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Redesigning/Rebalancing Bowser Jr.

Necro'lic

Smash Ace
Joined
Aug 9, 2015
Messages
654
Back to another super low tier character. And another crazy rework idea. This one is definitely going to be a roller coaster, but since I'm actually not going to just send Bowser Jr. out of the Klown Kart to fight with a paintbrush (much), don't think I haven't already thought of something close.

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Like with all of my "rebalancing" exercises, I will showcase what I believe the character's purposes should be overall, as well as the strengths and weaknesses they should have.

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Bowser Jr.:ultbowserjr:

Purpose: Long range stage controller/Trade winner/Poor offense

Strengths should be:

High transcendent priority
Varied long range weaponry
Kill potential from zoning
Heavy stage control
Good edgeguarding

Weaknesses should be:

Projectiles can work against him
High endlag
Low shield pressure
Exploitable recovery

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Now to go over general statistics. These general stats will be mostly relative to other fighters compared to Bowser Jr., though some new additions might be added.

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General Statistics::ultbowserjr:

  • Super heavy weight
  • Low walk speed
  • Low run speed
    • (Walk speed and run speed would be more compacted for the slowest and fastest characters)
  • Average horizontal airspeed
  • Standardized first jump
    • (All first jumps for all characters will be the same height: around 80% the height of the top platform in Battlefield)
  • Average double jump height
    • (Baseline for double jump will be lower than it is now, but varied between characters: Bowser Jr.'s new jump height would be about 70% of his current double jump height in Smash 4)
  • Average fall speed
    • (Fall speed across the board should be increased, so Bowser Jr.'s would too)
  • High fast fall speed
  • Wall Jump (All characters will be able to wall jump, but not all can wall cling)
  • Average roll distance
    • (All characters will have the same frame data on rolls, with the only real variance between them being distance)
  • Average shield health
    • (Shield health would now differ between characters, with the baseline being 100 shield health. Bowser Jr.'s would have 100)
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So looking at these stats, nothing really changes for the Koopa prince. He has a pretty average roll, average shield, average airspeed, and high fast fall which while it would be higher than Smash 4, would end up being close to how he moves in that game. Low walk speed and run speed like he already has because the new movement I'll be giving him will make those a bit better technically. You'll see.

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:ultbowserjr: Special trait: Klown Kart Kover:

  • When an enemy hits the Klown Kart, Bowser Jr will take 15% less damage from attacks. When hitting Bowser Jr. himself, he will take 15% more damage. This does not affect knockback
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Just so everyone remembers Bowser Jr.'s special trait here. I haven't changed it, but it will be important for making the next changes look so much better in context.

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:GCX::GCU::GCR::GCD::GCL: Aerial movement: Klown Kart Hover:

  • Bowser Jr. can press the jump button while in midair to float at a constant altitude. Can move in all four cardinal directions. Will float at the same speed as walking speed. Works on a fuel system
    • Fuel is refilled by not hovering
      • Will not begin refueling until landing on the ground at least once after using fuel
    • Can float for up to 6 seconds
    • Takes 4.5 seconds to fully refuel
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Welcome to what is basically a better Peach floating ability. Now while Peach has far better normals than Bowser Jr. overall to use her float with, this hovering ability works exceedingly well with Bowser Jr.'s gameplan of being a long range stage controller, as he can safely pressure opponents from all the way off the stage by simply moving up and down and zoning in hard to reach places. But his other trait works well with this too, since hovering near the top of the screen means it's harder to hit Bowser Jr. himself. This synergy is super useful for staying alive and pestering the opponent. However, it needs time to refuel, so don't think simply staying out of reach will work for long.

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:GCA::GCA::GCA::GCA: Jab:

  • New move: Bowser Jr. swipes with his paintbrush three times, once sideways, once downwards, and once upwards. Can then rapid jab into a flurry of boxing glove punches from the Klown Kart, followed up by a finisher
    • Koopalings will use wands instead of the paintbrush
    • Jab 3 and rapid jab will not combo into each other
  • Transcendent priority on all hits
  • Extremely low startup for all jabs
  • High endlag on finisher
  • Very low shield damage on Jab 1, 2, and 3
  • Average shield damage on rapid jab
  • Knockback on Jab 3 is upwards at 60 degrees
  • Knockback on finisher is sideways at 30 degrees
  • Approximate damage numbers:
    • Jab 1: 1.7%
    • Jab 2: 1.9%
    • Jab 3: 2.0%
    • Rapid jab: 1.0% per 0.5 seconds
    • Rapid jab finisher: 6.7%
  • Approximate kill times:
    • Jab 3: 240%
    • Rapid jab finisher: 160%

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You can probably see that the paintbrush and wands for Junior and the Koopalings will be coming into play quite a bit for more aesthetic variety. As for the jab itself, it is technically split into two different moves with the first three strikes working as their own jab combo, and the rapid jab and finisher being a potential bonus. The rapid jab is very strong comparatively and actually has kill potential, making it godly at ledge guarding, but it cannot combo into jab 3, which also makes it a more specialized tool for damage and the aforementioned ledgeguarding ability. And despite Bowser Jr.'s low shield pressure ability and the rapid jab's high endlag, it does respectable shield damage.

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:GCR::GCA: FTilt:

  • New move: Bowser Jr. swipes his paintbrush sideways, dealing damage. Can be angled
    • Koopalings will use wands instead of the paintbrush
    • Deviation of angle is about 35 degrees in both directions
  • Transcendent priority
  • Below average startup
  • High endlag
  • High hitstun
  • Base knockback is high to allow for stage control
  • Knockback is at the Sakurai angle
  • Average shield damage
  • Unsafe on shield
  • Shielded opponents are pushed back
  • Approximate damage numbers: 10.2%
  • Approximate kill time: 195%

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Yet another reference with Bowser Jr.'s paintbrush that will be a staple of his tilts. Compared to the previous FTilt, this one has more range and more base knockback, as well as more damage. Combined with transcendent priority and high hitstun, it fits with Bowser Jr.'s ability to trade optimally, especially since no combos will be gotten off this move anyway. But it does make for good stage control.

Be wary, because it is completely unsafe on shield and only does average shield damage, though it does push back by a bit, so it's not all bad. This move can also be used as a combo finisher to gain stage control, since it has respectably low startup.

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:GCU::GCA: UTilt:

  • New move: Bowser Jr. will swipe his paintbrush above him in an arcing motion. Has sourspots on the sides of him
    • Koopalings will use wands instead of the paintbrush
    • Sourspots will send opponents into the sweetspot of the move
  • Transcendent priority
  • Below average startup
  • Average endlag
  • Above average shield damage on both sweetspot and sourspot
  • Barely safe on shield
  • Knockback is upwards at 80 degrees
  • Approximate damage numbers:
    • Sweetspot: 6.0%
    • Sourspot: 1.0%
  • Approximate kill times:
    • Sweetspot: 220%

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This move is a quick shield pressure tool on platforms mostly, since it is safe on shield and has high shield damage. It also has transcendent priority, making it good at defending against above aggressors too. And unlike the previous UTilt, this one can potentially combo into other stuff. However, it has rather low damage compared to Bowser Jr.'s other moves. Luckily, it can now hit on both sides of him, making it even good at defending himself.

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:GCD::GCA: DTilt:

  • New move: Bowser Jr. swipes at the ground in front of him twice in quick succession with his paintbrush, dealing multiple hits
    • Koopalings will use wands instead of the paintbrush
  • Transcendent priority
  • Low startup
  • Below average endlag
  • Low shield damage
  • Safe on shield
  • Knockback is upwards at 50 degrees
  • Approximate damage numbers:
    • First hit: 2.5%
    • Second hit: 5.5%
    • Total: 8.0%
  • Approximate kill times:
    • Second hit: 220%

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This is one of the few moves Bowser Jr. has that is so safe on shield, you can link into another move before shieldstun wears off. However, it otherwise is an unremarkable move, since it can't combo into things too well and only does average damage and low shield damage. It is quite spammable though, and the transcendent priority can help with defending against grounded opponents.

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:GCR::GCR::GCA: Dash Attack:

  • New move: Bowser Jr. quickly swipes his paintbrush in front of him while propelling forward, dealing up to 6 hits. Destroys projectiles throughout the move
    • (Projectile destruction is a universal aspect of all dash attacks)
    • Koopalings will use wands instead of the paintbrush
  • Average priority
  • Below average startup
  • Average endlag
  • Unsafe on shield
  • Average shield damage
  • Knockback on final hit is upwards at 70 degrees
  • Base knockback is low to allow for combos
  • Approximate damage numbers:
    • Multihit: 1.2% * 5
    • Final hit: 7.0%
    • Total: 13.0%
  • Approximate kill times:
    • Final hit: 185%

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Yet another paintbrush based change to a move. Functionally it would work exactly the same as a multihit with six hits and advancing forward. However, I would give it MUCH less SDI on the multihit so it actually works at all percents and the usual projectile destruction I give to all the dash attacks, helping Bowser Jr. with anti-zoning.

It also would lose quite a bit of endlag and have a low base knockback to allow for early combos with it. However, it would still be unsafe on shield, still going by Junior's poor offensive ability.

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:GCCR: FSmash:

  • Squeezes the front of him with two drills spawned from the Klown Kart, doing 6 hits. Can be angled up and down
    • Deviation of angle is about 35 degrees in both directions
  • Transcendent priority
  • High startup
  • Below average endlag
  • Barely unsafe on shield
  • High shield damage
  • Knockback is at the Sakurai angle
  • Approximate damage numbers:
    • Multihit: 1.8%-2.5% * 5
    • Final hit: 8.0%-11.2%
    • Total: 17.0%-23.8%
  • Approximate kill times:
    • Final hit: 115%-85%

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This smash attack would not get too many changes. Just a slight damage buff and a higher shield damage amount. It's also barely unsafe, meaning neither person can get a followup, retaining neutral. Used mostly to keep away with the long duration, whether it be on the edge or against offensive opponents due to the drills' transcendent priority and pretty good range.

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:GCCU: USmash:

  • Does a handstand, and forcefully spins the bottom propeller upwards, hitting up to 7 times. Has super armor throughout the move
    • Has sourspots on the sides of Bowser Jr. during the early hits that knocks enemies into the propeller
  • Transcendent priority
  • Very low startup
  • High endlag
  • High shield damage
  • Unsafe on shield
  • Base knockback is average
  • Knockback is upwards at 85 degrees
  • Very high hitstun
  • Approximate damage numbers:
    • Multihit: 1.4%-2.0% * 6
    • Final hit: 6.2%-8.7%
    • Total: 14.6%-20.4%
  • Approximate kill times:
    • Final hit: 200%-170%
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This move works more like a quick OOS option like a Shoryuken. It also deals respectable damage and has super armor, furthering its really good OOS ability. But what it trades for raw kill power like Shoryuken, it trades for massive hitstun and low base knockback, and thus is a great techchasing tool for platformed stages since they will no doubt be in tumble and fall on the platform above for tech chasing goodness. This is further increased in effectiveness due to the new hover allowing Bowser Jr. to harass from below with his newly buffed arsenal of upwards hitting moves that compensate for him being weaker in damage from above.

And even on platformless stages, the high hitstun will still compensate for the high endlag, meaning 50/50 sharking potential is still present. This is not a traditional smash attack, but it's still very good for what it brings.

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:GCCD: DSmash:

  • The Klown Kart will send out two wrecking balls and slam them on both sides of Bowser Jr.
    • Has a sourspot on the Klown Kart itself
  • Transcendent priority
  • Above average startup
  • High endlag
  • Knockback on all hitboxes is sideways at 45 degrees
  • High shield damage on sweetspots
    • Average shield damage on sourspots
  • Unsafe on shield
  • Approximate damage numbers:
    • Sweetspots: 18.0%-25.2%
    • Sourspot: 16.0%-22.4%
  • Approximate kill times:
    • Sweetspots: 85%-55%
    • Sourspot: 95%-65%

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The biggest change to this move would definitely be removing the blindspot in the middle where the Klown Kart is and adding a potent sourspot. But besides that, not much else changes. Still a very powerful, if unsafe, killing move with high shield damage just for good measure.

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:GCRT::GCB: Shield-B:

  • Remapped move with new sequence: Abandon Ship!: Bowser Jr. will eject from the Klown Kart, causing it to fall and explode after a short time. Can angle in all directions. Holding down the button on launch will cause Bowser Jr. to be launched further. Can resummon by hitting Shield-B again. While out of the Klown Kart, Bowser Jr. will gain new aerial moves and lose certain grounded moves
    • Cannot resummon until hitting the ground at least once
    • Kart will take 1.5 seconds to explode
    • While outside the Kart, Bowser Jr. will lose the ability to use the following moves:
      • Klown Kart Hover
      • Rapid jab
      • FSmash
      • USmash
      • DSmash
      • Neutral-B
      • Side-B
      • Up-B
      • Down-B
      • Grab and all Throws
      • ZAir
  • Below average startup
  • Extremely low startup and endlag on resummon
  • Knockback on kart explosion is upwards at 80 or 100 degrees depending on direction
  • Above average shield damage on explosion
  • Very safe on shield
  • Approximate damage numbers:
    • Kart contact: 5.0%
    • Kart explosion: 13.0%
  • Approximate kill times:
    • Kart explosion: 125%

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You ready for the crazy ideas? The big change here is that Bowser Jr. can be used outside the Kart for as long as you want. You will also gain entirely different aerials and they will be completely different in purpose, since regular aerials will be complimented with the new Hover feature. However, you lose quite a few moves, all involving the Klown Kart. And these do not include the tilts and dash attack, which now you know why I changed those animations without really changing the general way the moves work. And remember that you can resummon very quickly, allowing for these new aerials to create combos into your regular moves very well.

The big downside to Bowser Jr. outside the Klown Kart is the Klown Kart Kover trait giving no benefit. This means Bowser Jr. will always take 15% extra damage, so be careful trying to use these new aerials.

But to the move itself, it no longer launches Jr. by default, but you can now choose how far you go AND in what direction. To make Bowser Jr.'s recovery worse (exploitable recovery weakness), especially since he can Hover upwards, you can no longer resummon the Kart even if you are hit in midair. You HAVE to land to be able to get it back, but you can resummon in midair after you do, again complimenting the resummon for combos.

The explosion itself is still pretty powerful as well, and does quite a bit of shield damage. Overall, this is the BIG difference in this rework, and I will go over the aerials in the "Kartless" mode as I will call it.

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:GCX::GCA: NAir:

  • Spins around with two boxing gloves from the Klown Kart outstretched. Has early, clean, and late hitboxes on both sides
  • Transcendent priority
  • Low startup
  • High endlag
  • Below average landing lag
  • No shield damage
  • Unsafe on shield
  • Knockback is sideways at 35 degrees
  • Approximate damage numbers:
    • Early: 5.1%
    • Clean: 4.4%
    • Late: 3.0%
  • Approximate kill times:
    • Early: 350%
    • Clean: 440%
    • Late: 700%

:GCRT::GCB::GCX::GCA: Kartless NAir:

  • Spins the paintbrush around in a lateral circle around him
    • Koopalings will use the wands instead
  • Low priority
  • Low startup
  • Above average endlag
  • Low landing lag
  • No shield damage
  • Barely unsafe on shield
  • Knockback is upwards at 60 degrees
  • Approximate damage numbers: 6.0%
  • Approximate kill time: 400%

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So both of these moves are very quick moves to come out, but the differences between them and their application is actually more staggering at first glance.

Starting with the basic NAir. Because of how the knockback is now as well as the fact you can Hover, this is less of a combo move and more of a stage control one, especially since it has transcendent priority now and has such a long hitbox. That alone makes it very powerful. It takes a hit in damage though, and the landing lag is still meh, but again, it isn't meant for combos so much as easy stage control. It also technically is unsafe on shield, but since you can hover back and forth to space out the opponent a bit, it technically isn't a crippling downside.

The combo ability goes to the alternative outside the kart, since this will pop opponents up in a good angle to combo them and it even has a wide area of effect. It also has slightly more damage. However, the low priority gives this move a terrible spacing ability against offense, which is one of the tradeoffs to being outside the kart overall: less trade winning ability and stage control for more combos and speed.

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:GCX::GCR::GCA: FAir:

  • Twirls a wrecking ball on the Klown Kart's retractable arm three times in front. Hits 3 times. Has a landing hitbox
  • Transcendent priority
  • Average startup
  • Average endlag
  • High landing lag
  • Knockback on final hit is at the Sakurai angle
    • Knockback on landing hit is upwards at 45 degrees
  • Low shield damage
  • Unsafe on shield while not landing
  • Barely unsafe on shield when landing
  • Approximate damage numbers:
    • Multihit: 2.5% * 4
    • Final hit: 5.0%
    • Total: 10.0%
    • Landing: 2.0%
  • Approximate kill times:
    • Final hit: 200%
    • Landing: 200%

:GCRT::GCB::GCX::GCR::GCA: Kartless FAir:

  • Twirls the paintbrush, creating a short swirl of magical paint that can damage enemies and tether recover. Has early, clean, and late hitboxes
    • Koopalings will use wands with magical ribbons instead
  • Very low priority
  • Below average startup
  • High endlag
  • Low landing lag
  • Knockback is at the Sakurai angle
  • Low shield damage
  • Safe on shield
  • Approximate damage numbers:
    • Early: 8.3%
    • Clean: 6.5%
    • Late: 4.5%
  • Approximate kill times:
    • Early: 400%
    • Clean: 500%
    • Late: 550%

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So this move at base becomes a sort of "dragging" move because of the multihit, and is at its best when hovering, since you can let out a consistent hitbox for aerial protection. On the other hand, landing with it, while not favorable, is still pretty good at getting a neutral back with it being barely unsafe on shield, meaning while it won't get a followup, the enemy can't do it to Jr. either. Overall, the base move is mostly for aerial defensive measure.

The kartless version is actually a tether recovery, if short range. This allows for some modicum of extra recovery for Jr., but the priority is trash, so it is still hard to get to the ledge when being edgeguarded, so his weakness is still intact. However, this move is quite the damage dealer for how quick it is, and it still works as a spacing tool despite its low priority because of just how far a range it has. It also is safe on shield, meaning its only big weakness other than the priority is the fact it is quite a long move.

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:GCX::GCL::GCA: BAir:

:GCRT::GCB::GCX::GCL::GCA: Kartless BAir:

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COMING SOON

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:GCX::GCU::GCA: UAir:

:GCRT::GCB::GCX::GCU::GCA: Kartless UAir:

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COMING SOON

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:GCX::GCD::GCA: DAir:

  • Spawn a drill below the Klown Kart that can hit 10 times. Also has a landing hitbox. Is not a multihit
  • Above average startup
  • Above average endlag
  • Average landing lag
  • Transcendent priority
  • Knockback is downwards at 270 degrees
  • Knockback on landing is at the Sakurai angle
  • Below average shield damage
  • Unsafe on shield when landing
  • Barely safe on shield when not landing
  • Approximate damage numbers:
    • General hit: 7.7%
    • Landing: 6.0%
  • Approximate kill time: 800%

:GCRT::GCB::GCX::GCD::GCA: Kartless DAir:

  • Bowser Jr. will swipe the paintbrush downward forcefully, causing it to meteor smash
    • Koopalings will use the wands instead
  • Average startup
  • Average endlag
  • Below average landing lag
  • Very low priority
  • Knockback is downwards at 270 degrees
  • Low shield damage
  • Unsafe on shield
  • Approximate damage numbers: 13.8%
  • Approximate kill time: 250%

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The basic DAir is a radically different move from previous, and is meant to work with the Hover better. First off, it is a very committal move, lasting quite a bit of time and having a long startup and endlag. However, the catch with this is that it is no longer multihit and instead any of the ten hits will cause a very short descent for the opponent. Not only does this work with being above the opponent with hover causing them to think twice about simply attacking willy nilly, but with the fact it is safe on shield if you don't touch the ground means free shield pressure should you be in the right spot. If that wasn't enough, you can easily stop a recovery by hovering above someone and continuously push them down. Unfortunately, the knockback growth on this move is terrible, so you most likely won't outright kill them.

Contrast this with the Kartless version, which is an actual meteor smash. However, it is mostly used for comboing with spikes off the floor of the stage, since it sucks at actually killing. It also has, like all of the kartless moves, a low priority, so it will definitely be hard to land. However, the damage more than makes up for it, having the highest damage of all the aerials.

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:GCB: Neutral-B:

  • Klown Kannon: Shoots a huge cannonball out of the mouth of the Klown Kart. The cannonball also bounces on the ground slightly. Charging it increases damage, shield damage, knockback, and range. Max charge time is 1.5 seconds. Cannonball gets slightly weaker later on
    • Can bounce up to 6 times
    • Uncharged range after all bounces is about 80% of Final Destination
      • Uncharged range without bounces is about 10% of Final Destination
    • Charged range is about 150% of Final Destination
      • Charged range without bounces is about 40% of Final Destination
    • Can charge while moving in Klown Kart Hover
    • Immune to projectile destruction
  • High startup
  • Average endlag
  • Knockback is at the Sakurai angle
  • Above average shield damage when uncharged
    • Very high shield damage when fully charged
  • Approximate damage numbers:
    • Uncharged: 18.5%
    • Uncharged (late): 15.0%
    • Fully charged: 28.0%
    • Fully charged (late): 23.0%
  • Approximate kill times:
    • Uncharged: 145%
    • Uncharged (late): 165%
    • Fully charged: 95%
    • Fully charged (late): 115%

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So this is Bowser Jr.'s first long range projectile, and it's gotten some weird buffs on my part. Firstly, to work with Bowser Jr. having good long range stage control, not only is the long range damage nerf much weaker and the overall damage better, but the range is much higher, to the point where fully charged, you can still get the cannonball to go over the edge of Final Destination if you are near the opposite blast zone, most likely using the new hover mechanic to zone from far away.

The buffs aren't done though. Speaking of the hover, you would be able to charge while moving in this state, giving the charge some relative safety, especially against approaches. And speaking of approaches, the universal dash attack projectile destruction would not work against these cannonballs, so they will be able to stop approaches. In addition, this move does a LOT more shield damage and has much higher kill potential overall, to the point where the opponent basically needs to dodge it.

If that wasn't enough, to fit with long range stage control, the uncharged cannonball is now affected by gravity much sooner and bounces more often, giving it the ability to attack opponents both off the edge as well as bouncing down platforms easily, giving it more effective area denial. The big weakness of the move that made it so useless is still intact even after all this, which is the high lag, but I think the synergy with the Hover ability combined with all these buffs may make this worth using now despite the startup and endlag.

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:GCL::GCB::GCR: Side-B:

  • Klown Kart Dash: The Klown Kart gains four wheels and drives forward very quickly, dealing damage while moving. Driving in the opposite direction causes the Klown Kart to perform a donut maneuver, dealing extra damage and knockback. Can be cancelled at any point with a jump, retaining momentum. Has heavy armor throughout the dashing part of the move
    • Smash attack style input will give high initial speed
      • Non smash attack style input will give low initial speed
    • Can slow down the Klown Kart during the dash by letting go of the control stick
      • Can accelerate back to full speed by driving in the initial direction again
    • Heavy armor absorbs up to 10% damage or 40 units of knockback
  • Transcendent priority
  • Above average startup
  • Low endlag
  • Knockback on dash is upwards at 70 degrees
    • Knockback on slow dash is upwards at 85 degrees
    • Knockback on donut is upwards at 50 degrees
  • Low shield damage
  • Unsafe on shield
  • Approximate damage numbers:
    • Dash: 8.0%
    • Slow dash: 4.8%
    • Donut: 14.0%
  • Approximate kill times:
    • Dash: 180%
    • Slow dash: 300%
    • Donut: 145%

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This is why Bowser Jr. can zone from long range, because of this move having pretty high speed and the addition of being great for combo starting purposes. An added bonus is the ability to change the kart speed on a whim, giving it fake out ability, plus its ability to be jump cancellable at all times sans the startup. This, plus the momentum conservation on jump, allows for many combo opportunities.

It also would gain a damage buff and ability to kill at later percents, while the slower dash would be able to combo into things for much longer. The donut portion would still be the stronger one, but much, much better at both damage and kill potential.

The weaknesses of this are definitely the lack of safety on shield, allowing very quick OOS back airs to hit Jr. on the crossup, as well as the lack of heavy armor on startup, making this poor at quickly recovering against pressure. The heavy armor is also rather lackluster against meteor smashes, especially considering the extra damage taken from the top, so don't expect this move to completely save you off the edge.

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:GCU::GCB: Up-B:


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COMING SOON

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:GCD::GCB: Down-B:

  • Mechakoopa: Drops a Mechakoopa via the bottom landing bay of the Klown Kart. This Mechakoopa will walk around on platforms and will not fall off edges. Will explode either on enemy contact or after an amount of time. Will stop walking and have a short delay before exploding. Can have up to 2 Mechakoopas active
    • Mechakoopa cannot be grabbed or knocked away when it explodes via timer
    • Mechakoopa can be grabbed by enemies
    • Mechakoopa will explode on a much shorter timer if it doesn't hit ground within 1.5 seconds
    • Mechakoopa will drop at a full downward angle when used in midair
    • Mechakoopa timer is 7 seconds
      • Timer only starts after hitting the ground
    • Mechakoopa will not activate on shields
  • Above average startup
  • Average endlag
  • Explosion width is about 1.5 Bowser Jr. widths
  • Knockback is upwards at 45 degrees
  • Average shield damage
  • Approximate damage numbers:
    • Contact: 4.0%
    • Explosion: 6.3%
    • Total: 10.3%
  • Approximate kill times:
    • Explosion: 260%

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A couple of changes to this move that make it work beautifully with the Hover. The big one is the downward drop if used in midair, allowing a sort of bombing run style of edgeguarding play from high in the sky. The second to compliment this is an early detonation if it doesn't hit the ground, disallowing the enemy to catch it and furthering its edgeguard potential. Thirdly is that you can have two out at a time, making them much more of a stage control tool, especially given their extra 2 second lifetime. Unfortunately, the kill power and damage on the explosion take a hit for all of this.

But to some extra application with the shorter fuse, dropping them diagonally off the edge is feasible. They also work well with Bowser Jr.'s new grab, allowing them to be used by Bowser Jr at a much more leisurely and easy pace than the enemy, fitting with Bowser Jr.'s "trade winner" motif. The downside of taking a while to actually bring out is still intact, but considering you can now bring them out in the air and have the ability to have two means it needs to be at least a bit difficult to set up.

------------------------------------

:GCZ: Grab and Pummel:

  • Mid range tether grab
    • Can catch items
      • Catching items will immediately end the grab and allow them to be used
  • Fast tether grab frame data
  • Approximate pummel damage numbers: 1.8%
  • Approximate pummel interval: 0.8 seconds

------------------------------------

So I would change Bowser Jr.'s grab to a tether grab for the ability to catch items Bowser Jr. uses in his moves as well as potentially catch sidesteps by increasing its duration. It also would get a range increase to actually match the animation. However, it isn't very long range compared to other tether grabs. His pummel is still rather slow and average.

------------------------------------

:GCX::GCZ: ZAir:

  • Mid-long range aerial tether with the Klown Kart retractable arm stretching forward and pinching multiple times
    • Can catch items
      • Catching items will immediately end the thether and allow them to be used
  • Lingering hitbox
  • Very low startup
  • Below average endlag
  • Low landing lag
  • Approximate damage numbers: 2.5%

------------------------------------

So to compliment the new Hover mechanic, Jr. gains an aerial tether. Compared to others, it lasts quite a long time but is far more laggy overall, both endlag and landing. This is also mostly to catch items enemies throw at Bowser Jr. as well as to push away the enemy towards the edge, furthering Jr.'s stage control to a great degree.

------------------------------------

:GCZ::GCR: FThrow:

  • Uppercuts the opponent with the Klown Kart's boxing glove while holding them in place
  • Average endlag
  • Base knockback is above average for edgeguards
  • Knockback is sideways at 40 degrees
  • Approximate damage numbers: 9.2%
  • Approximate kill time: 210%

------------------------------------

Other than a damage buff and slightly worse kill potential, nothing much changes for this useful edgeguarding throw. Works much better since Bowser Jr. has much better edgeguarding capability with the new hover, so a nerf felt necessary here.

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:GCZ::GCL: BThrow:

  • Spins around and throws the opponent out of the retractable claw of the Klown Kart
  • Below average endlag
  • Base knockback is below average for potential combos
  • Knockback is upwards at 50 degrees
  • Approximate damage numbers: 8.0%
  • Approximate kill time: 230%

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Much the same as FThrow, but with more combo potential at early percents with less full knockback at later ones and less damage. It also doesn't kill much at all.

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:GCZ::GCU: UThrow:

  • Throws the opponent upwards from the retractable claw of the Klown Kart
  • Low endlag
  • Base knockback low to allow for combos
  • Knockback is exactly upwards at 90 degrees
  • Approximate damage numbers: 8.0%
  • Approximate kill time: 165%

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To compensate for Bowser Jr.'s low sharking potential due to his trait of being vulnerable while below the opponent, this throw has been turned into both a kill throw AND combo throw, as well as had its damage buffed by a bit.

------------------------------------

:GCZ::GCD: DThrow:

  • Uses the Klown Kart drill to pierce into the enemy below. Hits 6 times
  • Above average endlag
  • Base knockback is very high
  • Knockback is sideways at 330 degrees
  • Approximate damage numbers:
    • Multihit: 0.5% * 5
    • Final hit: 4.0%
    • Total: 6.5%
  • Approximate kill times:
    • Final hit: 250%

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What was considered to be Bowser Jr.'s worse throw now is a potent semi-spike at all percents. I don't think anything else really needs to be changed for this to be potentially very useful.

------------------------------------

Got some stuff out there now. Honestly, I haven't gotten to the crazy stuff yet. Crazy stuff is now out there. Hopefully I don't look insane from coming up with these.
 
Last edited:

Luigifan18

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As a fervent Bowser Jr. supporter for Brawl and Smash 4, I look forward to seeing how this turns out. The hover looks like an incredibly interesting idea, honestly.
 

Mario & Sonic Guy

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I can't really say a whole lot for improving Bowser Jr., but I will say that Clown Kart Dash can be rather unsafe to use with its inability to deal multiple hits. Koopa Drift does fix that flaw to an extent, but it does come at the cost of having weaker KO potency.
 

Necro'lic

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I can't really say a whole lot for improving Bowser Jr., but I will say that Clown Kart Dash can be rather unsafe to use with its inability to deal multiple hits. Koopa Drift does fix that flaw to an extent, but it does come at the cost of having weaker KO potency.
I just did the Kart Dash entry, and I'm fine with it being overall unsafe. I gave it more functionality in that it allows for better control of its speed, as well as a bit more heavy armor. Plus, if you want to attack a shield, you can just jump cancel it before you hit, and do a safe aerial (haven't gotten to those yet) or just hover and then play around their shield. It isn't much (and it shouldn't be since that's one of Jr.'s weaknesses), but it is something.
 

Mario & Sonic Guy

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I just did the Kart Dash entry, and I'm fine with it being overall unsafe. I gave it more functionality in that it allows for better control of its speed, as well as a bit more heavy armor. Plus, if you want to attack a shield, you can just jump cancel it before you hit, and do a safe aerial (haven't gotten to those yet) or just hover and then play around their shield. It isn't much (and it shouldn't be since that's one of Jr.'s weaknesses), but it is something.
I guess my point is that Bowser Jr. has less vulnerable frames with Koopa Drift than with Clown Kart Dash, all thanks to its ability to deliver multiple hits. Fighters can still block Koopa Drift's hits, but they wouldn't be able to punish Bowser Jr. as easily as they would when blocking Clown Kart Dash.

On a final note, aerial Koopa Drift does improve Bowser Jr.'s horizontal recovery if you do a spin-out immediately after starting the attack.
 

Dan

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I thought this was gonna be a different kind of thread: I always wanted Bowser Jr., but as a Zelda/Sheik thing with Shadow Mario.
 
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