Editing Mr. Game & Watch (SSBU)

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His attacks have also increased utility overall. Changes to [[neutral aerial]]'s first hits allow them to link together more reliably and catch opponents above him more effectively, and the move's reduced landing lag means it can now be used as a landing option and set-up tool (notably having a KO confirm into down tilt at high percentages), while retaining its decently strong knockback, allowing it to be used as an emergency KO option. Forward tilt has a much longer duration, making it an effective option for both [[2 frame punish|2-framing]] and [[spot dodging]], and up tilt's hits connect into each other much more reliably, improving its consistency. [[Chef]]'s trajectory can now be controlled, which makes it much easier to catch opponents who are trying to reach for the ledge and is now more effective keeping control of the neutral game. [[Oil Panic]] can now reflect physical projectiles in addition to absorbing energy-based projectiles (though it doesn't increase their power), and [[Judge]]'s numbers 5, 7, 8, and 9 have improved. Mr. Game & Watch now sports a much more disjointed dash and pivot grab, giving it effective reach. However, his [[up special]], [[Fire]], has seen the most improvements; it now has a frame 3 hitbox that replaces its windbox from ''SSB4'', which launches opponent directly upwards, and can even be comboed up with a neutral or up aerial at low percentages to keep juggling opponents. Because of this, it is now infamously considered both the best up special and the best out of shield option in the entire game.  
His attacks have also increased utility overall. Changes to [[neutral aerial]]'s first hits allow them to link together more reliably and catch opponents above him more effectively, and the move's reduced landing lag means it can now be used as a landing option and set-up tool (notably having a KO confirm into down tilt at high percentages), while retaining its decently strong knockback, allowing it to be used as an emergency KO option. Forward tilt has a much longer duration, making it an effective option for both [[2 frame punish|2-framing]] and [[spot dodging]], and up tilt's hits connect into each other much more reliably, improving its consistency. [[Chef]]'s trajectory can now be controlled, which makes it much easier to catch opponents who are trying to reach for the ledge and is now more effective keeping control of the neutral game. [[Oil Panic]] can now reflect physical projectiles in addition to absorbing energy-based projectiles (though it doesn't increase their power), and [[Judge]]'s numbers 5, 7, 8, and 9 have improved. Mr. Game & Watch now sports a much more disjointed dash and pivot grab, giving it effective reach. However, his [[up special]], [[Fire]], has seen the most improvements; it now has a frame 3 hitbox that replaces its windbox from ''SSB4'', which launches opponent directly upwards, and can even be comboed up with a neutral or up aerial at low percentages to keep juggling opponents. Because of this, it is now infamously considered both the best up special and the best out of shield option in the entire game.  


Mr. Game & Watch has gained two new attacks in his [[forward aerial|forward]] and [[up aerial]]s. Forward aerial now depicts Mr. Game & Watch dropping a bomb in front of him; compared to his old forward aerial, it posseses stronger knockback and damage output, as well as much more versatility, as its explosion can cover the entire ledge of a stage, it can be used as a combo starter at low percentages, as a shield pressuring tool, and a landing option (as it is much safer on block). Meanwhile, his up aerial now depicts Mr. Game & Watch shooting a single puff of air upwards as a projectile, functioning very similarly to {{SSBU|Mega Man}}'s up aerial; this projectile has much more vertical range than his old up air, and is more reliable for trapping opponents in it. It, combined with his neutral aerial, now gives Mr. Game & Watch more respectable juggling potential.
Mr. Game & Watch has gained two new attacks in his [[forward aerial|forward]] and [[up aerial]]s. Forward aerial now has Mr. Game & Watch drop a bomb in front of him; compared to his old forward aerial, it posseses stronger knockback and damage output, as well as much more versatility, as its explosion can cover the entire ledge of a stage, it can be used as a combo starter at low percentages, as a shield pressuring tool, and a landing option (as it is much safer on block). Meanwhile, his up aerial now has Mr. Game & Watch shoot a single puff of air upwards as a projectile, functioning very similarly to {{SSBU|Mega Man}}'s up aerial; this projectile has much more vertical range than his old up air, and is more reliable for keeping opponents trapped in it. It, combined with his neutral aerial, now gives Mr. Game & Watch more respectable juggling potential.


However, Mr. Game & Watch has also received a few notable nerfs, most notably to his two most potent strengths from ''SSB4'' — his [[up smash]] and [[down throw]] setups. Down throw now deals much more knockback, removing its follow-up potential at higher percents. Despite the startup reduction, extended hitbox duration and increased knockback to up smash, it has lost all of its invincibility frames during the move's startup, making it much less effective as an anti-air, and allows opponents to challenge it easier.
However, Mr. Game & Watch has also received a few notable nerfs, most notably to his two most potent strengths from ''SSB4'' — his [[up smash]] and [[down throw]] setups. Down throw now deals much more knockback, removing its follow-up potential at higher percents. Despite the startup reduction, extended hitbox duration and increased knockback to up smash, it has lost all of its invincibility frames during the move's startup, making it much less effective as an anti-air, and allows opponents to challenge it easier.

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