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A beginner's guide to maining Bowser Jr.

Game Versions
Smash 3DS
[This is my first guide, so feel free to correct any mistakes! Enjoy.]

Bowser Jr. is a very interesting unlockable character. He has two hitboxes instead of one. These being his Clown Car and the other being Bowser Jr. himself. If Bowser Jr. is hit in the Clown Car, he will take x0.88 damage. However, if Bowser Jr. himself is hit, He will take x1.15 damage. This is useful to know as I will explain later on.

Bowser Jr. is not as fast as other common characters such as Fox or Diddy Kong, he as quite a fast dash.

His main attacks that are very useful are his:
Dash
UTilt
Up Smash
Side B
Down B
Up B
Fair/Bair
Side Smash
FTilt

Dash : Use dash to space yourself. A good "get off of me" move.
Up Tilt: Good for keeping people in the air and also getting people into the air.
Up Smash: A well timed up smash can win a battle or do serious damage. Very easily punishable though.
Side B: Good for getting away from someone or to get close really quick.
Down B: Good for a projectile or to get someone into the air that is hard to get close to.
Up B: Bowser Jr.'s Up B is really special. He gets jettisoned from his Clown Car up into the air. The Clown Car gets pushed downwards and explodes after a couple seconds. While Bowser Jr. is in the air, he is free from the Clown Car. In this state, he can use an attack that does a lot of damage, however, if missed this move is very punishable before he meets the ground because he can be hit very hard of hit off of the stage. Off of the stage without the Clown Car is basically death.
Front Aerial/ Back Aerial: These are both pretty much the same however, Bair does more damage.
Side Smash: A well timed side smash is deadly.
FTilt: Moderate damage and comes out fast.

Combine these moves together to be basically safe.

Now, for moves that you can use, however are easily punishable or are ineffective:
UAir
Dair
Neutral A

Up Air : Pretty slow and not good at low percents.
Down Air: This move draws you downward. It is quite hard to land, as the opponent can simply move and you can't break out of it. This can lead to SDs and severe punishment.
Neutral A: If you don't land this attack, you'll keep punching for a long time. Easily punished if not landed. That being said, you can break out of it.

In terms of grabs, Bowser Jr. has a pretty great grab range. His side throws can be chained into great off-stage game. His up throws are okay as well as his down throws.

Lastly, another move that is okay is the Neutral B. Fully charged, this goes across most stages and does moderate damage, however is very slow.

SOURCES: http://www.ssbwiki.com/Bowser_Jr._(SSB4)
Author
torchicken
Views
340
First release
Last update
Rating
1.20 star(s) 5 ratings

Latest reviews

Plz learn a charcter before u make a guide about them
Side, Dair, and Uair are his greatest combo tools in which after hitting the opponent with the mecha Koopa or clown car it can lead into Dair, which can then lead into any aerial or Utilt, which strings into an almost lagless Uair
none of bjr's amazing combos listed; listed uair as a punishable move????; side b listed as a get away/approach tool lol. tldr dont talk about the character if you dont know anything about him
It's a good start but needs a lot more info, just add some more content to this guide and it can help beginners out. I would go over all of his moves not just his good ones as you want to tell a player why they aren't great.
torchicken
torchicken
Thank you for the feedback! I will add these.
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