Clown Kart Dash: Difference between revisions

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(→‎Overview: Forgot to add this here even though I did on Bowser Jr's ''Ultimate'' page.)
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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.
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.
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: a careless user can accidentally KO themselves if they use Clown Kart Dash if they are facing the stage and right next to a side blast zone, since it will shift Bowser Jr's hitbox directly into the blast zone. As a result, it should not be immediately used out of hitstun if sent too far offscreen.


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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