Bowser Jr. vs Snake

Snake Matchup (Bowser Jr.)

Bowser Jr. vs Snake

Bowser Jr. vs Snake is won by refusing to send setups and clown kart straight into Grenades and C4, then cashing out on Snake's landing and Cypher descent with repeated stage control.

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Matchup Summary (Win Condition and Game Plan)

This matchup gets ugly when Snake’s Grenades, C4, and Nikita start dictating the pace first, because Bowser Jr.’s setups and clown kart become trades or stop signs instead of real entries. Once Bowser Jr. gets pushed offstage, the exposed body state makes extended edgeguard situations even worse, so feeding Snake those scenarios too often is a losing exchange. If Mechakoopa, cannonball, and Side B keep coming through the same height and order, Snake gets too much time to reset explosives before Bowser Jr. ever reaches the body.
The upside is that Snake still has limited mobility and poor landing freedom, and his close-range scrambles lean heavily on explosive insurance. Bowser Jr. does better by staggering Mechakoopa and cannonball, forcing shield, jump, or Grenade pull first, then taking the body with kart, fair, and uair. Once Snake is launched, his heavy fall speed and weak lateral drift make repeated uair and Up Smash landing traps much more stable than trying to win neutral in one big guess.
The frame table matters a lot here. Jab 1-3, both hits of forward tilt, up tilt, down tilt, dash attack, forward smash, down smash, every aerial, and Side B are all punishable by some mix of Up Smash (7f), OOS Uair (9f), Grab (10f), and OOS Nair (10f). By contrast, Grenade pull, Up B, and Down B are not simple shield-punish situations, and once Bowser Jr. is in, Grenade frame-1 pull can cut off overextended strings. It is more stable to take the first hit, watch the fall and escape route, and place the second swing where Snake has to land.
Kills are more repeatable on stage than offstage. Use Mechakoopa, cannonball, and uair to narrow Cypher rise and landing, then close stocks with ledge bair and Up Smash instead of diving into Nikita situations. The matchup rewards stage control and route denial much more than deep edgeguard gambling.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldBowser Jr. OOS Candidate MovesBarely Missed Moves
Jab 13-8
  • Up Smash (7f)
  • OOS Uair (+1)
  • Grab (+2)
  • OOS Nair (+2)
Jab 24-16
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (+1)
  • OOS Dair (+2)
Jab 38-32
  • 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)4-22
  • 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)8-22/-22/-21
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (17f)
  • OOS Dair (18f)
Up Tilt6-18/**
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (17f)
  • OOS Dair (18f)
Down Tilt6-13
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (+2)
Dash Attack5-26/**
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (17f)
  • OOS Dair (18f)
Forward Smash41-18
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (17f)
  • OOS Dair (18f)
Up Smash11/35-39/+1
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (17f)
  • OOS Dair (18f)
Down Smash8/20-28/-14
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (+1)
  • Up B (+3)
Neutral Air10/18/26/36-14/-11
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (+2)
Forward Air23-14/-14
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (+1)
  • Up B (+3)
Back Air7-13/-14/-15/-15
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (+2)
Up Air10-10/-11
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (+3)
Down Air3/10/17/25-17/-18/-16
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (+1)
  • OOS Dair (+2)
Neutral B1 (Grenade Pull)
Side B41-19/-14
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (+1)
  • Up B (+3)
Up B
Down B9
Grab8
Dash Grab11
Pivot Grab9

Win Condition Checklist

  • Do not stack Mechakoopa, cannonball, and kart on the same height and timing; force shield, jump, or Grenade pull first, then break in on Snake’s body.
  • After blocking Jab 1-3, both hits of forward tilt, up tilt, down tilt, dash attack, forward smash, down smash, neutral air, forward air, back air, up air, down air, or Side B, punish with the reachable option from Up Smash (7f), OOS Uair (9f), Grab (10f), and OOS Nair (10f) so Snake cannot reset traps for free.
  • Once Bowser Jr. gets in, do not overextend into Grenade frame-1 pull. Watch the pull and drop location, then place uair, fair, or Up Smash on the landing or escape route for the second hit.
  • At kill percent, stay on stage and manage Cypher rise, ledge options, and landing with Mechakoopa, cannonball, uair, bair, and Up Smash rather than chasing too far offstage.
  • To avoid exposing Bowser Jr.’s weaker body recovery, value line control over all-out edgeguards and keep sending Snake between ledge and landing traps.

Actions to Avoid

  • Do not drive Mechakoopa, cannonball, or kart straight through the lane already covered by Grenades and C4 and hand Snake an easy trade into ledge pressure.
  • Do not keep extending pressure on autopilot after the first opening and let Grenade frame-1 pull reset the whole situation.
  • Do not force more kart or fair entries without checking explosive placement and stack extra damage onto Bowser Jr.’s exposed body state.
  • Do not rush deep offstage for the kill and volunteer for Snake’s Nikita and Cypher mix when the stage trap was already enough.

Reference Links

Related Pages