Newcomer: Shadow Mario

The small horned beast nodded to his father and descended from the ship. As he fell to the land below him, his flesh began to give way. He became transparent, almost like water. He donned a transparent plumbers hat, overalls, and a strange pair of sunglasses. This shadowy figured landed on the ground and pulled out a paintbrush from his pocket which dripped with paint. The shadowy figure ran off towards the floating mechanical isle in the sky with all speed; leaving a trail of bright orange and red paint.

Shadow Mario from Super Mario Sunshine.

Name: Shadow Mario

Universe: Mario

Debut: Super Mario Sunshine (2002)

Element Alignment: Water

Affinity: Bad

Availability: Starter

Shadow Mario makes his shadowy appearance as a possible transformation for Bowser Jr by using Down B “Shadow Mario”. This works much like how Zelda transforms into Shiek. Shadow Mario is much lighter and faster then his real counterpart as well as Bowser Jr. However, he has access to all Mario’s attacks including B Attacks and Final Smashes.

Shadow Mario`s Stats

  • Power: **
  • Weight: *
  • Defense: **
  • Speed: ****
  • Jump: ****
  • Recovery: ***
  • Element: ***

Shadow Mario’s main strengths lies in his speed and jumping ability given his light frame. However, he trades in Bowser Jr.s power and defense for the speed and jumping ability. Shadow Mario is very floaty when in air and, at times, appears to be gliding when running. His move set is identical to Mario but more faster with less power. He also has all of Mario’s Final Smashes albeit a bit weaker. Shadow Mario also does not talk at all, not even grunts or shouts when fighting. All you hear is whispering of a breeze and paint sounds.

Shadow Mario`s Special B Move Set

    • B – Shadow Fireball
    • Side B – Shadowy Cape
    • Up B – Shadow Jump Punch
    • Down B – Shadow Cloud Mario

The Final Trio

  • Final Smash: Shadow Finale
  • Final Melee: ShadowTornado
  • Final Brawl: Plumber Shadow


Shadow Fireball is much like Mario’s original Fireball but it has more floatiness when it bounces. It burns the opponent with a light blue-clear flame. It does 7% damage.

Shadowy Cape act smuch like Mario’s Cape attack but it appears blue-clear. It ha sno changes to its attributes. It does 8% damage.

Shadow Jump Punch is more lighter and higher than Mario’s Super Jump Punch. Shadow Mario also falls slower than Mario when he returns to the stage. he can also wall jump much like Mario anytime during the jump. It does between 9-12% damage.

Shadow Cloud Mario works much like the original Cloud Mario but the clouds appear dark, like rain clouds. When launched at opponents, they do 10-15% damage depending on the distance of the opponent.

Shadow Finale is Shadow Mario’s Final Smash. It is just like Mario’s Mario Finale but only does 2% damage. However, it travels slower than Marrio’s Mario Finale thus racking up more damage as it travels. It is capable of hitting a opponent 9 times a second. It has a high horizontal knock back and KO potential.

  • Beginning Cinematic: Shadow Mario begins to be covered in a dark energy. It wraps around Shadow mario and than zooms and covers the screen.

Fiery Tornado is Shadow Mario’s Final Melee. It is similar to Mario’s Fiery Tornado, however, instead of fire, it`s shadows. The attack travels slower and is floatier. It deals between 50-63% damage and throws the opponent upwards.

  • Beginning Cinematic: Shadow Mario begins to slowly turn around while shadows wrap around him into it creates a large tornado of shadows.

Plumber Combo is Mario’s Fire Giants Fist. It is exactly similar to Mario’s Final Brawl but it is a bit weaker. It does 55-58% Dark damage.

  • Beginning Cinematic: Shadow Mario vanishes in a puff of smoke an than appears and punches at the screen.

Proposed Stage: Bowser’s Castle

Proposed Taunts

  • Right Side – Twirls around twice and then thrusts his hand out to give a peace sign.
  • Left Side – Jumps up while thrusting one fist into the air (similar to his openining animation when Mario enters the stage except no pipe).
  • Up – Turns into Super Mario. The way he does it is how he changes in the original Super Mario Bros, what goes up must come down. (Same as in SSB and Melee.)
  • Down – Spins in the air and falls on his back, based on the dying animation from the original Donkey Kong.

Proposed Winning Poses

  • Shadow Mario spins around and then does a thumbs down to the camera.
  • Shadow Mario whips out his brush and starts painting the screen until it only appears to be paint.
  • Shadow Mario folds his arm, leans to the side, and starts moving his body slowly up and down.

Proposed Stage Entrance

  • Materiaizes from the ground like water and forms into Shadow Mario.

Audience Cheer

  • Shaaaadow Mario, Shaaaaadow Mario. (hushed male/female cheer)

Kirby Hat

  • Shadow Mario`s hat and sunglasses.

Proposed Palette Swaps

  • Dark Blue Shadow Mario
  • Light Green Shadow Mario
  • Dark Purple Shadow Mario
  • Pink Shadow Mario
  • Black Shadow Mario

No Buy-able Costumes for Shadow Mario

Shadow Mario Move Set

All of Shadow Mario’s moves are faster in terms of frame rate and animation than Mario’s moves. However, Mario’s moves are more powerful than Shadow Mario’s.

Ground Moves

  • Neutral Attack – Punches with his left, then his right, and then kicks with his right foot. All are from Super Mario 64. Beneficial in making combos. First hit jab locks character laying on the ground and does 2% damage, second punch does 2%, and kick does 3% for a total of 7%.
  • Forward Tilt -Power Kick- Does a roundhouse kick with his right leg. Has average damage but below average knockback, but has better reach than his other tilts (it is still short). Has some IASA frames. Does 6%.
  • Up Tilt -Uppercut- Delivers an uppercut while spinning. Shadow Mario very slightly floats up during the uppecut frame but floats back down. Similar to a move in Super Mario RPG. Average damage and above-average knockback. An excellent juggler that can be combod into itself, a up smash, and a uair juggle. Deals 10%.
  • Down Tilt -Crouch Kick- Sweeps low to the ground with his leg. Though it has a very fast start-up, it deals very low damage but it has literally no ending lag. Deals 5% if Mario’s foot connects, while hitting with his leg/body deals 6%.
  • Dash Attack – Leg Sweep- Slides forward and kicks with both feet. Also from Super Mario 64. Has low diagonal knockback behind Mario that is difficult to follow up on. (Has IASA frames near the end.) Does 10% if connected with the initial hitbox, does 8%.
  • Side Smash – Shadow Smash- Steps back and then forward, causing a blast of shadows out of his hand. One of Shadow Mario’s best reaching moves (though its reach is only average at best). It has rather fast start-up for a forward smash but it does have punishable ending lag. Damage and knockback is highest when sweetspotted at the flame. Can also be angled up and down. It has low base knockback but its knockback scaling when sweetspotted is very high. This is Shadow Mario’s most powerful attack and can be considered his best finisher. Does 12% if Shadow Mario’s arm connects and 19% if the shadows connects; angling up increases the damage to 17%/18% and angling down decreases it to 14%/15%. If fully charged, deals 19.6% (arm) or 28.3% (dark) (angled up: 21%/25.2%, angled down: 18.2%/22.4%). The sweetspot is a hitbox with transcendent priority.
  • Up Smash – Head Snap- Sends opponents skyward with a headbutt. Has slow start-up lag and its ending lag is rather low as well. It does have good base knockback and knockback scaling, but its KO power is rather average for a up smash. This is Mario’s only other reliable finisher and it is his only attack that can KO vertical under 150%. 12% uncharged and 16% fully charged.
  • Down Smash – Breakdance Kick- Does a breakdance sweep. Like Mario’s other attacks, it has fast start-up and ending lag but short reach. While stronger than his tilts and aerials, it isn’t strong enough to reliably KO under 150%. Another attack from Super Mario 64. The front hit deals 16% damage (22% charged), while the back hit does 8% (10.2% charged). It knocks opponents vertically.
  • Ledge Attack (below 100%) – Does a somersault and then kicks upwards but is fairly laggy, from a laying down position. 9% to those on the stage and 7% to those extremely close by.
  • Ledge Attack (above 100%) – Gets up then does a kick similar to his forward tilt. Does 8%.
  • Floor Attack (faceup) – Gets up then kicks behind him, then in front of him. Does 7%.
  • Floor Attack (facedown) – Gets up then punches behind him, then in front of him. Does 7%.
  • Floor Attack (sitting) – Kicks behind him, then in front of him while getting up. Does 4%.

Aerial Attacks

  • Neutral Aerial – Air Kick- Performs a Sex Kick kick in the air. Similar to an attack from Super Mario 64. Its almost instantaneous start-up can be used to break certain chainthrows and combos but it has low knockback and short reach. Initially does 8%, then 6% afterwards.
  • Forward Aerial -Meteor Punch-Lowercuts. This is a slow Meteor Smash if it is sweetspotted. It is a very weak meteor smash that is difficult to land, but it does have the benefit of sending opponents on a diagonal trajectory instead of straight down. When sourspotted, it sends opponents on a horizontal trajectory with decent knockback. Does 13% when sweetspotted, does 13% when sourspotted, and 8% if landed with the later hitbox. It can feel rather floaty in comparison to some of Shadow mario`s other moves.
  • Back Aerial -Back Kick- Spins and kicks backward. Similar to Mario`s Fair in the original Super Smash Bros.. Very fast start-up with decent reach and knockback. Can WoP at low to mid percentages and KO at very high percentages (but not below 150% outside of edgeguard situations). Does 11% when the initial hitbox is landed, does 5% if landed with the later hitbox.
  • Up Aerial -Flip Kick- Does a somersault and kicks upward. Very low start-up and ending lag with low knockback, it works very well as a juggler at low to mid percentages. Does 12% with high diagonal knockback.
  • Down Aerial – Mario Tornado. Spins with fists then strikes with both on opposite sides. Like the original move, it looks somewhat like the Spin Jump from various Mario games, such as Super Mario World. Similar to his other aerials, it has almost no start-up with short reach, but it does have some ending lag. The final hit does low vertical knockback. Hits 6 times for 1% each before a final hit of 3% for a total of 9%. Shadow If Mario lands while spinning, nearby opponents receive 1%. Additionally, the move creates a shadow effect that can damage opponents with 1% Dark Damage if the touch the shadows that come out.

Grabs & Throws

  • Pummel -Grab Headbutt- Headbutt for 3% damage. One of the slowest pummels in the game.
  • Forward Throw – Single Spin- Mario spins around once then throws his opponent in front of him. It has low knockback scaling even for a throw. It is mostly only used to get the opponent off the edge. Does 8%.
  • Back Throw – Tornado Spin- Mario whirls around several times then throws his opponent backwards. It is similar to when Mario grabs Bowser by the tail, and then swings him around in an attempt to throw into the bombs in Super Mario 64. While a very slow throw, he can damage other characters with the character he is swinging around. This is by far Mario’s strongest throw and its knockback scaling is high enough to reliably KO around 185%. While powerful for a throw, it is very slow, making it very easy to DI, limiting its KO potential. It is also Mario’s most damaging throw dealing 14%.
  • Up Throw – Sky Hurl- Mario throws his opponent high into the air. Good base knockback but it has low knockback scaling. It can be follow up by a uair juggle but is mostly inferior to the down throw for setting up. Does 6%.
  • Down Throw – Slamdown- Mario slams his opponent into the ground. Its low base knockback and knockback scaling with its vertical trajectory makes it great for setting up with a u-tilt and uair juggle, but it is Mario’s weakest throw otherwise. Does 7%.

My Thoughts

I really wanted to see Bowser Jr. in Brawl and a Shadow Mario transformation even more so but, alas, it never came. I personally think adding a transformation to Bowser Jr. would make both characters extremely interesting to play as; even if both characters do well against other characters. I imagined Shadow Mario being floatier, lighter, and faster than the original Mario given his watery/shadowy design. I picture him playing similar to Lucario or Mewtwo, Metwo more so than Lucario. I even picture him gliding a bit after running because of lesser traction. Since he is faster, I lowered his physical damage because..well..a shadow hits lighter than a real fist lol.

Arguements for Shadow Mario

  • While Shadow Mario could be easily seen as clone of Mario, he can be tweeked so that he isn`t. In eccense, he is a cloen though so his attacks should mirror Mario`s in almost every way.
  • He appears as a transformation of Bowser Jr. in the Sunshine games.
  • Adds another Mario rep in the Mario series as a sub-character.

Chances of Being in SSB4

5% – He will only appear in SSB4 if Bowser Jr. appears as well and, as I said, only as a transformation option. However, if Bowser Jr. is confirmed for SSB4, I would put his chances up to 60% then.

Why Shadow Mario was added

As I said before, I really wanted to see Shadow Mario playable. I toyed with the idea of Bowser Jr. being able to transform into any of the characters, ala Kirby, that are on the stage as a shadow version of them but I figured that would be just too hard given Shadow Mario’s strange physical properties. As well, I have ideas for two other characters who can copy abilities/appearances so I thought having a fourth (including Kirby) would be too much so I stuck with Shadow Mario.


Newcomer: Bowser Jr.

Fire filled the air. Smoke was everyone and visiblity was very low. A ship creaked back and forth on the slightest ash filled breeze. A small horned beast paced back and forth on the ships prow; waiting for the guest to arrive. The ship was made ready once the castle fell and was covertly docked ina far-away mountain side. A flash of lightning seared the air and the small horned beast looked out. He could make out the floating mechnical isle every lightning flashed: hovering menacingly and evily. A cry went out and from the shadows, a clown car appeared, flying through the air with great speed. The clown car landed on the deck and a great horned reptilian beast jumped out with a crash. Those who manned the great ship all bowed and the small horned beast took his spot next to his father.

Bowser Jr. from Super Mario Galaxy

Name: Bowser Jr.

Universe: Mario

Debut: Super Mario Sunshine (2002)

Element Alignment: Fire

Purpose for Fighting: Family

Affinity: Bad

Availability: Starter

Bowser jr. finally enters the Smash party alongside his father, Bowser. Bowser Jr. is the first newcomer shown for SSB4U so please give him the attention he deserves! Bowser Jr. plays much like a smaller version of his father…but don`t worry, he is not a clone! While small, Bowser Jr. packs a wallop with his attacks which ranges from fire breathe to using a paint brush for attacks!

Bowser Jr. Stats

Power: ****
Weight: ****
Defense: *****
Speed: **
Jump: ***
Recovery: **
Element: ***

Bowser Jr. isn`t the best at jumping or speed but he excels in Power, Weight, and Defense. He is sub-par in his Element compared to his father, Bowser. Bowser Jr. can punish his opponents with strong punches and attacks while taking punishment from other fighters. His small size can make him hard to hit. However, he is helpless against fast characters with fast attacks so its best to play defensively with Bowser Jr. As well, Bowser Jr. has the ability to transform into Shadow Mario giving him a identical Mario move set while being much faster and lighter. However, he trades in his power and defense for the speed and light weight. Bowser Jr. can confuse his opponents by transforming between Shadow Mario and Bowser Jr and launch surprise attacks.

Bowser Jr.`s Special B Move Set

Bowser Jr.

The Final Trio

    • Final Smash: Grafitti
    • Final Melee: Giga Bowser Jr.
    • Final Brawl: Paint Flood


Fire Missle is similar to Bowser`s Fire Breathe attack however, it shoots a single fire missle from his mouth at his opponent. It flies straight and dissipates around six seconds after being shot. It will explode when it collides with an opponent. Bowser Jr. can charge the Fire Missle for even more damage and a larger blast area. The attack does between 30-45% damage.

Massive Shell will cause Bowser Jr. to pull out a large koopa shell, from Mario Kart Double Dash. Bowser Jr. will then throw the shell depending on where the player is facing. The shell will glide along the ground; crashing into any opponent with a high knockback. It can drain shields very easily with the right perks. It will continue sliding on the ground until it falls of the stage or off the screen. It does between 35-42% damage.

Bullet Bill will appear and Bowser Jr. will grab ahold of it. Bullet Bills jet thrusters will start and carry Bowser Jr. up to the sky. It lasts approximately 5 seconds before Bowser Jr. lets go. Bowser Jr. is able to slightly affect the trajectory of the rocket by moving the analog stick right or left. Anyone who is next to Bowser Jr. when the takes off will recieve 26-30% damage anyone who is hit as Bowser Jr. travels through the sky will recieve 18-20% damage but no perk damage. Bowser Jr. is helpless as he falls off from Bullet Bill.

Shadow Mario allows Bowser Jr. to transform into the later ego, Shadow Mario, from Super Mario Sunshine. Shadow Mario has a completely different moveset compared to Bowser Jr. That will be addressed later.

Grafitti is Bowser Jr.`s Final Smash. Bowser Jr. whips out his paintbursh and begins making strong, savage strokes at everyone resulting in paint being spilled everywhere. The paint becomes so thick that it even splatetrs on the screen thus obscurring everyones view. Within seconds, the entire screen is covered in paint but is washed away by a unseen F.L.U.D.D. This attack deals anywhere from 68-72% damage.

  • Beginning Cinematic: Bowser Jr. takes his brush and begins slashing at the air with it. He heaves it up to his shoulder and laughs.

Giga Bowser Jr. is Bowser Jr.`s Final Melee. It is similar in appearance to his father, Bowser`s, Final Melee. It also looks similar to Baby Bowser`s transformation in Super mario World 2: Yoshi`s Island. Giga Bowser Jr. will have all of his normal attacks but they are buffed up to max strength. In addition, he is also immune to flinching. The transformation lasts 12 seconds.

  • Beginning Cinematic: Bowser jr. falls back onto his shell and starts to scream. he begins to mutate in a groutesque version of himself and becomes Giga Bowser

Paint Flood is Bowser Jr.`s Final Brawl. Bowser Jr. brings out his paintbrush and it maximizes in size until it towers over Bowser Jr. Bowser Jr. then swings it with a scream and a wave of paint crashes into the opponent with a huge crash. Bowser Jr.’s paintbrush returns to normal size and he leans on the paintbrush and snickers to himself. The attack does around 50-64% damage.

  • Beginning Cinematic: Bowser Jr. stand sup straight, holds out his hands, and begins to laugh. He than steps forward and slashes at the screen.

Proposed Stage: Bowser’s Castle

Proposed Taunts:

  • Up – Bowser Jr. stands up, holds out his arm, and motions ala kung fu style “to come” and then snickers at the opponent.
  • Right Side – Bowser Jr. jumps up and down with a angry frown. He then starts growling and gnashing his teeth.
  • Down – Bowser Jr. jumps down on his shell and spins around like he is break dancing. He then stops when he faces the camera after spinning and props his head on his elbow.
  • Left Side – Bowser Jr. whips out his paintbrush and spins it around in his hands like a baton. If a opponent is near Bowser Jr, they recieve 2% damage from the spinning paintbrush.

Proposed Winning Poses

  • Bowser Jr. takes out his paintbrush and spins it like a staff and then points it at the camera and begins to laugh.
  • Bowser Jr. starts to break dance on his shell; spinning on it and on his head. He finally lands on his side and does a similar pose as his taunt.
  • Bowser Jr. appears from the side in the Clown Car, pointing like in his official artwork. He appears off the screen and appears farther back going the opposite way. He then reappears even farther back. This animation repeats itself through out the time.

Proposed Stage Entrance

  • Bowser Jr. descends onto the stage on the Clown Car, jumps out, and gets into a fighting stance.

Audience Cheer

  • BOWSER! JUNIOR! BOWSER! JUNIOR! (Bowser part is a male cheer, junior part is a kids cheer)

Kirby Hat

  • Bowser Jr.`s red top knot and his bib.

Proposed Palette Swaps

Proposed Buy-able Costumes

Paintbrush Bowser Jr. Costume (from Super Mario Sunshine)

  • Attributes: Bowser Jr.’s attacks change from Fire to Water alignment, Bowser Jr. gains an additional 6% sword damage, Bowser Jr.s speed increases by 12% while his attack decreases by 8%.

Charged Bowser Jr. (from Mario Strikes Charged)

  • Attributes: Bowser Jr. claw damage attack increases by 15%, and his speed increases by 11% but his shield defense decreases by 4%.

Bowser Jr.’s Proposed Moveset

  • Standard Attack – Two quick claw swipes. 3% per swipe. Little to no knockback but can interrupt other characters attacks.
  • Dash Attack – Sliding headbutt. A small vertical knockback and does 10% damage. Has a very fast ending animation where Bowser Jr. pops back onto his feet.
  • Strong Side – A much harder claw swipe, similar to Bowser Jr.’s standard attack. Has potential as a KO move at high percentages and a far knockback. Does 15% damage.
  • Strong Up – Jumps up and performs a headbutt. A very fast but has a low knockback and a slow ending lag. Does 9% damage.
  • Strong Down – Performs a strong kick that can knock opponents far from the stage. Potential side KO with high percentages. Does 14% damage.Position an opponent between Bowser Jr. and the wall to rack up damage.
  • Side Smash – Bowser Jr. tucks himself into his carapace and slams the spiked part into the opponent. Has both high horizontal and vertical knockback. Does 25% damage fully charged. As well, it can be used to propel Bowser Jr. slightly forward in the air and can be used to help in recovering.
  • Up Smash – Bowser Jr. pulls out his paintbrush and thrusts it in the air and spins it in his hand. Has both high horizontal and vertical knockback. High vertical knockback. Does 28% fully charged.
  • Down Smash – Crouches, swipes to one side, then the right, and then does a grounded spinning roundhouse with his legs (like a break dance move). First move does 6% damage, the second does 8%, and the third does 16% fully charged total damage of 30%. High knockback and can KO at level 60% and higher.
  • Ledge attack – Quickly jumps to the stage and swipes with his claw. Does 5% damage.
  • 100% ledge attack – Slowly climbs to the stage and sweepkicks the opponent for 8% damage.
  • Floor attack – Retreats into his shell, spins for two rotation and pops back out. Does 4% damage at each rotation totaling for 8%.

Aerial Attacks

  • Neutral Aerial – Slashes with one his claws. Does 12% damage.
  • Forward Aerial – Tucks inside his shell and does a front flip hitting the opponent with his shell. It does 14% damage. Has a long ending lag when he reaches the ground.
  • Back Aerial – Stretches out his legs and kicks behind him. High potential KO move. Does 15% damage.
  • Up Aerial – Pulls out his paintbrush and slashes upwards in the air. High vertical KO potential. Deals 16%.
  • Down Aerial – Turns upside down in midair and thrusts his claws up and begins spinning like a drill. Bowser Jr. does 4 rotations with each rotation dealing 4% damage totaling to 16% damage. Possible Meteor Smash at the last rotation. Has a horrible ending lag.

Grabs & Throws

  • Pummel – Hits foe with his head. 2% damage. Quick pummel.
  • Forward Throw – Spikes the opponent on the ground. High vertical KO potential at higher percentages. Deals 14% damage.
  • Back Throw – Picks up the opponent and slams them backwards like a wrestling move. Very low KO potential and a slow ending lag. Deals 11% damage.
  • Up Throw – Pickups the opponents, jumps up, flips in the air two times, and then slams them to the ground. High vertical knock back but low KO potential. Deals 12% damage.
  • Down Throw – Slams the opponents on the ground, retreats into his shell, and then jumps on them and begins to spin. No knockback or KO potential but can easily rack up damage percentage. Deals 15% damage.

My Thoughts

Personally I was somewhat surprised Bowser Jr. was not in Brawl or even as an assist trophy. However, with his new found fame in the Mario Galaxy games as well as in Super Mario Bros. Wii, I think Bowser Jr. will be likely candidate for a new Mario representative slot. He has enough potential to differentiate himself from Bowser. I envision Bowser Jr. playing a tad bit like his father, Bowser, but a bit faster and smaller, like a little fat ninja. Quick but heavy power attacks.

I added Bowser Jr. because Bowser Jr. is almost shoe-in for the Smash Bros. game (IMO) so including him is a no-brainer. I thought it would be interesting to incorporate both his Mario Sunshine, Mario Galaxy, and Super Mario Bros. Wii versions of Bowser Jr. into the game such as allowing him to transform into Shadow Mario, the use of the clown car, and his use of the paintbrush. Plus, he has been starring as the villain in many key Mario games such as Sunshine, Galaxy, and Super Mario Bros. Wii.

Arguements for Bowser Jr.

Bowser Jr. is one of the many viable characters from the Super Smash Bros. Universe howevr, I feel Bowser Jr. has the best out of them all. Here are my arguements for including Bowser Jr. into my roster:

  • Toad: While Toad has been around longer, has appeared in more spin-offs, and slightly more iconic, he has become a species and, in a way, loss his indivduality. Toad hasn`t been shining as of late and, with characters such as Toadette and Toadsworth, I feel his chances have sunk as of late. I belive Bowser Jr. would have a more interesting move set, appeal, playability, and background story compared to Toad.
  • Waluigi: Personally, I hate Waluigi and feel he is in no way shape or form, deservable for a spot in SSB4. That being said, he is a possibility has a inclusion in SSB4 since he is fairly popular with Sakurai and was an assist trophy. He has also appeared in many of the Mario spin-off games….and only those. Waluigi is only a character from the spin-off games and never fully appeared in a non-spin-off game or a game of his own. For those reasons, I feel Bowser Jr. has a better chance than the purple Luigi nemisis.
  • Rosalina: Rosalina, while interesting, would be one of the charatcers I wouldn`t consider. She only appeared in Super Mario Galaxy and a cameo in the sequel. I would say Bowser Jr. has a better chance than she does.

Chances of being in SSB4

80% – He is a requested character, appeared in many recent Mario games, has been a mainstay in many spin-off games, and a potential move set to the boot. I think he will be in the next SSB4.