Editing Bowser Jr. (SSBU)

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|ssname=Clown Kart Dash
|ssname=Clown Kart Dash
|ssdmg=5.2%-8.8% (collision), 10%-16.3% (doughnut)
|ssdmg=5.2%-8.8% (collision), 10%-16.3% (doughnut)
|ssdesc=The Junior Clown Car transforms into a [[mariowiki:kart|go-kart]] that speeds forward. Gains 9% [[damage-based armor]] on only the Junior Clown Car, effectively granting ~10.22% damage-based armor due to its 0.88× damage multiplier. Tilting the [[Control stick|control stick/circle pad]] in the opposite direction or pressing the attack/special button will cause the Junior Clown Car to perform a {{iw|wikipedia|doughnut|driving}}, which deals significantly more damage and higher knockback to opponents on contact compared to simply charging into them, which KOs at moderate percents. Spinning out in the air right before hitting the floor will cause Bowser Jr. to bounce during the spinout, which can cause it to miss. Spinning out in the air can produce horizontal movement, after which it can be used again. All versions of the move can be [[Jump-canceling|jump canceled]], even right after hitting an opponent, which can lead into combos and mix-ups. It can be used multiple times in midair, grants an overall long distance, and lets Bowser Jr. delay his recovery to play around edgeguards, making it a good recovery; however, as the move causes Bowser Jr. to rear back quite a distance on startup, using it near the side blast zones can unintentionally KO him.  
|ssdesc=The Junior Clown Car transforms into a [[mariowiki:kart|go-kart]] that speeds forward. Gains 9% [[damage-based armor]] on only the Junior Clown Car, effectively granting 10.22<span style="text-decoration:overline;">72</span>% damage-based armor due to its 0.88× damage multiplier. Tilting the [[Control stick|control stick/circle pad]] in the opposite direction or pressing the attack/special button will cause the Junior Clown Car to perform a {{iw|wikipedia|doughnut|driving}}, which deals significantly more damage and higher knockback to opponents on contact compared to simply charging into them. Spinning out in the air can produce horizontal movement, after which it can be used again. All versions of the move can be [[Jump-canceling|jump canceled]], even right after hitting an opponent, which can lead into combos and mix-ups.
|usname=Abandon Ship!
|usname=Abandon Ship!
|usdmg=5% (contact), 13% (explosion), 15%/10% (hammer)
|usdmg=5% (contact), 13% (explosion), 15%/10% (hammer)

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