- Game Versions
- Smash 3DS, Smash Wii U
Overview/Strengths:
Bowser Jr. has a unique property of having a "weak spot" and a protected spot. Hitting him in the clown car will do .85x damage while hitting his body will do 1.15x damage. For this reason, depending on the matchup, it's often advisable to spend some good time in the air and approach from above. He's in the upper echelons of the weight tiers so combined with his superb recovery (side B and up B) and clever use of damage mitigation, he'll be living for quite some time. He's unpredictable if played well and has very strong attacks with large lingering hitboxes.
Normals:
Little Mac has nothing on you! (Author's note: do not try to challenge Little Mac with your jab.)
Stick a fork in 'em, they're done!
Didn't Mama Peach ever teach you not to play with your food?
Take your licks like a man!
Now with 100% more image!
Believe in me that believes in you
All I wanted was to break your walls
He can handstand when he needs to...
And stretch his arms out just for you
I'm gonna wreck it!
I've got balls of steel
Bair- Backwards Wrecking Ball- 14%-8%. Unlike your FAir, this move only does one swing backwards. The sweetspot is the earlier frames of the move, similar to your FAir, and it also has good knockback. It comes out fast and has the same landing lag as Fair but like Fair you can short hop auto cancel land.
Hammer time!
Pierce the heavens and their skulls
Specials-
Max charge distance (begins to drop about this point)
No charge distance
You can't shoot a cannonball just after you shoot one but you still have all the lag of a shot.
Bowser Jr. charges and fires a cannonball. Instead of dissipating like most projectiles do at the end of their course, the cannoball will start falling like a normal object would under the influence of gravity and inertia. The ball can hit people while in this descent but if it hits the ground the ball will bounce and NOT hit opponents. The uncharged one will go about a little less than half of final destination before it starts falling and the fully charged cannonball will go very slightly less than the full distance. The charge takes a good deal of time to complete so you won't be using it too often. The actual firing of the cannonball also is considerably laggy. The ball has good priority and will eat through most any projectile like aura spheres and arrows. It also is decently big and because it's somewhat slow (it gains speed with charge), it can be a decent edgeguarding tool- it has very high knockback and can kill easily if charged. You can play zoning mindgames with this move in conjunction with your mechakoopas.
It's not like I wanted to be in Mario Kart 8 anyway...
The clown car grows wheels and charges forward at a high speed. Inputting a backwards motion will cause the car to spin out dealing more damage and knockback (you can surprise people with this move as it WILL kill at decently high percent if you sweetspot the spinout). The spinout does more damage at the start than at the end. This will also go through shields so throw out a spinout every so often to catch your opponent. What makes this move so good is that at any time, you can jump cancel it. This also works in midair giving you a stellar recovery. Note that if you Side B and jump cancel it, you won't get another midair jump so use your midair jump BEFORE inputting side B if you intend to recover with it. If you hit someone with the kart and jump cancel it, you can combo into an aerial attack. DAir is an option at very low %, NAir is a reliable option at low-mid%s and UAir at higher percents.
Abort mission!
Hey I can see my base from here!
Nobody sees this move coming. Keep it fresh for kills.
Bowser Jr. jumps out of his ship, causing the car to plummet downwards and explode after a second. If the car lands on an opponent it will do the 5% and combo into the explosion. You can trick some opponents with this since the explosion is slightly delayed while the car is on the ground. This is a kill option although it is risky since it leaves your entire body exposed. While you are out of your car, your only attack is a midair hammer swing that covers a wide area on both sides of Bowser Jr. This hammer swing has extremely high power so it's another good kill move. At high %s, you can chain a Side B into an Up B hammer strike for an easy kill set up. Also note that if you get hit while you're out of your car, pressing A will cause another car to reappear allowing you to recover again. Landing or grabbing a ledge will cause your car to regenerate but this move has high landing lag so, again, be careful in how you use this powerful attack. This move can be a good edgeguard against certain predictable recoveries if you can drop the exploding car right on top of them.
Isn't it cute?
What a familiar looking end for the king of koopas
Bowser Jr. opens a hatch and causes a windup exploding koopa to waddle forward. If it reaches and edge it will turn around. After a few seconds it will stop moving and blink for a bit before exploding which can hurt you. If the mechakoopa hits an enemy, it will jump, popping them into the air, and explode for a 2 hit combo (you won't get hit by the explosion if it attacks this way). You can also pick up the mechakoopa and throw it like a projectile. This explosion will not hurt you either. Be careful though as enemies can also pick up the mechakoopa and throw them back at you. Some interesting properties are that the mechakoopa will reset it's timer if picked up (so picking it up right before it explodes while it's not moving will be safe) but if you don't throw it in time it will explode in your hands, hurting you. Another thing to note is that if you run up, you can regrab the mechakoopa as it pops up the enemy with it's jump attack. For example, run up and NAir, which will hit the opponent and grab the mechakoopa allowing you to throw it again. Using this move in the air will cause the mechakoopa to delay it's march, allowing you to pick it up easier. This move is your bread and butter for zoning and can allow you to create space or to have a safer approach.
Grabs
Pictured above: non tether grab range.
"Long live the king"
Unfortunately, like much of the cast of characters, none of Bowser Jr.'s throws are really kill options. They also don't have any followups (that I've noticed, at least, the DThrow sends them too far away to follow up reliably).
Weaknesses:
Despite Bowser Jr.'s high damage and high knockback, he still has trouble killing. His "early" kill moves are Neutral B, FSmash, USmash, DSmash, UpB, and UpB Hammer. All of these are relatively easily telegraphed or high risk making closing out a kill difficult. He also has no easy lead-in to these moves other than perhaps landing a good Clown Kart dash. Making good reads and taking advantage of your gimping ability is essential.
Bowser Jr. struggles with certain matchups, notably zoning characters with long range such as Zero suit Samus and Rosalina. He can deal with heavy projectile spam with his down B and neutral B (the mechakoopa can act as a projectile barrier or sorts, similar to King Dedede's waddle dee in Brawl). but characters with long disjointed hitboxes can shut down his approach. Also, reflectors are hard to deal with as they can easily send the slow moving mechakoopas chasing after Junior himself. Characters with strong aerial approaches (i.e. Yoshi) who will attack you from above are a pain to deal with as they will constantly be targeting your soft fleshy turtle body.
Mixups with the Kart dash are great if they hit but if you get too predictable then Jr. is easily susceptible to being shield grabbed. A lot of his shenanigans can be somewhat easily avoided and blocked by a patient opponent.
Custom Moves:
For all your body-shotting purposes
Fires a smaller cannonball that can, as the name implies, pierce through multiple opponents. It seems to have the same charge time and cooldown and the ball seems to travel at a higher speed. In a one-on one situation, this move doesn't seem to have a whole lot more use compared to the standard clown cannon. The higher speed makes it easier to hit but I actually value the larger, slow moving standard cannonball for the zoning and mindgames you can play with it.
They said I could become anything so I became a helicopter
This is an interesting alternative move. The car travels as normal but only deals 2% damage by running into someone. The main use of this move is the spinout function which has many more active frames and becomes a multihit attack (although dealing less damage). Like the standard kart, you can still jump cancel it after a hit but it knocks them forward instead of straight up- I've found that this means that the only reliable follow up is a FAir, which is very potent still. Another important thing to note about this move is that doing a spinout in the air, as shown in the above picture, gives you huge horizontal distance- you almost lose no height if you do the spinout immediately. You can fall while in car form and spinout while falling; you will keep spinning forward on the ground.
Pictured above: Not the meteor hitbox
This move is weird. It drops the car straight down and it falls faster than the normal up special. The jump gives you significantly less jump height making it worse for recovery. The attack itself also has a lot less KO power making it no longer viable as a kill move. However, the main draw to this move is that, as the name suggests, it has meteor properites. The first few moments of this attack, right as you drop the car, it has a meteor effect. The explosion itself does not meteor, you have to drop the car on them. You can hammer in the air as normal after ejecting, of course. I would not highly recommend this move.
I hope you can get a sense of the awkward trajectory from this image
Bowser Jr.'s custom down special, the impatient mechakoopa, is not a very valuable one in my opinion. Jr. fires a mechakoopa at an arc that will instantly explode if it hits something. If it lands on the ground, it will explode after a second. You trade the stage control that the regular mechakoopa offers for a weak projectile. It does have its merits, if you can get used to the trajectory, you can do some nice edgeguards with it (the horizontal range is quite high too) but the cooldown is quite long so its not spammable. You CAN pick it up but because of how far you fire it and how short the fuse is, you will never be able to reach it in time on your own (I was able to pick it up after spawning a bunny hood). Opponents can pick it up but the short fuse will cause it to explode almost instantly.
AKA "How can we make the FLUDD even worse?"
Bowser Jr. charges his cannon but instead of shooting a damaging cannonball, he fires a blast of wind instead. It charges slightly faster than the cannon. Naturally, as the name implies, it fires nondamaging air that will instead push enemies back. I feel like it's not very useful as you can't hold the charge and the trajectory is limited to strictly horizontal (and it's not *that* big of a projectile anyways).
Side 2- Grounding Dash
Sorry, no pic as this is the only custom move for Jr. that I have yet to unlock (the grind is awful). Anyways, this move seems to be pretty good- it has slightly more startup but it does bury grounded opponents on hit. You can then jump cancel the move into an aerial or even a smash attack (maybe?). I'll test this once I unlock it.
The spin does no damage and you also dont do damage with it in the air.
That's it, no more Chipotle for you (ha a fart joke, classic, I should write the guide for Wario next.)
Bowser Jr. flies up in the car (the ascent is purely vertical) and then the car explodes, causing Jr. to plummet towards the ground. You have slight horizontal control while falling but its hardly any (You get less horizontal distance using this move than you do with Aether). Because of this, it has little value as a recovery move but it makes up for it with attack power. The car exploding is decent but when Jr. falls afterwards (and he falls fast), if he hits an opponent it will deal heavy damage and decent knockback. There's also less landing lag than your normal up special. You can hammer while falling as well. Interestingly, if you hammer right after the car explodes, you will have normal falling speed for a while and you even get more control of your horizontal movement. Overall I'd say this move isnt worth it as it would be easy to block or counter the attack portion and it has little value as a recovery option.
Eat your heart out, Toon Link
This move is very good. Jr. produces a large mechakoopa that walks slowly and doesn't pop up opponents before exploding. It also deals more damage and has a lot larger blast radius. It has a shorter fuse than the normal mechakoopa as well. Since it is so slow and doesn't tackle opponents, it is very easy for them to pick it up and throw it at you. For this reason, the best thing to do is to drop the mechakoopa and pick it up for yourself when your opponent isnt nearby. It becomes a very potent throwing weapon for you to use (and yes, it CAN kill).
Well that wraps up custom moves. My ideal loadout would probably look like 1,3 (or 1),1,3
Match-ups:
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