Bowser Jr. (SSBU)

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This article is about Bowser Jr.'s appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Bowser Jr..
Bowser Jr.
in Super Smash Bros. Ultimate

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Universe Mario
Other Smash Bros. appearance in SSB4

Availability Unlockable
Final Smash Shadow Mario Paint
The Jr. Clown Car this little fella rides in takes less damage when attacked than Bowser Jr. himself—so try to stay in the car when taking damage. The different color variations are the Koopalings!
Super Smash Blog, Super Smash Bros. Ultimate Official Site

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.

As in Smash 4, Caety Sagoian's portrayals of Bowser Jr. in 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 that were used in Smash 4 were also repurposed for Ultimate.

How to unlock[edit]

Complete one of the following:

  • Play VS. matches, with Bowser Jr. being the 61st character to be unlocked.
  • Clear Classic Mode with Fox or any character in his unlock tree, being the 6th character unlocked after Daisy.
  • Have Bowser Jr. join the player's party in World of Light.

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 merely average in most cases, though 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, while 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, smash attacks and his forward/back aerials), which is further compounded by said options being burdened with considerable ending lag.

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[edit]

Near the end of SSB4's metagame, Bowser Jr. had been considered a low tier, and was thus ranked as the 8th worst character in SSB4's most recent tier list (48th out of 55). Because of this, he was noticeably buffed in his transition to Ultimate.

One of the biggest changes include the Junior Clown Car now taking priority over Bowser Jr.'s hurtbox, making him unique as he will now take less damage on average compared to any other fighter. He also benefits heavily from the universal frame 3 jumpsquat, allowing him to use his formidable aerials more effectively. Bowser Jr.'s mobility is also better, due to his higher walking, dashing, and air speeds; his increased dashing speed contributes to a better grounded approach, while his increased air speed slightly aids his air game and recovery. His up tilt and grab's misleading hitboxes have been fixed (with the latter being given more range). Up throw is now capable of starting combos, while his down throw now deals much more damage, improving his previously lackluster grab game. His neutral attack was also fixed and connects reliably like many other neutral attacks, which is especially relevant for Bowser Jr., as the final hit has good KO potential.

His special moves, previously notorious for their lag and/or situational use, have been buffed significantly. 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. 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.

However, Bowser Jr. has received some minor nerfs, including a sourspot on his forward tilt and the removal of air dodging out of Clown Kart Dash. Additionally, Mechakoopas fall over if they walk into a shield and can then be picked up by the opponent, making them much easier to deactivate. Lastly, he retains several of his weaknesses from the previous game, including his extremely gimpable recovery.

Overall, Bowser Jr.'s moveset and attributes have been retooled to be more consistent and significantly less situational than in SSB4, allowing him to zone opponents more effectively. As of now, it is unknown how his changes will affect him compared to the rest of the cast. Due to many of his weaknesses from SSB4 remaining intact, many top-level players still view him as one of the worst characters in the game. This, however, is debatable, especially after the buffs he received in updates and notable performances thanks to players such as Young Eevey and Ketchup.


  • Change As with all veterans returning from SSB4, Bowser Jr.'s model features a more subdued color scheme. Like his father, his horns, hair, and spikes feature simple detailing, but his scales remain undefined and his body is not as monotone. The new detailing is also expressed by the Koopalings.
    • Change The Junior Clown Car's color scheme is also more subdued. In addition, the inside of the Junior Clown Car now contains a control panel.
  • Change Bowser Jr is more expressive, he has a shocked expression when hit and scared expression when grabbed. The Junior Clown Car is also expressive, with new facial animations when Bowser Jr. gets hit and when he misses a grab.
  • Change The Koopalings are more emotive than before, with their eyes and mouths animating somewhat differently from Bowser Jr.'s. Previously, only Lemmy had unique expressions.
  • Change Instead of a hammer, the Koopalings pull out their respective wands from Super Mario Bros. 3 and the New Super Mario Bros. games.
  • Change Bowser Jr. has a different pose during air dodge.
  • Change Bowser Jr. now grabs the ledge with one hand as opposed to two, and has a panicked expression on his face.


  • Buff Like all characters, Bowser Jr.'s jumpsquat animation now takes three frames to complete (down from 6).
  • Buff Bowser Jr. runs faster (1.424 → 1.566).
  • Buff Bowser Jr.'s initial dash is faster (1.6 → 1.76).
  • Buff Bowser Jr. walks faster (0.88 → 0.924).
  • Buff Bowser Jr.'s air speed is faster (1.08 → 1.134)
  • Buff Bowser Jr.'s Clown Car hurtbox takes priority over his body hurtbox, meaning that if the opponent hits the Clown Car and body hurtboxes at the same time, he takes less damage.

Ground attacks[edit]

  • Neutral attack:
    • Buff Hit 2 has less ending lag (FAF 40 → 30) and deals more hitstun, allowing it to connect into the looping hits more reliably.
    • Buff The looping hits have less startup lag (frame 10 → 4) and a faster rehit rate (frames between hits: 4 → 2), causing them to connect more reliably.
    • Buff The last hit has less startup lag (frame 8 → 7) and 3 hitboxes instead of one, improving its range and making it a powerful KO option due to its new consistency.
    • Nerf First hit and looping hits deals less damage (first hit: 3% → 2%, loop: 2% → 0.5%).
    • Nerf The last hit has more ending lag (FAF 39 → 44).
    • Change The last hit is now an uppercut instead of a jab.
  • Forward tilt:
    • Change Forward tilt deals less knockback (30 base/110 scaling → 55/70).
    • Buff It has less ending lag (FAF 34 → 32).
    • Nerf It has a sourspot that deals less damage (8% → 6%).
  • Up tilt:
    • Buff Up tilt's blind spot between the fork's prongs and the Junior Clown Car has been removed.
    • Buff It has less ending lag (FAF 33 → 31).
  • Down tilt:
    • Buff Down tilt deals more damage (1.5% → 2% (hits 1-2), 5% → 6% (hit 3), total: 8% → 10%) with no compensation on knockback.
    • Nerf Its first two hits no longer deal set knockback, and thus connect worse at higher percents.
  • Dash attack:
    • Buff Dash attack's looping hits deal more damage (1.5% → 1.8%, total: 11.5% → 13%).
    • Buff Its hits connect more reliably.
    • Buff It has slightly less ending lag (FAF 50 → 48).
    • Buff Its final hit launches at a more horizontal angle that is more desirable for edgeguarding (60° → 50°).
  • Forward smash:
    • Buff Forward smash's final hit has slightly less startup lag (frame 36 → 35) making it connect more reliably from the looping hits, though opponents still sometimes fall out.
    • Nerf The final hit's hitbox is smaller (7u → 6u) and does not extend as far (Y offset: 8-12 → 9-12, Z offset: 18 → 17), noticeably reducing its range.
  • Up smash:
    • Change Up smash hits six times instead of seven, with total damage compensated (1.3% (hits 2-5), 1% (hit 6) → 1.3% (hits 2-4), 2.3% (hit 5)).
    • Buff Its hits have a faster rehit rate (frames between hits: 3 → 1), causing them to connect more reliably.
    • Buff It has slightly less ending lag (FAF 57 → 54).
    • Buff Its final hit deals more base knockback (32 → 38).
  • Down smash:
    • Buff Down smash deals slightly more knockback (40 base/89 scaling → 41/91).

Aerial attacks[edit]

  • Buff All aerials have less landing lag (18 frames → 9 (neutral), 27 → 16 (forward), 24 → 14 (back), 15 → 9 (up), 25 → 15 (down)).
  • Neutral aerial:
    • Buff Neutral aerial deals more damage (6% (clean)/5% (mid)/3% (late) → 8%/7%/5%) with knockback scaling compensated (100 → 83/81/80).
  • Back aerial:
    • Buff Back aerial's sourspot extends further into the Clown Car (X offset: 0 → 0—-6), removing its blindspot.
  • Down aerial:
    • Buff Down aerial's looping hits have 1 less frame of lag between each hit, making them connect more reliably.
    • Buff It deals more damage (1.3% → 1.5% (hits 1-8), 2% → 2.5% (last), total: 12.4% → 14.5%) with knockback scaling on the last hit compensated (130 → 124).
    • Buff The landing hitbox extends further (Z offset: -2—2 → -2.5—2.5), improving its range.
      • Change The hitbox has also been moved upwards (Y offset: 3.2 → 4).

Throws/other attacks[edit]

  • Grabs
    • Change Bowser Jr. preemptively pulls out his toy hammer in his grab animation, and will look dejected if it misses.
    • Buff Standing grab's grabbox has been moved forwards (Z offset: 4-13 → 6.5-14), improving its notoriously poor range.
    • Nerf Dash grab's grabbox has been shrunk in length (Z offset: 4-15.5 → 6.5-15), further worsening its range.
    • Nerf Pivot grab's grabbox is much shorter (Z offset:4-21.5 → 6.5-16.4), drastically decreasing its range.
    • Buff Standing and pivot grabs have less startup lag (Standing/pivot: frame 12/15 → 11/12).
    • Nerf Dash grab has slightly more startup lag (frame 13 → 14).
    • Nerf All grabs have more ending lag (Standing/dash/pivot: FAF 36/45/42 → 41/49/44).
  • Pummel:
    • Change Pummel's animation is slightly different.
    • Change It deals less damage (2% → 1.3%), but is faster.
  • Forward throw:
    • Buff Forward throw's second hit deals more damage (6% → 7%, total: 9% → 10%) with no compensation on knockback, improving its KO potential.
  • Back throw:
    • Nerf Back throw deals less damage (12% → 11%) with knockback scaling compensated (65 → 70).
  • Up throw:
    • Buff Up throw has less ending lag (FAF 45 → 38) and deals less knockback (55 base/85 scaling → 65/60), granting it combo potential.
  • Down throw:
    • Buff Down throw has seven looping hits instead of five that deal significantly more damage (0.5% (hits 1-5) → 1.2% (hits 1-7), total: 6.5% → 12.4%).
    • Buff It sends at a more horizontal angle (55° → 30°), allowing it to set up for edgeguards.
    • Nerf It deals less knockback (80 base/110 scaling → 90/55).
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 10%).

Special moves[edit]

  • Clown Cannon:
    • Buff Its cannonballs travel in a spiraling path, similar to ones fired by Shotzos, instead of flying straight. This increases their effective range.
    • Buff It has less startup (frame 43-103 → 37-97) and ending lag (FAF 81-141 → 73-133).
    • Buff It can have up to two cannonballs in play at once.
    • Buff Its aerial cannonballs keep an active hitbox after starting to fall in midair, allowing them to be used for edgeguarding. This does not apply for cannonballs that have already landed.
    • Buff Its cannonballs deal more damage when uncharged (early: 8.5% → 10%, late: 5.9% → 7%).
    • Buff Its cannonballs deal significantly more shield damage (0 → 8), capable of doing more than half a shield's health when fully charged.
    • Change Its uncharged cannonballs travel slower, letting one follow it. This makes it easier to dodge, but grants new setups based around the cannonball.
      • Buff Because of this, an uncharged cannonball can hit shields twice before it drops at maximum distance, dealing extreme shield damage.
    • Buff Its cannonballs have a larger hitbox (3.2u → 3.8u).
    • Nerf Its cannonballs deal significantly less knockback (40 base/82 scaling → 90/52).
  • Clown Kart Dash:
    • Buff Clown Kart Dash moves faster.
    • Buff It reaches its maximum speed immediately after beginning to move and therefore also no longer needs to accelerate to deal maximum damage with the collision.
    • Buff Its collision deals more damage (4%-7% → 5.2%-8.8%) and has more knockback scaling (80 → 95).
    • Buff Its spinout deals more damage (8%-12% → 10%-16.3%) with knockback scaling not fully compensated (80 → 75).
    • Buff Its spinout has less startup lag (frame 5 → 3).
    • Buff After cancelling it in the air, Bowser Jr. keeps his double jump.
    • Nerf It can no longer be airdodged out of.
    • Change It makes Bowser Jr. jump higher on sloped platforms.
  • Abandon Ship!:
    • Change The Junior Clown Car no longer respawns when Bowser Jr. grabs onto a ledge after using Abandon Ship!. While this results in him always receiving 1.15x damage if he gets hit, it also means that his hurtbox is considerably smaller.
    • Buff Abandon Ship!'s hammer swing has a longer hitbox duration (frame 8 (hit 1)/13 (hit 2) → 8-9/13-14).
    • Buff Its hammer swing has a bigger hitbox (6.5u/3.0u → 7.0u/3.5u).
  • Mechakoopa:
    • Buff Mechakoopas start walking earlier (frame 54 → 48). They no longer bounce.
    • Buff They cling onto the opponent they make contact with, detonating on them even if they are being knocked away. This also allows for reliable kill setups.
    • Change They explode upon hitting a shield if thrown.
    • Nerf They deactivate and lie on the ground when they walk into a shield. They can still be picked up and used before they completely disappear after a second passes.
  • Final Smash:

Update history[edit]

Bowser Jr. has been buffed by game updates so far. However, how these buffs will affect his status is yet to be known.

Super Smash Bros. Ultimate 1.1.0

  • Nerf When using Clown Kart Dash to collide into a wall, Bowser Jr. descends instead of ascends. This removes its ability to stall an opponent.
  • Buff Abandon Ship! has more super armor frames.
  • Nerf After using Abandon Ship!, Bowser Jr. can no longer air dodge more than once.

Super Smash Bros. Ultimate 3.0.0

  • Buff Neutral attack's second hit deals more hitstun. This makes it connect more reliably into neutral infinite.

Super Smash Bros. Ultimate 3.1.0

  • Buff Up tilt has less ending lag (FAF 33 → 31).
  • Buff Dash attack's last hit's angle has been adjusted (60° → 50°). This improves its edgeguarding potential.
  • Buff Up smash's last hit has more base knockback (32 → 38).
  • Buff Aerial Clown Cannon has less startup (frame 43-103 → 37-97) and ending lag (FAF 79-139 → 73-133).
  • Buff Clown Kart Dash travels faster.
    • Buff Due to its damage output being determined by Bowser Jr.'s speed, its collision also deals more damage (4%-7.3% → 5.2%-8.8%).
  • Buff Clown Kart Dash's hitbox remains active after bouncing off the ground.
  • Bug fix Fixed a glitch where Bowser Jr. could cancel aerial Clown Kart Dash's spinout into a jump within a few frames of landing on the ground.
  • Buff Grounded Abandon Ship!'s clown car hitbox connects with its explosion hitbox more reliably.
  • Buff Abandon Ship!'s hammer has larger hitboxes (6.5u/3u → 7u/3.5u) and a longer hitbox duration (frame 8 (hit 1)/13 (hit 2) → 8-9/13-14).


  • Fighter ability: Moves that hit the Junior Clown Car deal 0.88× damage, whereas those that hit Bowser Jr. himself will deal 1.15× damage. The Junior Clown Car's hurtbox takes priority over Bowser Jr.'s hurtbox.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   2% The Junior Clown Car performs a one-two combo, followed by a flurry of punches, followed by a jab. It has impressive damage racking potential, as it can easily deal around 20%. Its first hit is quite useful for jab locks due to its minimal ending lag, whereas its last hit's extremely high knockback growth can KO around 130%-150% while near the edge. However, its neutral infinite is quite easy to escape, even with minimal SDI, while its last hit is punishable. As a result, it is best used against off-stage opponents that are attempting to grab the edge.
0.5% (loop), 3% (last)
Forward tilt   8% (sweetspot), 6% (sourspot) The Junior Clown Car thrusts a pitchfork forward. It can be angled and is very useful for spacing.
Up tilt   6% The Junior Clown Car thrusts a pitchfork upward. It can combo into itself beginning at 0% and juggle at medium percentages.
Down tilt   2% (hits 1-2), 6% (hit 3) The Junior Clown Car uses its tongue to lick forward three times. It has a fair amount of utility, as it is efficient at warding off rushdowns, can act as a set-up for a dash attack, or interfere with an opponent attempting to grab an edge due to its undulating hitbox.
Dash attack   1.8% (hits 1-5), 4% (hit 6) The Junior Clown Car opens its mouth to swing a Grinder twice. Its loop hits do not connect together very well at high percentages.
Forward smash Smash Twin Drills 1% (hits 1-5), 11% (hit 6) The Junior Clown Car uses two drills to drill the opponent in place. The final hit is a powerful KOing option, while the whole move has low ending lag and it can be angled.
Up smash   1% (hit 1), 1.3% (hits 2-4), 2.3% (hit 5), 6% (hit 6) Bowser Jr. performs a handstand to attack with the Junior Clown Car's spinning propeller. It is Bowser Jr.'s fastest smash attack, with its multiple hits being useful for pressuring shields or denying aerial approaches.
Down smash   18% The Junior Clown Car slams wrecking balls on both sides. It is Bowser Jr.'s most powerful smash attack, and is the third strongest down smash in the game, making it deadly for punishment. However, it has high ending lag unlike his other smash attacks, making it equally as punishable.
Neutral aerial   8% (clean), 7% (mid), 5% (late) The Junior Clown Car spins around with the boxing glove arms extended. It is a weak but useful aerial, which combos reliably from Clown Kart Dash and is effective as a anti-pressure and edgeguarding option.
Forward aerial   11%/9% (clean), 8%/6.5% (mid), 5%/4% (late), 2% (landing) The Junior Clown Car swings a wrecking ball forward in a circling motion. Landing while the wrecking ball is still out produces another hitbox, which can lead to more follow-ups on the ground, as well as compensate for its high landing lag. Useful for edge-guarding and spacing, as well as a viable KOing option.
Back aerial   14% (clean tip), 8% (clean base, late) The Junior Clown Car thrusts a wrecking ball backward. Like his forward aerial, landing while the wrecking ball is still out produces another hitbox, which can lead to more follow-ups on the ground. Useful for edge-guarding and a viable KOing option due to its high knockback.
Up aerial   10% (clean), 6.5% (late) Swings a hammer above himself. It has little lag and is a useful juggling option.
Down aerial   1.5% (hits 1-8), 2.5% (last), 2% (landing) The Junior Clown Car extends a drill from its underside hatch to pierce opponents. Its high ending lag is compensated by the hitbox it produces upon landing, which grants it follow-up potential. If the attack hits an opponent, it can cancel quickly into other moves; if not, Bowser Jr. suffers from moderate ending lag.
Grab   The Junior Clown Car extends a claw to grab the opponent. A slow grab overall.
Pummel   1.3% Hits the opponent with a toy hammer. A fairly fast pummel. The toy hammer looks identical to the one used in the Eekhammer sticker from Paper Mario: Sticker Star. Each hit plays the recurring sound of Mario jumping onto a Goomba in the Super Mario franchise.
Forward throw   3% (hit 1), 7% (throw) The Junior Clown Car throws an uppercut. It is fairly good for launching opponents at the edge for an edge-guard.
Back throw   11% The Junior Clown Car spins and then throws the opponent backward. Bowser Jr.'s most powerful throw, as it can KO most middleweights starting around 160% without rage.
Up throw   7% The Junior Clown Car flings the opponent upward. It can lead into up aerial at low percentages.
Down throw   1.2% (hits 1-7), 4% (throw) The Junior Clown Car throws the opponent onto the ground and then extends a drill from its underside hatch to pierce opponents. It can be used to pressure the opponent into his Clown Kart Dash.
Floor attack (front)   6% Gets up while spinning a pair boxing gloves outstretched on both sides.
Floor attack (back)   7% Gets up while spinning a Grinder around himself.
Floor attack (trip)   5% Gets up while thrusting a pitchfork on both of sides.
Edge attack   10% Slams a pair of wrecking balls while climbing up.
Neutral special Clown Cannon 10% (uncharged), 7% (uncharged late), 20% (fully charged), 14% (fully charged late) The Junior Clown Car opens its mouth and fires a cannonball. It can be charged to increase the cannonball's speed and power. At the end of its path, the cannonball will drop to the ground, which can hit opponents attempting to recover if it is spaced properly. However, it has high overall lag.
Side special Clown Kart Dash 5.2%-8.8% (collision), 10%-16.3% (doughnut) The Junior Clown Car transforms into a go-kart that speeds forward. Tilting the control stick/circle pad in the opposite direction or pressing the attack/special button will cause the Junior Clown Car to perform a doughnut, which deals more damage and has 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 canceled, even right after hitting an opponent, which can lead into combos and mix-ups.
Up special Abandon Ship! 5% (contact), 13% (explosion), 15%/10% (hammer) 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. However, taking any weak hit while out of the Junior Clown Car prevents another use of the move without button mashing or landing.
Down special Mechakoopa 2% (contact), 7% (explosion) The Junior Clown Car drops a Mechakoopa from its underside hatch. The Mechakoopa falls in a strong downward arc; once it lands, it starts walking around. If it reaches a wall or dead end, it will turn around and walk in the opposite direction. If it makes contact with an opponent (or travels enough distance in the air without landing), it will detonate. Lastly, if enough time passes and they have not hit an opponent yet, they will spark out and detonate automatically. They can be picked up and thrown as items either by Bowser Jr. or his opponent.
Final Smash Shadow Mario Paint 3% (paint), 5% (explosion) Bowser Jr. transforms into Shadow Mario and uses the Magic Paintbrush to paint a giant, orange X on the screen. Anyone caught in the X's hitbox will be damaged, with the X pulling opponents into it once they are hit. The X will clear away with an explosion after some time. The sheer size of the X makes avoiding damage from this Final Smash difficult, similarly to Iceberg.

On-screen appearance[edit]

  • Flies onto the stage in the Junior Clown Car and makes a taunting facial expression toward the camera.


  • Up Taunt: Jumps up, sits on the edge of the Junior Clown Car, and makes a tiny breath of fire, chuckling.
  • Side Taunt: Twirls a hammer, or in the case of the Koopalings, their respective wands.
  • Down Taunt: The Clown Car spawns its wheels and performs a donut, then returns to normal.

Idle poses[edit]

  • Places his hand over his eyes and looks around
  • Hops impatiently in the Junior Clown Car.

Victory poses[edit]

  • Left: Jumps out of the Clown Car, hops in celebration a few times, then poses.
  • Up: Drives the Clown Car around like a go-kart, then stops and pulls out a hammer (or a wand, if playing as a Koopaling).
  • Right: Gets out of the Clown Car and rubs it with his right hand.
A music piece based on the same melody as the Mario victory theme, but instead of a standard orchestral arrangement, the piece is played with slightly distorted electric guitars. It also sounds similar to the level clear theme of Bowser's sidequests in Paper Mario: The Thousand-Year Door.

In competitive play[edit]

Notable players[edit]

Classic Mode: Mama Peach, Where Are You?[edit]

Bowser Jr.'s congratulations screen.

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).

Round Opponent Stage Music Notes
1 Rosalina & Luma RosalinaHeadSSBU.png Mario Galaxy Rosalina in the Observatory / Luma's Theme
2 Lucina LucinaHeadSSBU.png and Chrom ChromHeadSSBU.png Arena Ferox Prelude (Ablaze)
3 Daisy DaisyHeadSSBU.png and Luigi LuigiHeadSSBU.png Mushroom Kingdom U Mario Tennis / Mario Golf
4 Zelda ZeldaHeadSSBU.png Hyrule Castle Saria's Theme
5 Mii Fighters MiiBrawlerHeadSSBU.png (x2) MiiGunnerHeadSSBU.png (x2) MiiSwordfighterHeadSSBU.png (x2) Peach's Castle Main Theme - Super Mario 64 Horde Battle. The Mii Fighters all wear princess wigs.
  • Mii Brawler costume combinations: Peach's Crown and Vampire Garb, Daisy's Crown and Nia Outfit.
  • Mii Gunner costumes: Princess's Crown and Wild West Wear, Peach's Crown and Steampunk Getup.
  • Mii Swordfighter costumes: Daisy's Crown and Viridi Outfit, Princess's Crown and Ashley Outfit.
6 Mario MarioHeadSSBU.png and Peach PeachHeadSSBU.png Delfino Plaza Delfino Plaza
Bonus Stage
Final Master Hand Final Destination Master Hand (Less than 7.0 intensity)
Master Hand / Crazy Hand (Intensity 7.0 or higher)
On intensity 7.0 and higher, Crazy Hand fights alongside Master Hand.

Credits roll after completing Classic Mode. Completing it as Bowser Jr. has Delfino Plaza (Remix) accompany the credits.

Role in World of Light[edit]

Finding Bowser Jr. 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.

Fighter Battle[edit]

No. Image Name Type Power Stage Music
Bowser Jr. SSBU.png
Bowser Jr. Grab 12,500 Mushroomy Kingdom (Ω form) Fortress Boss - Super Mario Bros. 3


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 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[edit]

As the main opponent[edit]

Spirit Battle parameters
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music
Lakitu & Spiny Super Mario series Iggy BowserJrHeadIggySSBU.png
•Tiny Bowser BowserHeadRedSSBU.png (×8)
3,400 Mushroom Kingdom N/A •Defeat an army of fighters Ground Theme - Super Mario Bros.
Tatanga Super Mario Land series Morton BowserJrHeadMortonSSBU.png
3,800 Mario Galaxy (Battlefield form) N/A •The enemy starts the battle with a Super Scope Underground Theme - Super Mario Land
Shadow Mario Spirit.png
Shadow Mario Super Mario series Bowser Jr. BowserJrHeadSSBU.png
9,800 Delfino Plaza (Ω form) •Sudden Final Smash
•Hazard: Sticky Floor
•The floor is sticky
•The enemy will suddenly have a Final Smash after a little while
•The enemy's FS Meter charges quickly
Delfino Plaza (Remix)
Fawful Mario & Luigi series Iggy BowserJrHeadIggySSBU.png
R.O.B. ROBHeadGreenSSBU.png
3,700 Prism Tower N/A Stamina battle
•The enemy starts the battle with a Rocket Belt
The Grand Finale
Kalypso Donkey Kong: Barrel Blast Wendy Team BowserJrHeadWendySSBU.png (x4)
1,800 Kongo Falls N/A •The enemy starts the battle with a Rocket Belt
•The enemy has increased move speed
Boss 2 - DK: Jungle Climber
Heavy Lobster Spirit.png
Heavy Lobster Kirby series Lemmy BowserJrHeadLemmySSBU.png
3,600 Halberd •Item: Fire Flower •The enemy starts the battle with a Fire Flower Meta Knight's Revenge
Pandora Kid Icarus series Wendy BowserJrHeadWendySSBU.png
•Ally: Dark Pit DarkPitHeadBlueSSBU.png
3,500 Kalos Pokémon League (Ω form) Bob-omb Festival •Join forces with a CPU ally
•Bob-ombs will rain from the sky after a little while
•Explosion attacks aren't as effective against the enemy
Dark Pit's Theme
Eggman Spirit.png
Dr. Eggman Sonic the Hedgehog series Roy BowserJrHeadRoySSBU.png
•Metal Sonic SonicHeadGreenSSBU.png
13,200 Green Hill Zone •Bob-omb Festival
•Item: Shooting Types
•Bob-ombs will rain from the sky after a little while
•The enemy's shooting items have increased power
•Items will be pulled toward the enemy
Green Hill Zone
Kapp'n Animal Crossing series Iggy BowserJrHeadIggySSBU.png
9,600 Wuhu Island (Rocks at sea) •Buoyancy Reduced
•Hazard: Heavy Wind
•You can't swim
•Dangerously high winds are in effect
Kapp'n's Song
Tron Bonne Mega Man Legends series Wendy BowserJrHeadWendySSBU.png
•Tiny R.O.B. ROBHeadYellowSSBU.png (×2)
3,600 Wuhu Island (Talon Rock) N/A •Take your strongest team into this no-frills battle We're Robots (Dr. Wily Stage 2)
Riki Spirit.png
Riki Xenoblade Chronicles series Roy BowserJrHeadRoySSBU.png
Shulk ShulkHeadYellowSSBU.png
8,000 Gaur Plain (Ω form) •Earthquake
•Assist Trophy Enemies (Riki)
•The enemy's special moves have increased power
•Hostile assist trophies will appear
•You constantly take minor damage after a little while
Gaur Plain
Murch Splatoon series Morton BowserJrHeadMortonSSBU.png
3,700 Saffron City •Attack Power ↑
•Move Speed ↑
•Item: Unira
•The enemy has increased move speed
•The enemy has increased attack power after a little while
Monster Spirit.png
MONSTER Famicom Grand Prix II: 3D Hot Rally series •Giant Roy BowserJrHeadRoySSBU.png Team
•Giant Morton BowserJrHeadMortonSSBU.png
•Giant Iggy BowserJrHeadIggySSBU.png
•Giant Wendy BowserJrHeadWendySSBU.png
1,900 Mushroomy Kingdom N/A •The enemy favors side specials
•The enemy is giant
Title Theme - 3D Hot Rally
Tank Infantry Spirit.png
Tank & Infantry Famicom Wars series •Metal Iggy BowserJrHeadIggySSBU.png
Snake SnakeHeadGreenSSBU.png (×2)
3,900 Gerudo Valley N/A •The enemy favors neutral specials
•The enemy is metal
F-Type Stunt Race FX Roy BowserJrHeadRoySSBU.png
2,200 Figure-8 Circuit N/A •Timed battle
•The enemy has increased move speed and reduced weight
Title Theme - 3D Hot Rally
Tractor Trailer Spirit.png
Tractor Trailer Stunt Race FX Morton BowserJrHeadMortonSSBU.png
1,900 Moray Towers N/A •The enemy's side special has increased power
•The enemy favors side specials
Excite Truck
Toy-Con Car Spirit.png
Toy-Con Car Nintendo Labo series Bowser Jr. Team (×8)
4,200 Wuhu Island (Frisbee Dog Park) N/A Stamina battle
•The enemy favors side specials
•The enemy can deal damage by dashing into you
Title Theme - 3D Hot Rally

As a minion[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
Kangaskhan Spirit.png
Kangaskhan Pokémon series Bowser BowserHeadYellowSSBU.png
Larry BowserJrHeadLarrySSBU.png
3,700 Windy Hill Zone N/A •Defeat the main fighter to win
•Reinforcements will appear during the battle
Main Theme - Pokémon Red & Pokémon Blue (Brawl) Baby Kangaskhan
Turtle Bridge.png
Turtle Bridge Game & Watch series Mr. Game & Watch MrGame&WatchHeadSSBU.png
Squirtle SquirtleHeadPurpleSSBU.png
Morton BowserJrHeadMortonSSBU.png
Bowser BowserHeadGreySSBU.png
1,700 Flat Zone X (hazards off) N/A •The enemy favors back air attacks Flat Zone Turtle

Alternate costumes[edit]

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.

Bowser Jr. Palette (SSBU).png
BowserJrHeadSSBU.png BowserJrHeadLarrySSBU.png BowserJrHeadRoySSBU.png BowserJrHeadWendySSBU.png BowserJrHeadIggySSBU.png BowserJrHeadMortonSSBU.png BowserJrHeadLemmySSBU.png BowserJrHeadLudwigSSBU.png


Character Showcase Video[edit]


  • The "Everyone is Here!" trailer features a visual glitch: when Lemmy uses his down taunt, his face disappears for a few frames at the end of the animation.
    • The Junior Clown Car also shows a visual glitch, with two mouths overlapping each other when Ludwig is seen falling off a ledge.
  • In Bowser Jr.'s showcase video, at one point the seven Koopalings follow Jr. in the same order they are fought in New Super Mario Bros. U.
  • Despite the fact that Bowser has his own sub-world in World of Light, Bowser Jr. is fought in the Sacred Realm.
  • Bowser Jr. and the Koopalings are among the few voiced fighters in Ultimate whose voice clips are sourced from their own games rather than specifically recorded for a Smash game. They share this trait with Banjo & Kazooie, Daisy, Rosalina & Luma, Yoshi, Inkling, Sonic, Young Link and Toon Link.
  • The render of Lemmy resembles artwork of him from New Super Mario Bros. U, which is the same artwork used for his Fighter Spirit, and he is the only Koopaling to be completely out of the Junior Clown Car.
  • Bowser Jr. is the only fighter whose alternate costumes all have different names and voice clips.
  • Due to the presence of the Shadow Mario and DLC Toy-Con Car Spirits, Bowser Jr. is one of the characters to use their default costumes in certain Spirit Battles, the others being Yoshi, Mr. Game & Watch, Peach, Mario, Luigi, R.O.B., Inkling, Robin, and Joker, though the latter three are only through DLC.
    • Out of all of these characters, Bowser Jr., Yoshi, Mr. Game & Watch, and R.O.B. are the only ones who used their default costumes in spirit battles through one of the 1297 spirits available when the game first launched.
    • This is not counting Alph and female Corrin, who use their main colors in a few spirit battles, but themselves are alternate costumes.
    • Despite that, there's no proper battle against a default Bowser Jr. in World of Light outside of himself because the only Spirit Battle in which he is present (Shadow Mario) is absent, instead finding puppet fighters of the Koopalings. The only exception to this are the false Bowser Jr.s created during battles involving Dharkon.
      • Additionally, Ludwig was the only Koopaling not present in any spirit battle until the DLC Toy-Con Car Spirit was introduced.
        • Alongside Mr. Game & Watch and Yoshi., Bowser Jr. is one of the few characters with a Spirit battle where all of his alternate costumes appear in a single Spirit fight.
  • Prior to version 1.1.0, Bowser Jr.'s airdodge behaved exactly how it did in Smash 4 when using it out of Abandon Ship!, making him the only character to have been capable of performing multiple airdodges without touching the ground or getting hit in any version of Ultimate.
  • Bowser Jr. is the only character who travels to Delfino Plaza in Classic Mode.
  • Bowser Jr. in his default appearance is one of the only two fully reptilian playable characters that do not appear in Yoshi's Classic Mode, the other being Squirtle.
  • Lemmy's damage meter portrait protrudes to the left the most out of every fighter. Likewise, Larry's protrudes upward the most out of every fighter.