Mr. Game & Watch (SSB4)/Up special/Custom 2: Difference between revisions

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(This custom move deserved a page.)
 
(If it deserves a page, then it deserves to be done right with the technical data. The FAF appears to be a few frames later, but I can't find the data on it. Also no ID=0 for some reason)
 
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[[File:GameWatchUp3-SSB4.png|400px|thumb|right|Trampoline Launch image from the Custom Moves selection menu.]]
{{disambig2|the hitbox visualization in ''[[Super Smash Bros. 4]]''|the move itself|Trampoline Launch}}
''Trampoline Launch'' is a variant of [[Mr. Game & Watch (SSB4)|Mr. Game & Watch]]'s [[Fire]], that is available through [[character customization]] in ''[[Super Smash Bros. 4]]''.
[[File:GameWatchUp3-SSB4.png|thumb|270px|Trampoline Launch from the Custom Moves selection menu.]]


==Description==
==Overview==
''Launches you and any foes next to you into the air. No parachute included.''
{{competitive expertise}}
'''Trampoline Launch''' is a variant of {{SSB4|Mr. Game & Watch}}'s [[Fire]], that is available through [[character customization]] in ''[[Super Smash Bros. 4]]''. It is slightly slower and Mr. Game & Watch doesn't get a parachute, but deals more damage and travels higher.


==Move stats==
==Hitboxes==
It does 12% damage when the other fighter is closer, and 8% when the other fighter is farther.
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableRow
|id=1
|part=0
|damage=12%
|angle=90
|bk=65
|ks=90
|fkv=0
|r=4.0
|bn=0
|xpos=0.0
|ypos=0.0
|zpos=0.0
|clang=f
|rebound=f
|type=Body
|sdi=1.0
|trip=0
|ff=1.25
|sfx=Kick
|slvl=S
}}
{{SSB4HitboxTableRow
|id=2
|part=0
|damage=8%
|angle=75
|bk=75
|ks=85
|fkv=0
|r=7.0
|bn=0
|xpos=0.0
|ypos=1.0
|zpos=-8.0
|clang=f
|rebound=f
|type=Body
|sdi=1.0
|trip=0
|sfx=Punch
|slvl=S
}}
{{SSB4HitboxTableRow
|id=3
|part=0
|damage=8%
|angle=75
|bk=75
|ks=85
|fkv=0
|r=7.0
|bn=0
|xpos=0.0
|ypos=1.0
|zpos=8.0
|clang=f
|rebound=f
|type=Body
|sdi=1.0
|trip=0
|sfx=Punch
|slvl=S
}}
|}
==Timing==
{|class="wikitable"
!Intangibility
|5-13
|-
!Hitbox
|12
|-
!Animation length
|44
|}


==Comparison to original move==
{{FrameStripStart}}
He jumps off the trampoline without the parachute. Functions more like a regular recovery move.
{{FrameStrip|t=Lag|c=11}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=32}}
|-
{{FrameStrip|t=Vulnerable|c=4}}{{FrameStrip|t=Intangible|c=9}}{{FrameStrip|t=Vulnerable|c=31}}
{{FrameStripEnd}}


Deals more damage to the fighter compared to normal Fire.
{{FrameIconLegend|lag=y|hitbox=y|vulnerable=y|intangible=y|hitboxchange=y}}


Doesn't have a windbox.
==Trivia==
*It works very similarly to how Fire was in ''Super Smash Bros. Melee'', as it too didn't have a parachute. However he doesn't become helpless after the move, unlike in ''Melee''.


==Trivia==
{{MvSubNavMrGame&Watch|g=SSB4}}
*It works very similarly to how Fire was in Smash Bros. Melee, as it too didn't have a parachute. However he doesn't become helpless after the move, unlike in Melee.
 
[[Category:Mr. Game & Watch (SSB4)]]
[[Category:Special moves (SSB4)]]
[[Category:Custom moves]]
[[Category:Up special moves (SSB4)]]

Latest revision as of 02:27, September 14, 2024

This article is about the hitbox visualization in Super Smash Bros. 4. For the move itself, see Trampoline Launch.
Trampoline Launch from the Custom Moves selection menu.

Overview[edit]

Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

Trampoline Launch is a variant of Mr. Game & Watch's Fire, that is available through character customization in Super Smash Bros. 4. It is slightly slower and Mr. Game & Watch doesn't get a parachute, but deals more damage and travels higher.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
1 0 12% 0 AngleIcon90.png 65 90 0 4.0 0 0.0 0.0 0.0 1.0x 1.25x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Body (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Kick SpecialsDirect.png
2 0 8% 0 AngleIcon75.png 75 85 0 7.0 0 0.0 1.0 -8.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Body (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png
3 0 8% 0 AngleIcon75.png 75 85 0 7.0 0 0.0 1.0 8.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Body (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png

Timing[edit]

Intangibility 5-13
Hitbox 12
Animation length 44
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(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(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(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(Vulnerable).png
Vulnerable
Intangibility
Intangible

Trivia[edit]

  • It works very similarly to how Fire was in Super Smash Bros. Melee, as it too didn't have a parachute. However he doesn't become helpless after the move, unlike in Melee.