Bowser Jr. vs Hero

Hero Matchup (Bowser Jr.)

Bowser Jr. vs Hero

Bowser Jr. beats Hero by denying the pause for menu or charge setup, then cashing out on the grounded sword swings that are still punishable on shield.

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Matchup Summary (Win Condition and Game Plan)

Bowser Jr. should use Mechakoopa and cannonball to keep Hero moving, because the matchup gets much worse when Hero is allowed to stop, check menu options, or build a full charge at his own pace.
Hero’s Jab, tilts, smash attacks, and Neutral B are punishable on shield by Up Smash (7f), OOS Uair (9f), Grab (10f), and OOS Nair (10f), so the grounded sword layer should be answered immediately once blocked.
The risk is overchasing every special or menu-triggered commitment, because Hero’s variable spell timing and big single hits can flip Bowser Jr.’s light exposed body in one mistake.
The stable win condition is to keep Hero under movement pressure, force his strong options into hurried decisions, and then simplify the stock at ledge with Mechakoopa plus vertical coverage.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldBowser Jr. OOS Candidate MovesBarely Missed Moves
Jab 16-15
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (+2)
  • OOS Dair (+3)
Jab 26-15
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (+2)
  • OOS Dair (+3)
Jab 37-25
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (17f)
  • OOS Dair (18f)
Forward Tilt (1)9-21
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (17f)
  • OOS Dair (18f)
Forward Tilt (2)8-31
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (17f)
  • OOS Dair (18f)
Up Tilt8-23
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (17f)
  • OOS Dair (18f)
Down Tilt6-19
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (17f)
  • OOS Dair (18f)
Dash Attack21-16
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (+1)
  • OOS Dair (+2)
Forward Smash17-36 (-26)
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (17f)
  • OOS Dair (18f)
Up Smash13-29 (-19)
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (17f)
  • OOS Dair (18f)
Down Smash9/20-37/-26 (-29/-18)
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (17f)
  • OOS Dair (18f)
Neutral Air8-6
  • None
  • Up Smash (+1)
  • OOS Uair (+3)
Forward Air14-7
  • Up Smash (7f)
  • OOS Uair (+2)
  • Grab (+3)
  • OOS Nair (+3)
Back Air18-9
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (+1)
  • OOS Nair (+1)
Up Air6-5
  • None
  • Up Smash (+2)
Down Air16-12
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (+1)
  • OOS Bair (+3)
Neutral B[10(+7)] [11(+25)] [16(2/8/14/20)]-22/-28/-24
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (17f)
  • OOS Dair (18f)
Side B[9/13(+7)] [10/15(+16)] [43/50/72/75/81]-12/-25/-29
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (+1)
  • OOS Bair (+3)
Up B[4(+3)] [6/13/20/27(+13)] [39/49/59/69/79/89]**
Down B
Grab6
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Bowser Jr. should keep Mechakoopa and cannonball active often enough that Hero does not get free time to check menu or fully set up charge routes.
  • After Bowser Jr. blocks Hero’s Jab, tilts, smash attacks, or Neutral B, answer with Up Smash (7f) or OOS Uair (9f) first, then Grab (10f) or OOS Nair (10f) when those are cleaner.
  • Bowser Jr. should watch where a special move will end rather than chasing every startup, especially when the timing branches can vary.
  • At ledge, Bowser Jr. should use Mechakoopa to cut off jump or wait options and convert the forced route with Up Smash or Uair.

Actions to Avoid

  • Giving Hero too much mid-range time to menu, charge, and pick the next swing at his own pace.
  • Blocking the grounded sword pressure and still handing the turn back without taking the punish.
  • Chasing every variable special path too deeply and getting clipped by the strongest branch.
  • Respecting Hero’s burst damage so much that Bowser Jr. stops using the items that actually control the pace.

Reference Links

Related Pages