Super Smash Bros. Ultimate (SSBU)

Bowser Jr. Guide: Matchup Chart and Combos

July 2022 Major Tier List Update!
13.0 Best Character Tier List

Patch Notes and Updates
All Update and Patch Note History
Ver. 13.0.1 Patch Notes and Balance Changes

Super Smash Bros. Ultimate Bowser Jr. Guide

This is a guide to using Bowser Jr. in Super Smash Bros. Ultimate. Bowser Jr.'s bread and butter combos, how to unlock, frame data, alt costumes and skins, as well as Bowser Jr.'s matchups, counters, and tier list placement can all be found here.

Bowser Jr. Tier and Overview

Stats and General Info

Bowser Jr.
Bowser Jr. Image
Game Series Super Mario Bros.
Smash Bros. Debut Super Smash Bros. for WiiU/3DS
Fighter Number 58
Unlock Order 61
Number of Jumps 2
Weight 108 Units (10/87)
Dash Speed 1.566 (67/87)
Air Speed 1.134 (27/87)
Fast Fall Speed 2.64 (34/87)
Special Attributes None

Tier List Placement

SSBU Bowser Jr. Icon D Tier Tier

A unique heavyweight fighter with several ranged attacks

Smash Ultimate Bowser Jr. (as well as his alts, Larry, Roy, Wendy, Iggy, Morton, Lemmy, and Ludwig) has the unique property of having two separate hurtboxesーone on his Clown Car, which will take less damage from incoming attacks, and one on his head/body, which takes more damage from incoming attacks. He has projectiles in B and Side B, as well as a few powerful and long lasting aerials (down aerial and forward aerial). His unique moveset allows him to use his projectiles to control the stage and then dash in with his down special for quick damage. Several of his movesーincluding all of his smashes and his rapid jabーare good for KOing.

Bowser Jr.'s largest weakness is the fact that he is easy to recover offstage. He also has a poor damage state, and gets comboed / juggled easily. Characters with superior range, such as swordies, will be trouble for him, as his attacks are somewhat lacking in that department. Lastly, he takes more damage when attacks hit his head / body instead of his car, so characters with good aerials will be a bit difficult to combat.

See Our Tier List Here!

Bowser Jr.'s Strengths and Weaknesses

Strengths ・Several long lasting aerials (Nair, Fari, Dair)
・Very powerful smash attacks (esp. Down Smash)
・Lots of power on his moves
・Several KO options, including rapid jab finisher
・Reduced damage when attacks hit the Clown Car
Weaknesses ・Easy to combo and poor disadvantage state
・Easily outranged by swordies
・Recovery makes him easy to edgeguard
・Takes extra damage when attacks hit Bowser Jr's head

Bowser Jr. Matchup Chart

Matchup Chart

Bowser Jr. Image
-2
JokerMega ManPalutenaPikachuPokemon TrainerShulkSnakeVillagerZero Suit Samus
-1
BayonettaBylethChromCloudDiddy KongDuck HuntFalcoFoxGreninjaIkeInklingIsabelleLinkMarioMarthMewtwoMii GunnerMii SwordfighterMin MinMr. Game & WatchNessOlimarPac-ManPeach/DaisyPichuPiranha PlantR.O.B.RobinRosalina & LumaRoySamus/Dark SamusSephirothSheikSonicSteveToon LinkWarioWolfYoshiYoung LinkZelda
0
Banjo & KazooieCaptain FalconCorrinHeroIce ClimbersJigglypuffKirbyLucarioLucasLucinaLuigiMeta KnightMii BrawlerPit/Dark PitRyuSimon/RichterTerryWii Fit Trainer
+1
BowserDonkey KongDr. MarioIncineroarKenKing DededeKing K. RoolLittle MacRidley
+2
Ganondorf

Notes About Matchup Chart

1. -2 = Disadvantage. -1 = Slight Disadvantage or Even. 0 = Even. +1 = Slight Advantage or Even. +2 = Advantage.
2. The matchup chart was based around both the opinions of professional players of each character, as well as our own experience through playing Bowser Jr..
3. Characters within each tier are unordered
4. Pokemon Trainer's individual Pokemon (Squirtle, Ivysaur, and Charizard) as well as Echo fighters with no significant difference than their regular counterpart are not shown.
5. For other characters who are not shown here, we are still investigating the matchup.

Bowser Jr. Combos

Bread and Butter Combos
UTilt→UTilt→Up Air→Up Air
(Combo confirms from 20%-40%)
Dair→Dash Attack
(Combo confirms from 0%-20%)
Side Special→Dair→Fair (Bair)
(Combo confirms from 0%-30%)
Side Special→Up Air→Up Air
(with input 10%~40%, without 20%~60%)
Advanced Combos
Up Throw→Up Air→Up Air (→Up Air)
(Combo confirms from 0%-50%)
Falling Nair→UTilt→UTilt→Up Air→Bair
(Combo confirms from 10%-40%)
Falling Nair→Up Throw→Up Air→Up Air(→Up Air)
(Combo confirms from 0%~50%)

Bread and Butter Combos Guides

Combo 1
Combo 2
Combo 3
Combo 4
UTilt→UTilt→Up Air→Up Air
Do 2 up tilt attacks until your opponent gets launched, then jump after them and finish with two up air attacks. This combo works from 20% to 40%.
Dair→Dash Attack
Start by descending onto your opponent with a down air attack, then dash towards them right away and finish with a Dash Attack. This combo works from 0% to 20%.
Side Special→Dair→Fair (BAir)
This combo starts with a side special charging into the enemy. Once you make contact, jump and do a down air. Once they bounce off the ground, jump to follow them and follow up with a forward or back air. This combo confirms from 0% to 30%.
Side Special→Up Air→Up Air
This combo starts similar to the last one, with a side special charging into the enemy. Once you hit your opponent, jump and perform two up airs to juggle your opponent in the air.

UTilt→UTilt→Up Air→Up Air

Do 2 up tilt attacks until your opponent gets launched, then jump after them and finish with two up air attacks. This combo works from 20% to 40%.

Dair→Dash Attack

Start by descending onto your opponent with a down air attack, then dash towards them right away and finish with a Dash Attack. This combo works from 0% to 20%.

Side Special→Dair→Fair (BAir)

This combo starts with a side special charging into the enemy. Once you make contact, jump and do a down air. Once they bounce off the ground, jump to follow them and follow up with a forward or back air. This combo confirms from 0% to 30%.

Side Special→Up Air→Up Air

This combo starts similar to the last one, with a side special charging into the enemy. Once you hit your opponent, jump and perform two up airs to juggle your opponent in the air.

Advanced Combos Guides

Combo 5
Combo 6
Combo 7
Up Throw→Up Air→Up Air (→Up Air)
Perform an up throw then jump up and follow them. and then follow up with two up airs. This combo works from 0% to 50%.
Falling Nair→UTilt→UTilt→Up Air→Bair
Start by jumping and doing a neutral air as you fall to the ground. Follow it up with two up tilt attacks. When the enemy is launched, connect an up air and finish them off with a back air. This combo confirms from 10%-40%.
Falling Nair→Up Throw→Up Air→Up Air(→Up Air)
Do this combo by jumping and performing a neutral air as you fall to the ground and then grabbing your opponent and performing an up throw. Jump back to pursue them and follow up with two or three up air attacks. This combo confirms from 0%-50%.

Up Throw→Up Air→Up Air (→Up Air)

Perform an up throw then jump up and follow them. and then follow up with two up airs. This combo works from 0% to 50%.

Falling Nair→UTilt→UTilt→Up Air→Bair

Start by jumping and doing a neutral air as you fall to the ground. Follow it up with two up tilt attacks. When the enemy is launched, connect an up air and finish them off with a back air. This combo confirms from 10%-40%.

Falling Nair→Up Throw→Up Air→Up Air(→Up Air)

Do this combo by jumping and performing a neutral air as you fall to the ground and then grabbing your opponent and performing an up throw. Jump back to pursue them and follow up with two or three up air attacks. This combo confirms from 0%-50%.

Bowser Jr. Frame Data and Moveset

Best Out of Shield Options

Move Frames
Up Smash 7 Frames
Item Throw (Forward) 8 Frames
Up Air 9 Frames
Neutral Air 10 Frames
Item Throw (Back) 8 Frames
Shield Grab 15 Frames

Bowser Jr. has decent out of shield options, with his fastest out of shield punish (up smash), coming out in 7 frames. Up smash only hits above Bowser Jr. for the most part, so it is mostly only effective as an anti-air. Since Mecha-Koopa can be picked up and thrown as an item, it can be used as an out of shield option as well, as it comes out in just 8 frames if thrown forward, and is much less committal than a smash attack. Otherwise, neutral air is the go-to out of shield option, as it has decent startup and good range.

Bowser's grab is very slow, and not an ideal shield punish, so it only be used against very laggy moves.

Jab (Neutral Attack)

1v1 Damage (%) Startup Frames
Jab 1
(A)
2.4 4
Jab 2 2.4 6
Rapid Jab (Multi-Hit) 0.6 -
Rapid Jab (Finisher) 3.6 6

Jab

Bowser Jr.'s Jab can typically be used as a get-off-me attack at close range, but the rapid jab also has decent knockback and can even be used at the ledge as a kill option at high percents.

Dash Attack / Tilts

1v1 Damage (%) Startup Frames
Dash Attack
(Dash + A)
2.16 8
Dash Attack (Finisher) 4.8 25
Forward Tilt
(← or → + A)
9.6/7.2 7
Up Tilt
(↑ + A)
7.2 7
Down Tilt
(↓ + A)
2.4 4
Down Tilt 2 2.4 12
Down Tilt 3 7.2 23

Dash Attack

Bowser Jr.'s dash attack has quick startup, but the attack's charge speed is slow, making it somewhat easy to read and avoid. It can also cross up shields, though, making it good as a mixup, and its lingering hitbox can be used to punish landings.

Forward Tilt

Bowser Jr.'s forward tilt has weak knockback, but it you can use this to set up a jab lock on your opponent. It has decent range, and can be shifted up or down.

Up Tilt

Bowser Jr.'s up tilt has a short range and low knockback, but can combo into more up tilts or other moves, so it is mainly used as a combo tool.

Down Tilt

Bowser Jr.'s down tilt's multiple hits can be used for a variety of things, including interrupting rushdowns, setting up fro a dash attack, and edgeguarding. It has a long-lasting hitbox, but can be punished on shield.

Smash Attacks

1v1 Damage (%) Startup Frames
Forward Smash
(Smash ← or → + A)
1.2 18
Forward Smash
(Finisher)
13.2 35
Up Smash (Hit 1)
(Smash ↑ + A)
1.2 7
Up Smash (Multi-hit) 1.56 9
Up Smash (Multi-hit 2) 1.2 18
Up Smash (Finisher) 7.22 22
Down Smash
(Smash ↓ + A)
21.6 15

Forward Smash

Bowser Jr.'s forward smash has high damage and knockback. The drills also stay out a long time, making it easy to catch enemies getting up from the ledge with its lingering hitbox. It has little lag for a smash attack, making it difficult to punish on shield.

Up Smash

Bowser Jr.'s up smash has great startup and knockback. However, it has poor horizontal range, so it is typically only useful as an anti-air. Its quick startup does make it a decent out of shield option, especially against an opponent attacking from the air.

Down Smash

Bowser Jr.'s down smash can cause heavy shield damage, breaking a shield with two fully charged hits. It is Bowser Jr.'s strongest smash attack, and will deal massive knockback if landed, but it has heavy endlag, so whiffing it will lead to a punish.

Aerials

1v1 Damage (%) Startup Frames
Neutral Air
(A + no direction while airborne)
9.6 7
Neutral Air(Late Hit 1) 8.4 9
Neutral Air(Late Hit 2) 4.2 14
Forward Air
(Hold ← or → in the direction you are facing + A while airborne)
13.2/10.8 10
Forward Air (Late Hit 1) 10.8/8.4 14
Forward Air (Late Hit 2) 8.4/6 18
Forward Air (Landing) 2.4 2
Back Air
(← or → Opposite of the direction you are facing + A while airborne)
16.8/9.6 12
Back Air (Late Hit) 12 14
Up Air 1
(↑ + A While Airborne)
12 6
Up Air (Late Hit) 7.8 10
Down Air
(↓ + A While Airborne)
1.8 15
Down Air (Finisher) 3.0 39
Down Air (Landing) 2.4 1

Neutral Air

Bowser Jr.'s neutral air comes out quickly and has a hitbox on the front and back of Bowser Jr. which makes it a good get-off-me tool. Its long hitbox makes it a good move for edgeguarding opponents. This move is safe on shield with proper spacing.

Forward Air

Bowser Jr.'s forward air has a lingering hitbox, which can catch opponents who drop shield. If you use rising fair (pressing jump and A+Forward at the same time), it will have less endlag, and be better for poking at opponents. You can also make use of its long hitbox to edgeguard when your opponent is off the stage.

Back Air

Back Air is Bowser Jr.'s safest kill move, thanks to its good damage and knockback. Rack up damage with Bowser Jr.'s specials, and use this move to finish them off.

Up Air

Up air knocks your opponent up slightly, allowing you to juggle your opponent with multiple up airs.

Down Air

Down Air has a useful lingering hitbox, but it has poor horizontal range, which makes it somewhat easy to dodge. If you manage to hit your opponent, this attack can combo into other moves.

Specials

1v1 Damage (%) Startup Frames
Neutral Special
(No Charge)
(B)
12 37
Neutral Special
(Grounded/No Charge/Late Hit)
8.4 -
Neutral Special
(Grounded/Fully Charged)
24 97
Neutral Special
(Grounded/Fully Charged/Late Hit)
16.8 -
Neutral Special
(Aerial/No Charge)
12 43
Neutral Special
(Aerial/No Charge/Late Hit)
8.4 -
Neutral Special
(Aerial/Fully Charged)
24 -
Neutral Special
(Aerial/Fully Charged/Late Hit)
16.8 -
Side Special
(Collision)
(← or → + B)
23
Side Special
(Doughnut)
- -
Up Special (Contact)
(↑+B)
6.2 21
Up Special
(Bomb)
15.6 56
Up Special
(Hammer)
18/12 8/13
Down Special
(Activation)
(↓ + B)
- 13
Down Special (Contact) 2.4 -
Down Special (Explosion) 8.4 -

Neutral Special (Clown Cannon)

Neutral special fires a cannonball. The longer you hold the special button, the stronger and faster the cannonball will become. When the cannonball falls from the air, it creates a seperate hitbox that can hit opponents under the ledge.

Side Special (Clown Kart Dash)

Side special turns Bowser Jr.'s clown car into a cart. If you push the control stick forward, speed will be increased, and if you push it back, the cart will perform a strong donut move. The donut attack has higher damage and knockback, but greater endlag as well.

You can also jump cancel this move, allowing you to get a jump in the air without wasting your double jump. This essentially gives Bowser Jr. a second double jump, which makes edgeguarding and recovering much easier.

Up Special (Abandon Ship)

Up special has Bowser Jr. eject from his car and shoot into the air. The car will fall below and cause a strong explosion, making it useful for edgeguarding

After he ejects, Bowser Jr. is able to air dodge or attack foes with a hammer which comes out fast, deals good damage, and can kill at high percents. However, this move does has long landing lag, so watch out for opponents trying to catch you as you land back on the stage.

Down Special (Mechakoopa)

Down special sends out Mechakoopa, a walking robot that explodes upon contact. It can also be thrown like an item if picked up. If a walking Mechakoopa is shielded, it will drop to the ground, allowing your opponent to pick it up and throw it as well. If it is allowed to walk around, it will explode after some time. This explosion will also harm Bowser Jr.

This attack's start up frames are slow, but it can be used to limit your opponent's movement, making it one of Bowser Jr.'s main neutral tools.

Grabs and Throws

1v1 Damage (%) Startup Frames
Pummel 1.56 1
Grab (Normal) - 11
Dash Grab - 14
Pivot Grab - 15
Forward Throw (Hitbox)
(← or → While Grabbing)
3.6 14
Forward Throw (Throw) 8.4 16
Back Throw (Hitbox)
(← or → While Grabbing)
13.2 24
Up Throw (Hitbox)
(↑ While Grabbing)
8.4 18
Down Throw (Hitbox)
(↓ While Grabbing)
1.44 16
Down Throw (Throw) 4.8 50

Forward Throw

Forward throw cannot be used to combo, so use it to throw your opponent off stage. It is also Bowser Jr.'s most powerful throw and can KO around 150%.

Back Throw

Back throw cannot be used for combos, but it can kill by the ledge at high percents.

Up Throw

Up throw can combo into up air at low percents and is a good throw to rack up damage.

Down Throw

Down throw does not combo, but it does deal decent damage and can send your opponent offstage to set up for an edgeguard.

Final Smash

Attack How to Use Effect
Shadow Mario Paint Press B after obtaining the Smash Ball Bowser Jr. turns into Shadow Mario and paints a large X on the screen, dealing damage to anyone touching it. During this time, Bowser Jr. will be free to move around and attack opponents.

Bowser Jr. Balance Changes

Version 13.0.1 Balance Patch

Change
Dash Attack Made it easier to hit multiple times.
Increased power.
Down Tilt Attack Made it easier to hit multiple times.
Adjusted launch angle for the final attack.
Up Smash Attack Increased power.
Side Special Extended launch distance when spinning.

Version 7.0.0 Balance Patch

Change
Other Increased shield size.

Version 3.1.0 Balance Patch

Change
Dash Attack Adjusted launch angle.
Up Tilt Attack Reduced vulnerability.
Up Smash Attack Extended launch distance.
Neutral Special Increased attack speed in air.
Side Special Increased speed when starting to move.
Up Special Increased attack range of the hammer attack.
Increased the amount of time hit detection lasts for the hammer attack.
Adjusted launch angle of the explosion from the Junior Clown Car when used on the ground and made it easier to hit multiple times.

Version 3.0.0 Balance Patch

Change
Neutral Attack 2 Increased the amount of time opponents will be in the damage animation when the move hits.

How to Unlock Bowser Jr.

Unlocking Via Smash Mode
61st Fighter Unlocked
After unlocking Mewtwo, let 10 minutes pass OR play another battle in smash after soft-resetting OR return to the menu from World of Light
Unlocking via Classic Mode
Clear Classing Mode 6 times using Fox.
Unlocking via World of Light
Sacred Land / Gerudo region

There are three ways to unlock Bowser Jr.. Completing any of these, then defeating Bowser Jr. when they appear in the “a New Challenger Appears” screen will allow you to use them afterward.

How to Unlock Characters Fast

Bowser Jr. Alt Costumes and Skins

Bowser Jr. Reveal Trailer

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