Mr. Game & Watch (SSBU)/Down smash: Difference between revisions
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{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
[[File:MrGame&WatchDSmashSSBU.gif|thumb|600px|Hitbox visualization showing Mr. Game & Watch's down smash.]] | [[File:MrGame&WatchDSmashSSBU.gif|thumb|600px|Hitbox visualization showing Mr. Game & Watch's down smash.]] | ||
==Overview== | ==Overview== | ||
Mr. Game & Watch swings down two hammers, referencing his game ''Vermin''. The move has large hitboxes that hit on both sides of Mr. Game & Watch and give it great [[range]] which along with its low ending lag, makes it difficult to [[punish]] as it can even be safe on shield if it is [[space]]d. Its large hitboxes give it great potential at the ledge for [[edgeguarding]] as it can easily [[2 frame punish|2-frame]] many recoveries. The move has {{b|sweet spot|hitbox}}s on the hammers which [[bury]] grounded opponents and can be easily followed up with several powerful finishers for a potential KO such as [[../Forward smash|forward smash]], [[../Up smash|up smash]], [[../Forward tilt|forward tilt]], [[../Down tilt|down tilt]], [[../Side special|Judge]] and [[../Down special|Oil Panic]]. If the sweetspots hit an aerial opponent, it will launch them at an upwards angle which is very strong, being able to KO many characters under 100%. The [[sourspot]] that is located on Mr. Game & Watch's body is a [[semi spike]] that launches opponents offstage, making it difficult for the opponent to recover as it also allows for edgeguarding opportunities. | |||
This is arguably the best [[down smash]] in the game as it buries, 2-frames, semi spikes, has good range, has decent startup and low ending lag, and is safe on shield if properly spaced. It has become one of Mr. Game & Watch's most consistent KO options and one of his best moves overall. | |||
==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
Line 8: | Line 11: | ||
|id=0 | |id=0 | ||
|damage={{ChargedSmashDmgSSBU|13.0}} | |damage={{ChargedSmashDmgSSBU|13.0}} | ||
|angle=20 | |angle=20 | ||
|bk=30 | |bk=30 | ||
Line 18: | Line 20: | ||
|ypos=3.6 | |ypos=3.6 | ||
|zpos=-5.0 to 5.0 | |zpos=-5.0 to 5.0 | ||
|type=Weapon | |type=Weapon | ||
|effect=Normal | |effect=Normal | ||
Line 27: | Line 28: | ||
|id=1 | |id=1 | ||
|damage={{ChargedSmashDmgSSBU|15.0}} | |damage={{ChargedSmashDmgSSBU|15.0}} | ||
|angle=80 | |angle=80 | ||
|bk=20 | |bk=20 | ||
Line 37: | Line 37: | ||
|ypos=3.6 | |ypos=3.6 | ||
|zpos=-14.2 to -12.2 | |zpos=-14.2 to -12.2 | ||
|type=Weapon | |type=Weapon | ||
|effect=Bury | |effect=Bury | ||
|sfx=Kick | |sfx=Kick | ||
|slvl=L | |slvl=L | ||
|noprone=1 | |||
|a=f | |a=f | ||
}} | }} | ||
Line 47: | Line 47: | ||
|id=2 | |id=2 | ||
|damage={{ChargedSmashDmgSSBU|15.0}} | |damage={{ChargedSmashDmgSSBU|15.0}} | ||
|angle=80 | |angle=80 | ||
|bk=20 | |bk=20 | ||
Line 57: | Line 56: | ||
|ypos=3.6 | |ypos=3.6 | ||
|zpos=14.2 to 12.2 | |zpos=14.2 to 12.2 | ||
|type=Weapon | |type=Weapon | ||
|effect=Bury | |effect=Bury | ||
|sfx=Kick | |sfx=Kick | ||
|slvl=L | |slvl=L | ||
|noprone=1 | |||
|a=f | |a=f | ||
}} | }} | ||
Line 67: | Line 66: | ||
|id=3 | |id=3 | ||
|damage={{ChargedSmashDmgSSBU|15.0}} | |damage={{ChargedSmashDmgSSBU|15.0}} | ||
|angle=80 | |angle=80 | ||
|bk=60 | |bk=60 | ||
Line 77: | Line 75: | ||
|ypos=3.6 | |ypos=3.6 | ||
|zpos=-14.2 to -12.2 | |zpos=-14.2 to -12.2 | ||
|type=Weapon | |type=Weapon | ||
|effect= | |effect=None | ||
|sfx=Kick | |sfx=Kick | ||
|slvl=L | |slvl=L | ||
Line 86: | Line 83: | ||
|id=4 | |id=4 | ||
|damage={{ChargedSmashDmgSSBU|15.0}} | |damage={{ChargedSmashDmgSSBU|15.0}} | ||
|angle=80 | |angle=80 | ||
|bk=60 | |bk=60 | ||
Line 96: | Line 92: | ||
|ypos=3.6 | |ypos=3.6 | ||
|zpos=14.2 to 12.2 | |zpos=14.2 to 12.2 | ||
|type=Weapon | |type=Weapon | ||
|effect= | |effect=None | ||
|sfx=Kick | |sfx=Kick | ||
|slvl=L | |slvl=L | ||
}} | }} | ||
|}<!--The last two hitboxes were defined to have an effect of "noamal". | |}<!--The last two hitboxes were defined to have an effect of "noamal". This causes no hit effect to appear at all on downed and aerial opponents.--> | ||
==Timing== | ==Timing== | ||
Line 123: | Line 118: | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|charge=y|hitbox=y|interruptible=y}} | {{FrameIconLegend|lag=y|charge=y|hitbox=y|interruptible=y}} | ||
==Trivia== | |||
*Due to a programming oversight, the sweetspots do not cause any hit effect to appear on aerial or downed targets. The effect is misspelled as "noamal" in the scripts. | |||
{{MvSubNavMrGame&Watch|g=SSBU}} | {{MvSubNavMrGame&Watch|g=SSBU}} | ||
[[Category:Mr. Game & Watch (SSBU)]] | [[Category:Mr. Game & Watch (SSBU)]] | ||
[[Category:Down smashes (SSBU)]] | [[Category:Down smashes (SSBU)]] |
Latest revision as of 16:56, February 5, 2022
Overview[edit]
Mr. Game & Watch swings down two hammers, referencing his game Vermin. The move has large hitboxes that hit on both sides of Mr. Game & Watch and give it great range which along with its low ending lag, makes it difficult to punish as it can even be safe on shield if it is spaced. Its large hitboxes give it great potential at the ledge for edgeguarding as it can easily 2-frame many recoveries. The move has sweet spots on the hammers which bury grounded opponents and can be easily followed up with several powerful finishers for a potential KO such as forward smash, up smash, forward tilt, down tilt, Judge and Oil Panic. If the sweetspots hit an aerial opponent, it will launch them at an upwards angle which is very strong, being able to KO many characters under 100%. The sourspot that is located on Mr. Game & Watch's body is a semi spike that launches opponents offstage, making it difficult for the opponent to recover as it also allows for edgeguarding opportunities.
This is arguably the best down smash in the game as it buries, 2-frames, semi spikes, has good range, has decent startup and low ending lag, and is safe on shield if properly spaced. It has become one of Mr. Game & Watch's most consistent KO options and one of his best moves overall.
Hitboxes[edit]
Timing[edit]
Charges between | 6-7 |
---|---|
Hitboxes | 12-16 |
Interruptible | 38 |
Animation length | 40 |
Lag time |
Charge interval |
Hitbox |
Interruptible |
Trivia[edit]
- Due to a programming oversight, the sweetspots do not cause any hit effect to appear on aerial or downed targets. The effect is misspelled as "noamal" in the scripts.
|