meleebrawler
Smash Hero
If I was a Jr. player constantly getting my mechs picked up, I'd pick them up myself.Just played a good Bow Jr. in an online tourney. (ehh online, I know)
But this is so, incredibly, important. You can make it hard for Jr. to approach with the mechakoopa on the ground in neutral with metal blade (pierce) and then pick up the mechakoopa with ease. I used it really often, since my opponent spat out mechakoopas in neutral a lot, and it helped a ton. A TON.
I'm too tired to do research tonight. But we need to switch topics.
Thank you to @Potassium, @Duck SMASH!, and @divade for stopping by. Feel free to continue discussing the MU in our general MU thread, or even continue contributing to our future discussion topics.
Edit: if one of the Jr. mains could PM me the amount of health a mechakoopa has, that'd be wonderful. I feel like that's important thing to put in the summary that I'll eventually write.
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Original plan was to go to Bowser.
So we're going to go to Bowser.
Someone do research for me and post in their forum pls. I know there's a calm animal v ssguy video in the light labs video thread.
ty. goodnight.
I'll just finish by mentioning Jr.'s customs:
For Cannonball he has a smaller, faster, weaker variant that pierces projectiles, as well as one that's
a windbox. Nothing that significant here.
His kart customs vastly change his play. Koopa Drift gives him insane horizontal recovery and more
safety on shield with the spin attack. Grounding Dash gives frame 1 full armour that can break juggles
and counter with burials.
Up B custom Meteor Ejection has the falling kart meteor and has some armour when Jr. ducks inside,
but he gains less height from the jump.
And for Down B, he can change the mechakoopa into a lobbing projectile with Impatient,
or forgo the whole stage control aspect for more throwing damage with Big Mechakoopa (these
ones don't blow up on contact, though).
As for Bowser, @ ChopperDave already mentioned stymied lemons and fortress punishes.
It should be noted that cannon hits can still stagger him, though they can be punished if shielded.
Crash Bomber is also pretty ineffective, though Danger Wrap once again saves the day by making
juggling Bowser extra easy. Otherwise if you're trying to juggle with Air Shooters, watch out
for the Bowser Bomb that won't be stopped unless you get the initial hits with hitstun.
Oh, and if Rock isn't careful with his projectiles, Bowser's Dash Slash can let him close
in at the blink of an eye.
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