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Koopa Prince's Toys: An Advance Tech Guide for Bowser Jr

Koopa Prince's Toys: An Advance Tech Guide for Bowser Jr

Game Versions
Smash 3DS, Smash Wii U
:4bowserjr:

Bowser Jr. is a very unique with a lot of tech unknown or not publicized to the smash community.

He has pretty good projectiles and a overall great spacing game.
He can come in with quick damage and can easily combo from clown cars into his aerials. His mechakoopa can rack up quick damage and get kill confirms. It's also a great edge guard tool.


If you need to/ want to learn Bowser Jr.'s stats and attributes, attacks and setups
Here is a great guide by Balloonicorn
He goes in depth into the basics of Bowser Jr for you to have the full leads on Bowser Jr. approaches. If you don't know about Bowser Jr's basic mix ups, recoveries and match ups, I recommend you go read that guide so you can enjoy the full experience of this advance tech.

Cannon Ball Cancel

When Bowser Jr is on stage, his neutral B leaves him wide open/very punishable if used on stage because of the bad lag afterwards. There is a way to make it a great spacing tool against players without being punished however.
While on near the ledge, activate the cannon ball neutral b in the air by double jumping and holding b. Before you hit the ground again, shoot the cannon ball and when the recoil activates. Bowser Jr should be pushed to grab the ledge stopping ending lag when Bowser Jr retreats the cannon back into the clown cars mouth.
You can also do this tech off stage facing the blast zone. With a good read, this could when you the game with the cannon balls pure strength as a projectile.

Mehchakoopa Air Dodge Reset

To perform the air dodge Reset mechakoopa, air dodge twice in the air with the mechakoopa (:GCRT:,:GCRT: or :GCLT:,:GCLT:) in the air so it doesn't damage you when holding it in your hand.
While this is available to you, you can hold it in shield and if the opponent attacks, they will get damaged while you can shield and take no damage at all.

Abandon Ship Ledge Cancel
This tech is good on stages with more than 1 platform (battlefield, town and city, delfino, etc.). When you pop out the clown car, come near the edge of a platform and slowly get close to the edge then "slide" and when you touch tje edge of the platform, your clown car will be back and you wont have lag when you land on stage like you usually would if you landed regularly.


Mechakoopa Bounce ~
To perform this tech right, you need to jump into the air and let out the mechakoopa.
Before it starts to do the running animation, grab it and you will be able to bounce it on the ground by throwing it under you. it isn't that useful unless the Jump Cancel Glide Toss technique is implicated in but it's still a good option to catch a pivot grab or pivot ftilt

Koopa Kart Gear Shifting
Inputting a side-b and letting go will make Bowser Jr go normal speed.
Holding the direction you are facing however makes you go faster than before. This can be a great mix-up if used correctly.

Jump Cancel Glide Toss + Mecha Koopa Bounce
Guide on how to perform the JCGT: https://www.youtube.com/watch?v=G3_vOtY5kCc

With the mechakoopa bounce tech, throwing the mechakoopa down with the jump cancel will make it go high into the ground, and land on the ground covering a aerial option or a rolling option the opponent might make.
Using it on stages like battlefield makes it very versatile.You will be open to attack in one spot throwing up because it's a obvious option to do and makes you punishable depending on your location. With he glide cancel though, you can move faster after throwing it down ward covering a movement option the opponent might make off a platform. Up Smash, Down Smash are recommended to use if you want to mixup the opponent and get a killing option onstage.


Koopa Kart + Mechakoopa Air Dodge Reset

To perform the air dodge Reset mechakoopa, air dodge twice in the air with the mechakoopa (:GCRT:,:GCRT: or :GCLT:,:GCLT:) in the air so it doesn't damage you when holding it in your hand. While the mechakoopa can't hurt you, you can perform your side B. When the side b is active you can either wait for the mecha koopa to turn red so when you use the koopa kart it explodes while you are on the ground, or use it while it isn't about to explode and when land or while in the air, it will explode, catching the opponent giving you a few moments to get organized and punish them in air.


Cannon Ball + Mechakoopa Air Dodge Reset

Alternatively, the use of the cannon ball onstage can be assisted with the mechakoopa reset. First grab the mechakoopa and use the airdodge technology to keep it from hurting you. Once this is done, go ahead and charge the cannon on stage with the mechakoopa still equipped, you can shoot the cannon and won't get punished because if they grab you, they explode, and if they attack you they explode aswell.

Abandon Ship Ledge Cancel + Mechakoopa Air Dodge Reset

Mechakoopa ADR + Abandon Ship LC works like this. You hold the mechakoopa after the ADR. While it is activeand not about to explode you can Clown Kart Dash then abandon ship, or go ahead and abandon ship and get the opponent by surprise. This is a good approach option to kill with because once you are in the air the Mechakoopa explodes killing the opponent, get damage, or be a good follow up on the hammer aerial (out of ship). Afterwards, you can cancel the Abandon Ship's end lag by sliding off the ledge of battlefield or town and city.






Leave a rating below and tell me if this was helpful for yourself and the koopa experience!

:4bowserjr::4larry::4roy::4wendy::4iggy::4morton::4lemmy::4ludwig:
(Updates will be made frequently)
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Author
Tr!ckyTr!smo
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Very helpful, you can really learn to different combinations and it just makes the character better
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