Bowser Jr. seems solid to me, but he hasn't made me think "wow" yet. He seems like he has a bunch of good moves, but I don't really understand his game plan during a match. Use his aerial superiority? Bait with projectiles and punish? That sounds like something he can do, but not what he's about if that makes any sense.
Can Any Jr. mains enlighten me on this? Edit: Just read Conda's post, I understand now.
Now,
Of Ike's customs, I think people here know least about his 3rd: Aether Wave. It's not dominant, but there is lots of potential to be had as a contender for the best.
Basics:
-Vertical reach only slightly below the original. Great->almost great.
-Horizontal recovery = barely any, but you can edge some distance with ledge snapping. Max horizontal distance = ~30% of a battlefield platform (lol)
-Fastest of all the Aethers.
-Shoots a projectile out upon landing.
-Hits people out instead of combo. 6% initial hit, ~4-8%, strongest when close. Largest % = 22% without the initial hit.
-Can still (barely) reverse aether offstage.
Unique qualities:
-Longest initial hitbox of the 3. In Ike speak, the range is slightly less than his ftilt+jab1 range combined while being as fast as ftilt.
-The projectile deals bonus damage to shields, takes 2-3 to break it. If you shield it when it's landing on you, it leaves the shield in critical position. High change to shield poke as well.
-The projectile is counted as physical, so bucket, reflecting, etc. doesn't work.
-The projectile is purely horizontal. It goes through slanted platforms and obstacles as if they weren't there.
-Super armor both when the initial hitbox comes out (loses it when he begins to jump) and after landing.
Weaknesses:
-More reliance on sideB to recover and susceptible to gimps. With Aether1, you can afford to fast fall to avoid gimps, and can start the aether farther away from the stage. Might have to switch to SideB1 or switch to another Aether if it gets bad. It's speed needs to be utilized to prevent the opponent from even getting a chance to jump off after him.
-Attack can be rolled through, jumped over, and punished out of shield (although it messes up the shield). Still in Ike's favor to use it, but there are enough weaknesses to avoid being able to spam it.
The goal is to use it at mid-long range at opportune times, pretty much any time you want if the foe is above you, and of course as a potent edgeguard (along with pretty much every other move he has). It helps disrupts the opponent's neutral game along with Ike's SideB2 (that's weak to hit once they notice you charging it) and the tricky wind eruption that screws up positioning and provides easy gimps. It can be used at any time and punishes very easily, so it's also a great damage wracking tool. It will take a while to master it, but it will be a spectacle once someone does.