Bowser Jr. (Potens)

Bowser Jr. is an unlockable poten seen in Potens, he originates from the Super Mario Bros series.

Normal
Neutral Combo: Repeatedly hits with boxing gloves. 2% per hit, the final hit does 3% with surprising knockback. Moves slightly backwards when doing it. Side Tilt: Hits opponent with a fork. 8% damage. Low reach but very fast. Good option after a missed Forward Smash to prevent punishing.
 * Neutral Attack: Hits once with a boxing glove. 3% damage. Based on his boxing glove attack in New Super Mario Bros. U.
 * Dash Attack: Several spinning gears with sharp saws appear out of the car's mouth, which repeatedly hit opponents. 12% damage if all hits connect. Quite fast startup but massive ending lag, which means it is not safe on shield.
 * Up Tilt: Hits opponent with a fork upward. 6% damage and has low vertical knockback. Useful to lift opponents to initiate air combos. Can combo into itself at low percentages.
 * Down Tilt: The Car does three licks below it. The first 2 hits do 2% each and the final hit does 4%, totaling to 8% if all hits connect. Very good range for a Down Tilt, covering a safe area in front of Bowser Jr.

Smash
Up Smash: Flips upside down and attacks using the car's propeller. If all hits connect, 14% uncharged, 19% fully charged. Bowser Jr's fastest Smash Attack, but also the weakest in terms of knockback and damage. Other Get-Up Attack: Gets up back and releases two boxing gloves from each side. 7%
 * Side Smash: Two drills pop out and converge like pincers. Can be angled up or down. If all hits connect, 17% uncharged, 23% fully charged. Its ending lag can be cancelled into other attacks, such as his Tilt Attacks.
 * Down Smash: Two heavyweight balls pop out and hit the ground on both sides of Bowser Jr. Good knockback but very long ending lag. 19% uncharged, 26% fully charged.
 * Ledge Attack: Slams two heavyweight balls on the ground and gets back up. 7%

Aerial Attacks
Forward Aerial: Waves a heavyweight ball in front of him. 11% damage. Good poking attack, being very useful on short hops. Up Aerial: Swings a hammer he keeps upward. 10% damage. Bowser Jr.'s strongest aerial. Good follow up after a cancelled Clown Car Dash.
 * Neutral Aerial: The boxing gloves spin around in a circle. 6% damage. Great for initiating combos, with very low ending and landing lag.
 * Back Aerial: Swings around with a heavyweight ball outstretched. 14% damage. Stronger knockback than Forward Aerial, but less range.
 * Down Aerial: Descends downwards with a drill pointing down whilst spinning. 12% damage if all hits connect. While good for trapping opponents, has high landing lag and doesn't cause too much shield damage. Based on Spin Drill from Super Mario Galaxy 2.

Grabs and Throws
Back Throw: Swings around twice and hurls the opponent behind him. 12% damage.
 * Pummel: Whacks the foe's head with a red mallet. 2% per hit. Based on the Eekhammer sticker from Paper Mario: Sticker Star.
 * Forward Throw: Uppercuts his opponent with a boxing glove. 9% damage.
 * Up Throw: Uses the claw arm to hurl the opponent upwards. 7% damage.
 * Down Throw: Repeatedly attacks the opponent beneath him with a drill. 8% damage.

Special Moves

 * Standard Special: Clown Cannon
 * Side Special: Clown Kart Dash
 * Up Special: Abandon Ship
 * Down Special: Mechakoopa
 * Final Smash: Shadow Mario Paint