Bowser Jr. (SSBU)
Bowser Jr. (クッパ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 June 12th, 2018. He returns with his Junior Clown Car, and the Koopalings also return as his alternate costumes. Bowser Jr. is classified as fighter #58.
Caety Sagoian's portrayals of Bowser Jr. in Smash 4 and the Mario games were repurposed for Ultimate. In addition, Lani Minella’s portrayals of Larry, Morton, Wendy, and Lemmy, Mike Vaughn’s portrayals of Iggy and Ludwig, and Dan Falcone’s portrayal of Roy from the New Super Mario Bros. games were also repurposed for Ultimate, in place of their respective voice actors (except Roy) from later games such as Mario Kart 8 and Mario & Sonic at the Rio 2016 Olympic Games.
How to unlock
Complete one of the following:
With the exception of the third method, Bowser Jr. must then be defeated on Delfino Plaza.
Bowser Jr. is a unique heavyweight in the sense that, his Junior Clown Car has a separate hurtbox from him, making his survivability variable. Bowser Jr. has the sixtieth fastest walking speed, sixty-second fastest dashing speed and initial dash, twenty-sixth fastest air speed, thirty-first highest air acceleration, thirty-fourth highest gravity, the twenty-eighth fastest falling speed and fast falling speed, and the sixty-eighth highest traction. As a result of these attributes, Bowser Jr.'s mobility is somewhat poor in most cases except in the air, and many characters supersede him in terms of approach.
Bowser Jr. and his Junior Clown Car both have separate hurtboxes, much like the Duck Hunt. He possesses a unique mechanic where the Clown Car takes less damage from all incoming attacks, whereas he himself takes more damage in comparison. Unlike in SSB4, the Clown Car's hurtbox takes priority over Jr.'s hurtbox: when combined with his heavy weight, this gives Bowser Jr. potentially above-average survivability compared to other characters, and even other heavyweights. Bowser Jr. also possesses a purely disjointed moveset and two good projectiles in Clown Cannon and Mechakoopa, giving him a ranged gameplan.
Clown Cannon can have two cannonballs in play at the same time, deals good damage and knockback, and its cannonballs travel quickly. This, as a result, makes Clown Cannon good for disrupting or throwing off approaches, as well as KOing at high percentages. This is further compounded by its outstanding shield damage, making Clown Cannon a viable punishing tool. Mechakoopa is also disruptive in its own right, due to its explosion that is induced from hitting it. The Mechakoopa always follows opponents no matter the circumstances, and explodes upon contact, serving as an excellent KO setup against launched opponents.
Clown Kart Dash travels extremely quickly, vastly making up for his somewhat poor approach, as he can easily cover long distances, both on the ground and in the air. Clown Kart Dash also deals above-average damage and knockback at maximum speed, enabling it to KO opponents at mid-high percentages. Junior can double jump out of his side special, which grants him potential aerial follow-ups. Abandon Ship! travels good vertical distance, allowing Junior to return to the stage if he is right below it. The Junior Clown Car itself damages opponents upon exploding, serving as a potential KOing option, should it hit foes at later percentages. Bowser Jr. himself is gifted with a hammer, which deals high damage and knockback, and has quick startup, all of which allow it to swiftly end opponents. Clown Kart Dash and Abandon Ship! can be mixed up with an air dodge for an excellent recovery.
Bowser Jr.'s aerials have great utility, going hand-in-hand with his specials. Neutral aerial has edgeguarding capabilities, and it is good to use out-of-shield, because of its lingering hitbox. His forward and back aerials are great for edgeguarding, spacing, and KOing, because of their high knockback, high potential damage, and good range. Bowser Jr.'s up aerial is good for juggling, because of its decent speed and vertical range; it is also good for KOing. Lastly, down aerial can shield stab, and works well with Clown Kart Dash when initiating follow-ups.
Bowser Jr.'s smash attacks are good KOing options, all dealing high knockback and overall damage: forward smash has low ending lag, stabs shields, and can be angled; up smash has very quick startup and ending lag, pressures shields, and denies any aerial approaches; lastly, down smash has high range, and KOs the earliest out of Jr.'s smash attacks.
Despite his great aerial mobility and damage-racking potential, Bowser Jr. is not without his flaws. One of his biggest problems is that his recovery is glaringly susceptible to gimps. While Abandon Ship! grants him impressive vertical distance, a weak hit from an attack can result in Bowser Jr. not being able to respawn his Clown Car if the player does not button mash. Another major problem that Bowser Jr. faces is a lack of viable options on shield, making him susceptible to punishes. Bowser Jr. is also a very straightforward character, which can make him quite predictable at times. In addition, Clown Cannon and Mechakoopa are important to Bowser Jr.'s neutral game, making it easy (especially for characters such as Fox) to shut down his options. Despite his overall grab range being rather long, his grabs have noticeable start-up and ending lag, and his throws are not very useful in general due to their inability to KO at reasonable percentages, while only up throw has combo potential at lower percents. Bowser Jr. suffers from poor KO potential due to having very few reliable KOing options (his neutral attack finisher, smash attacks and his forward/back aerials), which is further compounded by said options being burdened with considerable ending lag. Most of his attacks, such as his tilts, also have poor range despite being disjointed, so he fares poorly against swordfighters, and Bowser Jr. takes more damage if he is hit instead of his Koopa Clown Car, so he is very vulnerable to aerial approaches.
Overall, Bowser Jr. fares well with a bait-and-punish playstyle like his father does, but he can also be potent at pressuring the opponent thanks to Clown Cannon, Clown Kart Dash and Mechakoopa. However, his slew of easily exploitable weaknesses can make him a bit underwhelming overall and greatly overshadowed compared to the rest of the cast. Because of this, his results and representation have been largely below-average overall, like in SSB4.
Changes from Super Smash Bros. 4
Near the end of Smash 4's metagame, Bowser Jr. had been considered a low-tier character (48th out of 55 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. was noticeably buffed in his transition to Ultimate.
One of the biggest changes include the Junior Clown Car now takes priority over Bowser Jr.'s hurtbox, which now allows him to more reliably tank damage on average more compared to any other fighter, and making his survivability comparable to heavyweights like Donkey Kong. The other most notable buffs come from Bowser Jr's special moves, which were previously notorious for their lag and/or situational use. 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; an uncharged landing cannonball can now hit twice to almost break a full shield. Clown Kart Dash travels faster, allows Bowser Jr. to keep his double jump if cancelled, 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, Mechakoopas start moving quicker and bite onto victims, guaranteeing that the second hit will connect.
Aside from the buffs given to his survivability and special moveset, Bowser Jr. has also received several quality of life changes. Many of his moves either connect better (such as neutral and dash attack, the latter being especially relevant as the final hit has good KO potential) or have had their misleading hitboxes adjusted or their blindspots removed (such as up tilt and grab, the latter being given more range). Up throw has less endlag and knockback that renders it now capable of starting combos, while his down throw now deals much more damage, improving his previously lackluster grab game. Finally, Bowser Jr. benefits from some of the changes to universal game mechanics: the universal frame 3 jumpsquat allows Bowser Jr. to use his formidable 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 dodges slightly improves his recovery, allowing him to mix up his long distanced recovery with more ease. The lower landing lag on his aerial attacks also improves their combo and spacing potential.
However, Bowser Jr. has received some noticeable nerfs. His neutral attack deals much less damage, especially in the infinite, his forward tilt has lost its KO potential and has a sourspot on the tip of the fork, and neutral aerial has a sourspot that, while removing the blindspots, has more priority than the sweetspot and makes the attack less consistent. Some of his moves, such as forward smash and down aerial have altered hitbox placements that worsen their consistency, the cannonballs of Clown Cannon can only KO if fully charged, and he cannot air dodge out of Clown Kart Dash anymore. Additionally, Mechakoopas fall over if they walk into a shield, no longer penetrating them and can then be picked up by the opponent, making them much easier to deactivate and the opponent can use them against Bowser Jr. more easily because of this, thus forcing him to be more cautious of his tools. Also, the alteration of priority in his hurtboxes cause Bowser Jr. to take more damage if he is hit instead of his Clown Car, making him more vulnerable aerial approaches and making his recovery even more vulnerable to gimps after using Abandon Ship!. A few of the universal changes hurt him overall, as his grabs have overall less range (other than his standing grab) and are slower in terms of ending lag. The changes to air dodge mechanics make him easier to edgeguard. The weakening of rage also slightly hinders his KO power, which lessens the reward and doesn't allow him to take advantage of it as easily due to his lower susceptibility to KOs compared to Smash 4. 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.
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 Smash 4, 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. He has also received a few notable changes in game updates, further contributing to his notable buffs. Although many top-level players claim Bowser Jr. has not significantly improved from Smash 4 due to retaining many of his weaknesses from the previous game and several veteran characters also being buffed to varying degrees, this is contentious due to having a few notable performances in competitive play, thanks to players such as Young Eevey and Ketchup. As such, Bowser Jr's true viability remains debatable.
Bowser Jr. has been buffed by game updates so far. However, how these buffs will affect his status is yet to be known.
For a gallery of Bowser Jr.'s hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
In competitive play
Classic Mode: Mama Peach, Where Are You?
All of Bowser Jr.'s opponents are princesses, some of which are teamed up with their love interest (or in Lucina's case, her father).
Role in World of Light
Although Bowser Jr. does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (except Kirby) when Galeem unleashed his beams of light.
Bowser Jr. was one of the many fighters that fell under Dharkon's control upon Galeem's first defeat. He is found in one of two alternate pathlines on the Triforce of Power segment of the Sacred Land sub-area, guarded by various Legendary spirits.
Bowser Jr.'s Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Bowser Jr. in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate. Bowser Jr. also appears as a primary spirit in the form of Shadow Mario.
Additionally, due to being alternate swaps, each of the Koopalings possess their own Fighter Spirits.
In Spirit Battles
As the main opponent
As a minion
Instead of alternate color schemes, Bowser Jr.'s alternate costumes consist of the Koopalings. Bowser Jr.'s Junior Clown Car is the only one with black eyes and horizontal orange "eye paint", while the Koopalings' Clown Cars have yellow mechanical eyes with vertical black "eye paint". All of the Koopalings have their own models and voice clips.
Character Showcase Video