Corrin vs Bowser Jr.

Bowser Jr. Matchup (Corrin)

Corrin vs Bowser Jr.

Corrin vs Bowser Jr. is about refusing direct trades into Mechakoopa and Cart, stabbing the body behind the reset, and cashing out on the exposed body after Up B.

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Matchup Summary (Win Condition and Game Plan)

This matchup gets worse for Corrin whenever she tries to force high jumps or long-distance Pin through Mechakoopa, Cannonball, and Cart Dash. Bowser Jr. can scatter the lane with those tools, then convert anti-air hits into forward air, up air, and Up Smash pressure once Corrin is forced into predictable movement. Corrin is not built to spend the whole game chasing the projectile itself, so the steadier plan is to aim at the reset point behind it.
Bowser Jr. also does not have especially fast startup or emergency defense, but frontal hits on the clown car are not the exchange Corrin wants because they are less rewarding than clean body hits and landing traps. Corrin should use fair, uair, and Pin to stab the body standing behind Mechakoopa, the fall path after Cart cancels, and the retreat path after a reset. Once she gets in, taking stage and denying the next setup matters more than cashing out instantly.
The frame table shows real shield punishes on jab 1, jab 2, rapid jab finisher, forward tilt, up tilt, down tilt, dash attack, every smash attack, forward air, back air, down air, and neutral special with OOS Nair (9f), grab (10f), OOS Uair (10f), and OOS Fair (12f) as the main tools. By contrast, neutral air and up air are not stable in-place punishes, and Side B or Up B are usually better handled by waiting on the follow-up path or landing rather than swinging immediately. The key is stopping the second action, not just reacting to the first one.
For stocks, it is more repeatable to push Bowser Jr. to ledge and clean up jump getup, defensive landing, and the exposed body after Up B with back air, Up Smash, and Pin kick than to solve every setup exchange in center stage. Corrin’s own recovery is not built for reckless deep chases, so alternating ledgetraps with shallow fair and uair edge pressure is the higher-value plan.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldCorrin OOS Candidate MovesBarely Missed Moves
Jab 14-12
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • Up Smash (+1)
  • OOS Dair (+3)
Jab 24-22
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • Up Smash (13f)
  • OOS Dair (15f)
  • OOS Bair (16f)
  • Up B (18f)
Rapid Jab4/7/10…
Rapid Jab Finisher6-32
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • Up Smash (13f)
  • OOS Dair (15f)
  • OOS Bair (16f)
  • Up B (18f)
Forward Tilt7-18/-16
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • Up Smash (13f)
  • OOS Dair (15f)
  • OOS Bair (16f)
  • Up B (+2)
Up Tilt7-19
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • Up Smash (13f)
  • OOS Dair (15f)
  • OOS Bair (16f)
  • Up B (18f)
Down Tilt4/12/23-11
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (+1)
  • Up Smash (+2)
Dash Attack8/11/14/17/20/25-17
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • Up Smash (13f)
  • OOS Dair (15f)
  • OOS Bair (16f)
  • Up B (+1)
Forward Smash18/21/24/27/30/35-12
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • Up Smash (+1)
  • OOS Dair (+3)
Up Smash7/9/12/15/18/22-26
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • Up Smash (13f)
  • OOS Dair (15f)
  • OOS Bair (16f)
  • Up B (18f)
Down Smash12-32
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • Up Smash (13f)
  • OOS Dair (15f)
  • OOS Bair (16f)
  • Up B (18f)
Neutral Air7-6/-7/-7/-5/-6/-6
  • None
Forward Air10-11
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (+1)
  • Up Smash (+2)
Back Air12-9/-10
  • OOS Nair (9f)
  • Grab (+1)
  • OOS Uair (+1)
  • OOS Fair (+3)
Up Air6-5
  • None
Down Air15…-11
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (+1)
  • Up Smash (+2)
Neutral B37-97-23 to -17
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • Up Smash (13f)
  • OOS Dair (15f)
  • OOS Bair (16f)
  • Up B (+1)
Side B23
Up B17/56
Down B
Grab11
Dash Grab14
Pivot Grab15

Win Condition Checklist

  • Do not jump over Mechakoopa or Cannonball on sight. Use walk shield and tippered range to stop Bowser Jr.’s body where he wants to reset and where he wants to move next.
  • After blocking jab 1, jab 2, rapid jab finisher, forward tilt, up tilt, down tilt, dash attack, smash attacks, forward air, back air, down air, or neutral special, punish cleanly with OOS Nair (9f), grab (10f), OOS Uair (10f), or OOS Fair (12f).
  • Avoid frontal trades into the clown car. Use fair, uair, and Pin to hit the body itself or the fall path after Cart cancels instead of accepting the reduced-damage exchange.
  • Do not force immediate punishes on neutral air, up air, Side B, or Up B. Pre-cover the follow-up route, landing, or exposed body instead.
  • At kill percent, prioritize ledge pressure and assign back air, Up Smash, and Pin kick to jump getup, defensive landing, normal getup, and the exposed body after Up B.

Actions to Avoid

  • Jumping high over Mechakoopa or Cannonball, or throwing out long-distance Pin on reaction, and getting swatted by forward air, up air, or Up Smash.
  • Repeatedly hitting the clown car from the front and shrinking your own reward instead of aiming for the body and the landing trap behind it.
  • Treating neutral air, up air, Side B, and Up B as automatic in-place punishes and getting clipped by Cart follow-ups or post-Up-B landings.
  • Backing off immediately after winning one opening and giving Bowser Jr. all the time needed to rebuild Mechakoopa and Cannonball pressure.
  • Overchasing offstage and exposing Corrin’s own weak recovery to hammer swings, cannonballs, or reversal body hits.

Reference Links

Related Pages