I've been examining BJ over here, and I discovered a very interesting strategy that leaves your foe almost helpless to your attacks. As the name implies, it heavily revolves around two attacks: Mechakoopa and Cannon.
Bowser Jr. is a very strange character with his unusual gimicks and attacks. All of his attacks can be made useful, but thi sset takes advantage of these two moves.
Begin a battle by jumping high into the air. This keeps you safe from attacks, and you can still perform specials. Using your Bdown, activate a mechakoopa that will fall and begin to run around. Next, begin charging the Koopa Cannon. Now, extremely expirienced foes can counter this, but the average for glory-er will be preoccupied with either the cannon or the mechakoopa.
Now, say they try to get close whil eyou charge the cannon? Fire it at point blank, they'll get sent flying, and they might fall right into Mechakoopa for insult to injury. Or, say they pick up your Mechakoopa and throw it at you. This will leave them open to attacks. Fire the koopa cannon and try to dodge the Mechakoopa. You can afford to take damage, but it's always good to be at a lower percentage than your foe.
Now, koopa cannon and Mechakoopa are good moves, but they don't have killing smash power. Thus, you need a killing move when you rack up damage. This is when Smash attacks come in. When you feel you can KO a foe with a Smash, stop what you're doing an dchange your playstyle to a full-on assau,t. This will confuse your foe, and they might accidently jump right into those drills or fall into your propeller. This is how you KO the foe.
Hopefully you guys like this strategy. If you have any improvements, go ahead and tell me!
Bowser Jr. is a very strange character with his unusual gimicks and attacks. All of his attacks can be made useful, but thi sset takes advantage of these two moves.
Begin a battle by jumping high into the air. This keeps you safe from attacks, and you can still perform specials. Using your Bdown, activate a mechakoopa that will fall and begin to run around. Next, begin charging the Koopa Cannon. Now, extremely expirienced foes can counter this, but the average for glory-er will be preoccupied with either the cannon or the mechakoopa.
Now, say they try to get close whil eyou charge the cannon? Fire it at point blank, they'll get sent flying, and they might fall right into Mechakoopa for insult to injury. Or, say they pick up your Mechakoopa and throw it at you. This will leave them open to attacks. Fire the koopa cannon and try to dodge the Mechakoopa. You can afford to take damage, but it's always good to be at a lower percentage than your foe.
Now, koopa cannon and Mechakoopa are good moves, but they don't have killing smash power. Thus, you need a killing move when you rack up damage. This is when Smash attacks come in. When you feel you can KO a foe with a Smash, stop what you're doing an dchange your playstyle to a full-on assau,t. This will confuse your foe, and they might accidently jump right into those drills or fall into your propeller. This is how you KO the foe.
Hopefully you guys like this strategy. If you have any improvements, go ahead and tell me!