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


==Instructional quotes==
==Instructional quotes==
Line 55: Line 57:
==Origin==
==Origin==
[[File:SSBU spirit Mechakoopa.png|thumb|Artwork of a Mechakoopa from ''New Super Mario Bros. Wii''.]]
[[File:SSBU spirit Mechakoopa.png|thumb|Artwork of a Mechakoopa from ''New Super Mario Bros. Wii''.]]
{{s|mariowiki|Mechakoopa}}s debuted in ''{{s|mariowiki|Super Mario World}}'', appearing in {{s|mariowiki|Bowser's Castle}} and being thrown by [[Bowser]] out of his [[Koopa Clown Car]] during the final battle. [[Mario]] can disable them by stomping them, though they will return to normal after some time. When they are deactivated, Mario can pick them up and throw them; this is the only means of defeating Bowser in that game. They appeared mostly in spin-off games over the years before returning in ''{{s|mariowiki|New Super Mario Bros. Wii}}''.
{{iw|mariowiki|Mechakoopa}}s debuted in ''{{iw|mariowiki|Super Mario World}}'', appearing in {{iw|mariowiki|Bowser's Castle}} and being thrown by [[Bowser]] out of his [[Koopa Clown Car]] during the final battle. [[Mario]] can disable them by stomping them, though they will return to normal after some time. When they are deactivated, Mario can pick them up and throw them; this is the only means of defeating Bowser in that game. They appeared mostly in spin-off games over the years before returning in ''{{iw|mariowiki|New Super Mario Bros. Wii}}''.


The Big Mechakoopa would later go on to inspire the {{s|mariowiki|Mega Mechakoopa}}, which first appear in ''{{s|mariowiki|Mario Party 10}}'' in the minigame {{s|mariowiki|Mega Mechakoopa's Swing & Stomp}} and then in ''{{s|mariowiki|Super Mario Maker 2}}'' via the 3.0.0 update. While not explicitly described as such, similarly sized Mechakoopas appear in ''{{s|mariowiki|Mario Kart 8}}'' and its ''[[mariowiki:Mario Kart 8 Deluxe|Deluxe]]'' re-release in their remake of {{s|mariowiki|GBA Ribbon Road}}, the second course of the {{s|mariowiki|Bell Cup}}.
The Big Mechakoopa would later go on to inspire the {{iw|mariowiki|Mega Mechakoopa}}, which first appear in ''{{iw|mariowiki|Mario Party 10}}'' in the minigame {{iw|mariowiki|Mega Mechakoopa's Swing & Stomp}} and then in ''{{iw|mariowiki|Super Mario Maker 2}}'' via the 3.0.0 update. While not explicitly described as such, similarly sized Mechakoopas appear in ''{{iw|mariowiki|Mario Kart 8}}'' and its ''[[mariowiki:Mario Kart 8 Deluxe|Deluxe]]'' re-release in their remake of {{iw|mariowiki|GBA Ribbon Road}}, the second course of the {{iw|mariowiki|Bell Cup}}.


Prior to ''Smash'', Mechakoopas were never shown to be able to explode. ''Mario Party 10'' became the first instance where a Mechakoopa explodes in the ''Mario'' series albeit only from defeat. The more offensive self-destructive instance shown in ''Smash'' carries over into ''[[mariowiki:Mario + Rabbids Sparks of Hope|Mario + Rabbids Sparks of Hope]]'' as one of Bowser’s abilities where he can summon up to five {{s|mariowiki|Rabbid Mechakoopa}}s to attack enemies with them exploding on contact if they reach an enemy and will set the enemy on fire if they are upgraded. If they do not reach their target on their first turn, any ally (including Bowser) nearby can also pick them up and throw them at enemies. Bowser’s clone {{s|mariowiki|Darkmess Bowser}} also has this ability as well by using {{s|mariowiki|Darkmess Rabbid Mechakoopa}}s.
The first instance of a Mechakoopa exploding in the ''Mario'' series is ''{{iw|mariowiki|Mario Party 5}}'' in the minigame {{iw|mariowiki|Frightmare}} after being jumped on, however the resulting explosion doesn't affect the player. The more offensive and self-destructive instance shown in ''Smash'' carries over into ''{{iw|mariowiki|Mario + Rabbids Sparks of Hope}}'' as one of Bowser's abilities where he can summon up to five {{iw|mariowiki|Rabbid Mechakoopa}}s to attack enemies with them exploding on contact if they reach an enemy and will set the enemy on fire if they are upgraded. If they do not reach their target on their first turn, any ally (including Bowser) nearby can also pick them up and throw them at enemies. Bowser's clone {{iw|mariowiki|Darkmess Bowser}} also has this ability as well by using {{iw|mariowiki|Darkmess Rabbid Mechakoopa}}s though he does not pick them up to throw at enemies nor can he summon up to five of them at once being only able to summon the default three. Additionally they cannot set anybody on fire as well.
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Latest revision as of 16:45, August 17, 2024

Mechakoopa
Bowser Jr Down B SSBU.gif
Bowser Jr. using this move in Ultimate.
User Bowser Jr.
Universe Mario
Article on Super Mario Wiki Mechakoopa

Mechakoopa (メカクッパ, Mechakoopa) is Bowser Jr.'s down special move.

Overview[edit]

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

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

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

In Master Fortress, Mechakoopas can walk on the acid.

Instructional quotes[edit]

Super Smash Bros. for Wii U instruction booklet Bowser Jr. (SSB4) Deploy a Mechakoopa that will explode when it hits an opponent.
Super Smash Bros. Ultimate Move List Bowser Jr. (SSBU) Deploys a Mechakoopa that explodes if thrown, attacked, or just left alone.

Customization[edit]

Special Move customization was added in Super Smash Bros. 4. These are the variations:

1. Mechakoopa 2. Impatient Mechakoopa 3. Big Mechakoopa
Mechakoopa
Impatient Mechakoopa
Big Mechakoopa
"Deploy a Mechakoopa that will explode if thrown, attacked, or just left alone." "Launch a Mechakoopa a fair distance. It explodes shortly after landing." "A large, powerful Mechakoopa. Walks past enemies, so throw it to make it go boom!"
  1. Mechakoopa: Default.
  2. Impatient Mechakoopa: The Mechakoopa is flung from the Car, functioning more as a horizontal projectile, and will quickly explode upon hitting the floor. The explosion does a mere 4% damage, and hitting a player with the Mechakoopa prior to explosion does 1%.
  3. Big Mechakoopa: A much larger Mechakoopa is deployed, which slowly walks a short distance and explodes on its own. It can be picked up and thrown. Thrown, it will do 1% damage and explode for 15% damage. Can KO around 140% damage.

Spirit[edit]

Mechakoopa appears in Super Smash Bros. Ultimate as an Advanced-class support spirit.

In Adventure Mode: World of Light, Mechakoopa is presumably one of the countless spirits captured by Galeem during his takeover of the universe. Mechakoopa's spirit is located in the Molten Fortress sub-dungeon of The Light Realm.

Mechakoopa uses an army of Tiny Bowser puppet fighters and is fought on the Mushroom Kingdom U stage's Slide Tower layout. Each of the puppet fighters start off with a Bomber, referencing the Mechakoopa's tendency to explode.

No. Image Name Type Class Cost Ability Series
62
SSBU spirit Mechakoopa.png
Mechakoopa
Support
★★ 1 Lava-Floor Resist Super Mario Series

Origin[edit]

Artwork of a Mechakoopa from New Super Mario Bros. Wii.

Mechakoopas debuted in Super Mario World, appearing in Bowser's Castle and being thrown by Bowser out of his Koopa Clown Car during the final battle. Mario can disable them by stomping them, though they will return to normal after some time. When they are deactivated, Mario can pick them up and throw them; this is the only means of defeating Bowser in that game. They appeared mostly in spin-off games over the years before returning in New Super Mario Bros. Wii.

The Big Mechakoopa would later go on to inspire the Mega Mechakoopa, which first appear in Mario Party 10 in the minigame Mega Mechakoopa's Swing & Stomp and then in Super Mario Maker 2 via the 3.0.0 update. While not explicitly described as such, similarly sized Mechakoopas appear in Mario Kart 8 and its Deluxe re-release in their remake of GBA Ribbon Road, the second course of the Bell Cup.

The first instance of a Mechakoopa exploding in the Mario series is Mario Party 5 in the minigame Frightmare after being jumped on, however the resulting explosion doesn't affect the player. The more offensive and self-destructive instance shown in Smash carries over into Mario + Rabbids Sparks of Hope as one of Bowser's abilities where he can summon up to five Rabbid Mechakoopas to attack enemies with them exploding on contact if they reach an enemy and will set the enemy on fire if they are upgraded. If they do not reach their target on their first turn, any ally (including Bowser) nearby can also pick them up and throw them at enemies. Bowser's clone Darkmess Bowser also has this ability as well by using Darkmess Rabbid Mechakoopas though he does not pick them up to throw at enemies nor can he summon up to five of them at once being only able to summon the default three. Additionally they cannot set anybody on fire as well.

Gallery[edit]

Names in other languages[edit]

Language Name
Japan Japanese メカクッパ, Mechakoopa
UK English Mechakoopa
France French (PAL) Mechakoopa
Quebec French (NTSC) Méca-Koopa
Germany German Robo-Koopa
Spain Spanish (PAL) Mechakoopa
Mexico Spanish (NTSC) Mecakoopa
Italy Italian Koopasapiens
China Chinese (Simplified) 机器酷霸王
Taiwan Chinese (Traditional) 機器庫巴
South Korea Korean 메카쿠파, Mechakoopa
Netherlands Dutch Mechakoopa
Russia Russian Мехакупа

Trivia[edit]

  • The Mechakoopa's falling speed in Ultimate is identical to the pushing speed of a wind zone in Stage Builder set to 100 power. As such, when used in such a wind zone it will stay in place indefinitely and unanimated until grabbed.
  • Mechakoopas have a hurtbox, and occasionally this can make them fall off platforms.
  • The Mechakoopa is distinct for being one of the few known special moves with an associated spirit in Ultimate to not allude to the move in any direct sense (as its Spirit Battle is exclusively against 4 tiny Bowsers instead of Bowser Jr.)