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VOOZH | about |
| Mechakoopa | |
|---|---|
| π Bowser Jr Down B SSBU.gif Bowser Jr. using this move in Ultimate. | |
| User | Bowser Jr. |
| Universe | Mario |
| Article on Super Mario Wiki | Mechakoopa |
Mechakoopa (γ‘γ«γ―γγ, Mechakoopa) is Bowser Jr.'s down special move.
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. In Ultimate, 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 for gimping opponents. However, the Mechakoopa counts as an item that can be picked up and thrown back at the user, similar to Diddy Kong's Banana 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 into forward 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.
In Master Fortress, Mechakoopas can walk on the acid.
| π Super Smash Bros. for Wii U instruction booklet |
π Bowser Jr. (SSB4) |
Deploy a Mechakoopa that will explode when it hits an opponent. |
| π Super Smash Bros. Ultimate Move List |
π Bowser Jr. (SSBU) |
Deploys a Mechakoopa that explodes if thrown, attacked, or just left alone. |
Special Move customization was added in Super Smash Bros. 4. These are the variations:
| 1. Mechakoopa | 2. Impatient Mechakoopa | 3. Big Mechakoopa |
|---|---|---|
| π NTSC "Deploy a Mechakoopa that will explode if thrown, attacked, or just left alone." π PAL |
π NTSC "Launch a Mechakoopa a fair distance. It explodes shortly after landing." π PAL |
"A large, powerful Mechakoopa. Walks past enemies, so throw it to make it go boom!" |
Impatient Mechakoopa being used in Super Smash Bros. for Nintendo 3DS.
Big Mechakoopa being used in Super Smash Bros. for Nintendo 3DS.
Mechakoopa appears in Super Smash Bros. Ultimate as an Advanced-class support spirit.
In Adventure Mode: World of Light, Mechakoopa is presumably one of the countless spirits captured by Galeem during his takeover of the universe. Mechakoopa's spirit is located in the Molten Fortress sub-dungeon of The Light Realm.
Mechakoopa uses an army of Tiny Bowser puppet fighters and is fought on the Mushroom Kingdom U stage's Slide Tower layout. Each of the puppet fighters start off with a Bomber, referencing the Mechakoopa's tendency to explode.
| No. | Image | Name | Type | Class | Cost | Ability | Series |
|---|---|---|---|---|---|---|---|
| 62 | Mechakoopa | β β | 1 | Lava-Floor Resist | Super Mario Series |
Mechakoopas debuted in Super Mario World, appearing in Bowser's Castle and being thrown by Bowser out of his Koopa 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 in New Super Mario Bros. Wii.
The general functionality of the Mechakoopas summoned by Bowser Jr. in Smash Bros. has little in common with how Mechakoopas normally work in Mario games; instead, it may have been partially inspired by the Clockwork Kazooie from Banjo-Tooie. Once a Clockwork Kazooie Egg is fired by Kazooie in that game, it hatches upon touching solid ground to reveal a Clockwork Kazooie, a small mechanical automaton resembling her. Much like the Smash Bros. Mechakoopa, it can walk, and it also explodes automatically after a set amount of time or after coming into contact with enemies. However, unlike Smash Bros. Mechakoopas, its movements can be directly controlled using the Control Stick, it can pick up items, it can jump if the player presses the A button, the player can detonate it on command by pressing the B button, and it explodes automatically if it touches water (rather than merely sinking in water) or if Banjo & Kazooie get hurt.
Following the release of SSB4, a large type of Mechakoopa not unlike the Big Mechakoopa custom special move, known as the Mega Mechakoopa, made its first appearance in Mario Party 10 in the minigame Mega Mechakoopa's Swing & Stomp, before later appearing in Super Mario Maker 2 via the 3.0.0 update. While not explicitly described as such, similarly sized Mechakoopas appear in Mario Kart 8 and its Deluxe re-release in their remake of GBA Ribbon Road, the second course of the Bell Cup.
The first instance of a Mechakoopa exploding in the Mario series is in Mario Party 5 during the minigame Frightmare after being jumped on; however, the resulting explosion does not affect the player.
The more offensive and self-destructive instance shown in Smash carries over into Mario + Rabbids Sparks of Hope as one of Bowser's abilities where he can summon up to five Rabbid Mechakoopas to attack enemies, with them exploding on contact if they reach an enemy; these Mechakoopas 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 clone Darkmess Bowser also has this ability as well by using Darkmess 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.
Bowser Jr. using Mechakoopas as shown by the Move List in Ultimate.
| Language | Name |
|---|---|
| π Japan Japanese |
γ‘γ«γ―γγ, Mechakoopa |
| π UK English |
Mechakoopa |
| π France French (PAL) |
Mechakoopa |
| π Quebec French (NTSC) |
MΓ©ca-Koopa |
| π Germany German |
Robo-Koopa |
| π Spain Spanish (PAL) |
Mechakoopa |
| π Mexico Spanish (NTSC) |
Mecakoopa |
| π Italy Italian |
Koopasapiens |
| π China Chinese (Simplified) |
ζΊε¨ι ·ιΈη |
| π Taiwan Chinese (Traditional) |
ζ©ε¨εΊ«ε·΄ |
| π South Korea Korean |
λ©μΉ΄μΏ ν, Mechakoopa |
| π Netherlands Dutch |
Mechakoopa |
| π Russia Russian |
ΠΠ΅Ρ Π°ΠΊΡΠΏΠ° |
| π Portugal Portuguese |
Mecanikoopa |