Mr. Game & Watch (SSBU)/Down smash: Difference between revisions
m (Undid edit by Steamboat Williy: unnecessarily long wording) Tag: Undo |
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|ypos=3.6 | |ypos=3.6 | ||
|zpos=-5.0 to 5.0 | |zpos=-5.0 to 5.0 | ||
|type=Weapon | |type=Weapon | ||
|effect=Normal | |effect=Normal | ||
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|zpos=-14.2 to -12.2 | |zpos=-14.2 to -12.2 | ||
|type=Weapon | |type=Weapon | ||
|effect=Bury | |effect=Bury | ||
|sfx=Kick | |sfx=Kick | ||
|slvl=L | |slvl=L | ||
|noprone=1 | |||
|a=f | |a=f | ||
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|type=Weapon | |type=Weapon | ||
|effect=Bury | |effect=Bury | ||
|sfx=Kick | |sfx=Kick | ||
|slvl=L | |slvl=L | ||
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|effect=None | |effect=None |
Revision as of 11:08, January 23, 2022
Overview
Mr. Game & Watch swings down two hammers, referencing his game Vermin. The move has large hitboxes that hit on both sides of Mr. Game & Watch and give it great range which along with its low ending lag, makes it difficult to punish as it can even be safe on shield if it is spaced. Its large hitboxes give it great potential at the ledge for edgeguarding as it can easily 2-frame many recoveries. The move has sweetspots on the hammers which bury grounded opponents and can be easily followed up with several powerful finishers for a potential KO such as forward smash, up smash, forward tilt, down tilt, Judge and Oil Panic. If the sweetspots hit an aerial opponent, it will launch them at an upwards angle which is very strong, being able to KO many characters under 100%. The sourspot that is located on Mr. Game & Watch's body is a semi spike that launches opponents offstage, making it difficult for the opponent to recover as it also allows for edgeguarding opportunities.
This is arguably the best down smash in the game as it buries, 2-frames, semi spikes, has good range, has decent startup and low ending lag, and is safe on shield if properly spaced. It has become one of Mr. Game & Watch's most consistent KO options and one of his best moves overall.
Hitboxes
Timing
Charges between | 6-7 |
---|---|
Hitboxes | 12-16 |
Interruptible | 38 |
Animation length | 40 |
Lag time |
Charge interval |
Hitbox |
Interruptible |
Trivia
- Due to a programming oversight, the sweetspots do not cause any hit effect to appear on aerial or downed targets. The effect is misspelled as "noamal" in the scripts.
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