No buffs in 6.0

Joined
Dec 21, 2017
Messages
5
#1
I was really hoping for some Bowser Jr buffs this time. I've picked them up for a secondary and absolutely love the character. The spacing, mobility, and combo they have are just fun to play with. That, and very few people I play have matchup experience with them. Either way, New Bowser Jr. player here :D
 

CircularSaw

Smash Rookie
Joined
Feb 24, 2019
Messages
11
#2
I was also expecting minor buffs, at least. I guess Nintendo are happy with how he is now, that's a shame. What buffs would you like to see ?
 
Joined
Dec 4, 2019
Messages
24
#4
7.0 now and still nothing. I'm starting to think the balance team are kind of clueless. Mid tiers like Cloud and Diddy get buffs while some of the low/bottom tiers haven't been majorly buffed if at all. A few like King Dedede have even gotten minor nerfs.

My wishlist for Jr. buffs:

F-tilt: Less safe than d-tilt perfectly spaced and doesn't kill until absurd percents.

6 frames less end lag, moderately increased KBG & 0.5% more damage on sour spot, greatly increased KBG and 1% more damage on sweet spot.

Dash Attack: Bowser Jr. travels further to catch rolls away, slightly more KBG so it kills at reasonably high %.

Up Smash: Taller hitbox so it doesn't trade with barely disjointed moves like Palu nair and functions better as an anti-air.

D-air: lower launch angle when the last aerial hit connects so it can actually edge guard, 1 or 2 frames less landing lag to allow for follow ups at low% and be a bit safer on shield.

Clown Kart Dash: Heavy Armor also applies to Jr's body so stray projectiles don't interrupt you so easily. Jr already takes more damage himself so hitting him and not the kart will still more effectively interrupt Side B.

The speed would be reverted to pre-buff levels to compensate and solidify it as a move to beat out weak attacks.

Run Speed: Slightly increased to help follow his projectiles and make Jr. rely less on Side-B to get around.

Clown Cannon: A worse K. Rool Blunderbuss, need I say more?

5 frames less start-up, 3 frames less end lag, takes 40 frames to reach full charge instead of 60 but charge can be held for 20 frames for mixing up timing.

Mechakoopa: Too slow to use in neutral and too easy to deal with even when you can deploy it.

15 frames less end lag, Mechakoopa activates on frame 35 instead of 48, Mechakoopa lasts 2 more seconds before self-destructing, Mechakoopa turns around on shield instead of deactivating and can't latch onto opponents for 1.5 seconds after hitting a shield.
 
Last edited:
Joined
Dec 4, 2019
Messages
24
#6
if you are calling clown cannon worse krool blunderbuss you dont play junior
Its frame data is worse and it has less range. The only other thing it has is edgeguarding with the falling hitbox, but that's so slow and predictable the only characters it works on are ones with poor recoveries that you can easily edge guard yourself by going off stage.
 

SecretAsianMan

Smash Apprentice
Joined
Nov 26, 2018
Messages
136
#7
How about
Shield damage
And the fact that the falling hitbox makes it a valuable ledge trapping tool
And that a half charged cannonball can pop a full shield with correct spacing and can setup for shield breaks with bad spacing
 
Joined
Dec 4, 2019
Messages
24
#8
How about
Shield damage
And the fact that the falling hitbox makes it a valuable ledge trapping tool
And that a half charged cannonball can pop a full shield with correct spacing and can setup for shield breaks with bad spacing
It's very rare that it will actually do shield damage because when the charge is low it's easy to perfect shield and at higher charge the opponent can just jump over it and not have to worry about you punishing them for it due to its high end lag.
The end lag also makes it poor for ledge trapping, any decent opponent can normal get up and parry it when they see the wind up.
At half charge an opponent can simply jump over it and not worry about being punished, same problem as using it for shield pressure.
 

Doughnutz

Smash Rookie
Joined
Jun 18, 2016
Messages
5
#9
How about
Shield damage
And the fact that the falling hitbox makes it a valuable ledge trapping tool
And that a half charged cannonball can pop a full shield with correct spacing and can setup for shield breaks with bad spacing
Clown Cannon is without a doubt a worse Blunderbuss. It is just worse in almost every way possible. It is the slowest projectile in the game, and its shield damage can't really be utilized to the extent of Lucina Shieldbreaker, DK Headbutt etc. It is easily avoidable by just hitting the jump button.
In terms of edgeguarding, BJ is already so freaking good offstage that there are only rare occasions where Clown Cannon is preferable over traditional edgeguarding with Fair or Nair.

It needs to be at least 15 frames faster for uncharged version, deal higher shield damage and knockback. I also had this idea where he can freely cancel charge with shield or jump and store the charge just like Samus Charge Shot, M2 Shadow Ball, WFT Sun Salutation etc.
 
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