Super Smash Bros. 4

Mr. Game & Watch (SSB4): Difference between revisions

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(→‎Changes from Brawl: wow you're really sour about sumthin ain't ya (this edit attempts to remove "you" and "now", condenses points, and tries to address what looks like "my char sucks" fanboyism))
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== Changes from ''Brawl'' ==
== Changes from ''Brawl'' ==
Mr. Game & Watch has been severely nerfed from Brawl, having received major nerfs that are not outweighted by his relatively minor buffs. The fact that he can not short hop his back aerial and forward aerial (without receiving very noticable landing lag) anymore cripple his defense and aerial game, especially because other characters can short hop (most of) their aerials. Besides that, the lingering hitboxes on most of his moves are removed or do not last as long anymore, crippling his defense even more. Bucket Braking has been removed, which was a huge part of his previous success, and it severely hinders his overall survivability. It is also important to note that changes to Judge have made luck a much more important factor when being used, although it can be a guaranteed hit after a down throw. Mr. Game & Watch has not only become weak and slow, but also easily killed now compared to the rest of the cast. He has to worry about getting star KO'd by certain characters at around 75% already. His moves have become so slow, that most of his punish options will end up being neutral infinite, forward tilt, dash attack or a grab because his opponents can easily shield in time if he attempts to punish with a smash attack. Mr. Game & Watch relies heavily on his down throw to rack up damage. He has very little room for errors and even worse approaching options now. Mr. Game & Watch is possibly the most (undeservedly) nerfed character in Smash 4 who is in actual need of (speed) buffs.
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|Neutral infinite has a finisher.}}
*{{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.}}
*{{buff|Up tilt consists of two hits now instead of one.}}
*{{change|Up tilt consists of two hits instead of one.}}
*{{nerf|Up tilt's hitboxes are noticeably smaller and can not hit opponents standing in front of you nor allow you to safely catch people from the air anymore, making the up tilt buffs rather useless.}}
*{{nerf|Up tilt's hitboxes are noticeably smaller, being unable to effectively hit opponents in front of or above Mr. Game & Watch.}}
*{{buff|Forward tilt is faster and deals more knockback.}}
*{{nerf|Forward tilt's lingering hitbox does not last as long anymore.}}
*{{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 and more ending lag and no lingering hitbox anymore, making it very punishable if you attempt to use it offensively.}}
*{{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.}}
*{{buff|Dash attack has more knockback.}}
*{{nerf|Dash attack deals slightly less damage and can no longer stage spike.}}
*{{nerf|Dash attack deals slightly less damage.}}
*{{nerf|Dash attack can not stage spike anymore.}}
*{{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 and comes out slower.}}
*{{nerf|Forward smash deals less damage, comes out slower, and no longer has a lingering hitbox, making it more punishable.}}
*{{nerf|Forward smash has no lingering (fire) hitbox anymore, making it very 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|Down smash has bigger hammers, increasing its range.}}
*{{nerf|Down smash comes out slower and has a larger sourspot.}}
*{{nerf|Down smash' sourspot deals less knockback.}}
*{{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.}}
*{{nerf|Neutral air can not be short hopped anymore.}}
*{{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|Forward air can not be short hopped anymore.}}
*{{nerf|Back aerial has more landing lag and cannot autocancel in a short hop.}}
*{{nerf|Forward air's lingering hitbox does not last as long anymore.}}  
*{{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|Back aerial can not be short hopped anymore.}}
*{{nerf|Down aerial deals less damage, has more landing lag (making it very punishable), and can no longer be slow-falled.}}
*{{buff|Down aerial has regained its spike hitbox.}}
*{{buff|Down aerial has more knockback.}}
*{{nerf|Down aerial deals less damage.}}
*{{nerf|Down aerial has more landing lag, making it very punishable.}}
*{{nerf|Down aerial can not be slow-falled anymore.}}
*{{buff|Up air's second hitbox has KO potential now, although it is hard to land.}}


===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 [[Down smash]].}}
*{{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 your jump a lot higher and floatier, opening a new recovery option.}}
*{{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.}}
*{{buff|Mr. Game & Watch is able to go under most omega stages using this technique.}}
*{{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 not possible anymore, reducing his recovery methods.}}
*{{nerf|Stalling with Oil Panic is no longer possible.}}
*{{nerf|Oil Panic also has much more ending lag after filling the bucket.}}
*{{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

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This article is about Mr. Game & Watch's appearance in Super Smash Bros. 4. For the character in other contexts, see Mr. Game & Watch.
Mr. Game & Watch
in Super Smash Bros. 4
Mr. Game & Watch
Game&WatchSymbol.svg
Universe Game & Watch
Other playable appearances in Melee
in Brawl

Availability Unlockable
Final Smash Octopus
Mr. Game & Watch (SSB4)

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

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

  • Change Walk animation is more flippant.

Attributes

  • Nerf Mr. Game and Watch dashes slightly slower.
  • 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.

Ground attacks

  • 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.
  • Change Up tilt consists of two hits instead of one.
  • 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.
  • Nerf Down tilt has reduced knockback, more ending lag, and no lingering hitbox.
  • Buff Dash attack has less ending lag and more knockback.
  • Nerf Dash attack deals slightly less damage and can no longer stage spike.
  • Buff Forward smash has a longer reach and a seemingly larger hitbox.
  • 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.
  • Buff Up smash has invincibility on certain frames.
  • 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

  • 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.
  • 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.
  • 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.

Throws/other attacks

  • 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 down smash.
  • Nerf Down throw deals less damage and is no longer a meteor smash, removing its guaranteed follow-ups and tech-chase abilities.

Special moves

  • 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. While this is more random overall, it eliminates the need to pull "dummy" hammers.
  • 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.
  • 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 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 Stalling with Oil Panic is no longer possible.
  • Nerf Oil Panic has much more ending lag after filling the bucket.
  • Change Octopus now has the Final Smash aura as an outline.
  • Change 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

Mr. Game & Watch Palette (SSB4).png
Mr. Game & Watch (SSB4) Mr. Game & Watch (SSB4) Mr. Game & Watch (SSB4) Mr. Game & Watch (SSB4) Mr. Game & Watch (SSB4) Mr. Game & Watch (SSB4) Mr. Game & Watch (SSB4) Mr. Game & Watch (SSB4)

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!

Gallery

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.
    • He is one of three characters to have been teased before their official reveal, the other two being Dark Pit and Duck Hunt.
  • 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