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Mr. Game & Watch (SSBU)/Forward aerial: Difference between revisions

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[[File:MrGame&WatchFAirSSBU.gif|thumb|360px|Hitbox visualization showing Mr. Game & Watch's forward aerial.]]
[[File:MrGame&WatchFAirSSBU.gif|thumb|360px|Hitbox visualization showing Mr. Game & Watch's forward aerial.]]
==Overview==
==Overview==
Mr. Game and Watch drops a bomb in front of him, which will then slowly descend before exploding shortly after. The move has several unorthodox properties for a forward aerial: The first hit deals 3% damage and has fixed minimal knockback, rendering it unable to KO at any percentage, and will only combo into the second hit at a low enough height. After the first hit, the bomb then functions as a projectile, which will either explode after 30 frames or explode before that by colliding with a platform. This explosion deals 12% damage. During the 30 frames it takes for it to explode, the bomb has a hurtbox which will cause it to disappear if it gets hit by any opponent's attack.
Mr. Game and Watch takes out an igniting bomb, drops it downward in front of him shortly after excecution, which will then slowly descend before exploding shortly after, which originates from either ''Mario's Bombs Away'', ''Safebuster'', or ''Bomb Sweeper''. The move possesses several unorthodox properties for a [[forward aerial]]: The first hit deals 3% damage and has fixed minimal knockback, rendering it unable to KO at any percentage, and will only [[combo]] into the second hit at a low enough height. It also pushes aerial opponents slightly downwards. After the first hit, the bomb then functions as a [[projectile]], which will either explode after 30 frames or explode before that by colliding with a platform. This explosion deals 12% damage. During the 30 frames it takes for it to explode, the bomb has a [[hitbox#hurtbox|hurtbox]] which will cause it to disappear if it gets hit by any opponent's attack.


Forward aerial's unique attributes lead it to a plethora of uses. Because the bomb's explosion is delayed, catching an opponent with it can lead to several follow-ups at low to mid percents, including attacks; such as [[../Neutral aerial|neutral aerial]], [[../Grab|grab]], [[../Up tilt|up tilt]] - and in the case that it takes it the full 30 frames to go off - even slower attacks; like [[../Up smash|up smash]]. This can lead to very high-damaging combos, some of which can deal as much as 60% damage in total. The delayed explosion can even lead to situations where the move is safe or outright positive on block against an opponent's [[shield]]; depending on when the bomb went off. Doing so can potentially guarantee Mr. Game and Watch grabs against shielding opponents.
Forward aerial's unique attributes lead it to a plethora of uses. Because the bomb's explosion is delayed, catching an opponent with it can lead to several follow-ups at low-to-mid percents, including attacks; such as [[neutral aerial]], [[grab]], [[up tilt]] - and in the case that it takes it the full 30 frames to go off - even slower moves; like [[up smash]]. This can lead to very high-damaging combos, some of which can deal as much as 60% damage in total. The delayed explosion can even lead to situations where the move is safe or outright positive on block against an opponent's [[shield]]; depending on when the bomb went off. Doing so can potentially guarantee Mr. Game and Watch [[grab]]s against shielding opponents.  


It is also useful for [[edgeguarding]] in some instances: Since the bomb lingers and can go below ledges, it is effective for catching opponents that are either below the stage or ledge hanging. To add to this, the move possesses fairly strong KO potential and has high knockback scaling, allowing the move to KO from anywhere on the stage at high enough percents. Lastly, the move is a strong defensive tool, allowing Mr. Game and Watch to wall opponents effectively with a continuous string of bombs while also retreating back, making it useful for calling out opponents' approaches while providing Mr. Game and Watch with a safety net.
It is also useful for [[edgeguarding]] in some instances: Since the bomb lingers and can go below ledges, it is effective for catching opponents that are either below the stage or ledge-hanging. To add to this, the move possesses fairly strong KO potential and has high knockback scaling, allowing the move to KO from anywhere on the stage at high-enough percents. Lastly, the move is a strong defensive tool, allowing Mr. Game and Watch to wall opponents effectively with a continuous string of bombs while also retreating back, making it useful for calling out opponents' approaches while providing Mr. Game and Watch with a safety net. Lastly, it deals more [[damage]] and [[knockback]] than in the [[SSB4|previous game]]; combined with its increased [[range]] (as the [[hitbox]] focuses at the enitre radius of the explosion), it is a formidable [[approach]]ing tool.  


For all of its strengths, it possesses notable drawbacks. As stated earlier, during the 30 frames it takes to explode, the bomb is completely vulnerable and will disappear from even the weakest of attacks from the opponent. Combined with the first hit's abysmal range, this makes the move hard to approach opponents with directly without using it as a mix-up option between his other approaching options. Furthermore, the first hit's poor range also prevents Mr. Game and Watch from providing immediate frontal pressure, resulting in him losing almost, if not, all trades with the opponent in the case that the opponent is attacking Mr. Game and Watch. Lastly, the move possesses high [[landing lag]] and cannot auto-cancel in a short hop, which can lead to the opponent punishing Mr. Game and Watch if the explosion doesn't catch them.
For all of its strengths, it possesses notable drawbacks. As stated earlier, during the 30 frames it takes to explode, the bomb is completely vulnerable and will disappear from even the weakest of attacks from the opponent; combined with its low [[priority]]. Combined with the first hit's abysmal range (coupled with the fact that the [[hitbox]] at the first hit is noticeably smaller than the bomb itself), this makes the move hard to approach opponents with directly without using it as a mix-up option between his other approaching options. Furthermore, the first hit's poor [[range]] also prevents Mr. Game and Watch from providing immediate frontal pressure, resulting in him losing almost, if not, all trades with the opponent in the case that the opponent is attacking Mr. Game and Watch. Lastly; similarly to his [[back aerial]] and [[down aerial]], the move possesses high [[landing lag]] and, while it can [[auto-canceling|auto-cancel]] in a [[jump|full hop]], it cannot auto-cancel in a [[short hop]], which can lead to the opponent punishing Mr. Game and Watch if the explosion doesn't catch them.  


Because of its unusual traits, forward aerial functions more as a defensive/mix-up tool than a direct approach option and is one of the most difficult - but versatile - moves to master in Mr. Game and Watch's kit.
Because of its unusual traits, forward aerial functions more as a defensive/mix-up tool than a direct approaching option, though it is one of the most difficult - but versatile - moves to master in Mr. Game and Watch's kit.


==Update History==
==Update History==

Revision as of 16:30, February 5, 2022

Hitbox visualization showing Mr. Game & Watch's forward aerial.

Overview

Mr. Game and Watch takes out an igniting bomb, drops it downward in front of him shortly after excecution, which will then slowly descend before exploding shortly after, which originates from either Mario's Bombs Away, Safebuster, or Bomb Sweeper. The move possesses several unorthodox properties for a forward aerial: The first hit deals 3% damage and has fixed minimal knockback, rendering it unable to KO at any percentage, and will only combo into the second hit at a low enough height. It also pushes aerial opponents slightly downwards. After the first hit, the bomb then functions as a projectile, which will either explode after 30 frames or explode before that by colliding with a platform. This explosion deals 12% damage. During the 30 frames it takes for it to explode, the bomb has a hurtbox which will cause it to disappear if it gets hit by any opponent's attack.

Forward aerial's unique attributes lead it to a plethora of uses. Because the bomb's explosion is delayed, catching an opponent with it can lead to several follow-ups at low-to-mid percents, including attacks; such as neutral aerial, grab, up tilt - and in the case that it takes it the full 30 frames to go off - even slower moves; like up smash. This can lead to very high-damaging combos, some of which can deal as much as 60% damage in total. The delayed explosion can even lead to situations where the move is safe or outright positive on block against an opponent's shield; depending on when the bomb went off. Doing so can potentially guarantee Mr. Game and Watch grabs against shielding opponents.

It is also useful for edgeguarding in some instances: Since the bomb lingers and can go below ledges, it is effective for catching opponents that are either below the stage or ledge-hanging. To add to this, the move possesses fairly strong KO potential and has high knockback scaling, allowing the move to KO from anywhere on the stage at high-enough percents. Lastly, the move is a strong defensive tool, allowing Mr. Game and Watch to wall opponents effectively with a continuous string of bombs while also retreating back, making it useful for calling out opponents' approaches while providing Mr. Game and Watch with a safety net. Lastly, it deals more damage and knockback than in the previous game; combined with its increased range (as the hitbox focuses at the enitre radius of the explosion), it is a formidable approaching tool.

For all of its strengths, it possesses notable drawbacks. As stated earlier, during the 30 frames it takes to explode, the bomb is completely vulnerable and will disappear from even the weakest of attacks from the opponent; combined with its low priority. Combined with the first hit's abysmal range (coupled with the fact that the hitbox at the first hit is noticeably smaller than the bomb itself), this makes the move hard to approach opponents with directly without using it as a mix-up option between his other approaching options. Furthermore, the first hit's poor range also prevents Mr. Game and Watch from providing immediate frontal pressure, resulting in him losing almost, if not, all trades with the opponent in the case that the opponent is attacking Mr. Game and Watch. Lastly; similarly to his back aerial and down aerial, the move possesses high landing lag and, while it can auto-cancel in a full hop, it cannot auto-cancel in a short hop, which can lead to the opponent punishing Mr. Game and Watch if the explosion doesn't catch them.

Because of its unusual traits, forward aerial functions more as a defensive/mix-up tool than a direct approaching option, though it is one of the most difficult - but versatile - moves to master in Mr. Game and Watch's kit.

Update History

Super Smash Bros. Ultimate 2.0.0

  • Buff Forward aerial's explosion hitbox has increased range, matching the visual explosion more closely and allowing the move to catch opponents from below the ledge. This improves its edgeguarding potential.

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 Hitstun
G&W Hitbox
0 0 0 3.0% 0 Sakurai angle Forward 0 50 30 HitboxTableIcon(False).png 2.0 top 0.0 9.0 11.3 0.5× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Typeless).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +5 frames
Bomb detection
0 0 0 0.0% 0 Sakurai angle Standard 0 0 0 HitboxTableIcon(False).png 3.0 top 0.0 0.4 0.0 0.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Normal).png TypeIcon(Typeless).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S None SpecialsIndirect.png All All HitboxTableIcon(Unblockable).png HitboxTableIcon(Reflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Explosion
0 0 0 12.0% 0 AngleIcon45.png Forward 30 101 0 HitboxTableIcon(False).png 10.0 top 0.0 0.0 0.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Flame).png TypeIcon(Weapon).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Bomb SpecialsIndirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Reflectable).png HitboxTableIcon(Absorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing

Attack

Hitbox 10-13
Bomb hurtbox and detection 14-43
Bomb explosion (if left alone) 44-45
Ending autocancel 42-
Interruptible 48
Animation length 49
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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(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png Icon for hitbox frames just after a prop point. FrameIcon(LagPropE).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 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(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png

Landing lag

Interruptible 18
Animation length 30
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(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(Vulnerable).png
Vulnerable
FrameIcon(Autocancel).png
Autocancel
FrameIcon(BlankPropS).pngFrameIcon(BlankPropE).png
Prop event
FrameIcon(Interruptible).png
Interruptible