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Super Smash Bros. Ultimate

Mr. Game & Watch (SSBU)/Dash attack: Difference between revisions

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m (Undid edit by 37.228.205.32: While there is some truth (mainly the stuff from the main page), the rest is either fluff or completely wrong)
Tag: Undo
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{{competitive expertise}}
{{competitive expertise}}
==Overview==
==Overview==
Mr. Game & Watch equips a helmet that originates from [[wikipedia:Helmet (Game & Watch)|its original game from the same name]], then performs a [[wikipedia: slide tackle|slide-tackling]] headbutt while wearing it as he slides flat on his face. It possesses minimal [[startup]] for any type of [[dash attack]] by its kind. It has outstanding [[range]] and is significantlly fast, sliding Mr. Game & Watch in a choppy frame-by-frame manner, which makes it difficult for opponents to react to. It is also Mr. Game & Watch's most tremendous [[approach]]ing option; since it lowers Mr. Game & Watch's [[hitbox#hurtbox|hurtbox]] to match his actual sliding model, allowing him to low-profile certain attacks with this paticular move. Therefore, this move has high utility of going past horizontal [[projectiles]] that can easily stop an approach, and allows Mr. Game & Watch to continue approaching once again. Also, it is also notrious for being a tool for safe-[[punishment]].
Lastly, it possesses low [[ending lag]] and deals great knockback, and the move has decent amount of active frames to make it an [[edgeguarding]] and KOing option near the edge. Like his [[down smash]], it has high utility of [[2 frame punish|2-framing]] opponents and [[recovery|recoveries]] by the ledge. The move's great knockback gives it a staple asset - KOing as early as 130% by the edge and 150% center-stage, though the clean hit fails to KO [[weight|middleweights]] from center-stage until well past 180%.
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}

Revision as of 16:59, February 5, 2022

Hitbox visualization showing Mr. Game & Watch's dash attack.
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Overview

Hitboxes

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Clean hit
0 0 0 10.0% 1.0 AngleIcon50.png Forward 70 70 0 HitboxTableIcon(False).png 6.0 top 0.0 3.5 5.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Head (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Late hit
0 0 0 6.5% 1.0 AngleIcon50.png Forward 70 70 0 HitboxTableIcon(False).png 5.5 top 0.0 3.5 5.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Head (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing

Clean hit 6-9
Late hit 10-19
Interruptible 39
Animation length 39
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
Interruptibility
Interruptible