Wednesday, May 20, 2020

Bowser Jr. (Super Mario) – DEATH BATTLE! Analysis

Note: This analysis of Bowser Jr. will include both the mainline and spin-off Mario games. Unless it’s specific to him, most equipment from the sports and party games, such as tennis rackets, karts, item box items, etc. will not be included.


Background

Bowser, the King of the Koopas, is known for his affection with Princess Peach and his many battles against Mario over her. These kidnappings would become common, but Mario would always end up saving the princess of the Mushroom Kingdom. During a well-deserved vacation to Isle Delfino, Mario would end up being arrested for crimes that a mysterious figure that looked like him did. Tasked with solving the mess, it was soon after that the doppelgänger revealed themself, and kidnapped Peach. While they stayed in their shadowy persona of Mario, the real Mario tracked them down, and found that it wasn’t Bowser’s doing, but it was in fact his son: Bowser Jr.

Junior’s motivation for the princess’s capture was to rescue his mama from Mario. Even with his father at his side, he still ended up losing to Mario. Bowser, trying to get Peach at any cost, had lied to his son about Peach being his mother. Though, Junior knew all along that he wasn’t telling the truth. Despite at first not being the best parental figure, having lied to his son in the first place just to get Princess Peach, the two would become extremely close, and Bowser would be very protective and loving towards Junior. Even though that’s led to him being a spoiled brat, especially since he is the Prince of the Koopas, Junior does whatever it takes to seek his father’s approval. He’s helped his father capture Peach and battle Mario on several occasions, and one day, he’ll be the next King of the Koopas.

More Info
  • Height: 4’04” | 132.1 cm
  • Son of Bowser
  • Bit of a spoiled brat
  • Became best friends with a paper version of himself
  • Has a PhD
  • Uses his Junior Clown Car in tennis for some reason
  • His mother is Shigeru Miyamoto

Equipment

Shell

Magic Paintbrush
A paintbrush created and given to him by Professor E. Gadd that is Bowser Jr.’s main weapon in battle. Besides hitting things with it, he can utilize goop or paint of many colors in a variety of ways. He states whatever he draws with it will come true. Junior can apply it to surfaces to create goop that slips enemies up, electrifying goop that zaps those who touch it, burning goop that acts like lava and releases bursts of flames, slippery paints to trip up others, or graffiti that hides items, regenerates if only partly cleaned off as time goes by, and reappears where they were with the item back in them if one doesn’t take said item from them in time when they’re cleaned off. Junior can even link graffiti with the same symbols together to release the item in the other when it’s cleaned off instead of the one gotten rid of, and make lasting portals to other locations that also prevent others from chasing after him unless they’re washed first. He can also cover things like people, objects, or the environment in goop to trap them beneath it, and this includes being able to hide himself in it.

Besides painting on surfaces, Junior can also use the paintbrush to deflect projectiles by either twirling the brush at it or covering the projectile in paint and launching it, launch paintballs, which can slow others down or create slippery surfaces when they hit the ground, tickle others to distract them long enough to steal their equipment, blind enemies with paint that can also cause pain, pollute bodies of water that hurt those in them, form wavy damaging forcefields called Orange Juice Generators that can blocks others and can only be dissolved by fruit juices, create lumpy balls of goop called Glorpedoes that roll and bounce at enemies and can absorb water to increase in size, make toxic oozes that burn others, or create secret pocket dimensions, and he can even make pathways to said pocket dimensions.

It can even create loyal minions, as well as lifelike copies of other beings like Petey Piranha, King Boo, and Yoshi, but one of its most notable uses is that it can transform Junior into shadowy doppelgängers of others such as Mario. Shadow Mario, as well as potentially other disguises Junior could make with his brush, shares most of the same physical abilities as the original, as well as being able to fly around, teleport, turn himself into a mobile intangible orb, and extend his tongue. Lastly, Junior can summon the brush to his hand at any time.

Junior Clown Car
Bowser Jr.’s personal flying vehicle, fit for his size. It uses the propeller beneath it to fly in the air, which can help him avoid attacks from those on the ground more easily, and he can also use it to ram, which can trip those who are hit, spin, which can reduce the health of those hit by half, or drill into enemies, as well as cut them with the propeller itself. The Junior Clown Car also protects him from attacks coming from the side or below, and even can form a glass dome around Junior to protect him from above and travel underwater much more easily. It also holds many other weapons and abilities.

It contains arms with boxing glove fists to attack enemies or grab and use equipment, which can also extend in length to attack from far away or cover as much area as possible by spinning, powerful drills, grinders, wrecking balls, pitchforks, both small and large grappling claws that can throw others around, use equipment, or take Junior out of the Junior Clown Car if needed, mechanical legs and feet to walk and jump with, thrusters that drastically increase its speed, and a cannon in its mouth that can blast gusts of wind that push enemies back and can also push Junior himself back if used in the air due to the force of blasting them or shoot three types of cannonballs, which are regular ones that crash into enemies, smaller ones that are faster and pierce through them at the cost of being weaker, and ones that explode upon impact. The cannon can even be charged up to increase the power, speed, and range of the gusts of wind or various cannonballs. The cannonballs also lose altitude after a while depending on how long they’re charged before being fired.

Its abilities include spitting fireballs that can burn enemies to leave them vulnerable while causing them pain, attacking with its tongue, becoming angrier to increase its power, being able to be remotely controlled, which Junior can use to bring him equipment he doesn’t have on him at the moment, being able to fly and be controlled by its own free will, being able to call upon Junior’s mechs via a button, an ejection system, and a self-destruction system that can detonate on enemies, launch them downward with a powerful explosion, or launch Junior himself downward to crash into them with his body.

Junior also stores certain items in it that he can use, such as spike balls, which can sometimes lower the Defense of enemies, hammers, including toy hammers, Koopa Shells, wrenches, iron balls, curled up Spinies, snacks that restore health, regular and 1-Up Mushrooms, which heal Junior or an ally or make defeated allies conscious again respectively, binoculars, giant bananas, and Bob-ombs that can be thrown and walk around a bit before detonating or explode on impact, which can sometimes cause enemies to become dizzy and left vulnerable. It also contains Mechakoopas, which there are three types of: normal ones that walk around and attach themselves to enemies before exploding, ones that explode much sooner when they’re launched out, and giant ones that deal more damage at the cost of not walking far and only detonating after a certain period of time and not when in contact with an enemy. They can also tackle enemies, and Junior can pick up and throw them before they explode.

The Junior Clown Clown can transform into other modes to cover the ground and sea. It can turn into a car to drive on land, and Junior can even jump in, run enemies over with, which can also bury them into the ground and leave them open to follow-up attacks at the cost of not traveling as far, or spin out against them to attack harder, which can also hit multiple times at the cost of doing less damage. Lastly, it can turn into a submarine to traverse through water, which can release and launch homing torpedoes called Targeting Teds. Junior also has multiple Junior Clown Cars.

Finally, Bowser Jr. has used his father’s own Koopa Clown Car in the past. Not only is it bigger and tougher than the Junior Clown Car, but when it was under Junior’s use, it could fire small and large spiked bombs from a cannon in its mouth, which detonate after a set period of time or when making contact with a target. It also has Koopa Shells that he can throw.

Koopa Shells
Bowser Jr. has used the durable shells of his species in the past as weapons, usually by throwing them forward at enemies as a projectile. They spin continuously, and can bounce off walls and obstacles. If jumped on, they stop and can be kicked or thrown again. He can also throw a giant spiked shell based on his father’s that’s more powerful and functions the same as a normal Koopa Shell.

Hammers
Like his father, Bowser Jr. possesses multiple hammers that he can throw continuously as projectiles or simply swing around.

Mega Mushroom

Mechs / Ships
Bowser Jr. has used many mechs and ships in his battles against Mario, each with their own capabilities as he pilots them. The following is a list of all the mechs and ships Bowser Jr. can pilot:


Powers & Abilities

Fire Breath
Like his father, Bowser Jr. can engulf enemies with his fire breath. He can shoot fireballs or release a stream of flames, and his fire can also linger on the ground for a while to burn anyone who runs into it. His fireballs can even bounce off the ground and home in on enemies.

Ground Pound

Sonic Roar!

Supercharge
A buffing skill that Bowser Jr. can use to charge up power hugely, which doubles the power of his attacks.

Healing Magic
Bowser Jr. can heal and reduce the damage taken from elemental attacks for a bit for himself and allies through the use of magic. This includes fire, water, wood, light, and dark-based attacks.

Status Barrier

Attribute Buffer
Bowser Jr. can create barriers around himself and allies that reduce the amount of damage taken from elemental attacks. This includes fire, water, wood, light, and dark-based attacks.

Zone Speed

Petrification

Energy Manipulation

Transmutation

Status Effect Inducement
Bowser Jr. is capable of inflicting many different types of status effects against enemies, such as blinding or paralysis by looking menacing.

Captain Commands
Special abilities that Bowser Jr. can perform to aid both himself and any minions he’s leading. To perform these, he must spend Captain Points, or CP. Bowser Jr. can hold up to 10 CP, and he regains some after winning a battle. The following is a list of all the Captain Commands Bowser Jr. can perform:


Feats

Strength & Attack Potency

Speed

Durability

Scaling

Training & Experience

Weaknesses

While brainier than his father, Bowser Jr. can still be bratty and refuse to listen to others, even having a short temper, and will make up excuses for why he loses instead of accepting defeat. This is due to him thinking he’s better than everyone else, and his bragging can even accidentally let his enemies find out stuff they shouldn’t have known. Also, Junior’s shell is unable to protect him from really strong attacks without flipping him over onto his back, which leaves him vulnerable.

His Junior Clown Car can overheat badly enough to be in need of repairs, his Koopa Shells can be stopped and used against him, and petrified enemies can turn back to normal if he’s defeated. Lastly, Junior’s doppelgänger forms like Shadow Mario are weak to water attacks, and the goop and paint created by the Magic Paintbrush can also be washed off with water. Though, he can swim in water with no issue. Also, he has daddy issues

Summary

Advantages
  • Has many reliable defensive options, such as his shell, Orange Juice Generators, Status Barrier, or Attribute Buffer
  • His Magic Paintbrush and Junior Clown Car grant him many tools and abilities, such as flight, teleportation, portal creation, elemental attacks, pocket dimension creation, and much more
  • Has many reliable mechs and ships, each with their own capabilities
  • Can burn enemies with his fire breath
  • Can stun enemies with his Ground Pound or inflict them with blinding or paralysis
  • Can shrink enemies with his Sonic Roar!
  • Can double the power of his attacks with Supercharge
  • Can heal himself with magic or mushrooms
  • Can basically slow down time all around himself
  • Can petrify enemies to turn them to stone
  • Can prevent enemies from using powerful attacks that require charging with Deny

Disadvantages
  • Can be bratty and refuse to listen to others, along with a short temper, leading to things like making excuse for why he lost and being unable to accept defeat
  • Thinks too highly of himself, to the point where his bragging can let enemies know things they shouldn’t have found out
  • His shell can’t protect him from really strong attacks without flipping him onto his back and leaving him vulnerable
  • His Junior Clown Car can overheat badly enough to be in need of repairs
  • His Koopa Shells can be stopped and used against him
  • Petrified enemies can turn back to normal if he’s defeated
  • His doppelgänger forms are weak to water attacks
  • The goop and paint created by his Magic Paintbrush can be washed off with water
  • Has daddy issues

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