Ookami Hajime
Smash Ace
Thanks, this helpsDash attack is the saw thing.
U-air seems to be a hammer swing over his head It's seen in the video at 1:02.
F-tilt I think is a fork, seen at 0:43. (From this video)
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Thanks, this helpsDash attack is the saw thing.
U-air seems to be a hammer swing over his head It's seen in the video at 1:02.
F-tilt I think is a fork, seen at 0:43. (From this video)
Shadow Mario paints the screen, and the opponent gets hurt when it's touched.What is going on in his final smash? Why is that big X in the way? Is it just shadow mario going apesh*t on his opponent?
You can actually see this in action on the video Ryan posted. They do indeed come out faster when deployed in midair.After watching a few games on ZeRo's stream, it looks like Down B has less lag when you use it in the air. Short Hop Mechakoopas incoming?
All two that you'll ever see.Short Hop Mechakoopas incoming?
How else would he eat the giant cake that he stole from Peach?I have to ask, does ANYBODY know why Bowser Junior uses a fork in his attacks?
It's like if they gave Palutena a lasso, or Meta Knight an alarm clock. It's so out of place.
He will be a fine addition to the villains collection. Especially considering how he's the first real one to be projectile based rather than melee based.The Mechakoopas (His Down B) look like they'll be pretty important. For those that haven't seen, he plops one out from the underside of the car, and it runs around bashing enemies and turning on the edge, then explodes kinda like a Bob-omb. He can pick them up too. Combine that with his cannonball and I think his spam game will be pretty strong.
I was wondering if that did any damage...Those two moves will make excellent stage control tools too. His up b can also be used as an edgeguard tool, dropping the clown car on them when they're recovering off stage.
I'm only wondering how his side-B will be incorporated. Perhaps it will aid in his recovery.Those two moves will make excellent stage control tools too. His up b can also be used as an edgeguard tool, dropping the clown car on them when they're recovering off stage.
You seem to be able to jump out of the side b so it can make a good horizontal recovery.I'm only wondering how his side-B will be incorporated. Perhaps it will aid in his recovery.
Then that's perfect!You seem to be able to jump out of the side b so it can make a good horizontal recovery.
When Bowser Jr./Koopaling jumps put and launched the clown copter down the resulting explosion deals high damage and knock back. While in midair, he can swing a hammer in place of his normal Bair and Fair that has some nasty knock back on it.I was wondering if that did any damage...
Adding to this, when bowser junior uses his recovery he can not up b again until he touches the ground, regardless if he's hit again after using his recovery. This is because he doesn't get back to the clown car until he lands on the ground. You'll have to be careful about how you recover with the up b.When Bowser Jr./Koopaling jumps put and launched the clown copter down the resulting explosion deals high damage and knock back. While in midair, he can swing a hammer in place of his normal Bair and Fair that has some nasty knock back on it.
Was the range bad? It looked decent when I saw it. If they made it longer, they might've made it a tether style grab. I don't know about you guys, but I'd prefer short/medium grab range with minimal punishable lag over a tether grab that's punishable.Bowser Jr. and the Koopalings are turning out to look pretty good. I only wish that their grab reach was longer; after all, it looks like they're using an extendable arm to grab the opponent, so I thought they would have better grab range.
Quite!Then that's perfect!
Mecha K. even as edgeguarding tool it's still highly situational, timing needs to be perfect.Those two moves will make excellent stage control tools too. His up b can also be used as an edgeguard tool, dropping the clown car on them when they're recovering off stage.
Clown doesn't do THAT much damage, the knockback is alright.When Bowser Jr./Koopaling jumps put and launched the clown copter down the resulting explosion deals high damage and knock back. While in midair, he can swing a hammer in place of his normal Bair and Fair that has some nasty knock back on it.
I may be mistaken on this, but while we already known you can pick up and throw the mechakoopa, I'm pretty you can do the same with the cannonball though this can only be done with little to no charge behind it. I'm curious if anyone wouldn't mind testing if his cannon's activation and recovery time is any different when used in midair.
Outside of speed though the setup isn't worth the lowered damage potential. You basically have to fire, dash, catch, and throw. All of which takes an eternity and leaves you open to attack. It's much quicker to just use your SH down special if you want that vertical option on a projectile.
Sometimes the point of a projectile isn't only to hit them. Sometimes it's too limit heir options or make them move a specific way. If they're off stage, you can change their recovery route. If they're on stage, the mecha koopas and Cannon ball can virtually limit the way they move.Mecha K. even as edgeguarding tool it's still highly situational, timing needs to be perfect.
Ball is too slow, easily avoidable and on miss you have to wait for it to disappear to get another one.
Go ahead and flag me again mod just because I'm saying negative things about your favorite character.
Hey, can you tell us just how different the Mecha Koopa and Cannon-ball are compared to other projectiles?Clown doesn't do THAT much damage, the knockback is alright.
I don't think you can grab cannon ball. Would love to be proved wrong, I did it pointblank and mashed A but didn't get it. Canon doesn't charge any different in air but you can get opponents farther away with the end-arche assuming they're dumb enough to stand in the way.
The reason you just explained why cannon ball trick would be bad is the reason why the Mecha Koopa tech is bad, huge different is if you screw up slightly the Mech can run away.
Great info! I've seen and heard the cannon being slow but is it strong? Knockback and damage-wise.Apparently today was Bowser Jr. day for me. I've been having a lot of fun with him and learning some things as I go.
as mentioned utilt > utilt > aerial is an early percent combo you can get. His bair and fair (wreckingball I'll call it) are very nice aerials, bair has very little landing lag and comes out quick. fair is a bit weaker and slower seems like.
Because of the low lag you can even do things like fair > dtilt (tongue) which I remember thinking was pretty cool.
The kart is great for some quick hits and it hardly ever leaves you very vulnerable. If you mae it skid to a stop right at the enemy you'll hit them and you slide right past them. it seems to throw a lot of people off.
His B (cannon) is pretty slow and laggy but of note is that I was able to hit Charizard while he was hanging off the edge of the stage with one. Now that I think of it I don't know if it's because of its slow descent after a while or not, but iirc it hit him because of his head being above the stage. there are probably other characters this would work on if it worked on Charizard.
his upb on stage is a great option. at some percent you can catch the opponent in the explosion of the clown (which sends them upwards diagonally) and then wack them with your Koopa of choice's bair/fair (which is at this point a hammer). I got a KO this way since you're no chump out of the vehicle.
I saw it mentioned that you can fall to your death this way but i want to add that if you are launched up eventually your clown kart spawns again. It's probably on a timer, I would guess?
As theorycrafted above and mentioned, your cannon and Mecha K. are pretty awesome in conjunction with one another. I've shot cannons before and positioned the mecha k so that it turns around coming the opposite way of the cannon ball and catches them in the middle of the stage.
also I don't believe you can grab the cannon ball.
I'll go ahead and talk more about M. koopa and cannon ball too. If you've seen gameplay I'm sure you've noticed the m. koopa turns around when it reaches the end of the stage or platform. If it is untouched it will stop after ~5 seconds and blow up. You can pick it up at any point, even as it's about to blow up and it becomes defused, it blows up after a 5 or 6 seconds in your hands.Hey, can you tell us just how different the Mecha Koopa and Cannon-ball are compared to other projectiles?
Looking at the game-play I feel like the cannon-ball can be used great after the opponent is offstage, so you can hit them or make them move to a predictable place.
Great info! I've seen and heard the cannon being slow but is it strong? Knockback and damage-wise.
Great, thanks again! Seems like Mecha Koopa is a good tool to control the stage, or maybe a platform.I'll go ahead and talk more about M. koopa and cannon ball too. If you've seen gameplay I'm sure you've noticed the m. koopa turns around when it reaches the end of the stage or platform. If it is untouched it will stop after ~5 seconds and blow up. You can pick it up at any point, even as it's about to blow up and it becomes defused, it blows up after a 5 or 6 seconds in your hands.
When it's rolling by itself and runs into the opponent it kind of hops in the air which pops them up and then blows up. The cannon ball is honestly pretty much something like a Samus charge beam in terms of function except you can't charge it up and then save it for later.
And yes, it's strong fully charged or even partially charged. Fully charged it's enough to KO in the early 100s (I'm going by the new electric effect that signifies a likely KO). I'm not sure how likely it is but hey it's there.
I just went into testing and it looks like 18% charged, 7% uncharged.
M. Koopa is 9% rolling with both hits, 7% thrown.
This information was great. Thanks a lot!I'll go ahead and talk more about M. koopa and cannon ball too. If you've seen gameplay I'm sure you've noticed the m. koopa turns around when it reaches the end of the stage or platform. If it is untouched it will stop after ~5 seconds and blow up. You can pick it up at any point, even as it's about to blow up and it becomes defused, it blows up after a 5 or 6 seconds in your hands.
When it's rolling by itself and runs into the opponent it kind of hops in the air which pops them up and then blows up. The cannon ball is honestly pretty much something like a Samus charge beam in terms of function except you can't charge it up and then save it for later.
And yes, it's strong fully charged or even partially charged. Fully charged it's enough to KO in the early 100s (I'm going by the new electric effect that signifies a likely KO). I'm not sure how likely it is but hey it's there.
I just went into testing and it looks like 18% charged, 7% uncharged.
M. Koopa is 9% rolling with both hits, 7% thrown.
They'll walk back and forth on the stage for about 2~3 seconds before exploding. If the koopa hits a player directly it'll pop both itself and the enemy up in the air and then explode for a second hit. The priority is pretty good, as they'll walk through most light projectiles. I think sometimes the projectiles can pass through them and they flash red, so maybe they have an HP of sorts. Powerful projectiles will detonate them.How far do mecha-kappas travel before exploding? How is damage/knockback? Projectile priority?