Mr game and watch moves




















His throws have also improved, as they are all now performed much faster, with down throw being especially great at starting combos. However, his nerfs are considerably enough to cause a drop in his tier placement, now ranking 39th out of 55 on the Smash 4 tier list , and he has seen lackluster tournament representation and results. Ultimate , alongside the entire playable roster of the series. He now changes appearance depending on the game in which the move he is using comes from.

His moveset has been significantly altered; for instance, he has a new forward aerial in the form of a bomb projectile, and his up air now functions similarly to Mega Man 's. In addition, his Final Smash, Octopus, now carries and drags opponents offscreen. Having been regarded as a lower mid-tier character in SSB4 39th out of 55 , Mr. Game and Watch has been significantly buffed in his transition to Ultimate.

In a similar fashion to Link, Mr. Game and Watch has undergone a massive overhaul in his moveset that goes beyond changes to aesthetic appearances; a majority of his moves have been altered in range, damage, knockback, lag, or have been completely reworked altogether in their purpose and utility. As a result, Mr. Game and Watch has undergone a plethora of buffs and nerfs in his transition to Ultimate , arguably the most out of any other returning veteran.

While these changes have weakened his most powerful tools and set-ups from SSB4 , they have also greatly improved several of his more underwhelming moves in his toolkit from the previous game.

As a result, he is widely agreed to be a high tier or top tier character and his iteration in Ultimate is almost universally agreed to be his best. Main article: Mr. Game and Watch All-Star Mode trophy. To help you ease back into the groove, and for those looking to pick their first Smash character, we've been putting together character guides on every single fighter. There's an ever-growing list of guides on every fighter in the game, so be sure to check back regularly to see if your favorite has been covered.

He's a bizarre little fellow, and notoriously tricky to master. Not only that but there have been several changes since his last appearance, so we'll need to take a look at that as well. Let's see what's what.

Game and Watch is definitely one of the stranger fighters in Super Smash Bros. For defense, always shield and dodge at the right times since you will be upclose. You can always sausage pan and steam pipe for damage buildup. Stuff like that will leave them always thinking while you can just keep them in your combo trap. You can make up your own combos because of how many moves he has. I think GW is a very solid pick this game. He is very straight forward as usual but has good priority on his pokes Ftilt, Fair, Bair , has good air harassment Uair, Nair, Up B , and good damage from his throw.

Dair also takes much longer than before when it lands, but it is still hard to outright beat out. Don't get baited into using it too easily due to the punish, but it can easily beat out anti air attempts. Tournament Results. Street Fighter 5: Champion Edition. Dragon Ball FighterZ. Super Smash Bros. Granblue Fantasy: Versus. Mortal Kombat Tekken 7. Samurai Shodown. News and features. Capcom fighters. Capcom vs. Game and Watch Mr. Game and Watch Super Smash Bros.

All Details. Forward air attack. Down Tilt Attack. Running attack. Up Tilt Attack. Neutral air attack. Up air attack. Similar to Mega Man 's up aerial, it acts as a projectile , hitting up to five times, and pushes opponents upward as it rises. It lost its windbox effect from SSB4. It has much more damage-racking and juggling capabilities than his up air in SSB4 , at the expense of losing all of its KO power.

Despite its complete lack of KO potential, it is notorious for being an incredible juggling tool due to its very long range, decent damage, low knockback, and low commitment, making it a core part of Mr. It will also likely KO opponents if used off-stage or at the highest portion of the stage, granting him back his "Toot-Toot" KO confirm. The move now has Mr. Donkey Kong Jr.

Takes out a giant key performs a vertical downward-diving thrust while holding it beneath himself. A stall-then-fall , it meteor smashes powerfully on the first frames. It is among the strongest spike in the game, being able to KO opponents relatively early.

It can be moved left or right slightly during descent. While it can potentially cause Mr. While the move has rather high landing lag, the landing hitbox can make it tricky to punish on whiff. While standing grab has small range, both his dash and pivot grabs have massively disjointed range.

The length of his arm increases during his dash and pivot grabs. All of his grabs are also among the fastest in the game. Smashes the opponent with an alarm bell. Juggles the opponent as a ball from back to front, and tosses them forwards. Has little utility beyond throwing the opponent off-stage. Juggles the opponent as a ball from front to back, and tosses them backwards.

This is Mr. Juggles the opponent as a ball from front to back, and tosses them upwards. Although it is not as versatile as down throw in terms of follow-up potential, it is an effective combo starter, and can be followed up with up aerial or neutral aerial at low percents or Fire at high percents.

Juggles the opponent from front to back, and drops them on the ground behind him, and launches them upwards. At low-to-mid percents, it is a reliable combo starter, and can be followed up with neutral air , Judge , Fire , or up air. Slams a hammer in front of himself and then behind himself.

This can hit up to two times and the first hit can knock the opponent to the second hit if used near a wall. One of the fastest floor attacks in the game. If used at the opposite direction, he will slam the hammer behind him and then in front of him. Originates from Vermin. Takes out an alarm bell and thrusts it forwards while climbing up. One of the fastest ledge attacks in the game. Deals high knockback. This generates a shrill alarm noise in the process. Tosses out a various amount of food which work as projectiles out of a frying pan, moving slowly through the air in an arc.

By tapping the button, the food will be flung at a faster frequency. The food can be used defensively to cancel attack animations of opponents as a zoning tool as well as to prevent aerial approaches and can be used for edgeguarding against opponents with linear recoveries.

Hitting with the pan itself deals burning damage, and launches at a semi-spike. Swings a hammer in front of him in an arc, and raises a digital display with a random number from with his other hand. It can have any one of 9 effects, which the vary is based on the number; 1 only damages himself , while 9 is strong enough to be a virtual one-hit KO. Judge 1: An extremely weak swing that does not cause a flinching effect to the opponent.

Judge 2: A weak swing that deals minimal knockback. Judge 3: A decent swing that has a slapping effect. It sends opponents in the opposite direction from where Mr. It deals significant shield damage, which can follow up into a tilt, dash attack, a smash attack or Oil Panic in order to destroy the shield.

Judge 4: A decent swing that causes a slashing effect and launches opponents diagonally forward. Judge 5: A strong swing that has an electric effect and hits multiple times. Judge 6: A powerful swing that has a burning effect and is a strong semi-spike.

Has the second strongest knockback of all Judge attacks. Judge 7: A very strong swing that deals moderate knockback and produces 3 apples if it hits the opponent. Judge 8: A powerful swing that freezes the opponent and deals very low knockback.

Emits the "ping" sound effect that is usually associated with one-hit KOs. Judge 9: An extremely powerful swing that deals very high knockback via electricity. It is the most damaging Judge attack and emits the "ping" sound effect like Judge 8. Similar in nature to a charged swing from the Home-Run Bat , but the hit's base knockback is much lower, which prevents it from being a true OHKO. It will also cause significant shield damage like Judge 3, which can follow up into a tilt , dash attack , a smash attack or Oil Panic in order to destroy the shield.

Two firefighters appear between him, utilizing a trampoline to launch Mr. This move has very little startup lag and a large hitbox as he rises. At the apex of his jump, he deploys a parachute to slow his descent.. Has the second-fastest start-up of all of Mr. Game and Watch's attacks frame 3 , hits behind and in front of him, and launches opponents directly upward, granting the move combo potential, even at high percents.

Capable of canceling into any move when falling. Because Mr. It is Mr. Great finisher of Mr. Originates from Fire. Projectiles reflected will not be amplified, sped up, or have their duration refreshed. Once three units are absorbed, it turns into a powerful attack consisting of Mr.

No matter the strength of the oil, this move will always trigger Special Zoom. Comes out on frame 2, and with these traits Oil Panic is an incredibly dangerous move. Any opponent that are hit by the oil will be covered in oil for a brief moment. Transforms into the large octopus that appears in its eponymous game, Octopus , rears back and charges forward.

The octopus can move up or down, only. Any opponents who touch its tentacles will be grabbed and dragged off-screen by the octopus, taking gradual damage if the opponents are trapped into its tentacles. If the opponents are dragged to the blast zone, they will be instantly KOed.



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