SOLAR
Smash Ace
If you know me, you'll know I am a Melee Peach player. I don't really feel like Smash 4 Peach transferred over so well, but I do get a kick out of Smash 4 every now and then. I ONLY play Bows Jr when I do play. For me, he's a very unique, creative, and fun character to play as. I don't think he's top tier, but he is probably viable at most levels of play. He's probably upper mid or high tier. I've achieved moderate success in my 1v1s, and I just want to focus on 6 things that will make you better with Bowser Jr, and I'll share my general thoughts about his move-set.
1. Except for when facing characters that can absorb your MechaKoopas (such as Villager), you should basically be dropping one out every chance you get. They are incredible, and you have a better neutral game and approach game if one is on the field. Don't not use this move! You can follow a MechaKoopa with a neutral B cannon against many opponents forcing them to awkwardly approach!
2. Get good at shorthopping and auto cancelling Fairs and Bairs. If you've ever played as Jigglypuff in Melee, this is similar to the wall of pain. You jump forward, attack, then instantly retreat. It's safe for you, and dangerous for the opponent. It should be the bread and butter of your neutral game!
3. Nair is excellent. Nair a lot. It is fast, safe, and can begin an attack string at lower %s, and it can set up edge-guard situations. Remember, every time you can get them out of your hair with a nair, you can produce another meddlesome MechaKoopa!
4. Save the offensive Up B, and the F smash as mix up options. Don't let the opponents get used to defending against the attacks. They are excellent moves to punish approach-happy enemies.
5. Learn up-smash out of a shield. It's an amazing option in many situations when they attack your shield, and it can be a good bait. Jumping and nairing out of a shield is not bad either.
6. The car can really pester and surprise opponents every once in a while! It's also good for recovery. Get familiar with jumping out of the car and attacking.
I'll leave you with some random thoughts. The dash attack is excellent for free sheild pressure and free %. The range and speed are impressive. It doesn't do anything major except rack up %. Uptilt may provide some low % combos, but it is actually quite unsafe if you miss. If you are lucky enough to safely hit with one, and they are at VERY low %s, you can string two or 3 together, and lead it into a uair, usmash, or fsmash depending on their DI and their knockback. His grab game isn't particularly great, but his backthrow is pretty good for getting high % kills, and the range is decent, although it is punishable. If you have M-Koopas on the field, getting a grab can lead to inventive combos, so be mindful of that. His f-tilt is okay in a pinch, but usually there are better options. The Dsmash is basically only for hard reads, and shouldn't be used very often. The jab flurry is excellent. It should be used when the opponent is too close, and you are in danger of getting attacked. The downtilt is pretty safe, and actually blocks many projectiles and cancels approaches. I feel like the character's worst matchup is Rosalina due to the fact that she can render MechaKoopa useless, and her general brokenness (kind of) only adds to the problem. Her aerial game seems safer, and in my experience, the only way to beat her is to be very patient and outspace her with aerials the good ol fashion way. If you can land an upsmash or an F smash, you can get early kills, but approaching is really difficult. The only move I haven't discussed is the Dair. It's pretty self explanitory, and I don't think it's a particularly good or bad move. Well, that's enough for this post!
1. Except for when facing characters that can absorb your MechaKoopas (such as Villager), you should basically be dropping one out every chance you get. They are incredible, and you have a better neutral game and approach game if one is on the field. Don't not use this move! You can follow a MechaKoopa with a neutral B cannon against many opponents forcing them to awkwardly approach!
2. Get good at shorthopping and auto cancelling Fairs and Bairs. If you've ever played as Jigglypuff in Melee, this is similar to the wall of pain. You jump forward, attack, then instantly retreat. It's safe for you, and dangerous for the opponent. It should be the bread and butter of your neutral game!
3. Nair is excellent. Nair a lot. It is fast, safe, and can begin an attack string at lower %s, and it can set up edge-guard situations. Remember, every time you can get them out of your hair with a nair, you can produce another meddlesome MechaKoopa!
4. Save the offensive Up B, and the F smash as mix up options. Don't let the opponents get used to defending against the attacks. They are excellent moves to punish approach-happy enemies.
5. Learn up-smash out of a shield. It's an amazing option in many situations when they attack your shield, and it can be a good bait. Jumping and nairing out of a shield is not bad either.
6. The car can really pester and surprise opponents every once in a while! It's also good for recovery. Get familiar with jumping out of the car and attacking.
I'll leave you with some random thoughts. The dash attack is excellent for free sheild pressure and free %. The range and speed are impressive. It doesn't do anything major except rack up %. Uptilt may provide some low % combos, but it is actually quite unsafe if you miss. If you are lucky enough to safely hit with one, and they are at VERY low %s, you can string two or 3 together, and lead it into a uair, usmash, or fsmash depending on their DI and their knockback. His grab game isn't particularly great, but his backthrow is pretty good for getting high % kills, and the range is decent, although it is punishable. If you have M-Koopas on the field, getting a grab can lead to inventive combos, so be mindful of that. His f-tilt is okay in a pinch, but usually there are better options. The Dsmash is basically only for hard reads, and shouldn't be used very often. The jab flurry is excellent. It should be used when the opponent is too close, and you are in danger of getting attacked. The downtilt is pretty safe, and actually blocks many projectiles and cancels approaches. I feel like the character's worst matchup is Rosalina due to the fact that she can render MechaKoopa useless, and her general brokenness (kind of) only adds to the problem. Her aerial game seems safer, and in my experience, the only way to beat her is to be very patient and outspace her with aerials the good ol fashion way. If you can land an upsmash or an F smash, you can get early kills, but approaching is really difficult. The only move I haven't discussed is the Dair. It's pretty self explanitory, and I don't think it's a particularly good or bad move. Well, that's enough for this post!