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Short answer.Is this a stupid question?
/just kidding.
I don't have the 3DS version and I was wondering how well do you guys think the Koopalings will fare competitively?
What are their best and worst MUs?
Strengths and shortcomings?
Thanks. When I get the Wii U version I might learn them.
Jump, jump, kart jump = 3He doesn't have 3 jumps, jumping out of kart uses his second jump.
Can you explain a bit to me about the "awesome combo potential"? I've been caught in Mario up tilts, seen Diddy Kong down throw into the free aerial of his choice, and even suffered Ganondorf's you-better-time-your-tech choke drop into down tilt combo, but the only thing I've experienced with Bj so far that's combo-like is the kart hop into an aerial. It's true that that's a nice combo when you actually get it (though I feel like spinning out is more effective and, sadly, even safer in most cases than trying to do this combo) but it really doesn't feel like any of the rest of Bj's stuff comes together very well. Up tilts are okay at low percentages and the rare times you get a clown car explosion into solo Bj hammer are really satisfying, but for me it feels like that's the end of his "awesome combo potential", and that's not really enough for me to think he stands out from the rest of the cast in the combo department.Short answer.
I'm betting low high tier or high mid tier. Deff. not top tier though.
Jr. has some hard match-ups (Rosalina, Zss). But also some really easy ones (Little Mac, Ganondorf).
Pros (short):
- great zoning game
- great aireals
- awesome combo potential
- very good recovery
- good gimping skills
Cons(short):
- No quick moves for his back (very annoying) characters that roll behind you are hard to punish imo
- has difficulty killing/getting in against some characters.
Top of my head:Can you explain a bit to me about the "awesome combo potential"? I've been caught in Mario up tilts, seen Diddy Kong down throw into the free aerial of his choice, and even suffered Ganondorf's you-better-time-your-tech choke drop into down tilt combo, but the only thing I've experienced with Bj so far that's combo-like is the kart hop into an aerial. It's true that that's a nice combo when you actually get it (though I feel like spinning out is more effective and, sadly, even safer in most cases than trying to do this combo) but it really doesn't feel like any of the rest of Bj's stuff comes together very well. Up tilts are okay at low percentages and the rare times you get a clown car explosion into solo Bj hammer are really satisfying, but for me it feels like that's the end of his "awesome combo potential", and that's not really enough for me to think he stands out from the rest of the cast in the combo department.
Bj is my favorite of all Nintendo characters, so I very very much want to play the character to the absolute limit of his capabilities, so if you know of other combos that work often or, preferably, are guaranteed, please let me know.
In return maybe I could help you with your Zss issue, cause I really don't find her to be a hard opponent for Bj.![]()
Down B
Follow with Side B
Down B hits them up, jump out of side B and hit them and catch side-B with aerial
Throw side-B
Up B to UpB attack
Profit
Someone tell me the names of all the specials?
Thanks!= Clown Cannon (commonly called Cannonball)
= Clown Kart Dash (Kart Jump and Kart Spin-out refer to specific maneuvers)
= Abandon Ship (air hit has no name, commonly called Hammer Swing for simplicity)
= Mechakoopa
Whoopsie.I think you got your side B and your down B mixed up in a few places.![]()
If your opponent has a better ranged game than you, you want a lot of ledges to maximize your air game. If they have no ranged game, Omega and Yoshi's Story. Mechakoopas can hit people hanging onto the ledge after their invincibility frames wear off, and the cannon can be used to hit someone off the stage since it uniquely falls after flying a distance. I've hit someone on the ledge with it by using JUST the right charge. I've also hit someone below the stage in an area I wouldn't dream of chasing by having the ball trajectory fall on top of them.What stages should I pick when playing as Bowser Jr in tournament style selection?
Smash doesn't have weight categories like Mario Kart but that probably would land in heavy weight. See here for specifics:What weight class is Jr. in? I know he's as heavy as Zard but I'm not sure if that's medium or heavy weight.
It was the same "mixup" the whole time (I was playing a guessing game as to whether he'd run into me and jump after hitting my shield, come close and tomehawk or aerial my shield, or if he'd jump out far away and relay the mine), but this is helpful. Thanks.Turn around and shield. If he jumps -> nair/usmash (as fox/pika). If he doesn't shieldgrab as he will land in front of you.
Good jr. won't obviously just cart into you. Only for punishment/mixups.
Yeah just turn your back against him and shield. React on what he does:It was the same "mixup" the whole time (I was playing a guessing game as to whether he'd run into me and jump after hitting my shield, come close and tomehawk or aerial my shield, or if he'd jump out far away and relay the mine), but this is helpful. Thanks.
I actually just jump over Jiggs and then run at her, since rollout has actual endlag but you can JC the cart.Yeah just turn your back against him and shield. React on what he does:
- jumpcancel -> Nair /usmash
- spinout/nothing -> shieldgrab
It's the same way you punish jiggs her rollout![]()
Just press A after being hit.It depends. I believe it depends on the amount of knockback you do. If you do a strong hit, he can get it back, if it isn't strong, he can't? That's what if feels like, and he will always get the car back before landing, hit or not