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

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====[[Smash attack]]s====
====[[Smash attack]]s====
*[[Forward smash]] - Fire Attack: Mr. Game & Watch attacks with a lit match. Great base knockback and even greater kockback scaling as well as lasting longer than expected, making it hard to punish. Has a disjointed hitbox at the end of the move causing very low damage but with good knockback. Usually used after down air, down throw, or up air. Its great knockback scaling and diagonal trajectory makes momentum canceling very ineffective against it. It is arguably the best forward smash in the game despite its slow start-up (frame 18, slower than it was in ''Melee''), but it has good reach and great knockback, being capable of KOing any character under 100%. Does 18% damage uncharged, 25% fully charged. Though rare, this attack has a sourspot when only the pole hits. This only happens if a character is small enough to stay between the flame and Mr.Game & Watch himself touching only the pole. Deals 14% damage uncharged and 19% damage charged and has slightly less knockback.
*[[Forward smash]] - Fire Attack: Mr. Game & Watch attacks with a lit match. Great base knockback and even greater knockback scaling as well as lasting longer than expected, making it hard to punish. Has a disjointed hitbox at the end of the move causing very low damage but with good knockback. Usually used after down air, down throw, or up air. Its great knockback scaling and diagonal trajectory makes momentum canceling very ineffective against it. It is arguably the best forward smash in the game despite its slow start-up (frame 18, slower than it was in ''Melee''), but it has good reach and great knockback, being capable of KOing any character under 100%. Does 18% damage uncharged, 25% fully charged. Though rare, this attack has a sourspot when only the pole hits. This only happens if a character is small enough to stay between the flame and Mr.Game & Watch himself touching only the pole. Deals 14% damage uncharged and 19% damage charged and has slightly less knockback.
*[[Up smash]] - Octopus: <!--Not the Final Smash;--> Mr. Game & Watch's head becomes a diving helmet and bashes the enemy with his head, with the hitbox extending a short ways above the helmet. Has noticeable start-up lag (hits on frame 24-28), but is the third strongest up smash in the game KO percentage wise (only Ivysaur's and Lucas's KO faster) and it has the highest knockback scaling of any up smash in the game. This is usually Mr. Game & Watch's fastest KOing smash attack, depending on the character and stage. Usually used after up aerial or neutral aerial. Very useful for tech chases due to its wide hitbox and good duration. 18% uncharged, 25% fully charged.
*[[Up smash]] - Octopus: <!--Not the Final Smash;--> Mr. Game & Watch's head becomes a diving helmet and bashes the enemy with his head, with the hitbox extending a short ways above the helmet. Has noticeable start-up lag (hits on frame 24-28), but is the third strongest up smash in the game KO percentage wise (only Ivysaur's and Lucas's KO faster) and it has the highest knockback scaling of any up smash in the game. This is usually Mr. Game & Watch's fastest KOing smash attack, depending on the character and stage. Usually used after up aerial or neutral aerial. Very useful for tech chases due to its wide hitbox and good duration. 18% uncharged, 25% fully charged.
*[[Down smash]] - Vermin: Mr. Game & Watch takes out two hammers and slams them down on both sides. The handle is the sourspot with less damage and much less power with horizontal knockback. The tip is the sweetspot with very powerful vertical knockback. If sourspotted, this attack is a rather powerful [[semi-spike]] and can KO early when on the edge. When sweetspotted, this is one of the most powerful down smashes in the game, being one of the few that can reliably KO under 100%. Very fast [[IASA]], which can surprise people by using it again after a missed one. It is effective at edgeguarding as the semi-spike is powerful and even though the sweetspot has vertical knockback, its great knockback can still KO a recovering opponent. Can combo out of the last hits of neutral aerial and also with down throw vs. anyone who doesn't have a long enough roll and who doesn't tech it. Deals 13% uncharged, 18% fully charged when the handles (sourspot) hit. When the tip ([[sweetspot]]) hits, it deals 15% uncharged and 21% fully charged. Has a start-up of 15 frames.
*[[Down smash]] - Vermin: Mr. Game & Watch takes out two hammers and slams them down on both sides. The handle is the sourspot with less damage and much less power with horizontal knockback. The tip is the sweetspot with very powerful vertical knockback. If sourspotted, this attack is a rather powerful [[semi-spike]] and can KO early when on the edge. When sweetspotted, this is one of the most powerful down smashes in the game, being one of the few that can reliably KO under 100%. Very fast [[IASA]], which can surprise people by using it again after a missed one. It is effective at edgeguarding as the semi-spike is powerful and even though the sweetspot has vertical knockback, its great knockback can still KO a recovering opponent. Can combo out of the last hits of neutral aerial and also with down throw vs. anyone who doesn't have a long enough roll and who doesn't tech it. Deals 13% uncharged, 18% fully charged when the handles (sourspot) hit. When the tip ([[sweetspot]]) hits, it deals 15% uncharged and 21% fully charged. Has a start-up of 15 frames.