Editing Mr. Game & Watch (SSB4)/Up smash
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Latest revision | Your text | ||
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{{ArticleIcons|ssb4=y}} | {{ArticleIcons|ssb4=y}} | ||
[[File: | [[File:G&W_Upsmash_SSB4.gif|thumb|Mr. Game & Watch up smash visualization. Invincibility is not rendered. 10 FPS.]] | ||
==Overview== | ==Overview== | ||
Mr. Game & Watch performs a powerful headbutt while wearing a diving helmet. One very short [[hitbox]], with a long period of [[invincibility]] on his head and middle-body [[hurtbox]]es right up until it comes out. Defensively, this is one of the best [[up smash]]es in the game. The biggest weakness of the move is the [[lag]] time before the hitbox comes out and some after it ends; but the invincibility helps circumvent this, making it a legitimate counter-based kill move. His legs are still vulnerable during the invincibility period, thus making some grounded moves capable of hitting. If approaching with an aerial, this move is a hard [[punish]] and can easily [[KO]] most characters at under 100%. When it whiffs altogether, it can be used again if they are too slow to punish the first one. Spamming it is viable when opponents are in KO percentages, but this is of course risky. If used on shield, | Mr. Game & Watch performs a powerful headbutt while wearing a diving helmet. One very short [[hitbox]], with a long period of [[invincibility]] on his head and middle-body [[hurtbox]]es right up until it comes out. Defensively, this is one of the best [[up smash]]es in the game. The biggest weakness of the move is the [[lag]] time before the hitbox comes out and some after it ends; but the invincibility helps circumvent this, making it a legitimate counter-based kill move. His legs are still vulnerable during the invincibility period, thus making some grounded moves capable of hitting. If approaching with an aerial, this move is a hard [[punish]] and can easily [[KO]] most characters at under 100%. When it whiffs altogether, it can be used again if they are too slow to punish the first one. Spamming it is viable when opponents are in KO percentages, but this is of course risky. If used on shield, an opponent could be punished for dropping shield with a tilt, jab, or dash attack. Charging it at ledge as a get-up read or simply as a mixup can get even earlier KOs. | ||
==Hitboxes== | ==Hitboxes== | ||
{{SSB4HitboxTableHeader | {{SSB4HitboxTableHeader}} | ||
{{SSB4HitboxTableRow | {{SSB4HitboxTableRow | ||
|id=0 | |id=0 | ||
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|xpos=0.0 | |xpos=0.0 | ||
|ypos=12.0 | |ypos=12.0 | ||
|zpos=-3.0 | |zpos=-3.0 | ||
|type=Head | |type=Head | ||
|sdi=1.0 | |sdi=1.0 | ||
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==Timing== | ==Timing== | ||
{|class="wikitable" | {|class="wikitable" | ||
!Head/ | !Head/Torso invincible | ||
|4-25 | |4-25 | ||
|- | |- | ||
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|- | |- | ||
!Animation length | !Animation length | ||
| | |44 | ||
|} | |} | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
|Hitboxes {{FrameStrip|t=Lag|c=17|e=LagChargeS}}{{FrameStrip|t=Lag|c=6|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=13}}{{FrameStrip|t=Interruptible|c= | |Hitboxes {{FrameStrip|t=Lag|c=17|e=LagChargeS}}{{FrameStrip|t=Lag|c=6|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=13}}{{FrameStrip|t=Interruptible|c=6}} | ||
|- | |- | ||
| | |Head/Torso {{FrameStrip|t=Vulnerable|c=3}}{{FrameStrip|t=Invincible|c=21}}{{FrameStrip|t=Vulnerable|c=20}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||