Sr. Community Manager, Smashboards Editor / Social
- Oct 22, 2012
- Los Angeles, CA
Bowser Jr. and Koopalings Moveset Thread
*This is a very rough version of the thread. Once I get the game, it will be updated with more pictures, more accurate percentages, and better descriptions
Neutral Special: Koopa Cannon – 7% (Fully Charged: ???%)
Neutral Special 2: Light Koopa Cannon – 5% (Fully Charged: 12%)
Has longer range, but less damage and knockback.
Neutral Special 3: Air Cannon – 0% (Fully Charged: 0%)
Has the same range as Neutral Special #1, but does no damage. Wind blows opponents similar to F.L.U.D.D. Can be charged to push opponents farther away.
Side Special: Koopa Clown Kart – ???%
Side Special 2: Faster Koopa Clown Kart – 2% (Spin out: 10%)
Has longer range, less damage and knockback.
Side Special 3: Powerful Koopa Clown Kart – 8% (Spin out: 0%)
Has shorter range, and will bury opponents upon collision. Spin out no longer does damage. Instead, a gust of wind will blow opponents away.
Up Special: Eject – ???% (Clown Car Explosion: ???%)
Up Special 2: Eject Explosion – ???% (Clown Car Explosion: ???%)
Has less upwards trajectory, but the clown car falls faster and has a larger hitbox.
Up Special 3: Downward Eject – 12% (Clown Car Explosion: 27%)
Player gets fire downwards rather than upwards, and has extremely high knockback.
Down Special: Mecha Koopa – ???%
Down Special 2: Mecha Koopa Toss – ???%
Mecha Koopa is tossed ahead instead of placed on the ground. It will explode on contact or moments after it hits the ground. Same amount of damage as Option 1.
Down Special 3: Giant Mecha Koopa – ???%
Walks slower, and does not hop. Does more damage and knockback, but can also hurt the player.[/list]
*Credit to @DarkAura64 for the images.