Mr. Game & Watch (PM): Difference between revisions
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| 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]]. | | 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]]. When it meteors an opponent into the ground at low percents, the landing hitbox can hit again for additional damage. | ||
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Revision as of 05:04, December 2, 2014
Mr. Game & Watch in Project M and Project+ | |
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Universe | Game & Watch |
Base game appearance | Brawl |
Moveset inspiration | Mr. Game & Watch (SSBM) |
Mr. Game & Watch is a playable character in the Brawl mod Project M. Despite his rather low standing on the Melee tier list, he 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, does more damage, and is stronger.
- Up tilt does more damage and is slightly stronger.
- Down tilt has its range from brawl and its knockback from melee, and its aerial hitbox does more knockback and damage.
- Dash attack has its stronger damage and knockback from Brawl.
- Forward smash is more powerful.
- Down smash does more damage and knockback at the handle and at the tip.
- All aerials can now be L-cancelled.
- Neutral aerial is stronger and does 1% more damage from melee.
- Forward aerial is stronger KO move.
- Back aerial's hitboxes link better each into other.
- 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 does 1% more damage and is stronger.
- Down aerial's landing hitbox now spike-bounces.
- Chef cancels on landing, similar to Falco's lasers.
- Judgement retains its startup unchanged, but all variations are significantly more powerful: for instance, #2 stuns foes, #3 causes flowering, #4 is a semi-spike with fixed knockback, #5 hits more fluidly and deals higher damage, #6 is a stronger semi-spike, #7 is a significantly stronger KO move with more knockback scaling than his uncharged up smash and has the potential to heal 20%, and #8 does more than double the damage and freezes for longer. 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, and it does more damage.
- Up smash is now the strongest in the game and does more damage.
- Dash attack is now cancelable, allowing Mr. Game & Watch to DACUS, Gatling Combo, or cancel into a grab, giving him deadly approaching options.
- Grab release glitch from Brawl has not been removed.
- Up aerial is significantly weaker
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.
- Judgement #3's shield damage reduced.
- Dash lengthened.
- Forward Smash loop hitboxes removed, now possesses a weaker late flub hitbox.
- Super food is removed.
3.5
- Forward aerial's flub hit damage increased.
- All throw speeds have increased.
- Meat from Chef causes more damage.
- However, continuous use causes the pieces of meat to be smaller and weaker.
- Judgement #3 is far more powerful
- It now causes darkness damage
- Judgement #4 causes more damage.
- Rapid jab has increased range.
- Up smash causes less damage.
- Using Oil Panic now stalls Mr. Game and Watch only once per time he is in the air.
- Energy projectiles absorbed by Oil Panic now cause a flat 12% damage, instead of it being based on the projectile absorbed.
Moveset
Up to date as of version 3.5.
Name | Damage | Description | |
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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 and small starting lag, but 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 great range and good vertical knockback. Is interruptable as soon as the hitbox ends. |
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 punish. |
Forward smash | Fire Attack | 18% (clean fire)10% (late fire) 14% (clean pole) 8% (late pole) | Mr. Game & Watch pulls out an enormous lit matchstick and flings it forward. Great base knockback and even greater knockback with a hitbox that lasts longer than expected, making it hard to punish, being capable of KOing lightweights at 65% and heavyweights at 75%. |
Up smash | Octopus | 21% | 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 horizontal knockback and can ko as early as 100% on lightweights. |
Forward aerial | Cement Factory | 16% (clean) 7% (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. When it meteors an opponent into the ground at low percents, the landing hitbox can hit again for additional damage. |
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. Looks exactly the same as his other throws, making it difficult to DI correctly. |
Back throw | Backward Ball | 8% | Mr. Game & Watch juggles the enemy as a ball and then the enemy is launched backward. Looks exactly the same as his other throws, making it difficult to DI correctly. |
Up throw | Vertical Ball | 8% | Mr. Game & Watch juggles the enemy as a ball and then the enemy is launched upward. Looks exactly the same as his other throws, making it difficult to DI correctly. |
Down throw | Drop Ball | 10% | Mr. Game & Watch juggles the enemy as a ball and then the enemy is thrown down. Looks exactly the same as his other throws, making it difficult to DI correctly. Can be followed up with a smash, tilt, jab, Judge, or Fire, but only if the opponent fails to tech. |
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 | 9% (pan) 5% (large pieces) 3% (small pieces) |
Flips a pan upward while a piece of meat flies out in a random direction out of 5 possible trajectories, dealing fire element damage on contact. The first two meats to appear on the stage are large and possess a very small amount of knockback. If one Mr. Game & Watch already has 2 of his own meats present on stage when using the move again he will only fling small pieces of meat that carry no hitstun, and will continue to fling "Mini-Meat™" until he has less than two meats of any size present. The pan has a hitbox at start up that does fire based damage and is a semi-spike. The threshold of random flight paths can be limited to the either the first 3 or last 3 of the 5 possible trajectories by holding the control stick up or down (respectively) during the brief period before the meat actually exits the pan. |
Side special | Judge | Varies |
Mr. Game & Watch attacks in front of him with his hammer and holds up a digital display with a random number from 1 through 9 on it when used. The number displayed reflects the unique effect that the hammer strike will have. Above the digital display will be either 1 or 2 dots: 1 dot means that the next use of Judge will produce only odd numbers (1, 3, 5, 7, 9), and 2 dots means that the next Judge will be an even number (2, 4, 6, 8). Additionally, Judge cannot produce a number that was already displayed within the past two uses of the move, and a match begins with Judge acting as if the two past uses were a 2, then a 1 (meaning the first use will be neither a 2 nor a 1, and the second hit will be neither a 1 nor the number produced on the first use). This lets players know what to expect from the next Judge with up to 33% certainty and plan accordingly for it. Notably, every even number produces a devastating gimping effect, and every odd number produces a wide variety of mix-up options. |
Judge {1} | 1% |
No hitstun or knockback. Causes 10% to user regardless of successful strike. It produces a sound effect identical to that of a Green Shell or Vegetable on a successful hit. | |
Judge {2} | 12-17% |
12% damage dealt on initial strike and produces a flower on the target's head that deals 1% up to 5 times for a total of 17%. On a grounded hit, the target is stunned. On an aerial hit, the target is weakly spiked. There is a separate hitbox for the flower effect that is slightly smaller than the actual hammer strike, which can sometimes result in the flower effect not being produced. It produces a sound effect identical to that of Lip's Stick, but only on a successful grounded hit and when the flower effect is present (grounded non-flower hit produces no sounds). An aerial hit produces the slashing sound effect, but not the visual effect. | |
Judge {3} | 15% |
Delivers decent knockback that sends the the target in the opposite direction, frequently catching them in bad DI. Produces a fan slap sound effect and the darkness visual effect on a successful hit. | |
Judge {4} | 10% |
Delivers good knockback and semi-spikes at a diagonal angle. Produces a slashing sound and visual effect on a successful hit. | |
Judge {5} | 6-30% |
Delivers 5 hits of 6% over the normal duration of the attack (not visually distinguishable) for a total of 30%. The amount of hits the target takes depends on how long they remain in contact with the hammer, and the last hit has very weak knockback. Produces an electrical sound and visual effect in addition to brieffreeze frames on each successful hit. | |
Judge {6} | 14% |
Delivers surprising knockback with fire element damage that semi-spikes at the same angle that a Chef pan hit would. The base knockback is high and has the potential to KO extremely early. | |
Judge {7} | 16% |
Delivers horizontal knockback with great scaling. Produces a consumable apple (heals 10% instead of the usual 5%) in front of Mr. Game & Watch on a successful hit of either a shield or a , which can be consumed by anyone. This move also heals Mr. Game & Watch for 10% regardless of whether the attack hits or not. Only one apple can be produced per use. | |
Judge {8} | 20% |
Delivers set knockback and freezes the target for approximately 3 and a half seconds, which is long enough to incapacitate the target entirely as they plummet offstage, making this move incredibly deadly when used to edgeguard or gimp. This duration is a result of its set knockback, so if the target is in a state that prevents knockback (such as a state of super armor) they will not be frozen at all. As with all frozen states, it can be ended early by fire element damage. This attack also features a variation of the Ping sound effect on a successful hit, identical to that of a Freezie. | |
Judge {9} | 32% |
Delivers extremely powerful horizontal knockback capable of KOing at single-digit percentages in some situations. When the move is used, Mr. Game & Watch is surrounded by electrical visual effects and the same bell-jingle that accompanies his up-taunt. Produces the Ping sound effect and a long freeze frame on a successful hit. | |
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 other attacks, but he will no longer be able to air dodge. |
Down special | Oil Panic | 12-36% |
Holds out a bucket that absorbs any incoming energy-based projectile that it makes contact with, as well as most elementally-based attacks. Each absorbed attack adds a bar to represent how full the bucket is, and 3 bars fills the bucket completely. The contents of the bucket can be released by using a special attack while the bucket is held, which results in an attack directly in front of Mr. Game & Watch. The damage, knockback and range of the attack depends on how many bars the bucket had when it was released, with each bar representing 12%. A full bucket attack has a massive hitbox that deals 36% damage with stronger knockback than Judge {9}, and also only requires one use of down special to empty. Mr. Game & Watch is invulnerable to all moves that he can absorb as long as the bucket is held and not already full. Taking out the bucket also immediately removes all horizontal momentum as well as some vertical momentum once per air state, so it can also be used to air-stall and recover. |
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. Tentacle attack speed can be momentarily increased by pressing A or moving the C-stick. Enemies will pass through the octopus. The move lasts about 17 seconds. |
In competitive play
Notable players
Alternate costumes
Mr. Game & Watch's alternate costumes are brighter than they were in Brawl. Additionally, he now has three new alternate costumes.
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 |