Bowser Jr. (SSBU): Difference between revisions

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(→‎Most historically significant players: Yoda Cage having Zomba/ApolloKage is definitely more noticeable than Cosmos/Larry Lurr at this point)
(→‎Changes from Super Smash Bros. 4: Changed "take damage more on average" to "take less damage on average")
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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 noticeably buffed in his transition to ''Ultimate''.
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 noticeably 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 damage on average more 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.


Bowser Jr.'s previously underwhelming moveset has received several quality of life changes. Many of his moves either connect better (such as [[neutral attack|his jab]] and [[dash attack]]) or have had their misleading hitboxes adjusted or their blindspots removed (such as [[up tilt]] and [[grab]], the latter being given more range). His entire grab game has been significantly buffed, as [[forward throw]] can now KO reliably, up throw has less endlag and knockback that renders it now capable of starting combos, and down throw now deals much more damage. His special moves have seen various noteworthy buffs. [[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]], and a landing cannonball can now hit twice to almost break a full shield, especially if uncharged. [[Clown Kart Dash]] travels faster, allows Bowser Jr. to keep his double jump if canceled, 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 and more versatile. [[Abandon Ship!]]'s hammer swing has more range and a longer duration. Finally, [[Mechakoopa]]s start moving quicker and bite onto victims, guaranteeing that the second hit will connect.
Bowser Jr.'s previously underwhelming moveset has received several quality of life changes. Many of his moves either connect better (such as [[neutral attack|his jab]] and [[dash attack]]) or have had their misleading hitboxes adjusted or their blindspots removed (such as [[up tilt]] and [[grab]], the latter being given more range). His entire grab game has been significantly buffed, as [[forward throw]] can now KO reliably, up throw has less endlag and knockback that renders it now capable of starting combos, and down throw now deals much more damage. His special moves have seen various noteworthy buffs. [[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]], and a landing cannonball can now hit twice to almost break a full shield, especially if uncharged. [[Clown Kart Dash]] travels faster, allows Bowser Jr. to keep his double jump if canceled, 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 and more versatile. [[Abandon Ship!]]'s hammer swing has more range and a longer duration. Finally, [[Mechakoopa]]s start moving quicker and bite onto victims, guaranteeing that the second hit will connect.