New Moveset to Chew On
I had some ideas for Bowser Jr, so I decided to work on a moveset. After a lot of work, I think it came out pretty good.
NOTE: As far as scales go, I will use *s. * is low and ***** is high, with + and - denoting half stars.
First off, an intro...
Bowser Jr. has been a rising character in the Mario series, with his lead role in two games (Super Mario Sunshine and New Super Mario Bros.) as well as appearances in almost all of the sports titles that have been coming out. To top it off, Mario Galaxy, the platformer sequel to Super Mario Sunshine, will likely feature Bowser Jr. as well.
As far as his moveset goes, his appearance in Sunshine, the boss fights in New Super Mario Bros., and moves from the sports games give Bowser Jr. plenty of variety and uniqueness for him to utilize on the battlefield. This would give him plenty of room to distinguish himself from Bowser as his own character.
Speed: **
Many people think that due to Bowser Jr.'s small size and seemingly light appearance, he would fit the bill as a fast character. This is not the case. If you look at his appearances in the sports titles, you will notice that he is usually a power based character with movement on the lower side. Despite this, he is still smaller in stature and will be on the medium side of the speed scale.
Agility: ***+
He may not be a great mover, but he can still perform attacks with surprising speed, which will allow him to be a "heavy" style character, but should balance him out in his ability to compete with the faster characters. While he does have plenty of quick attacks, he includes laggy, powerful ones as well.
Weight: **+
He is small, but a compact character. Don't forget that he is Bowser's son, so he still packs plenty of girth despite his size. This puts him right around the middle in weight, being slightly lighter than Mario. He packs moderate traction.
Jump: ***+
Bowser Jr. has a normal amount of jumps. He is not floaty, but not a fastfaller either. His power allows him to still have decent jumping ability, but nothing spectacular. Bowser Jr. should fall in the middle as far as recovery goes.
Power: ***+
He can still pack some punch. The son of the Koopa King definitely inhereted a lot of his father's natural strength, but he is not fully grown yet, so he doesn't have enough power to compete with the big-hitters like DK, Bowser, and Ganondorf.
Style:
Bowser Jr. has an aggressive style when he comes to battling. However, his size limits his range, so he relies on use of tools and craftiness to extend his range or manipulate the foe into range. He should have decent ability to combo opponents once he gets started, and has a few strong finishing attacks and good edguarding. Good Bowser Jr. players will likely have to rely on trickery and good spacing in order to be effective, as well as using the tools at Bowser Jr.'s disposal. (i.e. Paint Brush, Fireballs, etc.)
Onto the moveset...
A Attacks
Bowser Jr.'s basic A attacks are the basis of combo starters and tend to be faster, but provide some other utility as well.
Neutral A: Head butt
Description: Bowser Jr. leans forward and head butts the foe.
Starting Lag: *
Ending Lag: *
Knockback: *-
Damage: 1-3%
Notes:
-Similiar to Pikachu's Neutral A, spammable
Dash A: Shell Slide
Description: Bowser Jr. withdrawals into his shell and slides a short distance
Starting Lag: *
Ending Lag: ***+
Knockback: **+ (diagonally upward)
Damage: 7-13%
Notes:
-This attack originates from New Super Mario Bros., strong, but with most dash attacks, it is easily punishable if missed
F Tilt: Swipe
Description: Bowser Jr. reaches out a little and swings with his claw
Starting Lag: *+
Ending Lag: *
Knockback: * (horizontal)
Damage: 4-7%
Notes:
-Slightly slower than neutral A, good for racking up some damage during a combo
U Tilt: Brush Twirl
Description: Bowser Jr. twirls his paintbrush in the air (think ICs U tilt)
Starting Lag: *
Ending Lag: **
Knockback: **+ (upward)
Damage: 5-10%
Notes:
-Sweetspot at brush tip, good for starting an aerial combo/juggling, disjointed hitbox
D Tilt: Hair Sweep
Description: Bowser Jr. leans down and sweeps the area in front of him with his ponytail
Starting Lag: ***
Ending Lag: *+
Knockback: *- (causes knockdown)
Damage: 7-11%
Notes:
-Spikes opponents if they don't hit ground, laggier but stronger tilt
Smashes
The smashes provide Bowser Jr. with some stronger finishing options, but are very difficult to use during a combo.
F Smash: Goop Slap
Description: Bowser Jr. pulls out his brush and swings horizontally
Starting Lag: **+
Ending Lag: **
Knockback: *** (horizontal and upward)
Damage: 8-19%
Notes:
-Good knockback at sweetspot (brush tip), disjointed hitbox
U Smash: Flame Burst
Description: Bowser Jr. looks up and spits a ball of fire that explodes right above his head.
Starting Lag: ****
Ending Lag: **
Knockback: ****
Damage: 9-20% (upward with sideways tilt depending on location of hit)
Notes:
-Charging slightly increases size of explosion the more you charge, good finisher, sweetspot at center of explosion, disjointed hitbox
D Smash: Goop Wave
Description: Bowser Jr. hops and slams his brush into the ground, spraying paint on both sides
Starting Lag: *** or ***+
Ending Lag: *+
Knockback: **+ (primarily horizontal)
Damage: 9-16%
Notes:
-Charging slightly increases the size of the spray the more you charge
Aerials
Bowser Jr.'s aerials provide all sorts of options from damage to finishers, to combos. These are where he tends to have some similarities to his father.
N Air: Shell Spin
Description: Bowser Jr. withdrawals into his shell and spins twice
Starting Lag: *
Ending Lag: *
Knockback: ** (direction varies by where they hit the shell)
Damage: 7-12%
Notes:
-Similar to Bowser's N Air
F Air: Koopa Fist
Description: Bowser Jr. pulls his claw back and swipes, but the swing is so hard he tumbles a bit afterward
Starting Lag: ***
Ending Lag: ****
Knockback: **** (horizontal w/ a very slight downward direction)
Damage: 7-15%
Notes:
-An extremely powerful move like "the slap" (see Sheik), but high lag makes it far less broken and abusable, especially if missed
B Air: Spike Stretch
Description: Bowser Jr. pushes his shell out, turning his shell into a hitbox
Starting Lag: *
Ending Lag: ****
Knockback: *+ (horizontal, some stun)
Damage: 4-11%
Notes:
-Same as Bowser's B Air, just slightly faster and weaker, L Cancel greatly reduces ending lag
U Air: Brush Rainbow
Description: Bowser Jr. pulls out his brush and sweeps upward in an arc
Starting Lag: *
Ending Lag: *+
Knockback: *+ (upward)
Damage: 3-9%
Notes:
-Strongest at tip, weak but fast, longer attack duration, helps with juggling/aerial combos
D Air: Flame Jet
Description: Bowser Jr. looks down (facing screen) and sprays a pillar of fire down
Starting Lag: **
Ending Lag: ***+
Knockback: *-
Damage: 2-3% per hit
Notes:
-Capable of multiple hits, L cancel helps reduce ending lag, slows falling speed during attack
Grabs
His grabs are difficult to use due to his generally short range, but they can punish foes severely if you do manage to grab them. I really like the creativity on a few of these and they are very flavorful.
Z: Snatch
Description: Bowser Jr. reaches a little and grabs the opponent
Starting Lag: * (standing) or **+ (running)
Notes:
-Very quick, but very small range due his Bowser Jr.'s short limbs
Forward: Scorch
Description: Bowser Jr. explodes a fireball on the foe, blowing them backward
Starting Lag: n/a
Ending Lag: ***
Knockback: *** (diagonally upward)
Damage: 6-11%
Notes:
-Powerful, but not capable of chain grabbing and hard to follow with combos
Backward: Hurl
Description: Bowser Jr. falls backward while throwing the opponent behind him
Starting Lag: n/a
Ending Lag: n/a (see notes)
Knockback: **+ (horizontal)
Damage: 5-10%
Notes:
-Leaves Bowser Jr. in the knocked down position, you may press a direction to roll, this allows Bowser Jr. to chase the opponent after the throw
Upward: Skull Toss
Description: Bowser Jr. puts his head down and head butts the foe into the air
Starting Lag: n/a
Ending Lag: **
Knockback: **
Damage 3-7%
Notes:
-Good for starting combos, also capable of using to chain grab
Downward: Tantrum
Description: Bowser Jr. throws the opponent on the ground and has a fit on top of them.
Starting Lag: n/a
Ending Lag: **+
Knockback: * (upward)
Damage: 1-3% per hit
Notes:
-5 hits, causes knockdown
Specials
Specials are always the defining flavor parts of the moveset, and I really think this set is good. They also provide a lot of utility and are useful, not just flashy.
Neutral B: Fireball
Description: Bowser Jr. spits a fireball that travels horizontally
Starting Lag: **+
Ending Lag: **+
Knockback: * (some stun)
Damage: 8-11%
Notes:
-Travels at similar speed to Samus's missles, fire stun
Left/Right B Goop Slide
(on ground)
Description: Bowser Jr. puts his brush on the ground (tip down) and slides on it
Starting Lag: *
Ending Lag: ** or ****+ (see notes)
Knockback: ** (upward)
Damage: 6-13%
Notes:
-Slides about distance of Raptor Boost (Captain Falcon Side B), if missed, the brush slides and Bowser Jr. falls of, leaving goop behind that reduces traction, fast and strong, but very punishable if missed
(in air)
Description: Bowser Jr. pulls out the brush and spins (think Kirby's Hammer in air)
Starting Lag: *+
Ending Lag: **
Knockback: *-
Damage: 2-3% per hit
Notes:
-Capable of up to 5 hits, spins provides some horizontal boost with a slight upward arc for recovery, but not too much
Up B: Bullet Bill
Description: A bullet bill appears and Bowser Jr. rides it some distance
Starting Lag: **
Ending Lag: *+
Knockback: ***+ (direction bullet bill is traveling)
Damage: 8-14%
Notes:
-Stronger recovery move, but not very fast and predictable, aimable
Down B: Sonic Roar!
Description: Bowser Jr. faces the screen and roars, sending out sound waves and knocking him over
Starting Lag: **
Ending Lag: ****
Knockback: **+
Damage: 8-12%
Notes: Move originated from Mario Strikers Charged, Jigglypuff song size for sound waves, opponents hit are reduced in size by about 25% for 10 sec. which slightly reduces their weight and power, another punishable move if missed
Final Smash: Mecha Bowser
Description: Bowser Jr. hops into the background where Mecha Bowser has appeared, a target appears on the screen which you may move around to try and torch foes with fire breath
What do you guys think? Comments and feedback are welcome.
EDIT: Read Stryks' post below for some good alternate specials as well.