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

m (→‎Trivia: Decided to move this to the trophy page.)
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Mr. Game & Watch's aerial game is his strongest asset, as his aerials have large disjointed hitboxes (especially his neutral aerial). His neutral aerial is the most powerful neutral aerial in the game, often KO'ing under 125%, while having a very large hitbox that covers him. His forward aerial is his best approaching tool as it can be L-canceled and has fast startup (but has heavy landing lag when not L-canceled). His back aerial is multi-hitting and has a disjointed hitbox, making it somewhat unpredictable to counter. His up aerial is a two-hit attack, with the second hit having high KO power. It can also be used to juggle fast fallers and heavy characters. Lastly, his meteor smashing down aerial is effective at countering foes from below and KO'ing (the sourspot is slightly weaker than the sweetspot and sends foes on a diagonal trajectory). The down aerial's landing hitboxes add 5%-6% more damage (for a total of 19%-20% if the primary hitbox strikes first).
Mr. Game & Watch's aerial game is his strongest asset, as his aerials have large disjointed hitboxes (especially his neutral aerial). His neutral aerial is the most powerful neutral aerial in the game, often KO'ing under 125%, while having a very large hitbox that covers him. His forward aerial is his best approaching tool as it can be L-canceled and has fast startup (but has heavy landing lag when not L-canceled). His back aerial is multi-hitting and has a disjointed hitbox, making it somewhat unpredictable to counter. His up aerial is a two-hit attack, with the second hit having high KO power. It can also be used to juggle fast fallers and heavy characters. Lastly, his meteor smashing down aerial is effective at countering foes from below and KO'ing (the sourspot is slightly weaker than the sweetspot and sends foes on a diagonal trajectory). The down aerial's landing hitboxes add 5%-6% more damage (for a total of 19%-20% if the primary hitbox strikes first).


Mr. Game & Watch's specials also allow for significant power; Oil Panic can absorb projectiles and result in a powerful resulting projectile, and his Judgement has OHKO potential, as well as many other options. Adding in with his specials, Mr. Game & Watch also has a rather good recovery from [[Fire]]; despite a lack of options and general predictability, it sends him a significant distance upwards. The low hitstun and knockback, as well as an unpredictable trajectory gives [[Chef]] potential edgeguard capability.
Mr. Game & Watch's specials also allow for significant power; Oil Panic can absorb projectiles and result in a powerful resulting projectile, and his Judgement has near OHKO potential, as well as many other options. Adding in with his specials, Mr. Game & Watch also has a rather good recovery from [[Fire]]; despite a lack of options and general predictability, it sends him a significant distance upwards. The low hitstun and knockback, as well as an unpredictable trajectory gives [[Chef]] potential edgeguard capability.


Mr. Game & Watch's grab game is also decent, despite his below-average grab range. The resulting trajectories of his throws gives him solid chaingrab and combo potential, and as all his throws look identical, he can perform mindgames on opponents by challenging the player's perception of where they will end up.  
Mr. Game & Watch's grab game is also decent, despite his below-average grab range. The resulting trajectories of his throws gives him solid chaingrab and combo potential, and as all his throws look identical, he can perform mindgames on opponents by challenging the player's perception of where they will end up.  
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