Mr. Game & Watch (SSB4)/Up smash: Difference between revisions
m (→Timing) |
No edit summary |
||
Line 1: | Line 1: | ||
{{ArticleIcons|ssb4=y}} | {{ArticleIcons|ssb4=y}} | ||
[[File:G&W_Upsmash_SSB4.gif|thumb|Mr. Game & Watch up smash visualization. | [[File:G&W_Upsmash_SSB4.gif|thumb|Mr. Game & Watch up smash visualization. Intangibility 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 [[ | Mr. Game & Watch performs a powerful headbutt while wearing a diving helmet. One very short [[hitbox]], with a long period of [[intangibility]] 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 intangibility helps circumvent this, making it a legitimate counter-based kill move. His legs are still vulnerable during the intangibility 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== | ||
Line 30: | Line 30: | ||
==Timing== | ==Timing== | ||
{|class="wikitable" | {|class="wikitable" | ||
!Head/Torso | !Head/Torso intangible | ||
|4-25 | |4-25 | ||
|- | |- | ||
Line 49: | Line 49: | ||
|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}} | |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= | |Head/Torso {{FrameStrip|t=Vulnerable|c=3}}{{FrameStrip|t=Intangible|c=21}}{{FrameStrip|t=Vulnerable|c=20}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|charge=y|hitbox=y|vulnerable=y| | {{FrameIconLegend|lag=y|charge=y|hitbox=y|vulnerable=y|intangible=y|interruptible=y}} | ||
{{MvSubNavMrGame&Watch|g=SSB4}} | {{MvSubNavMrGame&Watch|g=SSB4}} |
Revision as of 14:05, November 2, 2017
Overview
Mr. Game & Watch performs a powerful headbutt while wearing a diving helmet. One very short hitbox, with a long period of intangibility on his head and middle-body hurtboxes right up until it comes out. Defensively, this is one of the best up smashes 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 intangibility helps circumvent this, making it a legitimate counter-based kill move. His legs are still vulnerable during the intangibility 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
ID | Part | Damage | SD | Angle | BK | KS | FKV | Radius | Bone | Offset | SDIx | H× | T% | Clang | Rebound | Type | Effect | G | A | Sound | Direct | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | 16% | 0 | 40 | 93 | 0 | 5.5 | 0 | 0.0 | 12.0 | -3.0 | 1.0x | 1.0x | 0% | Punch |
Timing
Head/Torso intangible | 4-25 |
---|---|
Charges between | 17-18 |
Hitbox | 24-25 |
Interruptible | 39 |
Animation length | 44 |
Hitboxes | ||||||||||||||||||||||||||||||||||||||||||||
Head/Torso |
Lag time |
Charge interval |
Hitbox |
Vulnerable |
Intangible |
Interruptible |
|