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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 | '''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 (except Roy) 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 (except Roy) 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 very slight improvement over his 47th out of 54 placement in ''SSB4''. | ||
==How to unlock== | ==How to unlock== | ||
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==Attributes== | ==Attributes== | ||
Bowser Jr. is a [[Weight|heavyweight]] | Bowser Jr. is a unique [[Weight|heavyweight]] fighter because his Junior Clown Car has a separate hurtbox from him, making his survivability variable. Bowser Jr. sports the 20th slowest [[Walk|walking speed]] (tied with {{SSBU|Peach}} and {{SSBU|Daisy}}), the 21st slowest [[Dash|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 low [[traction]]. All in all, these stats render his mobility somewhat poor except in the air, and as a result, many characters supersede him in terms of [[approach]]. | ||
Bowser Jr. and his Junior Clown Car both have separate hurtboxes, much like 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 Bowser Jr.'s hurtbox: when combined with his heavy weight, this gives him above average survivability compared to a good majority of the rest of the cast, or possibly even a good majority of other characters that are of his weight class. Bowser Jr. also possesses a purely disjointed moveset and two good projectiles in [[Clown Cannon]] and [[Mechakoopa]]. | |||
Clown Cannon can have | Clown Cannon can have two cannonballs in play at the same time, 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]] 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 Kart Dash]] travels extremely quickly | [[Clown Kart Dash]] travels extremely quickly, vastly making up for Bowser Jr.'s poor approach and allowing him to 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 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 clown car, Bowser Jr. is gifted with a hammer, which deals high damage, high knockback, and has quick startup, making it a good KO option in its own right. Clown Kart Dash and Abandon Ship! can be mixed up with an air dodge, combining to give Junior an impressive recovery. | ||
Bowser Jr.'s aerials have great utility, going hand-in-hand with his | Bowser Jr.'s aerials have great utility, going hand-in-hand with his specials. 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 works well with Clown Kart Dash when initiating follow-ups. | ||
Bowser Jr.'s | Bowser Jr.'s smash attacks are go-to KO options, all dealing high knockback and overall damage: forward smash has low ending lag, pokes shields, and can be angled; up smash has very quick startup and ending lag, pressures shields, and denies any aerial approaches; and lastly, down smash has high range and KOs, the earliest out of Junior's smash attacks. | ||
Bowser Jr. is not without his flaws | 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 considerable vertical distance, any weak hit can result in Bowser Jr. not being able to respawn his Clown Car if the player does not [[button mash]], and it doesn't have a hitbox outside of the Clown Car's explosion, making him very vulnerable. Another major problem that Bowser Jr. faces is a lack of viable out-of-shield options, as his grab is one of the slowest non-tether grabs, his aerials are either laggy or have poor range for being disjointed and his Mechakoopas will deactivate if they hit a shield, making him susceptible to punishes, and as his traction is one of the lowest in the game, this gives him a poor out-of-shield game. Bowser Jr. is also a very straightforward character, which can make him quite predictable at times. For instance, Clown Cannon and Mechakoopa are important to Bowser Jr.'s neutral game, making it easy (especially for characters such as {{SSBU|Fox}}) to read and shut down his options. Despite his grab range being rather long, 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. In addition, despite his high power, 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, while his forward smash has low ending lag and is safe on shield, but its multihits don't connect reliably into the final hit. Many of his attacks, such as his tilts, also have poor range, so he fares surprisingly poorly against swordfighters considering his disjointed moveset. Finally, Bowser Jr. takes more damage if he is hit but not his Koopa Clown Car, so he is very vulnerable to aerial approaches and after using Abandon Ship!, and he also struggles with dealing with pressure from his opponents. Since he always takes priority over his Clown Car when thrown, Bowser Jr. is also particularly vulnerable to being grabbed and can be knocked out earlier than a character of his weight class would by strong kill throws. | ||
Overall, Bowser Jr. fares well with a bait-and-punish playstyle like [[Bowser (SSBU)|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 exploitable weaknesses can make him a bit underwhelming overall, and frequently overshadowed compared to the rest of the cast. Because of this, his results and representation have been below-average overall, like in ''SSB4''. | |||
Overall, Bowser Jr. | |||
==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
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===Tier placement and history=== | ===Tier placement and history=== | ||
Bowser Jr. was initially thought to be one of the worst characters in the game. People 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, many 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 seen relatively high placements at major tournaments. This has since led to a reevaluation, with many players believing the character is mid-tier and nowhere near as bad as initially perceived. Bowser Jr. was ranked 72nd on the first official tier list, and is ranked 70th in the current tier list. | |||
=={{SSBU|Classic Mode}}: Mama Peach, Where Are You?== | =={{SSBU|Classic Mode}}: Mama Peach, Where Are You?== | ||
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While Bowser Jr. and the Koopalings do not appear in the World of Light opening cutscene, they were all vaporized and later imprisoned alongside the rest of the fighters (except {{SSBU|Kirby}}) when Galeem unleashed his beams of light. | While Bowser Jr. and the Koopalings do not appear in the World of Light opening cutscene, they were all vaporized and later imprisoned alongside the rest of the fighters (except {{SSBU|Kirby}}) when Galeem unleashed his beams of light. | ||
Bowser Jr. and the Koopalings were among the | Bowser Jr. and the Koopalings were among the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. Bowser Jr. is found in one of two alternating pathways on the Triforce of Power segment of the [[Sacred Land]] sub-area, guarded by various Legendary spirits. | ||
As a side note, once Bowser Jr. is rescued, the Koopalings (due to their status of being alternate characters of | As a side note, once Bowser Jr. is rescued, the Koopalings (due to their status of being alternate characters of Bowser Jr.), will have been 'rescued' as well, resulting in them also being available as playable characters within the story. | ||
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