Shulk 101

Bowser Jr.

Community Rating:
+1 (Advantage)

Professional Rating:
+0.7 (Slight Advantage)

Quick Guide

  • Neutral/Advantage
    • Shulk should force Bowser Jr. to approach after Shulk gets the lead with mobility Arts. Buster Art is also a great Art to shield pressure.
    • Bowser Jr. has to use Clown Kart Dash most of the time. By playing just outside mid-range, most of Shulk’s moves can beat Clown Kart Dash with correct timing and positioning. Bowser Jr. can still mix it up with kart jump, Abandon Ship, aerials, or air dodge, which all of them costs his DJ.
      • Nair is great against it, but Shulk’s other aerials can work. They also outrange the aerials of Bowser Jr, especially his main spacing tool: SH AC Fair.
      • It has a heavy armor, and only moves that deal more than 9% will hit Bowser Jr.
    • Bowser Jr. takes more damage if the attacks hit his head, making Buster Art more valuable.
    • Shulk can grab the Mechakoopa by pressing A (or shielding and pressing A), Dash Attack, or air dodge right off the ground just before the Mechakoopa comes in contact. This hurts the neutral of Bowser Jr. Alternatively, Dtilt can destroy it.
    • The Dair of Bowser Jr. is not safe on shield. It can be countered with spaced aerials, Air Slash, Vision, or Pivot Ftilt.
    • Mobility Arts and Buster Art can juggle Bowser Jr.
    • Monado Purge total range: 77-204% (Shulk’s Rage at 0%)
  • Edgdguarding
    • Jump Art for deeper edgeguards with Fairs.
    • Clown Kart Dash jump costs his DJ except the spin out.
    • When Bowser Jr. uses Abandon Ship, he can air dodge and Hammer Swing. If he wants to snap the ledge, he cannot air dodge.
    • Moves that stage spike or Buster Art attacks will fully gimp Bowser Jr. Otherwise, when Bowser Jr. is hit, he can get his kart back by pressing the A button.
    • When Bowser Jr. loses his ledge invincibility, Smash Art Utilt will kill at +119%.
  • Disadvantage
    • Against rapid Jabs, SDI up and DJ out (in Jump Art), holding up and mash Air Slash at mid %, or air dodge in Shield Art.
    • Shulk must land away from Bowser Jr. combos with Jump Art. The Usmash OoS from Bowser Jr. is a good kill move if Shulk overextends.
    • Clown Kart Dash hit  Abandon Ship Hammer Swing normally starts killing around 90-110%. Some factors will adjust the death % range.
    • Shulk must converse his DJ and have Jump Art to get past the Abandon Ship explosion covering the ledge, which can also stage spike. Shulk’s aerials can also outrange the aerials of Bowser Jr. who can also try to stage spike.
    • Fsmash can 2-Frame Shulk if he does not snap onto the ledge.
    • Smash attacks can cover Shulk’s ledge getup, roll, and hanging on the ledge too long.

Neutral

  • Jump, Speed, or Buster Art.
    • Mobility Arts can work if Bowser Jr. uses his Clown Kart mind games too much.
      • Jump Art works best for cross-up Nairs and spaced Bairs.
      • In Speed Art, Bowser Jr. may camp while rolling and Abandon Ship OoS. It is better for Shulk to play grounded.
    • In Shield Art, if Shulk get his by the Mechakoopa, he can mash A to grab before it explodes. Otherwise, Shulk should limit Shield Art as Bowser Jr. can combo Shulk.
    • Buster Art is great at applying shield pressure, and it can work just outside the mid-range between the two. The shield pressure is one of the weaknesses of Bowser Jr. because his grab is F12.
      • Buster throws deal even more damage than usual because they hit the head.
      • Buster Dthrow → Jab (0-4%).
  • The playstyle of Bowser Jr. is similar to Sonic in which he focuses on stage control and bait & punish, but worse than Sonic. While Bowser Jr. has lackluster approach options, Shulk must visualize the threat zones when in combat.
  • With a weak neutral, Bowser Jr. will have to rely on Shulk messing up his neutral in order to combo him. He has three main options in the neutral:
    • Clown Kart Dash
      • For Bowser Jr. to get anything started, he needs to Clown Kart Dash most of the time with an aggressive movement (both normal and fast speed), but he telegraphs this move. He can empty kart jump as a good mixup. Kart Jump to Abandon Ship at point-blank range, attack with aerials (except Bair) against Shulk’s startups, or air dodge, but any of these options will cost his DJ.
      • Clown Kart Dash is his main combo starter.
        • Clown Kart Dash hit → Dair. This is his basic combo starter as it leads to a wide variety of his moves, even kill confirms at high %.
          • Can additionally follow it up with Dash Attack at early %.
          • Poor DI will allow Bowser Jr to use Fair.
          • If Bowser Jr. does not drift away with Dair, he is vulnerable to a shield grab.
        • Clown Kart Dash hit → Fair/Uair at mid %.
        • Clown Kart Dash hit → Uair at a wide % range, and can kill 150-160% with Rage.
          • But if his kart cannot combo at high %, Bowser Jr. will focus on juggles, Mechakoopa, or punish the opponent’s landings.
        • Clown Kart Dash hit → Abandon Ship Hammer Swing kill at high %. This is the most common kill moves for Bowser Jr.
      • Countering it
        • While it does have a heavy armor with a threshold of 8-9%, Shulk’s attacks that deal more damage than 9% will stop it. Speed, Shield, and Smash Art decrease the damage dealt.
        • Just outside of mid-range, Shulk’s Nair is the best consistent move, although most of Shulk’s spaced moves (Fair, retreating Bair, Air Slash OoS, and Dtilt) and MALLC can also beat the Clown Kart Dash. Even then, Shulk’s aerials outrange the aerials of Bowser Jr.
        • Shielding and holding it is also very effective, especially against a Dair followup.
          • If Shulk faces away, and Bowser Jr. passes through, Shulk can shield grab.
        • Vision.
        • Speed Art Usmash against the spin out.
        • Rolling in.
        • If Bowser Jr. retreats, Shulk will take stage control while Bowser Jr. will be in lag for almost a second (Speed Art can punish the retreat more effectively). Should Bowser Jr. loses stage control, he cannot mix up his Clown Kart with jump.
    • Fair spacing and other aerials
      • SH AC Fair is a good strong tool to space since Bowser Jr. is able to drift out, if needed. His Fair has a landing hitbox, but it does not hit Shulk if Shulk is airborne.
      • Despite it being a decent tool, Dair is unsafe on block, but can combo really well on hit.
        • If Bowser Jr. predicts a punish (usually a shield grab), he can use more Dairs while either jumping away or use Abandon Ship.
        • It can be countered with spaced aerials, Air Slash, Vision, or Pivot Ftilt.
      • Bair is a strong kill move, but it is less used in the neural to avoid staling. If it is well-spaced, it is the only safe move against shields.
    • Mechakoopa
      • Mechakoopa is a stage control tool that will try to limit the opponent’s approach options.
      • If Bowser Jr. brings out the Mechakoopa, it limits Shulk’s approach options because this would normally force Shulk to jump. Shulk can use the Grab button to catch the Mechakoopa. Shulk must stay defensive and patient.
        • Mechakoopa can combo out of a grab or cover Shulk’s defensive options, especially on the ledge.
        • Rolling is not recommended because the Mechakoopa and Bowser Jr. can punish the roll.
      • Four main plays
        • Behind the opponent
          • He can drop the Mechakoopa and charge. It covers the opponent’s defensive options like grab, allowing Bowser Jr. to use Clown Dart Dash combos.
        • Approaching with the Mechakoopa (if the opponent adapts at dealing with the Mechakoopa)
          • He will punish on reaction.
          • It is also possible to immediately grab it with a Fair.
        • Sending it alone without Bowser Jr.
          • It is only used to gauge how the opponent deals with it or against an aggressive opponent.
        • Picking it up
          • If Bowser Jr. wants to grab the Mechakoopa, he faces the ledge and spawns it. This gives him enough time to grab it because the Mechakoopa will turn around upon reaching the ledge. However, Shulk in Speed Art can quickly grab it first.
            • First grab of the Mechakoopa extends the timer.
            • Mechakoopa can take damage when held (even when shielding).
          • Mainly used of landing with Z-drops, edgeguarding tool, OoS options, anti-grab defense, and more.
      • Countering it
        • It does have a lot of endlag upon spawning it, so if Shulk is in Jump or Speed Art nearby, he can quickly punish with a Dash/Pivot Grab or attacks.
        • Grabbing the Mechakoopa is the best option by pressing the A button (or shielding and pressing A), Dash Attack or air dodge off the ground right before it makes contact with Shulk. By dealing with the Mechakoopa, it severely hurts the neutral of Bowser Jr. Shulk can pressure with this item for a few second before throwing at Bowser Jr.
          • Shulk grabbing the Mechakoopa does limit his options (no tilts, smash attacks, aerials, etc), and it will explode after a couple of seconds.
        • Dtilt and spaced Nair can destroy the approaching Mechakoopa, but Shulk can get caught in the explosion if too close.
        • Forward Vision can work if Bowser Jr. does not react quickly.
        • For any character to be immune to the explosion, Mechakoopa must be grabbed twice.
          • Glitch – If Shulk crouches and let the Mechakoopa hit him, he can grab it (or use an aerial to grab) immediately. Even if it explodes after a few seconds, Shulk will be immune to the explosion. This allows Shulk to run up to Bowser Jr. If Bowser Jr. shields the explosion, Shulk can still grab him.
      • Counterplays of Bowser Jr.
        • Shulk shields? He will get grabbed.
        • Shulk jumps? He may get hit by the aerials of Bowser Jr.
        • Shulk gets hit? Bowser Jr. will rack up damage with Uairs or other combos.
  • Dealing with shields is another huge weakness for Bowser Jr. since he will struggle to get in. Shulk’s Air Slash OoS is effective against Bowser Jr. (unless Shulk drops his shield too early against a surprise Abandon Ship).
    • The grabs and throws from Bowser Jr. have minimal reward because they are slow, deals small amounts of damage, and does not lead into combos that much, which is even worst against Buster Art spacing. Good players who use Bowser Jr. will only grab at the right opportunities for stage control if Shulk overextends.
    • Pivot Grab is his only good grab.
  • Shulk can dodge the Clown Cannon easily by jumping, and it will not force Shulk to approach unless he is close enough to jump in and punish Bowser Jr. Fair is the better substitute for Bowser Jr.
  • Bowser Jr. will use Abandon Ship OoS Hammer Swing to rack up damage or kill at early high % (even earlier in Smash Art) since Shulk will try to get in. It is a good shield pressure tool, especially if Shulk lets go of his shield too early. He can only get his kart back by landing or grabbing the ledge.
    • The kart will explode earlier at a set point if Bowser Jr is high enough above the ground or there is no ground below him. Shulk can shield or dodge this method.
    • Countering it
      • Shulk must spaced his aerials or else ship’s explosion will hurt Shulk. Bowser Jr. will follow it up with the Abandon Ship Hammer Swing.
      • Rolling away from the explosion.
      • Jump or Speed Art can catch his free fall.

Advantage

  • Juggling
    • Bowser Jr. is vulnerable to juggles, so Shulk can juggle with Utilts, frame trap Nairs, and Air Slash with Speed or Buster Art. Dair is his only option when landing below, but Shulk’s Utilt and spaced Nair can beat it.
      • Bowser Jr. is also vulnerable to the Monado Purge, the 1st Progression from 77-118% (Shulk having no Rage).
      • Jump Art Uthrow → Air Slash is effective on Bowser Jr. (~42-118%).
      • Jump/Speed Nair → Fair → Fair/Air Slash can combo or kill.
    • Clown Kart Dash can provide heavy armor to the kart if he does not use the spin out, but Shulk’s moves that deal more than 9% will stop it.
  • Offstage
    • Since Shulk’s Bthrow forces the opponent to face toward the blastzone, Bowser Jr. is one of the characters that cannot turn around with a jump or aerial. This allows Shulk to follow it up with a Back Slash if the opponent is too slow to react. However, he can use Clown Cannon, Clown Kart Dash, or Mechakoopa to pivot his direction.
    • Bowser Jr. has a great horizontal recovery with some mixups
      • If he uses the Clown Kart Dash jump, it will cost his DJ. He can still use other options like aerials or air dodge.
      • The spin out does not cost his DJ. It allows him to Clown Kart Dash jump again, though this is mostly used when Bowser Jr. is close to the upper corners of the blastzone. Regardless, Bowser Jr. will most likely use his Abandon Ship after his Clown Kart Dash.
    • Gimping before the Abandon Ship
      • Jump Art helps to edgeguard deep and challenge all options from Bowser Jr. with Fairs.
      • Shulk should focus on low-angle attacks as he can easily gimp Bowser Jr. if he is forced to recover from under the stage.
    • Gimping just after the Abandon Ship
      • Bowser Jr. can air dodge or attack with Hammer Swing after Abandon Ship. Anytime Bowser Jr. uses Abandon Ship, he sacrifices his weight, movement options, and safe “get on stage” options. He can also shark with Uairs if the ledges are thin.
        • Bowser Jr. cannot get his kart back until he is hit by a somewhat strong move and press A or air dodge. Basically, it is a move that can Jab Lock Bowser Jr. at his current % that prevents him from getting back his kart.
      • Dair can spike Bowser Jr. since the Hammer Swing does not hit above him.
      • If Bowser Jr. recovers high, he will be vulnerable to lingering hitboxes like Nair, Fair, or Air Slash unless he air dodges at the right time.
      • If Bowser Jr. tries to grab onto the ledge from below, he cannot air dodge to the ledge or else he will not snap to the ledge. He may use the Hammer Swing for a surprise attack.
      • Bowser Jr. can get his kart back by a move with a moderately strong knockback. However, an effective gimp is based on weak hits and knockback. Strong hits can gimp if Bowser Jr is at low %, and high %, will change the knockback, affecting the gimping.
        • First hit of Air Slash.
        • Buster Art is one of the rare times it can be used to edgeguard.
        • Jab 1 & 2.
      • Glitch – After Abandon Ship, teching is impossible, making Bowser Jr. vulnerable to stages spikes.
    • Bowser Jr. cannot use Clown Kart Dash right next to the blastzone because his hurtbox and recoil will push him into the blastzone.
  • Ledge
    • Bowser Jr. can DJ near the ledge and shoot the cannonball before landing. The recoil will push him to grab the ledge to stop the large endlag while the cannonball covers the air. But this costs his stage control.
    • It is possible for Shulk’s Utilt to hit Bowser Jr. handing from the ledge.
    • Bowser Jr can DJ and use Clown Kart Dash jump as a mixup.
    • The DJ Fair of Bowser Jr. can be a good surprise option if Shulk is too close.

Disadvantage

  • Juggling
    • Bowser Jr. can combo Shulk well and juggle with Uairs, which may kill at very high %. Clown Kart Dash hit → Fair/Bair is used on the opponent’s landing. MALLC air dodge can get out of the combos.
      • A difficult advanced tech for Bowser Jr is spawn a Mechakoopa, grab it, throw it up, air dodge twice while grabbing it to be immune to its explosion, Clown Kart Dash or preferably Abandon Ship Hammer Swing. This is an approach option where the Mechakoopa’s explosion will hit the opponent while Bowser Jr. can swing his hammer to kill.
    • The Abandon Ship Hammer Swing is a powerful move that kills at high % (around 90-110%). It is mostly used if Shulk is in the air too much or during the combos. In exchange, Bowser Jr. will be in free fall with a decreased weight.
      • On the ground, Shulk can either roll away, shield it, or use Vision if he predicts it. The Hammer Swing does deal high amounts of shield damage.
      • But if Shulk is out of the death % range, Bowser Jr. will struggle at killing. He can only rely on smash reads, Bair, Fair offstage, or Bthrow.
    • Usmash OoS is also an effective move. Against Usmash, MAIL can work.
  • Offstage
    • Shulk should conserve his DJ.
    • Unlike where Bowser Jr. uses the Clown Cannon in the neutral, a good Bowser Jr. player can DJ near the ledge and shoot the cannonball before landing. The recoil will push him to grab the ledge to stop the large endlag while the cannonball covers the air and potentially intercept the opponent because a cannonball will drop.
      • Mechakoopas can also be used as an edgeguarding tool, which can kill if Shulk is at very high %.
    • Nair and Fair may be used to further push Shulk offstage and force his DJ.
    • The explosion of Abandon Ship can gimp Shulk since it covers the ledge (getup, attack, and staying). If Shulk does not snap the ledge with Air Slash, Bowser Jr.’s Nair → Abandon Ship Hammer Swing can be a kill setup. The kart can instantly explode if Bowser Jr. grabs the ledge. Alternatively, Bair and Nair can stage spike Shulk.
      • Jump Art is the best as Shulk can DJ air dodge over the ledge or Shulk can try to tech a potential stage spike.
      • Air Slash can outrange the aerials of Bowser Jr.
    • Fsmash can 2-Frame Shulk’s recovery unless he snaps to the ledge with Air Slash.
  • Ledge
    • If Shulk does a ledge getup or roll, Bowser Jr. will use smash attacks to kill (Fsmash being one of the best Fsmash in the game). It is somewhat difficult to punish Fsmash because of its active duration and is safe on block, allowing Bowser Jr. to adjust and anticipate Shulk’s next options.
      • If Shulk hangs at the ledge too long, angled down Fsmash will kill. Shulk can let go and use Air Slash or DJ Fair to counterattack Bowser Jr.
    • Mechakoopa is more useful at the ledge to cover the ledge for a bit such as a ledge roll.
    • Shulk’s DJ will get covered by the strong Bair, angled up Fsmash, and sometimes Dair.
    • The Clown Kart Dash spin out can kill at high %.
    • The Bthrow of Bowser Jr. is his only kill throw, but only kills at +170% with best DI (in and up).
  • Bowser Jr. can jab lock.
    • For technical plays of good Bowser Jr. players, they can use a footstool combo when they grab their Mechakoopa.
      • Ex: Clown Kart Dash hit → kart jump → footstool → throw down Mechakoopa → footstool → Jab Lock → hard punish like a smash attack or Abandon Ship Hammer Swing.
  • The Fsmash, while powerful, can be SDI by going up and away.
  • Dsmash is used after a shieldbreak.

Other Notes

  • Notable characters against Bowser Jr: Rosalina, Villager, Cloud, Zero Suit Samus, Diddy Kong, Toon Link, Sheik, Mario, Ryu, Corrin, Olimar, Mewtwo, Fox, Marth/Lucina, Sonic, Mega Man, Luigi, Lucas, Bayonetta, Pikachu, Greninja, Robin, Duck Hunt, and Ness
  • Clown Kart takes 0.88x damage while Bowser Jr.’s head/upper body takes 1.15x damage. Shulk should attack the head/upper body (with Buster Art), if possible.
  • Glide toss is possible (Mechakoopa)
  • Vision Slide is possible against cannonball and Mechakoopa.
  • Weight: 108 [Heavyweight 6-7th]
  • Notable good attributes:
    • Ledge Roll: Intangible 1-31; FAF 50 [8th-12th]
  • Notable bad attributes:
    • Ledge Hanging Hurtbox Vulnerability: Bottom Tier (easy to connect the punish)
 
Author: TrueSapphire
Sources: Shulk Discord (including Nicko, Coyors, Sirknight, Uzair, GetShulked, and Julius), Taternator, FlameCannon, Divade001’s Hurtbox issue, PX | JOJ, TDollas & D-Money competitive guide, and public information of the community of Bowser Jr.

Bowser Jr. (115)-

  • Against rapid Jabs, SDI up and DJ out (especially in Jump Art)
    • Hold up and mash Air Slash at mid % (except in Jump or Shield Art)
    • In Shield Art, Shulk can just air dodge.
  • Against Fsmash, SDI up and away.
  • Against Usmash, DI away and down.
  • Against the Abandon Ship Hammer Swing, DI in and up at the ledge. DI in and down to Bowser Jr. at center stage.
 
  • Forward Throw (C)
    • For this one, DI doesn’t matter too much, I would focus on teching the landing or jumping away since you can get punished if your get up option is read. Also mix up your techs (either roll forward, back, or in place) so you don’t get read on that either. DI away, if you want. After about 30%, it doesn’t even really work anymore.
  • Down Throw (C)
    • Some Bowser Jr. mains will try to follow up a Dthrow with a Fair, but this literally only works if you DI towards them (at least with Mario). It can work at low percents as well if you are beefy like Ganon, so just DI up and away.
  • Back Throw (K)
    • Kills at about 130% from the edge of the stage.
    • Kills at about 195% from the middle of the stage.

 



Information from this guide on Smashboards

Note: Bowser Jr. focuses on stage control with his tools he has, especially Mechakoopa and his disjointed hitboxes. The more flat the stage is, the more Bowser Jr. can punish the opponent who has limited escape options. But in exchange, he will struggle with approaching and landing if the opponent has the lead. Stages with platforms allow him to combo with Uairs and edge cancel with Abandon Ship. Thin ledges allow Bowser Jr. to shark with Uairs.
 
Preferred Starters: 1) BF, 2) T&C, 3) LC,
Counterpicks: 1) BF, 2) DL64, 3) T&C, 4) LC
Ban/Strike: 1) FD, 2) SV

Best Stages for Bowser Jr.:

  • Final Destination
    • One of the best stages for Bowser Jr.
      • Bowser Jr. does not have to worry about platforms and can use his tools without interference.
      • Better mobility.
    • However, it can also hurt his approach without platforms, especially his landing lag.
    • Shulk can use Jump or Speed Art for a rushdown playstyle, then edgeguard and ledge trap as much as possible. Jump Art camping is another option.
      • Since Bowser Jr. struggles with approaching and landing, Shulk can abuse this weakness after taking the lead.
  • Smashville
    • One of the best stages for Bowser Jr.
      • Even with one platform, he can still control the stage with his movesets. The small stages strengthens the Mechakoopa coverage.
        • Mechakoopa can cover the moving platform, but Shulk can grab it with an attack or an air dodge grab.
        • Can extend his strings of aerials.
      • Better mobility.
      • Additional landing option for Bowser Jr and a breathing room against rushdown characters.
      • Bowser Jr. can go below stage and recover to the other ledge.
    • On the moving platform, Shulk’s grab release → Air Slash works on Bowser Jr.
    • Shulk can use Jump or Speed Art for a rushdown playstyle, then edgeguard and ledge trap as much as possible. Jump Art camping is another option.
      • Since Bowser Jr. struggles with approaching and landing, Shulk can abuse this weakness after taking the lead.
  • Lylat Cruise
    • Arguably his best stage.
      • Clown Kart Dash is still strong.
      • Bowser Jr. will focus on taking center stage and center platform to get Uair juggles.
        • Fairs allow Bowser Jr. to get easy strings off of techs on platforms. Nair can also work.
      • Bowser Jr. can land a bit more easily with the three platforms.
      • Angled Ftilts and smash attacks benefit him.
      • Mechakoopa is unaffected by the tilts.
        • It can be forced into a loops at odd spots.
          • Dropping the Mechakoopa on a platform will make the Mechakoopa bounce off the platform and fall right over to those recovering low.
          • Placing it on the lower platform can make the Mechakoopa stuck on the ledge.
          • But – If the Mechakoopa turns around as the stage is tilting, it will stop in mid-air, allowing Bowser Jr. to grab it easily.
        • The slants and tilts can make it hard for opponents to grab the Mechakoopa.
      • When the stage tilts while Bowser Jr. recovers, it does not bother him that much since he can snap to the ledge easily.
      • Bowser Jr. can go below stage and recover to the other ledge.
    • It can be difficult for Bowser Jr. to Jab Lock due to the slants.

Worst Stages for Bowser Jr.:

  • Town & City
    • Can kill the earliest out of all stages, especially his smash attacks and Abandon Ship Hammer Swing.
      • Clown Kart Dash → Uair/Abandon Ship Hammer Swing will work.
    • The platforms allow Bowser Jr. to shark with Uairs.
    • Transitions to Final Destination, strengthening his stage control plays.
      • However, the wide stage weakens the Mechakoopa coverage.
    • Shulk can use Jump or Speed Art for a rushdown playstyle, then edgeguard and ledge trap as much as possible. Jump Art camping is another option.
  • Dream Land 64
    • Platforms weaken the stage control plays of Bowser Jr.
      • Landing will be more difficult for Bowser Jr. Shulk can juggle with his range.
      • He can still place a Mechakoopa on the platform, but Shulk can grab it with an attack or an air dodge grab. Mechakoopas are overall less effective because they do not control the stage that much.
    • The wind can quickly push the Mechakoopa, which is better if it blows toward the opponent. It can also mess up the opponent’s grab timing. The explosion will not connect, but Bowser Jr. can either attack or retreat.
    • Smaller blastzones than Battlefield, so both characters can kill earlier than before.
    • Bowser Jr. can still juggle for more damage.
    • Bowser Jr. can edge cancel his Abandon Ship.
  • Battlefield
    • One of the worst stages for Bowser Jr.
      • Platforms weaken the stage control plays of Bowser Jr.
        • Landing will be more difficult for Bowser Jr. Shulk can juggle with his range.
        • He can still place a Mechakoopa on the platform, but Shulk can grab it with an attack or an air dodge grab. Mechakoopas are overall less effective because they do not control the stage that much.
    • The stage increases the survivability for Bowser Jr.
    • Bowser Jr. can still juggle for more damage and combo with Clown Kart Dash.
    • Bowser Jr. can edge cancel his Abandon Ship and make his recovery both safer and more offensively.

Other Stages:

  • Omegas
    • Palutena’s Temple
    • Wily Castle
      • With a wall, Bowser Jr. can stall his recovery by using his Clown Kart Dash into the wall a few times.
    • Suzaku Castle
    • Midgar
  • Duck Hunt
    • Arguably the best stage for Bowser Jr.
      • With a flat stage, Bowser Jr. does not have to worry about platforms and can use his tools with little interference.
        • Better mobility.
      • The tree is a great place for Bowser Jr. to land upon recovering or escape pressure.
      • The stage increases the survivability for Bowser Jr.
    • Bowser Jr. could camp because he is heavy, has projectiles and disjointed hitboxes.
      • But Shulk can use Jump or Speed Art for a rushdown playstyle, then edgeguard and ledge trap as much as possible. Jump Art camping is superior than the camping of Bowser Jr.
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VideoPlayer 1Player 2P1 CharactersP2 CharactersStagesDate
CrossAlebbGame 1: Cloud
Game 2: Bowser
Game 1: Shulk
Game 2: Cloud
Game 1: Smashville
Game 2: Smashville
2017-08-26
NickoKetchupGame 1: Shulk
Game 2: Shulk
Game 1: Bowser Jr.
Game 2: Bowser Jr.
Game 1: Smashville
Game 2: Final Destination
2016-07-23
NickoMago_FFFGame 1: Shulk
Game 2: Shulk
Game 3: Shulk
Game 1: Bowser
Game 2: Bowser
Game 3: Bowser
Game 1: Smashville
Game 2: Battlefield
Game 3: Final Destination
2017-07-17

Last updated by TrueSapphire on July 25th, 2018 at 05:47 PM

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