This is Mr. The move lasts for a second after it is executed, where the opponent can still get hit. Originates from Fire Attack. With a diving helmet on, leans backwards, then swings his head forwards. Has some start-up lag but also has high knockback, as well as a long duration.
Originates from Octopus. Pulls out two hammers and swings them down on both of his sides. If the opponent is hit on the tips of the hammers, the opponent is hit upwards with high knockback sweetspot , but if the enemy is hit with the handles, they are very feebly propelled horizontally. Originates from Vermin.
Opens up a parachute. Its hitbox covers all sides of Mr. This attack cannot be L-canceled, though its landing lag is rather short 15 frames. Overall the most powerful neutral aerial in Melee and is one the most powerful aerials in the game.
Originates from Parachute. This was fused with his recovery Fire in later games. Pulls out a box in front of himself.
If the initial hit connects, it has high damage, but only the lingering sourspot hits, the opponent will only recieve minor damage with very low knockback. Thrusts a river turtle backwards, which bites many times. A multi-hitting move, with all hits dealing light knockback. Like his neutral and up aerials, cannot be L-canceled. All hits deal approximately up to Originates from Turtle Bridge. Blows upwards twice. The second hit has medium knockback. The first hit has knockback growth, which makes it less likely to lead into the second hit at higher percentages.
However, the second hit can be landed without the first hit, if timed correctly. Like his neutral and back aerial, cannot be L-canceled. Both hits deal approximately Originates from Spitball Sparky. Pulls out a key and plunges downwards. If the opponent is under Mr. Originates from Donkey Kong Jr. Pulls out a bell and hits the opponent with it. Somewhat slow for a pummel. Juggles the enemy as a ball, then launches the opponent upwards. Can chaingrab fastfallers.
Originates from Ball. Juggles the enemy as a ball, then launches the opponent a short distance in the air. Pulls out a hammer and slams it in front of him, then behind him. Several of his moves also have added ending lag , such as his up tilt, down tilt, and neutral aerial, and some of his moves are weaker finishers, such as his forward aerial. However, his attacks possess high damage output, with some becoming more efficient, including his back aerial's multiple hits linking better, and up smash, which now includes invincibility on startup.
His throws have also improved, as they are all now performed much faster, with down throw being especially great at starting combos. However, his nerfs are considerably enough to cause a drop in his tier placement, now ranking 39th out of 55 on the Smash 4 tier list , and he has seen lackluster tournament representation and results. Ultimate , alongside the entire playable roster of the series.
He now changes appearance depending on the game in which the move he is using comes from. His moveset has been significantly altered; for instance, he has a new forward aerial in the form of a bomb projectile, and his up air now functions similarly to Mega Man 's. In addition, his Final Smash, Octopus, now carries and drags opponents offscreen.
Having been regarded as a lower mid-tier character in SSB4 39th out of 55 , Mr. Game and Watch has been significantly buffed in his transition to Ultimate. In a similar fashion to Link, Mr. Game and Watch has undergone a massive overhaul in his moveset that goes beyond changes to aesthetic appearances; a majority of his moves have been altered in range, damage, knockback, lag, or have been completely reworked altogether in their purpose and utility.
As a result, Mr. Game and Watch has undergone a plethora of buffs and nerfs in his transition to Ultimate , arguably the most out of any other returning veteran.
While these changes have weakened his most powerful tools and set-ups from SSB4 , they have also greatly improved several of his more underwhelming moves in his toolkit from the previous game. As a result, he is widely agreed to be a high tier or top tier character and his iteration in Ultimate is almost universally agreed to be his best.
Main article: Mr. Game and Watch All-Star Mode trophy. Navigation Main page Smash Bros. Ultimate Smash Bros. Brawl Smash Bros. Melee Smash Bros. It's easy to think his presence is some kind of practical joke, but he is just as playable as the other 24 characters in Super Smash Bros.
The 2D oddity is definitely not to be underestimated. Upon first playing him you will notice he feels a bit sluggish. Mostly this feeling is a result of his odd animations in combination with his inability to change directions quickly. If you can get used to controlling him well enough, you'll find he has a few tricky moves under his belt.
It could be likened to Ness's bat in effectiveness. Another tricky device he uses is his retro-styled bug spray, one of those that comes in the shape of a missile and must be pumped manually. It might seem weak, but trap your opponent in a corner and watch their percent damage rise by quickly tapping the A-button.
It sends players high above you. It's his parachute, and it delivers a fair amount of damage for so little effort. Furthermore, because it is so large it will strike in a large radius. His Hammer of Judgement is definitely one of his most risky items, but it can be extremely powerful.
Judgement one through four will simply deliver a percentage increase of the same number. However, judgements five through nine are all unique. The break down is as follows:. As you can see, the hammer is quite a gamble.
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