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SacredFire37 (talk | contribs) Tag: Mobile edit |
SacredFire37 (talk | contribs) Tag: Mobile edit |
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Similar to the vast majority of the cast, Mr. Game & Watch's mobility has been made faster as he has slightly increased [[run speed]] and [[air speed]] along with a much faster inital dash. Like the rest of the cast, he now has a 3 frame jumpsquat which improves his air game. | Similar to the vast majority of the cast, Mr. Game & Watch's mobility has been made faster as he has slightly increased [[run speed]] and [[air speed]] along with a much faster inital dash. Like the rest of the cast, he now has a 3 frame jumpsquat which improves his air game. | ||
Mr. Game & Watch has much better KO potential as his forward tilt and down tilt have much higher knockback, allowing them to KO earlier (although down tilt's ending lag has been slightly increased) and the former has consistent 2-frame potential due to its faster startup and long hitbox duration. Additionally, the ability to [[run cancel|dash cancel]] into these moves increases their utility. His smash attacks have all received major buffs. His forward smash has more knockback which makes it able to KO earlier and the increased size of the sweetspot makes it easier to land. His up smash has been given more active frames now being active from frames 21-25 instead of 24-25 and has slightly increased knockback scaling which allows it to KO earlier. While it has less invincibility frames throughout the total animation, it has invincibility frames during the hitbox frames (21-25) that cover Mr. Game & Watch's entire body which makes the move more dangerous to intercept unlike ''Smash 4'' where the invincibility frames only covered parts of his body and left others completely vulnerable. His down smash has less startup along with a shorter total duration, making it faster without increasing its ending lag. Additionally, its sweetspots now [[bury]] the opponent which allows Mr. Game & Watch to follow up with one of his powerful finishers including a forward smash, forward tilt, or Judge to name a few and its semi spike sourspot has more knockback scaling. Lastly, its hitboxes extend further out making it easier to land. Mr. Game & Watch has arguably the best set of smash attacks out of the whole cast due to their increased utility while retaining their infamously low ending lag. | Mr. Game & Watch has much better KO potential as his forward tilt and down tilt have much higher knockback, allowing them to KO earlier (although down tilt's ending lag has been slightly increased) and the former has consistent 2-frame potential due to its faster startup and long hitbox duration. Additionally, the ability to [[run cancel|dash cancel]] into these moves increases their utility. His smash attacks have all received major buffs. His forward smash has more knockback which makes it able to KO earlier and the increased size of the sweetspot makes it easier to land. His up smash has been given more active frames now being active from frames 21-25 instead of 24-25 and has slightly increased knockback scaling which allows it to KO earlier. While it has less invincibility frames throughout the total animation, it has invincibility frames during the hitbox frames (21-25) that cover Mr. Game & Watch's entire body which makes the move more dangerous to intercept unlike ''Smash 4'' where the invincibility frames only covered parts of his body and left others completely vulnerable. His down smash has less startup along with a shorter total duration, making it faster without increasing its ending lag. Additionally, its sweetspots now [[bury]] the opponent which allows Mr. Game & Watch to follow up with one of his powerful finishers including a forward smash, forward tilt, or Judge to name a few and its semi spike sourspot has more knockback scaling. Lastly, its hitboxes extend further out making it easier to land. Mr. Game & Watch has arguably the best set of smash attacks out of the whole cast due to their increased power and utility while retaining their infamously low ending lag. | ||
Mr. Game & Watch's aerial game and edgeguarding have also been improved. He has a new forward aerial where he drops a bomb in front of him. Compared to to previous forward aerial, this move has higher damage output and knockback which makes it better as a KO move while also having incredible utility for shield pressuring, ledgetrapping, combo starting, and landing. His back and down aerials are more powerful which makes them great offstage punish options and his neutral aerial has excellent combo potential, increased range, and improved juggling ability as the new autolink angles prevent the opponent from falling out at high percents. His up aerial has lost its KO potential and has increased startup but has gained outstanding juggling and damage racking ability as a tradeoff as it can keep the opponent in the air for a long time with little chance to escape. Finally, neutral, back, and down aerials all have less landing lag. | Mr. Game & Watch's aerial game and edgeguarding have also been improved. He has a new forward aerial where he drops a bomb in front of him. Compared to to previous forward aerial, this move has higher damage output and knockback which makes it better as a KO move while also having incredible utility for shield pressuring, ledgetrapping, combo starting, and landing. His back and down aerials are more powerful which makes them great offstage punish options and his neutral aerial has excellent combo potential, increased range, and improved juggling ability as the new autolink angles prevent the opponent from falling out at high percents. His up aerial has lost its KO potential and has increased startup but has gained outstanding juggling and damage racking ability as a tradeoff as it can keep the opponent in the air for a long time with little chance to escape. Finally, neutral, back, and down aerials all have less landing lag. |
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