Mechakoopa
Mechakoopa | |
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![]() Bowser Jr. using this move inUltimate. | |
User | Bowser Jr. |
Universe | Mario |
Article on Super Mario Wiki | Mechakoopa |
Mechakoopa (メカクッパ,Mechakoopa) isBowser Jr.'sdown special move.
Overview[edit]
The Mechakoopa marches until colliding with an enemy, knocking them back before exploding. It does 2% when jumping and 7% explosive damage when it explodes for a total of 9%. It deals weak diagonal knockback. If the Mechakoopa walks to a ledge without hitting anyone, it will turn around, and if it isn't activated after about five seconds, it will explode on its own. Bowser Jr. can only have one Mechakoopa out at a time; the move will fail if he uses it again before the Mechakoopa is gone, leaving him with around half a second of lag. InUltimate, if a Mechakoopa collides with a shield, it will switch off and become an item the opponent can pick up.
If a player picks up the Mechakoopa, it will reset the timer. This can be used for combos or potentially dropping off-stage forgimping opponents. However, the Mechakoopa counts as an item that can be picked up and thrown back at the user, similar toDiddy Kong'sBanana Peel. As a result, these plays are not reserved to Bowser Jr., and they're equally effective against him as they are on the opponent.
When a Mechakoopa jumps onto an opponent, it will latch on for a limited period of time before exploding. This can be exploited by the Bowser Jr. player in a number of ways: "extending" throw knockback, combos intoforward aerial and confirming smash attacks among other things. This is a massive part of Bowser Jr.'s playstyle, and learning how to use it is imperative to learning the character.
InMaster Fortress, Mechakoopas can walk on the acid.
Instructional quotes[edit]
![]() | ![]() | Deploy a Mechakoopa that will explode when it hits an opponent. |
![]() | ![]() | Deploys a Mechakoopa that explodes if thrown, attacked, or just left alone. |
Customization[edit]
Special Move customization was added inSuper Smash Bros. 4. These are the variations:
- Mechakoopa: Default.
- Impatient Mechakoopa: The Mechakoopa is flung from the Car, functioning more as a horizontal projectile, and will quickly explode upon hitting the floor. The explosion does a mere 4% damage, and hitting a player with the Mechakoopa prior to explosion does 1%.
- Big Mechakoopa: A much larger Mechakoopa is deployed, which slowly walks a short distance and explodes on its own. It can be picked up and thrown. Thrown, it will do 1% damage and explode for 15% damage. Can KO around 140% damage.
Impatient Mechakoopa being used inSuper Smash Bros. for Nintendo 3DS.
Big Mechakoopa being used inSuper Smash Bros. for Nintendo 3DS.
Spirit[edit]
Mechakoopa appears inSuper Smash Bros. Ultimate as an Advanced-classsupport spirit.
InAdventure Mode: World of Light, Mechakoopa is presumably one of the countless spirits captured byGaleem during his takeover of the universe. Mechakoopa's spirit is located in theMolten Fortress sub-dungeon ofThe Light Realm.
Mechakoopa uses an army ofTinyBowser puppet fighters and is fought on theMushroom Kingdom U stage's Slide Tower layout. Each of the puppet fighters start off with aBomber, referencing the Mechakoopa's tendency to explode.
No. | Image | Name | Type | Class | Cost | Ability | Series |
---|---|---|---|---|---|---|---|
62 | Mechakoopa | ![]() | ★★ | 1 | Lava-Floor Resist | Super Mario Series |
Origin[edit]
Mechakoopas debuted inSuper Mario World, appearing inBowser's Castle and being thrown byBowser out of hisKoopa Clown Car during the final battle.Mario can disable them by stomping them, though they will return to normal after some time. When they are deactivated, Mario can pick them up and throw them; this is the only means of defeating Bowser in that game. They appeared mostly in spin-off games over the years before returning inNew Super Mario Bros. Wii.
The Big Mechakoopa would later go on to inspire theMega Mechakoopa, which first appear inMario Party 10 in the minigameMega Mechakoopa's Swing & Stomp and then inSuper Mario Maker 2 via the 3.0.0 update. While not explicitly described as such, similarly sized Mechakoopas appear inMario Kart 8 and itsDeluxe re-release in their remake ofGBA Ribbon Road, the second course of theBell Cup.
The first instance of a Mechakoopa exploding in theMario series isMario Party 5 in the minigameFrightmare after being jumped on, however the resulting explosion doesn't affect the player. The more offensive and self-destructive instance shown inSmash carries over intoMario + Rabbids Sparks of Hope as one of Bowser's abilities where he can summon up to fiveRabbid Mechakoopas to attack enemies with them exploding on contact if they reach an enemy and will set the enemy on fire if they are upgraded. If they do not reach their target on their first turn, any ally (including Bowser) nearby can also pick them up and throw them at enemies. Bowser's cloneDarkmess Bowser also has this ability as well by usingDarkmess Rabbid Mechakoopas though he does not pick them up to throw at enemies nor can he summon up to five of them at once being only able to summon the default three. Additionally they cannot set anybody on fire as well.
Gallery[edit]
Mechakoopa inSuper Smash Bros. for Nintendo 3DS.
Mechakoopa inSuper Smash Bros. for Nintendo 3DS
Mechakoopa inSuper Smash Bros. for Wii U
Bowser Jr. using Mechakoopas as shown by theMove List inUltimate.
Names in other languages[edit]
Trivia[edit]
- The Mechakoopa's falling speed inUltimate is identical to the pushing speed of a wind zone inStage Builder set to 100 power. As such, when used in such a wind zone it will stay in place indefinitely and unanimated until grabbed.
- Mechakoopas have a hurtbox, andoccasionally this can make them fall off platforms.
- The Mechakoopa is distinct for being one of the few known special moves with an associated spirit in Ultimate to not allude to the move in any direct sense (as its Spirit Battle is exclusively against 4 tiny Bowsers instead of Bowser Jr.)