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Lastly, Mr. Game & Watch possesses a fantastic [[recovering]] option, as well as large, long-lasting and disjointed aerials. This means that he is a formidable edgeguarder while being extremely hard to [[gimp]] himself. His [[up special]], [[Fire]], has frame-3 startup, invincibility in its early frames, impressive recovering distance vertically and horizontally, and a strong ascending hitbox on its initial hitbox, with decent launching power horizontally, allowing for early offstage KOs if it hits opposite the blast zone. This makes it deadly, as it can [[stage spike]] unwary opponents while also easily gimping characters with poor recoveries, like {{SSBU|Chrom}}. It is also an extremely useful combo breaker and the game's uncontested best [[out of shield|out-of-shield]] option due to its fast startup and invincibility, which is further complemented by it not rendering him [[helpless]]. His [[back aerial]], Turtle Bridge, is a large, long-lasting disjointed multi-hitting move that deals high knockback at the final hit. The move's large disjoint beats out a lot of recoveries that have hitboxes, and the multi-hitting nature of the move makes it hard to tech for [[stage spike]]s and often drags opponents stuck in the move closer to the blast zone. For most characters, getting hit with Turtle Bridge is often fatal off-stage, as the move lingers long enough to shift the opponent closer to the blast zone before dealing the final knockback on the last hit. On the ledge, Chef punishes ledge-hangers and covers getup attacks and rolls (hit by the pan), forcing opponents to jump. This can easily allow Mr. Game & Watch to follow up with neutral aerial and force the opponent back off-stage. His new forward aerial can be comboed into with Chef and has strong KO potential on its own. Lastly, his up air has the notable quality of having no set limit on its distance, making it arguably the best juggling option in the game. Overall, Mr. Game & Watch is extremely deadly off the stage and at the ledge to all characters, even including himself. | Lastly, Mr. Game & Watch possesses a fantastic [[recovering]] option, as well as large, long-lasting and disjointed aerials. This means that he is a formidable edgeguarder while being extremely hard to [[gimp]] himself. His [[up special]], [[Fire]], has frame-3 startup, invincibility in its early frames, impressive recovering distance vertically and horizontally, and a strong ascending hitbox on its initial hitbox, with decent launching power horizontally, allowing for early offstage KOs if it hits opposite the blast zone. This makes it deadly, as it can [[stage spike]] unwary opponents while also easily gimping characters with poor recoveries, like {{SSBU|Chrom}}. It is also an extremely useful combo breaker and the game's uncontested best [[out of shield|out-of-shield]] option due to its fast startup and invincibility, which is further complemented by it not rendering him [[helpless]]. His [[back aerial]], Turtle Bridge, is a large, long-lasting disjointed multi-hitting move that deals high knockback at the final hit. The move's large disjoint beats out a lot of recoveries that have hitboxes, and the multi-hitting nature of the move makes it hard to tech for [[stage spike]]s and often drags opponents stuck in the move closer to the blast zone. For most characters, getting hit with Turtle Bridge is often fatal off-stage, as the move lingers long enough to shift the opponent closer to the blast zone before dealing the final knockback on the last hit. On the ledge, Chef punishes ledge-hangers and covers getup attacks and rolls (hit by the pan), forcing opponents to jump. This can easily allow Mr. Game & Watch to follow up with neutral aerial and force the opponent back off-stage. His new forward aerial can be comboed into with Chef and has strong KO potential on its own. Lastly, his up air has the notable quality of having no set limit on its distance, making it arguably the best juggling option in the game. Overall, Mr. Game & Watch is extremely deadly off the stage and at the ledge to all characters, even including himself. | ||
Despite these strengths, Mr. Game & Watch possesses a few notable weaknesses. He is tied with {{SSBU|Squirtle}} being the [[weight|third-lightest]] character in the game, which, along with his floatiness, make his horizontal and vertical endurance terrible. [[Rage]] is an additional burden, since opponents can send him flying even earlier with high levels of it, while Mr. Game & Watch himself cannot endure long enough to benefit from his own rage. In addition, despite having surprisingly good [[range]] for his size due to his disjointed hitboxes, his overall range is mediocre. This is worsened by the fact that several of his disjointed moves like down tilt, up tilt, and forward smash have underwhelming range for a disjoint. As a result, swordfighters like {{SSBU|Marth}} and {{SSBU|Cloud}} are able to easily keep Mr. Game & Watch at arm's length and stop his approaches. While his new forward air possesses more damage and knockback, it has very low priority, so any move can hit the bomb and make it disappear. This makes it unsuitable for approaching and forces Mr. Game & Watch to approach with his back air instead. It is also a much more situational move in general, due to its higher lag and delayed hitbox, as the bomb will only explode upon touching the ground or waiting for half a second. Additionally, none of his aerials can [[auto-cancel]] in a short hop and Mr. Game & Watch lacks other effective out of shield options outside of Fire | Despite these strengths, Mr. Game & Watch possesses a few notable weaknesses. He is tied with {{SSBU|Squirtle}} being the [[weight|third-lightest]] character in the game, which, along with his floatiness, make his horizontal and vertical endurance terrible. [[Rage]] is an additional burden, since opponents can send him flying even earlier with high levels of it, while Mr. Game & Watch himself cannot endure long enough to benefit from his own rage. In addition, despite having surprisingly good [[range]] for his size due to his disjointed hitboxes, his overall range is mediocre. This is worsened by the fact that several of his disjointed moves like down tilt, up tilt, and forward smash have underwhelming range for a disjoint. As a result, swordfighters like {{SSBU|Marth}} and {{SSBU|Cloud}} are able to easily keep Mr. Game & Watch at arm's length and stop his approaches. While his new forward air possesses more damage and knockback, it has very low priority, so any move can hit the bomb and make it disappear. This makes it unsuitable for approaching and forces Mr. Game & Watch to approach with his back air instead. It is also a much more situational move in general, due to its higher lag and delayed hitbox, as the bomb will only explode upon touching the ground or waiting for half a second. Additionally, none of his aerials can [[auto-cancel]] in a short hop and Mr. Game & Watch lacks other effective out of shield options outside of Fire, which hinders his neutral game and gives him a rather poor approach. | ||
His [[grab]] game is also situational outside of comboing: while Mr. Game & Watch's [[down throw]] and [[up throw]] are good at starting combos, his [[forward throw]] and [[back throw]] leave a lot to be desired due to being purely positional throws, and none of Mr. Game & Watch's [[throws]] can KO until very high percents, with his strongest throw, down throw, KOing at around 200%. He also has poor defensive capabilities, possessing slow and short-reaching [[spot dodge]]s and [[roll]]s, as well as some of the slowest [[air dodge]]s in the game. Finally, some of his special moves are considered to be situational depending on the matchup, with [[Judge]] being polarizing and unsafe in general due to its randomness and requiring luck, and [[Oil Panic]] being useless against melee-oriented characters as it is exculsively useful against characters with projectiles. | His [[grab]] game is also situational outside of comboing: while Mr. Game & Watch's [[down throw]] and [[up throw]] are good at starting combos, his [[forward throw]] and [[back throw]] leave a lot to be desired due to being purely positional throws, and none of Mr. Game & Watch's [[throws]] can KO until very high percents, with his strongest throw, down throw, KOing at around 200%. He also has poor defensive capabilities, possessing slow and short-reaching [[spot dodge]]s and [[roll]]s, as well as some of the slowest [[air dodge]]s in the game. Finally, some of his special moves are considered to be situational depending on the matchup, with [[Judge]] being polarizing and unsafe in general due to its randomness and requiring luck, and [[Oil Panic]] being useless against melee-oriented characters as it is exculsively useful against characters with projectiles. |
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