Editing Mr. Game & Watch (SSB4)
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| Latest revision | Your text | ||
| Line 298: | Line 298: | ||
|neutralcount=1 | |neutralcount=1 | ||
|neutralinf=y | |neutralinf=y | ||
|neutralname=Greenhouse ({{ja|グリーンハウス|Gurīnhausu}}) | |neutralname=Greenhouse ({{ja|グリーンハウス|Gurīnhausu}}) / Greenhouse (Barrage) ({{ja|グリーンハウス(連打)|Gurīnhausu (Renda)}}) / Greenhouse (Finish) ({{ja|グリーンハウス(フィニッシュ)|Gurīnhausu (Finisshu)}}) | ||
|neutral1dmg=3% | |neutral1dmg=3% | ||
|neutralinfdmg=1% (loop), 2% (last) | |neutralinfdmg=1% (loop), 2% (last) | ||
| Line 346: | Line 346: | ||
|fthrowdmg=8% | |fthrowdmg=8% | ||
|fthrowdesc=Juggles the opponent and tosses them forward. It has little utility outside of setting up edgeguards or dealing damage. Originates from ''Ball''. | |fthrowdesc=Juggles the opponent and tosses them forward. It has little utility outside of setting up edgeguards or dealing damage. Originates from ''Ball''. | ||
|bthrowname=Ball ( | |bthrowname=Ball (Back) ({{ja|ボール(後)|Bōru (Ato)}}) | ||
|bthrowdmg=8% | |bthrowdmg=8% | ||
|bthrowdesc=Juggles the opponent and tosses them backward. Like forward throw, it has little utility outside of setting up edgeguards or dealing damage. Originates from ''Ball''. | |bthrowdesc=Juggles the opponent and tosses them backward. Like forward throw, it has little utility outside of setting up edgeguards or dealing damage. Originates from ''Ball''. | ||
|uthrowname=Ball (Above | |uthrowname=Ball (Above) ({{ja|ボール(上)|Bōru (Ue)}}) | ||
|uthrowdmg=8% | |uthrowdmg=8% | ||
|uthrowdesc=Juggles the opponent and tosses them upward. Although not as versatile as down throw in terms of followup potential, it is a useful combo starter, following up into Fire, as well as up aerial and rarely neutral aerial at low percents. This makes it good for short, damaging burst combos early on. KOs at very high precents with high levels of rage. Originates from ''Ball''. | |uthrowdesc=Juggles the opponent and tosses them upward. Although not as versatile as down throw in terms of followup potential, it is a useful combo starter, following up into Fire, as well as up aerial and rarely neutral aerial at low percents. This makes it good for short, damaging burst combos early on. KOs at very high precents with high levels of rage. Originates from ''Ball''. | ||
|dthrowname=Ball (Below | |dthrowname=Ball (Below) ({{ja|ボール(下)|Bōru (Shita)}}) | ||
|dthrowdmg=4% | |dthrowdmg=4% | ||
|dthrowdesc=Juggles the opponent and drops them downward. Deals half as much damage as the other throws, but makes up for this with its impressive combo potential. Combos include neutral attack (on fast-fallers), forward tilt, up tilt (on floaty characters) and down tilt from 0% to low percents, up smash, Judge, and Oil Panic from low to medium percents, neutral and up aerials from medium to high percents, and Fire at all percents. Guaranteed follow-ups stop around 130%, though up aerial can KO at high percents if the opponent's reaction is read. Despite its lower damage output, it KOs most of the cast earlier than his up throw does on [[Final Destination (SSB4)|Final Destination]]. Originates from ''Ball''. | |dthrowdesc=Juggles the opponent and drops them downward. Deals half as much damage as the other throws, but makes up for this with its impressive combo potential. Combos include neutral attack (on fast-fallers), forward tilt, up tilt (on floaty characters) and down tilt from 0% to low percents, up smash, Judge, and Oil Panic from low to medium percents, neutral and up aerials from medium to high percents, and Fire at all percents. Guaranteed follow-ups stop around 130%, though up aerial can KO at high percents if the opponent's reaction is read. Despite its lower damage output, it KOs most of the cast earlier than his up throw does on [[Final Destination (SSB4)|Final Destination]]. Originates from ''Ball''. | ||