Editing Mechakoopa

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==Overview==
==Overview==
The Mechakoopa marches until colliding with an enemy, knocking them back before exploding. It does 2% when jumping and 7% explosive damage when it explodes for a total of 9%. It deals weak diagonal knockback. If the Mechakoopa walks to a ledge without hitting anyone, it will turn around, and if it isn't activated after about five seconds, it will explode on its own. Bowser Jr. can only have one Mechakoopa out at a time; the move will fail if he uses it again before the Mechakoopa is gone, leaving him with around half a second of lag. In [[Ultimate]], if a Mechakoopa collides with a shield, it will switch off and become an item the opponent can pick up.
The Mechakoopa marches until the colliding with an enemy, knocking them back before exploding. It does 2% when jumping and 7% explosive damage when it explodes for a total of 9%. It deals weak diagonal knockback. If the Mechakoopa walks to a ledge without hitting anyone, it will turn around, and if it isn't activated after about five seconds, it will explode on its own. Bowser Jr. can only have one Mechakoopa out at a time; the move will fail if he uses it again before the Mechakoopa is gone, leaving him with around half a second of lag. In [[Ultimate]], if a Mechakoopa collides with a shield, it will switch off and become an item the opponent can pick up.


If a player picks up the Mechakoopa, it will reset the timer. This can be used for combos or potentially dropping off-stage for [[gimping]] opponents. However, the Mechakoopa counts as an item that can be picked up and thrown back at the user, similar to [[Diddy Kong]]'s [[Banana Peel]]. As a result, these plays are not reserved to Bowser Jr., and they're equally effective against him as they are on the opponent.
If a player picks up the Mechakoopa, it will reset the timer. This can be used for combos or potentially dropping off-stage for [[gimping]] opponents. However, the Mechakoopa counts as an item that can be picked up and thrown back at the user, similar to [[Diddy Kong]]'s [[Banana Peel]]. As a result, these plays are not reserved to Bowser Jr., and they're equally effective against him as they are on the opponent.


When a Mechakoopa jumps onto an opponent, it will latch on for a limited period of time before exploding. This can be exploited by the Bowser Jr. player in a number of ways: "extending" throw knockback, combos into [[forward aerial]] and confirming smash attacks among other things. This is a massive part of Bowser Jr.'s playstyle, and learning how to use it is imperative to learning the character.
When a Mechakoopa jumps onto an opponent, it will latch on for a limited period of time before exploding. This can be exploited by the Bowser Jr. player in a number of ways: "extending" throw knockback, combos into [[forward aerial]] and confirming smash attacks among other things. This is a massive part of Bowser Jr.'s playstyle, and learning how to use it is imperative in learning the character.


In [[Master Fortress]], Mechakoopas can walk on the acid.
In [[Master Fortress]], Mechakoopas can walk on the acid.

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