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Using your neutral-B and down-B to create a wall of projectiles can be useful, especially against characters that have trouble approaching.
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Between 85% - 105%, Side-B hop-cancel into Up-Air+A is a guaranteed combo and usually kills, as long as you're not in the middle of the stage.
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Against characters that like to cross up on your shield, try holding a Mechakoopa and then shielding. The Mechakoopa will blow up when hit with certain moves and has a chance to hit the opponent.
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Make sure to use your down tilt so that you can lick the ground and attain AIDS so that you die 15 seconds after entering the match
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After using Up B, you can do these three things:
1. Press A for Up B hammer swing.
2. Air Dodge (No directional air dodge)
3. Nothing.
You can't grab a ledge in the middle of the animations of 1 and 2
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Mechakoopa (Down B) can help break you out of combos when held. It can either latch on to opponents or explode on you sending you too far for your opponent to follow up with another attack.
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You can use your Up B Clown Car explosion as an edge guard. To do this, Run off the stage and immediately Up B. It will send your Clown Car downward, exploding anyone that is trying to recover low.
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You can combo moves like side B, up tilt, up throw or even up air into up air strings at low percent, racking up damage. Try to optimize your damage output by adding these combos into your gameplan.
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You can Jump-cancel Side B (Clown Kart Dash) by jumping after the Clown Kart moves forward. Use this off stage to get an extra jump.
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Bowser Jr. is the master at bullying characters with a bad recovery.
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When the opponent is recovering from below, Up B is a useful tool for stage spiking if you use it while offstage but still close to the ledge. Try to position the car so they recover into it.
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Up air comes out and ends ridiculously fast. Use this to juggle the opponent or frame trap them. This is easily one of your best moves.
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Against ddd, mecha koopa reflects gordo without exploding.
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Using side b grants the clown cart heavy armor so that it withstands weak projectiles and hits. ex: mario's fireball, first two hits of yink/link's usmash, bowser's fire, rob's gyro, mii gunner fsmash
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Jumping out of Side B will always work, even if you've already used your midair jumps. You can use this to mix up your recovery, or to recover from suicide kills like Bowser Side B offstage.
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pull a sonic and use the up b bomb as an edgeguard eh?
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A good starting combo is up throw to 3 up airs. True and deals around 40%. You can also mix it up with a fair/bair if you do it right but DI is a huge factor and might not work if DI-ing up.
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Forward air is a great tool for edgeguarding, so try to get as many in as possible before going back on stage. Up air can also chain into itself at low to mid percents, so use it to rack up damage.
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If you tilt your joystick in the inputted direction, you go faster than you would when you don't tilt the joystick forward. Also, contrary to popular belief, jr can go under the stage... Figure it out
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USE LEMMYYYYYYYYYYYYYYYYYYYYYYYYYYY
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Coming up from ledge, forward air’s second hitbox can connect into grab
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https://www.foodnetwork.com/recipes/food-network-kitchen/the-perfect-grilled-cheese-3636831
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If you want to actually win, all you have to do is play as Ludwig
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Hej hejHej hejHej hejHej hejHej hejHej hejHej hejHej hejHej hejHej hejHej hejHej hejHej hejHej hejHej hejHej hejHej hejHej hejHej hejHej hejHej hejHej hejHej hejHej hejHej hejHej hejHej hejHej hejHej
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Dont use him and thats my tip thanks
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do not play him i got oofed on, look ooooooooooooooooooooooooof
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i hate people of color
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Nah lemme is the best Wendy gayer then Wendy’s
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u+003C
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testtesttesttesttesttesttesttesttest
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don't don'tdon't don'tdon't don'tdon't don'tdon't don'tdon't don'tdon't don'tdon't don'tdon't don't
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Don't ever use Bowser Jr... use Wendy!