LiteralGrill
Smokin' Hot~
This Is A WIP. If you can contribute, please post what you know below!
Introduction
Introduction
“Mr. Game & Watch's metagame is thus quite undeveloped compared to other Melee characters, and he has one of the worst representations in tournaments of all the characters, including the bottom tiers, as almost no active Smasher plays him consistently; he has made almost no impact in the top 96 placements of major, international tournaments, and seldom even places in regionals. As such, even though he is in the B tier, he has by far one of the smallest notable player bases.”
-SmashWiki
-SmashWiki
Welcome to the new Game and Watch guide! The purpose of this guide is to change that quote.
How will that happen? It's time to properly explore our two dimensional friend to the fullest by providing a brand new guide with everything we know and find about about G&W. Hopefully better accessibility of information can help new and old players alike who choose G&W find everything they need to play this character and be successful. I may not be a famous Game and Watch main, but I hope my efforts for compiling as much data as I could can help anyone who chooses Game and Watch have a chance to reach for the stars!
Table Of Contents
[collapse=Table Of Contents]Introduction
A Glance At Game and Watch
-Pros
-Cons
-In General
-Tier List Overview
Moveset Analysis
-Basic Attacks
-Aerial Attacks
-Special Attacks
-Throws
-Misc
Combos
Basic Edgeguarding
Stages
-Battlefield
-Dreamland 64
-Final Destination
-Fountain of Dreams
-Yoshi's Story
-Pokemon Stadium
Doubles Only
-Donkey Kong 64
Other Stages:
-Brinstar
-Mute City
Matchup Tips
What About Doubles?
Credits[/collapse]
A Glance At Game and Watch
[collapse=A Glance At Game and Watch]Pros:
Powerful killing moves
Moves with long durations
OHKO Moves (Judge and Oil Panic)
Unusual properties in his moveset
Several disjointed attacks
Grab game with chaingrab, combo, and mindgame potential
Good edge-guarding game
Good combo potential
Most people don't who how to play against G&W
So few G&W players (a pro for those who like to be unique)
Cons:
Awful to approach with
Easily combo'd
Bad defensive game (bad sheild, poor OOS options, bad roll and sidestep)
Slow overall movement
Second lightest character in the game makes it hard to live long
Predictable recovery
Only two of his aerial attacks can be L-canceled
In General:
Game and Watch is going to take some work. You'll need to work around his bad defense, so master light shielding and learn how to properly wave dash. Whenever you can, try to avoid attacks instead of shielding. G&W is light, your DI needs to be spot on to keep him in the fight. The bad news: you can only L-cancel 2 attacks. The good news: you only need to learn the L-cancel timing for 2 attacks so LEARN THE TIMING PERFECTLY, you'll need to. Master your combos (see the combo section). Learn how to edge-guard and what works best on who (also comes later). And most importantly, always get a 9 when you need it with Judge (luck is a practicable skill right?)
Tier List Overview:
Game and Watch is currently ranked 22nd on the tier list for a reason, but it's not like he doesn't have potential. He has 5 positive matchups (though are are against low tiers: Mewtwo, Ness, Bowser, Pichu, and Kirby) and a couple even matchups (Roy and Yoshi). He's only a little disadvantaged in more matchups then you'd imagine with 10 matchups as a -1 (Ice Climbers, Dr. Mario, Pikachu, Samus, Luigi, Mario, Young Link, Link, Donkey Kong, and Zelda) and if we properly explore, maybe we can turn those numbers around![/collapse]
Moveset Analysis
[collapse=Moveset Analysis]A few notes on this section. I will rate each move in terms of how useful it is our of five s, and give an explanation on uses for the move as well as its technical data. Even moves with a low ranking however can have their uses, some are just more situational then others so just because I rank a move low doesn't mean you should never use it. The gifs of the moves are also at 1/3 speed.
Basic Attacks:
[collapse=Basic Attacks]
Jab (Greenhouse)
[collapse=Hitboxes]
Frame Data:
Total: 17
Hit: 4-6
IASA: 16
Window for next blast: 3-16
Damage: 1-3% per hit
Rapid Jab
[collapse=Hitboxes]
Total: 13
Hit: 5-7
Rating:
Summary:
Your jab is a rather valuable tool. It's great for getting combos (jab to grab), for helping string combos, and you will find it's a very helpful tool in most match ups. Don't just spam it, but be sure to use it well. Also, watch that .gif of the hitbox carefully. The move actually has hitboxes behind G&W. This can be used in some situational cases, so remember it and learn its uses.
A few notes on the rapid jab.
- Why are you using rapid jab?
- If you are using rapid jab, remember it has a bit of lag before you get out of it
- The rapid jab hits are not synced up properly with its hitboxes. His seventh jab hitbox happens slightly before the animation, so where the 8th hitbox should be there is none. The jab animation happens seven times, then it repeats the cycle. I doubt you'll run into this almost ever, but it's important to know.
Dash Attack (Helmet)
[collapse=Hitboxes]
Total: 37
Hit: 6-29
Damage: 9%
Rating:
Summary: It has the possibility of clanking with lots of things including some stuff from Marth's sword even. It has potential to combo and can manage to rack damage as well. You gotta be careful to use this and try to only do it when you can get away with it. Try to hit with the end of attack to have minimal lag. This attacks has low knockback will send the opponent behind you.
Utilt (Flagman)
[collapse=Hitboxes]
Total: 29
Hit: 9-29
Damage: 9%
Rating:
Summary: This covers a great area above you and is great for juggling and combos. It's got great priority and isn't easy to get through for the opponent coming in from above. Besides, it's nice to show off how you are Number 1 Right?
FTilt (Chair Thrust)
[collapse=Hitboxes]
Total: 44
Hit: 13-30
IASA: 42
Damage: 10%
Rating:
Summary: An Ftilt that's like a sex kick, damage will last as long as it's out. It has long range, but the start up can take quite a while. It's rather situational, it can create space but there are better options. You should mostly use it during edge-guarding.
DTilt (Manhole)
[collapse=Hitboxes]
Total: 29
Hit: 6-13
IASA: 26
Damage: 12%
Rating:
Summary: I really think this could be G&W's best move. A great combo starter, great for edge-guarding, and it can even KILL (above 100%). You will be using this a lot so make friends, have a sleep over at its house, but don't you dare try to take it away from me, its mine. (My wife is jealous, but still.) Don't forget that by mashing A you can keep flipping the manhole.
Fsmash (Fire Attack)
[collapse=Hitboxes]
Total: 44
Charge Frame: 8
Hit: 13-33
IASA: 42
Damage: 17-24% initial hit, 6% second hit
Rating:
Summary: Your best smash, your fastest and strongest smash, and has the third highest knockback of any smash in the game. This move is great for killing, nailing someone to get them offstage, and the hitboxes stay out for a while which can be quite useful. And don't forget how satisfying it is to land.
Dsmash (Vermin)
[collapse=Hitboxes]
Total: 34
Charge Frame: 8
Hit: 15-19
Damage: 8-22% Sweetspot - 5-14% at handles
Rating:
Summary: If you are using this, you probably should be using Dtilt. There are exceptions, as you can wave dash into it to reduce startup and hitting them with the tip which can be used in some matchups. Still, if you can use Dtilt go for it first.
Usmash (Octopus)
[collapse=Hitboxes]
Total: 44
Charge Frame: 18
Hit: 24-28
Head (but not nose) invincible: 24-28
IASA: 40
Damage: 14-24%
Rating:
Summary: It's strong but slow making it hard to use. If you know where your opponent is going give this one a shot. It works best when someone is defenseless over you or someone is using their up special to recover over the ledge. It feels SOOOOOO good to land!
[/collapse]
Aerial Attacks:
[collapse=Aerial Attacks]
Nair (Parachute)
[collapse=Hitboxes]
Total: 44
Hit: 20-29
Auto cancel: <2
Landlag: 15
L canceled: CAN’T
Damage: 16%
Rating:
Summary: The strongest Nair of Melee and competes for the strongest aerial in Melee. Who said G&W had nothing going for him? Seriously, this thing has great knockback, it's good for killing, and dat hitbox! It can't be L-canceled sadly, but 15 frames of landing lag isn't honestly that bad. You'll be using this a lot, just be careful with the start up lag, the parachute must be out completely before it does damage. It will be tempting to use this alone, but try to use it more for for combos or to edge-guard.
Also just in case anyone is coming here from Brawl, the parachute doesn't slow you down or make you float, thought to let you go!
Fair (Mario's Cement Factory)
[collapse=Hitboxes]
Total: 44
Hit: 10-32
Auto cancel: <2
Landlag: 25
L canceled: 12
Damage: 16% at start, 6% near end
Rating:
Summary: This is your primary weapon. You really need to be sure you L-cancel it properly though, so get the timing down!!! You will be using this to combo, approach, even edge-guard at times so know this move like you know Dtilt, maybe even better. But you can have Fair as your own, just remember Dtilt is mine.
Ahem....
Anyways, you can also chain these things together with each other too so don't forget it. You need to know this move to perfection. Hopefully I humorously got it across.
Bair (Turtle Bridge)
[collapse=Hitboxes]
Total: 39
Hit: 10-21
Auto cancel: <9
Landlag: 18
L canceled: CAN’T
Landing hit hits on frame 1
Damage: up to 18%
Rating:
Summary: Multi-hitting, disjointed, but can't be L-canceled... Bummer. This means it's a decent move but you need to be careful and try to use it in the air where you know you can get to safety. The very end of it does have some knockback so use that to your advantage to keep safe. Don't be stupid and use it super close to the ground or unsafely, you're going to end up being shield-grabbed and/or punished hard. It can be good if you BE SMART.
Uair (Spitball Sparky)
[collapse=Hitboxes]
Total: 39
Hit: 7-16, 21-22
Auto cancel: <6
Landlag: 18
L canceled: CAN’T
Damage: 15% total damage
Rating:
Summary: This move isn't that great. It can be used to juggle and start a few combos but since it can't be L-canceled, you probably have better options. You probably want to use full hop then use this into another move you can cancel/combo with. Use with intelligence when you plan to use it.
Dair (Key Strike)
[collapse=Hitboxes]
Total: 49
Hit: 12-38
Auto cancel: <5
Ground hit hits on first 2 frames
Landlag: 20
L canceled: 10
Damage: 14%, another 5-6% on landing, possible 19-20% total
Rating:
Summary: If the move hits right as it come out, enjoy your Meteor Strike! This thing can be worth a SHFFL but don't try to abuse it too much as G&W doesn't have that great of a SHFFL. You gotta L-cancel this or you will get seriously punished. This can work to start combos and as a part of them as well. You'll use this a good bit so learn it well, just be smart with it.
[/collapse]
Specials:
[collapse=Specials]
Neutral Special (Chef)
[collapse=Hitboxes]
1st sausage release: 18
Pan hits: 18-21
Window for next B hit: 20-34
B hit sets to frame 3
Last frame: 49
A Sausage lasts 80 frames or until it
lands.
Damage: 3% sausage 9% pan
Rating:
Summary: I might be rating this move a bit high, but I see it has potential. It can create some good mind games, can set you up for better edge-guards (though it's not easy, just be smart) and don't forget the Pan Spike! You gotta be close, but using it to "send them down in a blaze of greasy fat and humiliation" (couldn't have put it better alphameric) is awesome. This move can cancel jumps as well, use it to your advantage.
Forward Special (Judge)
[collapse=Hitboxes]
1-8 hammer
9 hammer
[/collapse]
9 hammer (hitbox is smaller than 1-8)
Total: 49
Hit: 16-29
Rating:
One of G&W's most famous moves for it's possibility to be a OHKO. For those who don't know what all the numbers do, here's a quick rundown.
[collapse=Hammer Time!]
1- It does 2% damage if it hits, has no knockback, and doesn't even make the opponent flinch, Worse, it does 12% damage to yourself whether it hits or not.
2- A weak attack that only does 4% damage with minimal knockback
3- An attack that does 6% damage that launches the opponent backwards and does significant shield damage.
4- An attack that does 8% damage. This attack launches opponents up diagonally like when you forward tilt with a Beam Sword.
5- This attack hits with four electrical charges each of which does 3% damage for a total of 12%
6- 12% damage with a flaming attack, this has strong horizontal knockback and is a semi-spike (if you're lucky enough to land it on a recovering opponent, it can be deadly)
7- 14% damage. If you are playing with items on, you will also get food as long as you use this attack on the ground.
8- Freeze your opponent knocking them up slightly for 4% damage, get ready to follow up!
9- 32% damage and can kill in the SINGLE DIGITS OF PERCHENTAGES. Seriously. However, the hitbox for it is slightly smaller so be careful.[/collapse]
There are also a few more mechanics you should be made aware of involving what numbers can come up on the hammer. HUGE NOTE: THE NUMBERS ARE NOT JUST RANDOM! This is a rumor I know some people still believe and this needs to be fixed, there are parameters to what number you will get.
- G&W cannot get a number used that was used in either of the two previous uses for the move. (Ex: getting a five means the next two times you use the move you will not get a five.)
- At the start of the match, the two previous uses are set to 1 and 2. (This means the first use cannot be a 1, and the first two uses cannot be a 2.)
- A death (fall or SD) will reset the rules currently applied to #3.
- So long as the forward B animation starts, it will count as the next number. In other words: If you input forward B on frame 1 and are hit on frame 2, it'll still count as the number coming out.
In summary: minus the two unavailable numbers, each other number has a 1/7 chance of landing.
What does all that mean for you? First off, the first hammer you use during the match will not hurt you, as well as the first hammer each time you die. So for those who aren't willing to risk taking 12% at all, you at least have a 1-7 shot of a OHKO at least three times.
For those who like to push their luck, this means every time you hit a 9 you need to use Judge at least 2 more times before you can get a 9 again. So if you were fortunate enough to get the OHKO, a good idea while the enemy is respawning is to hit your hammer once or twice if possible.
If you had the bad luck of getting a 1, at least you know you have two more free shots without one.
AND if you practice being lucky (which is totally possible) you do have a chance of NEVER hitting a 1 the entire match. If you don't practice being lucky hard enough however (shame on you!), you may not get a single 9 the whole match. Sound like the lottery? You might always win, and you might always lose.
Now we need to be realistic. Unless you have a big lead, are very behind, or can combo into it, DO NOT USE THE HAMMER. This isn't a move you should just be throwing out hoping to land. You are going to be tempted by the possible damage and hype this can cause but don't be stupid.
To effectively use this move you also have to be ready for what each hammer can provide to you. Each hammer can have special combos and can set you up to be in different situations. Go to training mode, land hammer and react. You should be able to see a number and instantly know what to do.I can't truly rate this attack. It depends so much on how you want to play, if you want to push your luck, and how it all turns out. This attack might completely win you a match or completely loose it for you. It's rating really depends on your playstyle and luck, choose for yourself.
[collapse=Random Fact]
An incredibly out there but curious note, random number generators have a possibility of being effected by strong emotional responses. Seriously, you can read about here. So in theory with enough hype you will get more 9s. You are welcome for this tip that will obviously take the G&W metagame by storm. [/collapse]
Down Special (Oil Panic)
[collapse=Hitboxes]
Catching:
Dumping:
[/collapse]
Total (minimum): 49
Starts absorbing: 5
If you keep holding, it loops
from frames 5-37. When you release,
it keeps up until the loop runs out.
When it stops "catching", 12 frames
of lag
When a projectile is caught, 25
frames of invincibility, then the
loop starts again
Hit: 2-37
Damage: 2.8 times the combined damage of the absorbed attacks to a Maximum 200%
(An awesome likely damage chart to come!)
[collapse=What You Can And Can't Bucket]
YOU CAN'T BUCKET
Samus' missiles and mines
Anything from Peach
Anything from Link or Y.Link
Sheiks broken needles
Yoshis eggs
Mewtwos forward throw
GAWs oil panic
YOU CAN BUCKET
Doc/Mario/Luigi's pills/fireballs
Bowser's fire
Falco/Foxes lasers
Ness' pk flash/thunder/fire
IC ice blocks
Samus' charge shot
Zelda's fireball
Pichu/Pikachus thunder and thunder jolt
Mewtwos shadowball
Kirbys final cutter shockwave
GAWs bacon[/collapse]
Rating:
Summary: This one does depend on the matchup, but it's still slow and risky. It'll let you stall in the air a bit, but that wont help you outside of mindgames as you try to get back to the ledge. While that is useful on occation, it's just not THAT great.
Catching items just takes too long, and you are likely to get punished each time you do so. Being a light character that is easy to combo, you can see the problem with handing out free punishes. And after you are punished probably 3 times, you have to land a hit to even get them back. It's not worth it.
It MIGHT have its place in teams, but honestly it's not even great in that setting. You still will probably get punished and only get one kill MAYBE.
Also you need to be aware of the Kamikaze Glitch in case you decide to use this anyways. Unless you want to kill yourself in a humiliating but cool looking fashion, but I doubt you want that to happen. Just check that article out. Please.
Up Special (Fireman)
[collapse=Hitboxes]
Total: 39
Hit: 1-37
Landlag: 40
Landfallspeciallag: 6
Damage: 6%
Rating:
Summary: Obviously made for recovery, it still has other uses. You can try to get someone on the very top of the screen or use it as a desperate or clever escape for examples. It can actually be managed in combos if you're crazy/awesome enough.
LEARN HOW TO SWEET SPOT THE LEDGE! It's not going to be easy, but it's so worth it if you do. Check out the stages section for more info.
[/collapse]
Throws:
[collapse=throws]
Grab
[collapse=Hitboxes]
Total: 30
Grab: 7-8
Dash Grab
[collapse=Hitboxes]
Total: 40
Grab: 11-12
This section could use some data and pictures, anyone who could help with that would be great!
Pummel
Damage: 2-3% per pummel
Mr. Game & Watch pulls out a bell and hits the opponent with it. Somewhat slow for a pummel. 2-3% per pummel.
Fthrow
Damage: 4-8%
Ball - Mr. Game & Watch juggles the enemy as a ball, then launches the opponent forwards. 4-8% damage.
Bthrow
Damage: 4-8%
Ball - Mr. Game & Watch juggles the enemy as a ball, then launches the opponent backwards. 4-8%.
Uthrow
Damage: 4-8%
Ball - Mr. Game & Watch juggles the enemy as a ball, then launches the opponent upwards. Only up throw in the game to release opponent at an angle. Can chaingrab fastfallers. 4-8% damage.
Dthrow
Damage: 4-8%
Ball - Mr. Game & Watch juggles the enemy as a ball, then launches the opponent downwards. Above 100%, it can chaingrab fastfallers. 4-8% damage inflicted.
Hey, see that repetition? IT's all so similar! SO USE IT FOR MINDGAMES!!! Where is the opponent going? Only you know. So use that to your advantage. This can lead to some awesome chaingrabs at mid % against fastfallers. Another cool thing, if you grab your opponent near the edge they might be expecting an up throw. It's a good thing they can't tell which way you're throwing them, so toss them off the stage. If they DI for the up throw they will be flung pretty far making edge-guarding that much easier. This is especially great against characters with bad recoveries.
Don't forget you have some crazy combo potential out of throws. It just getting the throws that's the hard part. Make sure after you put that work in and get the grab use it to the fullest!
[/collapse]
Misc:
[collapse=Miscellaneous]
Ledge stand <100%
Total: 34
Invincible: 1-30
Ledge stand 100%>
Total: 59
Invincible: 1-55
Ledge roll <100%
Total: 49
Invincible: 1-27
Ledge roll 100%>
Total: 79
Invincible: 1-56
Ledge attack <100%
Total: 55
Invulnerable: 1-39
Hit: 42-47
Ledge attack 100%>
Total: 69
Invulnerable: 1-53
Hit: 55-59
Ledge jump <100%
Total: 37
Invulnerable: 1-12
Soonest FF: 44
Ledge jump 100%>
Total: 47
Invincible: 1-17
Soonest FF: 49
Air Dodge
Total: 49
Invulnerable: 4-29
Spot Dodge
Total: 32
Invulnerable: 2-12
Roll Dodge
Total: 35
Invulnerable: 4-19
Landing lag: 4
Dash becomes run at frame 9
Turn-jump Threshold: 20
Run turnaround: 29
[/collapse]
[/collapse]
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