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==Changes from ''Brawl''== | ==Changes from ''Brawl''== | ||
Mr. Game & Watch was overall nerfed in his transition to ''SSB4'', with the buffs he received failing to compensate for the more drastic nerfs to his important abilities. Many of his moves have increased lag, such as his neutral aerial no longer [[ | Mr. Game & Watch was overall nerfed in his transition to ''SSB4'', with the buffs he received failing to compensate for the more drastic nerfs to his important abilities. Many of his moves have increased lag, such as his neutral aerial having a shorter duration, more ending lag, more landing lag and no longer [[auto-cancel]]ing with short hops, which weakens his options to [[approach]] or [[Punishment|punish]] opponents. His other aerials (except forward aerial) having increased landing lag especially his down aerial. Mr. Game & Watch's overall range, damage output and KO potential have been reduced making it harder for him to rack up damage and land KOs. The changes to [[hitstun canceling]] can be considered a double-edged sword for Mr. Game & Watch: they indirectly removed [[Bucket Braking]] and [[momentum canceling]], which greatly hinders his endurance especially horizontally and it makes him more susceptible to combos, yet it improves his combo game due to his altered down throw which is now a very strong combo starter. He also suffers from the removal of [[edge momentum shifting]] as he could previously making solid use of it using [[Judge]]. The inclusion of [[rage]] also does not benefit Mr. Game & Watch as much as some other characters as while it improves his KO potential, his very poor endurance prevents him from making great use of it. | ||
Mr. Game & Watch has seen some buffs though. As previously mentioned, his down throw is now a potent combo throw which can potentially lead into an up aerial for a KO. While [[Oil Panic]] has had its valuable Bucket Braking ability removed, it also fills faster, letting Mr. Game & Watch use one of his most situational moves more frequently. His recovery has also been improved due to his faster air speed, [[Fire]]'s increased vertical distance which also no longer suffers from the [[grab release glitch]], and Oil Panic's newly acquired jump boost mechanic. | |||
As a result, Mr. Game & Watch is a significantly less effective character overall as while most of his strengths are still there, they were nevertheless toned down and his weaknesses were not properly addressed. He also did not benefit from the changes to the game's mechanics as much as some other returning veterans. Despite this, he still had some dedicated players, such as {{Sm|GimR}}, {{Sm|Regi}} and {{Sm|Maister}}, who have occasionally received some solid results with the character. | |||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Mr. Game & Watch's design has changed. He now has a rounder head; a slightly smaller and rounder nose; a slightly wider torso; circular hands, shorter arms, and slightly smaller feet; and a thinner outline that is layered gray and white. Altogether, these changes make Mr. Game & Watch appear much more in line with his appearance in ''{{s|mariowiki|Game & Watch Gallery 4}}''. His animations are also choppier, which better simulate the frame-by-frame movement within the ''Game & Watch'' series.}} | *{{change|Mr. Game & Watch's design has changed. He now has a rounder head; a slightly smaller and rounder nose; a slightly wider torso; circular hands, shorter arms, and slightly smaller feet; and a thinner outline that is layered gray and white. Altogether, these changes make Mr. Game & Watch appear much more in line with his appearance in ''{{s|mariowiki|Game & Watch Gallery 4}}''. His animations are also choppier, which better simulate the frame-by-frame movement within the ''Game & Watch'' series.}} | ||
*{{change|Walk's animation has changed. Mr. Game & Watch now walks more flippantly while he repeatedly looks back and forth. This originates from ''Helmet''.}} | |||
*{{change|Mr. Game & Watch has a new down [[taunt]]. He now sits down and sighs, instead of jumping once with his hands open. This originates from the [[mariowiki:Mario Bros. (Game & Watch)|''Game & Watch'' version of ''Mario Bros.'']]}} | *{{change|Mr. Game & Watch has a new down [[taunt]]. He now sits down and sighs, instead of jumping once with his hands open. This originates from the [[mariowiki:Mario Bros. (Game & Watch)|''Game & Watch'' version of ''Mario Bros.'']]}} | ||
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*{{nerf|Mr. Game & Watch [[dash]]es slower (1.553 → 1.5264) going from the 15th fastest out of 39 characters to the 34th fastest out of 58 characters.}} | *{{nerf|Mr. Game & Watch [[dash]]es slower (1.553 → 1.5264) going from the 15th fastest out of 39 characters to the 34th fastest out of 58 characters.}} | ||
*{{buff|Mr. Game & Watch's [[air speed]] is faster (1.081 → 1.12).}} | *{{buff|Mr. Game & Watch's [[air speed]] is faster (1.081 → 1.12).}} | ||
*{{change| | *{{change|Mr. Game & Watch's [[gravity]] is higher (0.07505 → 0.08).}} | ||
*{{buff|[[Roll]]s have less ending lag (frame 36 → 30).}} | |||
*{{nerf|Rolls have a shorter duration (frames 4-19 → 4-16).}} | |||
*{{buff|[[Air dodge]] has less startup (frame 4 → 2) and ending lag (frame 50 → 32).}} | |||
*{{nerf|Air dodge has a slightly shorter duration (frames 4-29 → 2-26).}} | |||
*{{nerf|[[Spotdodge]] has a shorter duration (frames 2-20 → 2-16).}} | |||
*{{nerf|The removal of [[edge momentum shifting]] has hindered Mr. Game & Watch's [[advanced technique|advanced technical]] options with his specials reducing their utility.}} | |||
===Ground attacks=== | ===Ground attacks=== | ||
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**{{nerf|Neutral infinite now deals consistent damage (1/2/3% → 1%).}} | **{{nerf|Neutral infinite now deals consistent damage (1/2/3% → 1%).}} | ||
*[[Dash attack]]: | *[[Dash attack]]: | ||
**{{change|Dash attack angle now sends in front of Mr. Game & Watch instead of behind ( | **{{change|Dash attack angle now sends in front of Mr. Game & Watch instead of behind (120° → 50°).}} | ||
**{{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 an updated animation that gives the move significantly more range, making it a key zone-breaking tool for Mr. Game & Watch.}} | ||
**{{buff|Dash attack's knockback | **{{buff|Dash attack's knockback scaling has been increased (50 → 70), making it stronger than before despite dealing less damage.}} | ||
**{{nerf|Dash attack deals less damage (11% → 10% (clean)/6.5% (late)).}} | **{{nerf|Dash attack deals less damage (11% → 10% (clean)/6.5% (late)).}} | ||
**{{nerf|Dash attack's overall duration has been reduced (6-29 → 6-9 (early)/10-19 (late)).}} | **{{nerf|Dash attack's overall duration has been reduced (frames 6-29 → 6-9 (early)/10-19 (late)).}} | ||
**{{nerf|Dash attack's size has been reduced (6.24u → 6u (early)/5.5u (late)).}} | **{{nerf|Dash attack's size has been reduced (6.24u → 6u (early)/5.5u (late)).}} | ||
*[[Forward tilt]]: | *[[Forward tilt]]: | ||
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**{{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.}} | **{{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.}} | ||
**{{nerf|Clean forward tilt's inner hitbox deals less damage (10% → 10% (chair)/9% (body)).}} | **{{nerf|Clean forward tilt's inner hitbox deals less damage (10% → 10% (chair)/9% (body)).}} | ||
**{{nerf|Forward tilt's angle has been altered ( | **{{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.}} | ||
*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{buff|Down tilt's grounded hit has significantly increased knockback (base 50 | **{{buff|Down tilt's grounded hit has significantly increased knockback (50 (base), 50 (scaling) → 40/125).}} | ||
**{{nerf|Down tilt ending lag | **{{nerf|Down tilt has significantly increased ending lag (frame 26 → 40).}} | ||
**{{nerf|Down tilt's hit on grounded opponents has a higher angle ( | **{{nerf|Down tilt's hit on grounded opponents has a higher angle (20° → 30°).}} | ||
**{{nerf|Down tilt's grounded hit is active for a slightly shorter duration (6-15 → 6-13).}} | **{{nerf|Down tilt's grounded hit is active for a slightly shorter duration (frames 6-15 → 6-13).}} | ||
**{{nerf|Down tilt has received a [[wind]]box above its hitbox. While this increases it's utility in other areas, | **{{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.}} | ||
*[[Up tilt]]: | *[[Up tilt]]: | ||
**{{buff|Up tilt can now hit twice. | **{{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 decreased start-up lag (frame 13 → 10).}} | **{{buff|Up tilt has decreased start-up lag (frame 13 → 10).}} | ||
**{{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|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|Up tilt has increased ending lag (frames 30 → 36).}} | **{{nerf|Up tilt has increased ending lag (frames 30 → 36).}} | ||
**{{nerf|Up tilt | **{{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's first hits deals less base knockback (30 → 20).}} | |||
*[[Forward smash]]: | *[[Forward smash]]: | ||
**{{nerf|Forward smash has decreased knockback | **{{nerf|Forward smash's sweetspot has decreased knockback scaling (98 → 91), hindering its KO potential.}} | ||
**{{nerf|Forward smash's sourspot now takes priority over its sweetspot. The body hitbox has also been removed.}} | **{{nerf|Forward smash's sourspot now takes priority over its sweetspot. The sourspot also launches opponents at a higher angle (361° → 53°) hindering its KO potential despite having higher knockback scaling (98 → 100). The body hitbox has also been removed.}} | ||
**{{nerf|Forward smash's late hit (frames 21-34) has been removed entirely, and | **{{nerf|Forward smash's late hit (frames 21-34) has been removed entirely, and its early hit's duration has also been reduced (frames 17-20 → 17-18).}} | ||
**{{change|Forward smash's animation has slightly changed. Mr. Game & Watch now swings the torch with both hands, instead of just one.}} | **{{change|Forward smash's animation has slightly changed. Mr. Game & Watch now swings the torch with both hands, instead of just one.}} | ||
*[[Up smash]]: | *[[Up smash]]: | ||
**{{buff|Up smash's hitboxes have been changed to one main, extended hitbox. This makes it's collective covered area more than Brawl's, and for a more consistent amount of time.}} | **{{buff|Up smash's hitboxes have been changed to one main, extended hitbox. This makes it's collective covered area more than Brawl's, and for a more consistent amount of time.}} | ||
**{{buff|Up smash | **{{buff|Up smash has significantly increased partial [[invincibility]] (frames 24-28 → 4-25), making it among the best anti-air tools in the game.}} | ||
**{{nerf|Up smash deals 2% less damage (18% → 16%) and has decreased knockback, hindering its KO potential.}} | **{{nerf|Up smash deals 2% less damage (18% → 16%) and has decreased knockback scaling (97 → 93), hindering its KO potential.}} | ||
**{{nerf|Up smash's is active for a shorter period (frames 24-28 → 24-25).}} | **{{nerf|Up smash's is active for a shorter period (frames 24-28 → 24-25).}} | ||
*[[Down smash]]: | *[[Down smash]]: | ||
**{{change|Down smash's hammer size has been increased. Despite this, the size and locations of each hitbox remains identical.}} | **{{change|Down smash's hammer size has been increased. Despite this, the size and locations of each hitbox remains identical.}} | ||
**{{buff|Down smash's sourspot is larger, now extending to each of Mr. Game & Watch's hands, covering his body entirely.}} | **{{buff|Down smash's sourspot is larger, now extending to each of Mr. Game & Watch's hands, covering his body entirely.}} | ||
**{{nerf|Down smash | **{{nerf|Down smash has significantly decreased knockback on both its sourspot (60 (base), 68 (scaling) → 30/65) and sweestpot (98 (scaling) → 85).}} | ||
**{{nerf|Down smash has increased ending lag (frame 33 → 42).}} | **{{nerf|Down smash has increased ending lag (frame 33 → 42).}} | ||
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*{{buff|The weakening of SDI makes neutral and back aerials significantly more difficult to escape from.}} | *{{buff|The weakening of SDI makes neutral and back aerials significantly more difficult to escape from.}} | ||
*[[Neutral aerial]]: | *[[Neutral aerial]]: | ||
**{{nerf|Neutral aerial | **{{nerf|Neutral aerial has a much shorter duration (frames 7-10, 12-15, 17-20, 22-25 → 7/12/17/22).}} | ||
**{{nerf|Neutral aerial has increased ending lag (frame 35 → 43).}} | **{{nerf|Neutral aerial has increased ending lag (frame 35 → 43) preventing it from [[auto-canceling]] in a short hop as it still lacks a late auto-cancel window.}} | ||
**{{nerf|Neutral aerial has increased landing lag (9 frames → 12 frames).}} | **{{nerf|Neutral aerial has increased landing lag (9 frames → 12 frames).}} | ||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{buff|Forward aerial has decreased landing lag (22 frames → 15 frames) and auto-cancels earlier (frame 46 → 42).}} | |||
**{{buff|Forward aerial has decreased landing lag (22 frames → 15 frames).}} | **{{nerf|Forward aerial's clean hit deals less damage (16% → 11.5%) and its knockback scaling wasn't fully compensated (80 → 86), significantly hindering its KO potential.}} | ||
**{{nerf|Forward aerial deals | **{{nerf|Forward aerial has a shorter duration (frames 10-12 → 10-11 (clean), frames 13-32 → 12-25 (late)).}} | ||
**{{nerf|Forward aerial | |||
*[[Back aerial]]: | *[[Back aerial]]: | ||
**{{buff|Back aerial's hits connect together better | **{{buff|Back aerial's hits connect together better due to the weakening of SDI combined with its angle changes (68°/68° → 366°/25°).}} | ||
**{{nerf| | **{{buff|Back aerial auto-cancels earlier (frame 41 → 38).}} | ||
**{{nerf|Back aerial only consists of four hits instead of five, and the first three hits deal less damage (3% → 2%) greatly reducing its maximum damage output (15% → 9%).}} | |||
**{{nerf|Back aerial has increased landing lag (12 frames → 19).}} | **{{nerf|Back aerial has increased landing lag (12 frames → 19).}} | ||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{buff|Up aerial has larger hitboxes (5. | **{{buff|Up aerial has larger hitboxes (5.2u/3.6u → 6.5u/4.3u).}} | ||
**{{nerf|Up aerial has increased landing lag (9 frames → 12 frames).}} | **{{nerf|Up aerial has increased landing lag (9 frames → 12 frames).}} | ||
*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{buff|Clean down aerial has a longer duration (frame 12 → 12-13).}} | **{{buff|Clean down aerial has a longer duration (frame 12 → 12-13) and now only consists of a [[meteor smash]]. The removal of meteor-canceling also significantly improves the sweetspot's reliability}} | ||
**{{nerf|Down aerial deals less damage (14% ( | **{{nerf|Down aerial deals less damage (14% (clean)/13% (late)/6% (landing) → 11% (attack)/3.5% (landing)) and its knockback was not fully compensated (100 (scaling) → 107 (clean/late), 50 (base) → 60 (landing).}} | ||
**{{nerf|Down aerial has increased landing lag (15 frames → 28).}} | **{{nerf|Down aerial has significantly increased landing lag (15 frames → 28).}} | ||
===Throws/other attacks=== | ===Throws/other attacks=== | ||
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*{{buff|Pummel deals 0.2% more damage (3% → 3.2%).}} | *{{buff|Pummel deals 0.2% more damage (3% → 3.2%).}} | ||
*{{buff|All throws transition faster, allowing less time for the opponent to [[Directional influence|DI]] effectively.}} | *{{buff|All throws transition faster, allowing less time for the opponent to [[Directional influence|DI]] effectively.}} | ||
*{{ | *{{nerf|Down throw deals 2% less damage (6% → 4%).}} | ||
*{{change|Due to its angle being altered (270° → 80°), down throw is no longer a [[meteor smash]]. It also has altered knockback (80 (base), 30 (scaling) → 35/120). When coupled with the changes to [[hitstun canceling]], the weakening of [[DI]] and the removal of [[chain grab]]bing, these changes significantly improve its combo potential, but remove its [[tech-chasing]] potential.}} | |||
*{{buff|Front and back floor attacks deal 1% more damage (6% → 7%).}} | *{{buff|Front and back floor attacks deal 1% more damage (6% → 7%).}} | ||
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*[[Fire]]: | *[[Fire]]: | ||
**{{change|Fire's animation changed. Mr. Game & Watch now descends in a choppy, frame-by-frame motion instead of a smooth, swaying motion.}} | **{{change|Fire's animation changed. Mr. Game & Watch now descends in a choppy, frame-by-frame motion instead of a smooth, swaying motion.}} | ||
**{{buff| | **{{buff|Mr. Game & Watch is no longer affected by the [[grab release glitch]] allowing him to re-use Fire if he has been grabbed in midair.}} | ||
*[[Oil Panic]]: | *[[Oil Panic]]: | ||
**{{buff|Oil Panic can now fill up multiple units at once upon absorbing a sufficiently strong projectile (>10% fills 2 units, >20% fills 3), significantly improving its reliability.}} | **{{buff|Oil Panic can now fill up multiple units at once upon absorbing a sufficiently strong projectile (>10% fills 2 units, >20% fills 3), significantly improving its reliability.}} | ||
**{{change|Aerial Oil Panic no longer has airspeed defiance, and only stalls once in the air. While this hinders it's use of absorbing projectiles offstage significantly, it allows Mr. Game & Watch to combine it with his mid-air [[jump]] to increase both it's height and [[Falling speed#Floaty|floatiness]] substantially.}} | **{{change|Aerial Oil Panic no longer has airspeed defiance, and only stalls once in the air. While this hinders it's use of absorbing projectiles offstage significantly, it allows Mr. Game & Watch to combine it with his mid-air [[jump]] to increase both it's height and [[Falling speed#Floaty|floatiness]] substantially.}} | ||
**{{nerf|The removal of [[momentum canceling]] removes [[Bucket Braking]], | **{{nerf|The removal of [[momentum canceling]] removes [[Bucket Braking]], drastically hindering Mr. Game & Watch's endurance.}} | ||
*[[Octopus]]: | *[[Octopus]]: | ||
**{{nerf|Octopus deals 1% less damage (16% → 15%) and has a shorter duration (17 seconds → 15).}} | **{{nerf|Octopus deals 1% less damage (16% → 15%) and has a shorter duration (17 seconds → 15).}} |
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