Mr. Game & Watch (SSBU)/Down aerial: Difference between revisions
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[[File:MrGame&WatchDAirSSBU.gif|thumb| | [[File:MrGame&WatchDAirSSBU.gif|thumb|400px|Hitbox visualization showing Mr. Game & Watch's down aerial.]] | ||
[[File:MrGame&WatchDAirLandingSSBU.gif|thumb| | [[File:MrGame&WatchDAirLandingSSBU.gif|thumb|400px|Hitbox visualization showing Mr. Game & Watch's down aerial, when landing.]] | ||
==Overview== | ==Overview== | ||
{{SSBU|Mr. Game & Watch}} drops down with the key from Donkey Kong Jr., making the move a stall and fall aerial. Similar to {{SSBU|Bowser}}, Mr. Game & Watch can influence his descent while using down aerial. | |||
This move is surprisingly disjointed and descends quite quickly, making it difficult to challenge directly from below. It also has decently strong [[KO]] potential, with a [[meteor smash]] on the early hit and a strong late hit. Running off with down aerial to try and meteor smash is also a valid strategy, as Mr. Game & Watch will survive even without a jump. This makes it a decent landing option in disadvantage, especially when considering the strong autocancel. If one full hops and then uses Fire, it can also autocancel. It can also work from a side platform on [[Battlefield]]. This can make the move significantly safer than most stall and fall aerials, though he still remains vulnerable during the move's animation. | |||
However, like many stall and fall aerials, down aerial has its drawbacks. The move leaves Mr. Game & Watch completely vulnerable from the sides and above, making it among the most punishable moves in his kit. It is also still possible to challenge down aerial from below with moves such as {{SSBU|King K. Rool}}'s strong, intangible [[King K. Rool (SSBU)/Up aerial|up aerial]]. In addition, it only deals 4 frames of [[shieldstun]] with both the aerial and landing hitboxes, making it extremely unsafe on shield (-17 with the landing hitbox). Due to how the shield is hit in-context, this usually allows opponents to jump [[out of shield]] and avoid the landing hitbox, making it even less safe. | |||
==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} |
Revision as of 18:01, May 28, 2020
Overview
Mr. Game & Watch drops down with the key from Donkey Kong Jr., making the move a stall and fall aerial. Similar to Bowser, Mr. Game & Watch can influence his descent while using down aerial.
This move is surprisingly disjointed and descends quite quickly, making it difficult to challenge directly from below. It also has decently strong KO potential, with a meteor smash on the early hit and a strong late hit. Running off with down aerial to try and meteor smash is also a valid strategy, as Mr. Game & Watch will survive even without a jump. This makes it a decent landing option in disadvantage, especially when considering the strong autocancel. If one full hops and then uses Fire, it can also autocancel. It can also work from a side platform on Battlefield. This can make the move significantly safer than most stall and fall aerials, though he still remains vulnerable during the move's animation.
However, like many stall and fall aerials, down aerial has its drawbacks. The move leaves Mr. Game & Watch completely vulnerable from the sides and above, making it among the most punishable moves in his kit. It is also still possible to challenge down aerial from below with moves such as King K. Rool's strong, intangible up aerial. In addition, it only deals 4 frames of shieldstun with both the aerial and landing hitboxes, making it extremely unsafe on shield (-17 with the landing hitbox). Due to how the shield is hit in-context, this usually allows opponents to jump out of shield and avoid the landing hitbox, making it even less safe.
Hitboxes
Timing
Attack
Initial autocancel | 1-5 |
---|---|
Hits 1-3 | 12-13 |
Hit 4 | 14-38 |
Ending autocancel | 50- |
Interruptible | 50 |
Animation length | 51 |
Landing lag
Hitboxes | 1-2 |
---|---|
Interruptible | 23 |
Animation length | 30 |
Lag time |
Hitbox |
Hitbox change |
Autocancel |
Interruptible |
|