Bowser Jr. and other juvenile relatives of the Koopa king return, fighting with the Junior Clown Car made in the image of Bowser Jr.’s dad’s original. Bowser Jr. is the default costume for this fighter, but you can play as any of the Koopalings. Koopalings are small, but clown cars are heavy, so the combo of Koopa kid plus Junior Clown Car equals a heavyweight fighter. The weight and armor of the car provide protection to the Koopa kids: if an incoming hit strikes just the clown car and not the occupant, damage received is 87.5% of normal. However, if a hit comes in over the car’s protective hull, hitting the kid on top, 115% damage is taken!
Koopalings all look different, but they share Bowser Jr.’s moves. Koopa kids have few attacks of their own, since almost all weapons and moves are courtesy of the car. The car’s ability to attack with unhittable limbs, taking reduced damage if attacks strike the car chassis itself, is one of the biggest strengths of Bowser Jr. (and cousins).
The marquee attack for the Koopalings is the Clown Kart Dash, which offers all kinds of ground-rushing and aerial-mobility options. It also goes a long way toward covering for the sluggish movement possessed by heavyweights, and for offering recovery flexibility. When attacking up close, you’ll want to lean heavily on the car’s neutral attack and down tilt, its fastest-hitting strikes. This paves the way for the Koopa kids’ slow grab attempts to work. If possible, deploy Mechakoopas before engaging on platforms, greatly increasing Koopaling space control and providing coverage for using the car’s extremely laggy attacks.
Bowser Jr. Vitals
Movement Options
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Midair jumps: |
1 |
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No |
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No |
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No |
|
|
No |
Movement Ranks
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Ground speed: |
B- (28-33) |
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Air speed: |
D (58) |
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Falling speed: |
B (26-28) |
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B+ (8-10) |