Bowser Jr. (SSBU): Difference between revisions

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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 (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 marginal improvement over his ranking in ''SSB4'', being ranked 47th out of 54.
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]] 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]].
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]].


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.
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 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 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 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.
[[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 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 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 [[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 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, 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.  
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.


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 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''.
 
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]]''==
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===Tier placement and history===
===Tier placement and history===
Following the game's launch, the community immediately noticed that Bowser Jr. 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.
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.
 
Early patches gave Bowser Jr. several buffs that improved Clown Cart and Bowser Jr.'s combo potential, allowing him to fare better in competitive play. His results by mid-2019 were also improving, peaking just outside the top 50 for July-December 2019, thanks to strong performances 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 major, while Ketchup picked up notable wins over several top players. Thanks to the buffs and improving results, players no longer considered Bowser Jr. as one of the worst characters in the game, but had reassessed him as a mid-tier.


Unfortunately for Bowser Jr., his playerbase began declining in the post-online metagame as his best players became less active or consistent. This was a trend with some of his newer players as well: although players such as {{Sm|Yoda Cage}} and {{Sm|TM7_ZAP}} found success at majors, their results were either inconsistent or they were seldom active. As such, Bowser Jr.'s representation slipped greatly into the bottom 10 by 2021; this decline was also reflected in his placement on the first tier list, where he was ranked 72nd at the very end of the mid-tier. Since then, his metagame had remained stagnant as his overall represented remained in or near the bottom 10. As such, his placement on the second tier list barely shifted, moving up to 70th at the top of D- tier due to falling opinions on a few other characters ranked above him.
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 several fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. Bowser Jr. is found in one of the two alternating pathways on the Triforce of Power's segment of the [[Sacred Land]] sub-area, guarded by various Legendary spirits. Awakening Bowser Jr. will also clear out the multiple boulders placed next to his unlock battle, unlocking an additional route to the top of the sub-area and to {{SSBU|Ganondorf}}'s unlock battle.
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 him), will have been 'rescued' as well, resulting in them also being available as playable characters within the story.
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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