Template:SSB4 to SSBU changelist/Bowser Jr.: Difference between revisions

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m (→‎Aesthetics: The Switch is region-free, so using NTSC and PAL is once again inaccurate. Although the switch to using the "Koopalings" here does match up with the American text in Smash Ultimate itself, not just Paper Jam in that specific example.)
 
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===Aesthetics===
===Aesthetics===
*{{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 [[Koopaling]]s.}}
*{{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 [[Koopaling]]s.}}
*{{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|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 ''{{s|supermariowiki|Mario Kart 8}}'' onwards.}}
*{{change|Morton's star mark is now gray instead of dark brown, matching his appearance in ''{{s|supermariowiki|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|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 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|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|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|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.}}
*{{change|[[Air dodge]], falling, and ledge-hanging animations have changed.}}
*{{change|The British 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 ''{{s|mariowiki|Mario & Luigi: Paper Jam}}''.}}
*{{bugfix|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 ''{{s|mariowiki|Mario & Luigi: Paper Jam}}''.}}


===Attributes===
===Attributes===
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*{{buff|[[Air dodge]] grants more intangibility (frames 3-28 → 3-30).}}
*{{buff|[[Air dodge]] grants more intangibility (frames 3-28 → 3-30).}}
*{{nerf|Air dodge has significantly more ending lag (FAF: 34 → 50).}}
*{{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 now 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.}}
*{{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.}}
*{{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.}}


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*[[Neutral attack]]:
*[[Neutral attack]]:
**{{buff|The first hit has two additional hitboxes, one of which sends towards Bowser Jr. (angle: 180°).}}
**{{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 now keep opponents on the ground (80°/70 → 361° (all)). This allows it to [[lock]].}}
**{{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 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.}}
**{{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.}}
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**{{nerf|The first hit and infinite deal less damage (hit 1: 3% → 2%, infinite: 2% → 0.5%).}}
**{{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 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 now an uppercut instead of a jab. It has slightly faster startup (frame 8 → 7) and now 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.}}
**{{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).}}
**{{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.}}
**{{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]]:
*[[Forward tilt]]:
**{{buff|The move has less ending lag (FAF 34 → 32).}}
**{{buff|Forward tilt has less ending lag (FAF 34 → 32).}}
**{{nerf|The move now has a sourspot that deals less damage (8% → 6%).}}
**{{nerf|It has a sourspot that deals less damage (8% → 6%).}}
**{{nerf|The move has less knockback (30 base/110 scaling → 55/70). While this makes it even safer on hit at low percentages, this significantly worsens its previously respectable KO power.}}
**{{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]]:
*[[Up tilt]]:
**{{buff|The move'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|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|The move has less ending lag (FAF 33 → 31).}}
**{{buff|It has less ending lag (FAF 33 → 31).}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|The move 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|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.}}
**{{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.}}
**{{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]]:
*[[Dash attack]]:
**{{buff|The looping hits deal more damage (1.5% → 1.8%, total: 11.5% → 13%).}}
**{{buff|The looping hits deal more damage (1.5% → 1.8%, total: 11.5% → 13%).}}
**{{buff|The move has slightly less ending lag (FAF 50 → 48).}}
**{{buff|It has slightly less ending lag (FAF 50 → 48).}}
**{{nerf|One of the looping hits' hitboxes is smaller (ID 1: 5u → 4u).}}
**{{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|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 larger (ID 0: 2.8u → 4u).}}
***{{buff|One of the hitboxes is no longer located in the buzzsaw, now 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.}}
***{{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.}}
***{{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|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 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 now 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|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|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°).}}
**{{buff|The final hit launches at a more horizontal angle that is more desirable for edgeguarding (60° → 50°).}}
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**{{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|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|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 now has a green visual trail that matches the Junior Clown Car's propeller. Strangely, the color does not change for the Koopalings.}}
**{{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.}}
**{{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).}}
***{{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.}}
**{{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|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.}}
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**{{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).}}
**{{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]]:
*[[Down smash]]:
**{{buff|The move's hitboxes have a slightly longer duration (frames 15-16 → 15-17).}}
**{{buff|Down smash has less startup (frame 15 → 12), with its total duration reduced as well (FAF 60 → 57).}}
**{{buff|The move deals more knockback (40 base/89 scaling → 41/91).}}
**{{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===
===Aerial attacks===
*{{buff|All aerials have less landing lag (neutral: 18 frames → 9, forward: 27 → 16, back: 24 → 14, up: 15 → 9, down: 25 → 15).}}
*{{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]]:
*[[Neutral aerial]]:
**{{buff|The move deals more damage (6% clean/5% mid/3% late → 8%/7%/5%), with knockback scaling mostly compensated (100 → 83/81/80).}}
**{{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|The move now 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).}}
**{{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.}}
***{{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]]:
*[[Back aerial]]:
**{{buff|The move's sourspot now extends into the Clown Car (X-offset: 0 → 0—-6), removing its blindspot.}}
**{{buff|Back aerial's sourspot extends into the Clown Car (X-offset: 0 → 0—-6), removing its blindspot.}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|The looping hits have a faster rehit rate (4 → 3), making the move now hit up to nine times instead of seven.}}
**{{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|The looping hits have reduced hitlag (1x → 0.8x).}}
**{{buff|The move 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|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 now extended and positioned further up (Y-offset: 2 → 4, Z-offset/stretch: 0 → -2—2), giving it more range.}}
**{{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.}}
***{{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) now 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.}}
**{{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.}}
**{{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.}}
**{{buff|The landing hitbox extends further (Z-offset: -2—2 → -2.5—2.5), improving its range.}}
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===Throws and other attacks===
===Throws and other attacks===
*[[Grab]]s:
*[[Grab]]s:
**{{change|Bowser Jr. now preemptively pulls out his toy hammer in his grab animation and holds it while the opponent is grabbed.}}
**{{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 now matches each Koopaling's Clown Car.}}
**{{change|The color of the claw matches each Koopaling's Clown Car.}}
**{{buff|Standing and pivot grabs have faster startup (standing/pivot: frame 12/15 → 11/12).}}
**{{buff|Standing grab has faster startup (frame 12 → 11).}}
**{{nerf|Dash grab has slightly more startup lag (frame 13 → 14).}}
**{{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).}}
**{{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.}}
**{{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.}}
**{{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]]:
*[[Pummel]]:
**{{change|Its animation is slightly different.}}
**{{change|Pummel's animation is slightly different.}}
**{{nerf|It deals less damage (2% → 1.3%).}}
**{{nerf|It deals less damage (2% → 1.3%).}}
**{{buff|It has faster startup (frame 6 → 1), deals more hitlag (4 → 14 frames) 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.}}
**{{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]]:
*[[Forward throw]]:
**{{buff|Forward throw's second hit deals more damage (6% → 7%, total: 9% → 10%) with no compensation on knockback, slightly improving its KO power.}}
**{{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]]:
*[[Back throw]]:
**{{nerf|Back throw deals less damage (12% → 11%) with knockback scaling not fully compensated (65 → 70), slightly hindering its KO power.}}
**{{nerf|Back throw deals less damage (12% → 11%) without full compensation on its knockback scaling (65 → 70), slightly hindering its KO potential.}}
*[[Up throw]]:
*[[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.}}
**{{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]]:
*[[Down throw]]:
**{{buff|Down throw has seven looping hits instead of five that deal significantly more damage (0.5% hits 1-5 → 1.2% hits 1-7, total: 6.5% → 12.4%).}}
**{{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.}}
**{{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).}}
**{{change|It deals less knockback overall (80 base/110 scaling → 90/55).}}
**{{nerf|It has more ending lag (FAF 75 → 78).}}
*[[Edge attack]]:
*[[Edge attack]]:
**{{buff|Edge attack deals more damage (7% → 10%).}}
**{{buff|Edge attack deals more damage (7% → 10%).}}
Line 131: Line 137:
===Special moves===
===Special moves===
*[[Clown Cannon]]:
*[[Clown Cannon]]:
**{{buff|The move has faster startup (frame 43-103 → 37-97) and less ending lag (FAF 81-141 → 73-133).}}
**{{buff|Clown Cannon has faster startup (frame 43-103 → 37-97) and less ending lag (FAF 81-141 → 73-133).}}
**{{buff|Bowser Jr. can now have up to two cannonballs in play at once.}}
**{{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's hitbox is bigger (3.2u → 3.8u).}}
**{{buff|A cannonball now travels in a spiraling path (similar to {{SSBU|King K. Rool}}'s [[Blunderbuss]] and ones fired by [[Shotzo]]s in {{for3ds}}'s [[Smash Run]]), instead of flying straight. Combined with the above change, this noticeably increases a cannonball's effective range.}}
**{{buff|A cannonball travels in a spiraling path (similar to {{SSBU|King K. Rool}}'s [[Blunderbuss]] and ones fired by [[Shotzo]]s in {{for3ds}}'s [[Smash Run]]), instead of flying straight. Combined with the above change, this noticeably increases a cannonball's effective range.}}
**{{buff|A cannonball now 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|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|An uncharged cannonball deals more damage (8.5% early/5.9% late → 10%/7%).}}
**{{buff|A cannonball now deals [[shield damage]] (0 → 8), capable of doing more than half a shield's health when fully charged.}}
**{{buff|A cannonball deals [[shield damage]] (0 → 8), capable of doing more than half a shield's health when fully charged.}}
**{{change|An uncharged cannonball travels slower, letting Bowser Jr. follow it. This makes cannonballs easier to dodge, but grants new setups based around them.}}
**{{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.}}
***{{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, now only having KO power if one is fully charged.}}
**{{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]]:
*[[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|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%).}}
**{{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.}}
**{{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 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|The spinout has faster startup (frame 5 → 3).}}
**{{buff|If the move is canceled it in the air, Bowser Jr. now keeps his double jump. This significantly improves Bowser Jr's recovery, giving it more mix-ups.}}
**{{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.}}
**{{nerf|It can no longer be air dodged out of.}}
**{{change|It makes Bowser Jr. jump higher on sloped platforms.}}
**{{change|It makes Bowser Jr. jump higher on sloped platforms.}}
*[[Abandon Ship!]]:
*[[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.}}
**{{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).}}
**{{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.}}
**{{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.}}

Latest revision as of 12:51, August 3, 2023

Aesthetics

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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.