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

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Mr. Game & Watch also has a very potent [[combo]] and juggling game. [[Down throw]] and [[up throw]] combos into [[Oil Panic]], [[Judge]], and [[Neutral Air Attack|neutral air]] at low percentages. [[Chef]] can deal massive damage if multiple 'food' items hit, allowing it to get around 30-40% off of a single edgeguard. The pan also hits opponents into the stream of meat through a semi spike, and at high percents can launch opponents fast enough to miss the food entirely and lead to more ledge trapping. Chef's speed and pattern makes it extremely difficult for certain characters to recover, such as {{SSBU|Ganondorf}} or {{SSBU|Mario}}. Not only does Chef deal massive damage, but landing the move allows Mr. Game & Watch to follow up with a [[grab]], neutral aerial, forward tilt, [[dash attack]], and even Judge. [[Up tilt]], though having worse range, deals high damage and combos into neutral aerial and Judge at low percentages. Once Mr. Game & Watch has his opponents above him, he can juggle them for massive damage using his up and neutral aerials. His up air acts similar to Megaman's up air, pushing opponents upwards, albeit with much less force. All in all, Mr. Game & Watch's strong KO power is also paired with highly damaging combos and juggles.
Mr. Game & Watch also has a very potent [[combo]] and juggling game. [[Down throw]] and [[up throw]] combos into [[Oil Panic]], [[Judge]], and [[Neutral Air Attack|neutral air]] at low percentages. [[Chef]] can deal massive damage if multiple 'food' items hit, allowing it to get around 30-40% off of a single edgeguard. The pan also hits opponents into the stream of meat through a semi spike, and at high percents can launch opponents fast enough to miss the food entirely and lead to more ledge trapping. Chef's speed and pattern makes it extremely difficult for certain characters to recover, such as {{SSBU|Ganondorf}} or {{SSBU|Mario}}. Not only does Chef deal massive damage, but landing the move allows Mr. Game & Watch to follow up with a [[grab]], neutral aerial, forward tilt, [[dash attack]], and even Judge. [[Up tilt]], though having worse range, deals high damage and combos into neutral aerial and Judge at low percentages. Once Mr. Game & Watch has his opponents above him, he can juggle them for massive damage using his up and neutral aerials. His up air acts similar to Megaman's up air, pushing opponents upwards, albeit with much less force. All in all, Mr. Game & Watch's strong KO power is also paired with highly damaging combos and juggles.


Mr. Game & Watch also has a decent and yet potentially deadly [[grab]] and [[throw]], as his throwing frames grants him full-body-[[Invincibility frame|invincibility]], with [[down throw]] and [[up throw]] comboing into [[Neutral Air Attack|neutral air]] and especially [[Up Air Attack|up air]], and [[Backward Throw|back throw]] and [[forward throw]] comboing into [[Back Air Attack|back air]] and [[Forward Air Attack|forward air]] for great KO confirms, and forward throw and back throw will set up [[Edge-guarding|edgeguards]], and up throw and down throw setting up a juggle with neutral air, up air or even [[Up Special Move|up special]]. All of his throws and especially [[Tilt Attack|tilts]] and smash attacks can combo into all aerials, or even his potentially deadly special attacks, Judge and Oil Panic, — the special attacks that can KO opponents at all percentages (only with Judge #9 and if Oil Panic is filled) —, they are extremely easy to KO with both vertically and horizontally, due to his floatiness, combined with his lightweight status; he has the third-lowest weight value in the game, currently. Overall, Mr. Game & Watch possesses a powerful set of throws that has a great capability of KOing opponents relatively below 100% to 200%, due to their powerful launchments.
Mr. Game & Watch also has a decent and yet potentially deadly [[grab]] and [[throw]], as his throwing frames grants him full-body-[[Invincibility frame|invincibility]], with [[down throw]] and [[up throw]] comboing into [[neutral aerial]] and especially [[up aerial]], and [[back throw]] and [[forward throw]] comboing into [[back aerial]] and [[forward aerial]] for great KO confirms, and forward throw and back throw will set up [[Edgeguarding|edgeguards]], and up throw and down throw setting up a juggle with neutral air, up air or even [[up special]]. All of his throws and especially [[Tilt attack|tilts]] and smash attacks can combo into all aerials, or even his potentially deadly special attacks, Judge and Oil Panic, — the special attacks that can KO opponents at all percentages (only with Judge #9 and if Oil Panic is filled) —, they are extremely easy to KO with both vertically and horizontally, due to his floatiness, combined with his lightweight status; he has the third-lowest weight value in the game, currently. Overall, Mr. Game & Watch possesses a powerful set of throws that has a great capability of KOing opponents relatively below 100% to 200%, due to their powerful launchments.


Lastly, Mr. Game & Watch possesses a fantastic recovery option, as well as large, long-lasting and disjointed aerials. This means that he is a formidable edgeguarder and is extremely hard to gimp himself. His up special, [[Fire]], has frame 3 startup, invincibility in its early frames, and a strong upwards hitbox on its initial hitbox, and decent launch power horizontally, allowing for early off-stage KOs if it hits opposite the blast zone. This makes it deadly, as it can [[stage spike]] unwary opponents while also easily gimping characters with poor recoveries, like {{SSBU|Chrom}}. It is also an extremely useful combo breaker and one of the game's best [[out-of-shield]] options due to its fast startup and invincibility. His [[back aerial]], Turtle Bridge, is a large, long-lasting disjointed multi-hit move that has high knockback at the final hit. Its large disjoint beats out a lot of recoveries that have hitboxes, and the multi-hit nature of the move makes it hard to tech for stage spikes and often drags opponents stuck in the move closer to the blast zone. For many characters, getting hit with Turtle Bridge is often fatal off-stage, as the move lingers long enough to shift the opponent closer to the blast zone before dealing the final knock back on the last hit. On the ledge, Chef punishes ledge hangers and covers getup attack and rolls (hit by the pan), forcing opponents to jump. This can easily allow Mr. Game & Watch to follow up with neutral aerial and force the opponent back offstage. His new forward aerial can be comboed into with Chef and has strong KO potential on its own. Lastly, his up air has the notable quality of having no set limit on its distance, which can lead to interesting interactions when reflected by opponents, and subsequently by Mr. Game & Watch himself. Overall, Mr. Game & Watch is extremely deadly off the stage and at the ledge to all characters, even those with great recoveries like {{SSBU|Pit}}, {{SSBU|Rosalina & Luma}}, and even himself.
Lastly, Mr. Game & Watch possesses a fantastic recovery option, as well as large, long-lasting and disjointed aerials. This means that he is a formidable edgeguarder and is extremely hard to gimp himself. His up special, [[Fire]], has frame 3 startup, invincibility in its early frames, and a strong upwards hitbox on its initial hitbox, and decent launch power horizontally, allowing for early off-stage KOs if it hits opposite the blast zone. This makes it deadly, as it can [[stage spike]] unwary opponents while also easily gimping characters with poor recoveries, like {{SSBU|Chrom}}. It is also an extremely useful combo breaker and one of the game's best [[out-of-shield]] options due to its fast startup and invincibility. His [[back aerial]], Turtle Bridge, is a large, long-lasting disjointed multi-hit move that has high knockback at the final hit. Its large disjoint beats out a lot of recoveries that have hitboxes, and the multi-hit nature of the move makes it hard to tech for stage spikes and often drags opponents stuck in the move closer to the blast zone. For many characters, getting hit with Turtle Bridge is often fatal off-stage, as the move lingers long enough to shift the opponent closer to the blast zone before dealing the final knock back on the last hit. On the ledge, Chef punishes ledge hangers and covers getup attack and rolls (hit by the pan), forcing opponents to jump. This can easily allow Mr. Game & Watch to follow up with neutral aerial and force the opponent back offstage. His new forward aerial can be comboed into with Chef and has strong KO potential on its own. Lastly, his up air has the notable quality of having no set limit on its distance, which can lead to interesting interactions when reflected by opponents, and subsequently by Mr. Game & Watch himself. Overall, Mr. Game & Watch is extremely deadly off the stage and at the ledge to all characters, even those with great recoveries like {{SSBU|Pit}}, {{SSBU|Rosalina & Luma}}, and even himself.