Needles are the most notable.
Speaking of...
https://youtu.be/R2M-Ve2ch_4
(I'm the Morton player, they didn't update the scores/names immediately)
GGs. Lol hate it when that happens. I usually avoid gimps by recovering below the edge but not too low where l can't afford to air dodge when needed so I can sweet spot or air dodge into the stage and maybe hammer before landing.
I read you were giving up on Jr as a main. I'll give you some tips that might help your game.
-Work on your movement and deception.
Shield stops, PP, RAR, stage hump, fox trot, DD, trot dance, shield drops, edge cancels, wave bounce, spinouts, jump OoS, empty bairs, side B cancels, SH air dodge > nair/dair/kart, aerial spinout slides, etc. Mixing up these techs will keep your opponent guessing.
Try to bait out stuff and threaten your opponent by taking space without really compromising as much.
I noticed that your movement is too stiff and predictable, frankly. When you wanted to attack, you just literally ran up to him and attacked. Fortunately, your opponent didn't catch on; But kart dashing from across the stage and fairing to the ground is usually pretty risky. Also when your opponent was out of reach, usually falling from above you just stood there waiting for him to return. That makes it easier for them to come back without being punished.
-Mix up your projectile deployment.
Dropping MK from the ground is very punishable by Bowser. He runs real quick and he can easily dash attack, catch MK and attack you with it quite efficiently. Again, your opp didn't really know how to deal with it but unconsciously conditioned you to use the MK like that leaving yourself wide open.
An occasional cannon ball might intercept with your opponents running because he would be expecting to catch an MK. B cancel on the edge if you see him running towards to edgeguard u.
Bowsers dair has super armor and it breaks sheilds so I usually punish it with up B > air dodge from below him or get out of the way and side B > dair/uair juggles or up B hammer.
-Punish landing with side B.
It's the most efficient way to punish a tricky opponent's landing instead of going for a smash hard read which can whiff.
-Use your tilts, bruh.
They're so good use them when your in doubt that your smash might take too long and you need a quick disjointed hitbox.
- Back throw > all. There's no guaranteed follow up after any of the throws so you might as well use the strongest throw possible which causes 12% dmg + pummels. (Unless you want to F throw for an edge guard situation or up throw to KO on DH top platform or w/e)
- Boxing like a boss.
Sheild poke with jab > lick > jab > lick...
Or jab > crouch cancel > jab > cc...
Jab > boost grab > back throw.
If you land a jab and your opponent didn't smash DI away or up, hold the A button and Jr will do the best option (1, 2 or gomu gomu no GATLING!!!)
As soon as u r stuck on the jab combo animation, let go of the A button and he'll end it before opp can SDI out (hopefully).
- instant dash attack FTW. (
>
)
Especially vs titans like bowser, dair > DA > fair is a pretty simple and effective combo.
- Patience is a virtue.
You don't always need to rush down (especially if you have the lead)
Jr has a plethora of tools and disjoints to punish and make opp run into them so take your time. Wall your opp out with SH AC fair > lick or SH AC bair > ftilt. FH > MK so they run into the bouncing MK. PP d smash or fox trot > f smash or JC up smash for some meaty punishes.
-Embrace your weaknesses.
Jr can't protect himself very well when opp is below. Spinout out of the way and regroup at the edge. (Don't be like tweek who gets juggled if he's not juggling)
Jr's grab sucks. Abuse your sheild poking moves. Use boost and pivot grabs.
He can't run fast enough to punish opp across the stage. Use turbo dash.
Morton and Wendy are hideous.
Use Larry
I hope this helps and that u stick with Jr at least as a pocket secondary.