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Military G
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Nov 10, 09 at 10:41pm
The Keymaster - A Mr G&W Guide

Mr Game & Watch


{Official Wiki}



Introduction

Game & Watch was a hand-held device made by Gunpei Yokoi seeing a bored man on a "Bullet Train" playing around with an LCD Calculator pushing the buttons.Then he came up with the idea of a watch that was made with a Minigame that killed those times when your bored.

Click here for a picture of one of the first G&W's made.

Mr Game & Watch was a mascot for the debut of the 2001 Game "Super Smash Bros Melee"



Ground Attacks

Normal

Standard attack - Greenhouse: Mr. Game & Watch presses an insecticide pump rapidly. 3% first hit, 2% for every following. Good spamming move and hard to get out of.
Dash attack - Helmet: Mr. Game & Watch "slides" his head along the ground while wearing a helmet. Can be held down for a strong attack, and can spike characters hanging on a ledge below him. Takes a long time to finish. 11% damage.
Strong Side - Lion: Mr. Game & Watch thrusts a chair in front of him. 10% damage
Strong Down - Manhole: Mr. Game & Watch flips a manhole cover in front of him. A very good move to spam. The manhole lid is actually a 3-D object, unlike any of his other moves, which are all 2D objects. 6% damage
Strong Up - Flagman: Mr. Game & Watch waves a flag above him. 8% damage

Smash

Mr. Game & Watch is the only character who doesn't move when charging his smash attacks.
Side Smash - Fire Attack: Mr. Game & Watch attacks with a lit match. Great knockback and lasts longer than expected, making it hard to punish but has slow start-up. 18% uncharged, 25% fully charged
Up Smash - Octopus: Mr. Game & Watch's head becomes a diving helmet and bashes the enemy with his head, the hitbox extending a short ways above the helmet. Lots of start-up lag, but is a very powerful finisher. 18% uncharged, 25% fully charged
Down Smash - Vermin: Mr. Game & Watch takes out two hammers and slams them down on both sides. Does less damage if it hits the enemy by the handle, although when charged, it can inflict more damage to opponents (if the damage is 50%), causing them to be Star KO'd. The tip is very powerful and not so hard to find due to having a huge invisible hitbox that has the sweetspot power. If sourspotted, this move can be semi-spike. 14%/18% handles (sourspot), 16%/25% tip

Other

Floor attack - Vermin 2: Mr. Game & Watch gets out a hammer and slams it in front of him, then behind him.
Ledge attack - Alarm: Mr. Game & Watch climbs up the ledge, then hits the opponent with his alarm bell.
100% ledge attack - Alarm 2: Mr. Game & Watch climbs up the ledge, charges, then hits the opponent with his alarm bell; it takes a little longer to execute than Alarm.
Trip attack - Vermin 2: Mr. Game & Watch gets out a hammer and slams it in front of him, then behind him; just like his Floor Attack.



Aerial Attacks

Neutral Aerial - Tropical Fish: Two fish will come out of both sides of a bowl, hitting multiple times. The last hit does knockback. 17%
Up Aerial - Spitball Sparky: Mr. Game & Watch raises a pump above him, blowing puffs of air above him twice. It pushes characters above Mr. Game & Watch upwards if they are out of range of being damaged. This can actually push a player out of Ike's Great Aether, and, when high enough, can push players off of the stage for a Star KO. 7% for first hit, 9% for the second hit, 16% total.
Forward Aerial - Mario Bros.: Mr. Game & Watch takes out a box (with a cake inside) and attacks with it. It must be sweetspotted to maximize the damage and knockback. It can do damage regardless of exactly which side of his body the enemy is hit by. 17% damage
Back Aerial - Turtle Bridge: Mr. Game & Watch takes out a turtle and attacks behind him. Hits multiple times. Is said to have the highest priority. 15%
Down Aerial - Donkey Kong Jr.: A Stall-Then-Fall. Mr. Game & Watch takes out a key and slams it downward. This Stall-Then-Fall attack propels Mr. Game & Watch downwards and can be used as a Meteor Smash if it's used close enough. Can be moved left or right a bit. If used while halfway through a thin platform (after hitting down so he falls through it), he will move upwards and land on top of the platform, without the animation changing. 20% damage, 14% for first hit, 6% for the second. Can perform the Stall-Then-Fall Glitch. Can be canceled in the middle with his Fire.



Grabs and Throws

Pummel: Alarm: Mr. Game & Watch hits the enemy with his alarm bell. 3%
Forward Throw - Ball: Mr. Game & Watch juggles the enemy as a ball and then the enemy is launched forward. 8%
Up Throw - Ball: Mr. Game & Watch juggles the enemy as a ball and then the enemy is launched upward. 8%
Back Throw - Ball: Mr. Game & Watch juggles the enemy as a ball and then the enemy is launched backward. 8%
Down Throw - Ball: Mr. Game & Watch juggles the enemy as a ball and then the enemy is thrown onto the ground. It is a good throw to lead into G & W's down-smash or up smash if predicting the opponent's roll. 6%



Special Moves

Mr Game & Watch's Special Moves

Standard Special Move - Chef
Side Special Move - Judge
Up Special Move - Fire
Down Special Move - Oil Panic
Final Smash - Octopus



Taunts

Up: Rings his bell high.
Down: Jumps once, opening his hands.
Side: Rings his bell low.



How you should play G&W

Mr. Game & Watch is, first and foremost, a melee character. He's outranged by a lot of characters, so you need to accurately determine which of your moves work best against your opponent's moves. For instance, Marth's upward smash outranges G&W's downward aerial due to the length of Marth's sword. G&W's backward aerial outranges Marth's forward aerial, though, so you'd want to take advantage of it.

Against projectilists, the bucket is your best friend. Don't hold on to a stored bucket for too long, though, as you won't have a defense for their energy moves, since it can only hold three shots. Anticipate their laggy moves and empty the bucket on them when they miss and can't recover in time, not just randomly.

Against heavyweights, use your fastest moves, play defensively, and take advantage of their easy-to-dodge laggy moves. G&W is a light character, so he can't afford to take much punishment before he flies off the screen. Play smart, and don't leave yourself too open by trying to use lag-causing moves.

Against other melee users, it all comes down to gauging lag and taking the fight to the air. G&W can beat a lot of characters in terms of move priority when he's airborne, and his ground smashes are brutal as edge-guarders due to their ridiculous amounts of knockback.

Experiment with the guy a bit and see which moves work best for you. He's really powerful and hard to anticipate, but tough to completely master. Hope this guide helped, and good luck with your Brawling!



Stage Analysis


Battlefield - It still has a lip under the stage, but it is much improved. I don't think i've been caught under it yet with gw's up b, so that is a definitely a plus. There really isn't anything on this stage that is pro or con for gw.

Final Destination - this stage is the new battlefield for gw as he can be caught under the sides quite easily. Other than that this stage is fine, but i would probably avoid counterpicking it unless your playing against a marth or someone else whom also gets caught under. You would probably want to play this stage against campy opponents like toon link to be able to avoid their projectiles easier.

Lylat - this stage also has a battlefield type lip that is possible to get caught under. Boundaries on this stage are nice, but the platforms don't really seem to offer gw any sorts of advantages. I find that I get caught under this stage more than others, probably because of the tipping. However the platforms are very nice for neutral air pressuring and if you jump under the stage you can neutral air through the bottom.

Yoshi's Story - im leaning towords this stage to be my counterpick. Reason being that the stage slopes downward and it makes it much easier to edgeguard people coming from below on their recoveries with the downtilt. The boundaries aren't really all that ridiculous so i would say this is probably my best gw stage. Against campy opponents it can be very annoying since such a large platform makes it very easy to hide. Also the right ledge you can auto stand by jumping from the ledge.

Smashville - the moving platform is definitely interesting, however gw doesn't have any good throws that can kill at early percents (given that the platform is near the boundary). Other than that, good boundaries and the lip doesn't hurt too much, pretty neutral for gw.

Delphino Plaza - stage is a pretty good choice to counterpick on. You can very easily attack through the underside of the neutral portion of the level with your nair to pressure pretty safely. Also there are numerous parts of the level that have walls/nooks where you can infinite any character with your dtilt against. Only falco can chaingrab you off the stage so i wouldn't play it against him.

Corneria - if this stage is on, then it also would be a decent counterpick. Very low ceiling in most parts will work well with your downsmash to get very early kills. A fin on the right side will allow you to rack up a lot of damage with your downtilt. If your feeling ventrous you can also bucket lasers.

Luigi's Mansion - this stage i hate a lot with gw. The platforms and ceilings here don't play very well into combo's that gw has and it veeery easy for campy players to camp here inside the mansion. I learned first hand that i hate this stage, maybe you'll have better luck with it.



Character Match-ups


Dedede:
A very common character to see in tournaments, and lucky for gw players, this is one of his worst matchups. He can't chaingrab you, which is a large part of how he wins, all the grab does is toss you on the ground which you can roll out of. Make sure you aren't predictable in your rolling and you'll find you won't take too much damage from his grab combos. The range you have in the air vs him can be a lot of trade offs so watch out. When he's recovering you need to decide whether he's looking to grab the edge or land on the stage. If you can hog him in time, do that for a quick kill obviously, but if he's going above the stage do a neutral air under him and it'll pop him out of his up b, which you can follow up into an up b to send him back out. Continue this pattern for a while and it will rack up a lot of damage/anger the dedede. Other than those tips watch out for the range on his smashes and tilts and make sure you bucked the waddle doo's beam attack for free buckets.

Snake:
very tricky to play against. he has a lot of deceptive range and can rack up damage quickly, which is bad for such a light character. Snakes usually make good use of their grenades, c4's, and nikitas for ranged attack and their sliding up smashes to close the gap between you and him. The sliding up smash makes him one of the fastest characters to play against, which is bad if you play a very defensive style. To be good vs a snake player you need to get good at handling his recovery. For starters if you can grab him anywhere out of his up b and let him escape out of it (don't throw him) he won't be able to use his up b again. If you cant grab him, you'll want to interrupt his up b. This can be done by using your forward air (early frames) or by using your judgement hammers (4-9 knock him out consistently). If you can't knock him out, then wait for him to finish and snake players will usually air dodge which you can wait for that to end and up b him back off the stage. He'll have a hard time edge guarding you, other than trying for spikes and hitting you with nikita missiles (your up b will go through these), he doesn't have too much that you should worry about. On the ground vs him you'll want to make sure your spacing is very tight because this is one of your few advantages vs him. Get good at punishing his ftilts with fairs after sheilding them, and learn which moves out prioritize which. Your key will go through his up tilt and his up smash so keep that in mind.

Marth:
Keep your distance when playing against marth. His range is better than yours in almost every case, so you need to be able to move around his attacks with a lot of finesse. Using a turtle dance approach is probably a very good idea mixed in with a lot of dtilts (outranges most of his moves) to keep him away. Edgeguarding against marth is not too bad due to the fact that his recovery is pretty one tracked but don't try to interrupt his up b as the speed and priority is too high. If you space yourself just right you can dtilt his recovery like in melee, but its pretty tight spacing. Other things to keep in mind are that if your spacing isn't spot on, they can up b out of their sheilds against the turtle, so you have to watch out for that.

Pit:
Luckily for you here you have much more range but you still have less speed. Most pit players that i've faced love to spam their arrows, so make sure you use your bucket when you can to keep them coming after you. Use your superior range to keep yourself out of grab/fsmash range that they love to abuse. Spacing fairs and bairs shouldn't be too difficult. When edgeguarding them, make sure you are constantly trying to take their jumps/up b's away by using your sausage or by being in general very agressive off the edge. If you dtilt their double jump attempts to grab the edge you'll sent them back out. Use this a few times to force them into their up b and then use bacon/up b to hit them out of it and to kill them. i've found that this works very well to kill pit off the stage.

Metaknight:
Much faster than pit and a lot harder to edgeguard. Because in general he has a lot more priority than pit its going to make this matchup a lot harder imo. Make sure your using your range to your fullest extent because this is one of your only advantages (other than being able to trade priorities). His lack of projectiles will play well into the hands of more defensive gw players as you can force him to come to you to make spacing mistakes. Capitalize on any grabs you get and follow up for good tech chases to rack up dmg. Make sure your looking for every oppourtinity you can to get a sweetspotted dsmash in or an upsmash. one of mk's weaknesses is that he's very light and you can kill him at like 80 percent or so with a dsmash.

Ike:
He has much more range than you, but also a lot less speed. Because of his poor speed i don't see a lot of people playing him very defensively, it would be too hard to react to mistakes made. Thus, your best bet is to wait for them to try and approach you with fairs and side b's. Learn their range well and step in with bairs to counter. Eating his recovery is pretty easy, if you jump in front of his side b before the ledge, he'll die, and if you can gimp him low enough he can't reach with his up b.

Toon Link:
Pretty much a pain in the ***. His extremely good projectile game forces you to go after him (you can't absorb anything he throws). Thus you have to learn how to dodge boomerangs and the like with air dodges to move in. Turtle dancing works well to cancel most projectiles and to approach the tl themselves. Once in sword range, make sure to keep your spacing well because their moves are very quick and annoying with a ranged grab to boot. Edgeguarding isn't always very easy, all i can say is to follow up your combos off the stage to force them to death.

Olimar:
Another difficult matchup. Because his grab range is so huge, it makes it exremely difficult to space back airs without being punished. If you do it just right i believe you can dodge before he can grab you, but again, not easy to do. Work on forcing him to take hits from your back air to start combos up. This matchup is also hard because he forces you to go to him with him throwing pikmin all the time. Work with what you have and remember in most cases you have more priority and range than him. Watching out for that grab is probably the hardest part. Make sure to abuse his terrible up b and be hogging the ledge often.

Rob:
a tough match, but probably in gaw's favor. most cases you will have more range than the rob player, which is where they place a lot of their game. In the air make sure your spacing is tight and you can beat most of their attacks out. On the ground make sure your bucketing their laser beam attacks and avoiding the d smash the best you can. It will catch you a lot when you think you'll be safe, which is a big adjustment to make. You can di out of it if you can mash up enough times, but its really only worth it if you think you'll die. When he's recovering its hard to gimp him (i think i've only done it a few times) so you'll have to just settle for racking up damage. Do this by hogging the edge when the go by it and try to hit them out again. Rob is probably the best at edgeguarding you of all the characters, so make sure you know how far your recovery can go and where you need to recover from. They like to chase you relentlessly off the stage so it isn't uncommon for you to back off to much and not be able to recover. If you see this about to happen just up b early, its better to get hit than die so just take the hit.




Adding More Match-ups and shit later!.



Sources


Smashboards
Wikipedia
Others



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Boxxy
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Nov 10, 09 at 10:47pm
re: The Keymaster - A Mr G&W Guide

lolwut @ the snake match up

Why would snake go aggro vs gaw >.>

and i thought that one of rob's worst match ups is gaw



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i have dream a that 1 day blk n ppl will whte freedom lol
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ChocoNaner
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Nov 10, 09 at 10:49pm
re: The Keymaster - A Mr G&W Guide

The "How you should play G&W" section phails, rly bad. :I

Edit:
Ok for the projectile user part, include which projectiles can be absorbed and which can't. The heavyweight part is probably the worst part, G&W can combo the fawk out of them but he needs to know when to approach and when not to. The 3rd part is meh, you have the "it all comes down to gauging lag and taking the fight to the air" thing right but then you forget that there are characters of all weight classes that can wreck G&W if he gets closer(like Oli and DK).

Also, Pit gets wrecked by G&W. x3

This message was edited by ChocoNaner on Nov 11 2009.


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Boxxy
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Nov 10, 09 at 10:53pm
re: The Keymaster - A Mr G&W Guide

honestly the only lip that does any effect is on FD oh and i guess LM



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i have dream a that 1 day blk n ppl will whte freedom lol
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InvisibleMuffin
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s-e-e-k-e-r



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since: Sep 2008
Nov 10, 09 at 11:03pm
re: The Keymaster - A Mr G&W Guide

If I remember from Smashboards, snake is G&W's hardest, if the snake goes really gay (loadsa ftilt, utilt and grenade-shielding I guess)
Then it's Marth, because he's Marth.




I take it you know about bucket braking? So long as your bucket isn't full, any attack -> hold out bucket COMPLETELY stops ALL momentum after being hit. Nair is his fastest aerial to finish, so nair-bucket is the ideal combinations for this technique.
When coupled with proper DI it vastly extends his life from what you'd expect from (iirc) the second lightest character



Also needs moar on top tier taunting


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Zumma
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Nov 11, 09 at 7:12pm
re: The Keymaster - A Mr G&W Guide

Remove the aligning to the right on the match-up section.



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quote falcowned992
A wise man once said
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quote Sakuraba Neku
Anyone that say's Zumma's sig is legit can suck a dick and die tbh
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Agua
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Nov 12, 09 at 5:28am
re: The Keymaster - A Mr G&W Guide

downthrow+fullbucket



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xBox 360 Gamertag = xAguax
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DXD
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Nov 14, 09 at 7:49am
re: The Keymaster - A Mr G&W Guide

quote Military G
Game & Watch was a hand-held device made by Gunpei Yokoi seeing a bored man on a "Bullet Train" playing around with an LCD Calculator pushing the buttons.Then he came up with the idea of a watch that was made with a Minigame that killed those times when your bored.
Hmm, you learn something new every day. I wonder if this "bored man" was putting together explicit words as entertainment.




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Zumma
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since: Sep 2007
Nov 14, 09 at 11:49am
re: The Keymaster - A Mr G&W Guide

Dude, the moveset

http://super-smash-bros.wikia.com/wiki/Mr._Game_%26_Watch_(SSBB)

It's word to word from this site =X


-------------------
quote falcowned992
A wise man once said
quote
<BaJa> neku=faggut
quote Sakuraba Neku
Anyone that say's Zumma's sig is legit can suck a dick and die tbh
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Onocron
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Nov 14, 09 at 3:18pm
re: The Keymaster - A Mr G&W Guide

Yeah it's not like Military G was ever known for anything original. :l



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Military G
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Nov 14, 09 at 3:28pm
re: The Keymaster - A Mr G&W Guide

quote Onocron
Yeah it's not like Military G was ever known for anything original. :l
    Is that suppose to be insulting?.


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Agua
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Nov 14, 09 at 7:43pm
re: The Keymaster - A Mr G&W Guide

my post wasn't spam you shit faced *bleep* smackers
g&w's turtle is amazing *bleep* tards




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AlMoStLeGeNdArY
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Nov 14, 09 at 7:48pm
re: The Keymaster - A Mr G&W Guide

quote Zumma
Dude, the moveset

http://super-smash-bros.wikia.com/wiki/Mr._Game_%26_Watch_(SSBB)

It's word to word from this site =X



LoL that's sad.

Fail guide is fail. When you make a guide you shouldn't copy people's man.


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Thanks HuGs4HacKeRs 4 the awesome sig.
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Agua
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Nov 14, 09 at 7:53pm
re: The Keymaster - A Mr G&W Guide

I'm sorry almostlegendary, but your very helpful post is spam and must be deleted.



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Ready Start L_Arc
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Nov 14, 09 at 7:58pm
re: The Keymaster - A Mr G&W Guide

sadface @ the matchups

def not original, MG >=s

still liked Seph's G&W guide more



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