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Overview
Bowser Jr. is Bowser's youngest son, and is the future leader of the Koopa Troop. Like his father, Bowser Jr. likes to cause trouble around the Mushroom Kingdom, and is a common foe to the Mario Bros.. His first antagonistic role was when he imitated Mario, and vandalized Isle Delfino during the process. Other times he just snags Princess Peach and runs off with her.
Outside of mainstream games, Bowser Jr. has been a common participant in a lot of the Mario spin-off titles, including Mario Kart, Mario Tennis, Mario Baseball, and even Mario Strikers.
Now while Bowser Jr. is Bowser's son, he doesn't exactly operate like his father. In some games, he's portrayed to be quite nimble, while offering average power. But in others, he's seen as being rather slow.
Super Smash Bros. 4
Bowser Jr. enters the Super Smash Bros. series as the newest Super Mario franchise character.
Compared to Bowser, Bowser Jr. is more about being nimble. In fact, Bowser Jr. is pretty quick for a character with average attack strength. He also utilizes a paintbrush, which improves his range at times. In terms of his size, Bowser Jr. is around Diddy Kong's height, and he also rivals Diddy Kong in the weight department.
While Bowser Jr. isn't exactly a major powerhouse, his average strength and nimble footwork does make him quite versatile. He also offers the ability to wall jump.
This is basically how I see Bowser Jr. being utilized. But if anyone else has their own inputs for Bowser Jr., share it here.
Concepts
[collapse=Recolors]Contributed by Venus of the Desert Bloom
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[collapse=Movesets]My Contribution
Bowser Jr. possesses a very unique mechanic that none of the other playable characters have, and it's known as the "Graffiti" mechanic. Much like how Ness uses PK, Zelda uses Magic, Lucario uses Aura, and Ganondorf uses Darkness, Bowser Jr. utilizes Graffiti for most of his attacks. This is especially due to the fact that he uses his magic brush for almost all of his standard attacks.
In terms of how the Graffiti mechanic works, it basically involves Bowser Jr. utilizing his magic brush to directly attack opponents. Whenever the magic brush damages opponents, it'll leave behind damaging graffiti, which is represented by rainbow paint. If Bowser Jr. delivers any powerful hits with his brush, the amount of graffiti that gets layered onto the opponents will increase. However, Bowser Jr. can only put up to three layers of graffiti on the opponent. The layer effects go as follows...
One layer: Player takes 1% damage for every two seconds that pass. Lasts for two seconds if the player hasn't been damaged by any more graffiti attacks. Weak brush attacks tend to offer this result.
Two layers: Player takes 1% damage for every 1.5 seconds that pass, and his/her movement speed gets reduced by 25%. Downgrades to one layer after two seconds have passed without being damaged by graffiti attacks. Moderately strong brush attacks often offer this result.
Three layers: Player takes 1% damage for every second that passes, and his/her movement speed gets reduced by 50%. Downgrades to two layers after two seconds have passed without being damaged by graffiti attacks. Fully charged smash attacks are very likely to offer this result.
On an additional note, Bowser Jr.'s up special, the Brush Propeller, also utilizes the Graffiti mechanic, as it does has offensive properties. Also, his Final Smash, Jr. Clown Car, also utilizes graffiti, as the boxing gloves that are equipped onto his Koopa Clown Car will have graffiti painted onto them; this graffiti will always place three layers of graffiti onto anyone who gets hit. The Bob-ombs, however, do not utilize graffiti at all.
Because of the nature of Bowser Jr.'s Graffiti mechanics, players need to be careful not to get overwhelmed by Bowser Jr.'s brush attacks.
Special Moves
standard - Flame Shot: Bowser Jr. will spit out a fireball that'll try to home in on a nearby opponent. He can charge up the size of the fireball as well, but the bigger it is, the less efficient its homing capabilities are. Bigger fireballs deal more damage, but the charge can't be held. Also, the range of the fireballs aren't very long, as they'll gradually weaken over time before disappearing.
side - Graffiti Ball: Bowser Jr. will use his magic brush to hurl up to three paint balls at opponents. The paint balls are very weak in power, and deliver no knockback, but when they hit their opponents, the opponents will be briefly covered in damaging graffiti that deals 1% damage for every two seconds that pass. The graffiti subsides rather quickly, but Bowser Jr. can set up additional paint ball layers, which not only extends how long the graffiti will stay on the opponents, but can also reduce their movement speed as well. Up to three layers of graffiti can be placed on a single opponent.
up - Brush Propeller: Bowser Jr. will spin his brush like a propeller, and will start moving forward. The attack's power is relatively weak, but it can score multiple hits, with the last hit dealing the most damage. Players can control the angle of where Bowser Jr. is moving, acting as his third jump. However, this move leaves Bowser Jr. helpless afterwards.
down - Shell Dive: Bowser Jr. dives down to ground in a manner that's similar to his deke move from Mario Strikers Charged. Although it's weaker than the Bowser Bomb, it's less laggy, and Bowser Jr. recovers more quickly after using it.
Final Smash - Jr. Clown Car:
Bowser Jr. will get into his personal Koopa Clown Car, and start using it to attack opponents. Pressing the standard attack button will have the Koopa Clown Car attacking with its boxing gloves, which can deal decent damage. Pressing the special attack button, however, will have Bowser Jr. throwing two Bob-ombs which will explode upon touching ground. While Bowser Jr. is impervious to flinching while on the Koopa Clown Car, he'll still take damage from attacks. Also, Bowser Jr. can move the Koopa Clown Car around in any direction, considering that it is levitating. After 20 seconds have passed, the Koopa Clown Car will disappear, but it won't have a negative effect on Bowser Jr.'s recovery.
Contributed by R.O.B.
Contributed by Frostwraith
Neutral B: Fireball - shoots a Fireball, like Bowser in the original Super Mario Bros. Can be aimed up for a vertical upward shot.
Side B: Shell Throw - based on New Super Mario Bros. boss battles, he throws a Koopa Shell item, so it would work nicely against opponents with high %.
Up B: Whirling Junior - similar to Bowser's Up B, but with more vertical recovery and less horizontal recovery.
Down B: Disguise - Grabs his paintbrush and puts on his Shadow Mario disguise from Super Mario Sunshine. Much like Sheik only appeared in Ocarina of Time, Shadow Mario only appeared in Sunshine (barring spin-offs), so it's not Farfetch'd if they included this transformation.
Final Smash: Koopa Clown Car - since his father has Giga Bowser, Bowser Jr. would ride the Clown Car. Press B to shoot a powerful Fireball or press A to summon two Mech-Koopas.
Special moves for Shadow Mario:
Neutral B: Paint Blob - shoots a ball of ink. Like all ink based moves, the ink would stay on the floor causing victims to have a chance to trip and it would be slippery too. sometimes, he may shot flaming ink or electric ink, in which stepping on would continuously damage the victim (with NO KNOCKBACK).
Side B: Paintbrush Spin - a spinning move not unlike R.O.B.'s. it can reflect projectiles or deal multiple hits. the damage type depended on the ink in the tip of the brush, which is randomly changed every time the neutral special is used.
Down B: Disguise - changes back to Bowser Jr.
Up B: Ink Uppercut - does an uppercut with the paintbrush. useful for recovery.
Final Smash: Polluted Piranha Plant - unleashes a massive amount of goop in the floor and a Polluted Piranha Plant rised from it and attacks the foes. if the foes get to far, the Piranha would shoot poweful projectiles at the victims. Shadow Mario can freely move during this.
Contributed by D-idara
Neutral B: Fireball (NSMBWii) - He shoots a single fireball that hits for medium damage. If the fireball travels long enough without hitting anything, it drops into the ground and creates a fiery patch that lasts for 2 seconds.
Forward B: Paint Splash (Bowser+Super Mario Sunshine) - Jr. does a grab similar to Bowser's F+B and if he manages to grab another character, he hits them with his paintbrush and they end up soaked in paint, which does 2% per second (It lasts 3 seconds) and slows down the character's running speed by 20%.
Down B: Ammunition Strike (NSMBWii) - This attack has three levels that depend on Junior's damage meter:
Below 40%: He pulls out a small Koopa Shell which can be thrown as an item...it is much smaller than the iteam counterpart and is darker in color. It doesn't have as much knockback or damage input either, so it's a rather underwhelming projectile that could be useful for racking up damage.
From 40% to 80%: He pulls out a big spiked ball that can be thrown and rolls slowly. If the spiked ball is hit by any enemy attack it creates a small explosion that can also hit Jr. if he's close enough. Also, if any ground-pound type attack is used on the same terrain the spiked ball is rolling, it will bounce upwards (Think of DK's D+B, Bowser's D+B, Yoshi's D+B as ground-pound attacks).
Above 80%: Jr. pulls out a green Bob-Omb that can be thrown around. Although it doesn't have as much power and knockback as the standard Black Bob-Omb, it's still a powerful projectile that can send opponents flying easily if their % is above 60. On a side note, Jr. does have a small chance of pulling out a standard Bob-Omb with a lit fuse.
Up B: Whirling Tower (Pun on Bowser's Whirling Fortress, as Bowser's usually fought on the final Fortress and Junior usually acts as a boss in Towers and midboss levels) - Junior spins in a way very similar to his dad, the differences being that he goes a little higher and has more horizontal movement, making it a less effective attack but a much more reliable Third jump.
Final Smash: Airship Armada (NSMBWii/SMG) Bowser Jr. jumps up into his own personal Airship and as the Airship circles menacingly above the battlefield, a reticle appears in the battlefield (In the case of standard-control users) or the battlefield appears in the Gamepad (For Gamepad users; yes, i'm giving a control method to the Gamepad because you Wii U Pro noobs should put a little more faith in the new controller).
There are 4 projectiles you shoot in this order:
Bullet Bill - A single Bullet Bill that travels in a straight line. the Airship may shoot a homing Bullet Bill from time to time.
Bob-Omb - The Airship throws a flurry of 3 Bob-Ombs around the point where you aimed/touched.
Flamethrower - A torrent of flames comes off the Airship and it lasts around 2 seconds before switching to the next projectile.
Spiked Pole - One of those spiked poles from the Airships in SM3DL and the Castles in NSMBWii comes off the selected point and crushes down into the battlefield, dealing big damage with serious knockback.
As a side note, if the Stage has a Sky background when this Final Smash is used, the sky turns cloudy and lightning strikes in the background, giving it a sinister appearance similar to the Airships' background in SMB3.
Contributed by SmashShadow
Neutral Special: Fireball
Pressing B starts him charging and after he has charged he will glow slightly. For each level of charging he is able to produce another fireball(max 3.) the next time the b button is pressed. If you quickly press b twice you will shoot one fireball. Each fireball does 8% damage so a fully charged shot will do 24% damage and a semi charged will do 16%. The fireballs move horizontally and are about the same size as Samus's uncharged charge shot. When used it has a slight lag but moves much faster and has more range than mario's fireball. You can dodge roll out of charging.
Side Special: Bill launcher
Bowser Jr. pulls out a personalized version of the bill blaster made into a rocket launcher. He shoots a single bullet bill that travels straight in the direction he's facing. The bullet bill act exactly like it did in the SSE. They have the same speed, health and atk strength and if hit and their health isn't completely depleated they will flinch but then continue on their trajectory. The one difference is that if reflected they don't go back to their normal flight direction and if reflected too many times or hits a wall it will explode. A hit from this does 15% damage and only 1 bb can be on screen at a time. Has the same lag as Snake's rocket launcher.
Down Special: Paint Trap
He pulls out his paintbrush and spins it in a circle as he drags it on the ground(cannot be used in the air). What is left is a puddle of paint 2 character lengths in size. The puddles stays for 5 seconds and you can have a maximum of 2 on screen at the same time. The puddles come out randomly in 3 colors.
Red- does fire damage to whoever steps on the puddle and last the entire 5 secs
Blue- shoots out a geisure to whoever steps on the puddle and shoots the opponent upward. This does 10% damage and has KO potential at high damage but the puddle will vanish after 1 use.
Green- traps the opponent in a guck that holds them for 2 seconds(excluding counter) in place. Opponents cannot use attacks while stuck.
Up Special: Koopa Clown Car
Junior pulls out the koopa clown car in a puff of smoke and rides it for 2 seconds and does a somersault out of it with the car vanishing in another smoke puff. He can ram opponents with it if they hit the front part of the car doing very minimal damage. Likewise opponents can destory his clown car it they attack it while in use.
Final smash: Airship Armada
Inb4
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