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▓ Attention: This is a really long post_ ▓
Hello ladies and gentlemen, It's me Cr3misis from Cr3misis Corporation :tm: ...
![Bowser Jr Combo Showcase-[IMG=9LX]
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...and today I want to show you all the combos Bowser Jr can perform on the opponent to reck damage and kill. This blog's objective is to help those people who want to main Bowser Jr that have problems with the character's combos.
■ One thing to !!! ■
If the combo I'll explain isn't true, and is a mix-up, I'll write it before the combo.
ʟᴇᴛ's ʙᴇɢɪɴ!!!
メメメメメメメメメメメメメメメメメメメメメ
Table of Contents
キキキキキキキキキキキキキキキキキキキキキ
1) Vocabulary
2) Combo starters and possible follow-ups.
3) Side B combos
4) Mechakoopa combos
5) Grab combos + Shieldbreaks
6) Conclusion
ヤヤヤヤヤヤヤヤヤヤヤヤヤヤヤヤヤヤヤヤヤ
1) Vocabulary
LR = Looking Right
LL = Looking Left
MIH = Mechakoopa in hand
SP = Spinout
JCSB = Jump Cancelled Side-B
DB = Down-B
FF = Fastfall
MI = Mechakoopa Invincibilty
SH = Short Hop
MK = Mechakoopa
FH = Full Hop
ウウウウウウウウウウウウウウウウウウウウウウ
2) Combo starters and
possible follow-ups
オオオオオ
N1 / Mechakoopa
チチチチチ
![Bowser Jr Combo Showcase-[IMG=9LX]
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Since the Mechakoopa is the only projectile that can walk on his own ( I hope I didn't say a false fact ), it's possible to make a lot of true combos out of it.
One thing to when you use the Mechakoopa, is that when you grab it while it's facing in a direction, the DI of the explosion will be in the direction you picked it up.
It's a cool thing to know to setup some combos I'll explain later thanks to the fact that you can mix-up with Bowser Jr's looking direction for some crazy stuff.
ススススス
N2 / Side-B
レレレレレ
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This move is the best way to start combos and deal damage to your opponent since it's jump cancellable and it has some safe options that you can rely with.
Be careful on how to use it thought because you can be really predictable if you use it too much.
My suggestion is to use it creatively and try mix it up to see what's the opponent's reaction to the move and how they will react.
If you flick to the opposite direction Bowser Jr is facing with the analog stick, soon after you have done the side-b, you will perform a "Spinout".
At low% it can jablock, at High% it's a kill move. But since it has some end lag if not perfect slided it can be punished really hard so be aware of it.
メメメメメ
Up-tilt ( follow-up )
ナナナナナ
![Bowser Jr Combo Showcase-[IMG=9LX]
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Great follow-up that can juggle a lot of aerials in the air thanks to his big hitbox. It can follow up to a lot of attacks at every %.
ソソソソソ
Up-air ( follow-up )
タタタタタ
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This moves comes out on frame 6 and it has a big hitbox. The best tool for juggling the opponent and the best tool to deal damage on low/mid%.
It also has a sourspot. Try to hit that at high% and you'll connect two up-airs and maybe a kill.
キキキキキ
Down air ( follow-up )
ソソソソソ
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This multi-hit move has the property to be frame cancellable. This means that if the move hits the ground, you'll always be able to act immediatly after it if you hit the opponent. Otherwise you'll suffer from ending lag, so use it carefully.
It can lead to a lot of follow-ups if frame cancelled and it can also be followed up by another down-air for some cool d-air strings.
But I'll explain how to perform it later.
ツツツツツ
N3/Grounded f-air
ナナナナナ
![Bowser Jr Combo Showcase-[IMG=9LX]
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It's a 2% move that's easy to hit but it's also easy punishable with a quick move, due to his endlag. It can follow up to many things, even follow-ups. Useful after after a jablock or a jab reset to deal damage when the opponent's character is on the floor.
イイイイイイイイイイイイイイイイイイイイイ
3) Side-B Combos
![Bowser Jr Combo Showcase-[IMG=9LX]
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ナナナナナ
ㄥ口山 ㄗモ尺匚モれ匕
JCSB -> d-air -> grab ( True )
JCSB -> d-air -> Dash attack -> f-air ( True )
JCSB -> d-air -> f-air -> Multijab ( True )
JCSB -> d-air -> f-air -> up-tilt -> up smash -> FH up-air -> f-air ( True )
JCSB -> d-air -> n-air ( True )
ホホホホホ
爪工刀 ㄗモ尺匚モれ匕
JCSB -> up-air X2 -> double jump up-air ( True )
JCSB -> FF up-air -> U-air ( True at 40 to 60%, Mixup at >60% )
エエエエエ
卄工ム卄 ㄗモ尺匚モれ匕
JCSB -> up-air ( True Kill at very high % )
JCSB -> Up-B Hammer ( True Kill at 80 - :100: % )
////////////////////// ᴍɪx-ᴜᴘs ////////////////////////
ㄥ口山 ㄗモ尺匚モれ匕
JCSB -> f-air -> grounded f-air -> up-tilt x3 -> up-air -> f-air
JCSB -> FF up-smash
JCSB -> d-air -> n-air -> up-air -> up-air ( x2 / 3 )
JCSB -> d-air strings
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-•нσω тσ ρєяfσям тнє ∂-αιя ѕтяιиgѕ•-
■||||||||||||■
Let's take Mario as an example...
Imagine you're against a Mario and you want to perform a d-air string. Imagine a little line crossing the half of Mario's body...
![Bowser Jr Combo Showcase-[IMG=9LX]
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If you hit the left part of Mario with the d-air, Mario will go right. If you hit the right part of Mario with the d-air, Mario will go left. Be careful on the direction Mario will go after you hit him with the down-air, and follow him up with a dash SH d-air to continue the string.
If done correctly you can connect 5 d-air with the string and still follow up with two f-airs or an up-smash after it.
アアアアアアアアアアアアアアアアアアアアア
4) Mechakoopa combos
![Bowser Jr Combo Showcase-[IMG=9LX]
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ミミミミミ
ㄥ口山 ㄗモ尺匚モれ匕
MK -> up-smash -> up-tilt -> up-air -> f-air / up-air ( True )
MK -> FF up-air -> up-tilt -> up-air -> f-air/up-air ( True )
MK -> f-air -> up-tilt x3 -> up-air -> f-air/up-air ( True )
MK -> SH SP ( True )
MK -> up tilt x2/x3 -> up-air -> f-air ( True )
MK -> d-air -> Dash attack -> f-air ( True )
MK -> d-air -> f-air -> up tilt -> up-air -> f-air ( True )
MK -> d-air -> b-air -> b-air / f-air ( True )
テテテテテ
爪工刀 ㄗモ尺匚モれ匕
LR MIH MI -> ( after MK explodes ) f-air -> 50/50 up-b setup
LL MK -> f-air / n-air ( True )
LL MK -> FH SP ( True )
MK -> FH d-air -> up-air ( True )
卄工ム卄 ㄗモ尺匚モれ匕
MK -> up-air ( Kill True at very high % )
MK -> up-b hammer ( Kill True at > :100: % )
■||||||||||||■
-•нow тo perғorм тнe мĸ -> υp-в нaммer ĸιll ѕeтυp eғғιcιenтly •-
■||||||||||||■
The most efficent way to do this setup is after after a grounded grab release. Be sure that the MK is near to you when you do the setup to perform it correctly. Try to mix this setup to add some style points to the clip.
Take this clip I did as an example:
![Bowser Jr Combo Showcase-[IMG=9LX]
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You can also try an up-b hammer when your opponent is at high % and gets hit by the mechakoopa but results may vary in that case.
////////////////////// ᴍɪx-ᴜᴘs ////////////////////////
ㄥ口山 ㄗモ尺匚モれ匕
MK -> d-air -> f-air -> grounded f-air -> up tilt ( x2 ) -> up-air -> f-air
ホホホホホ
爪工刀 ㄗモ尺匚モれ匕
LL MK -> f-air -> spinout
レレレレレ
卄工ム卄 ㄗモ尺匚モれ匕
MK -> Up Smash
( Kill combo that works if you're in the platform of Battlefield or Dreamland and the opponent gets hit behind him on the borders of the stage. Useful for shieldbreak punishes. )
テテテテテテテテテテテテテテテテテテテテテテ
5) Grab combos + Shieldbreaks
![Bowser Jr Combo Showcase-[IMG=9LX]
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チチチチチ
////////////////////// ᴍɪx-ᴜᴘs ////////////////////////
grab -> up-throw -> up-air x4 ( from 20 - 30% ), x2 ( from 40 - 50 % ), x1 ( from 60 - 70 % )
grab -> up-throw -> up-air -> b-air
■||||||||||||■
тнe тwo мoѕт eғғιcιenт ѕeтυpѕ тo ѕнιelвreaĸ
■||||||||||||■
キキキキキ
FIRST SETUP
If your opponent presses shield too much, you have a MK in your hand and you're under him, you can try this safe setup:
MIH -> SH z-drop MK -> up-b
Since the MK does two hits ( one when it hits the shield and the other one when it hits the ground ) as well as the up-b, it can cause a shieldbreak unless the opponent reacts faster than you can, thing that can't happen if you do the up-b really shortly after you do the z-drop.
if it still doesn't work, try to FF hammer.
if you are fast enough, it might work.
ナナナナナ
SECOND SETUP
If your opponent after a normal ledge get up or a ledge roll shields, here's a mixup that if done correctly, it might give you a free shieldbreak:
MIH up-throw -> go offstage ( don't grab the ledge ) -> up-b hammer
The hammer has a ton of shield damage so It can be a perfect variant of the first setup.
It's also the most efficent one since the opponent can't react out of the MK and down-b at the same time.
チチチチチ
THIRD SETUP
Hit the opponent's shield with an F-Smash or a MK explosion and, when you have the opportunity, hit the opponent's shield with a side-b and do a spinout after you've hit him with the first hit. If done correctly, the shield will break or the opponent will be hit with the spinout.
It's the most simple method of them all.
オオオオオオオオオオオオオオオオオオオオオオ
6) Conclusion
Well I hope you enjoy this blog and that this combo showcase was helpful for Jr mains and not.
Did I forgot something I didn't explained?
Do you have any suggestion for combos about Bowser Jr?
Tell me in the comments down below and live a like if you enjoyed it
And I'll see you guys next time.
![Bowser Jr Combo Showcase-[IMG=9LX]
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This has been Cr3misis,
Cya next time
Comments (12)
It Would be great if you could do a combo video showcase
Btw great article :)
Oshit TrashKoopa may get dethroned soon.
Reply to: 4A| Tra$h Koopa God
00F
Reply to: _Cིr③mιѕιѕ_
Great :b: log :b: oi~☆ this a a :b: lessing to all Jr players of all skill levels. I even appreciate the potential shield :b: reak setups that was dope!
Reply to: 4A| Tra$h Koopa God
Thanks man :)