Super Mecha Godzilla
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.
- 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
- Button hitboxes are still slim
- Damage output is still low
- Crouch and stun hurtboxes are still huge
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.
Data Arsenal Differences
- Faster when Garuda is equipped.
- Faster when Garuda is equipped.
- Can double jump when Garuda is equipped.
- G-Crusher. Similar to his regular 270, but damage is significantly higher and more respectable. Though, still fairly subpar throw damage overall.
- Garuda detach.
- 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.
- All weapons fire.
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