Mr. Game & Watch (SSB4): Difference between revisions

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**{{buff|Additionally, this improves the move's damage racking potential against opponents from behind, especially at a wall.}}
**{{buff|Additionally, this improves the move's damage racking potential against opponents from behind, especially at a wall.}}
**{{buff|Neutral attack has received an updated finisher, a large blast of gas from the insecticide pump.}}
**{{buff|Neutral attack has received an updated finisher, a large blast of gas from the insecticide pump.}}
***{{buff|This new finisher uses a regular hitbox (rather than a windbox) which deals damage (0% → 2%) and much more knockback (29 (set), 100 (scaling) → 60 (base)/180).}}
***{{buff|This new finisher uses a regular hitbox (rather than a [[wind]]box) which deals damage (0% → 2%) and much more knockback (29 (set), 100 (scaling) → 60 (base)/180).}}
***{{buff|This new finisher also has much more range.}}
***{{buff|This new finisher also has much more range.}}
***{{nerf|However, this new finisher also has much more ending lag (FAF 9 → 24).}}
***{{nerf|However, this new finisher also has much more ending lag (FAF 9 → 24).}}
*[[Forward tilt]]:
*[[Forward tilt]]:
**{{buff|Forward tilt's four hitboxes have been replaced with two extended hitboxes, which cover more range than the previous iteration.}}
**{{buff|Forward tilt has a longer duration (frames 10-15 → 10-17).}}
**{{buff|Forward tilt base knockback has been increased (20 → 35).}}
***{{nerf|However, the move now has a clean hit and a much weaker late hit, with the clean hit only lasting for one frame (frames 10-15 → 10).}}
**{{change|Forward tilt has received a late hitbox that deals 4%. This lengthens its duration (frames 10-15 10-17), but makes it more susceptible to punishment at low to medium percentages.}}
**{{buff|Forward tilt has increased base knockback (20 → 35).}}
**{{nerf|Clean forward tilt's inner hitbox deals less damage (10% → 10% (chair)/9% (body)).}}
**{{buff|The top of the chair sends opponents at a more favourable angle (45° → 361°).}}
**{{nerf|Forward tilt's angle has been altered (45°/37° → 361°). This worsens it on-hit at low percentages, and makes it send at more survivable angles in the later percentages, no longer semi-spiking.}}
**{{nerf|Forward tilt now has two extended hitboxes instead of four regular hitboxes. These hitboxes are smaller (4.8u/5u/4.8u/3.84u → 4.8u/4u) and they overall have less range compared to the previous hitboxes.}}
***{{nerf|Additionally, the new late hit has even smaller hitboxes (4.8u/5u/4.8u/3.84u 4.5u/3.5u).}}
**{{nerf|Forward tilt's handle/body hitbox deals less damage (10% → 9%).}}
**{{nerf|The lower chair/handle/body hitboxes send opponents at a higher angle (37° → 361°), hindering their KO potential.}}
**{{nerf|The new late hit deals much less damage (10% → 4%), drastically hindering forward tilt's KO potential, especially since the late hit is active for most of the move's duration.}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{buff|Up tilt can now hit twice. Its damage has been reduced (8% → 7%), but its total still does more than it's previous iteration (14%).}}
**{{buff|Up tilt has less startup lag (frame 13 → 10).}}
**{{buff|Up tilt has decreased start-up lag (frame 13 10).}}
**{{buff|Up tilt now consists of two hits, increasing its maximum damage potential (8% → 7% (hit 1 & 2)/14% (total)).}}
**{{nerf|Up tilt's animation has been altered so Mr. Game & Watch's arch is much more shallow, and it's innermost (body) hitbox has been removed. This hinders it's ability to hit in front of Mr. Game & Watch.}}
***{{nerf|However, this also shortens its duration (frames 13-21 → 10-12 (hit 1), 20-22 (hit 2)), worsening its use as an anti-air.}}
**{{nerf|Up tilt has increased ending lag (FAF 30 36).}}
***{{nerf|Additionally, the first hit only saw a decrease to its damage and base knockback (30 → 20), which both hinders its KO potential and prevents it from leading into the second hit under multiple scenarios, especially if Mr. Game & Watch has [[rage]].}}
**{{nerf|Up tilt has a shorter duration (frames 13-21 10-12 (hit 1), 20-22 (hit 2)), worsening its use as an anti-air.}}
**{{nerf|Up tilt has more ending lag (FAF 30 36).}}
**{{nerf|Up tilt's first hits deals less base knockback (30 20).}}
**{{nerf|Up tilt's animation has been altered so Mr. Game & Watch's arch is much more shallow. This hinders it's ability to hit in front of or behind Mr. Game & Watch.}}
**{{nerf|Up tilt has smaller hitboxes (6.5u/4.5u/3.8u 5.5u/3u) and the body hitbox has been removed. This along with its altered animation decreases up tilt's range, especially inside of Mr. Game & Watch, despite the hand hitbox being moved closer to Mr. Game & Watch (y offset: 0 → -1.5).}}
**{{nerf|The second hit launches opponents at a less favourable angle (100° 115°).}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|Down tilt's grounded hit has significantly increased knockback (50 (base), 50 (scaling) → 40/125).}}
**{{buff|Down tilt deals much more knockback (50 (base), 50 (scaling) → 40/125).}}
**{{nerf|Down tilt has significantly increased ending lag (FAF 26 → 40).}}
**{{buff|Down tilt has received a large, damaging and powerful [[wind]]box against aerial opponents, improving its utility.}}
**{{nerf|Down tilt's hit on grounded opponents has a higher angle (20° → 30°).}}
**{{buff|The new windbox has a larger hitbox (9u → 10.5u) compared to the previous aerial hitbox, which is additionally now an extended hitbox.}}
**{{nerf|Down tilt's grounded hit is active for a slightly shorter duration (frames 6-15 → 6-13).}}
**{{nerf|Down tilt has much more ending lag (FAF 26 → 40).}}
**{{nerf|Down tilt has received a [[wind]]box above its hitbox and has lost its aerial hitbox. While this increases it's utility in other areas, its use as a disjointed edge-guarding tool has been completely removed, dealing far less damage (9% → 1%), no knockback and sending upward.}}
**{{nerf|Down tilt launches opponents at a higher (20° → 30°).}}
**{{nerf|Down tilt has a shorter duration (frames 6-15 → 6-11).}}
***{{buff|However, the new windbox has a longer duration (frames 6-15 → 7-19).}}
**{{nerf|The new windbox has more startup lag (frame 6 → 7).}}
**{{nerf|Down tilt now only uses a small extended hitbox rather than a large regular hitbox against grounded opponents (8u → 2.5u). This decreases its range, especially vertically.}}
**{{nerf|Down tilt has lost its aerial hitbox, completely removing its use as a large disjointed edge-guarding tool, since the windbox launches opponents vertically (361° → 90°).}}
***{{nerf|Additionally, the new windbox deals much less damage compared to the previous aerial hitbox (9% → 1%) without full compensation on its knockback (80 (base), 40 (scaling) → 70/120).}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{change|Dash attack angle now sends in front of Mr. Game & Watch instead of behind (120° → 50°).}}
**{{buff|Dash attack covers more distance in a shorter amount of time, improving its use as a burst movement option.}}
**{{buff|Dash attack has an updated animation that gives the move significantly more range, making it a key zone-breaking tool for Mr. Game & Watch.}}
**{{buff|Dash attack has increased knockback scaling (50 → 70), improving its KO potential.}}
**{{buff|Dash attack's knockback scaling has been increased (50 70), making it stronger than before despite dealing less damage.}}
**{{buff|Dash attack's hitboxes have been moved forwards (y/z offsets: 2/4 → 3.5/6) which along with the previous point, improves its range.}}
**{{nerf|Dash attack deals less damage (11% → 10% (clean)/6.5% (late)).}}
**{{change|Dash attack now sends opponents in front of Mr. Game & Watch instead of behind him (120° → 50°).}}
**{{nerf|Dash attack's overall duration has been reduced (frames 6-29 → 6-9 (early)/10-19 (late)).}}
***{{buff|This angle is lower than the previous angle which along with it sending opponents forwards, improves the move's edgeguarding potential.}}
**{{nerf|Dash attack's size has been reduced (6.24u → 6u (early)/5.5u (late)).}}
**{{nerf|Dash attack now has a late hit which deals much less damage (11% 6.5%), hindering its KO potential despite its increased knockback scaling.}}
**{{nerf|Dash attack's clean hit deals less damage (11% → 10%).}}
**{{nerf|Dash attack has a shorter duration (frames 6-29 → 6-9 (early)/10-19 (late)).}}
**{{nerf|Dash attack's has smaller hitboxes (6.24u → 6u (early)/5.5u (late)).}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{nerf|Forward smash's sweetspot has decreased knockback scaling (98 → 91), hindering its KO potential.}}
**{{nerf|Forward smash's sweetspot has decreased knockback scaling (98 → 91), hindering its KO potential.}}
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