Super Smash Bros. Ultimate

Mr. Game & Watch (SSBU)/Forward aerial: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
No edit summary
 
(15 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:MrGame&WatchFAirSSBU.gif|thumb|550px|Hitbox visualization showing Mr. Game & Watch's forward aerial.]]
[[File:MrGame&WatchFAirSSBU.gif|thumb|360px|Hitbox visualization showing Mr. Game & Watch's forward aerial.]]
==Overview==
==Overview==
Mr. Game and Watch drops a bomb in front of him, which will then slowly descend before exploding shortly after. The move has several unorthodox properties for a forward aerial: The first hit deals 3% damage and has fixed minimal knockback, rendering it unable to KO at any percentage, and will only combo into the second hit at a low enough height. After the first hit, the bomb then functions as a projectile, which will either explode after 30 frames or explode before that by colliding with a platform. This explosion deals 12% damage. During the 30 frames it takes for it to explode, the bomb has a hurtbox which will cause it to disappear if it gets hit by any opponent's attack.
Mr. Game & Watch drops a bomb in front of him, which will then slowly descend before exploding shortly after. The move has several unorthodox properties for a forward aerial: The first hit deals 3% damage and has fixed minimal knockback, rendering it unable to KO at any percentage, and will only combo into the second hit at a low enough height. After the first hit, the bomb then functions as a projectile, which will either explode after 30 frames or explode before that by colliding with a platform. This explosion deals 12% damage. During the 30 frames it takes for it to explode, the bomb has a hurtbox which will cause it to disappear if it gets hit by any opponent's attack.


Forward aerial's unique attributes lead it to a plethora of uses. Because the bomb's explosion is delayed, catching an opponent with it can lead to several follow-ups at low to mid percents, including attacks such as neutral aerial, grab, up tilt - and in the case that it takes it the full 30 frames to go off - even slower moves like up smash. This can lead to very high damaging combos, some of which can deal as much as 60% damage in total. The delayed explosion can even lead to situations where the move is safe or outright positive on block against an opponent's shield depending on when the bomb went off. Doing so can potentially guarantee Mr. Game and Watch grabs against shielding opponents.  
Forward aerial's unique attributes lead it to a plethora of uses. Because the bomb's explosion is delayed, catching an opponent with it can lead to several follow-ups at low to mid percents, such as [[../Neutral aerial|neutral aerial]], [[../Grab|grab]], [[../Up tilt|up tilt]] and, in the case that it takes it the full 30 frames to go off, even slower attacks like [[../Up smash|up smash]]. This can lead to very high-damaging combos, some of which can deal as much as 60% damage in total. The delayed explosion can even lead to situations where the move is safe or outright positive on block against an opponent's [[shield]]; depending on when the bomb went off. Doing so can potentially guarantee Mr. Game & Watch grabs against shielding opponents.


It is also useful for edgeguarding in some instances: Since the bomb lingers and can go below ledges, it is effective for catching opponents that are either below the stage or ledge hanging. To add to this, the move possesses fairly strong KO potential and has high knockback scaling, allowing the move to KO from anywhere on the stage at high enough percents. Lastly, the move is a strong defensive tool, allowing Mr. Game and Watch to wall opponents effectively with a continuous string of bombs while also retreating back, making it useful for calling out opponents' approaches while providing Mr. Game and Watch with a safety net.
It is also useful for [[edgeguarding]] in some instances: Since the bomb lingers and can go below ledges, it is effective for catching opponents that are either below the stage or ledge hanging. To add to this, the move possesses fairly strong KO potential and has high knockback scaling, allowing the move to KO from anywhere on the stage at high enough percents. Lastly, the move is a strong defensive tool, allowing Mr. Game & Watch to wall opponents effectively with a continuous string of bombs while also retreating back, making it useful for calling out opponents' approaches while providing Mr. Game & Watch with a safety net.


For all of its strengths, it possesses notable drawbacks. As stated earlier, during the 30 frames it takes to explode, the bomb is completely vulnerable and will disappear from even the weakest of attacks from the opponent. Combined with the first hit's abysmal range, this makes the move hard to approach opponents with directly without using it as a mix-up option between his other approaching options. Furthermore, the first hit's poor range also prevents Mr. Game and Watch from providing immediate frontal pressure, resulting in him losing almost, if not, all trades with the opponent in the case that the opponent is attacking Mr. Game and Watch. Lastly, the move possesses high landing lag and cannot auto-cancel in a short hop, which can lead to the opponent punishing Mr. Game and Watch if the explosion doesn't catch them.  
For all of its strengths, it possesses notable drawbacks. As stated earlier, during the 30 frames it takes to explode, the bomb is completely vulnerable and will disappear from even the weakest of attacks from the opponent. Combined with the first hit's abysmal range, this makes the move hard to approach opponents with directly without using it as a mix-up option between his other approaching options. Furthermore, the first hit's poor range also prevents Mr. Game & Watch from providing immediate frontal pressure, resulting in him losing almost, if not, all trades with the opponent in the case that the opponent is attacking Mr. Game & Watch. Lastly, the move possesses high [[landing lag]] and cannot auto-cancel in a short hop, which can lead to the opponent punishing Mr. Game & Watch if the explosion doesn't catch them.


Because of its unusual traits, forward aerial functions more as a defensive/mix-up tool than a direct approach option and is one of the most difficult - but versatile - moves to master in Mr. Game and Watch's kit.
Because of its unusual traits, forward aerial functions more as a defensive/mix-up tool than a direct approach option and is one of the most difficult - but versatile - moves to master in Mr. Game & Watch's kit.


==Update History==
==Update History==
Line 18: Line 18:
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
! Hitstun
! Hitstun
{{HitboxTableTitle|G&W Hitbox|25}}
{{HitboxTableTitle|G&W Hitbox|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=3.0%
|damage=3.0%
|angle=361
|angle=361
|af=3
|bk=0
|bk=0
|ks=50
|ks=50
Line 38: Line 39:
}}
}}
|'''+5''' frames
|'''+5''' frames
{{HitboxTableTitle|Bomb detection|25}}
{{HitboxTableTitle|Bomb detection|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 59: Line 60:
|rebound=f
|rebound=f
|direct=f
|direct=f
|blockable=f
|reflectable=t
|nogfx=t
}}
}}
|—
|—
{{HitboxTableTitle|Explosion|25}}
{{HitboxTableTitle|Explosion|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=12.0%
|damage=12.0%
|angle=45
|angle=45
|af=3
|bk=30
|bk=30
|ks=101
|ks=101
Line 82: Line 87:
|rebound=f
|rebound=f
|direct=f
|direct=f
|reflectable=t
|absorbable=y
}}
}}
|—
|—
Line 109: Line 116:


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Blank|c=13}}{{FrameStrip|t=Vulnerable|c=30}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Blank|c=4}}
!Bomb {{FrameStrip|t=Blank|c=13}}{{FrameStrip|t=Vulnerable|c=30}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Blank|c=4}}
|-
|-
{{FrameStrip|t=Lag|c=9}}{{FrameStrip|t=Hitbox|c=4|e=HitboxPropS}}{{FrameStrip|t=Lag|c=34|s=LagPropE}}{{FrameStrip|t=Interruptible|c=2}}
!G&W {{FrameStrip|t=Lag|c=9}}{{FrameStrip|t=Hitbox|c=4|e=HitboxPropS}}{{FrameStrip|t=Lag|c=34|s=LagPropE}}{{FrameStrip|t=Interruptible|c=2}}
|-
|-
{{FrameStrip|t=Blank|c=41}}{{FrameStrip|t=Autocancel|c=8}}
!Autocancel {{FrameStrip|t=Blank|c=41}}{{FrameStrip|t=Autocancel|c=8}}
{{FrameStripEnd}}
{{FrameStripEnd}}


Line 122: Line 129:
|-
|-
!Animation length
!Animation length
|30
|27
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=17}}{{FrameStrip|t=Interruptible|c=13}}
{{FrameStrip|t=Lag|c=17}}{{FrameStrip|t=Interruptible|c=10}}
{{FrameStripEnd}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|autocancel=y|interruptible=y|vulnerable=y|prop=y}}
{{FrameIconLegend|lag=y|hitbox=y|autocancel=y|interruptible=y|vulnerable=y|prop=y}}
==Bomb parameters==
{|class="wikitable"
!Offsets
|[3.5, 4, 0]
|-
!Lifetime
|30 frames
|-
!Period before moving
|1 frame
|-
!Falling speed
|1.2
|-
!Size multiplier
|1.05
|}


{{MvSubNavMrGame&Watch|g=SSBU}}
{{MvSubNavMrGame&Watch|g=SSBU}}
[[Category:Mr. Game & Watch (SSBU)]]
[[Category:Mr. Game & Watch (SSBU)]]
[[Category:Forward aerials (SSBU)]]
[[Category:Forward aerials (SSBU)]]

Latest revision as of 11:13, July 4, 2022

Hitbox visualization showing Mr. Game & Watch's forward aerial.

Overview[edit]

Mr. Game & Watch drops a bomb in front of him, which will then slowly descend before exploding shortly after. The move has several unorthodox properties for a forward aerial: The first hit deals 3% damage and has fixed minimal knockback, rendering it unable to KO at any percentage, and will only combo into the second hit at a low enough height. After the first hit, the bomb then functions as a projectile, which will either explode after 30 frames or explode before that by colliding with a platform. This explosion deals 12% damage. During the 30 frames it takes for it to explode, the bomb has a hurtbox which will cause it to disappear if it gets hit by any opponent's attack.

Forward aerial's unique attributes lead it to a plethora of uses. Because the bomb's explosion is delayed, catching an opponent with it can lead to several follow-ups at low to mid percents, such as neutral aerial, grab, up tilt and, in the case that it takes it the full 30 frames to go off, even slower attacks like up smash. This can lead to very high-damaging combos, some of which can deal as much as 60% damage in total. The delayed explosion can even lead to situations where the move is safe or outright positive on block against an opponent's shield; depending on when the bomb went off. Doing so can potentially guarantee Mr. Game & Watch grabs against shielding opponents.

It is also useful for edgeguarding in some instances: Since the bomb lingers and can go below ledges, it is effective for catching opponents that are either below the stage or ledge hanging. To add to this, the move possesses fairly strong KO potential and has high knockback scaling, allowing the move to KO from anywhere on the stage at high enough percents. Lastly, the move is a strong defensive tool, allowing Mr. Game & Watch to wall opponents effectively with a continuous string of bombs while also retreating back, making it useful for calling out opponents' approaches while providing Mr. Game & Watch with a safety net.

For all of its strengths, it possesses notable drawbacks. As stated earlier, during the 30 frames it takes to explode, the bomb is completely vulnerable and will disappear from even the weakest of attacks from the opponent. Combined with the first hit's abysmal range, this makes the move hard to approach opponents with directly without using it as a mix-up option between his other approaching options. Furthermore, the first hit's poor range also prevents Mr. Game & Watch from providing immediate frontal pressure, resulting in him losing almost, if not, all trades with the opponent in the case that the opponent is attacking Mr. Game & Watch. Lastly, the move possesses high landing lag and cannot auto-cancel in a short hop, which can lead to the opponent punishing Mr. Game & Watch if the explosion doesn't catch them.

Because of its unusual traits, forward aerial functions more as a defensive/mix-up tool than a direct approach option and is one of the most difficult - but versatile - moves to master in Mr. Game & Watch's kit.

Update History[edit]

Super Smash Bros. Ultimate 2.0.0

  • Buff Forward aerial's explosion hitbox has increased range, matching the visual explosion more closely and allowing the move to catch opponents from below the ledge. This improves its edgeguarding potential.

Hitboxes[edit]

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
G&W Hitbox
0 0 0 3.0% 0 Sakurai angle Forward 0 50 30 HitboxTableIcon(False).png 2.0 top 0.0 9.0 11.3 0.5× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Typeless (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +5 frames
Bomb detection
0 0 0 0.0% 0 Sakurai angle Standard 0 0 0 HitboxTableIcon(False).png 3.0 top 0.0 0.4 0.0 0.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Typeless (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S None SpecialsIndirect.png All All HitboxTableIcon(Unblockable).png HitboxTableIcon(Reflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(True).png HitboxTableIcon(False).png
Explosion
0 0 0 12.0% 0 AngleIcon45.png Forward 30 101 0 HitboxTableIcon(False).png 10.0 top 0.0 0.0 0.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Flame (effect) Weapon (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Bomb SpecialsIndirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Reflectable).png HitboxTableIcon(Absorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Attack[edit]

Hitbox 10-13
Bomb hurtbox and detection 14-43
Bomb explosion (if left alone) 44-45
Ending autocancel 42-
Interruptible 48
Animation length 49
Bomb  FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).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(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
G&W  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(Hitbox).png FrameIcon(Hitbox).png Icon for hitbox frames just after a prop point. FrameIcon(LagPropE).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(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Autocancel  FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png

Landing lag[edit]

Interruptible 18
Animation length 27
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 FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(Vulnerable).png
Vulnerable
Auto-canceling
Autocancel
FrameIcon(BlankPropS).pngFrameIcon(BlankPropE).png
Prop event
Interruptibility
Interruptible

Bomb parameters[edit]

Offsets [3.5, 4, 0]
Lifetime 30 frames
Period before moving 1 frame
Falling speed 1.2
Size multiplier 1.05