Lag
Smash Journeyman
Nice guide, appreciate the hard work! It has taught me many things. And yes you must add character strategies. Right now my friend is owning me with Jigglypuff. Haha.
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!
Well... there's not too much that G&W can do against jigglypuff...Nice guide, appreciate the hard work! It has taught me many things. And yes you must add character strategies. Right now my friend is owning me with Jigglypuff. Haha.
Darn...not even skill level can be taken into account when Mr. Game and Watch is against Jigglypuff? Jigglypuff wins hands down I guess...='( Up-throw to Rest for the lose.Well... there's not too much that G&W can do against jigglypuff...
Ah thanks for the clarification. I'll incorporate these tactics when I'm up against my friend's Jigglypuff. Thanks again.Not true.
However, uair (not uthrow) to rest is a bit rough.
For offense, you can sffl fair jigs across the stage at low percent, and turtle dance.
For defense, retreating fairs, utilts, turtle dancing and uairs work well.
For smash kills, don't underestimate GAWs usmash and dmash. Those should kill at a relatively low percent.
Nair can't be l-cancelled either....not sure this is mentioned, but although G&W can't L-cancel his b/u airs. they have great iasa things, meaning you can jump out of them quicker than if you tried landing/ l-canceling them.
And just a quick question: why is it that G&W sometimes just stays on the ground after a downthrow. I don't think it is teching, but he just doesn't bounce up sometimes...:/
1-hit combos are the best kind of combos, didn't you know that? :3and I like toast....what did that have to do with what I was saying....I never said it could. I mentioned the other two because you can b-air->aerial of u-air->aerial quicker than trying to SHFFL them, because they can't be L-canceled. I don't think people should try combos beginning with n-air unless they like 1 hit combos...
Fox/Falco/Falcon-> uthrow chaingrab to nair/fair/hammer. You can also utilt spam into aerials and maybe even fsmash.? What kind of combo relies on the Judgement Hammer and the odds of a 2 in 9 chance of actually having a perfect KO number. *Note that the one that creates fire with big knockback is great as a knockout*
Game and Watch needs to have some sort of deadly combo that makes him a real pain in the butt. Fox gets the Drill/Shine and Waveshine, Marth has the Ken Combo, Jigglypuff has the Wall of Pain AND Rest Combos/Spanimal Killer, Sheik has her insane chaingrabs into F-Air and Ice Climbers have the Wobble and THEIR insane chaingrabs into a D-Smash. I frankly don't see why we don't put some effort into finding an amazing fighting style for Game and Watch.
Never ever.Thanks for answering my question.
Also, what are good times to use Judgement besides out of dtilt,
and uthrow on spacies?
Only Cool Bros™ like me.Does anyone play G&W anymore?
This.He needs an updated guide for today's meta and also a FINISHED MU thread.
Indeed the mu thread needs to be finished. Unfortunately I have been slowly working on it alone and was told that I would receive matchup info from others, but I haven't. So far everything in the thread is previous gw discussion in this forum and other online discussions mixed with my own input. I don't think it would be good for me to make the entire matchup discussion entirely based on my own input since I'm not experienced in every matchup, so it would probably not be in everyones best interest for me to do that. So. So basically if I got some help that would be grandHe needs an updated guide for today's meta and also a FINISHED MU thread.