: bad projectile, unsafe and slow move, lack of kill power bar Usmash, and Usmash is unsafe
I'd agree with @
PUK
about lack of kill power though.
Okaaaay, this mix-up of description has to stop.
Bowser Jr. does NOT lack kill power. AT ALL.
Side Smash is quite powerful when it's not finicky (and that was improved slightly I believe)
Up Smash is strong.
Down Smash is strong
er yet.
BAir is a good off-stage killer
UAir can KO at higher percentages
Klown Car Dash's spinout can KO
Abandon Ship explosion KOs, as does the hammer attack at pretty low percentages
B-Throw can kill, but at high percentages
Outside of UAir, BAir, and B-Throw, all of these kill at average to above average percentages. That is
not a lack of kill power.
The problem is - and this is an issue several other characters, including my main Mega man, has - Bowser Jr. lacks
kill setups. It's not his power. It's his ability to draw opponents to getting hit by those KO options.
> Up Smash's hitbox does not extend horizontally that well and is a risky anti-air. It can work as a spotdodge or roll punish
> Down Smash's active frames are relatively small considering its end lag. A stronger but worse spotdodge punish, slightly better roll punish
> BAir requires getting the opponent off stage, and it's not all that fast
> UAir I believe has to hit early enough to get the strongest hit, and it takes a bit of aim, and it's not one of Jr.'s stronger options
> Car Dash is a risky rush-in dash. Can't necessarily set up into it
> Abandon Ship is his most abuseable KO option, but puts Jr. in a very iffy state
> Hammer without a setup is practically a crap shoot.
> B-Throw isn't helped by Jr.'s lousy grab
See, interestingly enough, Jr.'s best chances at a KO is to use that "bad projectile" of his to manipulate his opponent. If you're just tossing it out and sending it on its way, it's gonna get grabbed and used against him. Mecha Koopa has to be used as stage control, but Jr. usually has to be the one that leads, not the projectile. Often it's the other way around, firing a projectile and then running after it. The point of Mecha Koopa is to create an active
lesser threat. If the opponent tries something against Jr., they should be at risk of touching the Mecha in the process. Meanwhile, it's up to Jr. to find or create an opening to inflict as much damage as possible or score that elusive KO.
Personally I think a critical issue with Bowser Jr. is that he has to work a bit too hard to stay ahead, and when he falls behind, it can be really tough to reset the situation. His get-off options aren't really good. D-Tilt can discourage most lateral approaches from the ground, but not from the air. NAir hits on both sides, but he doesn't have great air mobility and is vulnerable above and below. Abandon Ship puts him in a bad state and has too much start-up to make a good get-off move. Rushdown/Zone Breaker characters can stick to him and make getting a Mecha Koopa out difficult, and they also happen to have the easiest time snatching the toy. Projectile users clearly beat him out in their area of specialty since he's not that kind of projectile fighter. Zoners with enough range can space him out as his range is mostly average.