Super Smash Bros. Ultimate

Mr. Game & Watch (SSBU)/Down special

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< Mr. Game & Watch (SSBU)
Revision as of 11:25, March 9, 2021 by SacredFire37 (talk | contribs) (→‎Overview: Described how to do the bucket jump technique)
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Hitbox visualization showing Mr. Game & Watch's down special, Oil Panic.
Hitbox visualization showing Mr. Game & Watch's down special, Oil Panic, when it spills.

Overview

Colloquially known as "The Bucket", this move is Mr. Game & Watch's primary defensive tool against projectiles which resembles his game Oil Panic. This move will absorb any energy based projectiles that come into contact with it and due to its very large absorbtion hitbox, it can absorb projectiles even if Mr. Game & Watch is holding the bucket away from it. Each projectile absorbed will fill the bucket with one unit of oil whereas more powerful projectiles will fill it will two units of oil. The move can absorb three projectiles at the most, meaning the bucket can hold a max of three units of oil before it is full at which point it becomes an attack. The "Oil Spill" part of the move can be a devastatingly powerful attack depending on the power of the projectiles that were absorbed. At max power, it can shatter full shields and even OHKO light or middleweight characters at the ledge and will OHKO every character in the game at the ledge if Mr. Game & Watch has rage. The startup of the spill comes out almost instantaneously at frame 2 and is a large disjoint. Once the spill attack is used, the bucket becomes empty and will be able to absorb projectiles once again.

The move has also gained a buff in Ultimate. Unlike previous games where the move was useless against physical projectiles, the bucket now acts as a reflector against non absorbable projectiles which makes the move fantastic for forcing approaches as well as allowing Mr. Game & Watch to have great matchups against zoning and projectile based characters. The reflector is rather weak however, and will not amplify the speed or power of the projectile it reflects. Its hitbox is also rather small, unlike the absorbtion hitbox which works no matter what direction Mr. Game & Watch is facing, the reflector will only work if the bucket is facing the projectile. Nevertheless, its extra utilty as a reflector alongside its absorbtion properties is very useful.

Lastly, the move has one more use that is rather niche. The bucket can be used to boost the height and coverage of Mr. Game & Watch's double jump as well as stall his momentum in midair. This can be performed by using the move once while in the air, then putting it away and using the move again at the same time the player uses their double jump. This "bucket jump" technique can be used to ameliorate his otherwise low double jump.

The move has amazing versatility overall and is one of the most useful moves in Mr. Game & Watch's toolkit.

Update History

Super Smash Bros. Ultimate 2.0.0

  • Bug fix Oil Panic's grounded mobility glitch has been removed.

Hitboxes

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Early hit
0 0 0 1.0% 0 Sakurai angle Standard 25 80 0 HitboxTableIcon(False).png 3.4 top 0.0 7.7 11.7 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Normal (effect) Typeless (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Mid hit
0 0 0 1.0% 0 Sakurai angle Standard 25 78 0 HitboxTableIcon(False).png 4.5 top 0.0 9.5 20.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Normal (effect) Typeless (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Late hit
0 0 0 1.0% 0 Sakurai angle Standard 25 76 0 HitboxTableIcon(False).png 8.0 top 0.0 7.0 32.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Normal (effect) Typeless (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing

Reflect/Absorb

Reflect and Absorb 6- (6-30 minimum)
Interruptible 14 (ending animation)
Animation length 15 (ending animation)
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagLoopS).png Icon for absorption frames just after a loop point. FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(AbsorbLoopS).png FrameIcon(LagLoopE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagLoopS).png FrameIcon(ReflectLoopE).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(ReflectLoopS).png FrameIcon(LagLoopE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png

Spill

Early hit 2-7
Mid hit 8-14
Late hit 15-26
Interruptible 50
Animation length 49
FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(BlankLoopS).pngFrameIcon(BlankLoopE).png
Loop point
Reflection
Reflect
Absorption
Absorb
Interruptibility
Interruptible