Mr. Game & Watch (SSBU)/Side special: Difference between revisions
(→Overview: No idea where that 20% comes from. The move has an additional 0% change to trip. The base chance is then 7% above 55 units of KB until it starts lifting opponents off the ground.) |
(→Overview: fixed grammar, and it says nine has an increased chance of appearing at the last 5 seconds of a match, so I made note of tuat) |
||
Line 16: | Line 16: | ||
==Overview== | ==Overview== | ||
Mr. Game & Watch swings a hammer while holding up a sign that displays a number between 1 and 9. The move mostly relies on predictions to connect due to its sluggish startup, with the payoff varying. Although it does have a [[Combo#Types_of_combos|invalid combo]] out of down throw. Upon a number being called, that number cannot be called the next time judge is used, with it being able to be called again after the next use. Each number does the following: | Mr. Game & Watch swings a hammer while holding up a sign that displays a number between 1 and 9. The move mostly relies on predictions to connect due to its sluggish startup, with the payoff varying. Although it does have a [[Combo#Types_of_combos|invalid combo]] out of down throw. Upon a number being called, that number cannot be called the next time judge is used, with it being able to be called again after the next use. Every number that can be called has an equal chance to appear, except for at the last 5 seconds of a match, where 9 has a 50% chance of being called if it wasn’t the last number called. Each number does the following: | ||
Line 23: | Line 23: | ||
'''2''': Low knockback and damage, and is generally only helpful if it [[trip|trips]], which isn't likely. | '''2''': Low knockback and damage, and is generally only helpful if it [[trip|trips]], which isn't likely. | ||
'''3''': | '''3''': Sends the opponent towards Mr. Game & Watch with small damage. It also deals heavy shield damage, allowing for a potential [[shield stab]] follow-up. | ||
'''4''': A [[slash]] attack that sends the opponent diagonally. Extremely hard to combo off of. | '''4''': A [[slash]] attack that sends the opponent diagonally. Extremely hard to combo off of. | ||
Line 35: | Line 35: | ||
'''8''': Creates the [[Ping]] sound effect and freezes the opponent with fixed vertical knockback. However, the freeze time often isn't long enough to get a true followup from | '''8''': Creates the [[Ping]] sound effect and freezes the opponent with fixed vertical knockback. However, the freeze time often isn't long enough to get a true followup from | ||
'''9''': Creates the ping sound effect and deals extreme knockback, sending at the [[Sakurai angle]]. Will generally always [[KO]] if the opponent is above 10%, and can potentially [[One-hit KO|one-shot]] opponents when [[rage]] is applied. It is also one of the strongest non-[[Final Smash]] attacks in the game. Despite having electrical graphical effects, the attack deal no electric damage. | '''9''': Creates the ping sound effect and deals extreme knockback, sending at the [[Sakurai angle]]. Will generally always [[KO]] if the opponent is above 10%, and can potentially [[One-hit KO|one-shot]] opponents when [[rage]] is applied. It is also one of the strongest non-[[Final Smash]] attacks in the game. Despite having electrical graphical effects, the attack deal no electric damage. | ||
Revision as of 21:03, October 24, 2022
Hitbox visualizations
#1 | #2 | #3 | #4 | #5 |
---|---|---|---|---|
#6 | #7 | #8 | #9 |
---|---|---|---|
Overview
Mr. Game & Watch swings a hammer while holding up a sign that displays a number between 1 and 9. The move mostly relies on predictions to connect due to its sluggish startup, with the payoff varying. Although it does have a invalid combo out of down throw. Upon a number being called, that number cannot be called the next time judge is used, with it being able to be called again after the next use. Every number that can be called has an equal chance to appear, except for at the last 5 seconds of a match, where 9 has a 50% chance of being called if it wasn’t the last number called. Each number does the following:
1: Completely useless, as it is flinchless, meaning it deals no hitsun or knockback, as well as dealing low damage and giving Mr. Game & Watch 12% recoil regardless of it hitting or not. This makes it extremely dangerous and unsafe on hit, easily leading to a punish on Mr. Game & Watch.
2: Low knockback and damage, and is generally only helpful if it trips, which isn't likely.
3: Sends the opponent towards Mr. Game & Watch with small damage. It also deals heavy shield damage, allowing for a potential shield stab follow-up.
4: A slash attack that sends the opponent diagonally. Extremely hard to combo off of.
5: An electrical attack that hits 4 times, dealing 12% damage total.
6: A Semi-Spike flame attack that has good knockback and damage, allowing for it to be comboed from if reacted to properly.
7: A moderate knockback attack dealing 14%. Upon connecting, 3 apples appear, allowing Mr. Game & Watch to heal up to 12%, which can effectively increase the damage the opponent takes provided Mr. Game & Watch's percent is roughly the same or lower than the opponent's percent. However Mr. Game & Watch must be careful when eating them as he can possibly be intercepted, allowing the opponent to take the apples for themselves or the apples vanishing before anyone can grab them.
8: Creates the Ping sound effect and freezes the opponent with fixed vertical knockback. However, the freeze time often isn't long enough to get a true followup from
9: Creates the ping sound effect and deals extreme knockback, sending at the Sakurai angle. Will generally always KO if the opponent is above 10%, and can potentially one-shot opponents when rage is applied. It is also one of the strongest non-Final Smash attacks in the game. Despite having electrical graphical effects, the attack deal no electric damage.
Overall, the move's payoff is typically not worth the sluggish frame data and heavy reliance on chance, and while most numbers are able to combo or serve some utility, the move is heavily risky due to the relatively high lag all around, which can lead to a punish on Mr. Game & Watch if it whiffs or rolls a 1. Generally, the move sees little use in serious settings, and when it is used, is typically done as a hail-mary in an attempt to roll a 7 or 9.
Hitboxes
Landing a Judge #9 hit triggers a Special Zoom.
Timing
Judge #1 inflicts 12% recoil damage to Mr. Game & Watch on frame 17. If Judge #7 hits, it spawns up to three apples, with the first one on the frame it hits, and the following ones after 8 frames each.
Non-#5 hitboxes | 16-23 |
---|---|
#5 hits 1-4 | 16-18, 19-21, 22-24, 25-27 |
Interruptible | 50 |
Animation length | 51 |
Non-#5 | |||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
#5 |
Lag time |
Hitbox |
Hitbox change |
Interruptible |
Parameters
Each Judge number has an equal chance of being pulled, but the same number cannot be pulled consecutively.
Move
Aerial horizontal speed multiplier on startup | 0.5 |
---|---|
Air friction | 0.0025 |
Apples spawned by #7 on hit | 3 |
Interval between #7 apples | 8 frames |
Lifetime of apples spawned by #7 | 240 frames |
Cooldown for spawning apples by consecutive #7 uses | 150 frames |
Vertical speed of apples spawned by #7 | 0.9 |
Match seconds left to increase Judge #9 chance | 5 |
Judge #9 chance at the last 5 seconds | 50% |
Special Zoom
Duration | 40 frames |
---|---|
Slowdown magnitude | 4 |
Zoom rate | 4.5 |
Camera Y offset | 10 |
Time before zoom | 3 frames |
Background duration (non-1v1) | 30 frames |
|