Editing Mr. Game & Watch (PM)
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
{{ArticleIcons|pm | {{ArticleIcons|pm=y}} | ||
{{Infobox Character Mod | {{Infobox Character Mod | ||
|name = Mr. Game & Watch | |name = Mr. Game & Watch | ||
|image | |image = [[Image:Mr. Game & Watch SSBB.jpg|250px]] | ||
|mod = Project M | |mod = Project M | ||
|base = | |base = ssbb | ||
|moveset1 = Mr. Game & Watch (SSBM) | |moveset1 = Mr. Game & Watch (SSBM) | ||
|moveset2 = Mr. Game & Watch (SSBB) | |moveset2 = Mr. Game & Watch (SSBB) | ||
|tier = Lower-Mid | |||
|ranking = 38 | |||
}} | }} | ||
'''Mr. Game & Watch''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. Because of his rather low standing on the ''[[Melee]]'' tier list, he has been significantly buffed for his appearance in ''Project M''. | '''Mr. Game & Watch''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. Because of his rather low standing on the ''[[Melee]]'' tier list, he has been significantly buffed for his appearance in ''Project M''. <!--tier position paragraph--> | ||
==Attributes== | ==Attributes== | ||
Mr. Game & Watch | Mr. Game & Watch is a character going through the general lightweight archetype, being nimble and weak, while having few powerful moves (such as his up smash) that possess high KO potential. | ||
Compared to some other characters, Game & Watch is not as easy to combo as them as a result of being light, small, and floaty. | Compared to some other characters, Game & Watch is not as easy to combo as them as a result of being light, small, and floaty. | ||
His inability to be | His inability to be comboed efficiently, however, comes at the expense his of his high susceptibility to KOs as a result of his light weight (tied with {{PM|Fox}} as the third lightest) and relatively low falling speed, making him extremely easy to KO both horizontally and vertically. | ||
==Changes from ''Melee'' to PM== | ==Changes from ''Melee'' to PM== | ||
Mr. Game & Watch was significantly [[buff]]ed from ''Melee'' to ''PM'' | Mr. Game & Watch was significantly [[buff]]ed from ''Melee'' to ''PM''. | ||
===Attributes=== | ===Attributes=== | ||
*{{buff|He is significantly heavier | *{{buff|He is significantly heavier, no longer being as light as [[Jigglypuff_(PM)|Jigglypuff]] and is now tied with Fox in weight.}} | ||
*{{nerf|[[Grab release glitch]] from ''Brawl'' has not been removed.}} | *{{nerf|[[Grab release glitch]] from ''Brawl'' has not been removed.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Forward tilt | *{{buff|Forward tilt can be interrupted as quickly as the hitbox diminishes, does more damage, and is stronger.}} | ||
*{{buff|Up tilt does more damage and is slightly stronger.}} | |||
*{{buff|Up tilt | *{{buff|Down tilt has its range from ''Brawl'' and its knockback from ''Melee'', and its aerial hitbox does more knockback and damage.}} | ||
*{{buff|Down tilt has its range from ''Brawl'' and its knockback from ''Melee'', and its aerial hitbox | *{{buff|Dash attack has its stronger damage and knockback from ''Brawl''.}} | ||
*{{buff|Dash attack | *{{buff|Forward smash is more powerful.}} | ||
*{{buff|Down smash does more damage and knockback at the handle and at the tip.}} | |||
*{{ | *{{buff|Up smash is now the second strongest in the game and does more damage.}} | ||
*{{buff| | *{{buff|Dash attack is now cancelable, allowing Mr. Game & Watch to [[DACUS]], Gatling Combo, or cancel into a grab, giving him deadly approaching options.}} | ||
*{{change|Mr. Game and Watch uses a previously unused smash attack charge sound from Brawl whenever a smash attack is charged. }} | |||
*{{buff|Up smash | |||
*{{ | |||
*{{ | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff| | *{{buff|Neutral air, and back air can now be [[L-cancel]]led.}} | ||
*{{buff|Neutral aerial | *{{buff|Neutral aerial is stronger and does 1% more damage from ''Melee''.}} | ||
*{{buff|Forward aerial is stronger KO move.}} | |||
*{{buff|Forward aerial | *{{buff|Back aerial's hitboxes link better each into other.}} | ||
*{{buff|Back aerial's hitboxes link better | *{{buff|Up aerial has drastically less [[ending lag]], and it now consists of a single hit that can be used rapidly for [[juggling]], while producing a weaker additional hit upon landing.}} | ||
*{{buff|Down aerial does 1% more damage and is stronger.}} | |||
*{{buff|Up aerial | |||
*{{buff|Down aerial | |||
*{{buff|Down aerial's landing hitbox now [[spike]]-bounces.}} | *{{buff|Down aerial's landing hitbox now [[spike]]-bounces.}} | ||
*{{nerf|Up aerial is significantly weaker.}} | |||
===Throws=== | ===Throws=== | ||
*{{buff|Down throw | *{{buff|Down throw retains its ''Brawl'' format, so Mr. Game & Watch can still perform deadly [[tech-chase]]s, and it does more damage. }} | ||
===Special moves=== | ===Special moves=== | ||
*{{buff|[[Chef]] cancels on landing, similar to {{PM|Falco}}'s lasers.}} | |||
*{{buff|[[Chef]] | *{{buff|[[Judgement]] numbers 2 through 9 are significantly more powerful. Numbers now also show one or two lights above them, indicating whether the next number will be even or odd - one dot means it will be odd, two dots means it will be even.}} | ||
*{{buff|[[ | |||
**{{buff|#2 [[stun]]s foes and causes [[flower]]ing.}} | **{{buff|#2 [[stun]]s foes and causes [[flower]]ing.}} | ||
**{{buff|#3 deals significant shield damage.}} | **{{buff|#3 deals significant shield damage.}} | ||
Line 68: | Line 58: | ||
**{{buff|#5 hits more fluidly and deals higher damage.}} | **{{buff|#5 hits more fluidly and deals higher damage.}} | ||
**{{buff|#6 is a stronger semi-spike.}} | **{{buff|#6 is a stronger semi-spike.}} | ||
**{{buff|#7 is a significantly stronger KO move with more knockback scaling than his uncharged up smash and has the potential to heal 20% | **{{buff|#7 is a significantly stronger KO move with more knockback scaling than his uncharged up smash and has the potential to heal 20%.}} | ||
**{{buff|#8 does more than double the damage and freezes for longer.}} | **{{buff|#8 does more than double the damage and freezes for longer.}} | ||
*{{buff|[[Fire]] no longer causes [[helpless]]ness and allows Mr. Game & Watch to act with any action afterwards (except an [[air dodge]]), like in ''Brawl'' but without the parachute | *{{buff|[[Fire]] no longer causes [[helpless]]ness and allows Mr. Game & Watch to act with any action afterwards (except an [[air dodge]]), like in ''Brawl'' but without the parachute.}} | ||
*{{buff|[[Oil Panic]] has less ending lag after catching a projectile, and will usually [[OHKO]] when it is full. It can also now be used as an attack despite the amount of oil in the bucket.}} | |||
*{{buff|[[Oil Panic]] has less ending lag | |||
==Revisions== | ==Revisions== | ||
Line 83: | Line 67: | ||
*{{buff|Weight increased from ''Melee'' and is now the same as NTSC ''Melee'' Kirby's.}} | *{{buff|Weight increased from ''Melee'' and is now the same as NTSC ''Melee'' Kirby's.}} | ||
*{{buff|Rapid Jab IASA is earlier to match the IASA on Jab 1.}} | *{{buff|Rapid Jab IASA is earlier to match the IASA on Jab 1.}} | ||
*{{buff|Up | *{{buff|Up Smash damage and knockback increased.}} | ||
*{{buff|Neutral | *{{buff|Neutral Air parachute positioning better matched to ''Melee'' to have much better coverage on the sides and underneath.}} | ||
*{{buff|Forward | *{{buff|Forward Air knockback growth increased.}} | ||
*{{buff|Forward and | *{{buff|Forward and Back Throws have less endlag.}} | ||
*{{buff|[[Judgment]] hammers 2-8 adjusted in various ways to reward Mr. Game & Watch a lot more.}} | *{{buff|[[Judgment]] hammers 2-8 adjusted in various ways to reward Mr. Game & Watch a lot more.}} | ||
*{{buff|[[Fire]] is able to IASA into all moves at the peak that he can normally do while falling after using [[Fire]] rather than aerials only, can do so slightly earlier, and can use air mobility during that time.}} | *{{buff|[[Fire]] is able to IASA into all moves at the peak that he can normally do while falling after using [[Fire]] rather than aerials only, can do so slightly earlier, and can use air mobility during that time.}} | ||
*{{buff|[[Oil Panic]] attack IASA is earlier.}} | *{{buff|[[Oil Panic]] attack IASA is earlier.}} | ||
*{{nerf|Oil Panic minimum damage is decreased slightly.}} | *{{nerf|[[Oil Panic]] minimum damage is decreased slightly.}} | ||
*{{nerf|Oil Panic absorb collision is decreased in size.}} | *{{nerf|[[Oil Panic]] absorb collision is decreased in size.}} | ||
*{{ | *{{change|Rapid Jab modified to not loop twice (4 hits) easily when trying to only loop once (2 hits).}} | ||
*{{ | *{{change|Dash Attack hit duration is slightly increased, base knockback reduced a bit, and growth increased.}} | ||
*{{change|Forward | *{{change|Forward Tilt timing of when the chair is out and when it hits corrected to match.}} | ||
*{{change|Forward | *{{change|Forward Tilt and Up Tilt sound effects timing fixed.}} | ||
*{{ | *{{change|Forward Air had a misplaced hitbox during the back hit that was fixed, now allowing it to hit much further above and behind him.}} | ||
*{{ | *{{change|Up Air has an added landing hitbox identical to the aerial one except slightly less damage.}} | ||
*{{ | *{{change|Down Air upper and lower hitboxes both meteor on the initial hit instead of only the top.}} | ||
*{{change|Up | *{{change|Up Throw has much less base knockback and more growth.}} | ||
*{{ | *{{change|Quick edge jump works properly on sloped edges.}} | ||
*{{ | *{{change|[[Chef]] getting stuck in autofire bug has been fixed.}} | ||
*{{change|Aerial Neutral B pan hitbox is lower and matches its position on the ground.}} | *{{change|Aerial Neutral B pan hitbox is lower and matches its position on the ground.}} | ||
*{{ | *{{change|[[Chef]] pan hitbox does more damage, less base knockback, and much more growth.}} | ||
*{{ | *{{change|[[Judgment]] maintains more horizontal momentum when used.}} | ||
*{{ | *{{change|[[Judgment]] hit windows increased to match Melee, and added stronger sound effects to some of them.}} | ||
*{{ | *{{change|[[Judgment]] adjusted so that the 1st hammer of the match cannot be a 1 or a 2, and the 2nd hammer cannot be a 1.}} | ||
*{{ | *{{change|[[Fire]] falls more naturally and doesn't tug backwards at the peak when angled.}} | ||
*{{change|Fire is stronger early in the attack, weaker near the end, and the knockback is reversible.}} | *{{change|[[Fire]] is stronger early in the attack, weaker near the end, and the knockback is reversible.}} | ||
*{{ | *{{change|[[Oil Panic]] minimum hold time slightly reduced and is much more consistent, always releasing immediately if it has been held for that amount of time already.}} | ||
*{{ | *{{change|[[Oil Panic]] initial horizontal momentum slightly increased.}} | ||
*{{ | *{{change|[[Oil Panic]] attack can be activated by pressing B at any time the bucket is being held out with a charge in it, with more charges resulting in a larger attack area.}} | ||
===v2.6b=== | ===v2.6b=== | ||
*{{buff|Teching while rolling and standing are slightly delayed at the start to be harder to read, while keeping its invincibility, distance, and total durations as before.}} | *{{buff|Teching while rolling and standing are slightly delayed at the start to be harder to read, while keeping its invincibility, distance, and total durations as before.}} | ||
*{{buff|Forward | *{{buff|Forward Smash is capable of hitting multiple times.}} | ||
*{{buff|Down | *{{buff|Down Smash sweetspot on the hammers is now a meteor against grounded opponents with compensated knockback, allowing for combos at low damage.}} | ||
*{{buff|Down | *{{buff|Down Throw does slightly more damage.}} | ||
*{{nerf|[[Chef]] foods do slightly less damage at normal size.}} | *{{nerf|[[Chef]] foods do slightly less damage at normal size.}} | ||
*{{change|Dash | *{{change|Dash Attack has a hitbox at the very start of the move that sends enemies forward.}} | ||
*{{ | *{{change|Forward Tilt's late hit is weaker, sends more vertically, and is slightly smaller in size.}} | ||
*{{change|Down | *{{change|Down Air is interruptible sooner in the air.}} | ||
*{{change|All | *{{change|All Throws appear identical in animation until the opponent is released.}} | ||
*{{change|All [[Chef]] foods are fire element and able to melt ice, instead of only Shrimp.}} | *{{change|All [[Chef]] foods are fire element and able to melt ice, instead of only Shrimp.}} | ||
*{{ | *{{change|[[Chef]] depending on frequency of use has a chance of launching large foods that spin slower, are more damaging, and stun longer than normal. Damage scales a little bit on each with Sausage<Shrimp<Fish<Steak.}} | ||
*{{ | *{{change|[[Chef]] foods random trajectories can be limited to the upper or lower three by holding up or down.}} | ||
*{{ | *{{change|[[Chef]] pan hit window is a bit shorter.}} | ||
*{{buff|[[Judgment]] has new graphical effects to indicate whether the next judgment hammer will be an odd or even number.}} | *{{buff|[[Judgment]] has new graphical effects to indicate whether the next judgment hammer will be an odd or even number.}} | ||
===v3.0=== | ===v3.0=== | ||
*{{buff|Weight slightly increased.}} | *{{buff|Weight slightly increased.}} | ||
*{{nerf|[[Chef]] has 4 frames | *{{nerf|[[Chef]] has heavy landing lag (4 frames) instead of instantly switching to wait upon landing.}} | ||
*{{nerf|Judgement #3's shield damage reduced.}} | *{{nerf|Judgement #3's shield damage reduced.}} | ||
*{{ | *{{change|Dash lengthened.}} | ||
*{{change|Forward | *{{change|Forward Smash loop hitboxes removed, now possesses a weaker late flub hitbox.}} | ||
*{{change|Super food is removed.}} | *{{change|Super food is removed.}} | ||
Line 151: | Line 135: | ||
*{{buff|Judgement #4 deals more damage.}} | *{{buff|Judgement #4 deals more damage.}} | ||
*{{nerf|Judgement #9 deals less Knockback.}} | *{{nerf|Judgement #9 deals less Knockback.}} | ||
*{{nerf|Using [[Oil Panic]] now stalls Mr. Game | *{{nerf|Using [[Oil Panic]] now stalls Mr. Game and Watch only once per time he's is in the air.}} | ||
*{{ | *{{change|Energy projectiles absorbed by Oil Panic now cause a flat 12% damage, instead of it being based on the projectile absorbed.}} | ||
===v3.6b=== | ===v3.6b=== | ||
*{{nerf|Up smash endlag increased.}} | *{{nerf|Up smash endlag increased.}} | ||
*{{nerf|Fire's hitbox comes out on frame 3 rather than frame 1.}} | *{{nerf|Fire's hitbox comes out on frame 3 rather than frame 1.}} | ||
*{{ | *{{change|Oil Panic's damage is back to being based on the projectile(s) absorbed.}} | ||
==Moveset== | ==Moveset== | ||
Line 252: | Line 236: | ||
|- | |- | ||
! colspan=2 | Down special | ! colspan=2 | Down special | ||
| [[Oil Panic]] || 10-60% (Based on absorbed attacks) || Mr. | | [[Oil Panic]] || 10-60% (Based on absorbed attacks) || Mr. game & Watch holds out a bucket that absorbs any incoming energy-based projectiles. The bucket can absorb up to three projectiles, which then turns into a powerful counterattack that can one-hit KO opponents depending on which projectile gets absorbed. Taking out the bucket immediately halts all of Mr. Game & Watch's momentum once per air state, so it can also be used to air-stall and recover. It may also be used when sliding off of a ledge at high speeds to not be sent anywhere by using a technique known as [[Bucket Braking]], but it will not work when the bucket is full. | ||
|- | |- | ||
! colspan=2 | Final Smash | ! colspan=2 | Final Smash | ||
Line 285: | Line 269: | ||
==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Notable players=== | ===Notable players=== | ||
*{{Sm|MrLz|USA}} | |||
*{{Sm| | *{{Sm|Bidooof|Canada}} | ||
*{{Sm|Dakpo|USA}} | |||
*{{Sm| | *{{Sm|Nintendude|USA}} | ||
*{{Sm| | *{{Sm|Oracle|USA}} | ||
*{{Sm| | *{{Sm|Strong Bad|USA}} | ||
*{{Sm| | *{{Sm|UTDZac|USA}} | ||
*{{Sm| | |||
*{{Sm| | |||
==Alternate costumes== | ==Alternate costumes== | ||
Mr. Game & Watch's alternate costumes are brighter than they were in ''Brawl''. Additionally, he now has three new alternate costumes. | Mr. Game & Watch's alternate costumes are brighter than they were in ''Brawl''. Additionally, he now has three new alternate costumes. | ||
{|style="margin:1em auto 1em auto;text-align:center" | {|style="margin:1em auto 1em auto;text-align:center" | ||
|- | |- | ||
|colspan=10|[[ | |colspan=10|[[Image:Mr. Game & Watch Palette (PM).png|frame|center|Mr. Game & Watch's alternate costumes in PM]] | ||
|- | |- | ||
|colspan=2|[[ | |colspan=2|[[Image:MrGame&WatchHeadSSBB.png]] | ||
|colspan=2|[[ | |colspan=2|[[Image:MrGame&WatchHeadRedSSBB.png]] | ||
|colspan=2|[[ | |colspan=2|[[Image:MrGame&WatchHeadYellowSSBB.png]] | ||
|colspan=2|[[ | |colspan=2|[[Image:MrGame&WatchHeadBlueSSBB.png]] | ||
|colspan=2|[[ | |colspan=2|[[Image:MrGame&WatchHeadGreenSSBB.png]] | ||
|- | |- | ||
| | | | ||
|colspan=2|[[ | |colspan=2|[[Image:MrGame&WatchHeadCyanSSBB.png]] | ||
|colspan=2|[[ | |colspan=2|[[Image:MrGame&WatchHeadWhitePM.png]] | ||
|colspan=2|[[ | |colspan=2|[[Image:MrGame&WatchHeadPinkPM.png]] | ||
|colspan=2|[[ | |colspan=2|[[Image:MrGame&WatchHeadPurplePM.png]] | ||
| | | | ||
|- | |||
|} | |} | ||
==External links== | ==External links== | ||
*[http://projectmgame.com/en/characters/game-and-watch Project M character page] | |||
*[http://smashboards.com/threads/i-see-every-pixel-the-hitbox-frame-data-thread.387100/ Frame data] | *[http://smashboards.com/threads/i-see-every-pixel-the-hitbox-frame-data-thread.387100/ Frame data] | ||
{{Project M}} | {{Project M}} | ||
[[Category:Mr. Game & Watch]] | [[Category:Mr. Game & Watch]] | ||
[[Category:Characters (PM)]] | [[Category:Characters (PM)]] |