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

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*[[Neutral aerial]]:
*[[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 a much shorter duration (frames 7-10, 12-15, 17-20, 22-25 → 7/12/17/22).}}
**{{nerf|Neutral aerial has increased ending lag (FAF 35 → 43) preventing it from [[auto-canceling]] in a short hop as it still lacks a late auto-cancel window.}}
**{{nerf|Neutral aerial has more ending lag (FAF 35 → 43). Notably, this prevents Mr. Game & Watch from double jumping after performing neutral aerial in a short hop.}}  
**{{nerf|Neutral aerial has increased landing lag (9 frames → 12 frames).}}
**{{nerf|Neutral aerial has more landing lag (9 frames → 12).}}
**{{nerf|Neutral aerial [[auto-cancel]]s later (frame 35 → 44), no longer doing so in a short hop.}}
**{{nerf|The loop hits bowl hitbox is smaller (6u → 5u).}}
*[[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 less landing lag (22 frames → 15).}}
**{{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.}}
**{{buff|Forward aerial auto-cancels earlier (frame 46 → 42).}}
**{{nerf|Forward aerial has a shorter duration (frames 10-12 → 10-11 (clean), frames 13-32 → 12-25 (late)).}}
**{{nerf|Forward aerial has a shorter duration (frames 10-12 (clean)/13-32 (late) → 10-11/12-25).}}
**{{nerf|Forward aerial has smaller hitboxes (7u/5.5u (clean)/5u/4u (late) → 5.5u (clean)/4u (late)) and the move has lost its near hitbox, removing forward aerial's ability to hit inside of Mr. Game & Watch.}}
**{{nerf|The clean hit deals much less damage (16% → 11.5%) with barely increased knockback scaling (80 → 86), significantly hindering its KO potential.}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{buff|Back aerial's hits connect together better due to the weakening of SDI combined with its angle changes (68°/68° → 366°/25°).}}
**{{buff|Back aerial auto-cancels earlier (frame 41 → 38).}}
**{{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%).}}
**{{buff|The loop hits have altered knockback (25 (base), 0 (set), 40 (scaling) → 30/0/40 (far)/0/40/100 (near)) and angles (68° → 366° (far)/25° (near)), making them connect more reliably.}}
**{{nerf|Back aerial has increased landing lag (12 frames → 19).}}  
**{{buff|The changes to shieldstun significantly benefits back aerial due to its above average hitlag multipliers. This is because the opponent not only has more shieldstun, but they are also no longer put into shieldstun while Mr. Game & Watch is still in hitlag. Because of this, the opponent can now only perform [[out of shield]] options on the same frame that the next hit comes out (assuming the attack connects on the first possible frame), as opposed to four frames prior, preventing the option from rolling, spot dodging or using an intangible up special (if they have access to one) to avoid the rest of the attack.}}
***{{buff|This also makes the final hit in particular much safer on shield.}}
***{{buff|Additionally, the move also benefits from the introduction of [[frame canceling]], due to its above average hitlag multipliers, combined with it possessing a landing hit.}}
**{{change|As with most back aerials, back aerial now always launches opponents in the opposite direction Mr. Game & Watch is facing.}}
**{{change|The final hit has a higher hitlag multiplier (2x → 2.5x).}}
**{{nerf|Back aerial has more landing lag (12 frames → 19).}}
**{{nerf|Back aerial has smaller hitboxes (5u/6u → 4.2u/3.3u (loop), 6.5u/7.5u → 6u/4.5u (final)) and the far hit has been moved closer to Mr. Game & Watch (z offset: -16 → -14.3), reducing its range.}}
**{{nerf|The loop hits deal less damage (3% → 2%).}}
**{{nerf|Back aerial only consists of four hits instead of five. When combined with its loop hits dealing less damage, this greatly reduces its total damage output (15% → 9%).}}
**{{change|Despite this, the loop hits have a longer duration each (3 frames → 4), giving the move the same hitbox duration.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{nerf|Up aerial has increased landing lag (9 frames → 12 frames).}}
**{{nerf|Up aerial has more landing lag (9 frames → 12).}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{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}}
**{{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 has much more landing lag (15 frames → 28).}}
**{{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 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 less range (4.32u/6.24u → 4.0u (clean), 4.32u → 4u (late)).}}
**{{nerf|Down aerial has a smaller hitbox (4.32u/6.24u → 4u) and the hand hitbox has been removed.}}
**{{nerf|Down aerial has significantly increased landing lag (15 frames → 28).}}


===Throws/other attacks===
===Throws/other attacks===
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