Hey guys whatsup, Abyssal Lagiacrus here rocking
I was very excited when I found out about Bowser Jr. being a playable character, and even more so when I found out I could be the koopalings. Great to be around other like-minded smashers.
Landing on stage without your car sucks.
Actually, up-B in general is a flexible move but it has its fair share of punishes. If you use it offstage and get hit with a weak attack before you get your car back, you're probably going to die.
Is it only weak hits that completely gimp you? I've gotten quite good at avoiding being gimped by up-special because if you get hit while kart-less, airdodging usually gives me my kart back.
I have no idea how to KO with this character. Apparently he has to edgeguard, but I don't know what attacks I'm supposed to be using.
Up-Smash and F-Smash are
very good kill options if you get your opponent up to high enough percents (~100-120 usually, just make sure the last hit of F-Smash hits, it's the kill hit). His D-Smash is also a very hard hitter, but use it very sparingly because it has hideous end-lag. I only use his D-Smash when I'm fairly confident that it will hit. B-Air is also a great way to get kills when going off-stage, way better than F-Air. That's made even better by the fact that going deep off-stage is safe/easy with Bowser Jr., so go as deep as you want.
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On the note of his up-special, does anyone else here use up-special as a staple move both for mobility and offense? I find myself using it more just to be all over the place than only for recovery. It's especially satisfying when I abandon my kart on top of someone, and have them explode right into my hammer swing (which is also a great kill setup if the opponent has enough damage.)
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I also use side-special a lot for mix-ups and just tricking my opponent in general. A lot of people expect Bowser Jr. mains to only Kart toward them and spin out all the time, but I find myself hardly ever spinning out for attack. I usually kart toward them and jump-cancel into a wide variety of things, just to keep them on their toes and be unpredictable. (Don't even get me started on how amazing the side-special is for my recovery game.)
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I've heard a good amount of smashers talk about how the Cannonball is a terrible move, but I found that if you utilize it efficiently then it can be a deadly option for mixup.
For example, if you get knocked off stage, then angle towards the stage (without karting) while charging your cannon, then let it loose when it's stage-level. Even though it has a lot of end lag, you are pretty safe for recovery since you can koopa-kart, then jump-cancel, then up-special.
Heck, when I'm on the stage, I even koopa-kart jump-cancel into a non-charged cannon and it's a great way to throw off an opponent.
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The mecha-koopa is definitely a staple move to try and place around a lot. Not all the time, but a lot. It's a very useful little contraption that can save you in a pickle, since it roams around the stage. I can't even number the times where someone has me in a combo, and my mecha-koopa comes and ruins their day.
It's also a useful tool for securing stage recovery; If I get knocked off stage, it's a very good idea to koopa-kart into a jump-cancel above the stage ledge, and place a mecha-koopa right on the ledge so you can have an easier time getting back.
Just be
very very careful about using your mecha-koopa against a Villager, since they can pocket and hold it indefinitely by refreshing it by taking it out and re-pocketing it. (Though that might not be a completely terrible situation, since they can't pocket your cannonballs
I did that once against a villager, just stood there fully-charging a cannon and they tried to pocket it, but they just pulled my mecha-koopa back out. Best cannonball shot ever.)