Super Smash Bros. Ultimate

Bowser Jr. (SSBU): Difference between revisions

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{{Infobox Character
{{Infobox Character
|name = Bowser Jr.
|name = Bowser Jr.
|image = {{tabber|title1=Bowser Jr.|tab1=[[File:Bowser Jr. SSBU.png|270px]]|title2=Larry|tab2=[[File:Bowser_Jr.-Alt1 SSBU.png|250px]]|title3=Roy|tab3=[[File:Bowser_Jr.-Alt2 SSBU.png|250px]]|title4=Wendy|tab4=[[File:Bowser_Jr.-Alt3 SSBU.png|250px]]|title5=Iggy|tab5=[[File:Bowser_Jr.-Alt4 SSBU.png|250px]]|title6=Morton|tab6=[[File:Bowser_Jr.-Alt5 SSBU.png|250px]]|title7=Lemmy|tab7=[[File:Bowser_Jr.-Alt6 SSBU.png|250px]]|title8=Ludwig|tab8=[[File:Bowser_Jr.-Alt7 SSBU.png|250px]]|}}
|image = {{tabber|title1=Bowser Jr.|content1=[[File:Bowser Jr. SSBU.png|270px]]|title2=Larry|content2=[[File:Bowser_Jr.-Alt1 SSBU.png|250px]]|title3=Roy|content3=[[File:Bowser_Jr.-Alt2 SSBU.png|250px]]|title4=Wendy|content4=[[File:Bowser_Jr.-Alt3 SSBU.png|250px]]|title5=Iggy|content5=[[File:Bowser_Jr.-Alt4 SSBU.png|250px]]|title6=Morton|content6=[[File:Bowser_Jr.-Alt5 SSBU.png|250px]]|title7=Lemmy|content7=[[File:Bowser_Jr.-Alt6 SSBU.png|250px]]|title8=Ludwig|content8=[[File:Bowser_Jr.-Alt7 SSBU.png|250px]]|}}
|game = SSBU
|game = SSBU
|ssbgame1 = SSB4
|ssbgame1 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = D-
|ranking = 70
}}
}}
{{cquote|''The Jr. Clown Car this little fella rides in takes less damage when attacked than Bowser Jr. himself—so try to stay in the car when taking damage. The different color variations are the Koopalings!''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}}
{{cleanup|Introduction needs to be shortened to summarize his most noteworthy strengths and weaknesses. Any additional information belongs in their respective sections below}}
'''Bowser Jr.''' ({{ja|クッパJr.|Kuppa Jr.}}, ''Koopa Jr.'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was revealed for the game along with the rest of the veterans on [https://www.youtube.com/watch?v=L93H7YC-83o June 12th, 2018]. He returns with his Junior Clown Car, and the [[Koopalings]] also return as his alternate costumes. Bowser Jr. is classified as fighter #58.
'''Bowser Jr.''' ({{ja|クッパJr.|Kuppa Jr.}}, ''Koopa Jr.'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was revealed for the game along with the rest of the veterans on [https://www.youtube.com/watch?v=L93H7YC-83o June 12th, 2018]. He returns with his Junior Clown Car, and the [[Koopalings]] return as [[Alternate costume|alternate costumes]] alongside him. As in {{for3ds}}, he is unlockable, instead of being available from the start. Bowser Jr. is classified as [[Fighter number|Fighter #58]].


As in ''[[Smash 4]]'', {{s|mariowiki|Caety Sagoian}}'s portrayals of Bowser Jr. in the {{uv|Mario}} games were repurposed for ''Ultimate''. In addition, Lani Minella’s portrayals of Larry, Morton, Wendy, and Lemmy, Mike Vaughn’s portrayals of Iggy and Ludwig, and Dan Falcone’s portrayal of Roy from the ''New Super Mario Bros.'' games that were used in ''Smash 4'' were also repurposed for ''Ultimate.''
As in ''[[Super Smash Bros. 4]]'', {{s|mariowiki|Caety Sagoian}}'s portrayals of Bowser Jr. from various {{uv|Mario}} spin-off games, along with {{s|mariowiki|Lani Minella}}'s portrayals of Larry, Morton, Wendy, and Lemmy, {{s|mariowiki|Mike Vaughn}}’s portrayals of Iggy and Ludwig, and {{s|mariowiki|Dan Falcone}}'s portrayal of Roy from the ''New Super Mario Bros.'' games, were repurposed for ''Ultimate'', in place of the Koopalings' respective voice actors from ''Mario Kart 8'' onward.
 
Bowser Jr. is ranked 70th out of 82 on the current [[tier list]], placing him at the top of the D- tier. This is a very slight improvement over his 47th out of 54 placement in ''SSB4''. Bowser Jr. has a unique type of playstyle using his signature Clown Kart for his neutral game. His Clown Kart now takes priority for his hurtbox, taking regular damage compared to himself. Bowser Jr. has capable normals for racking up damage. For example, his rapid jab is noteworthy for being a viable KO tool and is rather quick too, coming out on frame 4. His tilts also serve some purpose as good poking tools that linger. His grab game is also strong as his up throw leads into multiple up aerials and a strong advantage state and combo game with juggling and his down throw is good for racking up damage and stage positioning. His forward and back throws are also solid as they are good setups for edgeguards or potent KO moves at higher percentages. His other aerials, like his forward aerial and back aerial, are solid disjoints to help Jr's range and viable KO moves. Bowser Jr's smash attacks are also useful as solid finishers, with forward smash coming out fairly quick and little endlag, up smash is a quick out-of-shield option, coming out on frame 7, and down smash is a fast smash attack that hits on both sides simultaneously. Bowser Jr's special moves also have their fair share of strengths. His [[Clown Kart Dash]] is a strong burst option that greatly improves Bowser Jr's approach and can also combo into certain moves like up aerial and the hammer swing from [[Abandon Ship!]]. Clown Kart Dash can also be used for [[mindgames]] or for playing defensively to slow down the pace of the match. [[Clown Cannon]] is useful for forcing approaches and he can fire two at a time which can apply shield pressure. [[Mechakoopa]] is his main stage control move that can also be used for [[mindgames]] or KO setups due to its property as an item.
 
However, Bowser Jr. has several weaknesses that balance out his strengths. His overall mobility is mediocre so he has to rely a lot on his Clown Kart for movement. While his Clown Kart takes priority over his hurtbox, Bowser Jr. himself will take more damage compared to the kart. Due to him being a heavyweight, it also makes Jr. easy to combo and juggle. Bowser Jr's recovery is also exploitable if he is hit while recovering between the kart and the ledge, it renders him unable to recover and gimped. Several of Bowser Jr's moves, such as forward air, back air, down smash, and more have high amounts of endlag, making them fairly risky to throw out and easy for him to be punished. His projectiles are also easily predictable to see coming and avoid which can also be used against him.
 
Overall, Bowser Jr. is a character that has unique strengths in his toolkit but exploitable weaknesses that are easy to take advantage of. Although his overall representation has been below-average, Bowser Jr. had nevertheless seen tournament success thanks to dedicated players such as {{Sm|Young Eevey}} in the early metagame and {{Sm|TM7_ZAP}} and {{Sm|Yoda Cage}} in the post-online metagame.


==How to unlock==
==How to unlock==
Complete one of the following:
Complete one of the following:
*Play [[VS. match]]es, with Bowser Jr. being the 61st character to be unlocked.
*Play [[VS. match]]es, with Bowser Jr. being the 61st character to be unlocked.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Fox}} or any character in his unlock tree, being the sixth character unlocked after {{SSBU|Daisy}}.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Fox}} or any character in his unlock tree, being the 6th character unlocked after {{SSBU|Daisy}}.
*Have Bowser Jr. join the player's party in [[World of Light]].
*Have Bowser Jr. join the player's party in [[World of Light]].
With the exception of the third method, Bowser Jr. must then be defeated on [[Delfino Plaza]].
With the exception of the third method, Bowser Jr. must then be defeated on [[Delfino Plaza]]. In World of Light, he is fought on the [[Ω form]] of [[Mushroomy Kingdom]].


==Attributes==
==Attributes==
Bowser Jr. is a unique [[Weight|heavyweight]] in the sense that, his Junior Clown Car has a separate hurtbox from him, making his survivability variable. Bowser Jr. has the sixtieth fastest [[Walk|walking]] speed, sixty-second fastest [[Dash|dashing]] speed and  [[Dash#Initial dash|initial dash]], twenty-sixth fastest [[air speed]], thirty-first highest [[air acceleration]], thirty-fourth highest [[gravity]], the twenty-eighth fastest [[falling speed]] and [[fast fall]]ing speed, and the sixty-eighth highest [[traction]]. As a result of these attributes, Bowser Jr.'s mobility is merely average in most cases, though many characters supersede him in terms of [[approach]].
Bowser Jr. is a unique [[Weight|heavyweight]] fighter because his Junior Clown Car has a separate hurtbox from him, making his survivability variable. Bowser Jr. sports the 20th slowest [[Walk|walking speed]] (tied with {{SSBU|Peach}} and {{SSBU|Daisy}}), the 21st slowest [[Dash|dashing speed]], the 26th fastest [[air speed]] (tied with {{SSBU|Ike}} and {{SSBU|R.O.B.}}), the 30th fastest [[falling speed]] (tied with Ike, {{SSBU|Corrin}}, {{SSBU|Sonic}}, {{SSBU|Ganondorf}}, and {{SSBU|Duck Hunt}}), slightly above average [[gravity]] and [[air acceleration]], and low [[traction]]. All in all, these stats render his mobility somewhat poor except in the air, and as a result, many characters supersede him in terms of [[approach]].


Bowser Jr. possesses a unique mechanic, in which, his Junior Clown Car takes less damage from all incoming attacks. This, coupled with his high weight, gives Bowser Jr. potentially above-average survivability compared to other characters, and even other heavyweights. Bowser Jr. also possesses a purely disjointed moveset and two good projectiles in [[Clown Cannon]] and [[Mechakoopa]], giving him a ranged gameplan.
Bowser Jr. and his Junior Clown Car both have separate hurtboxes, much like Duck Hunt. He possesses a unique mechanic where the Clown Car takes less damage from all incoming attacks, whereas he himself takes more damage in comparison. Unlike in ''SSB4'', the Clown Car's hurtbox takes priority over Bowser Jr.'s hurtbox: when combined with his heavy weight, this gives him above average survivability compared to a good majority of the rest of the cast, or possibly even a good majority of other characters that are of his weight class. Bowser Jr. also possesses a purely disjointed moveset and two good projectiles in [[Clown Cannon]] and [[Mechakoopa]].


Clown Cannon can have two cannonballs in play at the same time, deals good damage and knockback, and its cannonballs travel quickly. This, as a result, makes Clown Cannon good for disrupting or throwing off approaches, as well as KOing at high percentages. This is further compounded by its outstanding shield damage, making Clown Cannon a viable [[Punishment|punishing]] tool. Mechakoopa is also disruptive in its own right, due to its explosion that is induced from hitting it. The Mechakoopa always follows opponents no matter the circumstances, and explodes upon contact, serving as an excellent KO setup against launched opponents.
Clown Cannon can have two cannonballs in play at the same time, deals good damage and knockback, and its cannonballs travel quickly. This makes Clown Cannon good for disrupting or throwing off approaches, as well as KOing at high percentages. This is further compounded by its outstanding shield damage, making Clown Cannon a viable [[Punishment|punishing]] tool. Mechakoopa is also disruptive due to its explosion effect upon being hit. The Mechakoopa always follows opponents no matter the circumstances, and explodes upon contact, serving as an excellent KO setup against launched opponents.


[[Clown Kart Dash]] travels extremely quickly, vastly making up for his somewhat poor approach, as he can easily cover long distances, both on the ground and in the air. Clown Kart Dash also deals above-average damage and knockback at maximum speed, enabling it to KO opponents at mid-high percentages. Junior can double jump out of his side special, which grants him potential aerial follow-ups. [[Abandon Ship!]] travels good vertical distance, allowing Junior to return to the stage if he is right below it. The Junior Clown Car itself damages opponents upon exploding, serving as a potential KOing option, should it hit foes at later percentages. Bowser Jr. himself is gifted with a hammer, which deals high damage and knockback, and has quick startup, all of which allow it to swiftly end opponents. Clown Kart Dash and Abandon Ship! can be mixed up with an air dodge for an excellent recovery.
[[Clown Kart Dash]] travels extremely quickly, vastly making up for Bowser Jr.'s poor approach and allowing him to easily cover long distances, both on the ground and in the air. Clown Kart Dash also deals above-average damage and knockback at maximum speed, enabling it to KO opponents at mid-high percentages. Junior can also double jump out of it, granting him potential aerial follow-ups. [[Abandon Ship!]] travels good vertical distance, allowing Junior to return to the stage if he is right below it. The Junior Clown Car itself damages opponents upon exploding, serving as a potential KO option at later percentages. While outside of the clown car, Bowser Jr. is gifted with a hammer, which deals high damage, high knockback, and has quick startup, making it a good KO option in its own right. Clown Kart Dash and Abandon Ship! can be mixed up with an air dodge, combining to give Junior an impressive recovery.


Bowser Jr.'s aerials have great utility, going hand-in-hand with his specials. Neutral aerial has edgeguarding capabilities, and it is good to use out-of-shield, because of its lingering hitbox. His forward and back aerials are great for edgeguarding, spacing, and KOing, because of their high knockback, high potential damage, and good range. Bowser Jr.'s up aerial is good for juggling, because of its decent speed and vertical range; it is also good for KOing. Lastly, down aerial can shield stab, and works well with Clown Kart Dash when initiating follow-ups.
Bowser Jr.'s aerials have great utility, going hand-in-hand with his specials. Neutral aerial has edgeguarding capabilities and is effective out-of-shield because of its lingering hitbox. His forward and back aerials are great for edgeguarding, spacing, and KOing because of their high knockback, high potential damage, and good range. Bowser Jr.'s up aerial is good for juggling because of its decent speed and vertical range and serves as an additional KO option. Lastly, down aerial can shield poke, and works well with Clown Kart Dash when initiating follow-ups.


Bowser Jr.'s smash attacks are good KOing options, all dealing high knockback and overall damage: forward smash has low ending lag, stabs shields, and can be angled; up smash has very quick startup and ending lag, pressures shields, and denies any aerial approaches; lastly, down smash has high range, and KOs the earliest out of Jr.'s smash attacks.
Bowser Jr.'s smash attacks are go-to KO options, all dealing high knockback and overall damage: forward smash has low ending lag, pokes shields, and can be angled; up smash has very quick startup and ending lag, pressures shields, and denies any aerial approaches; and lastly, down smash has high range and KOs, the earliest out of Junior's smash attacks.
 
Despite his great aerial mobility and damage-racking potential, Bowser Jr. is not without his flaws. One of his biggest problems is that his recovery is glaringly susceptible to gimps. While Abandon Ship! grants him considerable vertical distance, any weak hit will result in Bowser Jr. not being able to respawn the Junior Clown Car, and it doesn't have a hitbox outside of the Clown Car's explosion, making him very vulnerable. Another major problem that Bowser Jr. faces is a lack of viable out-of-shield options; despite his up smash being a fast out-of-shield option with decent kill power, it lacks range and leaves Junior vulnerable if it misses. Additionally, his grab is one of the slowest non-tether grabs, his aerials are either laggy or have poor range for being disjointed and his Mechakoopas will deactivate if they hit a shield, making him susceptible to punishes, and as his traction is one of the lowest in the game, this gives him a poor out-of-shield game. Bowser Jr. is also a very straightforward character, which can make him quite predictable at times. For instance, Clown Cannon and Mechakoopa are important to Bowser Jr.'s neutral game, making it easy (especially for characters such as {{SSBU|Fox}}) to read and shut down his options. Despite his grab range being rather long, his grabs have noticeable start-up and ending lag, and his throws have low utility due to their inability to KO at reasonable percentages outside of forward throw, with only up throw possessing some combo potential. In addition, despite his high power, Bowser Jr. suffers from poor KO potential due to having very few reliable KOing options (his neutral attack finisher, smash attacks and his forward/back aerials), which is further compounded by said options being burdened with considerable ending lag, while his forward smash has low ending lag and is safe on shield, but its multihits don't connect reliably into the final hit. Many of his attacks, such as his tilts, also have poor range, so he fares surprisingly poorly against swordfighters considering his disjointed moveset. Finally, Bowser Jr. takes more damage if he is hit but not his Koopa Clown Car, so he is very vulnerable to aerial approaches and after using Abandon Ship!, and he also struggles with dealing with pressure from his opponents. Since he always takes priority over his Clown Car when thrown, Bowser Jr. is also particularly vulnerable to being grabbed and can be knocked out earlier than a character of his weight class would by strong kill throws.
 
Overall, Bowser Jr. fares well with a bait-and-punish playstyle like [[Bowser (SSBU)|his father]] does, but he can also be potent at pressuring the opponent thanks to Clown Cannon, Clown Kart Dash, and Mechakoopa. However, his slew of exploitable weaknesses can make him a bit underwhelming overall, and frequently overshadowed compared to the rest of the cast. Because of this, his results and representation have been below-average overall, like in ''SSB4''.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Near the end of ''SSB4's'' metagame, Bowser Jr. had been considered a low tier, and was thus ranked as the 8th worst character in ''SSB4's'' most recent tier list (48th out of 55). Because of this, he was noticeably buffed in his transition to ''Ultimate''. But despite that, he is not much better relative to the cast due to many characters receiving a lot of buffs as well.
Near the end of ''SSB4''{{'}}s metagame, Bowser Jr. had been considered a low-tier character (47th out of 54 characters), due to his linear playstyle, poor disadvantage state that included a very gimpable recovery despite its long distance, and his susceptibility to being racked damage on easier than most other characters due to the Clown Car mechanic. Likely as a result of this, Bowser Jr. has been noticeably buffed in his transition to ''Ultimate''.


One of the biggest changes include the Junior Clown Car now taking priority over Bowser Jr.'s hurtbox, making him unique as he will now take less damage on average compared to any other fighter. He also benefits heavily from the universal frame 3 jumpsquat, allowing him to use his formidable aerials more effectively. Bowser Jr.'s mobility is also better, due to his higher walking, dashing, and air speeds; his increased dashing speed contributes to a better grounded [[approach]], while his increased air speed slightly aids his air game and recovery. His up tilt and grab's misleading hitboxes have been fixed (with the latter being given more range). Up throw is now capable of starting combos, while his down throw now deals much more damage, improving his previously lackluster grab game. His neutral attack was also fixed and connects reliably like many other neutral attacks, which is especially relevant for Bowser Jr, as the final hit has good KO potential.
Bowser Jr.'s biggest change was to his hurtbox, as the Junior Clown Car's hurtbox now takes priority over Bowser Jr.'s own, which allows him to more reliably take less damage on average compared to any other fighter, and makes his survivability comparable to heavyweights like {{SSBU|Donkey Kong}}. Aside from this, Bowser Jr. benefits from some of the changes to universal game mechanics: the universal frame 3 [[jumpsquat]] allows Bowser Jr. to use his strong aerials more effectively, and the increase in mobility contributes to both a better grounded [[approach]] for Bowser Jr. and improves his air game and recovery. The reintroduction of directional [[air dodge]]s slightly improves his recovery, allowing him to mix it up with more ease. The lower [[landing lag]] on his aerial attacks also improves their combo and spacing potential.


His special moves, previously notorious for their lag and/or situational use, have been buffed significantly. [[Clown Cannon]], a previously slow [[projectile]] with limited use, is now less punishable due to its decrease in lag and increase in lifetime if fired in the air, and two can be in play at once. It also deals far more [[shield damage]]; an uncharged landing cannonball can now hit twice to almost break a full shield. [[Clown Kart Dash]] travels faster, allows Bowser Jr. to keep his double jump if cancelled, no longer requires travel time to deal maximum damage and immediately deals higher damage if the directional key is held forward, while its spinout deals far more knockback, making the move harder-hitting in general. [[Abandon Ship!]]'s hammer swing has more range and a longer duration. Finally, [[Mechakoopa]]s start moving quicker and bite onto victims, guaranteeing that the second hit will connect.  
Bowser Jr.'s previously underwhelming moveset has received several quality of life changes. Many of his moves either connect better (such as [[neutral attack|his jab]] and [[dash attack]]) or have had their misleading hitboxes adjusted or their blindspots removed (such as [[up tilt]] and [[grab]], the latter being given more range). His entire grab game has been significantly buffed, as [[forward throw]] can now KO reliably, up throw has less endlag and knockback that renders it now capable of starting combos, and down throw now deals much more damage. His special moves have seen various noteworthy buffs. [[Clown Cannon]], a previously slow [[projectile]] with limited use, is now less punishable due to its decrease in lag and increase in lifetime if fired in the air, and two can be in play at once; it also deals far more [[shield damage]], and a landing cannonball can now hit twice to almost break a full shield, especially if uncharged. [[Clown Kart Dash]] travels faster, allows Bowser Jr. to keep his double jump if canceled, no longer requires travel time to deal maximum damage and immediately deals higher damage if the directional key is held forward, while its spinout deals far more knockback, making the move harder-hitting in general and more versatile. [[Abandon Ship!]]'s hammer swing has more range and a longer duration. Finally, [[Mechakoopa]]s start moving quicker and bite onto victims, guaranteeing that the second hit will connect.


However, Bowser Jr. has received some minor nerfs, including a sourspot on his forward tilt and the removal of [[air dodging]] out of Clown Kart Dash. In addition, he retains many former flaws that are still notable, including his extremely [[gimp]]able recovery.  
However, Bowser Jr. has also seen some equally noticeable nerfs. In exchange for quality of life changes, many of his standard moves have seen detriments to damage and power: neutral attack deals much less damage, especially in the infinite part (though the last hit retains its extreme knockback); his forward tilt and neutral aerial now have a sourspot, with the former losing most of its KO power, and the latter having no blindspots at the cost of being less consistent; and the cannonballs of Clown Cannon can only KO if fully charged. Some of his moves, such as forward and up smashes, as well as down aerial, have altered hitbox placements that worsen their consistency, making them ironically harder to land than they were in ''SSB4''. Despite mostly receiving buffs, a few of Bowser Jr.'s special moves have also seen some nerfs; he cannot air dodge out of Clown Kart Dash anymore, but most notably, Mechakoopas now deactivate on the ground if they walk into a shield, no longer crossing them up and allowing them to be immediately picked up by the opponent, making them much easier to use them against Bowser Jr.


The only notable nerf he received is that Mechakoopas fall over if they walk into a shield and can then be picked up by the opponent, making it much easier to deactivate them.
Though he's mostly seen improvements from the universal changes, a few of them hurt him overall. Aside from his standing grab, his dash and pivot grabs have less range, and all of them are slower in terms of ending lag, a nerf shared with the rest of the cast. The changes to air dodge mechanics make him easier to edgeguard. The weakening of [[rage]] further pronounces the nerfs to his moveset's power and thus doesn't allow him to take advantage of it as easily due to his improved endurance, creating issues with his problematic KO potential as a result.


Overall, Bowser Jr.'s moveset and attributes have been retooled to be more consistent and significantly less situational than in ''Smash 4'', allowing him to zone opponents more effectively. As of now, it is unknown how his changes will affect him compared to the rest of the cast. Many top level players view him as one of the worst characters in the game, but this is still debatable, especially after the buffs he received in updates.
In the end, Bowser Jr's moveset, while not significantly changed in terms of functionality, has been heavily adjusted to be more consistent, granting many of his moves less situational use than in ''SSB4'', whereas the more notable changes to his special moveset and his faster mobility allow him to zone opponents more effectively and approach with less risk. However, his moveset's lower power from knockback reductions and new sourspots make it slightly harder for him to close out stocks, the nerfs to Mechakoopa force him to be more cautious of his tools, and some of the changes to the engine makes it slightly harder to use some of his newfound buffs. Aside from this, Bowser Jr. also retains several of his weaknesses from the previous game, including his poor disadvantage state, vulnerable recovery, poor range despite disjointed attacks and a somewhat linear playstyle. Though he has received a few notable changes in game updates that further contribute to his notable buffs, the extent to which they work is questionable given the various buffs given to other characters, both on release and from game updates, as well as the introduction of new DLC characters which he struggles against. Thus, while Bowser Jr. is a better character in ''Ultimate'', he has not significantly improved from his ''SSB4'' incarnation, only keeping up with the rest of the cast.


===Aesthetics===
{{SSB4 to SSBU changelist|char=Bowser Jr.}}
*{{change|As with all [[veteran]]s returning from ''SSB4'', Bowser Jr.'s model features a more subdued color scheme. Like [[Bowser (SSBU)|his father]], his horns, hair, and spikes feature simple detailing, but his scales remain undefined and his body is not as monotone. The new detailing is also expressed by the [[Koopaling]]s.}}
**{{change|The Junior Clown Car's color scheme is also more subdued. In addition, the inside of the Junior Clown Car now contains a control panel.}}
*{{change|The Junior Clown Car is more expressive, with new facial animations when Bowser Jr. gets hit and when he misses a grab.}}
*{{change|The Koopalings are more emotive than before, with their eyes and mouths animating somewhat differently from Bowser Jr.'s. Previously, only Lemmy had unique expressions.}}
*{{change|Instead of a hammer, the Koopalings pull out their respective wands from ''Super Mario Bros. 3'' and the ''New Super Mario Bros.'' games.}}
*{{change|Bowser Jr. has a different pose during [[air dodge]].}}
*{{change|Bowser Jr. now  grabs the ledge with one hand as opposed to two, and has a panicked expression on his face.}}


===Attributes===
==Update history==
*{{buff|Like all characters, Bowser Jr.'s [[jumpsquat]] animation now takes three frames to complete (down from 6).}}
Bowser Jr. has been buffed by game updates. Update 3.1.0 granted Bowser Jr. several useful buffs. Up tilt and aerial [[Clown Cannon]] had their lag decreased by varying amounts, which improved their combo potential and safety, respectively. Dash attack's edge-guarding potential was improved, thanks to its last hit's angle being lowered noticeably. Up smash's KO potential was improved slightly, thanks to a small knockback increase.
*{{buff|Bowser Jr. [[run]]s faster (1.424 → 1.566).}}
*{{buff|Bowser Jr.'s initial [[dash]] is faster (1.6 → 1.76).}}
*{{buff|Bowser Jr. [[walk]]s faster (0.88 → 0.924).}}
*{{buff|Bowser Jr.'s [[air speed]] is faster (1.08 → 1.134)}}
*{{buff|Bowser Jr.'s Clown Car hurtbox takes priority over his body hurtbox, meaning that the opponent has to intentionally aim for his head to deal increased damage. Because of this, Bowser Jr. takes less damage from attacks than any other character.}}
 
===Ground attacks===
*[[Neutral attack]]:
**{{buff|Hit 2 has less ending lag (FAF 40 → 30) and deals more hitstun, allowing it to connect into the looping hits more reliably.}}
**{{buff|The looping hits have less startup lag (frame 10 → 4) and a faster rehit rate (frames between hits: 4 → 2).}}
**{{buff|The last hit has less startup lag (frame 8 → 7) and a bigger hitbox.}}
**{{nerf|First hit and looping hits deals less damage (first hit: 3% → 2%, loop: 2% → 0.5%).}}
**{{nerf|The last hit has more ending lag (FAF 39 → 44).}}
*[[Dash attack]]:
**{{buff|Dash attack deals more total damage (11% → 13%).}}
**{{buff|Dash attack's hits connect more reliably.}}
**{{buff|Dash attack has slightly less ending lag (FAF 50 → 48).}}
**{{buff|Dash attack's final hit launches at a more horizontal angle that is more desirable for edgeguarding (60° → 50°).}}
*[[Forward tilt]]:
**{{change|Forward tilt deals less knockback (30 (base)/110 (scaling) → 55/70).}}
**{{buff|Forward tilt has less ending lag (FAF 34 → 32).}}
**{{nerf|Forward tilt has a sourspot that deals less damage (8% → 6%).}}
*[[Up tilt]]:
**{{buff|Up tilt's blind spot between the fork's prongs and the Junior Clown Car has been removed.}}
**{{buff|Up tilt has less ending lag (FAF 33 → 31).}}
*[[Down tilt]]:
**{{buff|Down tilt deals more total damage (8% → 10%) with no compensation on knockback.}}
**{{nerf|The first two hits can be escaped from with [[SDI]] at very high percents.}}
*[[Forward smash]]
**{{buff|Forward smash's final hit has slightly less startup lag (frame 36 → 35) making it connect more reliably from the looping hits, though opponents still sometimes fall out.}}
*[[Up smash]]
**{{buff|Up smash has less ending lag (FAF 57 → 54).}}
**{{buff|Up smash's final hit deals more base knockback (32 → 38).}}
*[[Down smash]]
**{{buff|Down smash deals slightly more knockback (40 (base)/89 (scaling) → 41/91).}}


===Aerial attacks===
[[Clown Kart Dash]]'s travel speed was increased (which also heightened its damage output by extension) and its hitbox now remains active upon its bounce, the latter of which improved its consistency. Lastly, Abandon Ship! became slightly more consistent: its grounded Junior Clown Car hitbox connects better with its explosion hitbox, while its hammer's duration and hitboxes were lengthened and enlarged, respectively.
*{{buff|All aerials have less landing lag (Neutral: 18 frames → 9, Forward: 27 →  16, Back: 24 → 14, Up: 15 → 9, Down: 25 → 15).}}
*[[Neutral aerial]]:
**{{buff|Neutral aerial deals more damage (6% (clean)/5% (mid)/3% (late) → 8%/7%/5%) with knockback growth compensated (100 → 83/81/80).}}
*[[Forward aerial]]:
**{{buff|Forward aerial no longer has a sourspot. It has also lost the late hit that deals 5%, making the weakest possible hit the previous sourspot's middle hit (7%).}}
*[[Down aerial]]:
**{{buff|Down aerial's looping hits have 1 less frame of lag between each hit, making them connect more reliably.}}
**{{buff|Down aerial deals more damage (1.3% → 1.5% (hits 1-8), 2% → 2.5% (last), total: 12.4% → 14.5%) with knockback growth on the last hit compensated (130 → 124).}}


===Throws/other attacks===
After update 7.0.0 enlarged Bowser Jr.'s shield as part of a near-universal buff, update 9.0.0 granted Bowser Jr. his most useful buffs to date. Forward tilt and especially forward throw gained considerable knockback increases; while the former is now better for spacing and safer on hit, the latter is now a viable (albeit situational) KO option, which is something Bowser Jr.'s grab game lacked following back throw's nerf in the transition to ''Ultimate''.
*[[Grab]]s
**{{change|Bowser Jr. preemptively pulls out his toy hammer in his grab animation, and will look dejected if it misses.}}
**{{buff|Standing grab has more range, actually matching the hitbox of the Junior Clown Kart's claw instead of stopping before the middle of the claw.}}
**{{buff|Standing and pivot grabs have less startup lag (Standing/pivot: frame 12/15 → 11/12).}}
**{{nerf|Dash grab has slightly more startup lag (frame 13 → 14).}}
**{{nerf|All grabs have more ending lag (Standing/dash/pivot: FAF 36/45/42 → 41/49/44).}}
*{{change|[[Pummel]]'s animation is slightly different. It deals less damage (2% → 1.3%), but is faster.}}
*{{buff|[[Forward throw]]'s second hit deals more damage (6% → 7%, total: 9% → 10%) with no compensation on knockback.}}
*{{nerf|[[Back throw]] deals less damage (12% → 11%) with knockback growth compensated (65 → 70).}}
*{{buff|[[Up throw]] has less ending lag (FAF 45 → 38) and deals less knockback (55 (base)/85 (scaling) → 65/60), granting it combo potential.}}
*{{buff|[[Down throw]] deals significantly more damage (6.5% → 12.4%) and sends at a more horizontal angle (55° → 30°), allowing it to set up for edgeguards.}}
*{{nerf|Down throw deals less knockback (80 (base)/110 (scaling) → 90/55).}}
*{{buff|[[Edge attack]] deals more damage (7% → 10%).}}


===Special Moves===
Up smash underwent several hitbox, knockback and angle adjustments in order to improve its consistency, while down smash's overall lag was decreased. Clown Kart Dash became safer thanks to its armor threshold being noticeably increased. Lastly, Abandon Ship!'s recovery potential was improved, thanks to its start-up lag being decreased.
*[[Clown Cannon]]:
**{{change|Clown Cannon's charging animation has been altered to be more similar to smash attacks. When fully charged, the animation stops, giving a better indication of its charge time.}}
**{{buff|Clown Cannon's cannonballs travel in a spiraling path, similar to ones fired by [[Shotzo]]s, instead of flying straight. This increases their effective range.}}
**{{buff|Clown Cannon has less startup (frame 43-103 → 37-97) and ending lag (FAF 81-141 → 73-133).}}
**{{buff|Two cannonballs can be in play at once.}}
**{{buff|Aerial cannonballs keep an active hitbox after starting to fall in midair, allowing them to be used for edgeguarding. This does not apply for cannonballs that have already landed.}}
**{{buff|Clown Cannon's cannonballs deal more damage when uncharged (early: 8.5% → 10%, late: 5.9% → 7%).}}
**{{buff|Clown Cannon's cannonballs deal significantly more [[shield damage]], capable of doing more than half a shield's health when fully charged.}}
**{{buff|Uncharged cannonballs travel slower, letting one follow it. This makes it easier to dodge, but grants new setups based around the cannonball. This significantly improves its utility.}}
***{{buff|Due to the increase to the cannonball's shield damage and reduction in its flying speed, an uncharged cannonball can hit twice before it drops at maximum distance, dealing extreme shield damage.}}
**{{nerf|Fully charged cannonballs deal less knockback.}}
*[[Clown Kart Dash]]:
**{{buff|Clown Kart Dash moves faster.}}
**{{buff|Clown Kart Dash reaches its maximum speed immediately after beginning to move and therefore also no longer needs to accelerate to deal maximum damage with the collision.}}
**{{buff|Clown Kart Dash's collision deals more damage (4%-7% → 5.2%-8.8%) and has more knockback growth (80 → 95).}}
**{{buff|Clown Kart Dash's spinout deals more damage (8%-12% → 10%-16.3%) with knockback growth not fully compensated (80 → 75).}}
**{{buff|Clown Kart Dash's spinout has less startup lag (frame 5 → 3).}}
**{{buff|After cancelling Clown Kart Dash in the air, Bowser Jr. keeps his double jump.}}
**{{nerf|Clown Kart Dash can no longer be airdodged out of.}}
**{{change|Clown Kart Dash makes Bowser Jr. jump higher on sloped platforms.}}
*[[Abandon Ship!]]:
**{{change|The Junior Clown Car no longer respawns when Bowser Jr. grabs onto a ledge after using Abandon Ship!. While this results in him always receiving 1.15x damage if he gets hit, it also means that his hurtbox is considerably smaller.}}
**{{buff|Abandon Ship!'s hammer swing has a longer hitbox duration (frame 8 (hit 1)/13 (hit 2) → 8-9/13-14).}}
**{{buff|Abandon Ship!'s hammer swing has a bigger hitbox.}}


*[[Mechakoopa]]:
In update 13.0.1 Bowser Jr received some more buffs and a nerf. Clown Kart Dash was given more base knockback on its spin, dash attacks damage was increased and its first and last hits had their base knockback decreased. Down tilt’s first and second hit were given less knockback growth and less base knockback, and its final hit had its launch angle adjusted to launch at a lower angle. However, Bowser Jr’s down tilt also received a nerf, only the first hit of his down tilt will hit opponents that are hanging on the ledge preventing the full move from connecting properly.
**{{buff|Mechakoopa starts walking earlier (frame 54 → 48). It no longer bounces.}}
**{{buff|Mechakoopas cling onto the opponent it makes contact with, which means that it will detonate on them even if they're being knocked away as they got triggered. This also allows for reliable kill setups.}}
**{{change|The Mechakoopa explodes upon hitting a shield if thrown.}}
**{{nerf|The Mechakoopa deactivates and lies on the ground when it walks into a shield. It can still be picked up and used before it completely disappears after a second passes.}}
*[[Final Smash]]:
**{{nerf|[[Shadow Mario Paint]] is active for a shorter amount of time.}}


==Update history==
As a result of these changes, Bowser Jr. fares better than he did at ''Ultimate''{{'}}s launch.
Likely due to his status as low tier character, Bowser Jr. has been buffed in game updates so far. However, how these buffs will affect his status is yet to be known.


'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
*{{buff|Abandon Ship! has more super armor.}}
{{UpdateList (SSBU)/1.1.0|char=Bowser Jr.}}
*{{nerf|Bowser Jr. can no longer [[air dodge]] more than once after using Abandon Ship!.}}


'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
*{{buff|Neutral attack 2 deals more hitstun, allowing it to connect into the rapid jab more reliably.}}
{{UpdateList (SSBU)/3.0.0|char=Bowser Jr.}}


'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
*{{buff|Dash attack's final hit launches at a more horizontal angle that is more desirable for edgeguarding (60° → 50°).}}
{{UpdateList (SSBU)/3.1.0|char=Bowser Jr.}}
*{{buff|Up tilt has less ending lag (FAF 33 → 31).}}
 
*{{buff|Up smash's final hit deals more base knockback (32 → 38).}}
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
*{{buff|Clown Cannon has less startup (frame 43-103 → 37-97) and ending lag (FAF 79-139 → 73-133) when used in the air, matching the lag when used on the ground.}}
{{UpdateList (SSBU)/7.0.0|char=Bowser Jr.}}
*{{buff|Clown Kart Dash moves faster. Because the damage is determined based on how quickly Bowser Jr. is moving, it also deals more damage (4%-7.3% → 5.2%-8.8%).}}
 
*{{buff|Clown Kart Dash keeps an active hitbox after bouncing off the ground.}}
'''{{GameIcon|ssbu}} {{SSBU|9.0.0}}'''
*{{buff|Abandon Ship!'s clown car hitbox connects into the explosion more reliably when used on the ground.}}
{{UpdateList (SSBU)/9.0.0|char=Bowser Jr.}}
*{{buff|Abandon Ship!'s hammer swing has more range (hitbox size: 6.5u/3.0u → 7.0u/3.5u) and a longer hitbox duration (frame 8 (hit 1)/13 (hit 2) → 8-9/13-14).}}
 
'''{{GameIcon|ssbu}} {{SSBU|13.0.1}}'''
{{UpdateList (SSBU)/13.0.1|char=Bowser Jr.}}


==Moveset==
==Moveset==
*[[Fighter ability]]: Moves that hit the Junior Clown Car deal 0.88× damage, whereas those that hit Bowser Jr. himself will deal 1.15× damage. The Junior Clown Car's hurtbox takes priority over Bowser Jr.'s hurtbox.
*Moves that hit the Junior Clown Car deal 0.88× damage, whereas those that hit Bowser Jr. himself will deal 1.15× damage. The Junior Clown Car's hurtbox takes priority over Bowser Jr.'s hurtbox, unlike in Smash 4, where it was the opposite.
''For a gallery of Bowser Jr.'s hitboxes, see [[Bowser Jr. (SSBU)/Hitboxes|here]].''
 
{{MovesetTable
{{MovesetTable
|game=SSBU
|game=SSBU
|neutralcount=2
|neutralcount=2
|neutralinf=y
|neutralinf=y
|neutralname= 
|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}})
|neutral1dmg=2%
|neutral1dmg=2%
|neutral2dmg=2%
|neutral2dmg=2%
|neutralinfdmg=0.5% (loop), 3% (last)
|neutralinfdmg=0.5% (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.
|neutraldesc=The Junior Clown Car performs a {{s|wikipedia|one-two combo}}, followed by a flurry of punches that ends with an uppercut. The fists come from ''{{s|mariowiki|New Super Mario Bros U}}''. It has impressive damage racking potential, as it can easily deal around 20%. Its first hit comes out on frame 4 and has excellent knockback for a jab, making it one of the few jabs that can KO. It can KO at the ledge around 100%. This makes jab a viable grounded KO and ledge trap option. It is similar to Bowser Jr.’s animation when he is at half health as a boss in ''{{s|mariowiki|Mario Party: Star Rush}}''.
|ftiltname= 
|ftiltname=Fork ({{ja|フォーク|Fōku}})
|ftiltdmg=8% (sweetspot), 6% (sourspot)
|ftiltdmg=8% (sweetspot), 6% (sourspot)
|ftiltdesc=The Junior Clown Car thrusts a pitchfork forward. It can be angled and is very useful for spacing.
|ftiltdesc=The Junior Clown Car stabs a large dinner fork forward. It can be angled and is very useful for spacing.
|utiltname= 
|utiltname=Push-Up Fork ({{ja|突き上げフォーク|Tsukiage Fōku}})
|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 stabs a large dinner fork upward. It can combo into itself beginning at around 10% and juggle at medium percentages. It is also great at anti-airing due to its fast startup and large disjoint.
|dtiltname= 
|dtiltname=Licking ({{ja|なめまわし|Namemawashi}})
|dtiltdmg=2% (hits 1-2), 6% (hit 3)
|dtiltdmg=2% (hits 1-2), 6% (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.
|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. It can KO opponents at ledge at under 120%.
|dashname= 
|dashname=Round Saw ({{ja|丸ノコギリ|Maru Nokogiri}})
|dashdmg=1.8% (hits 1-5), 4% (hit 6)
|dashdmg=2% (hits 1-5), 4% (hit 6)
|dashdesc=The Junior Clown Car opens its mouth to swing a [[mariowiki:Grinder (obstacle)|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.
|fsmashname=Smash Twin Drills
|fsmashname=Smash Twin Drills ({{ja|スマッシュツインドリル|Sumasshu Tsuin Doriru}})
|fsmashdmg={{ChargedSmashDmgSSBU|1}} (hits 1-5), {{ChargedSmashDmgSSBU|11}} (hit 6)
|fsmashdmg={{ChargedSmashDmgSSBU|1}} (hits 1-5), {{ChargedSmashDmgSSBU|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. The drills come from ''{{s|mariowiki|Super Mario Galaxy 2}}'', but they bear a resemblance to the drills from ''Kid Icarus Uprising''.
|usmashname= 
|usmashname=Rotary Mixer ({{ja|ロータリーミキサー|Rōtarī Mikisā}})
|usmashdmg={{ChargedSmashDmgSSBU|1}} (hit 1), {{ChargedSmashDmgSSBU|1.3}} (hits 2-4), {{ChargedSmashDmgSSB4|2.3}} (hit 5), {{ChargedSmashDmgSSB4|6}} (hit 6)
|usmashdmg={{ChargedSmashDmgSSBU|1}} (hit 1), {{ChargedSmashDmgSSBU|1.3}} (hits 2-4), {{ChargedSmashDmgSSBU|2.3}} (hit 5), {{ChargedSmashDmgSSBU|6}} (hit 6)
|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= 
|dsmashname=Double Iron Ball ({{ja|ダブル鉄球|Daburu Tekkyū}})
|dsmashdmg={{ChargedSmashDmgSSB4|18}}
|dsmashdmg={{ChargedSmashDmgSSBU|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 two wrecking balls on both sides. It is Bowser Jr.’s only smash attack that isn’t a multihit, and possesses strong power and range, especially compared to his up smash. However, it has high ending lag unlike his other smash attacks, making it very punishable if he misses or hits shield.
|nairname= 
|nairname=Propeller Punch ({{ja|プロペラパンチ|Puropera Panchi}})
|nairdmg=8% (clean), 7% (mid), 5% (late)
|nairdmg=8% (clean), 7% (mid), 5% (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 twirls 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= 
|fairname=Iron Ball Swing ({{ja|鉄球ふりまわし|Tekkyū Furimawashi}}
|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= 
|bairname=Back Iron Ball ({{ja|裏鉄球|Ura Tekkyū}})
|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. Useful for edge-guarding and a viable KOing option due to its high knockback.
|uairname= 
|uairname=Ceiling Crush ({{ja|天井砕き|Tenjō Kudaki}})
|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=Quickly swings a {{s|mariowiki|hammer}} above himself; if playing as the Koopalings, they instead swing their respective wands. Bowser Jr. is often able to link two or three additional up-airs, making for an excellent damage-racking and combo move. Has KO potential at around 170%.
|dairname= 
|dairname=Piercing Drill ({{ja|突き刺しドリル|Tsukisashi Doriru}})
|dairdmg=1.5% (hits 1-8), 2.5% (last), 2% (landing)
|dairdmg=1.5% (hits 1-8), 2.5% (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.
|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. Unlike most down aerials, Bowser Jr.'s is unable to [[meteor smash]].
|grabname= 
|grabname=Grab ({{ja|つかみ|Tsukami}})
|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= 
|pummelname=Grab Piko Piko Hammer ({{ja|つかみピコピコハンマー|Tsukami Piko Piko Hanmā}})
|pummeldmg=1.3%
|pummeldmg=1.3%
|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 ''[[mariowiki:Paper Mario: Sticker Star|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. Average power and speed. 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 [[Koopa Troopa]] shell in the ''Super Mario'' franchise.
|fthrowname= 
|fthrowname=Body Blow ({{ja|ボディブロー|Bodi Burō}})
|fthrowdmg=3% (hit 1), 7% (throw)
|fthrowdmg=3% (hit 1), 7% (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. It is also Bowser Jr.'s strongest throw, as it can KO most middleweights starting around 150% without [[rage]].
|bthrowname= 
|bthrowname=Centrifugal Throw ({{ja|遠心投げ|Enshin Nage}})
|bthrowdmg=11%
|bthrowdmg=11%
|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 twirls and then throws the opponent backward. Bowser Jr.'s second strongest throw, as it can KO most middleweights starting around 160% without rage.
|uthrowname= 
|uthrowname=Fling Away ({{ja|放り投げ|Hori Nage}})
|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= 
|dthrowname=Back Drill ({{ja|バックドリル|Bakku Doriru}})
|dthrowdmg=1.2% (hits 1-7), 4% (throw)
|dthrowdmg=1.2% (hits 1-7), 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 deals good damage (~12% before 1v1 multipliers) and can set up into tech chases at medium percentages into Clown Kart Dash.
|floorfname= 
|floorfname= 
|floorfdmg=6%
|floorfdmg=6%
Line 244: Line 165:
|floortname= 
|floortname= 
|floortdmg=5%
|floortdmg=5%
|floortdesc=Gets up while thrusting a pitchfork on both of sides.
|floortdesc=Gets up while thrusting a large dinner fork to both sides.
|edgename= 
|edgename= 
|edgedmg=10%
|edgedmg=10%
Line 250: Line 171:
|nsname=Clown Cannon
|nsname=Clown Cannon
|nsdmg=10% (uncharged), 7% (uncharged late), 20% (fully charged), 14% (fully charged late)
|nsdmg=10% (uncharged), 7% (uncharged late), 20% (fully charged), 14% (fully charged late)
|nsdesc=The Junior Clown Car opens its mouth and fires a {{s|mariowiki|cannonball}}. It can be charged to increase the cannonball's speed and power. At the end of its path, the cannonball will drop to the ground, which can hit opponents attempting to recover if it is spaced properly. However, it has high overall lag.
|nsdesc=The Junior Clown Car opens its mouth and fires a {{s|mariowiki|cannonball}}. It can be charged to increase the cannonball's speed and power. At the end of its path, the cannonball will drop to the ground, which can hit opponents attempting to recover if it is spaced properly. However, it has high overall lag. As the projectile's hitbox changes once it begins to drop to the ground, a cannonball can hit an opponent's shield twice with correct timing, which deals immense shield damage.
|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. 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 [[wikipedia:Doughnut (driving)|doughnut]], which deals more damage and has 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.
|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.  
|usname=Abandon Ship!
|usname=Abandon Ship!
|usdmg=5% (contact), 13% (explosion), 15%/10% (hammer)
|usdmg=5% (contact), 13% (explosion), 15%/10% (hammer)
|usdesc=Bowser Jr. ejects himself from the Junior Clown Car. The Junior Clown Car slowly falls to the ground and then explodes with high power when the move is used in midair, whereas it will simply explode after a brief period when used on the ground. When Bowser Jr. is out of the Junior Clown Car, he is not rendered [[helpless]] and can still attack with a hammer (or in the case of the Koopalings, their respective wands), which is powerful enough to KO at medium to high percentages. However, taking any weak hit while out of the Junior Clown Car prevents another use of the move without button mashing or landing.
|usdesc=Bowser Jr. ejects himself from the Junior Clown Car. The Junior Clown Car slowly falls to the ground and then explodes with high power when the move is used in midair, whereas it will simply explode after a brief period when used on the ground. When Bowser Jr. is out of the Junior Clown Car, he is not rendered [[helpless]] and can still attack with a hammer (or in the case of the Koopalings, their respective wands), which is powerful enough to KO at medium to high percentages. He is also able to airdodge once. If Junior is hit by a strong attack while in this state, he can get the Junior Clown Car back by pressing the attack button. However, taking a weak hit while out of the Junior Clown Car will render him unable to get the car back without landing, leaving him susceptible to gimps. The Junior Clown Car's angle usually sends opponents at a favorable position to follow up with the hammer swing.
|dsname=Mechakoopa
|dsname=Mechakoopa
|dsdmg=2% (contact), 7% (explosion)
|dsdmg=2% (contact), 7% (explosion)
|dsdesc=The Junior Clown Car drops a {{s|mariowiki|Mechakoopa}} from its underside hatch. The Mechakoopa falls in a strong downward arc; once it lands, it starts walking around. If it reaches a wall or dead end, it will turn around and walk in the opposite direction. If it makes contact with an opponent (or travels enough distance in the air without landing), it will detonate. Lastly, if enough time passes and they have not hit an opponent yet, they will spark out and detonate automatically. They can be picked up and thrown as items either by Bowser Jr. or his opponent.
|dsdesc=The Junior Clown Car drops a {{s|mariowiki|Mechakoopa}} from its underside hatch. The Mechakoopa falls in a strong downward arc; once it lands, it starts walking around. If it reaches a wall or dead end, it will turn around and walk in the opposite direction. If it makes contact with an opponent (or travels enough distance in the air without landing), it will detonate. The Mechakoopa will also bite onto opponents on contact, guaranteeing that it will explode on them shortly after Lastly, if enough time passes and they have not hit an opponent yet, they will spark out and detonate automatically. They can be picked up and thrown as items either by Bowser Jr. or his opponent. If an opponent shields a walking Mechakoopa, it will drop to the ground harmlessly, which can then be picked up.
|fsname=Shadow Mario Paint
|fsname=Shadow Mario Paint
|fsdmg=3% (paint), 5% (explosion)
|fsdmg=3% (paint), 5% (explosion)
|fsdesc=Bowser Jr. transforms into {{s|mariowiki|Shadow Mario}} and uses the {{s|mariowiki|Magic Paintbrush}} to [[mariowiki:Graffiti|paint a giant, orange X]] on the screen. Anyone caught in the X's hitbox will be damaged, with the X pulling opponents into it once they are hit. The X will clear away with an explosion after some time. The sheer size of the X makes avoiding damage from this Final Smash difficult, similarly to [[Iceberg]].
|fsdesc=Bowser Jr. transforms into {{s|mariowiki|Shadow Mario}} before flying upwards, using the {{s|mariowiki|Magic Paintbrush}} to [[mariowiki:Graffiti|paint a giant, orange X]] on the screen. Anyone caught in the X's hitbox will be damaged, with the X pulling opponents into it once they are hit. The X will clear away with an explosion after some time. The sheer size of the X makes avoiding damage from this Final Smash difficult, similarly to [[Iceberg]].
}}
}}
===Stats===
{{Attributes
| cast=89
| weight=108 | rweight=10-13
| dash=1.76 | rdash=73-77
| run=1.566 | rrun=68
| walk=0.924 | rwalk=64-66
| trac=0.085 | rtrac=79-82
| airfric=0.015 | rairfric=9-30
| air=1.134 | rair=28-30
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.07 | raddaccel=26-38
| gravity=0.092 | rgravity=42-44
| fall=1.65 | rfall=33-38
| ff=2.64 | rff=34-39
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=34.4 | rjumpheight=27
| shorthop=16.59 | rshorthop=35
| djump=34.4 | rdjump=35
}}
===[[Announcer]] calls===
==== Bowser Jr. ====
<gallery>
Bowser Jr. English Announcer SSB4-SSBU.wav|English
Bowser Jr. Japanese Announcer SSB4-SSBU.wav|Japanese/Chinese
Bowser Jr. French Announcer SSBU.wav|French
Bowser Jr. French EU Announcer SSBU.wav|French (PAL)
Bowser Jr. German Announcer SSBU.wav|German
Bowser Jr. Italian Announcer SSBU.wav|Italian
Bowser Jr. Russian Announcer SSBU.wav|Russian
Bowser Jr. Spanish Announcer SSBU.wav|Spanish
Bowser Jr. Spanish EU Announcer SSBU.wav|Spanish (PAL)
</gallery>
==== Larry ====
<gallery>
Larry English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
Larry French Announcer SSBU.wav|French
Larry German Announcer SSBU.wav|German
Larry Italian Announcer SSBU.wav|Italian
Larry Russian Announcer SSBU.wav|Russian
Larry Spanish Announcer SSBU.wav|Spanish
</gallery>
==== Roy ====
<gallery>
Roy Koopa English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
Roy Koopa French Announcer SSBU.wav|French
Roy Koopa French EU Announcer SSBU.wav|French (PAL)
Roy Koopa German Announcer SSBU.wav|German
Roy Koopa Italian Announcer SSBU.wav|Italian
Roy Koopa Russian Announcer SSBU.wav|Russian
Roy Koopa Spanish Announcer SSBU.wav|Spanish
</gallery>
==== Wendy ====
<gallery>
Wendy English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
Wendy French Announcer SSBU.wav|French
Wendy German Announcer SSBU.wav|German
Wendy Italian Announcer SSBU.wav|Italian
Wendy Russian Announcer SSBU.wav|Russian
Wendy Spanish Announcer SSBU.wav|Spanish
</gallery>
==== Iggy ====
<gallery>
Iggy English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
Iggy French Announcer SSBU.wav|French
Iggy German Announcer SSBU.wav|German
Iggy Italian Announcer SSBU.wav|Italian
Iggy Russian Announcer SSBU.wav|Russian
Iggy Spanish Announcer SSBU.wav|Spanish
</gallery>
==== Morton ====
<gallery>
Morton English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
Morton French Announcer SSBU.wav|French
Morton French EU Announcer SSBU.wav|French (PAL)
Morton German Announcer SSBU.wav|German
Morton Italian Announcer SSBU.wav|Italian
Morton Russian Announcer SSBU.wav|Russian
Morton Spanish Announcer SSBU.wav|Spanish
</gallery>
==== Lemmy ====
<gallery>
Lemmy English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
Lemmy French Announcer SSBU.wav|French
Lemmy German Announcer SSBU.wav|German
Lemmy Italian Announcer SSBU.wav|Italian
Lemmy Russian Announcer SSBU.wav|Russian
Lemmy Spanish Announcer SSBU.wav|Spanish
</gallery>
==== Ludwig ====
<gallery>
Ludwig English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
Ludwig French Announcer SSBU.wav|French
Ludwig German Announcer SSBU.wav|German
Ludwig Italian Announcer SSBU.wav|Italian
Ludwig Russian Announcer SSBU.wav|Russian
Ludwig Spanish Announcer SSBU.wav|Spanish
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Flies onto the stage in the Junior Clown Car and makes a taunting facial expression toward the camera.
*Flies onto the stage in the Junior Clown Car and makes a taunting facial expression toward the camera.
[[File:BowserJr.OnScreenAppearanceSSBU.gif|left|thumb|300px|Bowser Jr.'s on-screen appearance.]]
{{clr}}


===[[Taunts]]===
===[[Taunts]]===
*'''Up Taunt''': Jumps up, sits on the edge of the [[Junior Clown Car]], and makes a tiny breath of fire, chuckling.
*'''Up Taunt''': Jumps up, sits on the edge of the [[Junior Clown Car]] and makes a tiny breath of fire, chuckling. The Junior Clown Car makes a shocked expression.
*'''Side Taunt''': Twirls a hammer, or in the case of the Koopalings, their respective wands.
*'''Side Taunt''': Twirls a hammer, or in the case of the Koopalings, their respective wands. The Junior Clown Car briefly closes its eyes.
*'''Down Taunt''': The Clown Car spawns its wheels and performs a donut, then returns to normal.
*'''Down Taunt''': The Clown Car spawns its wheels and performs a donut with an angry expression, then returns to normal. As the donut ends, Bowser Jr. / the Koopaling spins in place, briefly shaking their head as the Junior Clown Car reverts back to normal.
<gallery>
SSBUBowserJrTaunt1.gif|Bowser Jr.'s up taunt.
SSBUBowserJrTaunt2.gif|Bowser Jr.'s side taunt.
SSBUBowserJrTaunt3.gif|Bowser Jr.'s down taunt.
</gallery>


===[[Idle poses]]===
===[[Idle poses]]===
*Places his hand over his eyes and looks around
*Places his hand over his eyes and looks around. The Junior Clown Car closes it's eyes for the duration of the idle pose.
*Hops impatiently in the Junior Clown Car.
*Hops impatiently in the Junior Clown Car twice. The Junior Clown Car opens its mouth for each hop.
<gallery>
SSBUBowserJrIdle1.gif|Bowser Jr.'s first idle pose.
SSBUBowserJrIdle2.gif|Bowser Jr.'s second idle pose.
</gallery>
 
===[[Crowd cheer]]===
====Bowser Jr.====
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|[[File:Bowser Jr. Cheer English SSBU.ogg|center]]||[[File:Bowser Jr. Cheer Japanese SSBU.ogg|center]]||[[File:Bowser Jr. Cheer Italian SSBU.ogg|center]]||[[File:Bowser Jr. Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Bowser Jr. Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Bowser Jr. Cheer French PAL SSBU.ogg|center]]
|-
! scope="row"|Description
|Jun - ior! || Koo - pa! Jun - ior! || Bow - ser! Jun - ior! || Jun - ior! || Bow - ser! Jun - ior!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Bowser Jr. Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Bowser Jr. Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Bowser Jr. Cheer Spanish PAL SSBU.ogg|center]]||[[File:Bowser Jr. Cheer Russian SSBU.ogg|center]]||[[File:Bowser Jr. Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Bow - ser! Jun - ior! || Bow - ser! Jun - ior! *claps 4 times* {{NTSC}} <br> Bow - sy! Bow - sy! {{PAL}} || Bow - ser! Mlad - shiy! || Koo - pa! Jun - ior!
|}
</div>
</div>
 
====Larry====
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|[[File:Larry Cheer English SSBU.ogg|center]]||[[File:Larry Cheer Japanese SSBU.ogg|center]]||[[File:Larry Cheer Italian SSBU.ogg|center]]||[[File:Larry Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Larry Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Larry Cheer French PAL SSBU.ogg|center]]
|-
! scope="row"|Description
|Lar - ry! || Lar - ry! || Lar - ry! *claps 3 times* || Lar - ry! *claps 2 times* || Allez Lar - ry!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Larry Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Larry Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Larry Cheer Spanish PAL SSBU.ogg|center]]||[[File:Larry Cheer Russian SSBU.ogg|center]]||[[File:Larry Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Lar - ry! || Lar - ry! Lar - ry! Lar - ry! Rah - Rah - Rah! {{NTSC}}<br> Mu - cho Lar - ry! Mu - cho Lar - ry! Eh! Eh! {{PAL}} || Lar - ry! *claps 3 times* || Lar - ry!
|}
</div>
</div>
 
====Roy====
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|[[File:Roy Koopa Cheer English SSBU.ogg|center]]||[[File:Roy Koopa Cheer Japanese SSBU.ogg|center]]||[[File:Roy Koopa Cheer Italian SSBU.ogg|center]]||[[File:Roy Koopa Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Roy Koopa Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Roy Koopa Cheer French PAL SSBU.ogg|center]]
|-
! scope="row"|Description
|Roy Roy Roy! || Roy Roy Roy! || Roy! Roy! *claps 3 times* || Rooooy! Roy! || Roy! Roy! Roy!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Roy Koopa Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Roy Koopa Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Roy Koopa Cheer Spanish PAL SSBU.ogg|center]]||[[File:Roy Koopa Cheer Russian SSBU.ogg|center]]||[[File:Roy Koopa Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Roy! Roy! Roy! || Roy! Roy! Roy! Y da - le más! || Roy! Roy! Roy! || Roy! Roy! Roy!
|}
</div>
</div>
 
====Wendy====
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|[[File:Wendy Cheer English SSBU.ogg|center]]||[[File:Wendy Cheer Japanese SSBU.ogg|center]]||[[File:Wendy Cheer Italian SSBU.ogg|center]]||[[File:Wendy Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Wendy Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Wendy Cheer French PAL SSBU.ogg|center]]
|-
! scope="row"|Description
|Wen - dy! || Wen - dy! *claps 3 times* || Wen - dy! *claps 3 times* || Wa - wa! Wendy! Wa - wa! || Vas-y Wen - dy!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Wendy Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Wendy Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Wendy Cheer Spanish PAL SSBU.ogg|center]]||[[File:Wendy Cheer Russian SSBU.ogg|center]]||[[File:Wendy Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Wen - dy! || Wen - dy! Wen - dy! Wen - dy! || Wen - dy! Wen - dy! || Wen - dy! *claps 2 times*
|}
</div>
</div>
 
====Iggy====
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|[[File:Iggy Cheer English SSBU.ogg|center]]||[[File:Iggy Cheer Japanese SSBU.ogg|center]]||[[File:Iggy Cheer Italian SSBU.ogg|center]]||[[File:Iggy Cheer Dutch SSBU.ogg|center]]</center>||{{NTSC}} [[File:Iggy Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Iggy Cheer French PAL SSBU.ogg|center]]
|-
! scope="row"|Description
|Ig - gy! || Ig - gy! || Ig - gy! *claps 3 times* || Ig - gy! *claps 3 times* || Ig-gy brille!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Iggy Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Iggy Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Iggy Cheer Spanish PAL SSBU.ogg|center]]||[[File:Iggy Cheer Russian SSBU.ogg|center]]||[[File:Iggy Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Ig - gy! || Ig - gy Ig - gy Ig - gy! Y da - le más! {{NTSC}}<br>E - se Ig - gy E - se Ig - gy Eh! Eh! {{PAL}} || Ig - gy! *claps 3 times* || Ig - gy!
|}
</div>
</div>
 
====Morton====
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|[[File:Morton Cheer English SSBU.ogg|center]]||[[File:Morton Cheer Japanese SSBU.ogg|center]]||[[File:Morton Cheer Italian SSBU.ogg|center]]||[[File:Morton Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Morton Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Morton Cheer French PAL SSBU.ogg|center]]
|-
! scope="row"|Description
|Mor - ton! || Moooorton! || Mor - ton! *claps 3 times* || Mmmm - Morton! || Mor - ton!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Morton Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Morton Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Morton Cheer Spanish PAL SSBU.ogg|center]]||[[File:Morton Cheer Russian SSBU.ogg|center]]||[[File:Morton Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Mor - ton! || Morrrr - ton! || Mor - ton! || Mor - ton! *claps 3 times*
|}
</div>
</div>
 
====Lemmy====
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|[[File:Lemmy Cheer English SSBU.ogg|center]]||[[File:Lemmy Cheer Japanese SSBU.ogg|center]]||[[File:Lemmy Cheer Italian SSBU.ogg|center]]||[[File:Lemmy Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Lemmy Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Lemmy Cheer French PAL SSBU.ogg|center]]
|-
! scope="row"|Description
|Lem - my! || Lem - my! || Lem - my! *claps 3 times* || Lem - my! *claps 2 times* Lem - my! || Tous pour qui? Pour Lemmy!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Lemmy Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Lemmy Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Lemmy Cheer Spanish PAL SSBU.ogg|center]]||[[File:Lemmy Cheer Russian SSBU.ogg|center]]||[[File:Lemmy Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Lem - my! || Lem - my *claps 2 times* || Lem - my! Lem - my! || Lem - my! Lem - my! Leeeem - my!
|}
</div>
</div>
 
====Ludwig====
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|{{NTSC}} [[File:Ludwig Cheer English NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Ludwig Cheer English PAL SSBU.ogg|center]]||[[File:Ludwig Cheer Japanese SSBU.ogg|center]]||[[File:Ludwig Cheer Italian SSBU.ogg|center]]||[[File:Ludwig Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Ludwig Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Ludwig Cheer French PAL SSBU.ogg|center]]
|-
! scope="row"|Description
|Lud - wig! || Lud - wig! || Lud - wig! *claps 3 times* || Lud - wig! || Pour Ludwig : hip hip hip!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Ludwig Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Ludwig Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Ludwig Cheer Spanish PAL SSBU.ogg|center]]||[[File:Ludwig Cheer Russian SSBU.ogg|center]]||[[File:Ludwig Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Lud - wig! *claps 3 times* || Luuuud - wig! || Lud - wig! || Lu - Lud - wig!
|}
</div>
</div>


===[[Victory pose]]s===
===[[Victory pose]]s===
*Jumps out of the Clown Car, hops in celebration a few times, then poses.
*'''Left:''' Jumps out of the Clown Car, hops in celebration twice, then poses.
*Drives the Clown Car around like a go-kart, then stops and pulls out a hammer (or a wand, if playing as a Koopaling).
*'''Up:''' From the side of the screen, drives the Clown Car in its go-kart form, performs a donut before coming to a stop and pulls out a hammer (or a wand, if playing as a Koopaling).
*Gets out of the Clown Car and rubs it with his right hand.
*'''Right:''' Dismounts from the Clown Car using its left grabber claw and pats it with his right hand.
[[File:Victory! (Bowser and Bowser Jr.).ogg|thumb|A music piece based on the same melody as the ''Mario'' victory theme, but instead of a standard orchestral arrangement, the piece is played with slightly distorted electric guitars. It also sounds similar to the level clear theme of Bowser's sidequests in ''{{s|mariowiki|Paper Mario: The Thousand-Year Door}}''.]]
[[File:Victory! (Bowser and Bowser Jr.).ogg|thumb|A music piece based on the same melody as the ''Mario'' victory theme, but instead of a standard orchestral arrangement, the piece is played with slightly distorted electric guitars. It also sounds similar to the level clear theme of Bowser's sidequests in ''{{s|mariowiki|Paper Mario: The Thousand-Year Door}}''.]]
<gallery>
<gallery>
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</gallery>
</gallery>


==In competitive play==
==In [[competitive play]]==
===Notable players===
===Most historically significant players===
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.-->
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
*{{Sm|Ketchup|USA}} - Placed 17th at both {{Trn|SoCal Chronicles}} and {{Trn|Ultimate Nimbus}}.
''See also: [[:Category:Bowser Jr. players (SSBU)]]''
*{{Sm|PiXL|USA}} - Placed 7th at {{Trn|Pre-Genesix}} and 65th at {{Trn|GENESIS 6}}.
 
*{{Sm|Ketchup|USA}} - Although not as consistent compared to other Bowser Jr. players, he is known for his win on {{Sm|Light|p=Connecticut}} at {{Trn|Mega Smash Mondays 240}}, the best win from a Bowser Jr. player, and ultimately placed 9th at the event. In addition, he has placed well at several other [[SoCal]] events, including 5th at {{Trn|Get in the Game! 2020}} and 17th at {{Trn|DreamHack Anaheim 2020}}.
*{{Sm|TM7_ZAP|USA}} - The best Bowser Jr. player since mid-2023. He initially gained notoriety for being one of the best players in the post-pandemic online metagame, placing highly at many {{Trn|Coinbox}} events. He eventually had his offline breakout event at {{Trn|CEO 2023}}, where he defeated {{Sm|Riddles}} to place 13th, and has since became the most recognizable Bowser Jr. player of this era, most notably placing 9th at {{Trn|Cirque 4}}, the highest-placing Bowser Jr. player at an open major since Young Eevey's Albion 4 run.
*{{Sm|Yoda Cage|USA}} - One of the best Bowser Jr. players in the post-pandemic metagame who was the defintive best from 2021 to mid-2023. He possesses some of the best Bowser Jr. placements and wins of all-time, including placing 13th at {{Trn|Glitch 8.5 - Konami Code}} defeating {{Sm|Zomba}}, 17th at {{Trn|Let's Make Big Moves 2022}} defeating {{Sm|Ned}}, and 25th at {{Trn|Collision 2023}}, in addition to wins over {{Sm|ApolloKage}} at {{Trn|Gateway Legends 2023}} and {{Sm|Cosmos}} at {{Trn|Get On My Level 2023}}.  
*{{Sm|Young Eevey|Netherlands}} - The first Bowser Jr. player to find any competitive success, and as such is considered the best Bowser Jr. player in the early metagame. He is best known for being the first and only Bowser Jr. player to place top 8 at a major, doing so by placing 7th at {{Trn|Albion 4}} while defeating {{Sm|Space}}. Alongside his 13th-place finish at {{Trn|Thunder Smash 3}} and 25th-place finish at {{Trn|Glitch 7 - Minus World}} with a win over {{Sm|yeti}}, his performances led many to reassess Bowser Jr.'s viability, and even after becoming significantly less active in the post-pandemic metagame, his results remain some of the best Bowser Jr. performances of all-time.
 
===Tier placement and history===
Following the game's launch, the community immediately noticed that Bowser Jr. retained his weaknesses from ''Smash 4'' (poor grounded mobility, susceptible to gimps, lack of range and his playstyle being linear). Despite improvements towards his survivability, Clown Cannon (widely agreed to be one of the worst projectiles in ''Smash 4''), and his grab game, several players claimed that the improvements were not significant enough to compensate for his retained weaknesses. As such, Bowser Jr. was considered a low-tier character at best, with some even going as far as claiming him to be a bottom 3 character.
 
Early patches gave Bowser Jr. several buffs that improved Clown Cart and Bowser Jr.'s combo potential, allowing him to fare better in competitive play. His results by mid-2019 were also improving, peaking just outside the top 50 for July-December 2019, thanks to strong performances from players such as {{Sm|Young Eevey}} and {{Sm|Ketchup}}. Notably, Young Eevey placed 7th at Albion 4, the highest placement for a Bowser Jr. player at a major, while Ketchup picked up notable wins over several top players. Thanks to the buffs and improving results, players no longer considered Bowser Jr. as one of the worst characters in the game, but had reassessed him as a mid-tier.
 
Unfortunately for Bowser Jr., his playerbase began declining in the post-online metagame as his best players became less active or consistent. This was a trend with some of his newer players as well: although players such as {{Sm|Yoda Cage}} and {{Sm|TM7_ZAP}} found success at majors, their results were either inconsistent or they were seldom active. As such, Bowser Jr.'s representation slipped greatly into the bottom 10 by 2021; this decline was also reflected in his placement on the first tier list, where he was ranked 72nd at the very end of the mid-tier. Since then, his metagame had remained stagnant as his overall represented remained in or near the bottom 10. As such, his placement on the second tier list barely shifted, moving up to 70th at the top of D- tier due to falling opinions on a few other characters ranked above him.


=={{SSBU|Classic Mode}}: Mama Peach, Where Are You?==
=={{SSBU|Classic Mode}}: Mama Peach, Where Are You?==
All of Bowser Jr.'s opponents are princesses, some of which are teamed up with their love interest (or in Lucina's case, her father).
[[File:SSBU Congratulations Bowser Jr.png|thumb|Bowser Jr.'s congratulations screen.]]
Most of Bowser Jr.'s opponents are princesses, some of which are teamed up with their love interest (or in Lucina's case, her father). The title refers to the event of ''{{s|mariowiki|Super Mario Sunshine}}'' where Bowser Jr. called Peach his "mama".


{|class="wikitable sortable" style="text-align:center"
{|class="wikitable" style="text-align:center"
!Round!!Opponent!!Stage!!Music!!Notes
!Round!!Opponent!!Stage!!Music!!Notes
|-
|-
|1||{{SSBU|Rosalina & Luma}} {{Head|Rosalina & Luma|g=SSBU|s=20px}}||[[Mario Galaxy]]||''{{SSBUMusicLink|Super Mario Bros.|Rosalina in the Observatory / Luma's Theme}}''||
|1||{{CharHead|Rosalina & Luma|SSBU|hsize=20px}}||[[Mario Galaxy]]||''{{SSBUMusicLink|Super Mario Bros.|Rosalina in the Observatory / Luma's Theme}}''||
|-
|-
|2||{{SSBU|Lucina}} {{Head|Lucina|g=SSBU|s=20px}} and {{SSBU|Chrom}} {{Head|Chrom|g=SSBU|s=20px}}||[[Arena Ferox]]||''{{SSBUMusicLink|Fire Emblem|Prelude (Ablaze)}}''||
|2||{{CharHead|Lucina|SSBU|hsize=20px}} and {{CharHead|Chrom|SSBU|hsize=20px}}||[[Arena Ferox]]||''{{SSBUMusicLink|Fire Emblem|Prelude (Ablaze)}}''||
|-
|-
|3||{{SSBU|Daisy}} {{Head|Daisy|g=SSBU|s=20px}} and {{SSBU|Luigi}} {{Head|Luigi|g=SSBU|s=20px}}||[[Mushroom Kingdom U]]||''{{SSBUMusicLink|Super Mario Bros.|Mario Tennis / Mario Golf}}''||
|3||{{CharHead|Daisy|SSBU|hsize=20px}} and {{CharHead|Luigi|SSBU|hsize=20px}}||[[Mushroom Kingdom U]]||''{{SSBUMusicLink|Super Mario Bros.|Mario Tennis / Mario Golf}}''||
|-
|-
|4||{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px}}||[[Hyrule Castle]]||''{{SSBUMusicLink|The Legend of Zelda|Saria's Theme}}''||
|4||{{CharHead|Zelda|SSBU|hsize=20px}}||[[Hyrule Castle]]||''{{SSBUMusicLink|The Legend of Zelda|Saria's Theme}}''||
|-
|-
|5||{{SSBU|Mii Fighter}}s {{Head|Mii Brawler|g=SSBU|s=20px}} (x2) {{Head|Mii Gunner|g=SSBU|s=20px}} (x2) {{Head|Mii Swordfighter|g=SSBU|s=20px}} (x2)||[[Peach's Castle]]||''{{SSBUMusicLink|Super Mario Bros.|Main Theme - Super Mario 64}}''||Horde Battle. The Mii Fighters all wear princess wigs.<br>{{SSBU|Mii Brawler}} costume combinations: Peach's Crown and Vampire Garb, Daisy's Crown and [[Nia]] Outfit. {{SSBU|Mii Gunner}} costumes: Princess's Crown and Wild West Wear, Peach's Crown and Steampunk Getup. {{SSBU|Mii Swordfighter}} costumes: Daisy's Crown and [[Viridi]] Outfit, Princess's Crown and [[Ashley]] Outfit.
|5||{{CharHead|Mii Brawler|SSBU|hsize=20px}} (x2), {{CharHead|Mii Gunner|SSBU|hsize=20px}} (x2), and {{CharHead|Mii Swordfighter|SSBU|hsize=20px}} (x2)||[[Peach's Castle]]||''{{SSBUMusicLink|Super Mario Bros.|Main Theme - Super Mario 64 (Remix)}}''||Horde Battle (3 at a time). The {{SSBU|Mii Fighter}}s all wear princess wigs.<br>
*Mii Brawler costume combinations: Peach's Crown and Vampire Garb, Daisy's Crown and [[Nia]] Outfit.
*Mii Gunner costumes: Princess's Crown and Wild West Wear, Peach's Crown and Steampunk Getup.
*Mii Swordfighter costumes: Daisy's Crown and [[Viridi]] Outfit, Princess's Crown and [[Ashley]] Outfit.
|-
|-
|6||{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px}} and {{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px}}||[[Delfino Plaza]]||''{{SSBUMusicLink|Super Mario Bros.|Delfino Plaza}}''||
|6||{{CharHead|Mario|SSBU|hsize=20px}} and {{CharHead|Peach|SSBU|hsize=20px}}||[[Delfino Plaza]]||''{{SSBUMusicLink|Super Mario Bros.|Delfino Plaza (Original)}}''||Items do not appear.
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|[[Bonus Stage]]
Line 318: Line 666:


[[Credits]] roll after completing Classic Mode. Completing it as Bowser Jr. has ''{{SSBUMusicLink|Super Mario Bros.|Delfino Plaza (Remix)}}'' accompany the credits.
[[Credits]] roll after completing Classic Mode. Completing it as Bowser Jr. has ''{{SSBUMusicLink|Super Mario Bros.|Delfino Plaza (Remix)}}'' accompany the credits.
{{clr}}


==Role in [[World of Light]]==
==Role in [[World of Light]]==
[[File:WoL-58BowserJr.jpg|thumb|Finding Bowser Jr. in World of Light|left]]
[[File:WoL-58BowserJr.jpg|thumb|Finding Bowser Jr. in World of Light|left]]
Although Bowser Jr. does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (except {{SSBU|Kirby}}) when Galeem unleashed his beams of light.
While Bowser Jr. and the Koopalings do not appear in the World of Light opening cutscene, they were all vaporized and later imprisoned alongside the rest of the fighters (except {{SSBU|Kirby}}) when Galeem unleashed his beams of light.
 
Bowser Jr. and the Koopalings were among the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. Bowser Jr. is found in one of two alternating pathways on the Triforce of Power segment of the [[Sacred Land]] sub-area, guarded by various Legendary spirits.


Bowser Jr. was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. He is found in one of two alternate pathlines on the Triforce of Power segment of the Sacred Land sub-area, guarded by various Legendary spirits.
As a side note, once Bowser Jr. is rescued, the Koopalings (due to their status of being alternate characters of Bowser Jr.), will have been 'rescued' as well, resulting in them also being available as playable characters within the story.
{{clrl}}
{{clrl}}


===Fighter Battle===
===Fighter Battle===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable" style="width:100%;"
|-
|-
! style="width:5%;"|No.
!style="width:5%;"|No.
! style="width:5%;"|Image
!style="width:5%;"|Image
! Name
!Name
! Type
!Type
! Power
!Power
! Stage
!Stage
! Music
!Music
|-
|-
| 58
|58
| [[File:Bowser Jr. SSBU.png|center|108x108px]]
|[[File:Bowser Jr. SSBU.png|center|108x108px]]
| {{SSBU|Bowser Jr.}}
|Bowser Jr.
| {{color|#17ba17|Grab}}
|{{SpiritType|Grab}} <center>{{color|#17ba17|Grab}}</center>
| 12,500
|12,500
| [[Mushroomy Kingdom]] ([[Ω form]])
|[[Mushroomy Kingdom]] ([[Ω form]])
| ''{{SSBUMusicLink|Super Mario Bros.|Fortress Boss - Super Mario Bros. 3}}''
|''{{SSBUMusicLink|Super Mario Bros.|Fortress Boss - Super Mario Bros. 3}}''
|}
|}
{{-}}
{{clr}}


==[[Spirit]]s==
==[[Spirit]]s==
Bowser Jr.'s Fighter Spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Bowser Jr. in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in ''Ultimate''. Bowser Jr. also appears as a primary spirit in the form of Shadow Mario.
Bowser Jr.'s fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Bowser Jr. has been unlocked. Unlocking Bowser Jr. in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each of the Koopalings possess their own fighter spirits, which can only be obtained by purchase in the shop. Each fighter spirit has an alternate version that replaces them with their artwork in ''Ultimate''.


Additionally, due to being alternate swaps, each of the Koopalings possess their own Fighter Spirits.
Bowser Jr. also appears as a primary spirit in the form of Shadow Mario.


<center>
<center>
<gallery>
<gallery>
Bowser Jr Fighter Spirit.png|10. '''''Bowser Jr.'''''
SSBU spirit Bowser Jr..png|10. '''''Bowser Jr.'''''
Larry Koopa Spirit.png|11. '''Larry'''
SSBU spirit Iggy.png|11. '''Iggy'''
Roy Koopa Spirit.png|12. '''Roy (Super Mario Bros.)'''
SSBU spirit Wendy.png|12. '''Wendy'''
Wendy Koopa Spirit.png|13. '''Wendy'''
SSBU spirit Lemmy.png|13. '''Lemmy'''
Iggy Koopa Spirit.png|14. '''Iggy'''
SSBU spirit Roy (Super Mario Bros.).png|14. '''Roy (Super Mario Bros.)'''
Morton Koopa Spirit.png|15. '''Morton'''
SSBU spirit Larry.png|15. '''Larry'''
Lemmy Koopa Spirit.png|16. '''Lemmy'''
SSBU spirit Ludwig.png|16. '''Ludwig'''
Ludwig Von Koopa Spirit.png|17. '''Ludwig'''
SSBU spirit Morton.png|17. '''Morton'''
Shadow Mario Spirit.png|70. Shadow Mario
SSBU spirit Shadow Mario.png|70. Shadow Mario
</gallery>
</gallery>
</center>
</center>
Line 369: Line 720:
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
! colapan=1|Inspiration
|-
|-
! style="width:5%;"|No.
! style="width:5%;"|No.
Line 384: Line 735:
! Conditions
! Conditions
! Music
! Music
! Character
|-
|-
|39
|39
|[[File:Iggyandco.png|center|64x64px]]
|{{SpiritTableName|Lakitu & Spiny|link=y|size=64}}
|{{anchor|Lakitu & Spiny}}[[Lakitu and Spinies|Lakitu & Spiny]]
|''Super Mario'' Series
|''Super Mario series''
|•[[Bowser Jr. (SSBU)|Iggy]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Iggy}}<br>•Tiny {{SSBU|Bowser}} {{Head|Bowser|g=SSBU|s=20px|cl=Red}}×8
|•[[Bowser Jr. (SSBU)|Iggy]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Iggy}}<br>•Tiny {{SSBU|Bowser}} {{Head|Bowser|g=SSBU|s=20px|cl=Red}} (×8)
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|3,400
|3,400
|{{SSB|Mushroom Kingdom}}
|{{SSB|Mushroom Kingdom}}
Line 396: Line 747:
|•Defeat an army of fighters
|•Defeat an army of fighters
|{{SSBUMusicLink|Super Mario Bros.|Ground Theme - Super Mario Bros.}}
|{{SSBUMusicLink|Super Mario Bros.|Ground Theme - Super Mario Bros.}}
|Lakitu
|-
|-
|57
|57
|[[File:Tatanga.png|center|64x64px]]
|{{SpiritTableName|Tatanga|size=64}}
|{{anchor|Tatanga}}Tatanga
|''Super Mario Land'' Series
|''Super Mario Land series''
|•[[Bowser Jr. (SSBU)|Morton]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Morton}}
|•[[Bowser Jr. (SSBU)|Morton]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Morton}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|3,800
|3,800
|[[Mario Galaxy]] ([[Battlefield form]])
|[[Mario Galaxy]] ([[Battlefield form]])
|N/A
|N/A
|•The enemy starts the battle with a Super Scope
|•The enemy starts the battle with a [[Super Scope]]
|{{SSBUMusicLink|Super Mario Bros.|Underground Theme - Super Mario Land}}
|{{SSBUMusicLink|Super Mario Bros.|Underground Theme - Super Mario Land}}
|
|-
|-
|70
|70
|[[File:Shadow Mario Spirit.png|center|64x64px]]
|{{SpiritTableName|Shadow Mario|size=64}}
|{{anchor|Shadow Mario}}Shadow Mario
|''Super Mario'' Series
|''Super Mario series''
|•{{SSBU|Bowser Jr.}} {{Head|Bowser Jr.|g=SSBU|s=20px}}
|•{{SSBU|Bowser Jr.}} {{Head|Bowser Jr.|g=SSBU|s=20px}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|{{SpiritType|Neutral}}
|9,800
|9,800
|[[Delfino Plaza]] ([[Ω form]])
|[[Delfino Plaza]] ([[Ω form]])
|•Sudden Final Smash<br>•Hazard: Sticky Floor
|•Sudden Final Smash<br>•Hazard: Sticky Floor
|•The floor is sticky<br>•The enemy will suddenly have a Final Smash after a little while<br>•The enemy's FS Meter charges quickly
|•The floor is sticky<br>•The enemy will suddenly have a Final Smash after a little while<br>•The enemy's FS Meter charges quickly
|{{SSBUMusicLink|Super Mario Bros.|Delfino Plaza}}
|{{SSBUMusicLink|Super Mario Bros.|Delfino Plaza (Remix)}}
|
|-
|-
|106
|106
|[[File:FawfulSpiritSSBU.png|center|64x64px]]
|{{SpiritTableName|Fawful|size=64}}
|{{anchor|Fawful}}Fawful
|''Mario & Luigi'' Series
|''Mario & Luigi series''
|•[[Bowser Jr. (SSBU)|Iggy]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Iggy}} (140 HP)<br>•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Green}} (140 HP)
|•[[Bowser Jr. (SSBU)|Iggy]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Iggy}}<br>•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Green}}
|{{SpiritType|Neutral}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|3,700
|3,700
|[[Prism Tower]]
|[[Prism Tower]]
Line 432: Line 783:
|•[[Stamina battle]]<br>•The enemy starts the battle with a [[Rocket Belt]]
|•[[Stamina battle]]<br>•The enemy starts the battle with a [[Rocket Belt]]
|{{SSBUMusicLink|Super Mario Bros.|The Grand Finale}}
|{{SSBUMusicLink|Super Mario Bros.|The Grand Finale}}
|
|-
|-
|168
|168
|[[File:Kalypso.png|center|64x64px]]
|{{SpiritTableName|Kalypso|size=64}}
|{{anchor|Kalypso}}Kalypso
|''Donkey Kong: Barrel Blast''
|''Donkey Kong: Barrel Blast''
|•[[Bowser Jr. (SSBU)|Wendy]] Team {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Wendy}} (x4)
|•[[Bowser Jr. (SSBU)|Wendy]] Team {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Wendy}}×4
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|1,800
|1,800
|[[Kongo Falls]]
|[[Kongo Falls]]
Line 444: Line 795:
|•The enemy starts the battle with a Rocket Belt<br>•The enemy has increased move speed
|•The enemy starts the battle with a Rocket Belt<br>•The enemy has increased move speed
|{{SSBUMusicLink|Donkey Kong|Boss 2 - DK: Jungle Climber}}
|{{SSBUMusicLink|Donkey Kong|Boss 2 - DK: Jungle Climber}}
|
|-
|-
|346
|346
|[[File:Heavy Lobster Spirit.png|center|64x64px]]
|{{SpiritTableName|Heavy Lobster|size=64}}
|{{anchor|Heavy Lobster}}Heavy Lobster
|''Kirby'' Series
|''Kirby series''
|•[[Bowser Jr. (SSBU)|Lemmy]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Lemmy}}
|•[[Bowser Jr. (SSBU)|Lemmy]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Lemmy}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|3,600
|3,600
|[[Halberd]]
|[[Halberd]]
Line 456: Line 807:
|•The enemy starts the battle with a Fire Flower
|•The enemy starts the battle with a Fire Flower
|{{SSBUMusicLink|Kirby|Meta Knight's Revenge}}
|{{SSBUMusicLink|Kirby|Meta Knight's Revenge}}
|
|-
|-
|714
|714
|[[File:Pandora.png|center|64x64px]]
|{{SpiritTableName|Pandora|size=64}}
|Pandora
|''Kid Icarus'' Series
|''Kid Icarus series''
|•[[Bowser Jr. (SSBU)|Wendy]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Wendy}}<br>•Ally: {{SSBU|Dark Pit}} {{Head|Dark Pit|g=SSBU|s=20px|cl=Blue}}
|•[[Bowser Jr. (SSBU)|Wendy]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Wendy}}<br>•Ally: {{SSBU|Dark Pit}} {{Head|Dark Pit|g=SSBU|s=20px|cl=Blue}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|{{SpiritType|Grab}}
|3,500
|3,500
|[[Kalos Pokémon League]] ([[Ω form]])
|[[Kalos Pokémon League]] ([[Ω form]])
Line 468: Line 819:
|•Join forces with a CPU ally<br>•Bob-ombs will rain from the sky after a little while<br>•Explosion attacks aren't as effective against the enemy
|•Join forces with a CPU ally<br>•Bob-ombs will rain from the sky after a little while<br>•Explosion attacks aren't as effective against the enemy
|{{SSBUMusicLink|Kid Icarus|Dark Pit's Theme}}
|{{SSBUMusicLink|Kid Icarus|Dark Pit's Theme}}
|
|-
|-
|776
|776
|{{anchor|Dr. Eggman}}[[File:Eggman Spirit.png|center|64x64px]]
|{{SpiritTableName|Dr. Eggman|link=y|size=64}}
|[[Dr. Eggman]]
|''Sonic The Hedgehog'' Series
|''Sonic the Hedgehog series''
|•[[Bowser Jr. (SSBU)|Roy]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Roy}}<br>•Metal {{SSBU|Sonic}} {{Head|Sonic|g=SSBU|s=20px|cl=Green}}
|•[[Bowser Jr. (SSBU)|Roy]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Roy}}<br>•Metal {{SSBU|Sonic}} {{Head|Sonic|g=SSBU|s=20px|cl=Green}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|{{SpiritType|Grab}}
|13,200
|13,200
|[[Green Hill Zone]]
|[[Green Hill Zone]]
|•Bob-omb Festival<br>•Item: Shooting Types
|•[[Bob-omb]] Festival<br>•Item: Shooting Types
|•Bob-ombs will rain from the sky after a little while<br>•The enemy's shooting items have increased power<br>•Items will be pulled toward the enemy
|•Bob-ombs will rain from the sky after a little while<br>•The enemy's shooting items have increased power<br>•Items will be pulled toward the enemy
|{{SSBUMusicLink|Sonic The Hedgehog|Green Hill Zone}}
|{{SSBUMusicLink|Sonic The Hedgehog|Green Hill Zone}}
|
|-
|-
|846
|846
|[[File:Kappnboat.png|center|64x64px]]
|{{SpiritTableName|Kapp'n|link=y|size=64}}
|[[Kapp'n]]
|''Animal Crossing'' Series
|''Animal Crossing series''
|•[[Bowser Jr. (SSBU)|Iggy]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Iggy}}
|•[[Bowser Jr. (SSBU)|Iggy]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Iggy}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|{{SpiritType|Grab}}
|9,600
|9,600
|[[Wuhu Island]] (Rocks at sea)
|[[Wuhu Island]] (Rocks at sea)
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|•You can't swim<br>•Dangerously high winds are in effect
|•You can't swim<br>•Dangerously high winds are in effect
|{{SSBUMusicLink|Animal Crossing|Kapp'n's Song}}
|{{SSBUMusicLink|Animal Crossing|Kapp'n's Song}}
|
|-
|-
|913
|913
|{{anchor|Tron Bonne}}[[File:Megamanlegends.png|center|64x64px]]
|{{SpiritTableName|Tron Bonne|size=64}}
|Tron Bonne
|''Mega Man Legends'' Series
|''Mega Man Legends series''
|•[[Bowser Jr. (SSBU)|Wendy]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Wendy}}<br>•Tiny {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Yellow}}×2
|•[[Bowser Jr. (SSBU)|Wendy]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Wendy}}<br>•Tiny {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Yellow}} (×2)
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|3,600
|3,600
|[[Wuhu Island]] (Talon Rock)
|[[Wuhu Island]] (Talon Rock)
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|•Take your strongest team into this no-frills battle
|•Take your strongest team into this no-frills battle
|{{SSBUMusicLink|Mega Man|We're Robots (Dr. Wily Stage 2)}}
|{{SSBUMusicLink|Mega Man|We're Robots (Dr. Wily Stage 2)}}
|
|-
|-
|958
|958
|[[File:Riki Spirit.png|center|64x64px]]
|{{SpiritTableName|Riki (Xenoblade Chronicles)|customname=[[Riki]] (Xenoblade Chronicles)|size=64}}
|[[Riki]]
|''Xenoblade Chronicles'' Series
|''Xenoblade Chronicles series''
|•[[Bowser Jr. (SSBU)|Roy]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Roy}}<br>•{{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px|cl=Yellow}}
|•[[Bowser Jr. (SSBU)|Roy]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Roy}}<br>•{{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px|cl=Yellow}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|{{SpiritType|Neutral}}
|8,000
|8,000
|[[Gaur Plain]] ([[Ω form]])
|[[Gaur Plain]] ([[Ω form]])
|•Earthquake<br>•Flowery<br>•Assist Trophy Enemies ([[Riki]])
|•Earthquake<br>•Flowery<br>•Assist Trophy Enemies (Riki)
|•The enemy's special moves have increased power<br>•Hostile assist trophies will appear<br>•You constantly take minor damage after a little while
|•The enemy's special moves have increased power<br>•Hostile assist trophies will appear<br>•You constantly take minor damage after a little while
|{{SSBUMusicLink|Xenoblade|Gaur Plain}}
|{{SSBUMusicLink|Xenoblade Chronicles|Gaur Plain}}
|
|-
|-
|1,040
|1,040
|[[File:Murch.png|center|64x64px]]
|{{SpiritTableName|Murch|size=64}}
|Murch
|''Splatoon'' Series
|''Splatoon series''
|•[[Bowser Jr. (SSBU)|Morton]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Morton}}
|•[[Bowser Jr. (SSBU)|Morton]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Morton}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|{{SpiritType|Attack}}
|3,700
|3,700
|[[Saffron City]]
|[[Saffron City]]
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|•The enemy has increased move speed<br>•The enemy has increased attack power after a little while
|•The enemy has increased move speed<br>•The enemy has increased attack power after a little while
|{{SSBUMusicLink|Splatoon|Inkoming!}}
|{{SSBUMusicLink|Splatoon|Inkoming!}}
|
|-
|-
|1,133
|1,133
|{{anchor|MONSTER}}[[File:Monster Spirit.png|center|64x64px]]
|{{SpiritTableName|MONSTER|size=64}}
|MONSTER
|''Famicom Grand Prix II: 3D Hot Rally'' Series
|''Famicom Grand Prix II: 3D Hot Rally series''
|•Giant [[Bowser Jr. (SSBU)|Roy]] Team {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Roy}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Morton}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Iggy}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Wendy}}
|•Giant [[Bowser Jr. (SSBU)|Roy]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Roy}} Team<br>•Giant [[Bowser Jr. (SSBU)|Morton]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Morton}}<br>•Giant [[Bowser Jr. (SSBU)|Iggy]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Iggy}}<br>•Giant [[Bowser Jr. (SSBU)|Wendy]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Wendy}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|1,900
|1,900
|[[Mushroomy Kingdom]]
|[[Mushroomy Kingdom]]
|N/A
|N/A
|•The enemy favors side specials<br>•The enemy is giant
|•The enemy favors side specials<br>•The enemy is giant
|{{SSBUMusicLink|Nintendo|Title Theme - 3D Hot Rally}}
|{{SSBUMusicLink|Other|Title Theme - 3D Hot Rally}}
|
|-
|-
|1,134
|1,134
|{{anchor|Tank & Infantry}}[[File:Tank Infantry Spirit.png|center|64x64px]]
|{{SpiritTableName|Tank & Infantry|link=y|size=64}}
|[[Infantry and Tanks|Tank & Infantry]]
|''Famicom Wars'' Series
|''Famicom Wars series''
|•Metal [[Bowser Jr. (SSBU)|Iggy]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Iggy}}<br>•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Green}}×2
|•Metal [[Bowser Jr. (SSBU)|Iggy]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Iggy}}<br>•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Green}} (×2)
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|3,900
|3,900
|[[Gerudo Valley]]
|[[Gerudo Valley]]
|N/A
|N/A
|•The enemy favors neutral specials<br>•The enemy is metal
|•The enemy favors neutral specials<br>•The enemy is metal
|{{SSBUMusicLink|Nintendo|Garage}}
|{{SSBUMusicLink|Other|Garage}}
|Tank
|-
|-
|1,151
|1,151
|{{anchor|F-Type}}[[File:Ftype.png|center|64x64px]]
|{{SpiritTableName|F-Type|size=64}}
|F-Type
|''Stunt Race FX''
|''Stunt Race FX''
|•[[Bowser Jr. (SSBU)|Roy]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Roy}}
|•[[Bowser Jr. (SSBU)|Roy]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Roy}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|2,200
|2,200
|[[Figure-8 Circuit]]
|[[Figure-8 Circuit]]
|N/A
|N/A
|•Timed battle<br>•The enemy has increased move speed and reduced weight
|•Timed battle (1:00)<br>•The enemy has increased move speed and reduced weight
|{{SSBUMusicLink|Nintendo|Title Theme - 3D Hot Rally}}
|{{SSBUMusicLink|Other|Title Theme - 3D Hot Rally}}
|
|-
|-
|1,152
|1,152
|{{anchor|Tractor Trailer}}[[File:Tractor Trailer Spirit.png|center|64x64px]]
|{{SpiritTableName|Tractor Trailer|size=64}}
|Tractor Trailer
|''Stunt Race FX''
|''Stunt Race FX''
|•[[Bowser Jr. (SSBU)|Morton]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Morton}}
|•[[Bowser Jr. (SSBU)|Morton]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Morton}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|{{SpiritType|Attack}}
|1,900
|1,900
|[[Moray Towers]]
|[[Moray Towers]]
|N/A
|N/A
|•The enemy's side special has increased power<br>•The enemy favors side specials
|•The enemy's side special has increased power<br>•The enemy favors side specials
|{{SSBUMusicLink|Nintendo|Excite Truck}}
|{{SSBUMusicLink|Other|Excite Truck}}
|
|-
|-
|1,318
|1,318
|[[File:Toy-Con Car Spirit.png|center|64x64px]]
|{{SpiritTableName|Toy-Con Car|size=64}}
|Toy-Con Car
|''Nintendo Labo'' Series
|''Nintendo Labo series''
|•{{SSBU|Bowser Jr.}} Team {{Head|Bowser Jr.|g=SSBU|s=20px}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Larry}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Roy}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Wendy}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Iggy}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Morton}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Lemmy}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Ludwig}} (60 HP)
|•{{SSBU|Bowser Jr.}} Team (×8)<br>({{Head|Bowser Jr.|g=SSBU|s=20px}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Larry}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Roy}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Wendy}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Iggy}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Morton}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Lemmy}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Ludwig}})
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|4,200
|4,200
|[[Wuhu Island]] (Frisbee Dog Park)
|[[Wuhu Island]] (Frisbee Dog Park)
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|•[[Stamina battle]]<br>•The enemy favors side specials<br>•The enemy can deal damage by dashing into you
|•[[Stamina battle]]<br>•The enemy favors side specials<br>•The enemy can deal damage by dashing into you
|{{SSBUMusicLink|Other|Title Theme - 3D Hot Rally}}
|{{SSBUMusicLink|Other|Title Theme - 3D Hot Rally}}
|
|-
|1,416
|{{SpiritTableName|Mechanica|link=y|size=64}}
|''ARMS''
|•Giant [[Bowser Jr. (SSBU)|Wendy]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Wendy}} (100 HP)
|{{SpiritType|Grab}}
|3,400
|[[Spring Stadium]]
|N/A
|•The enemy has super armor but moves slower<br>•Stamina battle<br>•The enemy is giant
|{{SSBUMusicLink|ARMS|Scrapyard}}
|
|-
|1,445
|{{SpiritTableName|Cait Sith|size=64}}
|''FINAL FANTASY'' Series
|•[[Bowser Jr. (SSBU)|Roy]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Roy}}<br>•{{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px}}×3
|{{SpiritType|Neutral}}
|1,700
|[[New Pork City]] ([[Ω form]])
|N/A
|•Defeat the main fighter to win
|{{SSBUMusicLink|Other|PictoChat}}
|
|}
|}


===As a minion===
===As a minion===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
Line 611: Line 986:
|-
|-
|450
|450
|[[File:Kangaskhan Spirit.png|center|64x64px]]
|{{SpiritTableName|Kangaskhan|size=64}}
|{{anchor|Kangaskhan}}Kangaskhan
|''Pokémon'' Series
|''Pokémon series''
|•{{SSBU|Bowser}} {{Head|Bowser|g=SSBU|s=20px|cl=Yellow}}<br>•[[Bowser Jr. (SSBU)|Larry]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Larry}}
|•{{SSBU|Bowser}} {{Head|Bowser|g=SSBU|s=20px|cl=Yellow}}<br>•[[Bowser Jr. (SSBU)|Larry]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Larry}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|{{SpiritType|Grab}}
|3,700
|3,700
|[[Windy Hill Zone]]
|[[Windy Hill Zone]]
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|-
|-
|700
|700
|[[File:Turtle Bridge.png|center|64x64px]]
|{{SpiritTableName|Turtle Bridge|size=64}}
|{{anchor|Turtle Bridge}}Turtle Bridge
|''Game & Watch'' Series
|''Game & Watch series''
|•{{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px}}<br>•{{SSBU|Squirtle}} {{Head|Squirtle|g=SSBU|s=20px|cl=Purple}}<br>•[[Bowser Jr. (SSBU)|Morton]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Morton}}<br>•{{SSBU|Bowser}} {{Head|Bowser|g=SSBU|s=20px|cl=Grey}}
|•{{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px}}<br>•{{SSBU|Squirtle}} {{Head|Squirtle|g=SSBU|s=20px|cl=Purple}}<br>•[[Bowser Jr. (SSBU)|Morton]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Morton}}<br>•{{SSBU|Bowser}} {{Head|Bowser|g=SSBU|s=20px|cl=Grey}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|1,700
|1,700
|[[Flat Zone X]] (hazards off)
|[[Flat Zone X]] (hazards off)
Line 635: Line 1,008:
|{{SSBUMusicLink|Game & Watch|Flat Zone}}
|{{SSBUMusicLink|Game & Watch|Flat Zone}}
|[[mariowiki:Turtle Bridge|Turtle]]
|[[mariowiki:Turtle Bridge|Turtle]]
|-
|1,472
|{{SpiritTableName|Giga Cat Mario|size=64}}
|''Super Mario'' Series
|•Giant {{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Burning Dropkick|2]][[Thrust Uppercut|3]][[Feint Jump|2]], Cat Hat, Cat Suit)<br>•{{SSBU|Bowser Jr.}} {{Head|Bowser Jr.|g=SSBU|s=20px}}
|{{SpiritType|Shield}}
|3,900
|[[Find Mii]] ([[Ω form]])
|N/A
|•Defeat the main fighter to win<br>•The enemy is giant
|{{SSBUMusicLink|Super Mario Bros.|The Great Tower Showdown 2}}
|{{s|mariowiki|Bowser Jr.}}
|}
|}


==[[Alternate costume (SSBU)#Bowser Jr.|Alternate costumes]]==
==[[Alternate costume (SSBU)#Bowser Jr.|Alternate costumes]]==
Instead of alternate color schemes, Bowser Jr.'s [[alternate costume]]s consist of the [[Koopalings]]. Bowser Jr.'s Junior Clown Car is the only one with black eyes and horizontal orange "eye paint", while the Koopalings' Clown Cars have yellow mechanical eyes with vertical black "eye paint". All of the Koopalings have their own models and voice clips.
Instead of alternate color schemes, Bowser Jr.'s [[alternate costume]]s consist of the [[Koopalings]]. Bowser Jr.'s Junior Clown Car is the only one with black eyes and horizontal orange "eye paint", while the Koopalings' Clown Cars have yellow mechanical eyes with vertical black "eye paint". All of the Koopalings have their own models, voice clips, and crowd cheers. They have their [[Boxing Ring]] titles in English and other European languages, but they all share the same Boxing Ring title in Asian languages, which translates to "All-Purpose Chariot."


{|style="margin:1em auto 1em auto;text-align:center"
{|style="margin:1em auto 1em auto;text-align:center"
Line 657: Line 1,042:
<gallery>
<gallery>
SSBU Bowser Jr. Number.png|Bowser Jr.'s fighter card.
SSBU Bowser Jr. Number.png|Bowser Jr.'s fighter card.
Bowser Jr. unlock notice SSBU.jpg|Bowser Jr.'s unlock notice.
SSBUWebsiteBowserJr1.jpg|Bowser Jr. [[idling]] on [[Onett]].
SSBUWebsiteBowserJr1.jpg|Bowser Jr. [[idling]] on [[Onett]].
SSBUWebsiteBowserJr2.jpg|Charging his [[forward smash]] on [[3D Land]].
SSBUWebsiteBowserJr2.jpg|Charging his [[forward smash]] on [[3D Land]].
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</gallery>
</gallery>


===Character Showcase Video===
===Fighter Showcase Video===
{{#widget:YouTube|id=fZ2dm9EoJfE}}
{{#widget:YouTube|id=fZ2dm9EoJfE}}


Line 674: Line 1,060:
*The "Everyone is Here!" trailer features a visual glitch: when [[Lemmy]] uses his down [[taunt]], his face disappears for a few frames at the end of the animation.
*The "Everyone is Here!" trailer features a visual glitch: when [[Lemmy]] uses his down [[taunt]], his face disappears for a few frames at the end of the animation.
**The [[Junior Clown Car]] also shows a visual glitch, with two mouths overlapping each other when [[Ludwig]] is seen falling off a ledge.
**The [[Junior Clown Car]] also shows a visual glitch, with two mouths overlapping each other when [[Ludwig]] is seen falling off a ledge.
*In Bowser Jr.'s showcase video, at one point the seven Koopalings follow Jr. in the same order they are fought in ''{{s|mariowiki|New Super Mario Bros. U}}''.
*The render of Lemmy resembles [[mariowiki:File:Lemmy_Koopa_NSMBU.png|artwork of him]] from ''New Super Mario Bros. U'', which is the same artwork used for his fighter spirit, and he is the only Koopaling to be completely out of the Junior Clown Car.
*Despite the fact that {{SSBU|Bowser}} has [[Molten Fortress|his own sub-world]] in [[World of Light]], Bowser Jr. is fought in the Sacred Realm.
*The render of Lemmy resembles [[mariowiki:File:Lemmy_Koopa_NSMBU.png|artwork of him]] from ''New Super Mario Bros. U'', and he is the only Koopaling to be completely out of the Junior Clown Car.
**Similarly, the render of Wendy resembles an [[mariowiki:File:WendyKoopa2 SMB3.png|illustration of her]] from ''{{s|mariowiki|Super Mario World}}''.
**Similarly, the render of Wendy resembles an [[mariowiki:File:WendyKoopa2 SMB3.png|illustration of her]] from ''{{s|mariowiki|Super Mario World}}''.
*Bowser Jr. is the only fighter whose alternate costumes all have different names and voice clips.
*Bowser Jr., Yoshi, {{SSBU|R.O.B.}}, and {{SSBU|Mr. Game & Watch}} are the only characters who used their default costumes in one of the spirit battles present at the game's initial release. In Bowser Jr.'s case, it is because of the Shadow Mario spirit.
*Due to the presence of the Shadow Mario and DLC Toy-Con Car Spirits, Bowser Jr. is one of the characters to use their default costumes in certain Spirit Battles, the others being {{SSBU|Yoshi}}, {{SSBU|Mr. Game & Watch}}, {{SSBU|Peach}}, {{SSBU|Mario}}, {{SSBU|Luigi}}, {{SSBU|Inkling}}, {{SSBU|Robin}}, and {{SSBU|Joker}}, though the latter three are only through DLC.
**Despite that, there's no proper battle against a default Bowser Jr. in World of Light outside of himself because the only Spirit Battle in which he is present (Shadow Mario) is absent, instead finding puppet fighters of the Koopalings. The only exception to this are the false Bowser Jr.s created during battles involving Dharkon. This also applies to {{SSBU|Cloud}}.
**Out of all of these characters, Bowser Jr., Yoshi, and Mr. Game & Watch are the only ones who used their default costumes in spirit battles through one of the 1297 spirits available when the game first launched.
**This is not counting {{SSBU|Alph}} and female {{SSBU|Corrin}}, who use their main colors in a few spirit battles, but themselves are alternate costumes, or {{SSBU|R.O.B.}}, who has several spirit battles that use either his Famicom or NES costumes, but which one is used is the one that is not his default in that version.
**Despite that, there's no proper battle against a default Bowser Jr. in World of Light outside of himself because the only Spirit Battle in which he is present (Shadow Mario) is absent, instead finding puppet fighters of the Koopalings. The only exception to this are the false Bowser Jr.s created during battles involving Dharkon.
***Additionally, Ludwig was the only Koopaling not present in any spirit battle until the DLC Toy-Con Car Spirit was introduced.
***Additionally, Ludwig was the only Koopaling not present in any spirit battle until the DLC Toy-Con Car Spirit was introduced.
****Along Mr. Game & Watch and Yoshi., Bowser Jr. is one of the few characters with a Spirit battle where all of his alternate costumes appear in a single Spirit fight.
***Alongside Mr. Game & Watch, R.O.B and Yoshi., Bowser Jr. is one of the few characters with a Spirit battle where all of his alternate costumes appear in a single Spirit fight.
* Prior to version 1.1.0, Bowser Jr.'s airdodge behaved exactly how it did in ''Smash 4'' when using it out of [[Abandon Ship!]], making him the only character to have been capable of performing multiple airdodges without touching the ground or getting hit in any version of ''Ultimate''.
* Prior to version 1.1.0, Bowser Jr.'s airdodge behaved exactly how it did in ''Smash 4'' when using it out of [[Abandon Ship!]], making him the only character to have been capable of performing multiple airdodges without touching the ground or getting hit in any version of ''Ultimate''.
*Bowser Jr. is the only character who travels to [[Delfino Plaza]] in Classic Mode.
*When the game's speed is slowed down, Bowser Jr.'s Final Smash becomes noticeably more effective, hitting more times and dealing more damage. At 1/4 speed it potentially becomes one of the strongest Final Smashes in the game.
*Bowser Jr. in his default appearance is one of the only two fully reptilian playable characters that do not appear in Yoshi's Classic Mode, the other being {{SSBU|Squirtle}}.
*Bowser Jr., {{SSBU|Banjo & Kazooie}}, {{SSBU|Pyra}}/{{SSBU|Mythra}}, and {{SSBU|Kazuya}} are the only characters whose artworks on all alternate costumes on the official website do not cast a shadow.
*Bowser Jr. is the only character to have motion blur in their render (at the Clown Car's propeller).
**Lemmy is the only Koopaling without motion blur in his render.
*In the Sound Test, Larry is the only Koopaling with one less voice clip than Bowser Jr. and the other Koopalings. This is due to both his teching and carrying being the same voice clip.
**Morton also had this distinction in ''Smash 4''.
*If Bowser Jr.'s right-inputted victory pose is performed by any Koopaling besides Roy, the propeller will stop after looping once during the post-animation.<ref>https://youtu.be/J0531h9USmI?t=1710</ref>
**A similar situation also occurred during Bowser Jr.'s clapping animation on the No Contest screen in ''Smash 4''.
*Even though Morton's eye mark has been changed to a lighter gray in this game, his stock icon still shows it as the dark gray it was in ''Smash 4''.
*When the [[Franklin Badge]] or [[Screw Attack]] items are equipped, if Bowser Jr. does his side taunt, the item will clip through the clown car. This also applies to the Koopalings.
 
==References==
{{reflist}}


{{SSBUCharacters}}
{{SSBUCharacters}}
{{Mario universe}}
{{Mario universe}}
[[Category:Bowser Jr. (SSBU)]]
[[Category:Bowser Jr. (SSBU)| ]]
[[Category:Spirits]]
[[Category:Spirits]]
[[es:Bowsy (SSBU)]]

Latest revision as of 16:25, November 10, 2024

This article is about Bowser Jr.'s appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Bowser Jr..
Bowser Jr.
in Super Smash Bros. Ultimate
Bowser Jr. SSBU.png
Bowser Jr.-Alt1 SSBU.png
Bowser Jr.-Alt2 SSBU.png
Bowser Jr.-Alt3 SSBU.png
Bowser Jr.-Alt4 SSBU.png
Bowser Jr.-Alt5 SSBU.png
Bowser Jr.-Alt6 SSBU.png
Bowser Jr.-Alt7 SSBU.png

MarioSymbol.svg
Universe Mario
Other playable appearance in SSB4


Availability Unlockable
Final Smash Shadow Mario Paint
Tier D- (70)
Bowser Jr. (SSBU)
An icon for use on pages that need cleanup. This article or section may require a cleanup.
The editor who added this tag believes this page should be cleaned up for the following reason: Introduction needs to be shortened to summarize his most noteworthy strengths and weaknesses. Any additional information belongs in their respective sections below
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Bowser Jr. (クッパJr., Koopa Jr.) is a playable character in Super Smash Bros. Ultimate. He was revealed for the game along with the rest of the veterans on June 12th, 2018. He returns with his Junior Clown Car, and the Koopalings return as alternate costumes alongside him. As in Super Smash Bros. for Nintendo 3DS, he is unlockable, instead of being available from the start. Bowser Jr. is classified as Fighter #58.

As in Super Smash Bros. 4, Caety Sagoian's portrayals of Bowser Jr. from various Mario spin-off games, along with Lani Minella's portrayals of Larry, Morton, Wendy, and Lemmy, Mike Vaughn’s portrayals of Iggy and Ludwig, and Dan Falcone's portrayal of Roy from the New Super Mario Bros. games, were repurposed for Ultimate, in place of the Koopalings' respective voice actors from Mario Kart 8 onward.

Bowser Jr. is ranked 70th out of 82 on the current tier list, placing him at the top of the D- tier. This is a very slight improvement over his 47th out of 54 placement in SSB4. Bowser Jr. has a unique type of playstyle using his signature Clown Kart for his neutral game. His Clown Kart now takes priority for his hurtbox, taking regular damage compared to himself. Bowser Jr. has capable normals for racking up damage. For example, his rapid jab is noteworthy for being a viable KO tool and is rather quick too, coming out on frame 4. His tilts also serve some purpose as good poking tools that linger. His grab game is also strong as his up throw leads into multiple up aerials and a strong advantage state and combo game with juggling and his down throw is good for racking up damage and stage positioning. His forward and back throws are also solid as they are good setups for edgeguards or potent KO moves at higher percentages. His other aerials, like his forward aerial and back aerial, are solid disjoints to help Jr's range and viable KO moves. Bowser Jr's smash attacks are also useful as solid finishers, with forward smash coming out fairly quick and little endlag, up smash is a quick out-of-shield option, coming out on frame 7, and down smash is a fast smash attack that hits on both sides simultaneously. Bowser Jr's special moves also have their fair share of strengths. His Clown Kart Dash is a strong burst option that greatly improves Bowser Jr's approach and can also combo into certain moves like up aerial and the hammer swing from Abandon Ship!. Clown Kart Dash can also be used for mindgames or for playing defensively to slow down the pace of the match. Clown Cannon is useful for forcing approaches and he can fire two at a time which can apply shield pressure. Mechakoopa is his main stage control move that can also be used for mindgames or KO setups due to its property as an item.

However, Bowser Jr. has several weaknesses that balance out his strengths. His overall mobility is mediocre so he has to rely a lot on his Clown Kart for movement. While his Clown Kart takes priority over his hurtbox, Bowser Jr. himself will take more damage compared to the kart. Due to him being a heavyweight, it also makes Jr. easy to combo and juggle. Bowser Jr's recovery is also exploitable if he is hit while recovering between the kart and the ledge, it renders him unable to recover and gimped. Several of Bowser Jr's moves, such as forward air, back air, down smash, and more have high amounts of endlag, making them fairly risky to throw out and easy for him to be punished. His projectiles are also easily predictable to see coming and avoid which can also be used against him.

Overall, Bowser Jr. is a character that has unique strengths in his toolkit but exploitable weaknesses that are easy to take advantage of. Although his overall representation has been below-average, Bowser Jr. had nevertheless seen tournament success thanks to dedicated players such as Young Eevey in the early metagame and TM7_ZAP and Yoda Cage in the post-online metagame.

How to unlock[edit]

Complete one of the following:

  • Play VS. matches, with Bowser Jr. being the 61st character to be unlocked.
  • Clear Classic Mode with Fox or any character in his unlock tree, being the 6th character unlocked after Daisy.
  • Have Bowser Jr. join the player's party in World of Light.

With the exception of the third method, Bowser Jr. must then be defeated on Delfino Plaza. In World of Light, he is fought on the Ω form of Mushroomy Kingdom.

Attributes[edit]

Bowser Jr. is a unique heavyweight fighter because his Junior Clown Car has a separate hurtbox from him, making his survivability variable. Bowser Jr. sports the 20th slowest walking speed (tied with Peach and Daisy), the 21st slowest dashing speed, the 26th fastest air speed (tied with Ike and R.O.B.), the 30th fastest falling speed (tied with Ike, Corrin, Sonic, Ganondorf, and Duck Hunt), slightly above average gravity and air acceleration, and low traction. All in all, these stats render his mobility somewhat poor except in the air, and as a result, many characters supersede him in terms of approach.

Bowser Jr. and his Junior Clown Car both have separate hurtboxes, much like Duck Hunt. He possesses a unique mechanic where the Clown Car takes less damage from all incoming attacks, whereas he himself takes more damage in comparison. Unlike in SSB4, the Clown Car's hurtbox takes priority over Bowser Jr.'s hurtbox: when combined with his heavy weight, this gives him above average survivability compared to a good majority of the rest of the cast, or possibly even a good majority of other characters that are of his weight class. Bowser Jr. also possesses a purely disjointed moveset and two good projectiles in Clown Cannon and Mechakoopa.

Clown Cannon can have two cannonballs in play at the same time, deals good damage and knockback, and its cannonballs travel quickly. This makes Clown Cannon good for disrupting or throwing off approaches, as well as KOing at high percentages. This is further compounded by its outstanding shield damage, making Clown Cannon a viable punishing tool. Mechakoopa is also disruptive due to its explosion effect upon being hit. The Mechakoopa always follows opponents no matter the circumstances, and explodes upon contact, serving as an excellent KO setup against launched opponents.

Clown Kart Dash travels extremely quickly, vastly making up for Bowser Jr.'s poor approach and allowing him to easily cover long distances, both on the ground and in the air. Clown Kart Dash also deals above-average damage and knockback at maximum speed, enabling it to KO opponents at mid-high percentages. Junior can also double jump out of it, granting him potential aerial follow-ups. Abandon Ship! travels good vertical distance, allowing Junior to return to the stage if he is right below it. The Junior Clown Car itself damages opponents upon exploding, serving as a potential KO option at later percentages. While outside of the clown car, Bowser Jr. is gifted with a hammer, which deals high damage, high knockback, and has quick startup, making it a good KO option in its own right. Clown Kart Dash and Abandon Ship! can be mixed up with an air dodge, combining to give Junior an impressive recovery.

Bowser Jr.'s aerials have great utility, going hand-in-hand with his specials. Neutral aerial has edgeguarding capabilities and is effective out-of-shield because of its lingering hitbox. His forward and back aerials are great for edgeguarding, spacing, and KOing because of their high knockback, high potential damage, and good range. Bowser Jr.'s up aerial is good for juggling because of its decent speed and vertical range and serves as an additional KO option. Lastly, down aerial can shield poke, and works well with Clown Kart Dash when initiating follow-ups.

Bowser Jr.'s smash attacks are go-to KO options, all dealing high knockback and overall damage: forward smash has low ending lag, pokes shields, and can be angled; up smash has very quick startup and ending lag, pressures shields, and denies any aerial approaches; and lastly, down smash has high range and KOs, the earliest out of Junior's smash attacks.

Despite his great aerial mobility and damage-racking potential, Bowser Jr. is not without his flaws. One of his biggest problems is that his recovery is glaringly susceptible to gimps. While Abandon Ship! grants him considerable vertical distance, any weak hit will result in Bowser Jr. not being able to respawn the Junior Clown Car, and it doesn't have a hitbox outside of the Clown Car's explosion, making him very vulnerable. Another major problem that Bowser Jr. faces is a lack of viable out-of-shield options; despite his up smash being a fast out-of-shield option with decent kill power, it lacks range and leaves Junior vulnerable if it misses. Additionally, his grab is one of the slowest non-tether grabs, his aerials are either laggy or have poor range for being disjointed and his Mechakoopas will deactivate if they hit a shield, making him susceptible to punishes, and as his traction is one of the lowest in the game, this gives him a poor out-of-shield game. Bowser Jr. is also a very straightforward character, which can make him quite predictable at times. For instance, Clown Cannon and Mechakoopa are important to Bowser Jr.'s neutral game, making it easy (especially for characters such as Fox) to read and shut down his options. Despite his grab range being rather long, his grabs have noticeable start-up and ending lag, and his throws have low utility due to their inability to KO at reasonable percentages outside of forward throw, with only up throw possessing some combo potential. In addition, despite his high power, Bowser Jr. suffers from poor KO potential due to having very few reliable KOing options (his neutral attack finisher, smash attacks and his forward/back aerials), which is further compounded by said options being burdened with considerable ending lag, while his forward smash has low ending lag and is safe on shield, but its multihits don't connect reliably into the final hit. Many of his attacks, such as his tilts, also have poor range, so he fares surprisingly poorly against swordfighters considering his disjointed moveset. Finally, Bowser Jr. takes more damage if he is hit but not his Koopa Clown Car, so he is very vulnerable to aerial approaches and after using Abandon Ship!, and he also struggles with dealing with pressure from his opponents. Since he always takes priority over his Clown Car when thrown, Bowser Jr. is also particularly vulnerable to being grabbed and can be knocked out earlier than a character of his weight class would by strong kill throws.

Overall, Bowser Jr. fares well with a bait-and-punish playstyle like his father does, but he can also be potent at pressuring the opponent thanks to Clown Cannon, Clown Kart Dash, and Mechakoopa. However, his slew of exploitable weaknesses can make him a bit underwhelming overall, and frequently overshadowed compared to the rest of the cast. Because of this, his results and representation have been below-average overall, like in SSB4.

Changes from Super Smash Bros. 4[edit]

Near the end of SSB4's metagame, Bowser Jr. had been considered a low-tier character (47th out of 54 characters), due to his linear playstyle, poor disadvantage state that included a very gimpable recovery despite its long distance, and his susceptibility to being racked damage on easier than most other characters due to the Clown Car mechanic. Likely as a result of this, Bowser Jr. has been noticeably buffed in his transition to Ultimate.

Bowser Jr.'s biggest change was to his hurtbox, as the Junior Clown Car's hurtbox now takes priority over Bowser Jr.'s own, which allows him to more reliably take less damage on average compared to any other fighter, and makes his survivability comparable to heavyweights like Donkey Kong. Aside from this, Bowser Jr. benefits from some of the changes to universal game mechanics: the universal frame 3 jumpsquat allows Bowser Jr. to use his strong aerials more effectively, and the increase in mobility contributes to both a better grounded approach for Bowser Jr. and improves his air game and recovery. The reintroduction of directional air dodges slightly improves his recovery, allowing him to mix it up with more ease. The lower landing lag on his aerial attacks also improves their combo and spacing potential.

Bowser Jr.'s previously underwhelming moveset has received several quality of life changes. Many of his moves either connect better (such as his jab and dash attack) or have had their misleading hitboxes adjusted or their blindspots removed (such as up tilt and grab, the latter being given more range). His entire grab game has been significantly buffed, as forward throw can now KO reliably, up throw has less endlag and knockback that renders it now capable of starting combos, and down throw now deals much more damage. His special moves have seen various noteworthy buffs. Clown Cannon, a previously slow projectile with limited use, is now less punishable due to its decrease in lag and increase in lifetime if fired in the air, and two can be in play at once; it also deals far more shield damage, and a landing cannonball can now hit twice to almost break a full shield, especially if uncharged. Clown Kart Dash travels faster, allows Bowser Jr. to keep his double jump if canceled, no longer requires travel time to deal maximum damage and immediately deals higher damage if the directional key is held forward, while its spinout deals far more knockback, making the move harder-hitting in general and more versatile. Abandon Ship!'s hammer swing has more range and a longer duration. Finally, Mechakoopas start moving quicker and bite onto victims, guaranteeing that the second hit will connect.

However, Bowser Jr. has also seen some equally noticeable nerfs. In exchange for quality of life changes, many of his standard moves have seen detriments to damage and power: neutral attack deals much less damage, especially in the infinite part (though the last hit retains its extreme knockback); his forward tilt and neutral aerial now have a sourspot, with the former losing most of its KO power, and the latter having no blindspots at the cost of being less consistent; and the cannonballs of Clown Cannon can only KO if fully charged. Some of his moves, such as forward and up smashes, as well as down aerial, have altered hitbox placements that worsen their consistency, making them ironically harder to land than they were in SSB4. Despite mostly receiving buffs, a few of Bowser Jr.'s special moves have also seen some nerfs; he cannot air dodge out of Clown Kart Dash anymore, but most notably, Mechakoopas now deactivate on the ground if they walk into a shield, no longer crossing them up and allowing them to be immediately picked up by the opponent, making them much easier to use them against Bowser Jr.

Though he's mostly seen improvements from the universal changes, a few of them hurt him overall. Aside from his standing grab, his dash and pivot grabs have less range, and all of them are slower in terms of ending lag, a nerf shared with the rest of the cast. The changes to air dodge mechanics make him easier to edgeguard. The weakening of rage further pronounces the nerfs to his moveset's power and thus doesn't allow him to take advantage of it as easily due to his improved endurance, creating issues with his problematic KO potential as a result.

In the end, Bowser Jr's moveset, while not significantly changed in terms of functionality, has been heavily adjusted to be more consistent, granting many of his moves less situational use than in SSB4, whereas the more notable changes to his special moveset and his faster mobility allow him to zone opponents more effectively and approach with less risk. However, his moveset's lower power from knockback reductions and new sourspots make it slightly harder for him to close out stocks, the nerfs to Mechakoopa force him to be more cautious of his tools, and some of the changes to the engine makes it slightly harder to use some of his newfound buffs. Aside from this, Bowser Jr. also retains several of his weaknesses from the previous game, including his poor disadvantage state, vulnerable recovery, poor range despite disjointed attacks and a somewhat linear playstyle. Though he has received a few notable changes in game updates that further contribute to his notable buffs, the extent to which they work is questionable given the various buffs given to other characters, both on release and from game updates, as well as the introduction of new DLC characters which he struggles against. Thus, while Bowser Jr. is a better character in Ultimate, he has not significantly improved from his SSB4 incarnation, only keeping up with the rest of the cast.

Aesthetics[edit]

  • Change Due to the aesthetic used in Ultimate, Bowser Jr.'s model features a more subdued color scheme. His horns, hair, spikes, bands, and bandana feature greater detailing, but his scales remain undefined and his body is not as monotone. The new detailing is also expressed by the Koopalings.
  • Change The Junior Clown Car also features a more subdued color scheme. Its "facial" proportions have been adjusted, and it has a more polished finish. Additionally, the inside of the Junior Clown Car now contains a visible control panel.
  • Change Morton's star mark is now gray instead of dark brown, matching his appearance in Mario Kart 8 onwards.
  • Change Instead of a hammer, the Koopalings pull out their respective wands from Super Mario Bros. 3 and the New Super Mario Bros. games.
  • Change Bowser Jr. is more expressive, he has a shocked expression when hit and a scared expression when grabbed. The Junior Clown Car is also expressive, with new facial animations when Bowser Jr. gets hit and when he misses a grab.
    • Change The Koopalings are more emotive than before, with their eyes and mouths animating somewhat differently from Bowser Jr.'s. Previously, only Lemmy had unique expressions.
  • Change Larry, Morton, Lemmy, and Ludwig's hair respectively have less independent physics. On the contrary, Wendy's bow and rings have greater independent physics.
  • Change Air dodge, falling, and ledge-hanging animations have changed.
  • Bug fix The Junior Clown Car's propeller now properly rotates during Bowser Jr.'s No Contest screen.
  • Change The PAL English version of Palutena's Guidance now uses the term "Koopalings" instead of "Bowser's minions", matching the British English localization in their home series as of Mario & Luigi: Paper Jam.

Attributes[edit]

  • Buff Like all characters, Bowser Jr.'s jumpsquat animation takes three frames to complete (down from 6).
  • Buff Bowser Jr. runs faster (1.424 → 1.566).
  • Buff Bowser Jr.'s initial dash is faster (1.6 → 1.76).
  • Buff Bowser Jr. walks faster (0.88 → 0.924).
  • Buff Bowser Jr.'s air speed is faster (1.08 → 1.134)
  • Buff Forward roll has less ending lag (FAF: 31 → 30).
  • Nerf Forward roll grants less intangibility (frames 4-17 → 4-15).
  • Nerf Back roll has slower startup (frame 4 → 5), grants less intangibility (frames 4-17 → 5-16) and has more ending lag (FAF: 31 → 35).
  • Buff Spot dodge has less ending lag (FAF: 28 → 25).
  • Nerf Spot dodge grants less intangibility (frames 3-18 → 3-17).
  • Buff Air dodge grants more intangibility (frames 3-28 → 3-30).
  • Nerf Air dodge has significantly more ending lag (FAF: 34 → 50).
  • Change The changes to air dodge mechanics both help and hinder Bowser Jr.: he can make use of a directional air dodge to lengthen and mix up his recovery without the need to use Abandon Ship!, but the single air dodge limit makes him more vulnerable to edgeguarding.
  • Buff Bowser Jr.'s Junior Clown Car hurtbox takes priority over his body hurtbox, meaning that if the opponent hits the Clown Car and body hurtboxes at the same time, he takes less damage.

Ground attacks[edit]

  • Neutral attack:
    • Buff The first hit has two additional hitboxes, one of which sends towards Bowser Jr. (angle: 180°).
    • Buff The second hit has an additional hitbox, and all of its hitboxes keep opponents on the ground (80°/70 → 361° (all)). This allows it to lock.
    • Buff The second hit has less ending lag (FAF 40 → 30) and has gained a hitstun modifier of 3, allowing it to connect into the neutral infinite much more reliably.
    • Buff The first and second hits have less knockback (hit 1: 10 base/50 scaling → 25/25/20/20 / 25/25/15/15, hit 2: 24 base/50 scaling → 25/25/20 / 25/25/15). This allows them to connect better and jab lock for longer.
    • Nerf The first and second hits' hitboxes are smaller (hit 1: 3u/4u → 2u/2u/2.2u/2.2u, hit 2: 3.2u/4u → 2.5u/3.2u/3.8u), reducing their vertical range.
    • Change The first and second hits have increased hitlag (hit 1: 1x → 1.5x, hit 2: 1x → 1.2x).
    • Nerf The first hit and infinite deal less damage (hit 1: 3% → 2%, infinite: 2% → 0.5%).
    • Buff The infinite has faster startup (frame 10 → 4), a faster rehit rate (4 → 2), less knockback (20 base/20 scaling → 8/10), reduced hitlag (1x → 0.5x) and SDI (0.8x → 0.5x) multipliers, keep opponents on the ground (74° → 361°), and have a new extended hitbox in front of the Clown Car (size: 5u, Y/Z-offset: 6.5, Z-offset: 21-13). Overall, these changes make it much harder to escape, and compensate for the move's lower damage.
    • Buff The infinite's finisher has a new animation: it is an uppercut instead of a jab. It has slightly faster startup (frame 8 → 7) and has three hitboxes instead of one, which have bigger size (5u → 5.5u) and are positioned differently throughout the move (Y-offset: 6 → 6.5, Z-offset: 13 → 13/18/22.5). This gives it much more range, making it a significantly more consistent KO option.
    • Nerf The finisher has more ending lag (FAF 39 → 44).
    • Change The infinite has gained a shieldstun multiplier of 8×. This allows it to lock opponents into their shields between each hit, and thus pressure them more effectively, but also allows them to cancel shieldstun and punish Bowser Jr. more easily if they shield 10 hits or more.
  • Forward tilt:
    • Buff Forward tilt has less ending lag (FAF 34 → 32).
    • Nerf It has a sourspot that deals less damage (8% → 6%).
    • Nerf It deals altered knockback (30 base/110 scaling → 72/70). While this makes it even safer on hit at low percentages, it also worsens its previously respectable KO power.
  • Up tilt:
    • Buff Up tilt's hitboxes' positions have been adjusted (ID 0: 4-3 X-offset/4 Z-stretch → 8.5-10/0, ID 1: -1-0 X-offset → 0-3.5). This removes the blindspot between the fork's prongs and the Clown Car.
    • Buff It has less ending lag (FAF 33 → 31).
  • Down tilt:
    • Buff Down tilt deals more damage (hits 1-2: 1.5% → 2%, hit 3: 5% → 6%, total: 8% → 10%), with no compensation on the third hit's knockback, slightly improving its KO and edgeguarding potential.
    • Buff The first two hits have reduced hitlag (1x → 0.5x), and have gained a hitstun modifier of 4 with a shieldstun multiplier of 1.2x.
    • Nerf The first two hits no longer deal set knockback (30 set/100 scaling → 20 base/30 scaling), and thus connect worse at higher percents.
  • Dash attack:
    • Buff The looping hits deal more damage (1.5% → 1.8%, total: 11.5% → 13%).
    • Buff It has slightly less ending lag (FAF 50 → 48).
    • Nerf One of the looping hits' hitboxes is smaller (ID 1: 5u → 4u).
    • Buff The looping hits have received several adjustments that allow the move to connect much more reliably:
      • Buff One of the hitboxes is larger (ID 0: 2.8u → 4u).
      • Buff One of the hitboxes is no longer located in the buzzsaw, being separate from Bowser Jr. (ID 1: bone 1041 → 0, 0 Y-offset/0 Z-offset/stretch → 8/13-8). While this results in around the same range, this means the hitbox no longer moves around the Z-axis.
      • Change One of the hitboxes is positioned differently (ID 0: 9 Y-offset/8-13 Z-offset → 8/9-8). This is made up by the other hitbox's new position.
      • Buff The two previous hitboxes send at different angles (25° (all) → 30°/34°).
      • Buff There is a new hitbox (ID 2, angle: 65°, size: 4u, 8 Y-offset/18-8 Z-offset), which temporarily gives the attack more range.
      • Buff There is a "late" hit on frames 13-20, comprised of two hitboxes which have the same size as the new ones, but are positioned differently (ID 1: 8 Y-offset/9-8 Z-offset, ID 2: 8 Y-offset/14-8 Z-offset) and send at different angles (25° (all) → 32°/65°).
      • Buff All hits have reduced hitlag (1x → 0.6x), making the move less prone to SDI.
    • Buff The final hit launches at a more horizontal angle that is more desirable for edgeguarding (60° → 50°).
    • Change The final hit has increased hitlag (1.5x → 1x). This makes it safer on shield, but easier to DI.
  • Forward smash:
    • Buff The looping hits' closest hitbox to Bowser Jr. is larger (ID 1: 1u → 2.5u), which allows the attack to connect better up close.
    • Nerf The looping hits' hitboxes are positioned differently and don't extend as much (ID 0: 7-13 Y-offset/18 Z-offset → 8-12.5/16.5 (non-angled), 10-16 Y-offset/18-17 Z-offset → 12-16.5/15-14.5 (angled up), 4-10 Y-offset/17-18 Z-offset → 3.5-7.5/16-17; ID 1: 5-11 Y-offset/12.2 Z-offset → 7-12/9.7 (non-angled), 8-14 Z-offset/12.2-11.2 Z-offset → 10-15/8.3-7.8 (angled up), 2-8 Y-offset/11.2-12.2 Z-offset → 4.5-9/9.1-10.5 (angled down)), while the farthest hitbox to Bowser Jr. is smaller (ID 0: 5u → 4.5u). This reduces the looping hits' range.
      • Buff However, this somewhat fixes the blindspot in front of Bowser Jr., making the looping hits connect slightly more reliably.
    • Buff The final hit has slightly faster startup (frame 36 → 35) making it connect more reliably from the looping hits.
    • Nerf The final hit's hitbox is smaller (7u → 6u) and does not extend as far (non-angled: 8-12 Y-offset/18 Z-offset → 9-12/17; angled up: 11-15 Y-offset/18-17 Z-offset → 13-16/16-15; angled down: 5-9 Y-offset/19-18 Z-offset → 4.5-6.5/16.5-17). This noticeably reduces its range and, combined with the changes to the looping hits above, causes opponents to potentially fall out more frequently.
  • Up smash:
    • Change The move's hitboxes have shorter durations (hit 1: frames 7-9 → 7-8, looping hits: frames 10-24 → 9-18, second to last hit: frame 25 → 18, last hit: 30-31 → 22-23), and the looping hits have a faster rehit rate (4 → 3).
      • Change As a result, the move hits six times instead of seven. However, the second to last hit has been merged with the looping hits on frame 18, leaving the move's total damage unchanged (1.3% hits 2-5/1% hit 6 → 1.3% hits 2-4/2.3% hit 5).
    • Change The move has a green visual trail that matches the Junior Clown Car's propeller. Strangely, the color does not change for the Koopalings.
    • Buff The faster gap between hits allows the move to connect more reliably.
      • Nerf However, this gives the move more ending lag as a result, despite its faster interruptibility (FAF 57 → 54).
    • Buff It has larger hitboxes (2.5u/2.5u/4u → 3.2u/3.2u/4.7u (clean loop), 4.6u → 5.1u (late loop), 5.5u → 6.5u (last hit)) that stretch farther horizontally (Z offset: -4u—7u → -6.5u—7u (loop), -4u—5u → -5u—5u (last hit)), with the last hit placed lower (Y offset: 24.5u—22.5u → 23u—21u). The looping hits also launch at different angles (120°/190°/140° → 105°/175°/140°), and their hitbox with the lowest priority deals more knockback (base: 0 → 30). Altogether, these changes allow the move to connect more reliably.
    • Change The looping hits are positioned higher up from Bowser Jr. (17-15 ID 0/20-18 ID 1/17-15 ID 2 (Y-offset) → 18-16/21-19/18-16). This improves their upwards range and allows them to connect slightly more reliably, but makes it slightly harder to hit smaller/crouching targets on the ground.
    • Buff Except for the second to last hit, the looping hits have reduced hitlag (1x → 0.6x). Combined with the move's improved upwards range and faster gap between hits, this makes the move harder to escape.
    • Buff The final hit deals more base knockback (32 → 38).
    • Nerf The final hit has a smaller hitbox (6u → 5.5u), reducing its vertical range, although its horizontal range was mostly compensated (23-21 Y-offset → 24.5-22.5).
  • Down smash:
    • Buff Down smash has less startup (frame 15 → 12), with its total duration reduced as well (FAF 60 → 57).
    • Buff Its hitboxes have a slightly longer duration (frames 15-16 → 12-14).
    • Buff It deals slightly more knockback (40 base/89 scaling → 41/91).

Aerial attacks[edit]

  • Buff All aerials have less landing lag (neutral: 18 frames → 9, forward: 27 → 16, back: 24 → 14, up: 15 → 9, down: 25 → 15).
  • Neutral aerial:
    • Buff Neutral aerial deals more damage (6% clean/5% mid/3% late → 8%/7%/5%), with knockback scaling mostly compensated (100 → 83/81/80).
    • Buff It has hitboxes on the Clown Car's arms (size: 4u clean/3.5u mid/3.0u late, X-offset: -3), which removes the blindspots in front of Bowser Jr. They deal less damage than the sweetspots, but more than the move's previous damage (6.5% clean/5.5% mid/3.5% late).
      • Nerf However, the new sourspots outprioritize the sweetspots. Since their knockback was not compensated, this makes the move weaker if the sourspots connect.
  • Back aerial:
    • Buff Back aerial's sourspot extends into the Clown Car (X-offset: 0 → 0—-6), removing its blindspot.
  • Down aerial:
    • Buff The looping hits have a faster rehit rate (4 → 3), making the move hit up to nine times instead of seven.
    • Buff The looping hits have reduced hitlag (1x → 0.8x).
    • Buff It deals more damage (1.3% looping hits/2% last hit → 1.5%/2.5%). Combined with the move's faster rehit rate, this makes the move deal more damage if all hits connect (9.8% → 14.5%), though with the last hit's knockback scaling compensated (130 → 124).
    • Buff One of the looping hits' hitboxes is extended and positioned further up (Y-offset: 2 → 4, Z-offset/stretch: 0 → -2—2), giving it more range.
      • Change However, since the last hit is not extended, this can cause it to fail to connect into the last hit.
    • Nerf One of the looping hits' hitboxes (ID 2) has been removed, while the old one (ID 1) detects both aerial and grounded opponents. However, the hitbox no longer sends at an autolink angle (366° → 96°). Combined with the above change, this causes the looping hits to connect less reliably, despite their reduced hitlag and faster rehit rate.
    • Change The looping hits have altered knockback (30 set/100 scaling (ID 0), 30 base/100 scaling (ID 1) → 30 base/10 scaling (both)). This allows them to connect more consistently at low percentages, but since all of its hitboxes no longer use set knockback, it still connects less consistently at very high percentages.
    • Buff The landing hitbox extends further (Z-offset: -2—2 → -2.5—2.5), improving its range.
      • Change The hitbox has also been moved upwards (Y-offset: 3.2 → 4).

Throws and other attacks[edit]

  • Grabs:
    • Change Bowser Jr. preemptively pulls out his toy hammer in his grab animation and holds it while the opponent is grabbed.
    • Change The color of the claw matches each Koopaling's Clown Car.
    • Buff Standing grab has faster startup (frame 12 → 11).
    • Nerf Dash and pivot grabs have slightly more startup lag (dash/pivot: frame 13/12 → 14/15).
    • Nerf All grabs have more ending lag (Standing/dash/pivot: FAF 36/45/42 → 41/49/44).
    • Buff Standing grab's grabbox has been moved forwards (Z-offset: 4-13 → 6.5-14), improving its notoriously poor range despite being less extended.
    • Nerf Dash and pivot grab's grabboxes are less extended, especially pivot grab (dash: 4-15.5 Z-offset → 6.5-15, pivot: 4—-21.5 Z-offset → 6.5—-16.4), reducing their range.
  • Pummel:
    • Change Pummel's animation is slightly different.
    • Nerf It deals less damage (2% → 1.3%).
    • Buff It has faster startup (frame 6 → 1), deals more hitlag (4 frames → 14) and has less ending lag (FAF 18 → 6), shortening its duration and increasing the number of times Bowser Jr. can pummel the opponent before throwing them or before they break out.
  • Change Forward, back and up throws are no longer weight dependent.
  • Forward throw:
    • Buff Forward throw has less ending lag (FAF 36 → 35).
    • Buff The throw deals more damage (6% (throw)/9% (total) → 7%/10%) and has more knockback scaling (70 → 92), significantly improving its KO potential.
  • Back throw:
    • Nerf Back throw deals less damage (12% → 11%) without full compensation on its knockback scaling (65 → 70), slightly hindering its KO potential.
  • Up throw:
    • Buff Up throw has less ending lag (FAF 45 → 38) and deals less knockback (55 base/85 scaling → 65/60), granting it combo potential.
  • Down throw:
    • Buff Down throw has seven looping hits instead of five that deal significantly more damage (0.5% (hits 1-5)/6.5% (total) → 1.2%/12.4%).
    • Buff It sends at a more horizontal angle (55° → 30°), allowing it to set up edgeguards.
    • Change It deals less knockback overall (80 base/110 scaling → 90/55).
    • Nerf It has more ending lag (FAF 75 → 78).
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 10%).

Special moves[edit]

  • Clown Cannon:
    • Buff Clown Cannon has faster startup (frame 43-103 → 37-97) and less ending lag (FAF 81-141 → 73-133).
    • Buff Bowser Jr. can have up to two cannonballs in play at once.
    • Buff A cannonball's hitbox is bigger (3.2u → 3.8u).
    • Buff A cannonball travels in a spiraling path (similar to King K. Rool's Blunderbuss and ones fired by Shotzos in Super Smash Bros. for Nintendo 3DS's Smash Run), instead of flying straight. Combined with the above change, this noticeably increases a cannonball's effective range.
    • Buff A cannonball keeps an active hitbox after it starts to fall in midair, allowing the move to be used for edgeguarding. However, this does not apply for cannonballs that have already landed, and cannonballs can only hit non-shielding opponents once.
    • Buff An uncharged cannonball deals more damage (8.5% early/5.9% late → 10%/7%).
    • Buff A cannonball deals shield damage (0 → 8), capable of doing more than half a shield's health when fully charged.
    • Change The cannonball travels slower (Speed: 1.3 (min)/2.9 (max) → 1/2.4), letting Bowser Jr. follow it. This makes cannonballs easier to dodge, but grants new setups based around them.
      • Buff Combined with the above change, an uncharged cannonball can hit shields twice before it drops at maximum distance, dealing extreme shield damage.
    • Nerf A cannonball deals significantly altered knockback (40 base/82 scaling → 90/52). This makes them safe on hit at any percentage, but significantly worsen their KO power, only having KO power if one is fully charged.
  • Clown Kart Dash:
    • Buff The Clown Car moves faster and reaches its maximum speed immediately after beginning to move, therefore no longer needing to accelerate to deal maximum damage with the collision.
    • Buff Its armor resists more damage (9% → ~10.2%).
    • Buff The collision deals more damage (4%-7% → 5.2%-8.8%).
    • Change The collision has more knockback scaling (80 → 95). This improves its combo ability from low-mid to mid percentages, but reduces it at high ones.
    • Buff The spinout deals more damage (8%-12% → 10%-16.3%) with knockback scaling not fully compensated (80 → 75), noticeably improving its KO power.
    • Buff The spinout has faster startup (frame 5 → 3).
    • Buff If the move is canceled it in the air, Bowser Jr. keeps his double jump. This significantly improves Bowser Jr's recovery, giving it more mix-ups.
    • Nerf It can no longer be air dodged out of.
    • Change It makes Bowser Jr. jump higher on sloped platforms.
  • Abandon Ship!:
    • Change The Clown Car no longer respawns when Bowser Jr. grabs onto a ledge after using Abandon Ship!. While this results in him always receiving 1.15x damage if he gets hit, it also means that his hurtbox is considerably smaller.
    • Buff The initial launch and explosion have less startup (frame 21/60 → 17/56), which also allows Bowser Jr. to swing his hammer 4 frames earlier.
    • Buff The hammer swing has a longer hitbox duration (frame 8/13 → 8-9/13-14), and the hitboxes are even larger (6.5u/3.0u → 7.0u/3.5u).
    • Nerf Like with regular air dodges, Bowser Jr. can only use a single air dodge out of Abandon Ship!. This makes him easier to edgeguard.
  • Mechakoopa:
    • Buff Mechakoopas start walking earlier (frame 54 → 48), and no longer bounce.
    • Buff They cling onto the opponent they make contact with, detonating on them even if they are being knocked away. This makes them connect into the second hit reliably, and allows for more reliable kill setups.
    • Change They explode upon hitting a shield if thrown.
    • Nerf They deactivate and lie on the ground when they walk into a shield, no longer crossing them up. They can still be picked up and used before they completely disappear after a second passes. This makes them easier to use against Bowser Jr.
  • Shadow Mario Paint:
    • Nerf Shadow Mario Paint is active for a shorter amount of time.

Update history[edit]

Bowser Jr. has been buffed by game updates. Update 3.1.0 granted Bowser Jr. several useful buffs. Up tilt and aerial Clown Cannon had their lag decreased by varying amounts, which improved their combo potential and safety, respectively. Dash attack's edge-guarding potential was improved, thanks to its last hit's angle being lowered noticeably. Up smash's KO potential was improved slightly, thanks to a small knockback increase.

Clown Kart Dash's travel speed was increased (which also heightened its damage output by extension) and its hitbox now remains active upon its bounce, the latter of which improved its consistency. Lastly, Abandon Ship! became slightly more consistent: its grounded Junior Clown Car hitbox connects better with its explosion hitbox, while its hammer's duration and hitboxes were lengthened and enlarged, respectively.

After update 7.0.0 enlarged Bowser Jr.'s shield as part of a near-universal buff, update 9.0.0 granted Bowser Jr. his most useful buffs to date. Forward tilt and especially forward throw gained considerable knockback increases; while the former is now better for spacing and safer on hit, the latter is now a viable (albeit situational) KO option, which is something Bowser Jr.'s grab game lacked following back throw's nerf in the transition to Ultimate.

Up smash underwent several hitbox, knockback and angle adjustments in order to improve its consistency, while down smash's overall lag was decreased. Clown Kart Dash became safer thanks to its armor threshold being noticeably increased. Lastly, Abandon Ship!'s recovery potential was improved, thanks to its start-up lag being decreased.

In update 13.0.1 Bowser Jr received some more buffs and a nerf. Clown Kart Dash was given more base knockback on its spin, dash attacks damage was increased and its first and last hits had their base knockback decreased. Down tilt’s first and second hit were given less knockback growth and less base knockback, and its final hit had its launch angle adjusted to launch at a lower angle. However, Bowser Jr’s down tilt also received a nerf, only the first hit of his down tilt will hit opponents that are hanging on the ledge preventing the full move from connecting properly.

As a result of these changes, Bowser Jr. fares better than he did at Ultimate's launch.

Super Smash Bros. Ultimate 1.1.0

  • Buff Abandon Ship! has more air dodge frames, but they start later (frames 2-25 → 3-30).
  • Nerf After using Abandon Ship!, Bowser Jr. can no longer air dodge more than once.
  • Buff Shortened the amount of time required to input another jump or air dodge after jumping out of Clown Kart Dash (40 frames → 32).
  • Nerf When using Clown Kart Dash to collide into a wall, Bowser Jr. descends instead of ascends. This removes its ability to stall an opponent.
  • Buff Bowser Jr. loses less horizontal speed after colliding into a wall with Clown Kart Dash (0.7× → 0.62×).

Super Smash Bros. Ultimate 3.0.0

  • Buff Neutral attack 2 deals more hitstun (0 → 3), allowing it to connect into the rapid jab more reliably.

Super Smash Bros. Ultimate 3.1.0

  • Buff Up tilt has less ending lag (FAF 33 → 31).
  • Buff Dash attack's last hit's angle has been adjusted (60° → 50°). This improves its edgeguarding potential.
  • Buff Up smash's last hit has more base knockback (32 → 38).
  • Buff Aerial Clown Cannon has less startup (frame 43-103 → 37-97) and ending lag (FAF 79-139 → 73-133).
  • Buff Clown Kart Dash travels faster.
    • Buff Due to its damage output being determined by Bowser Jr.'s speed, its collision also deals more damage (4%-7.3% → 5.2%-8.8%).
  • Buff Clown Kart Dash's hitbox remains active after bouncing off the ground.
  • Bug fix Fixed a glitch where Bowser Jr. could cancel aerial Clown Kart Dash's spinout into a jump within a few frames of landing on the ground.
  • Buff Grounded Abandon Ship!'s clown car hitbox connects with its explosion hitbox more reliably.
  • Buff Abandon Ship!'s hammer has larger hitboxes (6.5u/3u → 7u/3.5u) and a longer hitbox duration (frame 8 (hit 1)/13 (hit 2) → 8-9/13-14).

Super Smash Bros. Ultimate 7.0.0

  • Buff Overall shield size has been increased.

Super Smash Bros. Ultimate 9.0.0

  • Bug fix Bowser Jr. correctly falls through platforms instead of landing and crouching on them when holding down.
  • Buff Forward tilt has more base knockback (55 → 72), increasing its safety on hit at low percents.
  • Buff Up smash has larger hitboxes (2.5u/2.5u/4u → 3.2u/3.2u/4.7u (clean loop), 4.6u → 5.1u (late loop), 5.5u → 6.5u (last hit)) that stretch farther horizontally (Z offset: -4u—7u → -6.5u—7u (loop), -4u—5u → -5u—5u (last hit)), with the last hit placed lower (Y offset: 24.5u—22.5u → 23u—21u). The looping hits also launch at different angles (120°/190°/140° → 105°/175°/140°), and their hitbox with the lowest priority deals more knockback (base: 0 → 30). Altogether, these changes allow the move to connect more reliably.
  • Buff Down smash has less startup (frame 15 → 12), with its total duration reduced as well (FAF 60 → 57).
  • Buff Forward throw has much more knockback scaling (70 → 92), significantly improving its KO potential, to the point it can KO middleweights at around 150% at the edge.
  • Buff Edge attack after using Abandon Ship! deals more damage (9% → 10%), no longer dealing less than a standard edge attack.
  • Buff Clown Kart Dash's armor resists more damage (6% → ~10.2%).
  • Buff Abandon Ship! has less startup (frame 21 → 17).

Super Smash Bros. Ultimate 13.0.1

  • Buff Clown Kart Dash has more base knockback when spinning out (60 → 67).
  • Buff Dash attack's multi-hits deal more damage (1.8% → 2%), and some of the hitboxes having less base knockback (50 → 45 (early, hitbox 0), 40 → 35 (mid, hitbox 1), improving its consistency.
  • Down tilt:
    • Buff The first and second hit of down tilt has less knockback growth (30 → 11) less base knockback (20 → 17) and the final hit of down tilt launches at a lower angle (45 → 40).
    • Nerf Only the first hit of down tilt will hit opponents hanging from the ledge, whereas before the first hit would lift opponents into the rest of the attack. Additionally, airborne opponents with frame 1 intangible options (such as Rest) can now escape the final hit, as the lower knockback reduces hitstun.

Moveset[edit]

  • Moves that hit the Junior Clown Car deal 0.88× damage, whereas those that hit Bowser Jr. himself will deal 1.15× damage. The Junior Clown Car's hurtbox takes priority over Bowser Jr.'s hurtbox, unlike in Smash 4, where it was the opposite.

For a gallery of Bowser Jr.'s hitboxes, see here.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack Clown Jab (クラウンジャブ) / Clown Hook (クラウンフック) / Clown Hundred Rending Punch (クラウン百裂パンチ) / Clown Hundred Rending Finish (クラウン百裂フィニッシュ) 2% The Junior Clown Car performs a one-two combo, followed by a flurry of punches that ends with an uppercut. The fists come from New Super Mario Bros U. It has impressive damage racking potential, as it can easily deal around 20%. Its first hit comes out on frame 4 and has excellent knockback for a jab, making it one of the few jabs that can KO. It can KO at the ledge around 100%. This makes jab a viable grounded KO and ledge trap option. It is similar to Bowser Jr.’s animation when he is at half health as a boss in Mario Party: Star Rush.
2%
0.5% (loop), 3% (last)
Forward tilt Fork (フォーク) 8% (sweetspot), 6% (sourspot) The Junior Clown Car stabs a large dinner fork forward. It can be angled and is very useful for spacing.
Up tilt Push-Up Fork (突き上げフォーク) 6% The Junior Clown Car stabs a large dinner fork upward. It can combo into itself beginning at around 10% and juggle at medium percentages. It is also great at anti-airing due to its fast startup and large disjoint.
Down tilt Licking (なめまわし) 2% (hits 1-2), 6% (hit 3) 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. It can KO opponents at ledge at under 120%.
Dash attack Round Saw (丸ノコギリ) 2% (hits 1-5), 4% (hit 6) The Junior Clown Car opens its mouth to swing a grinder twice.
Forward smash Smash Twin Drills (スマッシュツインドリル) 1% (hits 1-5), 11% (hit 6) 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. The drills come from Super Mario Galaxy 2, but they bear a resemblance to the drills from Kid Icarus Uprising.
Up smash Rotary Mixer (ロータリーミキサー) 1% (hit 1), 1.3% (hits 2-4), 2.3% (hit 5), 6% (hit 6) 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.
Down smash Double Iron Ball (ダブル鉄球) 18% The Junior Clown Car slams two wrecking balls on both sides. It is Bowser Jr.’s only smash attack that isn’t a multihit, and possesses strong power and range, especially compared to his up smash. However, it has high ending lag unlike his other smash attacks, making it very punishable if he misses or hits shield.
Neutral aerial Propeller Punch (プロペラパンチ) 8% (clean), 7% (mid), 5% (late) The Junior Clown Car twirls 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.
Forward aerial Iron Ball Swing (鉄球ふりまわし 11%/9% (clean), 8%/6.5% (mid), 5%/4% (late), 2% (landing) 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.
Back aerial Back Iron Ball (裏鉄球) 14% (clean tip), 8% (clean base, late) The Junior Clown Car thrusts a wrecking ball backward. Useful for edge-guarding and a viable KOing option due to its high knockback.
Up aerial Ceiling Crush (天井砕き) 10% (clean), 6.5% (late) Quickly swings a hammer above himself; if playing as the Koopalings, they instead swing their respective wands. Bowser Jr. is often able to link two or three additional up-airs, making for an excellent damage-racking and combo move. Has KO potential at around 170%.
Down aerial Piercing Drill (突き刺しドリル) 1.5% (hits 1-8), 2.5% (last), 2% (landing) 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. Unlike most down aerials, Bowser Jr.'s is unable to meteor smash.
Grab Grab (つかみ) The Junior Clown Car extends a claw to grab the opponent. A slow grab overall.
Pummel Grab Piko Piko Hammer (つかみピコピコハンマー) 1.3% Hits the opponent with a toy hammer. Average power and speed. The toy hammer looks identical to the one used in the Eekhammer sticker from Paper Mario: Sticker Star. Each hit plays the recurring sound of Mario jumping onto a Koopa Troopa shell in the Super Mario franchise.
Forward throw Body Blow (ボディブロー) 3% (hit 1), 7% (throw) The Junior Clown Car throws an uppercut. It is fairly good for launching opponents at the edge for an edge-guard. It is also Bowser Jr.'s strongest throw, as it can KO most middleweights starting around 150% without rage.
Back throw Centrifugal Throw (遠心投げ) 11% The Junior Clown Car twirls and then throws the opponent backward. Bowser Jr.'s second strongest throw, as it can KO most middleweights starting around 160% without rage.
Up throw Fling Away (放り投げ) 7% The Junior Clown Car flings the opponent upward. It can lead into up aerial at low percentages.
Down throw Back Drill (バックドリル) 1.2% (hits 1-7), 4% (throw) The Junior Clown Car throws the opponent onto the ground and then extends a drill from its underside hatch to pierce opponents. It deals good damage (~12% before 1v1 multipliers) and can set up into tech chases at medium percentages into Clown Kart Dash.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  6% Gets up while spinning a pair boxing gloves outstretched on both sides.
Floor attack (back)
Floor getups (back)
  7% Gets up while spinning a Grinder around himself.
Floor attack (trip)
Floor getups (trip)
  5% Gets up while thrusting a large dinner fork to both sides.
Edge attack
Edge getups
  10% Slams a pair of wrecking balls while climbing up.
Neutral special Clown Cannon 10% (uncharged), 7% (uncharged late), 20% (fully charged), 14% (fully charged late) The Junior Clown Car opens its mouth and fires a cannonball. It can be charged to increase the cannonball's speed and power. At the end of its path, the cannonball will drop to the ground, which can hit opponents attempting to recover if it is spaced properly. However, it has high overall lag. As the projectile's hitbox changes once it begins to drop to the ground, a cannonball can hit an opponent's shield twice with correct timing, which deals immense shield damage.
Side special Clown Kart Dash 5.2%-8.8% (collision), 10%-16.3% (doughnut) The Junior Clown Car transforms into a 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/circle pad in the opposite direction or pressing the attack/special button will cause the Junior Clown Car to perform a doughnut, 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 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.
Up special Abandon Ship! 5% (contact), 13% (explosion), 15%/10% (hammer) Bowser Jr. ejects himself from the Junior Clown Car. The Junior Clown Car slowly falls to the ground and then explodes with high power when the move is used in midair, whereas it will simply explode after a brief period when used on the ground. When Bowser Jr. is out of the Junior Clown Car, he is not rendered helpless and can still attack with a hammer (or in the case of the Koopalings, their respective wands), which is powerful enough to KO at medium to high percentages. He is also able to airdodge once. If Junior is hit by a strong attack while in this state, he can get the Junior Clown Car back by pressing the attack button. However, taking a weak hit while out of the Junior Clown Car will render him unable to get the car back without landing, leaving him susceptible to gimps. The Junior Clown Car's angle usually sends opponents at a favorable position to follow up with the hammer swing.
Down special Mechakoopa 2% (contact), 7% (explosion) The Junior Clown Car drops a Mechakoopa from its underside hatch. The Mechakoopa falls in a strong downward arc; once it lands, it starts walking around. If it reaches a wall or dead end, it will turn around and walk in the opposite direction. If it makes contact with an opponent (or travels enough distance in the air without landing), it will detonate. The Mechakoopa will also bite onto opponents on contact, guaranteeing that it will explode on them shortly after Lastly, if enough time passes and they have not hit an opponent yet, they will spark out and detonate automatically. They can be picked up and thrown as items either by Bowser Jr. or his opponent. If an opponent shields a walking Mechakoopa, it will drop to the ground harmlessly, which can then be picked up.
Final Smash Shadow Mario Paint 3% (paint), 5% (explosion) Bowser Jr. transforms into Shadow Mario before flying upwards, using the Magic Paintbrush to paint a giant, orange X on the screen. Anyone caught in the X's hitbox will be damaged, with the X pulling opponents into it once they are hit. The X will clear away with an explosion after some time. The sheer size of the X makes avoiding damage from this Final Smash difficult, similarly to Iceberg.

Stats[edit]

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 108 1.76 – Initial dash
1.566 – Run
0.924 0.085 0.015 1.134 0.01 – Base
0.07 – Additional
0.092 1.65 – Base
2.64Fast-fall
3 34.4 - Base
16.59 - Short hop
34.4

Announcer calls[edit]

Bowser Jr.[edit]

Larry[edit]

Roy[edit]

Wendy[edit]

Iggy[edit]

Morton[edit]

Lemmy[edit]

Ludwig[edit]

On-screen appearance[edit]

  • Flies onto the stage in the Junior Clown Car and makes a taunting facial expression toward the camera.
Bowser Jr.'s on-screen appearance.

Taunts[edit]

  • Up Taunt: Jumps up, sits on the edge of the Junior Clown Car and makes a tiny breath of fire, chuckling. The Junior Clown Car makes a shocked expression.
  • Side Taunt: Twirls a hammer, or in the case of the Koopalings, their respective wands. The Junior Clown Car briefly closes its eyes.
  • Down Taunt: The Clown Car spawns its wheels and performs a donut with an angry expression, then returns to normal. As the donut ends, Bowser Jr. / the Koopaling spins in place, briefly shaking their head as the Junior Clown Car reverts back to normal.

Idle poses[edit]

  • Places his hand over his eyes and looks around. The Junior Clown Car closes it's eyes for the duration of the idle pose.
  • Hops impatiently in the Junior Clown Car twice. The Junior Clown Car opens its mouth for each hop.

Crowd cheer[edit]

Bowser Jr.[edit]

Cheer (English) Cheer (Japanese/Chinese) Cheer (Italian) Cheer (Dutch) Cheer (French)
Cheer
NTSC

PAL
Description Jun - ior! Koo - pa! Jun - ior! Bow - ser! Jun - ior! Jun - ior! Bow - ser! Jun - ior!
Cheer (German) Cheer (Spanish) Cheer (Russian) Cheer (Korean)
Cheer
NTSC

PAL
Description Bow - ser! Jun - ior! Bow - ser! Jun - ior! *claps 4 times* NTSC
Bow - sy! Bow - sy! PAL
Bow - ser! Mlad - shiy! Koo - pa! Jun - ior!

Larry[edit]

Cheer (English) Cheer (Japanese/Chinese) Cheer (Italian) Cheer (Dutch) Cheer (French)
Cheer
NTSC

PAL
Description Lar - ry! Lar - ry! Lar - ry! *claps 3 times* Lar - ry! *claps 2 times* Allez Lar - ry!
Cheer (German) Cheer (Spanish) Cheer (Russian) Cheer (Korean)
Cheer
NTSC

PAL
Description Lar - ry! Lar - ry! Lar - ry! Lar - ry! Rah - Rah - Rah! NTSC
Mu - cho Lar - ry! Mu - cho Lar - ry! Eh! Eh! PAL
Lar - ry! *claps 3 times* Lar - ry!

Roy[edit]

Cheer (English) Cheer (Japanese/Chinese) Cheer (Italian) Cheer (Dutch) Cheer (French)
Cheer
NTSC

PAL
Description Roy Roy Roy! Roy Roy Roy! Roy! Roy! *claps 3 times* Rooooy! Roy! Roy! Roy! Roy!
Cheer (German) Cheer (Spanish) Cheer (Russian) Cheer (Korean)
Cheer
NTSC

PAL
Description Roy! Roy! Roy! Roy! Roy! Roy! Y da - le más! Roy! Roy! Roy! Roy! Roy! Roy!

Wendy[edit]

Cheer (English) Cheer (Japanese/Chinese) Cheer (Italian) Cheer (Dutch) Cheer (French)
Cheer
NTSC

PAL
Description Wen - dy! Wen - dy! *claps 3 times* Wen - dy! *claps 3 times* Wa - wa! Wendy! Wa - wa! Vas-y Wen - dy!
Cheer (German) Cheer (Spanish) Cheer (Russian) Cheer (Korean)
Cheer
NTSC

PAL
Description Wen - dy! Wen - dy! Wen - dy! Wen - dy! Wen - dy! Wen - dy! Wen - dy! *claps 2 times*

Iggy[edit]

Cheer (English) Cheer (Japanese/Chinese) Cheer (Italian) Cheer (Dutch) Cheer (French)
Cheer
NTSC

PAL
Description Ig - gy! Ig - gy! Ig - gy! *claps 3 times* Ig - gy! *claps 3 times* Ig-gy brille!
Cheer (German) Cheer (Spanish) Cheer (Russian) Cheer (Korean)
Cheer
NTSC

PAL
Description Ig - gy! Ig - gy Ig - gy Ig - gy! Y da - le más! NTSC
E - se Ig - gy E - se Ig - gy Eh! Eh! PAL
Ig - gy! *claps 3 times* Ig - gy!

Morton[edit]

Cheer (English) Cheer (Japanese/Chinese) Cheer (Italian) Cheer (Dutch) Cheer (French)
Cheer
NTSC

PAL
Description Mor - ton! Moooorton! Mor - ton! *claps 3 times* Mmmm - Morton! Mor - ton!
Cheer (German) Cheer (Spanish) Cheer (Russian) Cheer (Korean)
Cheer
NTSC

PAL
Description Mor - ton! Morrrr - ton! Mor - ton! Mor - ton! *claps 3 times*

Lemmy[edit]

Cheer (English) Cheer (Japanese/Chinese) Cheer (Italian) Cheer (Dutch) Cheer (French)
Cheer
NTSC

PAL
Description Lem - my! Lem - my! Lem - my! *claps 3 times* Lem - my! *claps 2 times* Lem - my! Tous pour qui? Pour Lemmy!
Cheer (German) Cheer (Spanish) Cheer (Russian) Cheer (Korean)
Cheer
NTSC

PAL
Description Lem - my! Lem - my *claps 2 times* Lem - my! Lem - my! Lem - my! Lem - my! Leeeem - my!

Ludwig[edit]

Cheer (English) Cheer (Japanese/Chinese) Cheer (Italian) Cheer (Dutch) Cheer (French)
Cheer NTSC

PAL
NTSC

PAL
Description Lud - wig! Lud - wig! Lud - wig! *claps 3 times* Lud - wig! Pour Ludwig : hip hip hip!
Cheer (German) Cheer (Spanish) Cheer (Russian) Cheer (Korean)
Cheer
NTSC

PAL
Description Lud - wig! *claps 3 times* Luuuud - wig! Lud - wig! Lu - Lud - wig!

Victory poses[edit]

  • Left: Jumps out of the Clown Car, hops in celebration twice, then poses.
  • Up: From the side of the screen, drives the Clown Car in its go-kart form, performs a donut before coming to a stop and pulls out a hammer (or a wand, if playing as a Koopaling).
  • Right: Dismounts from the Clown Car using its left grabber claw and pats it with his right hand.
A music piece based on the same melody as the Mario victory theme, but instead of a standard orchestral arrangement, the piece is played with slightly distorted electric guitars. It also sounds similar to the level clear theme of Bowser's sidequests in Paper Mario: The Thousand-Year Door.

In competitive play[edit]

Most historically significant players[edit]

See also: Category:Bowser Jr. players (SSBU)

  • USA Ketchup - Although not as consistent compared to other Bowser Jr. players, he is known for his win on Light at Mega Smash Mondays 240, the best win from a Bowser Jr. player, and ultimately placed 9th at the event. In addition, he has placed well at several other SoCal events, including 5th at Get in the Game! 2020 and 17th at DreamHack Anaheim 2020.
  • USA TM7_ZAP - The best Bowser Jr. player since mid-2023. He initially gained notoriety for being one of the best players in the post-pandemic online metagame, placing highly at many Coinbox events. He eventually had his offline breakout event at CEO 2023, where he defeated Riddles to place 13th, and has since became the most recognizable Bowser Jr. player of this era, most notably placing 9th at Cirque 4, the highest-placing Bowser Jr. player at an open major since Young Eevey's Albion 4 run.
  • USA Yoda Cage - One of the best Bowser Jr. players in the post-pandemic metagame who was the defintive best from 2021 to mid-2023. He possesses some of the best Bowser Jr. placements and wins of all-time, including placing 13th at Glitch 8.5 - Konami Code defeating Zomba, 17th at Let's Make Big Moves 2022 defeating Ned, and 25th at Collision 2023, in addition to wins over ApolloKage at Gateway Legends 2023 and Cosmos at Get On My Level 2023.
  • Netherlands Young Eevey - The first Bowser Jr. player to find any competitive success, and as such is considered the best Bowser Jr. player in the early metagame. He is best known for being the first and only Bowser Jr. player to place top 8 at a major, doing so by placing 7th at Albion 4 while defeating Space. Alongside his 13th-place finish at Thunder Smash 3 and 25th-place finish at Glitch 7 - Minus World with a win over yeti, his performances led many to reassess Bowser Jr.'s viability, and even after becoming significantly less active in the post-pandemic metagame, his results remain some of the best Bowser Jr. performances of all-time.

Tier placement and history[edit]

Following the game's launch, the community immediately noticed that Bowser Jr. retained his weaknesses from Smash 4 (poor grounded mobility, susceptible to gimps, lack of range and his playstyle being linear). Despite improvements towards his survivability, Clown Cannon (widely agreed to be one of the worst projectiles in Smash 4), and his grab game, several players claimed that the improvements were not significant enough to compensate for his retained weaknesses. As such, Bowser Jr. was considered a low-tier character at best, with some even going as far as claiming him to be a bottom 3 character.

Early patches gave Bowser Jr. several buffs that improved Clown Cart and Bowser Jr.'s combo potential, allowing him to fare better in competitive play. His results by mid-2019 were also improving, peaking just outside the top 50 for July-December 2019, thanks to strong performances from players such as Young Eevey and Ketchup. Notably, Young Eevey placed 7th at Albion 4, the highest placement for a Bowser Jr. player at a major, while Ketchup picked up notable wins over several top players. Thanks to the buffs and improving results, players no longer considered Bowser Jr. as one of the worst characters in the game, but had reassessed him as a mid-tier.

Unfortunately for Bowser Jr., his playerbase began declining in the post-online metagame as his best players became less active or consistent. This was a trend with some of his newer players as well: although players such as Yoda Cage and TM7_ZAP found success at majors, their results were either inconsistent or they were seldom active. As such, Bowser Jr.'s representation slipped greatly into the bottom 10 by 2021; this decline was also reflected in his placement on the first tier list, where he was ranked 72nd at the very end of the mid-tier. Since then, his metagame had remained stagnant as his overall represented remained in or near the bottom 10. As such, his placement on the second tier list barely shifted, moving up to 70th at the top of D- tier due to falling opinions on a few other characters ranked above him.

Classic Mode: Mama Peach, Where Are You?[edit]

Bowser Jr.'s congratulations screen.

Most of Bowser Jr.'s opponents are princesses, some of which are teamed up with their love interest (or in Lucina's case, her father). The title refers to the event of Super Mario Sunshine where Bowser Jr. called Peach his "mama".

Round Opponent Stage Music Notes
1 Rosalina & Luma (SSBU) Rosalina & Luma Mario Galaxy Rosalina in the Observatory / Luma's Theme
2 Lucina (SSBU) Lucina and Chrom (SSBU) Chrom Arena Ferox Prelude (Ablaze)
3 Daisy (SSBU) Daisy and Luigi (SSBU) Luigi Mushroom Kingdom U Mario Tennis / Mario Golf
4 Zelda (SSBU) Zelda Hyrule Castle Saria's Theme
5 Mii Brawler (SSBU) Mii Brawler (x2), Mii Gunner (SSBU) Mii Gunner (x2), and Mii Swordfighter (SSBU) Mii Swordfighter (x2) Peach's Castle Main Theme - Super Mario 64 (Remix) Horde Battle (3 at a time). The Mii Fighters all wear princess wigs.
  • Mii Brawler costume combinations: Peach's Crown and Vampire Garb, Daisy's Crown and Nia Outfit.
  • Mii Gunner costumes: Princess's Crown and Wild West Wear, Peach's Crown and Steampunk Getup.
  • Mii Swordfighter costumes: Daisy's Crown and Viridi Outfit, Princess's Crown and Ashley Outfit.
6 Mario (SSBU) Mario and Peach (SSBU) Peach Delfino Plaza Delfino Plaza (Original) Items do not appear.
Bonus Stage
Final Master Hand Final Destination Master Hand (Less than 7.0 intensity)
Master Hand / Crazy Hand (Intensity 7.0 or higher)
On intensity 7.0 and higher, Crazy Hand fights alongside Master Hand.

Credits roll after completing Classic Mode. Completing it as Bowser Jr. has Delfino Plaza (Remix) accompany the credits.

Role in World of Light[edit]

Finding Bowser Jr. in World of Light

While Bowser Jr. and the Koopalings do not appear in the World of Light opening cutscene, they were all vaporized and later imprisoned alongside the rest of the fighters (except Kirby) when Galeem unleashed his beams of light.

Bowser Jr. and the Koopalings were among the many fighters that fell under Dharkon's control upon Galeem's first defeat. Bowser Jr. is found in one of two alternating pathways on the Triforce of Power segment of the Sacred Land sub-area, guarded by various Legendary spirits.

As a side note, once Bowser Jr. is rescued, the Koopalings (due to their status of being alternate characters of Bowser Jr.), will have been 'rescued' as well, resulting in them also being available as playable characters within the story.

Fighter Battle[edit]

No. Image Name Type Power Stage Music
58
Bowser Jr. SSBU.png
Bowser Jr.
Grab
Grab
12,500 Mushroomy Kingdom (Ω form) Fortress Boss - Super Mario Bros. 3

Spirits[edit]

Bowser Jr.'s fighter spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 300 Gold, but only after Bowser Jr. has been unlocked. Unlocking Bowser Jr. in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each of the Koopalings possess their own fighter spirits, which can only be obtained by purchase in the shop. Each fighter spirit has an alternate version that replaces them with their artwork in Ultimate.

Bowser Jr. also appears as a primary spirit in the form of Shadow Mario.

In Spirit Battles[edit]

As the main opponent[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
39
SSBU spirit Lakitu & Spiny.png
Lakitu & Spiny Super Mario Series Iggy Bowser Jr. (SSBU)
•Tiny Bowser Bowser (SSBU)×8
Grab
3,400 Mushroom Kingdom N/A •Defeat an army of fighters Ground Theme - Super Mario Bros. Lakitu
57
SSBU spirit Tatanga.png
Tatanga Super Mario Land Series Morton Bowser Jr. (SSBU)
Shield
3,800 Mario Galaxy (Battlefield form) N/A •The enemy starts the battle with a Super Scope Underground Theme - Super Mario Land
70
SSBU spirit Shadow Mario.png
Shadow Mario Super Mario Series Bowser Jr. Bowser Jr. (SSBU)
Neutral
9,800 Delfino Plaza (Ω form) •Sudden Final Smash
•Hazard: Sticky Floor
•The floor is sticky
•The enemy will suddenly have a Final Smash after a little while
•The enemy's FS Meter charges quickly
Delfino Plaza (Remix)
106
SSBU spirit Fawful.png
Fawful Mario & Luigi Series Iggy Bowser Jr. (SSBU) (140 HP)
R.O.B. R.O.B. (SSBU) (140 HP)
Neutral
3,700 Prism Tower N/A Stamina battle
•The enemy starts the battle with a Rocket Belt
The Grand Finale
168
SSBU spirit Kalypso.png
Kalypso Donkey Kong: Barrel Blast Wendy Team Bowser Jr. (SSBU)×4
Shield
1,800 Kongo Falls N/A •The enemy starts the battle with a Rocket Belt
•The enemy has increased move speed
Boss 2 - DK: Jungle Climber
346
SSBU spirit Heavy Lobster.png
Heavy Lobster Kirby Series Lemmy Bowser Jr. (SSBU)
Shield
3,600 Halberd •Item: Fire Flower •The enemy starts the battle with a Fire Flower Meta Knight's Revenge
714
Pandora
Pandora Kid Icarus Series Wendy Bowser Jr. (SSBU)
•Ally: Dark Pit Dark Pit (SSBU)
Grab
3,500 Kalos Pokémon League (Ω form) Bob-omb Festival •Join forces with a CPU ally
•Bob-ombs will rain from the sky after a little while
•Explosion attacks aren't as effective against the enemy
Dark Pit's Theme
776
SSBU spirit Dr. Eggman.png
Dr. Eggman Sonic The Hedgehog Series Roy Bowser Jr. (SSBU)
•Metal Sonic Sonic (SSBU)
Grab
13,200 Green Hill Zone Bob-omb Festival
•Item: Shooting Types
•Bob-ombs will rain from the sky after a little while
•The enemy's shooting items have increased power
•Items will be pulled toward the enemy
Green Hill Zone
846
kappn
Kapp'n Animal Crossing Series Iggy Bowser Jr. (SSBU)
Grab
9,600 Wuhu Island (Rocks at sea) •Buoyancy Reduced
•Hazard: Heavy Wind
•You can't swim
•Dangerously high winds are in effect
Kapp'n's Song
913
SSBU spirit Tron Bonne.png
Tron Bonne Mega Man Legends Series Wendy Bowser Jr. (SSBU)
•Tiny R.O.B. R.O.B. (SSBU)×2
Grab
3,600 Wuhu Island (Talon Rock) N/A •Take your strongest team into this no-frills battle We're Robots (Dr. Wily Stage 2)
958
SSBU spirit Riki (Xenoblade Chronicles).png
Riki (Xenoblade Chronicles) Xenoblade Chronicles Series Roy Bowser Jr. (SSBU)
Shulk Shulk (SSBU)
Neutral
8,000 Gaur Plain (Ω form) •Earthquake
•Flowery
•Assist Trophy Enemies (Riki)
•The enemy's special moves have increased power
•Hostile assist trophies will appear
•You constantly take minor damage after a little while
Gaur Plain
1,040
SSBU spirit Murch.png
Murch Splatoon Series Morton Bowser Jr. (SSBU)
Attack
3,700 Saffron City •Attack Power ↑
•Move Speed ↑
•Item: Unira
•The enemy has increased move speed
•The enemy has increased attack power after a little while
Inkoming!
1,133
SSBU spirit MONSTER.png
MONSTER Famicom Grand Prix II: 3D Hot Rally Series •Giant Roy Team Bowser Jr. (SSBU)Bowser Jr. (SSBU)Bowser Jr. (SSBU)Bowser Jr. (SSBU)
Attack
1,900 Mushroomy Kingdom N/A •The enemy favors side specials
•The enemy is giant
Title Theme - 3D Hot Rally
1,134
SSBU spirit Tank & Infantry.png
Tank & Infantry Famicom Wars Series •Metal Iggy Bowser Jr. (SSBU)
Snake Snake (SSBU)×2
Attack
3,900 Gerudo Valley N/A •The enemy favors neutral specials
•The enemy is metal
Garage Tank
1,151
ftype
F-Type Stunt Race FX Roy Bowser Jr. (SSBU)
Shield
2,200 Figure-8 Circuit N/A •Timed battle (1:00)
•The enemy has increased move speed and reduced weight
Title Theme - 3D Hot Rally
1,152
from the game's files
Tractor Trailer Stunt Race FX Morton Bowser Jr. (SSBU)
Attack
1,900 Moray Towers N/A •The enemy's side special has increased power
•The enemy favors side specials
Excite Truck
1,318
from the game's files
Toy-Con Car Nintendo Labo Series Bowser Jr. Team Bowser Jr. (SSBU)Bowser Jr. (SSBU)Bowser Jr. (SSBU)Bowser Jr. (SSBU)Bowser Jr. (SSBU)Bowser Jr. (SSBU)Bowser Jr. (SSBU)Bowser Jr. (SSBU) (60 HP)
Shield
4,200 Wuhu Island (Frisbee Dog Park) N/A Stamina battle
•The enemy favors side specials
•The enemy can deal damage by dashing into you
Title Theme - 3D Hot Rally
1,416
SSBU spirit Mechanica.png
Mechanica ARMS •Giant Wendy Bowser Jr. (SSBU) (100 HP)
Grab
3,400 Spring Stadium N/A •The enemy has super armor but moves slower
•Stamina battle
•The enemy is giant
Scrapyard
1,445
SSBU spirit Cait Sith.png
Cait Sith FINAL FANTASY Series Roy Bowser Jr. (SSBU)
Mr. Game & Watch Mr. Game & Watch (SSBU)×3
Neutral
1,700 New Pork City (Ω form) N/A •Defeat the main fighter to win PictoChat

As a minion[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
450
SSBU spirit Kangaskhan.png
Kangaskhan Pokémon Series Bowser Bowser (SSBU)
Larry Bowser Jr. (SSBU)
Grab
3,700 Windy Hill Zone N/A •Defeat the main fighter to win
•Reinforcements will appear during the battle
Main Theme - Pokémon Red & Pokémon Blue (Brawl) Baby Kangaskhan
700
Founded in a french YouTube video
Turtle Bridge Game & Watch Series Mr. Game & Watch Mr. Game & Watch (SSBU)
Squirtle Squirtle (SSBU)
Morton Bowser Jr. (SSBU)
Bowser Bowser (SSBU)
Shield
1,700 Flat Zone X (hazards off) N/A •The enemy favors back air attacks Flat Zone Turtle
1,472
SSBU spirit Giga Cat Mario.png
Giga Cat Mario Super Mario Series •Giant Mii Brawler Mii Brawler (SSBU) (Moveset 2232, Cat Hat, Cat Suit)
Bowser Jr. Bowser Jr. (SSBU)
Shield
3,900 Find Mii (Ω form) N/A •Defeat the main fighter to win
•The enemy is giant
The Great Tower Showdown 2 Bowser Jr.

Alternate costumes[edit]

Instead of alternate color schemes, Bowser Jr.'s alternate costumes consist of the Koopalings. Bowser Jr.'s Junior Clown Car is the only one with black eyes and horizontal orange "eye paint", while the Koopalings' Clown Cars have yellow mechanical eyes with vertical black "eye paint". All of the Koopalings have their own models, voice clips, and crowd cheers. They have their Boxing Ring titles in English and other European languages, but they all share the same Boxing Ring title in Asian languages, which translates to "All-Purpose Chariot."

Palette swap (SSBU)
Bowser Jr. (SSBU) Bowser Jr. (SSBU) Bowser Jr. (SSBU) Bowser Jr. (SSBU) Bowser Jr. (SSBU) Bowser Jr. (SSBU) Bowser Jr. (SSBU) Bowser Jr. (SSBU)

Gallery[edit]

Fighter Showcase Video[edit]

Trivia[edit]

  • The "Everyone is Here!" trailer features a visual glitch: when Lemmy uses his down taunt, his face disappears for a few frames at the end of the animation.
    • The Junior Clown Car also shows a visual glitch, with two mouths overlapping each other when Ludwig is seen falling off a ledge.
  • The render of Lemmy resembles artwork of him from New Super Mario Bros. U, which is the same artwork used for his fighter spirit, and he is the only Koopaling to be completely out of the Junior Clown Car.
  • Bowser Jr., Yoshi, R.O.B., and Mr. Game & Watch are the only characters who used their default costumes in one of the spirit battles present at the game's initial release. In Bowser Jr.'s case, it is because of the Shadow Mario spirit.
    • Despite that, there's no proper battle against a default Bowser Jr. in World of Light outside of himself because the only Spirit Battle in which he is present (Shadow Mario) is absent, instead finding puppet fighters of the Koopalings. The only exception to this are the false Bowser Jr.s created during battles involving Dharkon. This also applies to Cloud.
      • Additionally, Ludwig was the only Koopaling not present in any spirit battle until the DLC Toy-Con Car Spirit was introduced.
      • Alongside Mr. Game & Watch, R.O.B and Yoshi., Bowser Jr. is one of the few characters with a Spirit battle where all of his alternate costumes appear in a single Spirit fight.
  • Prior to version 1.1.0, Bowser Jr.'s airdodge behaved exactly how it did in Smash 4 when using it out of Abandon Ship!, making him the only character to have been capable of performing multiple airdodges without touching the ground or getting hit in any version of Ultimate.
  • When the game's speed is slowed down, Bowser Jr.'s Final Smash becomes noticeably more effective, hitting more times and dealing more damage. At 1/4 speed it potentially becomes one of the strongest Final Smashes in the game.
  • Bowser Jr., Banjo & Kazooie, Pyra/Mythra, and Kazuya are the only characters whose artworks on all alternate costumes on the official website do not cast a shadow.
  • Bowser Jr. is the only character to have motion blur in their render (at the Clown Car's propeller).
    • Lemmy is the only Koopaling without motion blur in his render.
  • In the Sound Test, Larry is the only Koopaling with one less voice clip than Bowser Jr. and the other Koopalings. This is due to both his teching and carrying being the same voice clip.
    • Morton also had this distinction in Smash 4.
  • If Bowser Jr.'s right-inputted victory pose is performed by any Koopaling besides Roy, the propeller will stop after looping once during the post-animation.[1]
    • A similar situation also occurred during Bowser Jr.'s clapping animation on the No Contest screen in Smash 4.
  • Even though Morton's eye mark has been changed to a lighter gray in this game, his stock icon still shows it as the dark gray it was in Smash 4.
  • When the Franklin Badge or Screw Attack items are equipped, if Bowser Jr. does his side taunt, the item will clip through the clown car. This also applies to the Koopalings.

References[edit]