Editing Mr. Game & Watch (SSB4)

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**{{nerf|The second hit launches opponents at a less favourable angle (100° → 115°), hindering its KO and combo potential.}}
**{{nerf|The second hit launches opponents at a less favourable angle (100° → 115°), hindering its KO and combo potential.}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|Down tilt deals much more knockback (50 (base), 50 (scaling) → 40/125), now having KO potential.}}
**{{buff|Down tilt deals much more knockback (50 (base), 50 (scaling) → 40/125).}}
**{{buff|Down tilt has received a large, damaging and powerful [[windbox]] against aerial opponents, improving its utility.}}
**{{buff|Down tilt has received a large, damaging and powerful [[windbox]] against aerial opponents, improving its utility.}}
**{{buff|The new windbox has a larger hitbox (9u → 10.5u) compared to the previous aerial hitbox, which is additionally now an extended hitbox.}}
**{{buff|The new windbox has a larger hitbox (9u → 10.5u) compared to the previous aerial hitbox, which is additionally now an extended hitbox.}}
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**{{nerf|Down smash has more ending lag (FAF 34 → 42), no longer possessing the shortest total duration out of all down smashes.}}
**{{nerf|Down smash has more ending lag (FAF 34 → 42), no longer possessing the shortest total duration out of all down smashes.}}
**{{nerf|The sourspot deals much less knockback (60 (base), 68 (scaling) → 30/65).}}
**{{nerf|The sourspot deals much less knockback (60 (base), 68 (scaling) → 30/65).}}
**{{nerf|The sweetspots have decreased knockback scaling (98 → 85), no longer being the strongest down smash in the game.}}
**{{nerf|The sweetspots have decreased knockback scaling (98 → 85).}}
**{{nerf|The sweetspots have smaller hitboxes (7u → 5u). When combined with the hammers' extended size, this reduces their range and results in the move no longer fully covering the hammers, rather than being deceptively disjointed.}}
**{{nerf|The sweetspots have smaller hitboxes (7u → 5u). When combined with the hammers' extended size, this reduces their range and results in the move no longer fully covering the hammers, rather than being deceptively disjointed.}}


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|neutralcount=1
|neutralcount=1
|neutralinf=y
|neutralinf=y
|neutralname=Greenhouse ({{ja|グリーンハウス|Gurīnhausu}})<br>Greenhouse (Barrage) ({{ja|グリーンハウス(連打)|Gurīnhausu (Renda)}})<br>Greenhouse (Finish) ({{ja|グリーンハウス(フィニッシュ)|Gurīnhausu (Finisshu)}})
|neutralname=Greenhouse ({{ja|グリーンハウス|Gurīnhausu}}) / Greenhouse (Barrage) ({{ja|グリーンハウス(連打)|Gurīnhausu (Renda)}}) / Greenhouse (Finish) ({{ja|グリーンハウス(フィニッシュ)|Gurīnhausu (Finisshu)}})
|neutral1dmg=3%
|neutral1dmg=3%
|neutralinfdmg=1% (loop), 2% (last)
|neutralinfdmg=1% (loop), 2% (last)
Line 346: Line 346:
|fthrowdmg=8%
|fthrowdmg=8%
|fthrowdesc=Juggles the opponent and tosses them forward. It has little utility outside of setting up edgeguards or dealing damage. Originates from ''Ball''.
|fthrowdesc=Juggles the opponent and tosses them forward. It has little utility outside of setting up edgeguards or dealing damage. Originates from ''Ball''.
|bthrowname=Ball (Rear/Back) ({{ja|ボール(後)|Bōru (Ato)}})
|bthrowname=Ball (Back) ({{ja|ボール(後)|Bōru (Ato)}})
|bthrowdmg=8%
|bthrowdmg=8%
|bthrowdesc=Juggles the opponent and tosses them backward. Like forward throw, it has little utility outside of setting up edgeguards or dealing damage. Originates from ''Ball''.
|bthrowdesc=Juggles the opponent and tosses them backward. Like forward throw, it has little utility outside of setting up edgeguards or dealing damage. Originates from ''Ball''.
|uthrowname=Ball (Above/Up) ({{ja|ボール(上)|Bōru (Ue)}})
|uthrowname=Ball (Above) ({{ja|ボール(上)|Bōru (Ue)}})
|uthrowdmg=8%
|uthrowdmg=8%
|uthrowdesc=Juggles the opponent and tosses them upward. Although not as versatile as down throw in terms of followup potential, it is a useful combo starter, following up into Fire, as well as up aerial and rarely neutral aerial at low percents. This makes it good for short, damaging burst combos early on. KOs at very high precents with high levels of rage. Originates from ''Ball''.
|uthrowdesc=Juggles the opponent and tosses them upward. Although not as versatile as down throw in terms of followup potential, it is a useful combo starter, following up into Fire, as well as up aerial and rarely neutral aerial at low percents. This makes it good for short, damaging burst combos early on. KOs at very high precents with high levels of rage. Originates from ''Ball''.
|dthrowname=Ball (Below/Down) ({{ja|ボール(下)|Bōru (Shita)}})
|dthrowname=Ball (Below) ({{ja|ボール(下)|Bōru (Shita)}})
|dthrowdmg=4%
|dthrowdmg=4%
|dthrowdesc=Juggles the opponent and drops them downward. Deals half as much damage as the other throws, but makes up for this with its impressive combo potential. Combos include neutral attack (on fast-fallers), forward tilt, up tilt (on floaty characters) and down tilt from 0% to low percents, up smash, Judge, and Oil Panic from low to medium percents, neutral and up aerials from medium to high percents, and Fire at all percents. Guaranteed follow-ups stop around 130%, though up aerial can KO at high percents if the opponent's reaction is read. Despite its lower damage output, it KOs most of the cast earlier than his up throw does on [[Final Destination (SSB4)|Final Destination]]. Originates from ''Ball''.
|dthrowdesc=Juggles the opponent and drops them downward. Deals half as much damage as the other throws, but makes up for this with its impressive combo potential. Combos include neutral attack (on fast-fallers), forward tilt, up tilt (on floaty characters) and down tilt from 0% to low percents, up smash, Judge, and Oil Panic from low to medium percents, neutral and up aerials from medium to high percents, and Fire at all percents. Guaranteed follow-ups stop around 130%, though up aerial can KO at high percents if the opponent's reaction is read. Despite its lower damage output, it KOs most of the cast earlier than his up throw does on [[Final Destination (SSB4)|Final Destination]]. Originates from ''Ball''.
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===[[Crowd cheer]]===
===[[Crowd cheer]]===
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
{{Crowd
|-
|char=Mr. Game & Watch
!{{{name|}}}
|game=SSB4
!Cheer (English)
|desc-us=Game and Watch!
!Cheer (Japanese)
|desc-jp=Game and Watch!
!Cheer (Spanish)
|pitch-us=Group chant
|-
|pitch-jp=Group chant}}
! scope="row"|Cheer
|[[File:Mr. Game & Watch Cheer English SSB4 SSBU.ogg|center]]||[[File:Mr. Game & Watch Cheer Japanese SSB4 SSBU.ogg|center]]||{{NTSC}} [[File:Mr. Game & Watch Cheer Spanish NTSC SSB4 SSBU.ogg|center]] <br> {{PAL}} [[File:Mr. Game & Watch Cheer Spanish PAL SSB4.ogg|center]]
|-
! scope="row"|Description
|Game - And - Watch! || Game - And - Watch! || Game - And - Watch!
|-
!{{{name|}}}
!Cheer (French)
!Cheer (German)
!Cheer (Italian)
|-
! scope="row"|Cheer
|{{NTSC}} [[File:Mr. Game & Watch Cheer French NTSC SSB4.ogg|center]] <br> {{PAL}} [[File:Mr. Game & Watch Cheer French PAL SSB4.ogg|center]]||[[File:Mr. Game & Watch Cheer German SSB4.ogg|center]]||[[File:Mr. Game & Watch Cheer Italian SSB4 SSBU.ogg|center]]
|-
! scope="row"|Description
|Mis - ter ! Game and Watch ! || Mis - ter -- Game and Watch! || Mis - ter -- Game and Watch!
|}


===[[Victory pose]]s===
===[[Victory pose]]s===
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* '''[[Unlikely Allies]]''': {{SSB4|Ganondorf}} and {{SSB4|Palutena}} must defeat sixteen Mr. Game & Watches.
* '''[[Unlikely Allies]]''': {{SSB4|Ganondorf}} and {{SSB4|Palutena}} must defeat sixteen Mr. Game & Watches.


===[[Congratulations Screen]]s===
===[[Congratulations screen]]s===
<center>
<center>
====3DS====
====3DS====

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