Super Smash Bros. Ultimate

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

m (Added hitstun/shieldstun)
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|damage=0.8%
|damage=0.8%
|angle=361
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|'''+4''' frames
|'''+4''' frames
|10x
|10×
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|damage=0.8%
|damage=0.8%
|angle=361
|angle=361
|af=3
|bk=12
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|ks=20
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}}
|'''+4''' frames
|'''+4''' frames
|10x
|10×
{{HitboxTableTitle|Rapid jab finisher|42}}
{{HitboxTableTitle|Rapid jab finisher|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
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|damage=3.0%
|damage=3.0%
|angle=50
|angle=50
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|bk=60
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|rebound=f
|rebound=f
}}
}}
|—
|—
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|damage=3.0%
|damage=3.0%
|angle=50
|angle=50
|af=3
|bk=60
|bk=60
|ks=160
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|rebound=f
|rebound=f
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|—
|—
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|}


==Timing==
==Timing==
Interruptibility and animation length are only for the finisher.
After one full loop, releasing the attack button at any point causes the infinite to transition into the finisher. Interruptibility and animation length are for the finisher only.
{|class="wikitable"
{|class="wikitable"
!Rapid Jab
!Loop points
|6, 14...
|0-1, 15-16
|-
!Rapid jab
|6, 14
|-
|-
!Finisher
!Finisher

Latest revision as of 11:41, July 4, 2022

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Hitbox visualization showing Mr. Game & Watch's rapid jab.
Hitbox visualization showing Mr. Game & Watch's rapid jab finisher.

OverviewEdit

HitboxesEdit

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 Hitstun Shieldstun
Rapid jab
0 0 0 0.8% 0   Forward 12 20 0   5.5 top 0.0 5.0 14.5 0.7× 0.8× 0%               Fire   All All             +4 frames 10×
1 0 0 0.8% 0   Forward 12 20 0   4.0 top 0.0 5.0 8.0 to 5.0 0.7× 0.8× 0%               Fire   All All             +4 frames 10×
Rapid jab finisher
0 0 0 3.0% 0   Forward 60 160 0   6.0 haver 0.0 9.5 0.0 2.0× 1.0× 0%               Fire   All All            
1 0 0 3.0% 0   Forward 60 160 0   4.0 haver 0.0 1.0 to -2.0 0.0 2.0× 1.0× 0%               Fire   All All            

TimingEdit

After one full loop, releasing the attack button at any point causes the infinite to transition into the finisher. Interruptibility and animation length are for the finisher only.

Loop points 0-1, 15-16
Rapid jab 6, 14
Finisher 2
Interruptible 35
Animation length 52
                                                                                                                                     
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Loop point
 
Interruptible