Super Smash Bros. Ultimate

Bowser Jr. (SSBU): Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
m (Text replacement - "{{ArticleIcons\|([^\n]*)}} {{" to "{{ArticleIcons|$1}} {{")
Line 208: Line 208:
* Bowser Jr. is the only fighter, whose alternate costumes all have different names and voice clips.
* Bowser Jr. is the only fighter, whose alternate costumes all have different names and voice clips.
* Because Spirit Battles generally use alternate costumes and all of Bowser Jr.'s alternate costumes are the Koopalings, Bowser Jr. himself never appears in any Spirit Battles.
* Because Spirit Battles generally use alternate costumes and all of Bowser Jr.'s alternate costumes are the Koopalings, Bowser Jr. himself never appears in any Spirit Battles.
* 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 in any version of ''Ultimate''.


{{SSBUCharacters}}
{{SSBUCharacters}}

Revision as of 18:12, January 25, 2019

An icon for denoting incomplete things.
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
MarioSymbol.svg
Universe Mario
Other playable appearance in SSB4


Availability Unlockable
Final Smash Shadow Mario Paint
Bowser Jr. (SSBU)
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!
Super Smash Blog, Super Smash Bros. Ultimate Official Site

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 also return as his alternate costumes. Bowser Jr. is classified as fighter #58.

As in Smash 4, Caety Sagoian's portrayals of Bowser Jr. in the Mario games were repurposed for Ultimate. Additionally, the Koopalings' portrayals in the Mario games that were used in Smash 4 were also repurposed for Ultimate.

How to unlock

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 sixth 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.

Changes from Super Smash Bros. 4

While Bowser Jr. did not receive as many direct changes to his standard moveset compared to the rest of the cast, he did obtain some notable improvements due to his attributes and special moves.

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 infamously misleading hitboxes have been fixed (with the latter being given more range). Up throw is now capable of starting combos (albeit still limited), while his down throw now deals more damage, patching his previously lackluster grab game.

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 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. Mechakoopa has had its lag reduced and the Mechakoopas start moving quicker; it also bites onto victims, guaranteeing that the second hit will connect. Finally, Abandon Ship!'s hammer swing is faster, at the expense of the exploding kart having less knockback.

However, Bowser Jr. has received some notable nerfs, including a significantly less damaging neutral attack, 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 gimpable recovery and, despite being buffed, a below-average set of throws.

Overall, Bowser Jr.'s moveset and gimmicks has been retooled to be more consistent and significantly less situational that 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.

Aesthetics

  • Change As with all veterans returning from SSB4, Bowser Jr.'s model features a more subdued color scheme. Like 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 Koopalings.
  • Change The Junior Clown Car is more expressive, with new facial animations when Bowser Jr. gets hit and when he misses a grab.
  • Change Instead of a hammer, the Koopalings pull out their respective wands from Super Mario Bros. 3 and the New Super Mario Bros. games.

Attributes

  • Buff Like all characters, Bowser Jr.'s jumpsquat animation now 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 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. This means Bowser Jr. will take less damage on average compared to other characters.

Ground attacks

  • Neutral attack:
    • Buff Neutral attack connects more reliably, and the final hit has increased KO potential.
    • Buff The last hit of Bowser Jr.'s neutral attack is an uppercut, making its hitbox larger. This significantly improves its reliability, as it would often miss at high percents in Smash 4.
    • Nerf First hit and looping hits deals less damage (first hit: 3% → 2%, loop: 2% → 0.5%).
  • Forward tilt:
    • Buff Forward tilt has less endlag (FAF 34 → 32).
    • Change Forward tilt deals less knockback.
    • 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, it can hit prone or crouching targets.
  • Down tilt:
    • Buff Down tilt deals more total damage (8% → 10%).
    • Buff Down tilt has considerably improved KO potential.
    • Nerf The first two hits can be escaped from with SDI at very high percents.
    • Change If there is any food or any healing items on the ground, down tilt can take it to heal.
  • Dash attack:
    • Buff Dash attack deals more total damage (11% → 13%).
    • Buff Dash attack connects better.
    • Buff Dash attack has less endlag (FAF 50 → 48).
  • Up smash
    • Buff Up smash has less endlag (FAF 57 → 54).
  • Down smash
    • Buff Down smash deals more knockback.

Aerial attacks

  • Buff All aerials have less landing lag. Coupled with his 3 frame jumpsquat, this overall makes his spacing more consistent and powerful.
  • Neutral aerial:
    • Buff All hitboxes of neutral aerial deal more damage (clean: 6% → 8%, mid: 5% → 7%, late: 3% → 5%).
  • 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 Looping hits deals more damage (1.3% → 1.5%).
    • Buff Final aerial hit deals more damage (2% → 2.5%).

Throws/other attacks

  • 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 Grab's speed is more in line with the rest of the cast due to the universal increase to grab's endlag. However, it is still one of the laggier grabs in the game.
  • Change Pummel's animation is slightly different. It also deals less damage (2% → 1.2%), but is faster than before.
  • Buff Forward throw's second hit deals 1% more damage (6% → 7%, 10% total).
    • Buff As a result, it deals more knockback, improving its KO potential.
  • Nerf Back throw deals 1% less damage (12% → 11%), with knockback compensated.
  • Buff Up throw has less endlag (FAF 45 → 38) and lower base knockback, allowing Bowser Jr. to combo off of it, though followups are limited. Up aerial can connect from up throw till around 64%, and Abandon Ship!'s hammer can setup for a KO combo.
  • Buff Down throw deals significantly more damage (6.5% → 12.4%) and is a semi-spike, allowing it to set up for edgeguards.

Special Moves

  • Clown Cannon:
    • Change Clown Cannon's cannon balls travel in a spiraling path, similar to ones fired by Shotzos, instead of flying straight.
    • Buff Two cannonballs can be in play at once.
    • Buff Aerial cannonballs keep an active hitbox indefinitely even once it starts falling in midair, allowing them to be used for edgeguarding. This does not apply for cannonballs that have already landed.
    • Buff Cannonballs deal more damage 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 Clown Cannon has much lower lag overall, coming out 6 frames sooner. Uncharged cannonballs also 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, as it was a very situational projectile in Smash 4.
      • 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. This gives Clown Cannon powerful, newfound shield-pressuring abilities.
    • Nerf Fully charged cannonballs deal less knockback.
  • Clown Kart Dash:
    • Buff After cancelling Clown Kart Dash, Bowser Jr. keeps his double jump.
    • Buff Clown Kart Dash's collision damage no longer scales based on duration traveled, and is affected by whether the directional key is held: holding forward immediately increases damage and speed, while pressing no buttons gradually reduces damage and speed. As a result, the move deals more overall damage, since it no longer requires travel time to attain maximum damage.
      • Buff Clown Kart Dash's damage numbers have been reversed, with the early hits dealing up to 7.3%, and a non-accelerating late collision dealing 4%.
    • Buff Clown Kart Dash's spinout deals much higher damage (no acceleration: 8% → 10%, full acceleration: 8% → 16.3%). Its knockback has also been increased, making it much better for damage racking and KOing.
    • 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!:
    • Buff Abandon Ship!'s Hammer Swing is faster.
    • Nerf Abandon Ship!'s explosion has less knockback.
  • Mechakoopa:
    • Buff Mechakoopa has had its endlag reduced greatly, and starts walking as soon as it hits the ground. It no longer bounces, and still retains some lag.
    • 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, with the mechakoopa exploding after the opponent is launched, causing the explosion to be much closer to the blastzones.
    • 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:

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).

Round Opponent Stage Music Notes
1 Rosalina & Luma Mario Galaxy Rosalina in the Observatory / Luma's Theme
2 Lucina and Chrom Arena Ferox Prelude (Ablaze)
3 Daisy and Luigi Mushroom Kingdom U Mario Tennis / Mario Golf
4 Zelda Hyrule Castle Saria's Theme
5 Mii Fighters (x6) Peach's Castle Main Theme - Super Mario 64 The Mii Fighters all wear princess wigs.
6 Mario and Peach Delfino Plaza Delfino Plaza
Bonus Stage
Final Master Hand Final Destination Master Hand On intensity 7.0 and higher, Crazy Hand fights alongside Master Hand, and the track Master Hand / Crazy Hand plays during the battle.

Role in World of Light

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 (sans Kirby) when Galeem unleashed his beams of light.

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.

Spirits

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.

Additionally, due to being alternate swaps, each of the Koopalings possess their own Fighter Spirits.

Alternate costumes

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 and voice clips.

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

Character Showcase Video

Trivia

  • 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.
  • In Bowser Jr.'s showcase video, at one point the seven Koopalings follow Jr. in the same order they are fought in New Super Mario Bros. U.
  • Despite the fact that Bowser has his own sub-world in World of Light, Bowser Jr. is fought in the Sacred Realm.
  • The render of Lemmy resembles artwork of him from New Super Mario Bros. U, and he is the only Koopaling to be completely out of the Junior Clown Car.
  • Bowser Jr. is the only fighter, whose alternate costumes all have different names and voice clips.
  • Because Spirit Battles generally use alternate costumes and all of Bowser Jr.'s alternate costumes are the Koopalings, Bowser Jr. himself never appears in any Spirit Battles.
  • 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 in any version of Ultimate.