Move Guide
Neutral Attack / Special | Press the attack or special button only without using the Circle Pad. |
Side Attack / Special | Hold the circle pad to the left or right then press the attack / special buttons |
Down Attack / Special | Hold the circle pad down and press the attack / special buttons |
Up Attack / Special | Hold the circle pad up and press the attack / special buttons |
Up/ Side / Down Smash | Hold the circle pad to the corresponding direction and press the attack button at the same time. Smash attacks can be charged. It can be released prematurely or the character will release it after charging the move enough. |
Dashing Attack | Tap left or right to dash then press the attack button. |
Air Attacks | Similar to basic attacks and specials, most characters perform different air attacks by using similar button and circle pad combinations. |
Recovery | This is the recommended move to get back to the edge of the stage ledge if ever you get blown off but not KO'd |
Final Smash | After successfully destroying a Smash Ball, press and hold the special button to unleash your character's Final Smash attack. |
Basic Attacks
The Clown Car reveals its boxing-glove-equipped arms and release a flurry of punches.
The Clown Car stabs out a giant fork. You can adjust the aim in this attack a bit.
The Clown Car reveals a giant fork then scoops up the target in the air.
The Clown Car opens a small compartment on its belly and reveal its large artificial tongue. When a target is licked successfully, it deals multiple hits with the chance to launch enemies sideways.
Dash Attacks
The clown car will dash while brandishing a buzzsaw from its mouth.
Smash Attacks
Bowser Jr activates the Clown Car's drill arms, capable of dealing multi-hit damage to anyone who gets caught.
Two iron balls will be launched on both sides of the Clown Car, capable of launching enemies sideways.
Bowser Jr does a handstand and use the Clown Car's propellers to hit and launch enemies upward.
Special Attacks
This fires a slow cannon ball. Charging up before releasing increases the cannonball's speed and power.
Junior's crown produces some wheels and will dash towards opponents.
Junior will eject from the car seat and leave the cart to self-destruct, damaging anyone near the explosion. Right before landing, the cart will respawn directly under Junior, which will catch him and allow you to continue using him normally.
The Clown Cart will produce a Mechakoopa. This item can be picked up by anyone and it will explode once thrown or attacked. It can also detonate automatically after a set amount of time. Only one Mechakoopa can be deployed at a time.
Air Attacks
Jr and his cart spins in the air while the boxing-glove-equipped arms are out.
Jr.'s Clown Cart will swing a chained iron ball on either side.
Jr swings a hammer upward.
The Clown Cart uses a downward drill that can hit targets multiple times upon contact.
Final Smash
Bowser Jr turns into a shadow/ metal Mario that will cross out the screen using a large paintbrush. Though this may initially look like a distraction, the paint itself can damage other players that comes contact with it. Enemies trapped by the stroke up paint in the upper half of the screen will get juggled for continuous damage. Another good thing about this special is that Bowser Jr. can still move around freely.
Recovery
Jr.'s Abandon Ship move can already propel him to great heights. You can also slightly adjust the trajectory where you'll get blown to and where you'll land. In addition, the Clown Kart Dash move can also be used while in mid-air, giving Jr. a good horizontal recovery range. You can combine these two moves to easily return back to the stage.
Gameplay
Jr. lacks reliable crowd-control skills so he's prone to get banged up easily if he gets caught in the middle of other fighters. Fortunately, two of his specials, Abandon Ship, and Clown Kart Dash can also function as escape moves to avoid this predicament; the first allows him to escape upward while having the chance to damage enemies below after the post-move detonation, while the latter allows him to establish a distance quickly. As discussed above, these two moves are also Jr's main recovery options. Jr's cannon is a good projectile move though using this will depend entirely on timing. The Mechakoopa is also a good trap/ distraction that can potentially damage unwary or careless enemies. Jr's air attacks are very reliable so you don't have to worry about dealing with airborne targets.