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== Aerial Moves == | ==Aerial Moves== | ||
{{MoveData | {{MoveData | ||
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|angle={{SSBM Keyword|361}} | |angle={{SSBM Keyword|361}} | ||
|effect=normal | |effect=normal | ||
|description= Mr. Game and Watch pulls out a river turtle to bite his opponents. Although this move cannot be L-cancelled, it is quite disjointed from Mr. Game and Watch, making it a good anti-approach move. Due to the way that the landing hit works - as in, no matter where you are in the animation, landing will cancel the current animation and play the landing animation - it is possible to hit opponents in a way that cannot be crouch-cancelled. This, along with the moves somewhat high damage, makes this a | |description= Mr. Game and Watch pulls out a river turtle to bite his opponents. Although this move cannot be L-cancelled, it is quite disjointed from Mr. Game and Watch, making it a good anti-approach move. Due to the way that the landing hit works - as in, no matter where you are in the animation, landing will cancel the current animation and play the landing animation - it is possible to hit opponents in a way that cannot be crouch-cancelled. This, along with the moves somewhat high damage, makes this a pretty effective anti-crouch-cancel tool, especially against tall or large-bodied characters. This move originates from Turtle Bridge. The turtle is colloquially known as "Franklin" | ||
}} | }} | ||
}} | }} | ||
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|angle=94/90 | |angle=94/90 | ||
|effect=normal | |effect=normal | ||
|description= | |description= Mr. Game and Watch blows two air blasts upward. Niche combo extender, due it being difficult to land the second hit and the amount of landing lag, due to not being able to L-cancel the move. can be quite useful against floaties at lower-mid percents and on fastfallers at mid-higher percents in certain situations. This move originates from Spitball Sparky. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-SSBM | {{AttackData-SSBM | ||
|factive= | |factive= Clean: 12/Late: 13 | ||
|active= | Landing hit: 1 | ||
|recovery= | |active= Clean: 1/Late: 25 | ||
|iasa= | Landing hit: 1-2 (Depending on L-cancelled or not) | ||
|onshield= | |recovery=11 | ||
|landlag= | |iasa=N/A | ||
L-cancelled: | |onshield=-5 | ||
|autocancel= | |landlag=20 | ||
|damage= | L-cancelled: 10 | ||
|autocancel=1-5 | |||
|damage=16/13/6 | |||
|bkb= | |bkb= | ||
|kbg= | |kbg= | ||
|angle= | |angle= | ||
|effect=normal | |effect=normal | ||
|description= | |description= Mr. Game and Watch pulls out a key to hit below him. This move is quite versatile, being active for a whopping 26 frame, the first of which is a meteor smash. Has a lot of combo use, the meteor smash hitbox being able to set combo true into nair at kill percent for almost every character in the cast, and the late hit is quite strong itself at both comboing and killing. This move also gets a consistent -5 due to the landing hit, and it can be tricky to punish as fastfalling or not can change the timing that the landing hit comes out. This move originates from Donkey Kong Jr. | ||
}} | }} | ||
}} | }} |
Revision as of 15:03, 25 July 2022
Introduction
Mr. Game & Watch is currently ranked 19th 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 |
---|---|
|
|
Physics | |
---|---|
Weight | 60 (24th) |
Fall Speed | 1.7/Fast 2.3 (16th) |
Gravity | 0.095 (14th) |
Ground Movement | |
Walk Speed | 1.1 (12th) |
Initial Dash Speed | 1.5 (9th) |
Initial Dash Length | 9f (23rd) |
Run Speed | 1.5 (25th) |
Traction | 0.06 (15th) |
Jumping | |
Jumpsquat | 4f (8th) |
Jump Height | Full 29/Short 11.025/Air 26.7 (21st/17th/11th) |
Air Speed | 1 (6th) |
Air Acceleration | 0.05 (12th) |
Ground moves
Normal
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. |
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. |
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. |
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. |
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. |
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 |
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 |
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 |
Aerial Moves
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
20 | 10 | 14 | N/A | 15
L-cancelled: N/A |
1-2 | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
16 | 20 | 100 | 361Sakurai Angle, grounded hit sends at 0° under 32 KB, 44° above 32.1 KB; and always sends at 45° on aerial hit./361Sakurai Angle, grounded hit sends at 0° under 32 KB, 44° above 32.1 KB; and always sends at 45° on aerial hit. | normal | -6 | |
Mr. Game and Watch pulls a parachute. Active frames are when the parachute fully expands. Overall the most powerful neutral aerial in Melee and is one the most powerful aerials in the game. Massive hitbox that covers the entire parachute as well as all of Mr. Game and watch except the bottom ~3/4 of his feet. Can be combo'd into by many of Mr. Game and Watch's kit, such as dtilt, utilt, uthrow, and dthrow to name a few. This move originates from Parachute. |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
10 | hit 1: 3/hit 2: 19 | 12 | N/A | 25
L-cancelled: 12 |
1-2 | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
Clean: 16/Late: 6 | 30/10 | 80 | 361Sakurai Angle, grounded hit sends at 0° under 32 KB, 44° above 32.1 KB; and always sends at 45° on aerial hit./361Sakurai Angle, grounded hit sends at 0° under 32 KB, 44° above 32.1 KB; and always sends at 45° on aerial hit./67 | normal | -3 | |
Mr. Game and Watch smacks the opponent with a cement block. Very disjointed from Mr. Game and Watch, this move is very good at anti-approach, and, with good air-control, can be deceptively safe, even in neutral. Very useful overall tool, for combos, kills, and edgeguards. Certainly one of Mr. Game and Watch's best moves. This move originates from Mario's Cement Factory, however the object looks closer to the boxes from Game & Watch version of Mario Bros. |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
hit 1: 10/
hit 2: 13/ hit 3: 16/ hit 4: 19/ landing hit: 1 (of landing animation) |
hit 1: 2/
hit 2: 2/ hit 3: 2/ hit 4: 2/ landing hit: 1 |
17 | N/A | 18
L-cancelled: N/A |
1-10 | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
5/5/5/5/3 (hits always alternate 5-4-5-4-etc)/ 18-21 total (depending on hitting landing hit) | - | - | 361Sakurai Angle, grounded hit sends at 0° under 32 KB, 44° above 32.1 KB; and always sends at 45° on aerial hit. | normal | -14 | |
Mr. Game and Watch pulls out a river turtle to bite his opponents. Although this move cannot be L-cancelled, it is quite disjointed from Mr. Game and Watch, making it a good anti-approach move. Due to the way that the landing hit works - as in, no matter where you are in the animation, landing will cancel the current animation and play the landing animation - it is possible to hit opponents in a way that cannot be crouch-cancelled. This, along with the moves somewhat high damage, makes this a pretty effective anti-crouch-cancel tool, especially against tall or large-bodied characters. This move originates from Turtle Bridge. The turtle is colloquially known as "Franklin" |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
hit 1: 7
hit 2: 21 |
hit 1: 10
hit 2: 2 |
17 | N/A | 15
L-cancelled: N/A |
1-6 | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
9/7 | 12/55 | 100/100 | 94/90 | normal | -13/-12 | |
Mr. Game and Watch blows two air blasts upward. Niche combo extender, due it being difficult to land the second hit and the amount of landing lag, due to not being able to L-cancel the move. can be quite useful against floaties at lower-mid percents and on fastfallers at mid-higher percents in certain situations. This move originates from Spitball Sparky. |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
Clean: 12/Late: 13
Landing hit: 1 |
Clean: 1/Late: 25
Landing hit: 1-2 (Depending on L-cancelled or not) |
11 | N/A | 20
L-cancelled: 10 |
1-5 | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
16/13/6 | - | - | - | normal | -5 | |
Mr. Game and Watch pulls out a key to hit below him. This move is quite versatile, being active for a whopping 26 frame, the first of which is a meteor smash. Has a lot of combo use, the meteor smash hitbox being able to set combo true into nair at kill percent for almost every character in the cast, and the late hit is quite strong itself at both comboing and killing. This move also gets a consistent -5 due to the landing hit, and it can be tricky to punish as fastfalling or not can change the timing that the landing hit comes out. This move originates from Donkey Kong Jr. |
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
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
7 | 2 | 23 | N/A | - | - | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
- | - | - | - | - | - | |
Fairly standard grab, frame-wise; pretty decent range, due to Mr. Game and Watch leaning forward on the same frame the grab comes out. |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
- | - | - | - | - | - | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
3 | - | - | - | normal | - | |
Mr. Game and Watch bonks you with his bell |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
- | - | - | - | - | - | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
8 | 100 | 40 | 68 | normal | - | |
Mr. Game and Watch juggles you back to front and throws the opponent away from him. Niche-ish throw option for use as a DI mixup, specifically on fastfallers near the ledge, which can lead to a guaranteed followup at virtually any percent if DI'd towards Mr. Game and Watch (could still get up-b to kill at 300% during testing) |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
- | - | - | - | - | - | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
8 | 100 | 40 | 112 | normal | - | |
Effectively speaking, Mr. Game and Watch simply turns around and forward throws the opponent. Same knockback, growth, angle, and damage as fthrow, and also leaves Mr. Game and Watch turned in the opposite direction. |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
- | - | - | - | - | - | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
8 | 100 | 40 | 90 | normal | - | |
Mr. Game and Watch juggles the opponent front to back, lifting his back-foot on the same frame that the opponent is thrown. This, throw, paired with his dthrow are fantastic at setting up combos and kill confirms on almost every single member of the cast. When uthrow doesn't set up for a follow up, generally dthrow does, and vice versa. Can also chaingrab fastfallers at relatively low percents. |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
- | - | - | - | - | - | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
8 | 80 | 40 | 88 | normal | - | |
Mr. Game and Watch juggles the opponent front to back, lifting his back-foot on the freeze frame just before the opponent is thrown. This, throw, paired with his uthrow are fantastic at setting up combos and kill confirms on almost every single member of the cast. When dthrow doesn't set up for a follow up, generally uthrow does, and vice versa. Can also chaingrab:
|
"B" Moves List
Move Analysis
- Neutral B
- Side B
Judgment Properties
- 1: Move with no knockback and self inflicts 12% damage to Mr. Game & Watch if he hits this number.
- 2: Weak knockback move. 4% damage.
- 3: Okay knockback move. 6% damage.
- 4: Slashing move with moderate knockback. 8% damage.
- 5: Okay knocback electric move that hits up to 4 times. 3% damage, with 1-4 hits (around 11% if all hits connect).
- 6: Has good knockback and Flames the opponent on hit. 12% damage.
- 7: Has an okay knockback (only spawns food if items are on). 14% damage.
- 8: Freezes the opponent on hit. 4% damage.
- 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