The_ToolBag
Smash Cadet
- Joined
- Jul 29, 2014
- Messages
- 74
- NNID
- mr.kasabii7
This is The ToolBag. I’m from CFL, and although I used to be pretty focused on PM and love commentating melee and the rest for the CFL crew, I’ve recently been in the lab when it comes to Sm4sh. I’ve found that this new game is pretty original and loads of fun on the Wii U (except for Rosalina and TL) I do have mains, but I am going to try to get carried away with all the characters. So this is going to be a straightforward analysis of different characters from the game and how they can be played. Stay tuned for the rest of the analyses. Also, let me know if I missed things? I’m looking for better ways to play myself.
-Enjoy.
Creative and Informative Guide on the Koopalings
Bowser……..JR?
APPROACH:
The first thing you need to know: The Clownkart is your best friend!
When I first played as this character I pressed side-b and was like, yo this move sucks! But I was very wrong. Your side-b is your best approach option for combos and early percentage racking. Here is the catch, don’t spin out. There are only two reasons to ever spin out.
1. Your opponent rolls to the edge of the stage at high percentage.
2. You use it in the air to either help recover or edge guard.
The reason you don’t want to spin out is because there is a bunch of lag afterwards. What you want to do is jump out of the clown dash. If you hit your opponent, it will pop them up, and you can easily combo them with an aerial, dependent on which way they DI. The move you can use is dependent on your opponent’s percentage, and cannot always directly combo at high percentages. Not only do you get a free follow up, but you can side-b as soon as you hit the ground, allowing you to do the same thing over again. My favorite way to execute this approach is popping them up and then jumping when I’m at the right distance for a bair and then follow up by doing the same thing over again.
If your opponent shields, then just jump anyways, you are in no danger, psych em out with a dair, it shield pokes. Or jump over them and do an up-smash or reverse grab, may be more risky though. This technique works well in the 0-60% damage range, and then dependent on the character, works well in the 100%-up range if you up-b when you pop them up and then attack them in the air, or if they are shielding, up-b and hope the clowncar shield pokes and blows them up for the kill.
The koopa-mech is a good tool for both pressure, and defense. Letting one of these loose creates more opening on your opponent, as they usually are more worried about them, then you. You are also able to kart into them and pick them up with an air dodge, but it’s pretty hard to execute.
DEFENSE:
All of B. Jr’s aerials wall out the opponent. Dair and Fair are his best options because they have long hit boxes. All of his smash attacks have a considerable amount of knockback, so be careful carelessly throwing them out. The Mech is great for runaway tactics at high percentage, as well as the Cannon, but the cannon must be used at a distance, as it also has some good cool down. His shield grab is very slow, only rivaled by Pacman on slowness, so be careful using that as well.
RECOVERY:
The only character with better recovery is probably Villager. B. Jr has essentially 4 jumps, as you can always jump out of the Clownkart regardless of how many jumps you have used. After you use it though, the only other jump you have is the up-B. Off stage recovery is amazing though, as the kart can always get you back to the ledge as long as you still have it. It is important to note that you can always use the kart again if you spin out in the kart in the air. This allows for extra horizontal distance but should rather be used for edge-guarding. Getting from the edge to the stage is rather simple, as B. Jr’s fair phases through the stage and is very safe to create space from the ledge. You can also Clownkart to arial or grounded spinout as it has high priority. Mechs are also a viable option.
DO NOT EVER SIDE B AS SOON AS YOU ARE CLOSE TO THE BLAST ZONE. The initial backwards momentum can result in a self-destruct.
KNOCKOUTS:
Probably the trickiest thing to do with B. jr is kill. Although he is safe in general, his kill moves are not. Edge guarding is his safest kill move, as you can follow your opponent off the stage and aerial spinout to kill them, and then Clownkart back to the stage.
One thing to note is that both up-smash and F-smash shield poke. These moves can kill if they are applied to weaker shield. Down-smash is extremely punishable, but will kill on rolls which is nice.
My favorite kill move is the up-b. It’s great to use the explosion to drop on people off the stage, or to drop it next to a shielding opponent, you can also do it right before the opponent gets back on the stage. You can also use the hammer out of up-B, but keep in mind that it is harder to aim, and you are very vulnerable in that state. Also, press a to get your kart back if hit out of this state (thanks Gahtzu).
Up throw -> up-B -> hammer –or- Clownkart -> up-B -> hammer.
Synopsis of moves:
Up-B: Kill move
Down-B: nice for defense
Side-B: great approach option and racks up a ton of damage
Nut-B: Edge guard capability
Uair: nice for juggles
Dair: shield pressure and multi hits
Bair: kills and high damage out of side-b option
Fair: walls out opponents
Nair: big hit-box
Upsmash: best kill move smash, run up smash option
Dsmash: use on rolls
Fsmash: shield stab, great kill option
Grab: up throw and down throw are your best options
In conclusion, I believe Bowser Jr. has a high amount of potential, but you have to be smart while using him. Get in the lab, and find just how technical this character is.
-ToolBag out yo
-Enjoy.
Creative and Informative Guide on the Koopalings
Bowser……..JR?
APPROACH:
The first thing you need to know: The Clownkart is your best friend!
When I first played as this character I pressed side-b and was like, yo this move sucks! But I was very wrong. Your side-b is your best approach option for combos and early percentage racking. Here is the catch, don’t spin out. There are only two reasons to ever spin out.
1. Your opponent rolls to the edge of the stage at high percentage.
2. You use it in the air to either help recover or edge guard.
The reason you don’t want to spin out is because there is a bunch of lag afterwards. What you want to do is jump out of the clown dash. If you hit your opponent, it will pop them up, and you can easily combo them with an aerial, dependent on which way they DI. The move you can use is dependent on your opponent’s percentage, and cannot always directly combo at high percentages. Not only do you get a free follow up, but you can side-b as soon as you hit the ground, allowing you to do the same thing over again. My favorite way to execute this approach is popping them up and then jumping when I’m at the right distance for a bair and then follow up by doing the same thing over again.
If your opponent shields, then just jump anyways, you are in no danger, psych em out with a dair, it shield pokes. Or jump over them and do an up-smash or reverse grab, may be more risky though. This technique works well in the 0-60% damage range, and then dependent on the character, works well in the 100%-up range if you up-b when you pop them up and then attack them in the air, or if they are shielding, up-b and hope the clowncar shield pokes and blows them up for the kill.
The koopa-mech is a good tool for both pressure, and defense. Letting one of these loose creates more opening on your opponent, as they usually are more worried about them, then you. You are also able to kart into them and pick them up with an air dodge, but it’s pretty hard to execute.
DEFENSE:
All of B. Jr’s aerials wall out the opponent. Dair and Fair are his best options because they have long hit boxes. All of his smash attacks have a considerable amount of knockback, so be careful carelessly throwing them out. The Mech is great for runaway tactics at high percentage, as well as the Cannon, but the cannon must be used at a distance, as it also has some good cool down. His shield grab is very slow, only rivaled by Pacman on slowness, so be careful using that as well.
RECOVERY:
The only character with better recovery is probably Villager. B. Jr has essentially 4 jumps, as you can always jump out of the Clownkart regardless of how many jumps you have used. After you use it though, the only other jump you have is the up-B. Off stage recovery is amazing though, as the kart can always get you back to the ledge as long as you still have it. It is important to note that you can always use the kart again if you spin out in the kart in the air. This allows for extra horizontal distance but should rather be used for edge-guarding. Getting from the edge to the stage is rather simple, as B. Jr’s fair phases through the stage and is very safe to create space from the ledge. You can also Clownkart to arial or grounded spinout as it has high priority. Mechs are also a viable option.
DO NOT EVER SIDE B AS SOON AS YOU ARE CLOSE TO THE BLAST ZONE. The initial backwards momentum can result in a self-destruct.
KNOCKOUTS:
Probably the trickiest thing to do with B. jr is kill. Although he is safe in general, his kill moves are not. Edge guarding is his safest kill move, as you can follow your opponent off the stage and aerial spinout to kill them, and then Clownkart back to the stage.
One thing to note is that both up-smash and F-smash shield poke. These moves can kill if they are applied to weaker shield. Down-smash is extremely punishable, but will kill on rolls which is nice.
My favorite kill move is the up-b. It’s great to use the explosion to drop on people off the stage, or to drop it next to a shielding opponent, you can also do it right before the opponent gets back on the stage. You can also use the hammer out of up-B, but keep in mind that it is harder to aim, and you are very vulnerable in that state. Also, press a to get your kart back if hit out of this state (thanks Gahtzu).
Up throw -> up-B -> hammer –or- Clownkart -> up-B -> hammer.
Synopsis of moves:
Up-B: Kill move
Down-B: nice for defense
Side-B: great approach option and racks up a ton of damage
Nut-B: Edge guard capability
Uair: nice for juggles
Dair: shield pressure and multi hits
Bair: kills and high damage out of side-b option
Fair: walls out opponents
Nair: big hit-box
Upsmash: best kill move smash, run up smash option
Dsmash: use on rolls
Fsmash: shield stab, great kill option
Grab: up throw and down throw are your best options
In conclusion, I believe Bowser Jr. has a high amount of potential, but you have to be smart while using him. Get in the lab, and find just how technical this character is.
-ToolBag out yo
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