in his toolkit but exploitable weaknesses that are easy to take advantage of. Bowser Jr. has seen some representation and results in tournaments, from players such as {{Sm|TM7_ZAP}} and {{Sm|Yoda Cage}}, to name a few, who have shown how capable the character is.
Overall, Bowser Jr. is a character that has unique strengths in his toolkit but exploitable weaknesses that are easy to take advantage of. Although his overall representation has been below-average, Bowser Jr. had nevertheless seen tournament success thanks to dedicated players such as {{Sm|Young Eevey}} in the early metagame and {{Sm|Yoda Cage}} in the post-online metagame.


==How to unlock==
==How to unlock==
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==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Near the end of ''SSB4''{{'}}s metagame, Bowser Jr. had been considered a low-tier character (47th out of 54 characters), due to his linear playstyle, poor disadvantage state that included a very gimpable recovery despite its long distance, and his susceptibility to being racked damage on easier than most other characters due to the Clown Car mechanic. Likely as a result of this, Bowser Jr. has been buffed in his transition to ''Ultimate''.
Near the end of ''SSB4''{{'}}s metagame, Bowser Jr. had been considered a low-tier character (47th out of 54 characters), due to his linear playstyle, poor disadvantage state that included a very gimpable recovery despite its long distance, and his susceptibility to being racked damage on easier than most other characters due to the Clown Car mechanic. Likely as a result of this, Bowser Jr. has been noticeably buffed in his transition to ''Ultimate''.


Bowser Jr.'s biggest change was to his hurtbox, as the Junior Clown Car's hurtbox now takes priority over Bowser Jr.'s own, which allows him to more reliably take damage on average more compared to any other fighter, and makes his survivability comparable to heavyweights like {{SSBU|Donkey Kong}}. Aside from this, Bowser Jr. benefits from some of the changes to universal game mechanics: the universal frame 3 [[jumpsquat]] allows Bowser Jr. to use his strong aerials more effectively, and the increase in mobility contributes to both a better grounded [[approach]] for Bowser Jr. and improves his air game and recovery. The reintroduction of directional [[air dodge]]s slightly improves his recovery, allowing him to mix it up with more ease. The lower [[landing lag]] on his aerial attacks also improves their combo and spacing potential.
Bowser Jr.'s biggest change was to his hurtbox, as the Junior Clown Car's hurtbox now takes priority over Bowser Jr.'s own, which allows him to more reliably take less damage on average compared to any other fighter, and makes his survivability comparable to heavyweights like {{SSBU|Donkey Kong}}. Aside from this, Bowser Jr. benefits from some of the changes to universal game mechanics: the universal frame 3 [[jumpsquat]] allows Bowser Jr. to use his strong aerials more effectively, and the increase in mobility contributes to both a better grounded [[approach]] for Bowser Jr. and improves his air game and recovery. The reintroduction of directional [[air dodge]]s slightly improves his recovery, allowing him to mix it up with more ease. The lower [[landing lag]] on his aerial attacks also improves their combo and spacing potential.


Bowser Jr.'s previously underwhelming moveset has received several quality of life changes. Many of his moves either connect better (such as [[neutral attack|his jab]] and [[dash attack]]) or have had their misleading hitboxes adjusted or their blindspots removed (such as [[up tilt]] and [[grab]], the latter being given more range). His entire grab game has been significantly buffed, as [[forward throw]] can now KO reliably, up throw has less endlag and knockback that renders it now capable of starting combos, and down throw now deals much more damage. His special moves have seen various noteworthy buffs. [[Clown Cannon]], a previously slow [[projectile]] with limited use, is now less punishable due to its decrease in lag and increase in lifetime if fired in the air, and two can be in play at once; it also deals far more [[shield damage]], and a landing cannonball can now hit twice to almost break a full shield, especially if uncharged. [[Clown Kart Dash]] travels faster, allows Bowser Jr. to keep his double jump if canceled, no longer requires travel time to deal maximum damage and immediately deals higher damage if the directional key is held forward, while its spinout deals far more knockback, making the move harder-hitting in general and more versatile. [[Abandon Ship!]]'s hammer swing has more range and a longer duration. Finally, [[Mechakoopa]]s start moving quicker and bite onto victims, guaranteeing that the second hit will connect.
Bowser Jr.'s previously underwhelming moveset has received several quality of life changes. Many of his moves either connect better (such as [[neutral attack|his jab]] and [[dash attack]]) or have had their misleading hitboxes adjusted or their blindspots removed (such as [[up tilt]] and [[grab]], the latter being given more range). His entire grab game has been significantly buffed, as [[forward throw]] can now KO reliably, up throw has less endlag and knockback that renders it now capable of starting combos, and down throw now deals much more damage. His special moves have seen various noteworthy buffs. [[Clown Cannon]], a previously slow [[projectile]] with limited use, is now less punishable due to its decrease in lag and increase in lifetime if fired in the air, and two can be in play at once; it also deals far more [[shield damage]], and a landing cannonball can now hit twice to almost break a full shield, especially if uncharged. [[Clown Kart Dash]] travels faster, allows Bowser Jr. to keep his double jump if canceled, no longer requires travel time to deal maximum damage and immediately deals higher damage if the directional key is held forward, while its spinout deals far more knockback, making the move harder-hitting in general and more versatile. [[Abandon Ship!]]'s hammer swing has more range and a longer duration. Finally, [[Mechakoopa]]s start moving quicker and bite onto victims, guaranteeing that the second hit will connect.
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|ssname=Clown Kart Dash
|ssname=Clown Kart Dash
|ssdmg=5.2%-8.8% (collision), 10%-16.3% (doughnut)
|ssdmg=5.2%-8.8% (collision), 10%-16.3% (doughnut)
|ssdesc=The Junior Clown Car transforms into a [[mariowiki:kart|go-kart]] that speeds forward. Gains 9% [[damage-based armor]] on only the Junior Clown Car, effectively granting 10.22<span style="text-decoration:overline;">72</span>% damage-based armor due to its 0.88× damage multiplier. Tilting the [[Control stick|control stick/circle pad]] in the opposite direction or pressing the attack/special button will cause the Junior Clown Car to perform a {{iw|wikipedia|doughnut|driving}}, which deals significantly more damage and higher knockback to opponents on contact compared to simply charging into them. Spinning out in the air can produce horizontal movement, after which it can be used again. All versions of the move can be [[Jump-canceling|jump canceled]], even right after hitting an opponent, which can lead into combos and mix-ups.
|ssdesc=The Junior Clown Car transforms into a [[mariowiki:kart|go-kart]] that speeds forward. Gains 9% [[damage-based armor]] on only the Junior Clown Car, effectively granting ~10.22% damage-based armor due to its 0.88× damage multiplier. Tilting the [[Control stick|control stick/circle pad]] in the opposite direction or pressing the attack/special button will cause the Junior Clown Car to perform a {{iw|wikipedia|doughnut|driving}}, which deals significantly more damage and higher knockback to opponents on contact compared to simply charging into them, which KOs at moderate percents. Spinning out in the air right before hitting the floor will cause Bowser Jr. to bounce during the spinout, which can cause it to miss. Spinning out in the air can produce horizontal movement, after which it can be used again. All versions of the move can be [[Jump-canceling|jump canceled]], even right after hitting an opponent, which can lead into combos and mix-ups. It can be used multiple times in midair, grants an overall long distance, and lets Bowser Jr. delay his recovery to play around edgeguards, making it a good recovery; however, as the move causes Bowser Jr. to rear back quite a distance on startup, using it near the side blast zones can unintentionally KO him.  
|usname=Abandon Ship!
|usname=Abandon Ship!
|usdmg=5% (contact), 13% (explosion), 15%/10% (hammer)
|usdmg=5% (contact), 13% (explosion), 15%/10% (hammer)
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''See also: [[:Category:Bowser Jr. players (SSBU)]]''
''See also: [[:Category:Bowser Jr. players (SSBU)]]''


*{{Sm|Ketchup|USA}} - Although his placements at majors aren't as high as other Bowser Jr. players, he has the best wins among all the other Bowser Jr. players, having defeated {{Sm|Light|p=Connecticut}}, {{Sm|Cosmos}}, and {{Sm|Larry Lurr}}. He has also placed 9th at {{Trn|Mega Smash Mondays 240}} and 17th at both {{Trn|Thunder Smash 3: Clash of the Pandas}} and {{Trn|2GG: SoCal Chronicles 2020}}.
*{{Sm|Ketchup|USA}} - Although his placements at majors aren't as high as other Bowser Jr. players, he has some of the best wins among all the other Bowser Jr. players, having defeated {{Sm|Light|p=Connecticut}}, {{Sm|Cosmos}}, and {{Sm|Larry Lurr}}. He has also placed 9th at {{Trn|Mega Smash Mondays 240}} and 17th at both {{Trn|Thunder Smash 3: Clash of the Pandas}} and {{Trn|2GG: SoCal Chronicles 2020}}.
*{{Sm|Mutama|Japan}} - Despite being an online-exclusive player, he is considered one of the best Bowser Jr. players in Japan due to his strong online results, such as placing 1st at both [https://smashmate.net/tournament/3808/ Maesuma 177] and [https://smashmate.net/tournament/4182/ Tamisuma SP 230], 2nd at [https://smashmate.net/tournament/3888/ Tamisuma SP 214], 3rd at [https://smashmate.net/tournament/3310/ Tamisuma SP 189] and 5th at [https://smashmate.net/tournament/3570/ Tamisuma SP 200]. He has previously been ranked 2nd on the [https://smashmate.net/record/26/ 3rd] [[Smashmate]] SP ranking and 3rd on the [https://smashmate.net/record/33/ 10th SP ranking].
*{{Sm|Mutama|Japan}} - Despite being an online-exclusive player, he is considered one of the best Bowser Jr. players in Japan due to his strong online results, such as placing 1st at both [https://smashmate.net/tournament/3808/ Maesuma 177] and [https://smashmate.net/tournament/4182/ Tamisuma SP 230], 2nd at [https://smashmate.net/tournament/3888/ Tamisuma SP 214], 3rd at [https://smashmate.net/tournament/3310/ Tamisuma SP 189] and 5th at [https://smashmate.net/tournament/3570/ Tamisuma SP 200]. He has previously been ranked 2nd on the [https://smashmate.net/record/26/ 3rd] [[Smashmate]] SP ranking and 3rd on the [https://smashmate.net/record/33/ 10th SP ranking].
*{{Sm|Slime|p=Canada|Canada}} - The best Bowser Jr. player in Canada, placing 13th at {{Trn|HABBY Birthday 2019}}, 33rd at {{Trn|Get On My Level 2022}}, {{Trn|The Big House 10}}, and {{Trn|Battle of BC 5}}, and 49th at {{Trn|Frostbite 2020}} with wins over players such as {{Sm|Chronos}}, {{Sm|jw}}, and {{Sm|SuperGirlKels}}.
*{{Sm|Slime|p=Canada|Canada}} - The best Bowser Jr. player in Canada, placing 13th at {{Trn|HABBY Birthday 2019}}, 33rd at {{Trn|Get On My Level 2022}}, {{Trn|The Big House 10}}, and {{Trn|Battle of BC 5}}, and 49th at {{Trn|Frostbite 2020}} with wins over players such as {{Sm|Chronos}}, {{Sm|jw}}, and {{Sm|SuperGirlKels}}.