Clown Kart Dash: Difference between revisions

686 bytes added ,  10 months ago
→‎Overview: Forgot to add this here even though I did on Bowser Jr's ''Ultimate'' page.
(→‎Overview: Forgot to add this here even though I did on Bowser Jr's ''Ultimate'' page.)
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Upon using this move, Bowser Jr. will transform his Clown Kart into a kart with wheels, driving forwards at a fast speed. There is a small delay where the vehicle activates the wheels, and then boosts forward. The Clown Kart's dash deals damage based on the speed Bowser Jr. is traveling, capping after a short duration; maximum speed is attained after a few seconds of driving. If no further button presses are made, the move will inflict low damage and knockback on contact with opponents; pressing forward on the control stick will make the kart accelerate faster, and therefore make it reach maximum damage quicker.  While driving, the move has a minimal amount of [[armor]] that can withstand attacks that deal no more than 8%.
Upon using this move, Bowser Jr. will transform his Clown Kart into a kart with wheels, driving forwards at a fast speed. There is a small delay where the vehicle activates the wheels, and then boosts forward. The Clown Kart's dash deals damage based on the speed Bowser Jr. is traveling, capping after a short duration; maximum speed is attained after a few seconds of driving. If no further button presses are made, the move will inflict low damage and knockback on contact with opponents; pressing forward on the control stick will make the kart accelerate faster, and therefore make it reach maximum damage quicker.  While driving, the move has a minimal amount of [[armor]] that can withstand attacks that deal no more than 8%.


While driving, Bowser Jr. can jump out without becoming [[helpless]], air dodge (''SSB4'' only) or force a spin out by pressing an attack button or if the opposite direction is inputted. The kart will also eventually spin out on its own; regardless of which way it ends, the spinout deals significantly more knockback than simply driving the kart, though relatively weak unless near the sides of a stage. If Bowser Jr. jumps out of the move in the air, he will lose his remaining aerial jump, but it can be done even if he has already used his aerial jump (''SSB4'' only). If Bowser Jr. drives off the edge of a platform, he will automatically jump and keep dashing. If Bowser Jr. hits a wall in the air, he will bounce up the wall, ending the dash, but can still use his midair jump. Jump-canceling the start of this move allows faster travel and plays a unique sound effect.
While driving, Bowser Jr. can jump out without becoming [[helpless]], air dodge (''SSB4'' only) or force a spin out by pressing an attack button or if the opposite direction is inputted. The kart will also eventually spin out on its own; regardless of which way it ends, the spinout deals significantly more knockback than simply driving the kart, though relatively weak unless near the sides of a stage. If Bowser Jr. jumps out of the move in the air, he will lose his remaining aerial jump, but it can be done even if he has already used his aerial jump (''SSB4'' only). If Bowser Jr. drives off the edge of a platform, he will automatically jump and keep dashing. If Bowser Jr. hits a wall in the air, he will bounce up the wall, ending the dash, but can still use his midair jump, meaning he can potentially stall his recovery using a wall if the player anticipates an [[edgeguard]]. Jump-canceling the start of this move allows faster travel and plays a unique sound effect.
 
The kart gives Bowser Jr. a capable recovery tool, as it travels a long distance, has minimal protection, and can be canceled in multiple ways, including stalling in midair with jumps. However, as the kart will always travel a short distance backwards before it accelerates, it has an unintentional side effect of shifting Bowser Jr. backwards upon startup; this means that a careless user can accidentally KO themselves if they use Clown Kart Dash if they are right next to a side blast zone. As a result, it should not be immediately used out of hitstun if sent too far offstage.


At lower percents, the vertical knockback inflicted by ramming the vehicle into an enemy can easily lead into an aerial, making it an effective combo starter. At later percents, the spin out can effectively KO enemies around 125%.  
At lower percents, the vertical knockback inflicted by ramming the vehicle into an enemy can easily lead into an aerial, making it an effective combo starter. At later percents, the spin out can effectively KO enemies around 125%.  
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