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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 character|unlockable]], instead of being available from the [[starter character|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]]. | |||
As in ''[[Super Smash Bros. 4]]'', {{s|mariowiki|Caety Sagoian}}'s portrayals of Bowser Jr. from various {{uv|Mario}} spin-off games, along with {{s|mariowiki|Lani Minella}}'s portrayals of Larry, Morton, Wendy, and Lemmy, {{s|mariowiki|Mike Vaughn}}’s portrayals of Iggy and Ludwig, and {{s|mariowiki|Dan Falcone}}'s portrayal of Roy from the ''New Super Mario Bros.'' games, were repurposed for ''Ultimate'', in place of the Koopalings' respective voice actors from ''Mario Kart 8'' onward. | As in ''[[Super Smash Bros. 4]]'', {{s|mariowiki|Caety Sagoian}}'s portrayals of Bowser Jr. from various {{uv|Mario}} spin-off games, along with {{s|mariowiki|Lani Minella}}'s portrayals of Larry, Morton, Wendy, and Lemmy, {{s|mariowiki|Mike Vaughn}}’s portrayals of Iggy and Ludwig, and {{s|mariowiki|Dan Falcone}}'s portrayal of Roy from the ''New Super Mario Bros.'' games, were repurposed for ''Ultimate'', in place of the Koopalings' respective voice actors from ''Mario Kart 8'' onward. | ||
Bowser Jr. is ranked 70th out of 82 on the current [[tier list]], placing him at the top of the D- tier. This is a | Bowser Jr. is ranked 70th out of 82 on the current [[tier list]], placing him at the top of the D- tier. This is a marginal improvement over his ranking in ''SSB4'', being ranked 47th out of 54. | ||
==How to unlock== | ==How to unlock== | ||
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==Attributes== | ==Attributes== | ||
Bowser Jr. is a | Bowser Jr. is a [[Weight|heavyweight]] that stands himself out of his fellow heavyweights in terms of attributes, because his [[Junior Clown Car]] has a separate hurtbox from himself, making his survivability variable. Fittingly for a heavyweight, Bowser Jr. boasts excellent KO potential and respectable endurance (as long as the opponent is attacking the Junior Clown Car instead of Bowser Jr. himself), at the expense of somewhat poor mobility. Bowser Jr. sports the 20th slowest [[walking]] speed (tied with {{SSBU|Peach}} and {{SSBU|Daisy}}), the 21st slowest [[dashing]] speed, the 26th fastest [[air speed]] (tied with {{SSBU|Ike}} and {{SSBU|R.O.B.}}), the 30th fastest [[falling speed]] (tied with Ike, {{SSBU|Corrin}}, {{SSBU|Sonic}}, {{SSBU|Ganondorf}}, and {{SSBU|Duck Hunt}}), slightly above-average [[gravity]] and [[air acceleration]], and the 5th lowest [[traction]] (tied with {{SSBU|King Dedede}}, {{SSBU|Simon}} and {{SSBU|Richter}}). All in all, these stats render his mobility somewhat poor excluding in the air, and as a result, multiple characters supersede him in terms of [[approach]]. | ||
As of ''SSB4'', Bowser Jr. and his Junior Clown Car both have separate hurtboxes, much like {{SSBU|Duck Hunt}}. He possesses a unique mechanic where the Clown Car takes less damage from all incoming attacks, whereas he himself receives more damage in comparison. Unlike in ''SSB4'', the Clown Car's hurtbox [[priority|out-priortizes]] Bowser Jr.'s hurtbox: when combined with his high weight, this gives him respectable survivability compared to a good majority of the rest of the cast, or potentially even a good majority of other characters that are of his weight class. Bowser Jr. also possesses a purely disjointed moveset and a pair of good projectiles in [[Clown Cannon]] and [[Mechakoopa]], the former offering Bowser Jr. surprisingly decent range for a heavyweight and the latter offering his moveset respectable utility. | |||
Clown Cannon can have a pair of cannonballs in play simultaneously, deals good damage and knockback, and its cannonballs travel quickly. This 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 [[Punishment|punishing]] or [[shield break]]ing tool. Mechakoopa is also disruptive due to its explosion effect upon being hit. The Mechakoopa always follows opponents no matter the circumstances, and explodes upon contact, serving as an excellent KO setup against launched opponents. | |||
Clown | [[Clown Kart Dash]] travels extremely quickly at a considerable distance, vastly compensating for Bowser Jr.'s otherwise poor approach and allowing him to easily cover long distances (even the full length of {{SSBU|Final Destination}}), 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 also double jump out of it, granting 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 KO option at later percentages. While outside of the Junior Clown Car, Bowser Jr. is gifted with a hammer, which deals high damage, high knockback, and has quick startup, making it a powerful KO option in its own rights. Clown Kart Dash and Abandon Ship! can be combined with a directional air dodge, combining to give Junior an impressive recovery, especially for his weight class. | ||
Bowser Jr.'s aerials have great utility, going hand-in-hand with his special moveset. Neutral aerial has edgeguarding capabilities and is effective 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 and serves as an additional KO option. Lastly, down aerial can shield poke, and functions well with Clown Kart Dash when initiating follow-ups. | |||
Bowser Jr.'s | Bowser Jr.'s [[smash attack]]s are go-to KO options, all dealing high knockback and overall damage: forward smash has low ending lag, pokes shields, and can be angled. In addition, it deals multiple hits, and the move's hitboxes last long enough to catch [[spot dodging]] opponents; up smash has instantaneous startup and ending lag, pressures shields, and denies aerial approaches; and finally, down smash, one of the strongest in ''Ultimate'', has high range and secures stocks when landed, killing the earliest out of Junior's smash attacks. | ||
Bowser Jr.'s | Bowser Jr. is not without his flaws, however. Chief among them is Bowser. Jr's extremely [[gimp]]able recovery: while Abandon Ship! grants him impressive vertical distance, even a weak hitbox from an attack can result in Bowser Jr. his Junior Clown Car being unavailable to respawn without excessive [[button mash]]ing, often preventing him from using his recovery more than once if Bowser Jr. is reckless. This is further compounded by the fact that Abandon Ship! lacks protection from overhead, with the hammer-swing attack's hitbox and Abandon Ship!'s explosion failing to compensate for it, leaving him quite vulnerable to [[edgeguarding]]. Another major problem that Bowser Jr. faces is a lack of viable [[out of shield]] options: his grab is one of the slowest non-[[tether grab]]s, his aerials are either burdened with high lag or have poor range for being disjointed and his Mechakoopas will deactivate if colliding with a shield, making him susceptible to punishment, and as his [[traction]] is among the lowest in the game, this gives him a poor out-of-shield game. | ||
Furthermore, despite Bowser Jr.'s excellent [[neutral game]] due to the utility of his special moveset, Bowser Jr. is also a straightforward character, which can make him quite predictable at times. For instance, Clown Cannon and Mechakoopas are crucial to Bowser Jr.'s neutral game, making it easy for opponents to read and shut down his options, especially for characters with [[reflection|reflectors]] and/or moves capable of [[absorption]], such as {{SSBU|Fox}} and {{SSBU|Mr. Game & Watch}}, respectively. Finally, Bowser Jr. is otherwise over-reliant on Clown Kart Dash for approaching, as his great aerial mobility is offset by his somewhat sluggish grounded mobility without the usage of Clown Kart Dash. Altogether, this means that Bowser Jr.'s neutral game is overall predictable and his playstyle is linear. Despite possessing a rather long-ranged [[grab]] and a relatively quick [[pummel]] with passable damage output, his grab game is also rather mediocre: his grabs have noticeable start-up and ending lag, and his throws have low utility due to their inability to KO at reasonable percentages outside of [[forward throw]], with only [[up throw]] possessing some combo potential and his [[down throw]] being useful for [[tech-chasing]]. In addition, despite his high raw power, Bowser Jr. surprisingly struggles to secure KOs due to possessing a few reliable KOing options (his neutral attack's finisher, smash attacks and his forward/back aerials), which is further compounded by said options being burdened with considerable ending lag. While his forward smash has low ending lag and is safe on shield, its multiple hits fail to connect reliably into the final hit at times. Although all of Bowser Jr.'s throws, excluding up throw, are capable of KOing at higher precents, only are they capable of doing so effectively if Bowser Jr. stacks high levels of [[rage]] (back throw) and/or if nearing the ledge (forward throw), or even combined (down throw). | |||
Overall, Bowser Jr. fares well with a bait-and-punish playstyle | Despite possessing [[disjointed hitbox]]es, a majority of his attacks, such as his tilts, have rather poor range for a disjoint, so he fares surprisingly poorly against swordfighters considering his disjointed moveset, such as {{SSBU|Marth}} and {{SSBU|Cloud}}. Finally, Bowser Jr. receives more damage if he is hit instead of his Koopa Clown Car, so he suffers from high vulnerability to aerial approaches and after using Abandon Ship!, and he also struggles with dealing with pressure from his opponents. Since he typically [[priority|out-prioritizes]] his Clown Car when thrown, Bowser Jr. is also especially vulnerable to grabs and can be knocked out earlier than most characters of his weight class by strong killing throws, such as {{SSBU|Ness}} and {{SSBU|Mewtwo}}. | ||
Overall, Bowser Jr. is described as a powerhouse who fares well with a defensive bait-and-punish playstyle at the same extent of [[Bowser (SSBU)|his father]], but he can also be potent at pressuring and zoning out the opponent thanks to Clown Cannon, Clown Kart Dash, and Mechakoopa. Like {{SSBU|Bowser}}, Bowser Jr. also benefits from comparatively excellent damage output, KO power and shield-breaking capabilities with Clown Cannon, while still retaining good range due to his disjointed hitboxes and overall decent mobility, meaning that once he gains the upper hand, it can be practically impossible to break his pressure if he continuously reacts properly, although his father typically outclasses him in those offensive traits. However, a slew of Bowser Jr.'s exploitable weaknesses prevents his strengths from easily being mastered and taken advantage of. In addition, Bowser Jr.'s neutral game, while excellent, is also easily predictable due to his aforementioned linear playstyle and the over-reliance on Clown Cannon, Clown Kart Dash, and Mechakoopa, which can easily exploited overtime if overused. | |||
==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 | 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''. | ||
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 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. | ||
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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 | |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. | ||
|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 | |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) | ||
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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 | *{{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|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}}. | ||
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===Tier placement and history=== | ===Tier placement and history=== | ||
During the release of ''Ultimate'', Bowser Jr. was initially thought to be one of the worst characters in the game. The community immediately noticed that he retained his weaknesses from ''Smash 4'' (poor grounded mobility, susceptible to gimps, lack of range and his playstyle being linear). Despite improvements towards his survivability, Clown Cannon (widely agreed to be one of the worst projectiles in ''Smash 4'') and his grab game, several players claimed that the improvements were not significant enough to compensate for his retained weaknesses. As such, Bowser Jr. was considered a low-tier character at best, with some even going as far as claiming him to be a bottom 3 character. | |||
This negative perception would change as the metagame progressed thanks to noteworthy results from players such as {{Sm|Young Eevey}} and {{Sm|Ketchup}}. Notably, Young Eevey placed 7th at Albion 4, the highest placement for a Bowser Jr. player at a national tournament, while Ketchup picked up notable wins over several top players. Even following the online era, players such as {{Sm|Yoda Cage}} have received relatively high placements at major tournaments. This has since led to a reevaluation, with several players believing the character is mid-tier, similar to [[Bowser (SSBU)|his father]], and nowhere near as bad as initially perceived. Regardless, Bowser Jr. was ranked 72nd on the first official tier list, and is ranked 70th in the second and current tier list. | |||
=={{SSBU|Classic Mode}}: Mama Peach, Where Are You?== | =={{SSBU|Classic Mode}}: Mama Peach, Where Are You?== |