Someone is gotta be Bottom 5 indeed, and
really does fit the fill. He's got a slow and predictable projectile, he's combo food, no moves really link into each other, he cannot be on the defensive at all whilst his offense is lackluster, he's real laggy and not all too mobile outside of Side B and he pretty much has bad matchups all over the cast.
.
As someone who regularly plays
in tournaments and has won several locals as him, I strongly disagree.
-The cannon is supposed to be situational. Yes, if you use it upfront, it is virtually useless but it's purpose is to use it when they're in a state of disadvantage. The cannon ball is interesting because, as it slows down, it sinks so, when used against people offstage, it can be used as a fading shot to edgeguard characters with average or worse recoveries, especially if they try to recover low. Another purpose of it is to manipulate movement when your opponent is in the disadvantage. The cannonball is a pretty powerful projectile and, thanks to it's heaviness, reflecting isn't that helpful. Off stage, you just want to avoid it unless you want to end up being ball tapped edgeguarded so you redirect your recovery plan. Bowser Jr, noticing this, can then try to set up a trap based on how they move.
-He does get comboed a lot but he can dish it out just as hard. In this last patch, 5 of the characters that combo him the hardest (
) got nerfed so these match ups (especially
and
) are a lot more manageable. His landing options aren't that great but, unlike most of the heavy weights, he can actually recover high, has somewhat of an air stall, and has options for clearing the ground below him like the mecha koopa and abandon ship.
-No moves really link into each other? He has the best combos of any heavyweight in the game (aside from Ryu) and why he's considered a counter for most heavyweights. The cancelled clown cart itself leads into a ton of stuff. This can even link into aerials and the Ban Hammer at kill percents. Uair can link into itself until 50-60% for a good portion of the cast. Mecha koopa explosions have easy follow ups too because the "jump" has little knockback and hits your opponent just hard enough off the ground to hit them with an aerial of your choice or even fsmash or usmash. With the help of platforms, his combo game is even scarier as even moves like utilt and angled ftilt can help get strings started.
-Bowser Jr. can be defensive. His jab and grab suck but dtilt (quick with three individual hits) and ftilt (very quick with decent knockback) make up for this. Fsmash is very safe on shield and the end lag can be cancelled into any of his tilts. Thanks to the koopa kart, he can easily run away if too much pressure is being put on him. On the ledge, uair and fair can be used to make room and Bowser Jr is one of the few characters who can quickly go under stages to the other side with a little bit of practice. Beyond this, the mecha koopa can be used to set up traps and manipulate movement.
-Since the last patch, he's not that laggy. All his smash attacks had a decent amount of ending lag shaved off and, even before this, most of his aerials can be cancelled out of before hitting the ground if timed right. His most laggy move is still dsmash but most Bowser Jr players could have told you that it was situational to begin with anyways.
-The koopa kart is his main form of movement but it's reliable enough to make his mediocre run and walk irrelevant because it can easily be cancelled out of too. With the koopa kart, he's pretty much the most mobile heavyweight in the game aside from Wario's aerial mobility and Ryu's focus attack cancels.
-I'd argue that Bowser Jr now only has a few match ups that are total crap shots:
. Overall, not terrible and when you compare this to the likes of Dedede or Ganon, you'll understand what I'm getting at and how he's definitely not bottom tier. I'd argue that he's maybe low mid tier or high low tier at worst.