Bowser Jr. (SSBU): Difference between revisions

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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.  
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. Additionally, [[Clown Cannon]] is a sluggish projectile that, unlike most chargeable projectiles, cannot be stored. 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).
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).


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}}.
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}}.
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