Bowser Jr. (SSB4): Difference between revisions

Attributes says the Kart Dash doesn’t have disjointed hitbox. I assume that one’s correct?
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(Attributes says the Kart Dash doesn’t have disjointed hitbox. I assume that one’s correct?)
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'''Bowser Jr.''' ({{ja|クッパ Jr.}}, ''Koopa Jr.'') is a playable character in ''[[Super Smash Bros. 4]]''. After initially being [[leak]]ed on August 19th, 2014 as part of the [[ESRB leak]], he was revealed as a fighter with ''Smash for 3DS''{{'}}s launch in Japan on September 13, 2014, followed by his official trailer being shown off during the [[Nintendo Direct#Super Smash Bros. for Wii U: 50-Fact Extravaganza|''Super Smash Bros. for Wii U'' 50-Fact Extravaganza]] on October 23rd, 2014.<ref>[https://www.youtube.com/watch?v=j0BBGzfw0pQ Wii U - Super Smash Bros. for Wii U 50-Fact Extravaganza]</ref> Caety Sagoian reprises her role as Bowser Jr.'s voice actor, albeit via recycled voice clips from various [[Mario (universe)|''Mario'' spin-off games]]. The [[Koopalings]] also use their voice clips from the ''{{s|mariowiki|New Super Mario Bros.}}'' games, which were voiced by Lani Minella ({{s|mariowiki|Larry}}, {{s|mariowiki|Morton}}, {{s|mariowiki|Wendy}}, and {{s|mariowiki|Lemmy}}), Mike Vaughn ({{s|mariowiki|Iggy}} and {{s|mariowiki|Ludwig}}) and Dan Falcone ({{s|mariowiki|Roy}}).
'''Bowser Jr.''' ({{ja|クッパ Jr.}}, ''Koopa Jr.'') is a playable character in ''[[Super Smash Bros. 4]]''. After initially being [[leak]]ed on August 19th, 2014 as part of the [[ESRB leak]], he was revealed as a fighter with ''Smash for 3DS''{{'}}s launch in Japan on September 13, 2014, followed by his official trailer being shown off during the [[Nintendo Direct#Super Smash Bros. for Wii U: 50-Fact Extravaganza|''Super Smash Bros. for Wii U'' 50-Fact Extravaganza]] on October 23rd, 2014.<ref>[https://www.youtube.com/watch?v=j0BBGzfw0pQ Wii U - Super Smash Bros. for Wii U 50-Fact Extravaganza]</ref> Caety Sagoian reprises her role as Bowser Jr.'s voice actor, albeit via recycled voice clips from various [[Mario (universe)|''Mario'' spin-off games]]. The [[Koopalings]] also use their voice clips from the ''{{s|mariowiki|New Super Mario Bros.}}'' games, which were voiced by Lani Minella ({{s|mariowiki|Larry}}, {{s|mariowiki|Morton}}, {{s|mariowiki|Wendy}}, and {{s|mariowiki|Lemmy}}), Mike Vaughn ({{s|mariowiki|Iggy}} and {{s|mariowiki|Ludwig}}) and Dan Falcone ({{s|mariowiki|Roy}}).


Bowser Jr. is currently ranked 48th out of 55 on the [[tier list]], placing him in the F tier. Bowser Jr. is notably the only character in the game who has disjointed [[hitbox]]es on all of his attacks. This distinctive trait enables him to attack from a reasonably safe distance, which is supplemented by a few of his attacks being powerful enough to KO under 100%. He also has a very capable [[neutral game]]: [[Clown Kart Dash]] functions as an excellent approach option and provides an impressive amount of versatility, while [[Mechakoopa]] is useful for pressuring and stage control. Despite being a [[Weight|heavyweight]], Bowser Jr. also sports a deceptively good air game, courtesy of his fairly fast aerial mobility and his aerial attacks' follow-up and juggling potentials.
Bowser Jr. is currently ranked 48th out of 55 on the [[tier list]], placing him in the F tier. This distinctive trait enables him to attack from a reasonably safe distance, which is supplemented by a few of his attacks being powerful enough to KO under 100%. He also has a very capable [[neutral game]]: [[Clown Kart Dash]] functions as an excellent approach option and provides an impressive amount of versatility, while [[Mechakoopa]] is useful for pressuring and stage control. Despite being a [[Weight|heavyweight]], Bowser Jr. also sports a deceptively good air game, courtesy of his fairly fast aerial mobility and his aerial attacks' follow-up and juggling potentials.


Despite his strengths, Bowser Jr. has noticeable flaws. His overall grounded mobility is slow, which necessitates using Clown Kart Dash in order to keep up with faster opponents. Lag is another glaring issue; many of Bowser Jr.'s attacks have among the largest amounts of ending lag in the game, requiring players to use [[read]]s or [[baiting]] in order to secure KOs with him. Bowser Jr.'s grab game also suffers from his standing, pivot and dash grabs' overall lag, and his grab game is further made worse by very unimpressive throws, with only his back throw being useful, as a situational KOing option. Lastly, Bowser Jr.'s recovery is predictable and unsafe, as [[Abandon Ship!]] is very susceptible to [[gimp]]s due to offering no overhead protection, it can only travel in one direction, and it can be rendered unusable if he is hit even by a weak attack.
Despite his strengths, Bowser Jr. has noticeable flaws. His overall grounded mobility is slow, which necessitates using Clown Kart Dash in order to keep up with faster opponents. Lag is another glaring issue; many of Bowser Jr.'s attacks have among the largest amounts of ending lag in the game, requiring players to use [[read]]s or [[baiting]] in order to secure KOs with him. Bowser Jr.'s grab game also suffers from his standing, pivot and dash grabs' overall lag, and his grab game is further made worse by very unimpressive throws, with only his back throw being useful, as a situational KOing option. Lastly, Bowser Jr.'s recovery is predictable and unsafe, as [[Abandon Ship!]] is very susceptible to [[gimp]]s due to offering no overhead protection, it can only travel in one direction, and it can be rendered unusable if he is hit even by a weak attack.
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|nsdefdesc=The Junior Clown Car opens its mouth and fires a {{s|mariowiki|cannonball}}. It can be charged to increase the cannonball's speed and power. At the end of its path, the cannonball will drop to the ground, which can hit opponents attempting to recover if it is spaced properly. However, it has high overall lag.
|nsdefdesc=The Junior Clown Car opens its mouth and fires a {{s|mariowiki|cannonball}}. It can be charged to increase the cannonball's speed and power. At the end of its path, the cannonball will drop to the ground, which can hit opponents attempting to recover if it is spaced properly. However, it has high overall lag.
|nsc1name=Piercing Cannon
|nsc1name=Piercing Cannon
|nsc1dmg=4% (uncharged), 10% (fully charged)
|nsc1dmg=4% (uncharged), 2% (uncharged late), 10% (fully charged), 5% (fully charged late)
|nsc1desc=Fires a cannonball that pierces opponents and travels faster, although the cannonball is smaller and deals noticeably less damage.
|nsc1desc=Fires a cannonball that pierces opponents and travels faster, although the cannonball is smaller and deals noticeably less damage.
|nsc2name=Air Cannon
|nsc2name=Air Cannon
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|nsc2desc=Fires a gust of wind that will push opponents backward, although it deals no damage. In the air, it can also be used to move backward quickly, aiding Bowser Jr.'s horizontal recovery.
|nsc2desc=Fires a gust of wind that will push opponents backward, although it deals no damage. In the air, it can also be used to move backward quickly, aiding Bowser Jr.'s horizontal recovery.
|ssdefname=Clown Kart Dash
|ssdefname=Clown Kart Dash
|ssdefdmg=4%+speed (collision), 8% (doughnut)
|ssdefdmg=5% (beginning leap), 4%-7% (collision), 8-12% (doughnut)
|ssdefdesc=The Junior Clown Car transforms into a [[mariowiki:kart|go-kart]] that speeds forward. 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 [[wikipedia:Doughnut (driving)|doughnut]], which deals more damage and has 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.
|ssdefdesc=The Junior Clown Car transforms into a [[mariowiki:kart|go-kart]] that jumps back slightly before speeding forward. Holding the [[Control stick|control stick/circle pad]] forward increases speed, and tilting it in the opposite direction or pressing the attack/special button will cause the Junior Clown Car to perform a [[wikipedia:Doughnut (driving)|doughnut]], which deals more damage and has higher knockback to opponents on contact compared to simply charging into them. Using the Kart in the air slightly improves 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, and gives Bowser Jr. more vertical recovery, though he cannot double jump after the leap. The Kart will bounce slightly upon hitting the ground.
|ssc1name=Koopa Drift
|ssc1name=Koopa Drift
|ssc1dmg=2%+speed (collision), 1% (doughnut loop), 2% (doughnut last)
|ssc1dmg=2% (collision), 1% (doughnut loop, up to 8 hits), 2% (doughnut last)
|ssc1desc=The go-kart careens forward during the doughnut, hitting opponents multiple times. Careening in the air grants much more horizontal recovery, but its jumps are much lower.
|ssc1desc=The go-kart careens forward during the doughnut, hitting opponents multiple times. Doesn’t have a hitbox in the middle of a dash. Careening in the air grants much more horizontal recovery, but its jumps are much lower.
|ssc2name=Grounding Dash
|ssc2name=Grounding Dash
|ssc2dmg=8%+speed
|ssc2dmg=8% (collision)
|ssc2desc=The Junior Clown Car travels faster initially, but its doughnut does not deal damage. It buries grounded opponents on contact, but grants less horizontal distance.
|ssc2desc=The Junior Clown Car travels faster, but its doughnut does not deal damage. It buries grounded opponents on contact, but grants less horizontal distance.
|usdefname=Abandon Ship!
|usdefname=Abandon Ship!
|usdefdmg=5% (contact), 13% (explosion), 15%/10% (hammer)
|usdefdmg=5% (contact), 13% (explosion), 15%/10% (hammer)
|usdefdesc=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, which is powerful enough to KO at medium to high percentages. However, taking any weak hit while out of the Junior Clown Car prevents another use of the move without button mashing or landing.
|usdefdesc=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. The move covers a decent amount of vertical distance, and is flexible with horizontal steering. When Bowser Jr. is out of the Junior Clown Car, he is not rendered [[helpless]] and can still dodge or attack with a hammer, which is powerful enough to KO at medium to high percentages. However, taking any weak hit while out of the Junior Clown Car prevents another use of the move without button mashing or landing.
|usc1name=Meteor Ejection
|usc1name=Meteor Ejection
|usc1dmg=8%/3% (contact), 10% (explosion), 15%/10% (hammer)
|usc1dmg=8%/3% (contact), 10% (explosion), 15%/10% (hammer)
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|dsdefname=Mechakoopa
|dsdefname=Mechakoopa
|dsdefdmg=2% (contact), 7% (explosion)
|dsdefdmg=2% (contact), 7% (explosion)
|dsdefdesc=The Junior Clown Car drops a {{s|mariowiki|Mechakoopa}} from its underside hatch. The Mechakoopa falls in a strong downward arc; once it lands, it starts walking around. If it reaches a wall or dead end, it will turn around and walk in the opposite direction. If it makes contact with an opponent (or travels enough distance in the air without landing), it will detonate. Lastly, if enough time passes and they have not hit an opponent yet, they will spark out and detonate automatically. They can be picked up and thrown as items either by Bowser Jr. or his opponent.
|dsdefdesc=The Junior Clown Car drops a {{s|mariowiki|Mechakoopa}} from its underside hatch. The Mechakoopa falls in a strong downward arc; once it lands, it starts walking around. If it reaches a wall or dead end, it will turn around and walk in the opposite direction. If it makes contact with an opponent (or travels enough distance in the air without landing), it will detonate. If enough time passes and they have not hit an opponent yet, they will spark out and detonate automatically. They can be picked up and thrown as items either by Bowser Jr. or his opponent. Picking them up will delay their detonation slightly. Bowser Jr. won’t be damaged by his own explosions.
|dsc1name=Impatient Mechakoopa
|dsc1name=Impatient Mechakoopa
|dsc1dmg=5%
|dsc1dmg=1% (contact), 4% (explosion)
|dsc1desc=Launches a Mechakoopa at a fair distance. The Mechakoopa is armed to explode the moment it is launched and will explode shortly after landing.
|dsc1desc=Launches a Mechakoopa at a fair distance. The Mechakoopa is armed to explode the moment it is launched and will explode shortly after landing.
|dsc2name=Big Mechakoopa
|dsc2name=Big Mechakoopa
|dsc2dmg=15%
|dsc2dmg=1% (thrown), 15% (explosion)
|dsc2desc=The Mechakoopa is larger and walks a shorter distance, but it deals more damage if it is thrown.
|dsc2desc=The Mechakoopa is larger and walks a shorter distance, but doesn’t detonate upon colliding.
|fsname=Shadow Mario Paint
|fsname=Shadow Mario Paint
|fsdmg=3% (paint), 5% (explosion)
|fsdmg=3% (paint), 5% (explosion)
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