Bowser Jr. vs Zelda

Zelda Matchup (Bowser Jr.)

Bowser Jr. vs Zelda

Bowser Jr. vs Zelda is about not feeding Nayru's Love with lazy setup use, then getting in before Phantom is established and cashing out from ledgetraps.

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Matchup Summary (Win Condition and Game Plan)

Zelda wants to hold space with Phantom, Din’s Fire, and Nayru’s Love, then turn one defensive stop into a kill with fair, bair, or Farore’s Wind. If Bowser Jr. tosses Mechakoopa or cannonball directly into her front side, Nayru’s Love can send that pressure back immediately, and clown kart becomes much easier to meet once Phantom is already in place.
At the same time, Zelda’s ground mobility and sustained close-range scrambling are not especially strong, and she becomes much less comfortable when Phantom is not allowed to finish. Bowser Jr. gets more stable value by mixing walking, empty jumps, and delayed cannonball to make Zelda reveal Nayru’s Love or Phantom startup first, then bursting inside with kart, fair, or uair and carrying that touch straight into landing traps and ledge pressure.
The frame table shows rapid jab finisher, jab, up tilt, dash attack, every smash attack, neutral B, grounded Up B, and down B are all punishable by Up Smash (7f) or OOS Uair (9f), while close fair and bair can also be clipped by Up Smash. By contrast, uair and dair are mostly safe, and spaced lightning kicks are much thinner, so Bowser Jr. should punish the confirmed openings hard and cover the next landing instead of swinging at every shield contact.
Stocks are most repeatable when Bowser Jr. stays onstage and covers jump from ledge, normal getup, ledge roll, and Farore’s Wind landing with Up Smash, uair, and bair. Deep offstage chases are far less stable because Din’s Fire and teleport reversals can quickly turn Bowser Jr.’s own recovery into the real liability.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldBowser Jr. OOS Candidate MovesBarely Missed Moves
Rapid Jab4/6/8/10…
Rapid Jab Finisher6-32
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (17f)
  • OOS Dair (18f)
Jab4/7-13
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (+2)
Forward Tilt12-13/-10
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (+3)
Up Tilt7-15
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (+2)
  • OOS Dair (+3)
Down Tilt5-10
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (+3)
Dash Attack6-18
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (17f)
  • OOS Dair (18f)
Forward Smash16/18/20/22/24-16
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (+1)
  • OOS Dair (+2)
Up Smash9/13/17/21/25/29/34-25
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (17f)
  • OOS Dair (18f)
Down Smash5/13-24/-17
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (17f)
  • OOS Dair (+1)
Neutral Air6/10/14/18/22-10/-9
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (+1)
  • OOS Nair (+1)
Forward Air6-8/-12
  • Up Smash (7f)
  • OOS Uair (+1)
  • Grab (+2)
  • OOS Nair (+2)
Back Air6-8/-12
  • Up Smash (7f)
  • OOS Uair (+1)
  • Grab (+2)
  • OOS Nair (+2)
Up Air14-6/-8
  • None
  • Up Smash (+1)
  • OOS Uair (+3)
Down Air14-6/-9
  • None
  • Up Smash (+1)
  • OOS Uair (+3)
Neutral B11…-25
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (17f)
  • OOS Dair (18f)
Side B44—70-18 to -10
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (+3)
Up B6/35-29 (ground) // -19 (air)
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (17f)
  • OOS Dair (18f)
Down B26/32/38/46/59-127-19 to -15
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (+2)
  • OOS Dair (+3)
Grab10
Dash Grab13
Pivot Grab14

Win Condition Checklist

  • Do not place Mechakoopa and cannonball on one rhythm. Mix walking and empty jumps so Zelda has to show Nayru’s Love or Phantom startup first.
  • After blocking rapid jab finisher, jab, up tilt, dash attack, any smash attack, neutral B, grounded Up B, or down B, punish immediately with Up Smash (7f) or OOS Uair (9f) so Zelda’s anti-approach tools do not reset for free.
  • Only punish fair and bair in place when they land close enough for Up Smash. Do not force answers on spaced lightning kicks or on uair and dair that are still safe.
  • Once you get inside, prioritize denying a finished Phantom setup and keep the pressure on high landings, ledge drift, and Farore’s Wind landing with uair and bair.
  • Finish stocks from ledgetraps by covering jump, normal getup, ledge roll, and teleport landing instead of overchasing offstage.

Actions to Avoid

  • Feeding Nayru’s Love by throwing Mechakoopa or cannonball straight into Zelda’s front side without varying the timing.
  • Driving clown kart into a fully formed Phantom setup and giving Zelda an easy anti-approach check.
  • Treating every fair, bair, uair, or dair as an automatic shield punish and whiffing Up Smash or uair while Zelda escapes back out.
  • Chasing too deep offstage and letting Din’s Fire or Farore’s Wind reversal expose Bowser Jr.’s weaker body recovery.

Reference Links

Related Pages