Mr. Game & Watch (SSBU)/Up smash: Difference between revisions
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[[File:MrGame&WatchUSmashSSBU.gif|thumb|350px|Hitbox visualization showing Mr. Game & Watch's up smash.]] | [[File:MrGame&WatchUSmashSSBU.gif|thumb|350px|Hitbox visualization showing Mr. Game & Watch's up smash.]] | ||
==Overview== | ==Overview== | ||
Mr. Game & Watch will don a heavy scuba-diving helmet, | Mr. Game & Watch will don a heavy scuba-diving helmet, leans backward, then charges his forehead forwards to perform a powerful upward-arcing headbutt while wearing it, referencing his original 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]]; combined with the fact that the hitbox extends shortways upon the sway of Mr. Game & Watch's head (which is further coupled with the fact that the hitbox focuses on the actual sway of his head), giving it deceptive [[range]]. Its [[startup]] is rather high as it comes out on the 21st frame, but in contrast its [[endlag]] is extremely low - as it only has 13 frames of [[cooldown]]; which is excellent for [[bait]]ing the opponent and makes it very difficult to [[whiff]]-punish. In addition to its minimal endlag, it grants Mr. Game & Watch [[invincibility]] during the frames where the [[hitbox]]es activate, which makes challenging the move extremely risky, as the opponent could potentially get themselves KO'd while Mr. Game & Watch remains completely untouched, which is further combined with its noticeable lingering [[hitbox]]; which makes it function as [[Knockback resistance#Super Armor|Super Armor]]. | ||
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. | 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]]. Lastly, the move possesses the noticeable trait of increased Mr. Game & Watch's head into a giant size at the initial frame where the invincibility and hitboxes activate, which will last on-stage for a long period when striking an opponent behind him or at closer range. | ||
Overall, it is considered to be one of the best [[up smash]]es in the game due to the move's high power, | Overall, it is considered to be one of the best [[up smash]]es in the game; due to the move's high power, minimal 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 occasionally make it difficult to land. | ||
==Hitboxes== | ==Hitboxes== |
Revision as of 16:24, February 5, 2022
Overview
Mr. Game & Watch will don a heavy scuba-diving helmet, leans backward, then charges his forehead forwards to perform a powerful upward-arcing headbutt while wearing it, referencing his original 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; combined with the fact that the hitbox extends shortways upon the sway of Mr. Game & Watch's head (which is further coupled with the fact that the hitbox focuses on the actual sway of his head), giving it deceptive range. Its startup is rather high as it comes out on the 21st frame, 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 minimal endlag, it grants Mr. Game & Watch invincibility during the frames where the hitboxes activate, which makes challenging the move extremely risky, as the opponent could potentially get themselves KO'd while Mr. Game & Watch remains completely untouched, which is further combined with its noticeable lingering hitbox; which makes it function as Super Armor.
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. Lastly, the move possesses the noticeable trait of increased Mr. Game & Watch's head into a giant size at the initial frame where the invincibility and hitboxes activate, which will last on-stage for a long period when striking an opponent behind him or at closer range.
Overall, it is considered to be one of the best up smashes in the game; due to the move's high power, minimal 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 occasionally make it difficult to land.
Hitboxes
Timing
Charges between | 15-16 |
---|---|
Early hit | 21 |
Late hit | 22-25 |
Invincibility | 21-25 |
Interruptible | 39 |
Animation length | 43 |
Lag time |
Charge interval |
Hitbox |
Hitbox change |
Vulnerable |
Invincible |
Interruptible |
|