SSBM/Mr. Game and Watch: Difference between revisions

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* '''Average Speed''' - Mr. Game & Watch has a good wavedash and traction, but his dash, runspeed, and acceleration is average. Therefore, he can't outrun or keep up with top speed characters like fox, falco, falcon, and jigglypuff in the air.
* '''Average Speed''' - Mr. Game & Watch has a good wavedash and traction, but his dash, runspeed, and acceleration is average. Therefore, he can't outrun or keep up with top speed characters like fox, falco, falcon, and jigglypuff in the air.
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====Ground moves====
====Ground moves====

Revision as of 21:02, 24 July 2022

Introduction

Mr. Game & Watch is currently ranked 22nd in Melee's tier list. Mr. Game & Watch's positive attributes include extremely powerful killers that can last a long time and a slew of moderately effective special moves, one of which can give a OHKO. Surprisingly Mr. Game & Watch also has a great wavedash and an amazing fastfalling and traction attributes. However, Mr. Game & Watch's flaws are due to how he was translated to Melee; he has a bad approach due to his slow overall speed, and he generally is rather predictable. His high hitstun and low weight also make him an easy target for combos. Mr. Game & Watch also has the dubious distinction of being the only character in the game who cannot L-cancel most of his aerial attacks (only Fair and Dair cancellable); all of this gives him very poor matchups against a majority of the cast and define his weak points.

Strengths Weaknesses
  • Disjointed hitboxes - All of Game & Watch moves can outrange most of the melee cast, with the only exception being Marth and Roy.
  • Good Combo Game - Mr. Game & Watch' moveset mixes well enough to allow him to rack up easy percent combos at low percent, while being notoriously great against fast fallers like Fox and Falco. His combo game is accentuated with his ability to chaingrab all of the cast in vast stages.
  • Decent Kill Power - In combination to his combo game, Mr. Game & Watch can finish off his opponents well enough in good interactions. It can be through a grab combo finisher, EdgeguardThe act of preventing the opponent from safely returning to the stage. sequences, powerful smash attacks, or a straight aerial kill on any stage' corners.
  • Very Light - Being the second light weight character in the game along with Jigglypuff (both of them being behind Pichu), Mr. Game & Watch has a very hard time surviving against dangerous hits without proper DI.
  • Mediocre Defensive Tools - Mr. Game & Watch has an agglomeration of many wrong, and strange, attributes that results into his mediocre defense on stage. First, he cannot L cancel most of his aerial attacks. Second, he has the worst shield in the game, which only covers the center of his body and leaves his head, feet, and hands exposed. In consequences, he is very susceptible to shield poke in many situations. Light shield compensates for that problem, it has more inconveniencies itself such as prolonging hitlag and having a lot of pushback when hit by an opponent.
  • Linear Toolset - While his tool kit makes his pros, Mr. Game & Watch is very predictable in terms of approaches in many important matchups. His safe, main approaching tools are Fair, Dair, and down tilt. While good, they can easily be avoided and exploited by an experienced player.
  • Below Average Frame Data - Although his moves have amazing range and long lasting hitboxes, his startup frames on many moves are very slow. While forward air and down air can be L canceled, their startup frames are okay to barely bad. His grounded tilts and smash attacks suffers the same, down tilt and jab being the fastest tools available to him.
  • Easy to Combo - His low weight in combination with high hitstun makes him susceptible to also get easy combos on him.
  • Average Speed - Mr. Game & Watch has a good wavedash and traction, but his dash, runspeed, and acceleration is average. Therefore, he can't outrun or keep up with top speed characters like fox, falco, falcon, and jigglypuff in the air.


Ground moves

Normal
Jab 1/7A
A
First Active Active Recovery IASA Landing Lag Autocancel
4 4-6 16 16 N/A N/A
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 3 / Rapid Jab: 3 0 100 70 Normal 0

Mr. Game & Watch attacks with an insecticide pump. Press A again to transition to a Rapid Jab (window for next blast = 3-16). This move originated from the Green House Game and Watch.


Dash Attack
Forward + A
First Active Active Recovery IASA Landing Lag Autocancel
6 6-29 37 38 N/A N/A
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 9 70 30 120 Normal 0

Mr. Game & Watch trips forward with an helmet on. This move originated from the Helmet Game and Watch.


fTilt
t.6a
First Active Active Recovery IASA Landing Lag Autocancel
13 13-30 44 42 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
10 10 100 361 normal -

Mr. Game & Watch shoves a chair forward to attack his opponent. All around bad, but can be useful for EdgeguardThe act of preventing the opponent from safely returning to the stage. and sometimes oblivious attacks. This move originated from the Lion Game and Watch.


uTilt
t.8a
First Active Active Recovery IASA Landing Lag Autocancel
9 9-29 29 30 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
9 30 127 100 normal -

Mr. Game & Watch weaves a number one flag upwards. Left to right if he's facing left, and right to left if he's facing right. Good anti-air tool, and combo starter if the opponent is airborn. Can combo onto itself. This move originated from the Flagman Game and Watch.


dTilt
t.2a
First Active Active Recovery IASA Landing Lag Autocancel
6 6-13 29 26 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 12 / Late: 9 Clean: 65 / Late: 80 40 Clean: 85 / Late: 361 normal -

Mr. Game & Watch. flips a manhole cover plate from the ground. This is by far his best move of all his grounded moves, use it to kill, or to start combos at low/mid percents. This move originated from the Manhole Game and Watch.


fSmash
s.6/4a
First Active Active Recovery IASA Landing Lag Autocancel
13 13-33 44 42 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 18 / Late: 6 44 100 Clean: 55 / Late: 55 Flame (normal if body hitbox) -

Mr. Game & Watch swings a torch forward to attack. Good kill move. Decently fast for a forward smash, and has better utility for grounded EdgeguardThe act of preventing the opponent from safely returning to the stage. and sometimes surprise kills. Safe on shield. This move originated from the Fire Attack Game and Watch. Note: Charge Frame: 8


uSmash
s.8a
First Active Active Recovery IASA Landing Lag Autocancel
24 24-28 44 40 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
18 40 96 83 normal -

Mr. Game & Watch swings his head from back to front with a diving helmet. Decent option for shield friendly opponents with practically no endlag since Mr. Game and watch can act as soon as frame 40. Safe on shield. This move originated from the Octopus Game and Watch. Note: Head invincible: 24-28. his nose is not intangible. Charge Frame: 18


dSmash
s.2a
First Active Active Recovery IASA Landing Lag Autocancel
15 15-19 34 35 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
Sweetspot: 16 / Sourspot: 10 Sweetspot: 60 / Sourspot: 10 Sweetspot: 80 / Sourspot: 50 Sweetspot: 80 / Sourspot: 20 normal -

Mr. Game & Watch pulls two hammer, side to side, and swing them to the ground. Situational kill move, but difficult to space and very punishable on hit if the hammer sweetspot doesn't hit the opponent. This move originated from the Vermin Game and Watch. Note: Charge Frame: 8

Other attacks
  • Ledge attack -
  • 100% ledge attack - Mr. Game & Watch gets up from ledge slowly and attack with his bell. 8% Damage for the bell, 6% for the body.
  • Floor attack -

Aerials

  • Neutral Air:
  • Forward Air:
  • Back Air:
  • Up Air:
  • Down Air:

Grabs & throws

"B" Moves List

Move Analysis

  • Neutral B
  • Side B


Judgment Properties

  1. 1: Move with no knockback and self inflicts 12% damage to Mr. Game & Watch if he hits this number.
  2. 2: Weak knockback move. 4% damage.
  3. 3: Okay knockback move. 6% damage.
  4. 4: Slashing move with moderate knockback. 8% damage.
  5. 5: Okay knocback electric move that hits up to 4 times. 3% damage, with 1-4 hits (around 11% if all hits connect).
  6. 6: Has good knockback and Flames the opponent on hit. 12% damage.
  7. 7: Has an okay knockback (only spawns food if items are on). 14% damage.
  8. 8: Freezes the opponent on hit. 4% damage.
  9. 9: Extremely High Knockback move designed to finish off the opponent in one hit. Inflict 32% damage. Has a small hitbox.
  • Down B

Combos

Frame Data

Strategies

Overview

Zoning

Character Specific

Additional Note

Match-ups

Serious Advantage Match-ups

Kirby

Advantage Match-ups

Mew2, Ness, Bowser, Pichu

Fair Match-ups

Roy, Yoshi

Disadvantage Match-ups

Puff, Peach, IC, Doc, Samus, Pikachu, Mario, Luigi, DK, Link, Zelda, Y.Link

Serious Disadvantage Match-ups

Fox, Falco, Marth, Sheik, C.Falcon, Ganon

Game Navigation

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Controls & Notation
HUD
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FAQ
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Mr. Game and Watch
Marth
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Non-Playable Characters
Male Wireframe
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Master Hand
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Giga Bowser
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