• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Koopa Prince's Toys: An Advance Tech Guide for Bowser Jr

Guide Koopa Prince's Toys: An Advance Tech Guide for Bowser Jr

Tr!ckyTr!smo

Smash Cadet
Joined
Oct 8, 2015
Messages
37
Tr!ckyTr!smo submitted a new guide:

Koopa Prince's Toys - Advance Tech for Bowser Jr

:4bowserjr:

Bowser Jr. is a very unique with a lot of tech unknown or not publicized to the smash community.

He has pretty good projectiles and a overall great spacing game.
He can come in with quick damage and can easily combo from clown cars into his aerials.

To help with damage, his mechakoopa can be done with a lot of techs in smash 4 like the bomb glide tech and the bouncing mechakoopa tech.


Mechakoopa Bounce ~
To perform this tech right, you need to jump into the air and...
Read more about this guide...
 

krazyzyko

Smash Champion
Joined
Aug 12, 2005
Messages
2,126
Location
El Carajo, Puerto Rico
OK so what you call MK reset has already been named by Mr Moosebones Mr Moosebones and its called MechaJuggling, here it is:
http://smashboards.com/threads/mechajuggling.389629/

Dair Cancel by @Izaw (now it cancels on shield stun!)
http://smashboards.com/threads/dair-cancel.386643/

Fair tech by @18bsouthworth
http://smashboards.com/threads/bowser-jr-fair-tech.394581/

I've named some stuff myself so here they are:
Turbo Dash
http://smashboards.com/threads/turbo-dash.390834/

Low Gear & High Gear
http://smashboards.com/threads/low-gear-high-gear.419616/
______________________

There's some other stuff ppl kinda know, mention here and there but haven't really made it to an OP.

--Empty / Tomahawk aerial:
Jr can cancel his bair and nair's landing lag if done right before landing. The sound and animation of the aerial comes out but not the hitbox.
It can be used to trick your opponent into blocking and then go for a grab. It also can be used to catch items on the ground.

--Crouch canceled jab (CC jab)
Jr can shield poke with jab 1 if you CC > jab > CC > jab...

--Super armored(SA) side B: (The Tank)
When you side B from the air to the ground and the kart bounces, it has SA frames during the bouncing animation. Jr is vulnerable though.

--Kart hop:
When you cancel the Koopa clown cart with a jump, Jr does a unique jump which can auto cancel Nair and reach BF's side platforms with a dair. You also lose the ability to side B or double jump unless you touch ground.

--Drift hop:
Koopa drift (1211) has a shorter hop than the actual SH. Can only AC up air, has great air mobility and is great for tomahawks.

--Spinout refresh:
You're able to side B again after spinout.

--Ledge detonation:
After abandoning ship, you can advance the explosion timing by snapping to the edge earlier.

--Humping:
The poor man's crawl. This is usually used to troll opponent because it looks hilarious. But it can also be used to approach as a smaller target. Simply crouch > walk > crouch > walk, you know the drill.

There are some other techs that are more universal like RAR and NIL but important nonetheless that I'll list on my next post.
 
Last edited:

Mr Moosebones

Smash Journeyman
Joined
Jul 28, 2014
Messages
411
NNID
Moosebones
This reminds me that I have to finish my guide. 8000 words still isn't enough to describe my love-hate relationship with this character.
 

krazyzyko

Smash Champion
Joined
Aug 12, 2005
Messages
2,126
Location
El Carajo, Puerto Rico
Some universal techs:
--Instant Dash Attack
:GCR: > :GCCD: ASAP

--Perfect Pivot
https://youtu.be/6vaR4RM-qr0

--Dash dance, Fox trot, Dance trotting
https://youtu.be/azRrqKUJ-5o

--Pivot F tilt
Run > hold opposite way > press A.

--Pivot grab
Dance trot > Z

--Boost grab
https://youtu.be/uWnw81DYTkk

--Pivot F smash
Dance trot > A

--Reverse Aerial Rush (RAR)
Run > tap opposite direction > jump
Jr will have forward momentum while facing backward.

--No Impact Landing (NIL)
Basically landing at the apex of your jump removing your landing lag. This is great when u up B to smashville's platform.

Some more Jr specific techs:

--Kart bumping-
It's like Peach's wall bombing back in melee. Just side B into the stage over and over again. Use it to stall your recovery from below. You regain your side B but remember you're vulnerable during the whole thing

--Jab Flurry cancel-
if Jr has his back toward the edge of a platform or stage he would slide off during the jab combo if it hits somebody before the last hit.

--Hook cancel-
The hook is Jr's 2nd hit of jab. If you manage to hit something with it then go for the flurry because you can't cancel it's endlag. But if you whiff jab 2 then you let go of A and then hold A again. Jr will cancel it into Jab 1, which has early IASA frames.

--Koopa Decoy-
On platforms that move sideways. Get your back towards the edge of the opposite side where the platform is heading. For example:
<<<__________:4bowserjr:
Down B, and the MK will stay on the platform and you will slide off.

--Grounded Z drop:
On platforms that move sideways. Get your back towards the edge of the opposite side where the platform is heading. For example:
:4larry:___________>>>
Down toss an item or an MK and it will free fall as if it were a Z drop.

--Short hop Nair auto cancel
It only works on Lylat if you are drifting down hill after a short hop.

--Roller walk
https://youtu.be/47Rofi7oMEk
@5:57
Dash then dash by tapping the stick a bit more gentle kinda like a tilt and then keep holding it towards the side you were facing.
https://youtu.be/tyuINAbhkg4
Ganon can do it too @ 5:27
It's pretty useless.

Mr Moosebones Mr Moosebones
Yo, that guide is going to freeze the internet when it drops.
 
Last edited:

Mr Moosebones

Smash Journeyman
Joined
Jul 28, 2014
Messages
411
NNID
Moosebones
Also an interesting thing that my have been patched out (since I haven't bothered to try it in bracket for like 6 months and just remembered about it) is the hoverkoopa. If you let an MK walk on a moving platform, whenever and wherever it stops, it stops for good, even if the platform moves out from under it. When an mk stops moving all of its movement is cancelld fully and completely, meaning on smashville/tnc/kngo jungle (when it was leagal) you can make really exciting/borderline useless traps.

And that's BJr in a nutshell really: exciting and interesting but ultimately underwhemling.
 

Blanc

Smash Apprentice
Joined
Jan 30, 2014
Messages
89
Also an interesting thing that my have been patched out (since I haven't bothered to try it in bracket for like 6 months and just remembered about it) is the hoverkoopa. If you let an MK walk on a moving platform, whenever and wherever it stops, it stops for good, even if the platform moves out from under it. When an mk stops moving all of its movement is cancelld fully and completely, meaning on smashville/tnc/kngo jungle (when it was leagal) you can make really exciting/borderline useless traps.

And that's BJr in a nutshell really: exciting and interesting but ultimately underwhemling.
this will happen every time on castle seige's third transformation, the whole stage is moving so the mk stops and goes red. also, mks can slide off of dl platforms with wind so that opens up bigger mk play on the stage
 

The_ToolBag

Smash Cadet
Joined
Jul 29, 2014
Messages
74
NNID
mr.kasabii7
Just so you know, side b to up b to hammer has been named vehicular manslaughter by andy sauro, vice, me, ad. funk and tweek.
 

Mr Moosebones

Smash Journeyman
Joined
Jul 28, 2014
Messages
411
NNID
Moosebones
It's cool that you guys all got together to have a meeting about that.
 
Top Bottom