Chiroz
Tier Lists? Foolish...
Real Talk:
Clown Cannon is a completely useless move in 1v1. It's like Din's Fire, but worse. You should never use it.
Piercing Cannon is "better" but still completely useless. You should never use it.
Air Cannon is a pretty bad move, but actually has some legitimate if situational use. You can use it off-stage, because it "bounces" Bowser Jr. up on use, and you can grab ledges from either side during this bounce. This is actually a pretty great edgeguard, basically a better FLUDD.
It is optimal to run Air Cannon on every set. There is no reason to ever use the other two moves in competitive play.
Clown Car Dash is robust offensive pressure and punish. On-hit, you can link into any aerial, which starts Bowser Jr.'s trademark disgusting aerial chains. You can also go for an up-b, which is also extremely high reward.
Koopa Drift sacrifices all of this for better spinout damage and incredible recovery. This is an overrated trade once you really see what Clown Car Dash is capable of, but it's definitely worth making in several matchups. Optimal play usually involves spinning out ASAP.
Grounding Dash is easy to dismiss, but is actually probably the best. It has frame 1 armor, which can break out of any non-true combo. I cannot stress how insanely valuable this is! On hit it buries grounded opponents, which you should always combo Abandon Ship into for 41% total damage--Abandon Ship is a multi-hit combo, so it does not suffer the bury knockback penalty. It does nothing to aerial opponents, but can be used as a recovery; you should always jump at the last second though, to avoid the poor spinout.
All 3 Koopa Karts are fantastic moves but fulfill completely different purposes. There need to be sets with all of them. Grounding Dash is the most critical though.
Abandon Ship is seemingly a true combo at high %s, does 28% damage, and has insane kill power. It is surprisingly safe, due to the interfering projectile, high jump, and terrifying disjoint on the hammer. It's even plausible to use OoS! An incredible move.
Meteor Ejection is an interesting trade. The damage and hammer kill power is the same. The combo is easier to land at high %s, the move enjoys some late Super Armor on startup, and the clown car projectile is a mediocre spike. The cost you pay for these bonuses are significantly less height (poor recovery), and the inability to combo a buried opponent. (From Grounding Dash)
Koopa Meteor is just bad. It's nothing compared to the other two options. Just a goofy, hilarious gimmick that no one should actually use competitively.
Abandon Ship and Meteor Ejection are both really good options that should be available. However, Meteor Ejection is pointless with Grounding Dash.
Mechakoopa is a pretty good projectile, but the ability to grab it hinders its stage control value. I really like it, but am unconvinced it is a truly good move at top-level play.
Impaitient Mechakoopa is too laggy (both on startup and cooldown) to offer much merit. It's not a terrible Clown Canon tier move, but it's definitely the weakest of the three options.
Giant Mechakoopa is overrated but probably still the best. It's just scary to have a 15% throwable on tap, period. Note that using this with Grounding Dash and Abandon Ship gives Bowser Jr. a 56% total damage shield break punish!
Bowser Jr. should probably use Giant Mechakoopa in every set. However, I sympathize with those who want to try and exploit the default.
I strongly suggest:
3111
3113
3123
3213
3223
3313
Ironically, I think the sets are in ascending order of value. (best last)
I know this is a really old post but just wanted to point out. Meteor Ejection works perfectly with Grounding Dash.
I'd like someone to discuss with me the pros and cons of Meteor Ejection vs Abandon Ship. From my testing they seem to have the same KO power (the hammer part) but Meteor Ejection is much, much easier to land (it also has set knockback that can't be DIed as much as Abandon Ship). It also adds a fairly decent spike to your options.
What are the disadvantages though? Is it only the shorter recovery or is there something I am missing? Is Jr's recovery bad? Do I need to use Abandon Ship otherwise his recovery becomes worthless or something? Just want to understand the move better.
Also Grounding Dash to Up-B is a kill combo at incredibly early %s with both Abandon Ship or Meteor Ejection. You can kill Mario at ~30% from the corner of FD (around 70% from the center). And at least with Meteor Ejection (not sure about Abandon Ship) it's a guaranteed combo as long as you land the Grounding Dash.
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