LawofDeath
Smash Apprentice
- Joined
- Aug 1, 2014
- Messages
- 130
- NNID
- LawofDe4th
- 3DS FC
- 3480-3867-8012
Down air has huge landing lag though?
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First off: I wanna see that! Some one-sided beatdowns from the Koopas are always a fun watch.This is how I :
1) short hop
2) down air
3) winner
Seriously, that down air is REALLY good.
You guys probably know that already, but I feel that it has to be said once more.
Not true. Jr. DOES get his clown car back if he gets outside of it...Doesn't his Dair cancel or at least have shorter lag at a certain point? Pretty positive you can SHFF it pretty effectively (if it connects). I also do a lot of FH Dairs, then FF at a certain point to autocancel into things. I think it's a pretty solid move.
His recovery is kinda... Not great. The fact that he can't use it again after getting hit is detrimental, especially since you need to recover pretty low to sweetspot the ledge. It's like Brawl Sonic's but not as good (except for the projectile drop being a KO move).
Like, it's actually pretty funny how similar BJ is to Sonic. Side-B Kart into Kart Jump + Aerial is basically like Sonic's spindash combos, and following up with Up-B to his hammer attack is a lot like a Sonic spring combo... But just all these things are with generally better power, have less options out of them, and are more of commitment. I guess the reward is higher though?
I still have a lot of fun with him. Definitely one of the newcomers I'm most interested in learning... Probably because of all the parallels I could draw.
I will also probably only use Bowser... Junior, not the Koopalings, and refer to him exclusively as BJ.
This all sounded really wrong so I started doing more research. Didn't have any luck in the moveset thread (but I did find THIS thread).Not true. Jr. DOES get his clown car back if he gets outside of it...
it's just sometimes he doesn't. Maybe it's only when he's hit out of the rising
part?
You can confuse with side-B too!does anyone know how to reliably hit with side b? it combos into a ton. and when people learn how to get around it its all over for me. it suddenly becomes how well i can confuse them with mecha koopa but its never enough
yeah i jump cancel and use it for confusing all the time. i just wanna know how to confidently land the hit part tho since it combos into dair and u air. and even up b hammer. if i can figure out how to land this then its overYou can confuse with side-B too!
Don't forget, it can be jump cancelled. So for instance if someone like Little Mac or Marth sees it coming and readies a counter, do a hop to cancel it and when you hit the floor, their counter will probably still be going in terms of animation but not actually active.
Basically you can use it to mess with their heads too. It's doubly handy considering you can immediately air dodge when doing it too, in case anyone tries to smack you with a projectile.
Other than that it's also the fastest way to cover ground. Say you knock the enemy to the other side of the stage, use side-B to double-time it over to their side to keep up the assault.
It also goes at different speeds depending on if you tilt ahead while doing it. Maybe use that to throw off their timing too?
Not really sideb related but Ftilt and Fair together are probably the more reliable methods of edgeguarding due to their range and speed. Just reserve the cannons for when it's one of those high-priority types that can potentially also suicide meteor you in the air like Ike and Ganondorf.
So wait, if you drop it via air, it can potentially hit while landing?yeah i jump cancel and use it for confusing all the time. i just wanna know how to confidently land the hit part tho since it combos into dair and u air. and even up b hammer. if i can figure out how to land this then its over
but ive found that double jump mecha koopa is fantastic for edgeguarding. just dropping it right over the ledge (or having it hit the ground and bounce over) honestly knocks them back more times then i can count. especially against characters like ganon and falcon. but i was also catching ikes side b and other stuff. it pressures the ledge well. i need to learn to edgeguard with this guy to its full potential since Jr can really do it.
you prefer to stay on stage when edgeguarding tho? i feel he has tools to go out and end it. but i havent been able to do it. i just thought it was my own lack of skill keeping me from actually doing that part well
yes the mecha koopa hits while its landing. try it out again. idk why yours isnt hitting. i know the big mecha koopa doesnt hit while landing but the normal one definitely doesSo wait, if you drop it via air, it can potentially hit while landing?
Just wondering since I've experimented on training with doing that (didn't jump first) and it just went through them. If it does work this way it sounds like a nice little trick!
I mostly try and stay safe since I tend to doublejump without realising and end up getting my stupid *** sd'd. The fair and ftilt have some nice range and knockback (the latter having more range than it seems!) but require a bit of timing since moves like Marth's up B will overpower it... buuut he's totally helpless to a wrecking ball to the face right after in that case. His edgeguarding game is quite insane, just need to time it well and know what to use against who. Remember, you don't always have to get a straight ko, just knock em back enough so they can't recover, a ko's just a nice bonus.
The gamecube controllers would benefit active aerial characters. Bowser Jr. Is pretty straight forward. I practically had no problems wiht him in the 3ds. Characters like Jigglypuff would mostly benefit the GC controller. However, the c-stick would be useful to instant smash with every character if needed, including Bowser Jr.I have been hitting the lab with Bowser Jr. and he will more than likely be my main (at least until Mewtwo). My question is in what specific ways will a gamecube controller benefit Bowser Jr.?
I just struggle with 3ds controls in general. A GC controller would benefit me in general. Thanks for mentioning stuff though.I don't see a GC controller helping us all that much tbh... the Koopalings are one of the easier characters to control with the 3DS I find. Retreating short hop f-air/b-air might be nice in some matchups I guess.
Yeah I fully plan on using GC controller this time around. 3DS is similar to it compared to nunchuck so I think I'm off to a good start.Oh, very, very nice!
Also, a GC controller would have a subtle benefit: the edges of the joystick are a bit angled so it'd be easier to angle fsmash. Also c-stick for better reaction with downsmash in terms of rolling punishing.
So this is when you're not playing jr?Has anyone ever gotten screwed up by Bowser Jr.'s third jump? I've had some incidents where I've tried to recover, only for the Clown Car to explode in my face, AND screw up my fighter's recovery angle. This has even happened to me while I was using Rosalina, and the ironic part is that the CPU was set at level 1 when this incident happened.
The only instance I've messed up with BJ's recovery is when I side special towards a wall. It'll collapse and you have a very small chance to recover. Probably still need your second jump. I don't do these mistakes anymore.Has anyone ever gotten screwed up by Bowser Jr.'s third jump? I've had some incidents where I've tried to recover, only for the Clown Car to explode in my face, AND screw up my fighter's recovery angle. This has even happened to me while I was using Rosalina, and the ironic part is that the CPU was set at level 1 when this incident happened.
They can also bring many powers due to their weight, despite the fact they pretty fast.So I did every character in smash run, this might be due to maining but I feel those crazy kids do great in the bulk of the mode. A lot of things get swatted by fair and bair and smaller things like mites? Just run them over!
Thank you!Well, he is pretty hard to use right it seems. However a few points can be found in the videos thread, the "competetive viability" thread and there's even a specialty thread for general tips!