Every move of Jr's seems slow and really easy to punish if shielded.
To me this makes Junior always fail at approaching with a forward air, SideB into Drill. Using a Mechakoopa as a front line... All of it doesn't work against a more competent player.
I've tried spacing with forward airs but most characters moves can go straight through it's wacky hit-box. Plus if you fast fall too quick it'll lag you to the end of days. Junior though, seems to be able to punish people who approach who are NOT quick on their feet, making him excel against heavies and predictable characters like Little Mac.
So, feel free to share with me your techniques to approaching a campy enemy fellow Clowncopters.
In the beginning I was approaching with car all day, and then more competent players and people learning came through and now it's impossible to break them with car-cancelled jumps and other things involving it.
To me this makes Junior always fail at approaching with a forward air, SideB into Drill. Using a Mechakoopa as a front line... All of it doesn't work against a more competent player.
I've tried spacing with forward airs but most characters moves can go straight through it's wacky hit-box. Plus if you fast fall too quick it'll lag you to the end of days. Junior though, seems to be able to punish people who approach who are NOT quick on their feet, making him excel against heavies and predictable characters like Little Mac.
So, feel free to share with me your techniques to approaching a campy enemy fellow Clowncopters.
In the beginning I was approaching with car all day, and then more competent players and people learning came through and now it's impossible to break them with car-cancelled jumps and other things involving it.