Mr. Game & Watch (SSB4): Difference between revisions

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'''Mr. Game & Watch''' ({{ja|Mr.ゲーム&ウォッチ|Misutā Gēmu ando Wotchi}}, ''Mr. Game & Watch'') is a playable character in ''[[Super Smash Bros. 4]]''. After making a cameo in {{SSB4|Pac-Man}}'s trailer, Mr. Game & Watch was announced during the [[Nintendo Direct#Super Smash Bros. for Wii U: 50-Fact Extravaganza|''Super Smash Bros. for Wii U'' 50-Fact Extravaganza]] on October 23rd, 2014.<ref>[https://www.youtube.com/watch?v=j0BBGzfw0pQ Wii U - Super Smash Bros. for Wii U 50-Fact Extravaganza]</ref> Like in ''Melee'' and ''Brawl'', he uses ''Game & Watch''-esque sound effects to represent his "voice".
'''Mr. Game & Watch''' ({{ja|Mr.ゲーム&ウォッチ|Misutā Gēmu ando Wotchi}}, ''Mr. Game & Watch'') is a playable character in ''[[Super Smash Bros. 4]]''. After making a cameo in {{SSB4|Pac-Man}}'s trailer, Mr. Game & Watch was announced during the [[Nintendo Direct#Super Smash Bros. for Wii U: 50-Fact Extravaganza|''Super Smash Bros. for Wii U'' 50-Fact Extravaganza]] on October 23rd, 2014.<ref>[https://www.youtube.com/watch?v=j0BBGzfw0pQ Wii U - Super Smash Bros. for Wii U 50-Fact Extravaganza]</ref> Like in ''Melee'' and ''Brawl'', he uses ''Game & Watch''-esque sound effects to represent his "voice".


Mr. Game & Watch is currently ranked 39th out of 55 on the tier list, placing him at the top of the E tier. This is a significant drop from his ranking in ''Brawl'', where he was ranked 16th out of 38. Mr. Game & Watch's strengths include great combo and air games, as well as a high overall damage output in spite of his size and weight. His overall mobility is also decent, with his recovery in particular being impressive due to [[Fire]]'s long-ranged distance, large [[Edge sweet spot|edge sweetspot]], and general safety. He is also good at [[edgeguard]]ing, due to his recovery and moderately fast aerials. His landing lag, while not supplemented by autocancels, is actually quite low and is among the best in the game in terms of the total amount of frames in aerial move lag upon landing.
Mr. Game & Watch is currently ranked 39th out of 55 on the tier list, placing him at the top of the E tier. This is a significant drop from his ranking in ''Brawl'', where he was ranked 16th out of 38. Mr. Game & Watch's strengths include great combo and air games, as well as a high overall damage output in spite of his size and weight. His overall mobility is also decent, with his recovery in particular being impressive due to [[Fire]]'s long-ranged distance, large [[Edge sweet spot|edge sweetspot]], and general safety.


However, Mr. Game & Watch possesses notable weaknesses as well. A big flaw is his surprising inability to KO at higher percentages despite dealing a lot of damage quickly. This is due to his finishers being plagued in one way or another, including inconsistent KO set-ups (such as down throw into up aerial) and KOing options that are too sluggish or have large sourspots (such as forward and down smashes, respectively). Additionally, while he has surprisingly good range for his size due to his disjointed hitboxes, he still has shorter range than a handful of the cast, such as {{SSB4|Shulk}}, {{SSB4|Ike}}, {{SSB4|Marth}}, and {{SSB4|Cloud}}. He is also the third lightest character in the game, making him prone to getting KO'd quite easily, which is further exacerbated by the loss of [[Bucket Braking]] and the introduction of [[rage]].
Mr Game & Watch is also good at [[edgeguard]]ing, due to his recovery and moderately fast aerials. His landing lag, while not supplemented by autocancels, is actually quite low and is among the best in the game in terms of the total amount of frames in aerial move lag upon landing.


His grab game is also lackluster outside of down throw, as his pummel is one of the slowest in the game, and none of his other throws possess the same utility that his down throw does, nor are they strong enough to KO at realistic percentages. His neutral game is also lacking, due to having no aerials that autocancel from a short hop and his limited amount of safe options on shield. Lastly, some of his moves are considered to be situational, due to either needing luck ([[Judge]]) or needing the opponent to have an energy-based projectile ([[Oil Panic]]).
However, Mr. Game & Watch possesses notable weaknesses as well. A big flaw is his surprising inability to KO at higher percentages despite dealing a lot of damage quickly. This is due to his finishers being plagued in one way or another, including inconsistent KO set-ups (such as down throw into up aerial) and KOing options that are too sluggish or have large sourspots (such as forward and down smashes, respectively).
 
Additionally, while he has surprisingly good range for his size due to his disjointed hitboxes, he still has shorter range than a handful of the cast, such as {{SSB4|Shulk}}, {{SSB4|Ike}}, {{SSB4|Marth}}, and {{SSB4|Cloud}}. He is also the third lightest character in the game, making him prone to getting KO'd quite easily, which is further exacerbated by the loss of [[Bucket Braking]] and the introduction of [[rage]].
 
Mr. Gam & Watch's grab game is also lackluster outside of down throw, as his pummel is one of the slowest in the game, and none of his other throws possess the same utility that his down throw does, nor are they strong enough to KO at realistic percentages. His neutral game is also lacking, due to having no aerials that autocancel from a short hop and his limited amount of safe options on shield. Lastly, some of his moves are considered to be situational, due to either needing luck ([[Judge]]) or needing the opponent to have an energy-based projectile ([[Oil Panic]]).


Overall, Mr. Game & Watch's strengths are generally on par with his weaknesses. While his tournament representation is poor overall due to his noticeable character flaws and unpopularity in competitive play, he has still achieved above average tournament results, such as {{sm|Regi}} placing 17th at [[EVO 2016]].
Overall, Mr. Game & Watch's strengths are generally on par with his weaknesses. While his tournament representation is poor overall due to his noticeable character flaws and unpopularity in competitive play, he has still achieved above average tournament results, such as {{sm|Regi}} placing 17th at [[EVO 2016]].
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Unlike most lightweights, Mr. Game & Watch has moves with disjointed hitboxes, with some of them reaching relatively far from him. His damage output is above average, and he has a good combo game, allowing him to easily rack up a decent amount of damage with few moves. His down throw is a reliable combo starter, being able to be followed by his up tilt (on floaty characters) or neutral attack (on fast-fallers) at low percents, Judge, up smash or Oil Panic from low to high percents, all aerials except down aerial from mid to high percents, and Fire at high percents. His combo game is further compounded by his great air game, with his neutral, forward, back and up aerials having good combo utility and being fairly damaging.
Unlike most lightweights, Mr. Game & Watch has moves with disjointed hitboxes, with some of them reaching relatively far from him. His damage output is above average, and he has a good combo game, allowing him to easily rack up a decent amount of damage with few moves. His down throw is a reliable combo starter, being able to be followed by his up tilt (on floaty characters) or neutral attack (on fast-fallers) at low percents, Judge, up smash or Oil Panic from low to high percents, all aerials except down aerial from mid to high percents, and Fire at high percents. His combo game is further compounded by his great air game, with his neutral, forward, back and up aerials having good combo utility and being fairly damaging.


His neutral aerial has pretty high range above him and does very high damage if all hits connect and the last hit has moderate knockback, making it difficult to punish, as well as being rarely escaped by SDI and able to be followed up by other moves. His forward aerial has decent range and knockback (when clean), making it useful for edgeguarding, and the late hit can be followed up by another attack when late despite the moves' ending lag. His back aerial, while less damaging than in ''Brawl'', is still pretty useful due to its disjointed range and low knockback that allows it to be followed by another one, giving it effective [[wall of pain]] ability. His up and down aerials are mainly used for KOing. His up aerial is his strongest one, but its windbox can make it difficult to connect into the second hit, which carries all the knockback. Nevertheless, its windbox can also safely space the move and juggle opponents. Meanwhile, his down aerial is an effective meteor smash as well as being a [[stall-then-fall]], giving Mr. Game & Watch an effective move for edgeguarding, ending a stock early, and getting out of juggles.
His neutral aerial has pretty high range above him and does very high damage if all hits connect and the last hit has moderate knockback, making it difficult to punish, as well as being rarely escaped by SDI and able to be followed up by other moves. His forward aerial has decent range and knockback (when clean), making it useful for edgeguarding, and the late hit can be followed up by another attack when late despite the moves' ending lag. His back aerial, while less damaging than in ''Brawl'', is still pretty useful due to its disjointed range and low knockback that allows it to be followed by another one, giving it effective [[wall of pain]] ability.
 
Mr. Game & Watch's up and down aerials are mainly used for KOing. His up aerial is his strongest one, but its windbox can make it difficult to connect into the second hit, which carries all the knockback. Nevertheless, its windbox can also safely space the move and juggle opponents. Meanwhile, his down aerial is an effective meteor smash as well as being a [[stall-then-fall]], giving Mr. Game & Watch an effective move for edgeguarding, ending a stock early, and getting out of juggles.
 
While he has fairly damaging moves, Mr. Game & Watch also has plenty of reliable and powerful finishers for his weight class, which can put him on par with some heavyweights. The most notable examples include his forward and down tilts at high percents, all of his smash attacks, his aerials, Judge 9 and Oil Panic. Finally, his special moveset is pretty decent, albeit polarized. His neutral special, Chef, is weak but can effectively stun players, as well as work as an efficient anti-pressure option from afar. His up special, [[Fire]], grants exceptional vertical distance and deals average knockback, as well as slows his descent down after usage, giving Mr. Game & Watch an amazing recovery that is also difficult to edgeguard.
 
Mr. Game & Watch's side special, [[Judge]], is infamously polarized due to being luck-based; its effects range from causing no knockback while damaging Mr. Game & Watch himself (1) to inflicting extremely high knockback that can KO even at very low percents (9). Finally, Oil Panic can absorb three energy-based projectiles (or one extremely powerful energy-based projectile) before unleashing a powerful attack that can score a [[one-hit KO]] depending on how much damage it has absorbed. However, it only works on characters with absorbable projectiles such as {{SSB4|Zelda}} and {{SSB4|Samus}}, making it very situational and generally not that useful.


While he has fairly damaging moves, Mr. Game & Watch also has plenty of reliable and powerful finishers for his weight class, which can put him on par with some heavyweights. The most notable examples include his forward and down tilts at high percents, all of his smash attacks, his aerials, Judge 9 and Oil Panic. Finally, his special moveset is pretty decent, albeit polarized. His neutral special, Chef, is weak but can effectively stun players, as well as work as an efficient anti-pressure option from afar. His up special, [[Fire]], grants exceptional vertical distance and deals average knockback, as well as slows his descent down after usage, giving Mr. Game & Watch an amazing recovery that is also difficult to edgeguard. His side special, [[Judge]], is infamously polarized due to being luck-based; its effects range from causing no knockback while damaging Mr. Game & Watch himself (1) to inflicting extremely high knockback that can KO even at very low percents (9). Finally, Oil Panic can absorb three energy-based projectiles (or one extremely powerful energy-based projectile) before unleashing a powerful attack that can score a [[one-hit KO]] depending on how much damage it has absorbed. However, it only works on characters with absorbable projectiles such as {{SSB4|Zelda}} and {{SSB4|Samus}}, making it very situational and generally not that useful.
While Mr. Game & Watch does have many positive traits, he also possesses many notable weaknesses. Due to his two-dimensional nature, he is one of the lightest characters in the game, which makes him susceptible to early KOs, especially vertically. He has a very short roll that is quite slow, often punishable even when used sparingly. His grab game is also very poor outside of grab combos: his grab still has very short reach, his pummel is slow and he has no useful throws other than his down throw.


While Mr. Game & Watch does have many positive traits, he also possesses many notable weaknesses. Due to his two-dimensional nature, he is one of the lightest characters in the game, which makes him susceptible to early KOs, especially vertically. He has a very short roll that is quite slow, often punishable even when used sparingly. His grab game is also very poor outside of grab combos: his grab still has very short reach, his pummel is slow and he has no useful throws other than his down throw. His attacks, despite possessing large, disjointed hitboxes that are far reaching from him, mostly have poor to mediocre reach, making spacing less effective when against long-reaching sword users (such as {{SSB4|Cloud}} and {{SSB4|Shulk}}). Their range was also nerfed from ''Brawl'', with his attacks being much less wide and far. While the majority of his moveset has quick startup, it suffers from particularly high ending and landing lag in most of his attacks, allowing him to be easily punished when his moves are whiffed. Finally, some of his special moves are considered to be situational depending on the matchup, with Judge being an unsafe move in general due to its randomness, and Oil Panic being only useful when facing a character with an absorbable projectile.
Despite possessing large, disjointed hitboxes, Mr. Game & Watch's overall range is mostly mediocre. Their range was also nerfed from ''Brawl'', with his attacks being much less wide and far. While the majority of his moveset has quick startup, it suffers from particularly high ending and landing lag in most of his attacks, allowing him to be easily punished when his moves are whiffed. Finally, some of his special moves are considered to be situational depending on the matchup, with Judge being an unsafe move in general due to its randomness, and Oil Panic being only useful when facing a character with an absorbable projectile.


Mr. Game & Watch has a few noteworthy [[Character customization|custom moves]]. Short-Order Chef is weaker, but much faster, allowing him to space more easily. Chain Judge has no special effects but deals more damage the higher the number is, significantly improving the move's consistency and damage racking capabilities. Heavy Trampoline grants less distance at the cost of being stronger, while Trampoline Launch has no parachute at the cost of granting more distance and being stronger as well.
Mr. Game & Watch has a few noteworthy [[Character customization|custom moves]]. Short-Order Chef is weaker, but much faster, allowing him to space more easily. Chain Judge has no special effects but deals more damage the higher the number is, significantly improving the move's consistency and damage racking capabilities. Heavy Trampoline grants less distance at the cost of being stronger, while Trampoline Launch has no parachute at the cost of granting more distance and being stronger as well.
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===Aesthetics===
===Aesthetics===
*{{change|Mr. Game & Watch's design has changed. He now has a rounder head, a slightly smaller and rounder nose, a slightly wider torso, circular hands, shorter arms, slightly smaller feet, and a thinner outline that is layered gray and white. Altogether, these changes make Mr. Game & Watch appear much more in line with his appearance in ''{{s|mariowiki|Game & Watch Gallery 4}}''. His animations are also choppier, which better simulate the frame-by-frame movement within the ''Game & Watch'' series.}}
*{{change|Mr. Game & Watch's design has changed. He now has a rounder head; a slightly smaller and rounder nose; a slightly wider torso; circular hands, shorter arms, and slightly smaller feet; and a thinner outline that is layered gray and white. Altogether, these changes make Mr. Game & Watch appear much more in line with his appearance in ''{{s|mariowiki|Game & Watch Gallery 4}}''. His animations are also choppier, which better simulate the frame-by-frame movement within the ''Game & Watch'' series.}}
*{{change|Mr. Game & Watch has a new down [[taunt]]. He now sits down and sighs, instead of jumping once with his hands open. This originates from the [[mariowiki:Mario Bros. (Game & Watch)|''Game & Watch'' version of ''Mario Bros.'']]}}
*{{change|Mr. Game & Watch has a new down [[taunt]]. He now sits down and sighs, instead of jumping once with his hands open. This originates from the [[mariowiki:Mario Bros. (Game & Watch)|''Game & Watch'' version of ''Mario Bros.'']]}}


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*{{buff|The weakening of [[Smash directional influence|SDI]] makes neutral infinite significantly more difficult to escape from.}}
*{{buff|The weakening of [[Smash directional influence|SDI]] makes neutral infinite significantly more difficult to escape from.}}
*{{nerf|Clean forward tilt no longer deals consistent damage (10% → 10% (chair)/9% (body)). Due to its angle being altered, forward tilt is also no longer a semi-spike.}}
*{{nerf|Clean forward tilt no longer deals consistent damage (10% → 10% (chair)/9% (body)). Due to its angle being altered, forward tilt is also no longer a semi-spike.}}
*{{change|Forward tilt has received a late hitbox that deals 4%. This lengthens its duration (6 frames → 8), but makes it more susceptible to punishment at low to medium percentages.}}
*{{change|Forward tilt has received a late hitbox that deals 4%. This lengthens its duration (frames 10-15 10-17), but makes it more susceptible to punishment at low to medium percentages.}}
*{{nerf|Forward tilt has increased ending lag (20 frames 21).}}
*{{nerf|Forward tilt has increased ending lag (frame 36 38).}}
*{{buff|Forward and down tilts are stronger.}}
*{{buff|Forward and down tilts are stronger.}}
*{{change|Due to consisting of two hitboxes instead of one, up tilt no longer deals consistent damage (8% → 7% (both)). This enables it to hit twice at low percentages, but makes it unable to effectively hit opponents in front of or above Mr. Game & Watch because of its hitboxes being smaller than the previous one.}}
*{{buff|Due to consisting of two hitboxes instead of one, up tilt no longer deals consistent damage (8% → 7% (both)). This enables it to hit twice at low percentages.}}
*{{nerf|Up tilt's hitboxes are smaller compared to the previous hitbox, removing its ability to hit opponents in front of or above Mr. Game & Watch.}}
*{{buff|Up tilt has decreased start-up lag (frame 13 → 10).}}
*{{buff|Up tilt has decreased start-up lag (frame 13 → 10).}}
*{{nerf|Up tilt has increased ending lag (8 frames → 14).}}
*{{nerf|Up tilt has increased ending lag (frames 30 36).}}
*{{change|Down tilt has received a [[wind]]box above its hitbox. This improves its safety, but results in it dealing 8% less damage (9% → 1%) against aerial opponents.}}
*{{change|Down tilt has received a [[wind]]box above its hitbox. This improves its safety, but results in it dealing 8% less damage (9% → 1%) against aerial opponents.}}
*{{nerf|Down tilt has increased ending lag (10 frames 29).}}
*{{nerf|Down tilt has increased ending lag (frame 26 40).}}
*{{nerf|Dash attack deals 1% less damage (11% → 10%), although its knockback was compensated. It also has increased ending lag (8 frames → 19).}}
*{{nerf|Dash attack deal less damage (11% → 10% (clean)/6.5% (late)), although its knockback was compensated.}}
*{{change|Dash attack has received a late hitbox that deals 6.5%. This lengthens its duration, but makes it more susceptible to punishment at low to medium percentages.}}
*{{nerf|Clean dash attack has a shorter duration compared to the previous hitbox (frames 6-29 → 6-9).}}
*{{nerf|Forward smash has decreased knockback growth, hindering its KO potential (98 → 91). Additionally, its sourspot now takes priority over its sweetspot. Lastly, due to its late hitbox being removed, forward smash has a shorter duration (17 frames 2).}}
*{{nerf|Forward smash has decreased knockback growth (98 → 91), hindering its KO potential. Additionally, its sourspot now takes priority over its sweetspot. Lastly, due to its late hitbox being removed, forward smash has a shorter duration (frames 17-34 17-18).}}
*{{change|Forward smash's animation has slightly changed. Mr. Game & Watch now swings the torch with both hands, instead of just one.}}
*{{change|Forward smash's animation has slightly changed. Mr. Game & Watch now swings the torch with both hands, instead of just one.}}
*{{nerf|Up smash deals 2% less damage (18% → 16%) and has decreased knockback, hindering its KO potential. It also has increased ending lag (10 frames → 14) and a shorter duration (4 frames → 2).}}
*{{nerf|Up smash deals 2% less damage (18% → 16%) and has decreased knockback, hindering its KO potential. It also has a shorter duration (frames 24-28 24-25).}}
*{{buff|Up smash now grants partial [[invincibility]] on frames 4-25.}}
*{{buff|Up smash now grants partial [[invincibility]] on frames 4-25.}}
*{{nerf|Sweetspotted down smash has decreased knockback growth (98 → 85), hindering its KO potential. Additionally, down smash's sourspot is larger and weaker. Lastly, down smash has increased ending lag (33 frames → 42).}}
*{{nerf|Sweetspotted down smash has decreased knockback growth (98 → 85), hindering its KO potential. Additionally, down smash's sourspot is larger and weaker. Lastly, down smash has increased ending lag (frame 33 → 42).}}
*{{buff|Down smash has increased range.}}
*{{buff|Down smash has increased range.}}
*{{buff|The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] significantly improve sweetspotted forward, up, and sweetspotted down smash's shield pressuring potentials.}}
*{{buff|The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] significantly improve sweetspotted forward, up, and sweetspotted down smash's shield pressuring potentials.}}
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===Aerial attacks===
===Aerial attacks===
*{{buff|Neutral aerial's hits connect together better and its last hit has increased knockback, improving its reliability.}}
*{{buff|Neutral aerial's hits connect together better and its last hit has increased knockback, improving its reliability.}}
*{{nerf|Neutral aerial has increased ending lag (35 frames → 43) and each hit has a shorter duration (4 frames → 1).}}
*{{nerf|Neutral aerial has increased ending lag (frame 35 → 43) and a shorter duration (frames 7-25 7-22).}}
*{{nerf|Neutral and up aerials have increased landing lag (9 frames → 12).}}
*{{nerf|Neutral and up aerials have increased landing lag (9 frames → 12).}}
*{{buff|The weakening of SDI makes neutral and back aerials significantly more difficult to escape from.}}
*{{buff|The weakening of SDI makes neutral and back aerials significantly more difficult to escape from.}}
*{{nerf|Forward aerial deals 4.5% less damage (16% → 11.5%), significantly hindering its KO potential. It also has a shorter duration (3 frames → 2 (clean, 19 frames → 14).}}
*{{nerf|Forward aerial deals 4.5% less damage (16% → 11.5%), significantly hindering its KO potential. It also has a shorter duration (frames 10-32 10-25).}}
*{{buff|Forward aerial has decreased landing lag (22 frames → 15).}}
*{{buff|Forward aerial has decreased landing lag (22 frames → 15).}}
*{{nerf|Due to consisting of four hits instead of five, back aerial deals 6% less damage (15% → 9%). It also has increased landing lag (12 frames → 19).}}  
*{{nerf|Due to consisting of four hits instead of five, back aerial deals 6% less damage (15% → 9%). It also has increased landing lag (12 frames → 19).}}  
*{{buff|Back aerial's hits connect together better, improving its reliability.}}
*{{buff|Back aerial's hits connect together better.}}
*{{nerf|Up aerial has smaller hitboxes.}}
*{{nerf|Up aerial has smaller hitboxes.}}
*{{buff|Up aerial's second hit has increased knockback, granting it KO potential at high percentages.}}
*{{buff|Up aerial's second hit has increased knockback, granting it KO potential at high percentages.}}
*{{buff|Clean down aerial's hitbox duration is a frame longer.}}
*{{buff|Clean down aerial has a longer duration (frame 12 → 12-13).}}
*{{nerf|Down aerial deals less damage (14% (sweetspot)/13% (sourspot)/6% (landing) → 11% (attack)/3.5% (landing)) and has increased landing lag (15 frames → 28).}}
*{{nerf|Down aerial deals less damage (14% (sweetspot)/13% (sourspot)/6% (landing) → 11% (attack)/3.5% (landing)) and has increased landing lag (15 frames → 28).}}


===Throws/other attacks===
===Throws/other attacks===
*{{buff|All grabs have increased ranges.}}
*{{buff|All grabs have increased ranges.}}
*{{buff|Dash grab has decreased start-up lag (frame 10 → 8) and ending lag (frame 40 → 37). Pivot grab also has decreased start-up lag (frame 10 → 9).}}
*{{buff|Pummel deals 0.2% more damage (3% → 3.2%).}}
*{{buff|Pummel deals 0.2% more damage (3% → 3.2%).}}
*{{buff|All throws transition faster, allowing less time for the opponent to [[Directional influence|DI]] effectively.}}
*{{buff|All throws transition faster, allowing less time for the opponent to [[Directional influence|DI]] effectively.}}
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===Special moves===
===Special moves===
*{{change|[[Judge]] can now have the same number appear consecutively, instead of having to cycle through three subsequent swings. This removes the need to pull "dummy" hammers, but also makes it overall more random.}}
*{{change|[[Judge]] can now have the same number appear consecutively, instead of having to cycle through three subsequent swings.}}
*{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Judge 3 and Judge 9's shield pressuring potentials.}}
*{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Judge 3 and Judge 9's shield pressuring potentials.}}
*{{buff|The weakening of SDI makes Judge 5 significantly more difficult to escape from.}}
*{{buff|The weakening of SDI makes Judge 5 significantly more difficult to escape from.}}
*{{buff|[[Fire]] has decreased start-up lag and covers more vertical distance, improving its recovery potential.}}
*{{buff|[[Fire]] covers more vertical distance, improving its recovery potential.}}
*{{change|Fire's animation changed. Mr. Game & Watch now descends in a choppy, frame-by-frame motion instead of a smooth, swaying motion.}}
*{{change|Fire's animation changed. Mr. Game & Watch now descends in a choppy, frame-by-frame motion instead of a smooth, swaying motion.}}
*{{buff|The removal of the [[grab release glitch]] allows Mr. Game & Watch to re-use Fire if he has been grabbed in midair.}}
*{{buff|The removal of the [[grab release glitch]] allows Mr. Game & Watch to re-use Fire if he has been grabbed in midair.}}
*{{buff|[[Oil Panic]] can now fill up multiple units at once if a projectile is strong enough, significantly improving its reliability.}}
*{{buff|[[Oil Panic]] can now fill up multiple units at once upon absorbing a sufficiently strong projectile, significantly improving its reliability.}}
*{{change|Aerial Oil Panic increases a jump's height and [[Falling speed#Floaty|floatiness]] when used immediately after a jump. However, it also no longer stalls Mr. Game & Watch.}}
*{{change|Aerial Oil Panic increases [[jump]]'s height and [[Falling speed#Floaty|floatiness]] when used immediately after a jump. However, it also no longer stalls Mr. Game & Watch.}}
*{{nerf|Oil Panic has increased ending lag.}}
*{{nerf|The removal of [[momentum canceling]] removes [[Bucket Braking]], significantly hindering Mr. Game & Watch's endurance.}}
*{{nerf|The removal of [[momentum canceling]] removes [[Bucket Braking]], significantly hindering Mr. Game & Watch's endurance.}}
*{{nerf|[[Octopus]] deals 1% less damage (16% → 15%) and has a shorter duration (17 seconds → 15).}}
*{{nerf|[[Octopus]] deals 1% less damage (16% → 15%) and has a shorter duration (17 seconds → 15).}}
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==Update history==
==Update history==
Mr. Game & Watch has received a small mix of buffs and nerfs via game updates. His tilts have had minor tweaks, which includes down tilt becoming more potent and up tilt less reliable. Chef's pan became one unit larger. Back air had a decent buff: its landing lag was reduced by 5 frames, which is a common aerial to land with. The changes to shield mechanics in update [[1.1.1]] notably benefit him indirectly; especially his moves that hit multiple times or have high damage outputs. This includes his dash attack, smash attacks, safer landings with back and forward aerial, as well as Judge 3/9 for slightly easier shield breaks in rare circumstances. However, his potential in doubles play has been significantly weakened due to Oil Panic now dealing halved damage should he absorb a teammate's projectile.
Mr. Game & Watch has received a mix of buffs and nerfs via game updates. Update [[1.0.6]] hindered his up tilt's combo potential, but increased the frying pan hitbox for all variations of [[Chef]]. Update [[1.0.8]] noticeably improved down tilt by increasing its knockback to the point of granting it KO potential, and improved back aerial's spacing potential by decreasing its landing lag. The changes to shield mechanics brought about by updates [[1.1.0]] and [[1.1.1]] also indirectly buffed Mr. Game & Watch, as they make his moves that hit multiple times or have high damage outputs much more reliable at pressuring shields. Lastly, update [[1.1.3]] noticeably worsened Mr. Game & Watch's potential in doubles play by halving [[Oil Panic]]'s damage output when it has absorbed a teammate's projectiles.


'''{{GameIcon|ssb4}} [[1.0.6]]'''
'''{{GameIcon|ssb4}} [[1.0.6]]'''
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