• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Resource icon

Mastering the 2D Horror

Game Versions
Smash 3DS, Smash Wii U
GnW.jpg
I'm going to get right down to business. This is my first guide and it is just a combo guide (and general tips) for all the Game and Watch (GnW) mains out there

Let's start off with properties of GnW

Properties
GnW is the second lightest character in the roster, boasting a pitiful 75 weight value. Jigglypuff weighs 68 (though GnW feels lighter if you've ever played the two) and Bowser is the heaviest at 128. This is important because GnW will be 'outgunned' by virtually every character in the game, which means you are going to have to follow the strategies I am about to mention in the latter section.

Oil Panic: This is the strongest move in the game in terms of damage and knock back if used correctly. Check out SerasAulcard's awesome guide for what GnW can absorb. This has potential to be a OHKO.

Oil Panic.jpg GG Fox, GG...

Judge: Unlike Brawl, you can consecutively get the same number. This means you can get a couple 9's in a row. Judging a 9 is also a potential OHKO move.

Judge 9.jpg Oh here comes DDD, big tongue wobblin', flying through the air like a big dumb goblin!

Manhole: GnW's Dtilt has gained the interesting property of a windbox over the hitbox of the move. This will act somewhat like GnW's uair in the sense it will project items and players in the air and behind GnW if timed correctly. It can even deflect Pacman's Key and Link's Bombs!

GnW dtilt.jpg Dat stank worse than Betty White's box...

Upsmash: GnW's upsmash is one of, if not the best upsmashes in the game. This is because when you first use it, you become invincible. Not just superarmor, invincible. That's awesome

GnW US.jpg I love it when you call be Big Daddy!

Strategies & Tactics
Since GnW is very frail, it is best to preform 'hit and run' tactics. You want to run in and deal damage (without getting hit yourself) and keep opponents at bay when at a distance. You want stage control, and you have most potential for it when you are in the air. GnW's aerials are all amazing. Here are some tactics.

12 Angry Steaks: Using the move chef, when your opponent tries to recover or grab the ledge, edge guard with chef. The arch the steaks, fish, and pork make is excellent for denying recoveries because it flinches them. Be warned, if the player grabs the ledge the can roll behind you and hit you with a smash, killing you. This is because chef has terrible startup and ending lag. I tend to stop the move after 5-9 steaks. Never do more than ~12 in a row or you risk being punished. Each steak deals 4%.

Slippin' Jimmies: GnW's dash attack is great for keeping people in the air and keeping them on the defensive. The dash attack can be used before or after every GnW combo and makes a nice finishing touch. Don't abuse the attack, because people will catch on and punish you. It does 10%.

Grab Game: GnW has some of the best throws in the game, with his dthrow being the best in the game due to combo potential. almost every GnW combo starts with a grab. This is because you can immediately follow up with almost any attack, whereas most of the cast does not grant this or does not grant it to this level of guarantee. His throws are generally better than 70% of the cast.

Aerial Combatant: GnW has control of himself and the other player to an extent when in the air. This is important because most threats (Little Mac, Marth, etc.) are not as versatile or deadly as GnW in the air.

Circus Clown: GnW's uair is nice for juggling and making the opponent's time inconvenient. More importantly, the first hit will deal damage and the second hit of the uair can kill almost the whole roster at 130%-150% when in the air.

Combos
Intense combos for the intense GnW player. Keep in mind not all of these are the easiest to land (such as the Handsome Jack)

Mijo: "You spilled the salsa, mijo!"
Dthrow > Short Hop/Jump (depends on percent) > Oil Panic

The Classic: "And you... shall... atone!"
Dthrow > Judge (works only on low percents, can get it on mid percents if used on heavy weight)

Up, up, and away: "I never knew penguins could fly... or dinosaurs"
Dthrow > uair x2 > dair (if above them)

'Nam: "Back in 'Nam..."
Dthrow > Up special > dair
Rio Grande: "South of the Rio Grande..."
fthrow or bthrow, whichever faces the ledge > wait for them to grab the ledge > right before they grab it use Oil Panic

Handsome Jack: "I am going to kill every last one of these things!"
Dthrow > nair > fsmash to the face

Crazy Handful of Nothing: "Are ya feelin' lucky? Well, are ya?"
Whenever they are experiencing ending lag, go for a judge if you are feeling confident, this is in no way a combo, but something that can at best get you a free KO or at worst give you 12% recoil damage. Be careful of the startup and ending lag!

The Tibby Flapps: "But wait, there's more!"
Upsmash > Judge (use at low percents, similar to The Classic)

The Swedish Fish: "Somethings fishy 'bout this..."
throw (any) > up special > bair


Matchups
GnW loves some opponents and loves to hate others.

GnW has a notably easy time against: Robin, Bowser, Donkey Kong, DDD, Megaman, Samus, Ness, Lucario, ROB, Mario, Luigi, Zelda, Charizard, and Pikachu.

GnW has a notably hard time against: Captain Falcon, Link, Toon Link, Bowser Jr, ZSS, Ike, Sonic, and Shulk.

Now here is where a lot of people will get offended...
On For Glory, you will encounter the usual tryhards such as: The "Fire Emblem ****," Little Mac, Captain Falcon, Link, and Ness. I will explain these characters for they are the most common.

Lucina/Marth:
They are going to be a pain because they will counter spam or try to gimp you off the stage at all costs. When I see a Lucina/Marth I roll my eyes because of the connotation that these two have (being tryhards). They are weak to grabs and the "12 Angry Steaks"

Ike:
Not as annoying as the former two, Ike will deal a ton of damage by either using legitimate combos or camping you out with a charged side B. Do NOT let him touch you, and deal with him as you would the former two. They can KO early.

Little Mac:
Also extremely annoying to play against. They will be limited to the ground and their spammy punches. Not that bad when you have grabs and edge guarding down to a science. They can KO you early. When you are on the edge and they go for a Jolt Haymaker, a dtilt windbox can net you a free KO on them.

Captain Falcon:
He will outspeed you and usually try to hit you with his special attacks. Incredibly annoying when his Raptor Boost hits because it can KO you at about 120%. Hit and Run, well placed grabs, and a strong reading game makes him less of a threat.

Link:
Some players will do anything to win. This includes the infamous "Arrow, Boomerang, Bomb." I personally have no mercy on the people who spam these attacks, and will in turn burn them with Chef mercilessly. I recommend you do the same. If they play a respectable game however, you should also respect that. Grab, grab, grab.

Ness:
Incredibly easy to go up against. Avoid his grabs, try to get some of your own in. Oil Panic is your best friend with a bucket full of his neutral special and a PK Fire turning into a OHKO. Do not get locked into his PK Fire.

In For Glory, it is a jungle of bull****, spam, and tryhards. Be better than that.

Here are the weights of the cast.
Rank/Character/Weight
1/Bowser/128
2/Donkey Kong/122
3/King Dedede/119
4-5/Bowser Jr./115
4-5/Charizard/115
6/Ganondorf/112
7/Samus/108
8-9/Wario/107
8-9/Ike/107
10/R.O.B./106
11-13/Link/104
11-13/Captain Falcon/104 That fast? With that weight?
14-15/Shulk/102
14-15/Mega Man/102
n/a/Mii Fighter/(heaviest)102
n/a/Mii Fighter/(default)100
16/Lucario/99
17-18/Mario/98
17-18/Dr. Mario/98
19-20/Luigi/97
19-20/Villager/97
n/a/Mii Fighter/(lightest)97
21-23/Pit/96
21-23/Dark Pit/96
21-23/Wii Fit Trainer/96
24-26/Robin/95
24-26/Sonic/95
24-26/Pac-Man/95
27-28/Greninja/94
27-28/Ness/94
29-30/Toon Link/93
29-30/Diddy Kong/93
31-32/Palutena/91
31-32/Duck Hunt/91
33-34/Marth/90
33-34/Lucina/90
35/Peach/89
36-37/Zelda/85
36-37/Sheik/85
38-39/Falco/82
38-39/Little Mac/82
40/Zero Suit Samus/81
41/Meta Knight/80 Oh how kings fall...
42-44/Fox/79
42-44/Pikachu/79
42-44/Olimar/79
45/Rosalina/78 Does she stuff herself with bricks??
46/Kirby/77
47/Mr. Game & Watch/75
48/Jigglypuff/68

GnW can easily combo all the heavy weights, and can rack up damage to mid and light weights where a smash attack will be sending them to kingdom come.

Tips
Don't rely on judge, use it sparingly or when you know it will hit.

At high percents, play conservatively.

Love when your opponent is at a low percent, its combo time.

You should not have to spam to win. *cough* Link *cough*

Understand that when you play a lightweight, your basically playing a different game.

Remember, on for Glory most people are cheap, don't let it discourage you.

Final Note
I might update this more over time, however the most important thing about Game and Watch is...

Have fun, he is an extremely fun character to play as, takes skill (and patience), and is overall more enjoyable due to his challenging nature.

Great Video for Combos!
https://www.youtube.com/watch?v=pZWhLNl7kM4
Author
Caballo Sin Nombre
Views
980
First release
Last update
Rating
3.10 star(s) 10 ratings

Latest reviews

Gonna withhold a star for the combos section.
I'm a G&W main, coming back to this guide after reading it a couple months back, and the combos section needs an update/ upgrade.
Nice presentation, and very good for the new player, but I've been labbing with the character to see exactly what works and what doesn't. I've been thinking about making a short advanced combos guide, spreading tech that very few people know, such as exactly how to finagle a nair so that a Fire afterwards always true combos at mid percents, or how you can falling nair->bair->double jump bair. I'd like to include a video or something but I lack the equipment. I'd like to collaborate with you on tweaking your combos section so that it can be split into true combos and strings to avoid confusion, and have practical examples of both.
Mr. Game and Watch does not have a good grab game. His only good grab is his Down Throw. You also failed to mention how Chef can be used to Bait bad approches and extend and start Combos. His Uair will not kill at 130-150% because they'll only get hit by the first hit, not the second one. Some of the Combos you mentioned are bull. Like "Up, Up and Away" and "The Sweedish Fish". You were wrong on some match-ups. GW does not have a hard time against Ike, Soinc, Captain Falcon and Shulk. But he does have a hard time against MegaMan, Ness, Luigi, Lucario and King DeDeDe. You also seem to very salty about For Glory and Link. Problem? If this was a proper Combo guide, then why did you fail to mention all of those free attacks and combos he can get with some Bacon and Down-Throw to Up-Tilt then Nair. What about his Jab to Grab? This was not a very good guide. I give it a 1.5 out of 10. You failed to mention a lot of things. Like his weaknesses and how to cover them. His good Edge-Guarding abilities and his Approaching options. You did a terrible job on this. But at least the Combo names, Pictures and Character Weights (which is probably not correct) were somewhat amusing. I hoped this "educated" you.

-Sincerly,
A TRUE Mr. Game and Watch Main
C
Caballo Sin Nombre
wow, you again. haters gonna hate.

"His Uair will not kill at 130-150% because they'll only get hit by the first hit, not the second one."

It will kill on the second hit, you might need to work on your accuracy with the move

The matchups are pretty accurate from my experience. They will differ from person to person.

I did mention some approaches, such as the slippin jimmies

He is frail, dont get hit (easier said than done but not that hard for experienced players)

I mention his edge guarding with chef and how he can follow up with up B or aerials

Character weights are 100% accurate at the current version of the game

idgaf if your a "true" gnw player, stop flamming me cause I gave your guide a poor rating

p.s. my guide blows yours out of the water, umad? u jelly?

im not gonna reply to any of your stuff now so gg
A pretty good combo guide, but something I would add is using his up aerial wind box to juggle opponents. Don't know if it counts as combo-ing per se, but it can be very effective against people who lack ground pound type moves. I would disagree about having awesome throws, but they are pretty decent. Diddy Kong, Luigi have awesome down throws, but GW doesn't compare (in my mind). I definitely feel the silly Link tactics. Good job overall.
overall good guide, pictures make it look really nice/professional and i know first hand playing against a G&W using these expert starts is a "royal pain in the ass". This guide in the end kind of makes me want to try G&W again this is great tips and tricks gg tanks for da helpz
A few issues I should mention; calling his throws some of the best in the game is a bit of a stretch, considering that none of his have any particularly noteworthy killing potential on their own. Dthrow is fantastic, yes, but so many characters have a good dthrow in this game that it's hard to call it the best. Not to mention that its use becomes a bit more limited as percentage rises, since the increased knockback plus the ability to air dodge kill the auto-combos fairly easily. Holds true for lighter characters moreso than heavies, but it's still worth noting.

Dthrow > Judge isn't guaranteed against everyone either, even at low percentages. A more reliable setup would be Usmash > Judge, which is guaranteed to work against around 90% of the cast at close to zero percent. Same for dthrow > uair > uair, and especially not the dair followup. Same for dthrow > up-special > dair, though dthrow > up-special is pretty safe against most enemies.

Handsome Jack... for one, jab combo does NOT combo to fsmash. For another, dthrow > nair again isn't guaranteed, and virtually the only way you're going to combo into smash from that is with a weak nair.

You also forgot to mention one of the best general tips possible: G&W's Upsmash has INVINCIBILITY for the top half of his body from frames 4 to 26. Not super armor, he literally ignores damage AND knockback. It's a great anti-air attack and is probably his best smash overall, not to mention the low-percent Upsmash > Judge combo.

And come on man, the Link comment was a cheap shot. He's not even the worst spammer in casual OR competitive play, and if you're a good enough player, spamming won't be nearly effective enough to win.
C
Caballo Sin Nombre
Thanks for the input, I'm actually going to update it now. I ran out of time to make this by the time I remembered his invincibility frames. I was not aware of his upsmash judge combo, so thank you.

btw his throws are better than 70% of the cast, which is what I consider to be ' some of the best'

and Link, you know that its not exactly the hardest to be good with Link, but thats a different topic.

Overall, thanks for your input :D
Top Bottom