Mr. Game & Watch (SSBU)/Down aerial: Difference between revisions
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This move is surprisingly disjointed and descends quite quickly, making it difficult to challenge directly from below. It also has decently strong [[KO]] potential, with a [[meteor smash]] on the early hit and a strong late hit. Running off with down aerial to try and meteor smash is also a valid strategy, as Mr. Game & Watch will survive even without a jump. This makes it a decent landing option in disadvantage, especially when considering the strong autocancel. If one full hops and then uses Fire, it can also autocancel. It can also work from a side platform on [[Battlefield]]. This can make the move significantly safer than most stall-and-fall aerials, though he still remains vulnerable during the move's animation. | This move is surprisingly disjointed and descends quite quickly, making it difficult to challenge directly from below. It also has decently strong [[KO]] potential, with a [[meteor smash]] on the early hit and a strong late hit. Running off with down aerial to try and meteor smash is also a valid strategy, as Mr. Game & Watch will survive even without a jump. This makes it a decent landing option in disadvantage, especially when considering the strong autocancel. If one full hops and then uses Fire, it can also autocancel. It can also work from a side platform on [[Battlefield]]. This can make the move significantly safer than most stall-and-fall aerials, though he still remains vulnerable during the move's animation. | ||
However, like many stall-and-fall aerials, down aerial has its drawbacks. It has very high landing lag which can make it punishable upon landing, although its landing hitbox can mitigate this to a degree against careless opponents. The move also leaves Mr. Game & Watch completely vulnerable from the sides and above, making it among the most punishable moves in his kit. It is also still possible to challenge down aerial from below with moves such as {{SSBU|King K. Rool}}'s strong, intangible [[King K. Rool (SSBU)/Up aerial|up aerial]]. In addition, it only deals 4 frames of [[shieldstun]] with both the aerial and landing hitboxes, making it extremely unsafe on shield (-17 with the landing hitbox). Due to how the shield is hit in-context, this usually allows opponents to jump [[out of shield]] and avoid the landing hitbox, making it even less safe. | However, like many stall-and-fall aerials, down aerial has its drawbacks. It has very high landing lag which can make it punishable upon landing, although its landing hitbox can mitigate this to a degree against careless opponents. The move also leaves Mr. Game & Watch completely vulnerable from the sides and above, making it among the most punishable moves in his kit, but its strengths make it one of the most strongest moves in his kit too. It is also still possible to challenge down aerial from below with moves such as {{SSBU|King K. Rool}}'s strong, intangible [[King K. Rool (SSBU)/Up aerial|up aerial]]. In addition, it only deals 4 frames of [[shieldstun]] with both the aerial and landing hitboxes, making it extremely unsafe on shield (-17 with the landing hitbox). Due to how the shield is hit in-context, this usually allows opponents to jump [[out of shield]] and avoid the landing hitbox, making it even less safe. | ||
==Update History== | ==Update History== |
Revision as of 16:06, January 30, 2022
Overview
Mr. Game & Watch takes out the giant key from the Game & Watch version of Donkey Kong Jr., and then performs a downward-diving thrust while holding it beneath himself, making the move a stall-then-fall aerial. Similar to Bowser, Mr. Game & Watch can influence his descent while using down aerial.
This move is surprisingly disjointed and descends quite quickly, making it difficult to challenge directly from below. It also has decently strong KO potential, with a meteor smash on the early hit and a strong late hit. Running off with down aerial to try and meteor smash is also a valid strategy, as Mr. Game & Watch will survive even without a jump. This makes it a decent landing option in disadvantage, especially when considering the strong autocancel. If one full hops and then uses Fire, it can also autocancel. It can also work from a side platform on Battlefield. This can make the move significantly safer than most stall-and-fall aerials, though he still remains vulnerable during the move's animation.
However, like many stall-and-fall aerials, down aerial has its drawbacks. It has very high landing lag which can make it punishable upon landing, although its landing hitbox can mitigate this to a degree against careless opponents. The move also leaves Mr. Game & Watch completely vulnerable from the sides and above, making it among the most punishable moves in his kit, but its strengths make it one of the most strongest moves in his kit too. It is also still possible to challenge down aerial from below with moves such as King K. Rool's strong, intangible up aerial. In addition, it only deals 4 frames of shieldstun with both the aerial and landing hitboxes, making it extremely unsafe on shield (-17 with the landing hitbox). Due to how the shield is hit in-context, this usually allows opponents to jump out of shield and avoid the landing hitbox, making it even less safe.
Update History
- Down aerial auto-cancels earlier (frame 51 → 49), matching the move's interruptibility and allowing the move to auto-cancel after a full hop + Fire.
- Down aerial no longer has its downward movement disabled when used out of hitstun.
Hitboxes
Timing
Attack
Initial autocancel | 1-5 |
---|---|
Hits 1-3 | 12-13 |
Hit 4 | 14-38 |
Ending autocancel | 50- |
Interruptible | 50 |
Animation length | 51 |
Landing lag
Hitboxes | 1-2 |
---|---|
Interruptible | 23 |
Animation length | 30 |
Lag time |
Hitbox |
Hitbox change |
Autocancel |
Interruptible |
|