| Bowser Jr. [Super Mario Bros.] Discussion | |
|
|
Author | Message |
---|
OmegaSteve777 Level 8 CPU
1750
| Subject: Re: Bowser Jr. [Super Mario Bros.] Discussion Mon Apr 11, 2016 3:50 pm | |
| wait, did you just say that it will suck to make him stay in the clown car, so let's keep him in the clown car?
I'm assuming you meant that the car should be an ALT moveset, but that's just not very smart. It'd be like getting rid of Olimar's Pikmin. It would get rid of what makes Bowser Jr. stand out in a Smash setting. |
|
| |
Braystar Level 7 CPU
1231 N/A
| Subject: Re: Bowser Jr. [Super Mario Bros.] Discussion Mon Apr 11, 2016 3:56 pm | |
| 9 posts then banned. Wow. |
|
| |
Kzinssie Level 5 CPU
423 slothfulunchmeat
| Subject: Re: Bowser Jr. [Super Mario Bros.] Discussion Mon Apr 11, 2016 4:14 pm | |
| amazing speed
I love the Clown Car set and think it should at least be an alt for an original set |
|
| |
Mellon Level 5 CPU
344 mellon1111
| Subject: Re: Bowser Jr. [Super Mario Bros.] Discussion Mon Apr 11, 2016 10:14 pm | |
| Again, I swear I made a moveset for the guy a long time ago. It should be in an old Wall of Shame thread for Bowser Jr...
EDIT: Okay here it is I found it
Bowser Jr in Crusade
Clown Car Form This form will mostly be the same as the one in SSB4, but with a few changes
-When landing after using the Up B, Bowser Jr changes to his Regular Form.
-Down Special has a 3% chance of dropping a Bob-omb instead of a Mechakoopa
-The wrecking balls used in his Bair, Fair, Dsmash and Ledge attack are now Chain Chomps.
-Down Air will make the clown car's propeller spin rapidly and make Bowser Jr go slightly upwards, like Ivysaurs Dair.
-Side Smash will have a mechanical hand similar to the one Bowser uses in the opening of New Super Mario Bros U to squash whoever is in front of the clown car.
-Grab now uses the same hand as the Side Smash to grab foes
-Back Throw has Bowser Jr turning around, then spinning the hand in circles twice before throwing the foe away.
-Down Throw has Bowser Jr slamming the foe on the ground, then flying upside down with the Clown Car and spewing flames on the foe from above.
Regular Form
Standard Attacks Jab: Swings his Smash 4 hammer in front of him twice, ending with a whack-a-mole swing that has a chance of burying opponents. The first 2 hits deal 3% damage each, while the final hit deals 4% Side Tilt: A swipe with the magic paintbrush, which comes out fast and has good knockback. Deals 7% damage and has some slight endlag. Up Tilt: Bowser Jr jumps upwards while crouching, like Bowser's Up Smash but much faster. Deals 12% damage, but has a long startup. Down Tilt: A bite attack that deals 8% damage with little knockback or ending lag. Slight startup. Dash Attack: Bowser Jr withdraws into his shell and spins while moving forward, like the Koopalings do after getting hurt in the New Super Mario Bros series. Lasts for 2 seconds, and deals 10% damage. Makes the same sound effect as getting hit by a Green Shell, and Bowser Jr is not able to cancel the attack, slow down or change direction in any way.
Smash attacks Up Smash: Bowser Jr throws a hammer in an upwards arch, like Bowser in the original Super Mario Bros. Very powerful at 18% uncharged, but Bowser Jr is unable to move while the hammer is in the air. Down Smash: A swipe in front of and behind him with the Magic Paintbrush. Each swipe leaves a stripe of magic paint on the ground, which sticks around for a few seconds and deals 5% with minimal knockback to whoever touches it. The first swipe deals 13%, while the second swipe deals 16%. Side Smash: A stream of fire ending with a fireball, with slightly shorter range than Mii Gunner's Side Smash. The stream of fire hits 4 times and deals 10% damage if all of them hit (2%, 2%, 3%, 3%) with the fireball dealing 10% as well. Has barely any startup and slightly longer endlag, but characters with combo breakers like Marth's Up B can avoid getting hit by the final Fireball.
Aerials Unique air: The hammer used in Bowser Jr's Up B from Smash 4 can only be used after the Clown Car forms's Up B, and not in the Regular Form's moveset. Nair: Does a spin with his limbs stretched out like Bowser's Nair in Smash 4. Can hit 5 times, but the attacks don't combo too well into each other despite each hit only dealing 3.5%. Fair: A surprisingly quick horizontal swipe with the magic paintbrush, dealing 9% damage with surprisingly good knockback. Like the Down Smash, it also leaves a spot of paint wherever the attack is used, which disappears slightly faster than the Down Smash's paint. Bair: Bowser Jr picks up a Bob-omb out of nowhere and does a backflip, then throws the bomb downwards and backwards at a 90 degree angle. The backflip itself has a really tiny hitbox which knocks the foe into the Bob-omb as it explodes. Naturally the same damage and knockback as a Bob-Omb does. Dair: Similar to Bowser's Smash 4 Dair, except that Bowser Jr doesn't curl up in his shell and instead just falls shell-first towards the ground. Has a small sweetspot that meteor smashes foes. Sweetspot deals 18%, while regular deals 14%. Medium startup, long end lag. Uair: Identical to his Up Air in the Clown Car.
Specials Neutral Special: Junior Fireball. Bowser Jr charges for a moment, then launches a fireball straight forward like Bowser's Fire Shot custom in Smash 4. Has some slight end lag, but not a whole lot. Deals 10% and is based on the attack used in almost all of his boss battles in the New Super Mario Bros series.
Side Special: Shadow Mario. Bowser Jr puts on his Shadow Mario Bib and dashes forward automatically. If the attack button is pressed during this, Bowser Jr will swipe in front of him with the Magic Paintbrush in a similar way to Marth's dash attack. The jump button makes Bowser Jr jump at the same height as Mario, and the special button instantly turns him back to Bowser Jr, whereas attacking leaves you with more endlag. The swipe deals 9% and, once again, leaves a mark of paint wherever it was used which damages whoever who touches it. This paint sticks around longer than the Down Smash and Fair. Based on his first appearance as Shadow Mario in Super Mario Sunshine.
Down Special: Retreat. Bowser Jr retreats into his shell for about three seconds, damaging anyone who touches the spikes above him but not doing anything to attacks coming in from the sides. Attacks from above are cancelled by the powerful shell. Deals 7% with meh knockback, and has a lot of endlag. This move, however, is activated on Frame 1 and has some surprisingly big upwards range. Based on his boss battles in the original New Super Mario Bros.
Up Special: Junior Clown Car. After about a second after this move is used, the Junior Clown Car swoops in from the background and picks up Bowser Jr, carrying him upwards. Since Bowser Jr falls while waiting for the Clown Car, it doesn't carry him too far upwards; About the same as a single Quick attack burst from Pikachu. Changes to the Clown Car form. |
|
| |
Braystar Level 7 CPU
1231 N/A
| Subject: Re: Bowser Jr. [Super Mario Bros.] Discussion Mon Apr 11, 2016 10:56 pm | |
| Why would Chain Chomps be used? Wrecking balls and the drill arms are perfectly fine |
|
| |
Mellon Level 5 CPU
344 mellon1111
| Subject: Re: Bowser Jr. [Super Mario Bros.] Discussion Tue Apr 12, 2016 12:42 am | |
| - Braystar wrote:
- Why would Chain Chomps be used? Wrecking balls and the drill arms are perfectly fine
I wanted to exclusively use things that actually appear in the Mario games. The drills should absolutely go, but the wrecking balls can stay if Chain Chomps sound weird. |
|
| |
procrastinatingDestiny Level 6 CPU
875 DestinyIntwined
| Subject: Re: Bowser Jr. [Super Mario Bros.] Discussion Tue Apr 12, 2016 10:59 am | |
| Why not instead of drills, why not a smaller version of (what are they called) Skewers |
|
| |
Braystar Level 7 CPU
1231 N/A
| Subject: Re: Bowser Jr. [Super Mario Bros.] Discussion Tue Apr 12, 2016 4:29 pm | |
| No, the drills should stay. |
|
| |
Bedoop! Level 4 CPU
137
| Subject: Re: Bowser Jr. [Super Mario Bros.] Discussion Wed Apr 13, 2016 5:05 am | |
| - Ty1993 wrote:
- it will suck if he just stays in the machine,just have him have the machine as a move set.
I'd totally support Koopa Clown Car on it's own just for how fun it is Heck, if right it could even be an Alt. Playstyle for Junior (Similar to SoPo/SoNa, just remove the one half of the whole and give the Clown Car a new Up B to compensate for no pilot) |
|
| |
GamingGryffindor Level 6 CPU
742
| Subject: Re: Bowser Jr. [Super Mario Bros.] Discussion Tue Jun 07, 2016 6:06 pm | |
| I love the Clown Car moveset, and I love Bowser Jr.
Support. |
|
| |
TrinitroMan Level 7 CPU
1244
| Subject: Re: Bowser Jr. [Super Mario Bros.] Discussion Wed Jun 08, 2016 9:20 am | |
| I also support Bowser Jr, but he needs to stay in his Clown Car, and his alts have to be the Koopalings.
Otherwise, you might as well not include Bowser Jr. at all. |
|
| |
OmegaSteve777 Level 8 CPU
1750
| Subject: Re: Bowser Jr. [Super Mario Bros.] Discussion Wed Jun 08, 2016 10:52 am | |
| Well, Clown Car yes, but Koopalings would be difficult
Plus they'd look dumb, just like in Smash 4 |
|
| |
Kzinssie Level 5 CPU
423 slothfulunchmeat
| Subject: Re: Bowser Jr. [Super Mario Bros.] Discussion Wed Jun 08, 2016 11:13 am | |
| I need to be able to play as Lemmy or it barely counts |
|
| |
Jexulus Level 3 CPU
89 Jexulus
| Subject: Re: Bowser Jr. [Super Mario Bros.] Discussion Wed Jun 08, 2016 11:27 am | |
| I'm in complete disagreement; I don't think Bowser Jr. as he operates in Smash 4 translates well into 2D. The Clown Car works well in 3D because a lot of what makes the Clown Car look great is the depth perception. It also enables the Koopalings to be slapped onto Bowser Jr's model, which is (comparatively) a lot less work than spriting every single one.
There's also the issue of scale; if Bowser Jr. or the Clown Car are too big or too small, the character himself will look really weird, especially compared to the rest of the cast. The Clown Car also has to be a certain size for it not to look stupid amounts of cluttered, so the scale of it would have to be really precise.
As much as I like Bowser Jr. in Smash 4, I think Bowser Jr. on foot is the best option for a 2D interpretation, which basically means he'd be completely different. |
|
| |
Kirb-Star Level 3 CPU
57 N/A
| Subject: Re: Bowser Jr. [Super Mario Bros.] Discussion Thu Jun 09, 2016 4:50 pm | |
| I'm only supporting Junior if he stays in the Clown Car like in Smash 4. Although changing the Wrecking Balls to Chain Chomps would be neat. I agree that the Koopalings would take too much work and it'd much easier to just have Bowser Jr costumes based on them. |
|
| |
wheeled_tank Level 6 CPU
603 wheeled_tank
| Subject: Re: Bowser Jr. [Super Mario Bros.] Discussion Thu Jun 09, 2016 4:54 pm | |
| The problem with the Koopaling being Alternate costumes is that it would still take alot of spriting resources for them. Otherwise, I would be fine with that. They could be represented as Bowser Jr being recolored; it is much easier to have a color change than a sprite replacement (and replacing a 3d model is actually easier, as you wouldn't have to reposition every part of the animation)
I wouldn't mind Bowser Jr being in Crusade, though the Clown Car gimmick he has from Smash 4 is pretty iconic to him now... |
|
| |
anthonyswoboda2016 Level 4 CPU
101 N/A
| Subject: Re: Bowser Jr. [Super Mario Bros.] Discussion Sat Jul 07, 2018 1:26 pm | |
| |
|
| |
Geno Boost Level 3 CPU
87
| Subject: Re: Bowser Jr. [Super Mario Bros.] Discussion Wed Sep 22, 2021 6:24 am | |
| i would prefer him to be without his Clown car pretty sure he can fight better without it if you look at the older mario games before the Clown car got shoved up to him everytime. just give the clown kart moveset to one of the koopalings i feel that would be better option. |
|
| |
Sponsored content
| Subject: Re: Bowser Jr. [Super Mario Bros.] Discussion | |
| |
|
| |
|