Mr. Game & Watch (SSB4): Difference between revisions
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== Changes from ''Brawl'' == | == Changes from ''Brawl'' == | ||
Mr. Game & Watch has been | Mr. Game & Watch has been given a few buffs, but also received some relatively severe nerfs. The removal/bugfix of [[Bucket Braking]], which was a huge part of his previous success, severely hinders his overall survivability. Many of his moves are slower to hit or have more lag, such as his forward and back aerials no longer auto-cancelling in shorthops, reducing his options to [[approach]] or [[punish]] opponents. | ||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Walk animation is more flippant.}} | *{{change|Walk animation is more flippant.}} | ||
===Attributes=== | ===Attributes=== | ||
*{{nerf|Mr. Game and Watch dashes slightly slower.}} | *{{nerf|Mr. Game and Watch dashes slightly slower.}} | ||
*{{buff|Mr. Game and Watch is smaller in size, giving him a slightly smaller hurtbox.}} | *{{buff|Mr. Game and Watch is smaller in size, giving him a slightly smaller hurtbox.}} | ||
*{{nerf|Several attacks now have a smaller hitbox due to his smaller size.}} | *{{nerf|Several attacks now have a smaller hitbox due to his smaller size.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff| | *{{buff|Like all characters, neutral infinite has a finisher, making it safer to use.}} | ||
*{{buff|Forward tilt is faster and deals more knockback.}} | |||
*{{nerf|Forward tilt's lingering hitbox does not last as long.}} | |||
*{{buff|Up tilt has less ending lag and deals higher damage.}} | *{{buff|Up tilt has less ending lag and deals higher damage.}} | ||
*{{ | *{{change|Up tilt consists of two hits instead of one.}} | ||
*{{nerf|Up tilt's hitboxes are noticeably smaller | *{{nerf|Up tilt's hitboxes are noticeably smaller, being unable to effectively hit opponents in front of or above Mr. Game & Watch.}} | ||
*{{buff|[[Down tilt]] now produces wind outside its damaging range, dealing little damage.}} | *{{buff|[[Down tilt]] now produces wind outside its damaging range, dealing little damage.}} | ||
*{{nerf|Down tilt has reduced knockback | *{{nerf|Down tilt has reduced knockback, more ending lag, and no lingering hitbox.}} | ||
*{{buff|[[Dash attack]] has less ending lag | *{{buff|[[Dash attack]] has less ending lag and more knockback.}} | ||
*{{nerf|Dash attack deals slightly less damage and can no longer stage spike.}} | |||
*{{nerf|Dash attack deals slightly less damage | |||
*{{buff|[[Forward smash]] has a longer reach and a seemingly larger hitbox.}} | *{{buff|[[Forward smash]] has a longer reach and a seemingly larger hitbox.}} | ||
*{{nerf|Forward smash deals less damage | *{{nerf|Forward smash deals less damage, comes out slower, and no longer has a lingering hitbox, making it more punishable.}} | ||
*{{nerf|The sweetspot on the forward smash is harder to land and the regained sourspot is noticably larger.}} | *{{nerf|The sweetspot on the forward smash is harder to land and the regained sourspot is noticably larger.}} | ||
*{{buff|Up smash has invincibility on certain frames.}} | *{{buff|Up smash has invincibility on certain frames.}} | ||
*{{nerf|Up smash has less range.}} | *{{nerf|Up smash has less range.}} | ||
*{{buff|Down smash has bigger hammers, increasing its range.}} | |||
*{{nerf|Down smash comes out slower and has a larger sourspot, which deals less knockback.}} | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{nerf|[[Neutral aerial]] has one less hit. It also has slightly more landing lag | *{{nerf|[[Neutral aerial]] has one less hit. It also has slightly more landing lag and cannot autocancel in a short hop.}} | ||
*{{buff|[[Forward air]] has less landing lag.}} | *{{buff|[[Forward air]] has less landing lag.}} | ||
*{{nerf|Forward air deals less knockback | *{{nerf|Forward air deals less knockback, lasts for less time, and cannot autocancel in a short hop.}} | ||
*{{nerf|Back aerial has more landing lag and cannot autocancel in a short hop.}} | |||
*{{buff|Up air's second hitbox now has KO potential, though it remains difficult to land.}} | |||
*{{nerf|Back aerial has more landing lag | *{{buff|Down aerial now has a [[meteor smash]] and deals more knockback.}} | ||
*{{nerf|Down aerial deals less damage, has more landing lag (making it very punishable), and can no longer be slow-falled.}} | |||
*{{buff| | |||
*{{buff|Down aerial has more knockback.}} | |||
*{{nerf|Down aerial deals less damage | |||
===Throws/other attacks=== | ===Throws/other attacks=== | ||
*{{buff|All of Mr. Game and Watch's throws are much faster, allowing less time to DI correctly.}} | *{{buff|All of Mr. Game and Watch's throws are much faster, allowing less time to DI correctly.}} | ||
*{{buff|[[Down throw]] now has a higher trajectory on release, allowing it to combo into moves other than | *{{buff|[[Down throw]] now has a higher trajectory on release, allowing it to combo into moves other than down smash.}} | ||
*{{nerf|Down throw deals less damage and is no longer a meteor smash, removing its guaranteed follow-ups and tech-chase abilities.}} | *{{nerf|Down throw deals less damage and is no longer a meteor smash, removing its guaranteed follow-ups and tech-chase abilities.}} | ||
===Special moves=== | ===Special moves=== | ||
*{{nerf|[[Chef]] pan deals 1% less damage.}} | *{{nerf|[[Chef]] pan deals 1% less damage.}} | ||
*{{change|[[Judge]] can now have the same number appear consecutively, instead of having to wait for three swings later.}} | *{{change|[[Judge]] can now have the same number appear consecutively, instead of having to wait for three swings later. While this is more random overall, it eliminates the need to pull "dummy" hammers.}} | ||
*{{buff|[[Fire]] starts up quicker and has more vertical distance.}} | *{{buff|[[Fire]] starts up quicker and has more vertical distance.}} | ||
*{{change|After using Fire, the parachute descent tilts in a frame-by-frame matter as opposed to smooth rotation.}} | *{{change|After using Fire, the parachute descent tilts in a frame-by-frame matter as opposed to smooth rotation.}} | ||
*{{buff|[[Oil Panic]] can now fill up multiple units at once if a projectile is strong enough, letting it fill faster.}} | *{{buff|[[Oil Panic]] can now fill up multiple units at once if a projectile is strong enough, letting it fill faster.}} | ||
*{{buff|Using Oil Panic in the air and using it in the air again right after a jump makes | *{{buff|Using Oil Panic in the air and using it in the air again right after a jump makes the jump a lot higher and floatier, opening a new recovery option.}} | ||
*{{nerf|Oil Panic's momentum cancelling has been fixed, removing [[Bucket Braking]] and thus crippling his survivability.}} | *{{nerf|Oil Panic's momentum cancelling has been fixed, removing [[Bucket Braking]] and thus crippling his survivability.}} | ||
*{{nerf|Stalling with Oil Panic is | *{{nerf|Stalling with Oil Panic is no longer possible.}} | ||
*{{nerf|Oil Panic | *{{nerf|Oil Panic has much more ending lag after filling the bucket.}} | ||
*{{change|[[Octopus]] now has the Final Smash aura as an outline.}} | *{{change|[[Octopus]] now has the Final Smash aura as an outline.}} | ||
*{{change|[[Down taunt]] changed to Mr. Game & Watch sitting down and sighing.}} | *{{change|[[Down taunt]] changed to Mr. Game & Watch sitting down and sighing.}} |
Revision as of 17:40, January 21, 2015
Mr. Game & Watch in Super Smash Bros. 4 | |
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Universe | Game & Watch |
Other playable appearances | in Melee in Brawl |
Availability | Unlockable |
Final Smash | Octopus |
Mr. Game & Watch (Mr.ゲーム&ウォッチ, Mr. Game & Watch) is a playable character in Super Smash Bros. 4, as confirmed by a leaker's Twitch stream. He was later officially confirmed on October 23, 2014 alongside Bowser Jr..
He has been changed aesthetically from Brawl, such as having a smaller nose and circular hands. His animations are also more choppy, to simulate the frame by frame movement of the original character. During his walking (but not dashing) animation, his head repeatedly looks back and forth. The same sound effects from Brawl are reused to represent his "voice".
How To Unlock
Super Smash Bros. for Nintendo 3DS
- Play 90 VS Matches.
- Complete Classic Mode 10 times.
Mr. Game & Watch must then be fought on Flat Zone 2, where victory results in unlocking Mr. Game & Watch.
Super Smash Bros. for Wii U
- Play 80 VS Matches.
- Clear Classic Mode on Intensity 2.0 or higher with 5 characters.
Mr. Game & Watch must then be fought on Flat Zone X before being unlocked.
Changes from Brawl
Mr. Game & Watch has been given a few buffs, but also received some relatively severe nerfs. The removal/bugfix of Bucket Braking, which was a huge part of his previous success, severely hinders his overall survivability. Many of his moves are slower to hit or have more lag, such as his forward and back aerials no longer auto-cancelling in shorthops, reducing his options to approach or punish opponents.
Aesthetics
- Walk animation is more flippant.
Attributes
- Mr. Game and Watch dashes slightly slower.
- Mr. Game and Watch is smaller in size, giving him a slightly smaller hurtbox.
- Several attacks now have a smaller hitbox due to his smaller size.
Ground attacks
- Like all characters, neutral infinite has a finisher, making it safer to use.
- Forward tilt is faster and deals more knockback.
- Forward tilt's lingering hitbox does not last as long.
- Up tilt has less ending lag and deals higher damage.
- Up tilt consists of two hits instead of one.
- Up tilt's hitboxes are noticeably smaller, being unable to effectively hit opponents in front of or above Mr. Game & Watch.
- Down tilt now produces wind outside its damaging range, dealing little damage.
- Down tilt has reduced knockback, more ending lag, and no lingering hitbox.
- Dash attack has less ending lag and more knockback.
- Dash attack deals slightly less damage and can no longer stage spike.
- Forward smash has a longer reach and a seemingly larger hitbox.
- Forward smash deals less damage, comes out slower, and no longer has a lingering hitbox, making it more punishable.
- The sweetspot on the forward smash is harder to land and the regained sourspot is noticably larger.
- Up smash has invincibility on certain frames.
- Up smash has less range.
- Down smash has bigger hammers, increasing its range.
- Down smash comes out slower and has a larger sourspot, which deals less knockback.
Aerial attacks
- Neutral aerial has one less hit. It also has slightly more landing lag and cannot autocancel in a short hop.
- Forward air has less landing lag.
- Forward air deals less knockback, lasts for less time, and cannot autocancel in a short hop.
- Back aerial has more landing lag and cannot autocancel in a short hop.
- Up air's second hitbox now has KO potential, though it remains difficult to land.
- Down aerial now has a meteor smash and deals more knockback.
- Down aerial deals less damage, has more landing lag (making it very punishable), and can no longer be slow-falled.
Throws/other attacks
- All of Mr. Game and Watch's throws are much faster, allowing less time to DI correctly.
- Down throw now has a higher trajectory on release, allowing it to combo into moves other than down smash.
- Down throw deals less damage and is no longer a meteor smash, removing its guaranteed follow-ups and tech-chase abilities.
Special moves
- Chef pan deals 1% less damage.
- Judge can now have the same number appear consecutively, instead of having to wait for three swings later. While this is more random overall, it eliminates the need to pull "dummy" hammers.
- Fire starts up quicker and has more vertical distance.
- After using Fire, the parachute descent tilts in a frame-by-frame matter as opposed to smooth rotation.
- Oil Panic can now fill up multiple units at once if a projectile is strong enough, letting it fill faster.
- Using Oil Panic in the air and using it in the air again right after a jump makes the jump a lot higher and floatier, opening a new recovery option.
- Oil Panic's momentum cancelling has been fixed, removing Bucket Braking and thus crippling his survivability.
- Stalling with Oil Panic is no longer possible.
- Oil Panic has much more ending lag after filling the bucket.
- Octopus now has the Final Smash aura as an outline.
- Down taunt changed to Mr. Game & Watch sitting down and sighing.
Moveset
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | Greenhouse | 3% | Pumps gas into the opponent. | |
1% (loop), 2% (last) | ||||
Forward tilt | Lion | 10%/9% (clean), 4% (late) | Hits opponents with a chair. | |
Up tilt | Flagman | 7% (hit 1), 7% (hit 2) | Raises a flag. | |
Down tilt | Manhole | 6% (clean), 1% (late) | Flips a manhole. | |
Dash attack | Helmet | 10% (clean), 6.5% (late) | A headfirst slide. | |
Forward smash | Fire Attack | 18% (head), 14% (handle) | Shakes a lit torch at opponents. | |
Up smash | Octopus Diver | 16% | Headbutts with a diving mask. | |
Down smash | Double Vermin | 15% (hammers), 13% (body) | Swings two hammers downwards. | |
Neutral aerial | Tropical Fish | 5% (hit 1), 4% (hits 2-4) | Tosses out a pair of fish from a bowl. | |
Forward aerial | Mario Bros. Box | 11.5% (clean), 6% (late) | Swings a nondescript box. | |
Back aerial | Turtle Bridge | 2% (hits 1-3), 3% (hit 4), 3% (landing) | Holds a turtle backwards. | |
Up aerial | Spitball Sparky | 7% (hit 1), 9% (hit 2) | Blows air upwards twice. Notorious for its huge wind area outside the main hitbox. | |
Down aerial | DK Jr. Key | 11% (attack), 3.5% (landing) | Drops downwards with a key. | |
Grab | — | |||
Pummel | Grasp Alarm | 3.2% | Hits opponent with a bell. | |
Forward throw | Front Ball | 8% | Juggles opponent and releases them forwards. | |
Back throw | Back Ball | 8% | Juggles opponent and throws them backwards. | |
Up throw | Up Ball | 8% | Juggles opponent and throws them upwards. | |
Down throw | Down Ball | 4% | Juggles opponent and releases them upwards. | |
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
Front Vermin | 7% | ||
Floor attack (back) Floor getups (back) |
Back Vermin | 7% | ||
Floor attack (trip) Floor getups (trip) |
Trip Vermin | 5% | ||
Edge attack Edge getups |
Edge Alarm | 7% | ||
Neutral special | Default | Chef | 5% (pan), 4% (sausage), 4% (steak), 4% (shrimp), 4% (fish) | Flips food out of a frying pan. |
Custom 1 | XXL Chef | 2% (pan), 9% (sausage), 8% (steak), 7% (shrimp), 7% (fish) | The food produced is much larger and slower. | |
Custom 2 | Short-Order Chef | 0.5% (pan), 2% (sausage), 1.5% (steak), 1% (shrimp), 1% (fish) | The food produced is much faster and weaker. | |
Side special | Default | Judge | 2% (#1), 4% (#2), 6% (#3), 8% (#4), 3%*4 (#5), 12% (#6), 14% (#7), 9% (#8), 32% (#9) | A hammer that can have any one of 9 effects. |
Custom 1 | Extreme Judge | 5% (#1), 23% (#9) | Only chooses the 1 or 9 numbers, though with less extreme effects on each. | |
Custom 2 | Chain Judge | 1% (#1), 3%,2% (#2), 3%*2,3% (#3), 3%*3,2% (#4), 3%*4,3% (#5), 3%*5,2% (#6), 2.5%*6,4% (#7), 2.4%*7,4.2% (#8), 2.25%*8,10% (#9) | Instead of additional effects, the number of hits matches the number displayed. | |
Up special | Default | Fire | 6% | Jumps upwards, opening a fall-slowing parachute afterwards. |
Custom 1 | Heavy Trampoline | 16% (clean), 10% (late) | Less height on the jump, but with more damage. | |
Custom 2 | Trampoline Launch | 12% (near), 8% (far) | More height on the jump, but has no parachute or lasting hitbox. | |
Down special | Default | Oil Panic | Based on absorbed attacks | Collects absorbable attacks and dumps them on opponents. |
Custom 1 | Efficient Panic | Based on absorbed attacks | Fills in one shot, but subsequently weaker with less range. | |
Custom 2 | Panic Overload | Based on absorbed attacks | Oil is bigger and slower. | |
Final Smash | Octopus | 15% | Turns into a large octopus. |
Alternate costumes
Trophies
Super Smash Bros. for Nintendo 3DS trophy descriptions
Mr. Game & Watch's regular trophy can be obtained by completing Classic Mode with him and his alternative trophy can be obtained by completing All-Star mode with him.
- Mr. Game & Watch
- NA: Game & Watch was first released in 1980, making the series the father of the Game Boy and Nintendo DS. Or maybe an older sibling? Anyway...in Smash Bros., Mr. Game & Watch uses distinct retro moves to damage his foes. However, he's only two dimensional, so he's pretty easy to send flying.
- PAL: Game & Watch was a series of handheld video games that started in 1980, before even the Game Boy. In this game, you can play as the guy who starred in them, moving about in his quirky, oh-so-retro little way. He can string together some pretty powerful attacks but, unfortunately, being 2D makes him very easy to launch.
- Mr. Game & Watch (Alt.)
- Mr. Game & Watch's Oil Panic special catches shots and turns them into oil. After catching three, the bucket will be full and you'll be able to throw oil all over your enemies. Some shots, like Samus's fully powered Charge Shot, will fill the bucket in one go! Throwing the oil you get from a shot like that can KO your foes in a flash!
- Game&WatchTrophy3DS.png
Classic
- Game&WatchAllStarTrophy3DS.png
Alt.
Gallery
Hitting King Dedede with a number 9 Judge.
Oil Panic with Fox.
Netural attack finisher on Mega Man.
Using Octopus in water.
Using Fire while surrounded by fire.
Forward tilt with all Mii Fighter types in Flat Zone 2.
Trivia
- This is Mr. Game & Watch's only Smash Bros. appearance where his official artwork lacks his bell.
- Mr. Game and Watch is the first and only veteran character to be shown but not confirmed before Super Smash Bros. for Nintendo 3DS's release (being in Pac-Man's trailer), not including Ganondorf, who was accidentally shown.
- As he has a "natural outline" of his own, Mr. Game & Watch does not use a black outline like the rest of the characters in the 3DS version. As a result, it is his grey outline that changes colours to denote team affiliation and other such effects.
- Mr. Game & Watch was the last veteran to be shown as a playable character by an official source, as Jigglypuff was shown off multiple times in the 50-Fact Extravaganza, while Mr. Game & Watch wasn't revealed until after the Direct was over.
- Mr. Game & Watch's down tilt is unique as the manhole is rendered in 3D, this was also true in Brawl
Fighters in Super Smash Bros. 4 | |
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Veterans | Bowser · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Dr. Mario · Falco · Fox · Ganondorf · Ike · Jigglypuff · King Dedede · Kirby · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Sonic · Toon Link · Wario · Yoshi · Zelda · Zero Suit Samus |
Newcomers | Bayonetta · Bowser Jr. · Cloud · Corrin · Dark Pit · Duck Hunt · Greninja · Little Mac · Lucina · Mega Man · Mii Fighter (Mii Brawler · Mii Gunner · Mii Swordfighter) · Pac-Man · Palutena · Robin · Rosalina & Luma · Ryu · Shulk · Villager · Wii Fit Trainer |
Game & Watch universe | |
---|---|
Fighter | Mr. Game & Watch (SSBM · SSBB · SSB4 · SSBU) |
Stages | Flat Zone · Flat Zone 2 · Flat Zone X |
Trophies, Stickers and Spirits | Trophies (SSBM · SSBB · SSB4) · Stickers · Spirits |
Music | Flat Zone · Flat Zone 2 |