Mr. Game & Watch (SSBU)/Up special: Difference between revisions

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
{{competitive expertise}}
{{disambig2|the hitbox visualization in ''Super Smash Bros. Ultimate''|the move itself|Fire}}
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{| class="wikitable" style="float:right; margin:4pt;"
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==Overview==
==Overview==
Mr. Game & Watch bounces off a trampoline set by two firefighters  and then opens a parachute during his descent, referencing his game ''Fire''. The move provides Mr. Game & Watch with an incredible [[recovery]] as it has high vertical distance with its ascent while the parachute allows him to cover great horizontal coverage, making Mr. Game & Watch very resistant to being [[edgeguard]]ed. Aside from its recovery potential, it has a significant number of potent strengths.
Most notably, the move is notorious for being arguably the single best [[out of shield]] option in the entire game. It has incredibly fast [[startup]] at frame 3 and two large [[hitbox]]es on both sides which makes shield pressuring Mr. Game & Watch a daunting task as it can even punish some of the safest moves in the game if they are the slightest bit misspaced. In addition to this, it has [[intangibility]] during the ascent which makes it useful for breaking out of disadvantage. Thanks to its effectiveness as an out of shield option and combo/disadvantage breaker, it acts as an incredible "get out of jail free card".
It also has great combo starting potential, including at high percentages. Due to its hitboxes launching opponents directly upward and its high [[hitstun]], it can chain into his neutral aerial and up aerial with both moves being able to be used consecutively after their inital hit if the opponent is at low to mid percents. It can also extend combos after multiple up aerials as its late hit has high knockback. This allows for long strings of highly damaging combos and contributes to Mr. Game & Watch's strong aerial and juggle game. During the falling animation of the move, it can cancel into any move, most notably a down aerial that allows Mr. Game & Watch to return to the ground should the need arise.
Lastly, it is an amazing edgeguarding tool and gives Mr. Game & Watch great edgeguarding potential along with a dominant offstage presence. Since both the early and late hit deal high knockback, it can be used to KO opponents offstage at high percents with the late hit being more consistent due to its higher damage while also allowing Mr. Game & Watch to safely return to the stage using his parachute. If Mr. Game & Watch is recovering low, it can act as a lethal [[Stage spike|stage spike]], capable of gimping many characters even at low percents.
Overall, due to the move's sheer utility and effectiveness as a recovery move, [[OoS]] option, disadvantage breaker, combo starter and extender, and edgeguarding tool, it is widely considered one of the best moves in the entire game and is almost unarguably Mr. Game & Watch's best move.
==Update History==
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
*{{bugfix|Fixed an issue that resulted Game & Watch to do a T-Pose with Fire upon hitting opponents off screen by their last stock.}}
*{{bugfix|Fixed an issue that resulted Game & Watch to do a T-Pose with Fire upon hitting opponents off screen by their last stock.}}
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
! Hitstun
! Hitstun
{{HitboxTableTitle|Grounded early hit|25}}
{{HitboxTableTitle|Grounded hit 1|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
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}}
}}
|'''+10''' frames
|'''+10''' frames
{{HitboxTableTitle|Aerial early hit|25}}
{{HitboxTableTitle|Aerial hit 1|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
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|clang=f
|clang=f
}}
}}
|—
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
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|clang=f
|clang=f
}}
}}
{{HitboxTableTitle|Clean hit|25}}
|—
{{HitboxTableTitle|Hit 2|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=6.0%
|damage=6.0%
|angle=361
|angle=361
|af=3
|bk=60
|bk=60
|ks=80
|ks=80
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|slvl=M
|slvl=M
}}
}}
|—
|}
|}


==Timing==
==Timing==
===Attack===
===Attack===
The move enables ledge grabs from the front starting on frame 15, with the parachute appearing on frame 29. It lacks a window for backward ledge grabs, so Mr. Game & Watch cannot grab ledges from behind until a frame after the parachuting portion starts (frame 38 onward).
To [[B-reverse]] the move, the control stick has to be held backward on frame 10.
{|class="wikitable"
{|class="wikitable"
!Early hit
!Hit 1
|3-4
|3-4
|-
|-
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|5-13
|5-13
|-
|-
!Clean hit
!Hit 2
|9-18
|9-18
|-
!Optional reverse
|10
|-
|-
!Animation length
!Animation length
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{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=10}}{{FrameStrip|t=Lag|c=18}}
{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=10}}{{FrameStrip|t=Lag|c=18}}
|-
|-
{{FrameStrip|t=Vulnerable|c=4}}{{FrameStrip|t=Intangible|c=9}}{{FrameStrip|t=Vulnerable|c=23}}
{{FrameStrip|t=Vulnerable|c=4}}{{FrameStrip|t=Intangible|c=5|e=IntangibleStateS}}{{FrameStrip|t=Intangible|c=4|s=IntangibleStateE}}{{FrameStrip|t=Vulnerable|c=23}}
{{FrameStripEnd}}
 
===Cancelation===
This applies when tilting the control stick vertically to cancel the move, or when landing; canceling it with other actions incurs no delay.
 
{|class="wikitable"
!Animation length
|7
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=7}}
{{FrameStripEnd}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|intangible=y|vulnerable=y}}
 
{{FrameIconLegend|lag=y|hitbox=y|intangible=y|vulnerable=y|state=y}}
 
==Parameters==
{|class="wikitable"
!Stick sensitivity to reverse
|0.25
|-
!Maximum angle deviation
|30°
|-
!Falling speed multiplier while parachuting
|0.5
|-
!Grounded height multiplier
|1.1
|}


{{MvSubNavMrGame&Watch|g=SSBU}}
{{MvSubNavMrGame&Watch|g=SSBU}}
[[Category:Mr. Game & Watch (SSBU)]]
[[Category:Mr. Game & Watch (SSBU)]]
[[Category:Up special moves (SSBU)]]
[[Category:Up special moves (SSBU)]]