Super Smash Brothers Ultimate, Mr. Game & Watch (G&W) Tips
I better check out: https://www.youtube.com/@StrobicsGaming
Specifically spike kill confirms: https://www.youtube.com/watch?v=wgQpGR44NMs
Strongest (aka hits hard?) down tilt in game they say (Miya vs. Tweek, at WWT 2023 top 8). Kid thinks yeah.
Nair is -1, -4 -4 -4 on shield block, so very safe. Four hits.
Down smash to kill spot dodge eh?
G&W's Dash attacks are punishable on block, eh? Aren't everybody's -> probably.
In air, bucket speeds left right movement in air (EDIT/CORRECTION: does NOT speed descent).
EDIT, more below from me:
Chef pan flipping, you get MORE items if you spam B button instead of just holding down. Wow. I did know you can use stick left and right to change where it goes. And notice, graphically at least, some items are slightly higher in the air. Catches ppl like crazy at lower levels on ledge. Pros jump up to start flipping the pan, you'll notice, to get a broader area on start I reckon.
N-air and B-air hit for a long time. Bair esp. will hit basically the ground pixels if you pull it out at the right moment, even just short-hop+B-Air immediately.
$100,000 fine touching a sea turtle. AKA, don't mess with the turtle.
Landing B-air turtle is all the way to the floor, my friend.
Up-smash has a lot of invul or intangible frames. Plus it just looks awesome. Got the early 1900's deep sea suit.
@justinbtdbattles6284 "The upsmash... WHY IS THE HEAD THE HITBOX", heh.
Here's one that is closer to GnW.
Down smash, if you connect with the end of the attack (the proper hammer), it'll plant them in the dirt. Hitting too close, they just get knocked back. ***be sure to spam vs. rolling foes. It can hit over and over. ***
Up air looks like Q-bert:
Chef pan (itself) hit can launch.
More great info from:
@xpl0si0nman20 -5 years ago (edited)-
- The bucket reflects physical projectiles (cannonball, rockets)
- And absorbs energy projectiles(Fireballs, explosions, and lasers)
- A good throw combo is a down throw, small jump, and a judge. If you land the 9 itll be a guaranteed kill at basically any lightly damaged percent.
- Your up air is an infuriating move to fight against if your enemy has few sideways recovery options, like King K Rool, as he can do virtually nothing to stop you from doing it.
- Your strongest smash attack is scuba helmet, and at lower percents combined with a good setup, read, or ground with the hammers, is one of your best options as it can kill with no charge.
- Chef is a NIGHTMARE to vertically strong recoveries. Ike and Chrom will suffer if you sit near an edge and spam this move, as they can get no where close to the ledge. If they do, jump and drop a bomb.
- Your a very high damage but easy to kill character, but parachute makes you a GOD when trying to keep someone off stage. If you save your double jump and air dodge, you can go after even guaranteed kills and just hit them a few more times with little risk.
OTHERS:
@randomrandomian1328 4 years ago (edited)
Down tilt has best knockback, even more than chair.
Up throw > Up air > Jump on higher platform > Up air
@nagitokomaeda6129 5 years ago More tips:
His UpB comes at frame 2 or 3 so its a good out of shield option or if you want to break the combo of your oponent (it saves you from luigi's 0 to death)
Upsmash was nerfed from smash 4, it has invencibility frames but only on his active hitboxes, not on startup so it's not that good of an antiair anymore
Dthrow kills at very high percents so its a good way to kill if you're struggling to get a kill
@dylannzambrano 5 years ago The oil strenght is variable, stronger is the energy projectile, stronger will be the oil, and you can kill also at 0% if the projectile/s are strong, like the bob-omba's explosion
@alonelywalker6602 The up tilt can be changed so the first flag comes out on either left or right first. If he’s facing the right, the flag can still come out on the left first if you angle the stick tilt properly
@magentanide5984
5 years ago
A couple of things I noticed you missed:
The F-Smash has a sweetspot hitbox where the "flame" of the animation is. This kills quite early and does significantly more damage and knockback than the near hitbox.
Oil Panic (The Bucket) does more damage depending on the projectile it absorbs, and deals almost 3x the damage and knockback of the original projectile(s). Absorbing Samus's charge shot or Ness' PK Flash will fully charge the bucket, and give him a OHKO/instant shield break move. Likewise, 3 Mario fireballs or Mega Man lemons aren't likely to kill all too early.
A common misconception is that the attack from Oil Panic is a projectile. It is NOT a projectile and it cannot be reflected. A filled bucket is to be feared.
Another distinction with the bucket is what projectiles it absorbs vs what it reflects. "Physical" projectiles will be reflected (K.Rool's guff, Link's guff, Samus' missiles, Snake's grenades and Nikita), where as "Energy" or explosion projectiles will be absorbed (Samus charge shot, the explosion from Snake's grenades, Pichu/Pikachu Thunder).
The down air spikes consistently at the very start of the move and it's a very small and fast sweetspot. Using it at the ledge however, if your opponent has exhausted their ledge intangibility, you can short hop d-air to immediately spike.
Notes on Judge:
You shouldn't spam Judge for funnies; 1s deal significant self damage.
The 1 also deals no hitstun, so you can't rely on Judge to make an opponent flinch.
3 deals a lot of shield damage, and crosses up. If your opponent isn't prepared, you can land a second Judge or go for a shield break.
5 deals little knockback, and you might be able to get an airdodge read into a second Judge.
6 kills quite early, especially at the edge.
7 offers healing items, which your opponent can take. Eat those quickly!
Judge Side-B:
@clguy-qq3wy
1 you take 14 damage even if you dont hit the enemy and only does 2 damage if it,
2 does 4 damage,
3 does 7 damage and knock back opposite to the direction you hit the opponent,
4 does 9 damage,
5 is a multi hit attack that also does electric damage it does 14 damage,
6 is also 14 damage but a fire attack,
7 gives 3 apples which each heal 4 for a total of 12 health and does 16 damage,
8 freezes the enemy which is pretty good for combos and does 15 damage,
9 does 38 damage plus kills really early from its high knockback. And thats it if i missed anything then pls tell me.
@endermage77
~Corrections to corrections above~
1 has no knockback whatsoever and has no uses except for denying enemies a second Up-B recovery from the hitstun that literally any other move in G&W's arsenal would cause
2 is essentially a free jab lock ((note, jab lock in SSBU reduced to twice only now or something,, but i guess you can hit on ground with jab once, then try another side-B judge maybe, unless they unbuffed this #2 hit in a patch)) on your opponent and can leave them open to a fast move like f-tilt or dash attack at low %
3 is fairly decent for low % 2-hit combos if you can react to the backward knockback quick enough for a followup smash/tilt
4 does the highest damage to shields (Still isn't a shieldbreaker though)
5 is mostly used for juggling and starting air combos
6 is G&W's second-strongest Judge attack; It launches opponents directly sideways and if used offstage can easily gimp nearly the entire cast to death at most any % and outright kill at higher %
7 does pretty good damage in addition to the apples as mentioned but G&W has to be careful to not let his opponent into a position to eat them as they get dropped out of the hammer onto the floor when it connects
8 freezes the opponent longer at higher %
9 actually does 40% damage, up from 36% in Sm4sh.
EXTRA JUDGE: if they're shielding, up smash vs it, then side-B judge quickly, breaks shield (maybe only if #4 or #9... forward-smash tested but weaker than up-smash).
@WailmerWasher -1 year ago
Here's the list of things judge can do
1-Lowest of the low, does recoil and doesn't flinch
2-Launches, but not much
3-Launches towards game and watch [the one with tons of shield dmg?]
4-Slashing attack that launches diagonally [the one with tons of shield dmg?]
5-A multi-hit electric attack
6-Flaming semi-spike, which is pretty dangerous off stage
7-Makes food edible by anyone. In ultimate, MrG&W will make 3 apples.
8-Freezes, like the freezie item
9-Holy Saviour, KOs at minimums of 5-10%, even OHKOing super lightweights at 0%
@shyend208 - 5 years ago
I miss the down throw to judge combo, but in utimate Mr GaW jump before using judge
@superkc2557 - 5 years ago (edited)
Game and Watch’s Down Throw combos into short hop nair at low percents and into uair at higher percents.
Game and watch has a great bair for characters who have a mostly horizontal recovery. You can chain a couple of these together to get easy kills off stage at 60+%.
@Frenblow 4 years ago - An easy way to get max bucket damage is snakes forward smash, samus charge shot, robins fully charged lightning, [Ness's pk flash/pk freeze/pk thunder pk fire whatever] and basically any other high damage non physical projectiles. [Max bucket can often kill at zero, if close enuf to ledge. ]
@breadbug6101 -4 years ago - Mr Game and Watch has invincibility on his up smash from frames 4 to 26 everywhere except for the space underneath his helmet when the move ends
UP SMASH - game8.co says still as of today 4-30-2024, intangibility on some of it.
UP SMASH - @endermage77 - 5 years ago -Up smash gives G&W complete invincibility from the instant the attack starts being able to hit until the end of the animation. -- Previously [was better] it made G&W invincible in the startup lag before the hit. This is a very bad nerf to his anti-air capabilities.
@Redeem_Honor -5 years ago
One thing I would like to note about Judge in this game is that they reverted his number cycle back to the way it worked in Melee and Brawl. Whenever you swing your hammer, you are guaranteed to not get the last number you got. For example, I believe G&W starts the match with the number 1 being his last number. The game thinks that was his last number when starting the match. Therefore, your first Judge number must be between 2 and 9. Let's just say he swings his hammer and gets a 9. The next number that appears must be between 1 and 8 and cannot be 9.
JUDGE CORRECTION @crystalbuck6721 - 1 year ago
Another important thing to remember about hammer values: the last two values are stored, meaning you can’t get the last two values you played. At the beginning of the match, they’re set to one and two- if I remember correctly, anyway :)
@niconicer6463 - 3 years ago- You do know mr game and watch has the strongest down tilt in kill percent right?
@Bobby-dv7fj -5yrs ago -you use neutral b once to use a side b and prevent them from dodging it
Supermove (final smash) - spam A and B to extend tentacles. Mr. Game & Watch turns into a giant octopus, charging forward and grabbing opponents and carrying them toward the blast zone. Mashing A or B extends its tentacles, and it can be moved upward or downward. Each tentacle deals damage when coming into contact with an opponent.
@MothBoo -5 yrs ago (edit)--- grab + down throw + up B + down spike = a lotta damage combo.
@dylzz1742 --3 years ago (edited) --i know no one cares but i just found out you can combo up tilt + fair + nair i hope this helps :)
@endermage77- 5 years ago- Tip for Neutral-B [chef] offstage camping: You ideally want to be about a roll away from the edge for maximum edgegaurding as it will guarantee catching anybody trying to attack or roll or stand out of edge grab
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LEGEND: B-air or Bair = Back-air-attack, Nair is = Neutral-stick-air-attack. Etc.
Mr. Game & Watch = GnW, G&W, etc.
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Speaking of crazy vintage stuff, Eunice and her crazy diving horse around 1905. Ppl sure were not very safe back then, OMG:
- The daring ride of Mrs. Eunice (Winkless) Padfield, July 4th 1905