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Mr. Game & Watch (SSBU)/Up special

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< Mr. Game & Watch (SSBU)
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This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Fire.
Mr. Game & Watch Up Special Hitbox Visualizations.
Grounded Aerial
MrGame&WatchUSpecialGroundedSSBU.gif MrGame&WatchUSpecialAerialSSBU.gif

Overview[edit]

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 edgeguarded. 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 hitboxes 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, 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[edit]

Super Smash Bros. Ultimate 4.0.0

  • Bug fix Fixed an issue that resulted Game & Watch to do a T-Pose with Fire upon hitting opponents off screen by their last stock.

Hitboxes[edit]

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
Grounded hit 1
0 0 0 3.0% 0 AngleIcon83.png Standard 132 36 0 HitboxTableIcon(False).png 6.0 top 0.0 6.0 7.5 1.5× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Normal).png TypeIcon(Weapon).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +10 frames
1 0 0 3.0% 0 AngleIcon83.png Standard 132 36 0 HitboxTableIcon(False).png 6.0 top 0.0 6.0 -7.5 1.5× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Normal).png TypeIcon(Weapon).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +10 frames
Aerial hit 1
0 0 0 3.0% 0 AngleIcon75.png Standard 100 70 0 HitboxTableIcon(False).png 6.0 top 0.0 6.0 7.5 1.5× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Normal).png TypeIcon(Weapon).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 3.0% 0 AngleIcon75.png Standard 100 70 0 HitboxTableIcon(False).png 6.0 top 0.0 6.0 -7.5 1.5× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Normal).png TypeIcon(Weapon).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Hit 2
0 0 0 6.0% 0 Sakurai angle Forward 60 80 0 HitboxTableIcon(False).png 5.5 waist 1.0 0.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Body).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Attack[edit]

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.

Hit 1 3-4
Intangibility 5-13
Hit 2 9-18
Optional reverse 10
Animation length 36
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).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(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(IntangibleStateS).png FrameIcon(IntangibleStateE).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png

Cancelation[edit]

This applies when tilting the control stick vertically to cancel the move, or when landing; canceling it with other actions incurs no delay.

Animation length 7
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)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(Vulnerable).png
Vulnerable
FrameIcon(BlankStateS).pngFrameIcon(BlankStateE).png
State change
FrameIcon(Intangible).png
Intangible

Parameters[edit]

Stick sensitivity to reverse 0.25
Maximum angle deviation 30°
Falling speed multiplier while parachuting 0.5
Grounded height multiplier 1.1