Editing Bowser Jr. (SSB4)

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|neutralcount=2
|neutralcount=2
|neutralinf=y
|neutralinf=y
|neutralname=Clown Jab ({{ja|クラウンジャブ|Kuraun Jabu}}) / Clown Hook ({{ja|クラウンフック|Kuraun Fukku}}) / Clown Hundred Rending Punch ({{ja|クラウン百裂パンチ|Kuraun Hyakuretsu Panchi}}) / Clown Hundred Rending Finish ({{ja|クラウン百裂フィニッシュ|Kuraun Hyakuretsu Finisshu}})
|neutralname= 
|neutral1dmg=3%
|neutral1dmg=3%
|neutral2dmg=2%
|neutral2dmg=2%
|neutralinfdmg=2% (loop), 3% (last)
|neutralinfdmg=2% (loop), 3% (last)
|neutraldesc=The Junior Clown Car performs a {{s|wikipedia|one-two combo}}, followed by a flurry of punches, followed by a jab. It has impressive damage racking potential, as it can easily deal around 20%. Its first hit is quite useful for [[Lock#Jab lock|jab locks]] due to its minimal ending lag, whereas its last hit's extremely high knockback growth can KO around 130%-150% while near the edge. However, its neutral infinite is quite easy to escape, even with minimal [[Smash directional influence|SDI]], while its last hit is punishable. As a result, it is best used against off-stage opponents that are attempting to grab the edge. The flurry punches of the move are similar to an attack Bowser Jr does when smashing the steel blocks in the {{s|Mariowiki|Boarding the Airship}} level from {{s|Mariowiki|New Super Mario Bros U}}.
|neutraldesc=The Junior Clown Car performs a {{s|wikipedia|one-two combo}}, followed by a flurry of punches, followed by a jab. It has impressive damage racking potential, as it can easily deal around 20%. Its first hit is quite useful for [[Lock#Jab lock|jab locks]] due to its minimal ending lag, whereas its last hit's extremely high knockback growth can KO around 130%-150% while near the edge. However, its neutral infinite is quite easy to escape, even with minimal [[Smash directional influence|SDI]], while its last hit is punishable. As a result, it is best used against off-stage opponents that are attempting to grab the edge. The flurry punches of the move are similar to an attack Bowser Jr does when smashing the steel blocks in the {{s|Mariowiki|Boarding the Airship}} level from {{s|Mariowiki|New Super Mario Bros U}}.
|ftiltname=Fork ({{ja|フォーク|Fōku}})
|ftiltname= 
|ftiltdmg=8%
|ftiltdmg=8%
|ftiltdesc=The Junior Clown Car thrusts a pitchfork forward. It can be angled and is very useful for spacing.
|ftiltdesc=The Junior Clown Car thrusts a pitchfork forward. It can be angled and is very useful for spacing.
|utiltname=Push-Up Fork ({{ja|突き上げフォーク|Tsukiage Fōku}})
|utiltname= 
|utiltdmg=6%
|utiltdmg=6%
|utiltdesc=The Junior Clown Car thrusts a pitchfork upward. It can combo into itself beginning at 0% and juggle at medium percentages, but has a blind spot between the fork's prongs and the Junior Clown Car.
|utiltdesc=The Junior Clown Car thrusts a pitchfork upward. It can combo into itself beginning at 0% and juggle at medium percentages, but has a blind spot between the fork's prongs and the Junior Clown Car.
|dtiltname=Licking ({{ja|なめまわし|Namemawashi}})
|dtiltname= 
|dtiltdmg=1.5% (hits 1-2), 5% (hit 3)
|dtiltdmg=1.5% (hits 1-2), 5% (hit 3)
|dtiltdesc=The Junior Clown Car uses its tongue to lick forward three times. It has a fair amount of utility, as it is efficient at warding off rushdowns, can act as a set-up for a dash attack, or interfere with an opponent attempting to grab an edge due to its undulating hitbox. This is possibly based on a cutscene in {{s|mariowiki|Super Mario Sunshine}} were Shadow Mario sticks his tongue out at Mario when he is kidnapping Peach.
|dtiltdesc=The Junior Clown Car uses its tongue to lick forward three times. It has a fair amount of utility, as it is efficient at warding off rushdowns, can act as a set-up for a dash attack, or interfere with an opponent attempting to grab an edge due to its undulating hitbox. This is possibly based on a cutscene in {{s|mariowiki|Super Mario Sunshine}} were Shadow Mario sticks his tongue out at Mario when he is kidnapping Peach.
|dashname=Round Saw ({{ja|丸ノコギリ|Maru Nokogiri}})
|dashname= 
|dashdmg=1.5% (hits 1-5), 4% (hit 6)
|dashdmg=1.5% (hits 1-5), 4% (hit 6)
|dashdesc=The Junior Clown Car opens its mouth to swing a {{iw|mariowiki|Grinder}} twice. Its loop hits do not connect together very well at high percentages.
|dashdesc=The Junior Clown Car opens its mouth to swing a {{iw|mariowiki|Grinder}} twice. Its loop hits do not connect together very well at high percentages.
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|fsmashdmg={{ChargedSmashDmgSSB4|1}} (hits 1-5), {{ChargedSmashDmgSSB4|11}} (hit 6)
|fsmashdmg={{ChargedSmashDmgSSB4|1}} (hits 1-5), {{ChargedSmashDmgSSB4|11}} (hit 6)
|fsmashdesc=The Junior Clown Car uses two drills to drill the opponent in place. The final hit is a powerful KOing option, while the whole move has low ending lag and it can be angled.
|fsmashdesc=The Junior Clown Car uses two drills to drill the opponent in place. The final hit is a powerful KOing option, while the whole move has low ending lag and it can be angled.
|usmashname=Rotary Mixer ({{ja|ロータリーミキサー|Rōtarī Mikisā}})
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSB4|1}} (hit 1), {{ChargedSmashDmgSSB4|1.3}} (hits 2-5), {{ChargedSmashDmgSSB4|1}} (hit 6), {{ChargedSmashDmgSSB4|6}} (hit 7)
|usmashdmg={{ChargedSmashDmgSSB4|1}} (hit 1), {{ChargedSmashDmgSSB4|1.3}} (hits 2-5), {{ChargedSmashDmgSSB4|1}} (hit 6), {{ChargedSmashDmgSSB4|6}} (hit 7)
|usmashdesc=Bowser Jr. performs a handstand to attack with the Junior Clown Car's spinning propeller. It is Bowser Jr.'s fastest smash attack, with its multiple hits being useful for pressuring shields or denying aerial approaches.
|usmashdesc=Bowser Jr. performs a handstand to attack with the Junior Clown Car's spinning propeller. It is Bowser Jr.'s fastest smash attack, with its multiple hits being useful for pressuring shields or denying aerial approaches.
|dsmashname=Double Iron Ball ({{ja|ダブル鉄球|Daburu Tekkyū}})
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSB4|18}}
|dsmashdmg={{ChargedSmashDmgSSB4|18}}
|dsmashdesc=The Junior Clown Car slams wrecking balls on both sides. It is Bowser Jr.'s most powerful smash attack, and is the third strongest down smash in the game, making it deadly for [[punishment]]. However, it has high ending lag unlike his other smash attacks, making it equally as punishable.
|dsmashdesc=The Junior Clown Car slams wrecking balls on both sides. It is Bowser Jr.'s most powerful smash attack, and is the third strongest down smash in the game, making it deadly for [[punishment]]. However, it has high ending lag unlike his other smash attacks, making it equally as punishable.
|nairname=Propeller Punch ({{ja|プロペラパンチ|Puropera Panchi}})
|nairname= 
|nairdmg=6% (clean), 5% (mid), 3% (late)
|nairdmg=6% (clean), 5% (mid), 3% (late)
|nairdesc=The Junior Clown Car spins around with the boxing glove arms extended. It is a weak but useful aerial, which combos reliably from [[Clown Kart Dash]] and is effective as a anti-pressure and edgeguarding option.
|nairdesc=The Junior Clown Car spins around with the boxing glove arms extended. It is a weak but useful aerial, which combos reliably from [[Clown Kart Dash]] and is effective as a anti-pressure and edgeguarding option.
|fairname=Iron Ball Swing ({{ja|鉄球ふりまわし|Tekkyū Furimawashi}}
|fairname= 
|fairdmg=11%/9% (clean), 8%/6.5% (mid), 5%/4% (late), 2% (landing)
|fairdmg=11%/9% (clean), 8%/6.5% (mid), 5%/4% (late), 2% (landing)
|fairdesc=The Junior Clown Car swings a wrecking ball forward in a circling motion. Landing while the wrecking ball is still out produces another hitbox, which can lead to more follow-ups on the ground, as well as compensate for its high landing lag. Useful for edge-guarding and spacing, as well as a viable KOing option.
|fairdesc=The Junior Clown Car swings a wrecking ball forward in a circling motion. Landing while the wrecking ball is still out produces another hitbox, which can lead to more follow-ups on the ground, as well as compensate for its high landing lag. Useful for edge-guarding and spacing, as well as a viable KOing option.
|bairname=Back Iron Ball ({{ja|裏鉄球|Ura Tekkyū}})
|bairname= 
|bairdmg=14% (clean tip), 8% (clean base, late)
|bairdmg=14% (clean tip), 8% (clean base, late)
|bairdesc=The Junior Clown Car thrusts a wrecking ball backward. Like his forward aerial, landing while the wrecking ball is still out produces another hitbox, which can lead to more follow-ups on the ground. Useful for edge-guarding and a viable KOing option due to its high knockback.
|bairdesc=The Junior Clown Car thrusts a wrecking ball backward. Like his forward aerial, landing while the wrecking ball is still out produces another hitbox, which can lead to more follow-ups on the ground. Useful for edge-guarding and a viable KOing option due to its high knockback.
|uairname=Ceiling Crush ({{ja|天井砕き|Tenjō Kudaki}})
|uairname= 
|uairdmg=10% (clean), 6.5% (late)
|uairdmg=10% (clean), 6.5% (late)
|uairdesc=Swings a {{s|mariowiki|hammer}} above himself. It has little lag and is a useful juggling option.
|uairdesc=Swings a {{s|mariowiki|hammer}} above himself. It has little lag and is a useful juggling option.
|dairname=Piercing Drill ({{ja|突き刺しドリル|Tsukisashi Doriru}})
|dairname= 
|dairdmg=1.3% (loop), 2% (last), 2% (landing)
|dairdmg=1.3% (loop), 2% (last), 2% (landing)
|dairdesc=The Junior Clown Car extends a drill from its underside hatch to pierce opponents. Its high ending lag is compensated by the hitbox it produces upon landing, which grants it follow-up potential. If the attack hits an opponent, it can cancel quickly into other moves; if not, Bowser Jr. suffers from moderate ending lag. This could be similar to the {{s|mariowiki|Spin Drill}} from {{s|mariowiki|Super Mario Galaxy}}.
|dairdesc=The Junior Clown Car extends a drill from its underside hatch to pierce opponents. Its high ending lag is compensated by the hitbox it produces upon landing, which grants it follow-up potential. If the attack hits an opponent, it can cancel quickly into other moves; if not, Bowser Jr. suffers from moderate ending lag. This could be similar to the {{s|mariowiki|Spin Drill}} from {{s|mariowiki|Super Mario Galaxy}}.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname= 
|grabdesc=The Junior Clown Car extends a claw to grab the opponent. A slow grab overall.
|grabdesc=The Junior Clown Car extends a claw to grab the opponent. A slow grab overall.
|pummelname=Grab Piko Piko Hammer ({{ja|つかみピコピコハンマー|Tsukami Piko Piko Hanmā}})
|pummelname= 
|pummeldmg=2%
|pummeldmg=2%
|pummeldesc=Hits the opponent with a toy hammer. A fairly fast pummel. The toy hammer looks identical to the one used in the [[mariowiki:Sticker_(Paper_Mario:_Sticker_Star)#Eekhammer|Eekhammer sticker]] from ''{{iw|mariowiki|Paper Mario: Sticker Star}}''. Each hit plays the recurring sound of [[Mario]] jumping onto a [[Goomba]] in the ''Super Mario'' franchise.
|pummeldesc=Hits the opponent with a toy hammer. A fairly fast pummel. The toy hammer looks identical to the one used in the [[mariowiki:Sticker_(Paper_Mario:_Sticker_Star)#Eekhammer|Eekhammer sticker]] from ''{{iw|mariowiki|Paper Mario: Sticker Star}}''. Each hit plays the recurring sound of [[Mario]] jumping onto a [[Goomba]] in the ''Super Mario'' franchise.
|fthrowname=Body Blow ({{ja|ボディブロー|Bodi Burō}})
|fthrowname= 
|fthrowdmg=3% (hit 1), 6% (throw)
|fthrowdmg=3% (hit 1), 6% (throw)
|fthrowdesc=The Junior Clown Car throws an uppercut. It is fairly good for launching opponents at the edge for an edge-guard.
|fthrowdesc=The Junior Clown Car throws an uppercut. It is fairly good for launching opponents at the edge for an edge-guard.
|bthrowname=Centrifugal Throw ({{ja|遠心投げ|Enshin Nage}})
|bthrowname= 
|bthrowdmg=12%
|bthrowdmg=12%
|bthrowdesc=The Junior Clown Car spins and then throws the opponent backward. Bowser Jr.'s most powerful throw, as it can KO most middleweights starting around 160% without [[rage]].
|bthrowdesc=The Junior Clown Car spins and then throws the opponent backward. Bowser Jr.'s most powerful throw, as it can KO most middleweights starting around 160% without [[rage]].
|uthrowname=Fling Away ({{ja|放り投げ|Hori Nage}})
|uthrowname= 
|uthrowdmg=7%
|uthrowdmg=7%
|uthrowdesc=The Junior Clown Car flings the opponent upward. It can lead into up aerial at low percentages.
|uthrowdesc=The Junior Clown Car flings the opponent upward. It can lead into up aerial at low percentages.
|dthrowname=Back Drill ({{ja|バックドリル|Bakku Doriru}})
|dthrowname= 
|dthrowdmg=0.5% (hits 1-5), 4% (throw)
|dthrowdmg=0.5% (hits 1-5), 4% (throw)
|dthrowdesc=The Junior Clown Car throws the opponent onto the ground and then extends a drill from its underside hatch to pierce opponents. It can be used to pressure the opponent into his Clown Kart Dash.
|dthrowdesc=The Junior Clown Car throws the opponent onto the ground and then extends a drill from its underside hatch to pierce opponents. It can be used to pressure the opponent into his Clown Kart Dash.

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