Super Mecha Godzilla: Difference between revisions
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== Special Moves == | == Special Moves == | ||
[[Image:D.png]]+[[Image:SFC A.png]] | (Garuda equipped)[[Image:D.png]]+[[Image:SFC A.png]] | ||
*Garuda detach. | *Garuda detach. The detached Garuda has no hurtbox. | ||
Hold [[Image:D.png]]+[[Image:SFC A.png]] | (Garuda separated) Hold [[Image:D.png]]+[[Image:SFC A.png]] | ||
*Garuda attach/recall. With d+A held down, Garuda will quickly fly towards MG's horizontal position. Continuing to hold will make it descend and reattach. Normally, Garuda will very slowly move toward's MG's horizontal position. Use this and ground movement to put Garuda where you want it to be. | *Garuda attach/recall. With d+A held down, Garuda will quickly fly towards MG's horizontal position. Continuing to hold will make it descend and reattach. Normally, Garuda will very slowly move toward's MG's horizontal position. Use this and ground movement to put Garuda where you want it to be. | ||
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(Garuda separated)[[Image:RQCD.png]][[Image:SFC Y.png]]/[[Image:SFC X.png]] | (Garuda separated)[[Image:RQCD.png]][[Image:SFC Y.png]]/[[Image:SFC X.png]] | ||
*Garuda swoop. | *Garuda swoop. MG roars, calls for Garuda to swoop down and forward. The hitbox is the "beak" of Garuda, hidden behind the cannons in its sprite. On hit, Garuda will fire a barrage of projectiles that deal low damage and stun, give a chunk of wrath, but keep them stationary for a long period of time, even in midair, allowing MG to confirm with huge followups, such as j.X, X fireball, or wrath for damage, or Y spam or paralyzer missiles for huge stun. Attacks during the barrage will also not have any knockback. | ||
*Does short block stun when blocked, and does not chip. However, MG still recovers first and gets free pressure anyways. | |||
*Regardless if it hits or not, Garuda will then return to the position it started the swoop from. It cannot do any other actions while swooping or returning. | |||
*This is always blocked by holding away from MG, even if Garuda attacks from behind. | |||
*MG will roar regardless if Garuda is available or not. Garuda will not swoop if it is still in recover frames from maser or another swoop. | |||
*Interrupting MG's roar will not prevent Garuda from swooping. | |||
*It technically can be done while its ascending/descending from attach/detach, but requires holding down for some time, otherwise his eye laser input takes priority. | |||
*Y version roar is much shorter, and swoop distance and barrage duration is also much shorter. Overall, the frame advantage on hit is about the same on both versions. However, MG is much less advantageous if X swoop is blocked. | |||
*Overall, the strongest addition to his kit. Sadly, the input is a bit wonky, and sometimes even normals take priority over it for unknown reasons. | |||
== Wrath Attack == | == Wrath Attack == | ||
Revision as of 23:24, 24 September 2021
Introduction
The full boss version of the 1993 MechaGodzilla, now equipped with Garuda. This version fixes much of his base version's weaknesses, while further improving his strengths, most importantly giving him reliable antiairs and strong pressure tools. The result is Super MG is even more oppressive, and feels threatening instead of merely annoying.
Overview
Strengths
- With Garuda equipped, he's much faster than before, and has a double jump. His 270 throw does real damage, his wrath absorbs projectiles and is much faster
- With Garuda off, the Garuda swoop is an untargetable assist call that's superb for lockdown, chip, and is anti everything due to how long it stuns for
- He can antiair properly now, in either form
Weaknesses
- Button hitboxes are still slim
- Damage output is still low
- Crouch and stun hurtboxes are still huge
General Strategy
Plays largely the same as regular MG93, but has antiairs and a reason to grab when he doesn't have wrath now, which makes his low poke pressure now terrifying. His boosted wrath is a much better random mixup, and can punish any energy projectile attempt from extreme distances on reaction. With Garuda off, he can confirm into wrath on hit or block from any swoop. Try your best to get Garuda off and near them for massive pressure. If Garuda is close, swoop and trading is often a better antiair as you can confirm into j. X then OTG with d+X. However, even if you get separated from Garuda, the dp beam can still protect you from jumpers from afar. Keep in mind his throws and wrath take on his regular version's properties when Garuda isn't attached, so swoop into forced throw is probably not a very good option. You'll mostly be looking to aggressively amass stun and chip pressure, and just getting your damage in when they're stunned.
Strategy Against
Data Arsenal Differences
- Faster when Garuda is equipped.
- Faster when Garuda is equipped.
Other Mechanics
- Can double jump when Garuda is equipped.
Movelist Differences
Throws
- G-Crusher. Similar to his regular 270, but damage is significantly higher and more respectable. Though, still fairly subpar throw damage overall.
Special Moves
- Garuda detach. The detached Garuda has no hurtbox.
- Garuda attach/recall. With d+A held down, Garuda will quickly fly towards MG's horizontal position. Continuing to hold will make it descend and reattach. Normally, Garuda will very slowly move toward's MG's horizontal position. Use this and ground movement to put Garuda where you want it to be.
- Garuda Maser. Fire 45 degrees upwards when equipped, and horizontally forward in the direction Garuda's facing at its current height when separated. Motion is done based on which way MG's facing, irrelevant of Garuda's. Deals very low damage and stun, but is an excellent antiair for its speed and by nature of being a projectile.
- Y version has much quicker startup and recovery, and is almost always preferred. When separated, MG only stands still for less than a dozen frames to call Garuda, allowing him to followup and juggle if it hits, or usually still block in time if he sees that it'll miss.
- X version is much slower. Attached version is just straight minus even if it hits antiair, so never do that. Detached, MG will stand still for about half a second to call Garuda. Less than ideal, especially with how low the damage still is, but usable in edge case scenarios such as to pressure Mothra.
- Detached version can be used while Garuda is ascending/descending from attach/detach. If you have time, it is better to antiair with low height detached maser, since the animation for MG himself is much shorter, allowing him to easily follow up with strong juggle or oki pressure.
- Garuda swoop. MG roars, calls for Garuda to swoop down and forward. The hitbox is the "beak" of Garuda, hidden behind the cannons in its sprite. On hit, Garuda will fire a barrage of projectiles that deal low damage and stun, give a chunk of wrath, but keep them stationary for a long period of time, even in midair, allowing MG to confirm with huge followups, such as j.X, X fireball, or wrath for damage, or Y spam or paralyzer missiles for huge stun. Attacks during the barrage will also not have any knockback.
- Does short block stun when blocked, and does not chip. However, MG still recovers first and gets free pressure anyways.
- Regardless if it hits or not, Garuda will then return to the position it started the swoop from. It cannot do any other actions while swooping or returning.
- This is always blocked by holding away from MG, even if Garuda attacks from behind.
- MG will roar regardless if Garuda is available or not. Garuda will not swoop if it is still in recover frames from maser or another swoop.
- Interrupting MG's roar will not prevent Garuda from swooping.
- It technically can be done while its ascending/descending from attach/detach, but requires holding down for some time, otherwise his eye laser input takes priority.
- Y version roar is much shorter, and swoop distance and barrage duration is also much shorter. Overall, the frame advantage on hit is about the same on both versions. However, MG is much less advantageous if X swoop is blocked.
- Overall, the strongest addition to his kit. Sadly, the input is a bit wonky, and sometimes even normals take priority over it for unknown reasons.
Wrath Attack
- All weapons fire.
Combos/Punishes
Tech Punish
General OTG
Links
Advanced
Matchups
Godzilla
Anguirus
King Ghidorah
Gigan
Megalon
MechaGodzilla 74
Biollante
Mothra
Super MechaGodzilla
| Godzilla Kaijuu Daikessen | |||
|---|---|---|---|
| Godzilla | Anguirus | King Ghidorah | Gigan |
| Megalon | Biollante | Mothra | Gotengo |
| Mecha Godzilla (Showa) | Mecha Godzilla (Heisei) | ||
| Super Mecha Godzilla | |||
| List of Fighting Games | |||
|---|---|---|---|
| Back to Mainpage |
