Editing Mr. Game & Watch (PM)
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{{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 falls under the general lightweight archetype, being nimble and weak, while having few powerful moves (such as his up smash) that possess high KO potential | Mr. Game & Watch falls under 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. | ||
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==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 8 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.}} | ||
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**{{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== | ||
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*{{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.}} | ||
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*{{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== | ||
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|- | |- | ||
! 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 | ||
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==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)]] |