Mr. Game & Watch (PM): Difference between revisions
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!Up special | !Up special | ||
| [[Fire]] || 8% || Two firefighters holding a fire rug will pop up, allowing him to jump higher. He will damage whatever he hits on the way up, but not on the way down. This move then can be followed up with another attack. | | [[Fire]] || 8% (clean) 6% (middle) 4% (late) || Two firefighters holding a fire rug will pop up, allowing him to jump higher. He will damage whatever he hits on the way up, but not on the way down. This move then can be followed up with another attack. | ||
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!Down special | !Down special |
Revision as of 01:36, May 5, 2014
Mr. Game & Watch in Project M and Project+ | |
---|---|
Universe | Game & Watch |
Base game appearance | Brawl |
Moveset inspiration | Mr. Game & Watch (SSBM) |
Mr. Game & Watch is a playable characters in the Brawl mod Project M. The representative from the Game & Watch series of handheld devices has been significantly buffed for his appearance in Project M.
Attributes
Changes from Melee to PM
Mr. Game & Watch was significantly buffed from Melee to PM.
- Forward tilt can be interrupted as quickly as the hitbox diminishes.
- Dash attack has its stronger damage and knockback from Brawl.
- Forward smash is more powerful. The flame sourspot now also links with the attack's sweetspot, dealing more damage, while it has no knockback for the first hit to KO reliably.
- All aerials can now be L-cancelled.
- Back aerial's hitboxes link better each into other, and the last hit is better at KOing.
- 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.
- Down aerial's landing hitbox now spike-bounces.
- Chef cancels on landing, similar to Falco's lasers. Bigger food variations are also retained from Brawl, which now deal twice the usual damage along with a flame effect.
- Judgement retains its startup unchanged, but all variations are significantly more powerful: for instance, #2 stuns foes, #3 causes flowering, #5 hits more fluidly and deals higher damage, and #7 heals additional damage. 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.
- Although Fire still lacks the parachute, Mr. Game & Watch doesn't fall helpless and can act with any action afterwards (except an air dodge), like in Brawl.
- 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.
- Down throw retains its Brawl format, so Mr. Game & Watch can still perform deadly tech-chases.
- Up smash is now the strongest in the game.
- Dash attack is now cancelable, allowing Mr. Game & Watch to DACUS and Gatling Combo, giving him deadly approaching options.
- Grab release glitch from Brawl has not been removed.
Revisions
2.5b
- Weight increased from Melee and is now the same as NTSC Melee Kirby's.
- Rapid Jab IASA is earlier to match the IASA on Jab 1.
- Up Smash damage and knockback increased.
- Neutral Air parachute positioning better matched to Melee to have much better coverage on the sides and underneath.
- Forward Air knockback growth increased.
- Forward and Back Throws have less endlag.
- Judgment hammers 2-8 adjusted in various ways to reward Mr. Game & Watch a lot more.
- 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.
- Oil Panic attack IASA is earlier.
- Oil Panic minimum damage is decreased slightly.
- Oil Panic absorb collision is decreased in size.
- Rapid Jab modified to not loop twice (4 hits) easily when trying to only loop once (2 hits).
- Dash Attack hit duration is slightly increased, base knockback reduced a bit, and growth increased.
- Forward Tilt timing of when the chair is out and when it hits corrected to match.
- Forward Tilt and Up Tilt sound effects timing fixed.
- Forward Air had a misplaced hitbox during the back hit that was fixed, now allowing it to hit much further above and behind him.
- Up Air has an added landing hitbox identical to the aerial one except slightly less damage.
- Down Air upper and lower hitboxes both meteor on the initial hit instead of only the top.
- Up Throw has much less base knockback and more growth.
- Quick edge jump works properly on sloped edges.
- Chef getting stuck in autofire bug has been fixed.
- Aerial Neutral B pan hitbox is lower and matches its position on the ground.
- Chef pan hitbox does more damage, less base knockback, and much more growth.
- Judgment maintains more horizontal momentum when used.
- Judgment hit windows increased to match Melee, and added stronger sound effects to some of them.
- 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.
- Fire falls more naturally and doesn't tug backwards at the peak when angled.
- Fire is stronger early in the attack, weaker near the end, and the knockback is reversible.
- 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.
- Oil Panic initial horizontal momentum slightly increased.
- 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.
2.6b
- Teching while rolling and standing are slightly delayed at the start to be harder to read, while keeping it's invincibility, distance, and total durations as before.
- Forward Smash is capable of hitting multiple times.
- Down Smash sweetspot on the hammers is now a meteor against grounded opponents with compensated knockback, allowing for combos at low damage.
- Down Throw does slightly more damage.
- Chef foods do slightly less damage at normal size.
- Dash Attack has a hitbox at the very start of the move that sends enemies forward.
- Forward Tilt's late hit is weaker, sends more vertically, and is slightly smaller in size.
- Down Air is interruptible sooner in the air.
- All Throws appear identical in animation until the opponent is released.
- All Chef foods are fire element and able to melt ice, instead of only Shrimp.
- 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.
- Chef foods random trajectories can be limited to the upper or lower three by holding up or down.
- Chef pan hit window is a bit shorter.
- Judgment has new graphical effects to indicate whether the next judgment hammer will be an odd or even number.
3.0
- Weight slightly increased.
- Chef has heavy landing lag (4 frames) instead of instantly switching to wait upon landing.
- 3 hammer's shield damage reduced.
- Dash lengthened.
- Forward Smash loop hitboxes removed, now possesses a weaker late flub hitbox.
- Super food is removed.
Moveset
Up to date as of version 3.0.
Name | Damage | Description | |
---|---|---|---|
Neutral attack | Green House | 3% | Mr. Game & Watch pulls out an insecticide pump and presses on it, shooting a puff of insecticide out. If the button is mashed he will fire the insecticide quickly. This move can be hard to DI out of. |
Forward tilt | Lion | 13% (8% late) | Mr. Game & Watch thrusts a chair in front of him. Has a long range, but slight starting lag and longer ending lag. Also has light horizontal knockback. |
Up tilt | Flag Man | 12% | Mr. Game & Watch pulls out a flag with a number one on it and waves it overhead. A good move for juggling. |
Down tilt | Manhole | 12% grounded (10% aerial) | Mr. Game & Watch flips a manhole cover in front of him. Has decent range and good vertical knockback. |
Dash attack | Helmet | 10% (clean) 9% (late) | Mr. Game & Watch slides his head along the ground while wearing a helmet. This move is slow and easy to predict. |
Forward smash | Fire Attack | 18% (clean fire)10% (late fire) 14% (clean pole) 8% (late pole) | Mr. Game & Watch pulls out a torch and flings it forward. Great base knockback and even greater knockback scaling as well as lasting longer than expected, making it hard to punish, being capable of KO`ing lightweights at 65% and heavyweights at 75%. |
Up smash | Octopus | 23% | With a diving helmet on, Mr. Game & Watch leans back and then swings his head forwards. Has some lag when starting up but also has high knockback, as well as a long duration. This move can ko as early as 60%. |
Down smash | Vermin | 17% (hammer) 13% (body) | Mr. Game & Watch takes out two hammers and slams them down on both sides. The handle is the sourspot with less damage but has a powerful semi-spike and can KO early when on the edge against recovering opponents. The tip of the hammer is the sweetspot with very powerful vertical knockback, being capable of KOing as early as 90%. |
Neutral aerial | Parachute | 17% | Mr. Game & Watch opens a parachute. This move also has good vertical knockback and can ko as early as 100% on lightweights. |
Forward aerial | Cement Factory | 16% (clean) 6% (late) | Mr. Game & Watch whips out a block forwards. If hit when it first comes out, it has high damage and can ko as early as 125%, but if late, the opponent will be hit for minor damage with extremely low knockback. |
Back aerial | Turtle Bridge | 4% (3 hits) | Mr. Game & Watch thrusts a turtle backwards, which bites multiple times. |
Up aerial | Spitball Sparky | 9% (clean) 6% (landing) | Mr. Game & Watch blows upwards twice. |
Down aerial | Donkey Kong Jr. | 15% (clean) 14% (late) 6% (landing) | Mr. Game & Watch pulls out a key and plunges downwards. If the opponent is under Mr. Game & Watch and gets hit right when the move comes out, it is a Meteor Smash. |
Grab | Grab & Watch | — | Reaches out with his hand to grab the enemy. |
Pummel | Alarm | 3% | Slowly smacks the enemy in the face with a bell. |
Forward throw | Forward Ball | 8% | Mr. Game & Watch juggles the enemy as a ball and then the enemy is launched forward. |
Back throw | Backward Ball | 8% | Mr. Game & Watch juggles the enemy as a ball and then the enemy is launched backward. |
Up throw | Vertical Ball | 8% | Mr. Game & Watch juggles the enemy as a ball and then the enemy is launched upward. |
Down throw | Drop Ball | 10% | Mr. Game & Watch juggles the enemy as a ball and then the enemy is thrown down. Can be followed up with a smash, tilt, jab, Judgment, or Fire. |
Floor attack (front) | Vermin 2 | 6% | Mr. Game & Watch gets out a hammer and quickly slams it in front of him, then behind him. |
Floor attack (back) | Vermin 2 | 6% | Mr. Game & Watch gets out a hammer and quickly slams it in front of him, then behind him. |
Floor attack (trip) | Vermin 3 | 5% | Mr. Game & Watch gets out a hammer and quickly slams it in front of him, then behind him. |
Edge attack (fast) | Alarm | 8% | Quickly gets up while throwing his bell down in front of himself. |
Edge attack (slow) | Alarm 2 | 9% | Slowly gets up while slowly throwing his bell down in front of himself. |
Neutral special | Chef | 12% (pan) 3% (bacon) | Flips a pan upward while a piece of bacon flies out. If hit with the pan at start up it does fire based damage and horizontal knockback while the bacon itself does light damage and slight horizontal knockback. |
Side special | Judgement | {1} 1% (10% to user), {2} 3%, {3} 4-12% (flower effect), (4) 8%, (5) 6% (5 hits, 30% total), (6) 14%, (7) 16%, (8) 20%, (9) 32% | Mr. Game & Watch will attack with his hammer and hold up a digital display with a random number on it when used. A 1 will cause 10% damage to the user whether the attack hits or not and has zero knockback. A 2 does weak damage and stuns the opponent. A 3 also does weak damage but adds a flower effect. A 4 delivers good horizontal knockback. A 5 produces four electrical charges that zap the opponent, making them rise slightly. A 6 is a flame attack with good knockback. A 7 causes 16% damage and delivers decent horizontal knockback, produces an apple if the attack hits and restores 10% damage to G&W if the attack misses. An 8 freezes the enemy. A 9 is an extremely powerful attack that does 32% with massive horizontal knockback, capable of KOing at single-digit percentages in some situations. It produces a bell sound upon swinging and a ping sound upon contact, similar to the Home-Run Bat's smash attack. |
Up special | Fire | 8% (clean) 6% (middle) 4% (late) | Two firefighters holding a fire rug will pop up, allowing him to jump higher. He will damage whatever he hits on the way up, but not on the way down. This move then can be followed up with another attack. |
Down special | Oil Panic | 2.8x the damage of the absorbed attacks | Holds out a bucket absorbing any projectiles that make contact. Once three charges have been stored Mr. Game & Watch will glow until he releases all of it in an attack that looks like a splash of water. The charge holds even when Mr. Game & Watch is KO'd. |
Final Smash | Octopus | 16% | Turns into a giant octopus while the screen lights up a bit for the duration of the move. Which then can be moved around slowly while the tentacles hit the enemy. Enemies will pass through the octopus. The move lasts about 17 seconds. |
In competitive play
Notable players
Palette swaps
Mr. Game & Watch's palette swaps remain unchanged from Brawl.
External links
Playable characters in Project M and Project+ | |
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Playable characters | Bowser (Giga Bowser) · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Falco · Fox · Ganondorf · Ice Climbers · Ike · Ivysaur · Jigglypuff · King Dedede · Kirby · Knuckles · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Snake · Sonic · Squirtle · Toon Link · Wario (Wario-Man) · Wolf · Yoshi · Zelda · Zero Suit Samus |