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Mr. Game & Watch (SSBU)/Up smash: Difference between revisions

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m (Undid edit by Steamboat Williy: I wouldn't consider 5 frames to be lingering)
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[[File:MrGame&WatchUSmashSSBU.gif|thumb|550px|Hitbox visualization showing Mr. Game & Watch's up smash.]]
[[File:MrGame&WatchUSmashSSBU.gif|thumb|550px|Hitbox visualization showing Mr. Game & Watch's up smash.]]
==Overview==
==Overview==
Mr. Game & Watch will don a heavy scuba-diving helmet, rears back and then performs a powerful headbutt while wearing it, referencing his orignial game, ''Octopus''. The move is one of the most powerful of its kind; dealing high [[damage]] and [[knockback]] which makes it a viable KO option and it also has a fairly large hitbox, giving it deceptive [[range]]. Its [[startup]] is rather high as it comes out on frame 21, but in contrast its [[endlag]] is extremely low as it only has 13 frames of cooldown which is excellent for baiting the opponent and makes it very difficult to whiff punish. In addition to its very low endlag, it grants Mr. Game & Watch [[invincibility]] during the hitbox frames which makes challenging the move extremely risky as the opponent could potentially get themselves KO'd while Mr. Game & Watch remains completely untouched.  
Mr. Game & Watch will don (or somewhat transform his head) a heavy scuba-diving helmet, rears back and then swings his head forcefully forward to perform a powerful headbutt above him, in front of him and behind him while wearing it; thumping his scuba-diving helmet onto the opponent/bashing his head to foes with accessive force to launch them vertically upward (arguably one of the most deadliest headbutts in the game), referencing his orignial game, ''Octopus''. Similar to {{SSBU|Mario}}, {{SSBU|Pichu}}, {{SSBU|Luigi}} and {{SSBU|Jigglypuff}}'s up smash in terms of appearance, the move is one of the most powerful of its kind; dealing high [[Main Page|damage]] and [[Main Page|knockback]] which makes it a viable [[KO]] option and it also has a mostly outlarged and lingering hitbox, giving it deceptive [[range]]. The attack's [[startup]] is rather high as it comes out on the 21st frame, but in contrast; the attack's [[ending lag]] is extremely low as it only has 13 frames of cooldown, which is excellent for baiting the opponent and makes it very difficult to whiff-punish. In addition to its very low endlag, Mr. Game & Watch's full body (including the diving helmet itself; and his head) possesses [[invincibility]] during the hitbox-frames, which makes challenging the move extremely risky as the opponent could potentially get themselves KO'd while Mr. Game & Watch remains completely untouched.  


Lastly, the move has two more strengths. The first of these is its [[combo]] starting potential at low percents. Due to the low cooldown, the move can lead into combo extending moves such as neutral aerial, up aerial, or Fire. The second is its extreme safety on shield. Due to the move's high startup and low cooldown as well as its relatively high [[shieldstun]], it is -6 on shield when fresh which is very safe for a smash attack. Also, his head suddenly grows bigger at the last frame of the move before releasing to attack; for example, his head will grow bigger if headbutting an opponent behind him or very close to him.
Lastly, the move has two more strengths. The first of these is its [[combo]] starting potential at low percents. Due to the low cooldown, the move can lead into combo extending moves such as [[neutral aerial]], [[up aerial]], or [[Fire]]. The second is its extreme safety on shield. Due to the move's high startup and low cooldown as well as its relatively high [[shieldstun]], it is -6 on shield when fresh which is very safe for a [[smash attack]]. Also, the size of his head extends at the last frame of the move before releasing to attack; for example, his head's size will all of a sudden extend if headbutting an opponent behind him or at adjacent range. It also deals powerful [[Main Page|shield damage]], allowing it to fataly break [[shield|shields]] if the attack is utilized more than twice.  


Overall, it is considered to be one of the best [[up smash]]es in the game due to the move's high power, very low ending lag, invincibility, combo starting potential, and safety on shield which makes it a very useful tool in Mr. Game & Watch's kit, although its slow startup can make it difficult to land sometimes.
Overall, it is considered to be one of the best [[up smash|up-smashes]] in the game by its kind; and is tied for being the 12th most strongest up smash in the game, due to the move's high power, very low ending lag, invincibility, combo starting potential, and safety on shield which makes it a very useful tool in Mr. Game & Watch's kit, although its slow startup can make it difficult to land sometimes.


==Hitboxes==
==Hitboxes==

Revision as of 09:59, December 27, 2021

Hitbox visualization showing Mr. Game & Watch's up smash.

Overview

Mr. Game & Watch will don (or somewhat transform his head) a heavy scuba-diving helmet, rears back and then swings his head forcefully forward to perform a powerful headbutt above him, in front of him and behind him while wearing it; thumping his scuba-diving helmet onto the opponent/bashing his head to foes with accessive force to launch them vertically upward (arguably one of the most deadliest headbutts in the game), referencing his orignial game, Octopus. Similar to Mario, Pichu, Luigi and Jigglypuff's up smash in terms of appearance, the move is one of the most powerful of its kind; dealing high damage and knockback which makes it a viable KO option and it also has a mostly outlarged and lingering hitbox, giving it deceptive range. The attack's startup is rather high as it comes out on the 21st frame, but in contrast; the attack's ending lag is extremely low as it only has 13 frames of cooldown, which is excellent for baiting the opponent and makes it very difficult to whiff-punish. In addition to its very low endlag, Mr. Game & Watch's full body (including the diving helmet itself; and his head) possesses invincibility during the hitbox-frames, which makes challenging the move extremely risky as the opponent could potentially get themselves KO'd while Mr. Game & Watch remains completely untouched.

Lastly, the move has two more strengths. The first of these is its combo starting potential at low percents. Due to the low cooldown, the move can lead into combo extending moves such as neutral aerial, up aerial, or Fire. The second is its extreme safety on shield. Due to the move's high startup and low cooldown as well as its relatively high shieldstun, it is -6 on shield when fresh which is very safe for a smash attack. Also, the size of his head extends at the last frame of the move before releasing to attack; for example, his head's size will all of a sudden extend if headbutting an opponent behind him or at adjacent range. It also deals powerful shield damage, allowing it to fataly break shields if the attack is utilized more than twice.

Overall, it is considered to be one of the best up-smashes in the game by its kind; and is tied for being the 12th most strongest up smash in the game, due to the move's high power, very low ending lag, invincibility, combo starting potential, and safety on shield which makes it a very useful tool in Mr. Game & Watch's kit, although its slow startup can make it difficult to land sometimes.

Hitboxes

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Early hit
0 0 0 16.0% 0 AngleIcon83.png Standard 40 98 0 HitboxTableIcon(False).png 5.5 top 0.0 9.5 -6.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Head).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Late hit
0 0 0 16.0% 0 AngleIcon83.png Standard 40 98 0 HitboxTableIcon(False).png 5.5 top 0.0 9.5 to 8.0 -6.0 to 5.5 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Head).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing

Charges between 15-16
Early hit 21
Late hit 22-25
Invincibility 21-25
Interruptible 39
Animation length 43
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagChargeS).png FrameIcon(LagChargeE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(LagChargeS).pngFrameIcon(LagChargeE).png
Charge interval
FrameIcon(Hitbox).png
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(Vulnerable).png
Vulnerable
FrameIcon(Invincible).png
Invincible
FrameIcon(Interruptible).png
Interruptible