User blog:Plasmaster/Smash Study Hall: Mr. Game and Watch

Hey there Smashrs! Welcome back to the next entry of the Super Smash Bros. strategy guide blog series, Smash Study Hall! Plasmaster here.

After a short break I am finally getting around to this Game and Watch guide. I hope it will be worth the wait.

Game and Watch has a lot of great tools at his disposal, from Jab to Down Special. Let's start out with the jab.

Game and Watch's jab, as unsightly as it is, is great for racking up damage because it can trap opponents in its rapid attack animation.

His forward tilt, the chair, can be a good combo finisher and has a great bit of launch to it once the opponent is above 50%. His up tilt is good for starting aerial combos and does a pretty good job at juggling as well. The down tilt has pushboxes on it that push upwards; if an opponent is approaching from above, you could use this to slow them down while you get out of the way. It can also be used to deflect projectiles, though this is tricky to pull off unless you have expert timing. The down tilt, like the up tilt, is good for starting aerial combos. G&W's dash attack combos into itself at low percentages.

Now for the smash attacks. Game and Watch's forward smash is a reliable kill move that combos out of Game and Watch's down throw. The up smash also combos out of the down throw and has even more kill power than the forward smash; on top of that, the up smash give Mr. Game and Watch Super Armor while the attack is being launched. The down smash has horizontal knockback, so it isn't a viable kill move in most situations, but it covers a great range that can put some damage on any roll-happy opponents.

Game and Watch's aerials are all great moves. The neutral air is fantastic for combos and damage output. The up air has upward pushboxes that could deter airborne-approaching opponents while you get out of harm's way (this works well on Kirby's down special if done right); the up air is also a great juggling tool, can kill off the ceiling, and hits twice for some good damage output. The down air has a meteor effect in the initial frames of the move, making it great for edge-guarding, and even if you miss the meteor, this move can still put some good damage on opponents. Game and Watch's forward air is a good combo move. The back air has multi-hit properties that makes it good for combos and is also a great kill move; an enemy coming towards you while you're floating down on the parachute from the up special will be surprised if you use a back air on them.

Game and Watch's throws are pretty subpar--except for the down throw. The forward throw and back throw are good for getting enemies off-stage and the up throw is a good aerial combo starter. The down throw is a REALLY great combo starter. Down throw combos into Judge, forward smash, down smash, up smash, Chef, forward tilt, and down tilt.

Now let's get to the special moves.

Chef is a great spacing tool that can give you some stage control. It has some ending lag on it so if an opponent manages to get behind you, immediately stop using the move to get to safety. Chef is also great for edge-guarding; keeping some space from the edge is a good practice so that if the opponent tries to edge roll to get past the projectiles, they will be hit by the frying pan and launched into other projectiles or even off-stage.

Judge is a tricky move since it can be random. I have devised different uses for each number.

1: Completely useless, leaves you open to attack.

2: Causes tripping, can combo into dash attack.

3: Launches the opponent behind G&W, forward tilt in the direction they are launched to hit them; combos into forward tilt at low percentages.

4: Deals damage, doesn't have much launch and doesn't really combo into anything.

5: Racks up damage very nicely.

6: Has great launch to it, good for getting opponent off-stage to be edge-guarded.

7: Deals damage, provides an apple to heal G&W; eat it immediately to recover health and prevent opponents from eating it.

8: Freezes, combos into up smash, forward smash, or forward air.

9: Guaranteed kill, kills at near 0%.

Fire is a great recovery and combo finisher; you can attack out of it.

Game and Watch's down special is great against opponents like Shiek, Ness, Lucas, and Robin because they have so many energy-based projectiles (Shiek only has one, the Burst Grenade, but it still grants lots of kill power.) The energy in the bucket carries over between stocks, so even if Game and Watch is killed with a full bucket, he will still return with a full bucket, which most opponents won't expect. The kill power varies depending on what you absorbed; some projectiles that give you great kill power are Mario's Fireballs, Mega Man's forward smash, Shiek's Burst Grenade, Robin's Thunder Magic (Elthunder and up) and Lucario's Aura Sphere.

I hope you enjoyed this guide on Mr. Game and Watch! I also hope this guide helped you to improve your Game and Watch game!

If you have any questions, please let me know down in the comments. While you're at it, let me know what other characters you want to see.

Until next time, keep on smashing and leave it to Heropon!