The Stick man cometh: Mr Game & Watch

if nobody mentioned this before, Game And Watch can Pillar now like Falco used to

so the above post contains all things that GandW can bucket correct

G&W’s Uair is too awesome! Fun to make people hover above you.

Pillar? I don’t know what that is, please explain.

Pillaring was a technique that Falco could do in which he would use his Shine (D+B), then jump cancel it into a SHFFL’d Aerial D+A, land, and repeat the process.

i’m new to Game and watch. what is his bucket and how do u use it?

His bucket is essential to countering ‘‘laser spammers’’. G&W’s bucket can absorb energy projectiles such as Pit’s arrows, Samus’s charge shot, Lucarios aura sphere, and even Pikachu’s thunder. Whenever you use the bucket on one of these projectiles he stocks them. When you stock 3 projectiles you can use the bucket to release a powerful attack (It’s a type of liquid, and you have to be sort of close to hit the opponent). When you die you don’t lose your stocks, and you can use the bucket on stage projectiles like Corneria. There are things you can’t use the bucket on, but on the first page I provided a list of projectiles that you can stock. The power of t. he bucket depends on the type of projectiles you use, this is showed on the first page as well. You don’t have to have perfect aim; Just make sure your close to the projectile. You’re invincible when your stocking projectiles, but there is a little bit of lag after you use the bucket. I hope this info helps, if you want more info then just pm me.

What do you have to do to Pillar with G&W?

G&W is an excellent match against any character, well sort of.

I remember doing all 4 character braw and this one really good Metaknight player was always winning, but when I faced him 1 on 1, he couldn’t even get near me and lost badly :bgrin:

He does have a problem facing against Toon Link spamming his arrows and bombs, and Zero Suit Samus really slow attacks.

His U+B is his greatest weapon against high flying characters like Snake, Pit, and Kirby since it just smacks them more higher and to the edge :tup:

Yea good stuff, Marth can give him problems because he out ranges everything G&W has ; don’t even get me started on Snake. I really need to play you:lol:.

Oh yeah, I have more problems with Snake though.

Yeah lets play, wait, I’m sure I played you before, it was a G&W vs. G&W match because I remember facing a G&W player named ORO.

Oh yea that’s right

smacks forehead

You beat me that time, and that was a damn good match we had. I should have recorded it. It’s funny that when I whoop someones ass with G&W on Basic Brawl they switch to G&W as well.:rofl:

G and W against Marth, feelings, what do you guys do

Yeah, that was an awesome match and we need more love for the real Old-School. lets do mirror matches again next time :bgrin:

Yeah, I notice that too, but they end up sucking with him:rofl:

Oh yeah, I think Pikachu can classify as G&W’s mortal enemy. His Thunder is very dangerous against him. I can’t count how many times Pikachu’s thunder knocked my G&W out from the sky.

Your avatar looks like it should be a character in Brawl.

Anyway, I love G&W. My best character for sure. Still learning, but he’s got a lot going for him.

Could someone please post his entire movelist?

Done, and yes…I copied and pasted this from another site :rofl:.

A, A

Damage: 3, 1+ 
Knockback: Very low

A standard attack. Odds are, you wont use it except when you need some space. But there are better moves for that.

Tilt Forward A

Damage: 10 
Knockback: Low

This move has a lot of range, but doesn't do a lot of damage or knockback.

Tilt Down A

Damage: 6 
Knockback: Low

This move has amazing range, and is very quick. It is useful out of shield, and can sometimes trip an opponent, which can lead into one of GW's great Smash attacks.

Tilt Up A

Damage: 8 
Knockback: Moderately Low

Up A is very fast, and is a good punish for an air approach. It can be used very quickly and, at low percents, can combo into another move or another tilt Up A.. It is one of his best combo moves.

Dash Attack

Damage: 11 
Knockback: Low

This move does low knockback, but decent enough percent, and is quick out of a dash. Make sure you aren't predictable with this, as it is very laggy and easily punished.

Forward Smash

Damage: 18 
Knockback: High

Quick and does a substantial amount of knockback, the Forward Smash is one of GW's best moves. Useful after somebody attacks your shield.

Up Smash

Damage: 18 
Knockback: Very High

This is probably GW's worst Smash, but it is actually pretty good. This can be used to halt an air approach, and it does a lot of knockback. Very powerful.

Down Smash

Damage: 15 
Knockback: High

This Smash attack actually does way more knockback than you would expect. It's very quick, and is great to use out of a shield, or a down throw.

Grabs

Down Throw

Damage: 6 
Knockback: n/a

This is probably going to be your primary throw, as it does literally no knockback. You can tech it, but if they react poorly you can punish out of this throw with Smash attacks, or pretty much anything you want.

Up Throw

Damage: 8 
Knockback: Low

Theres no reason for you to use this throw over any of your other throws, because it doesn't set up the opponent for a combo or off the edge.

Forward Throw

Damage: 8 
Knockback: Low

The Forward Throw is useful to get the opponent off the edge, but thats about it. A decent setup for edgeguards.

Back Throw

Damage: 8
Knockback: Low

The Back throw is useful to get the opponent off the edge.

Air Moves

Neutral A

Damage: 17 
Knockback: Low

The Neutral A is deceptively good for comboing opponents, and has a nice big hitbox on it.

Forward A

Damage: 16 
Knockback: Moderate

As a standard approach and edgeguard, the Forward A is an all around useful move that does just enough knockback for its speed.

Back A

Damage: 15 
Knockback: Moderately Low

One of GW's best moves, and arguably one of the best move in the game. Use the Back A on an opponents shield, destroying it with no consequences; it is impossible to punish if spaced correctly. This is a truly amazing move that you can use time and time again through your matches.

Up A

Damage: 16 
Knockback: Low

This move has a very interesting (and seemingly useless) feature. If the move doesn't connect, it will push your opponent upwards. At first glance, Up A seems silly, but it is a great way to ensure that your opponent cannot punish you even if you miss the attack. Overall, its not the best air attack, but its a good attack when the opponent is overhead.

Down A

Damage: 14, 6 (20 Total) 
Knockback: Moderately Low

Down A pulls you straight down like several down airs will in Brawl. It does decent damage, but isn't too useful overall. Down A can spike off the edge, however, which is useful, not great, because it does pull you down as well.

Specials

Chef
Standard B

Damage: 4 
Knockback: Low

As GW's projectile, the Chef isn't that great, but it can put a few obstacles in the way of your opponents, which is nice. Not particularly spammable, but overall a decent move.

Judgment
Forward B

Damage: 2 (12 to self) - 32 
Knockback: n/a - Very High

Judgment is a total mystery. It has random effects from harming yourself to freezing your opponent to landing a one hit KO. Feel free to experiment with this move, as it seems to work well after an opponent hits your shield, or after a down throw.

Oil Panic
Down B

Damage: ? 
Knockback: Moderately High - Very High

You have to absorb a projectile three times in order to activate the Oil Panic. (Its knockback depends on what you've absorbed.) Take in three Samus charge shots and you'll deliver an OHKO for sure. Take in three fire breaths and the effect will be reduced, albeit still fairly powerful. This carries over in between stock, and is great for opponents who like to throw a lot of projectiles at you, particularly Pit.

Fire

Up B 

Damage: 6 
Knockback: Very Low

Fire isn't useful as a direct attack, but it is used for recovery. After youve executed Fire, you can still perform air attacks, which makes it much more useful and diverse.

Ah thanks

I just finished practicing with G&W, and I think I’m gonna use him more often. He’s really fun to use. Ganon will always be my main, but G&W will make a nice secondary fighter for me.

Question?

Does his bucket really catch all incoming projectiles?

I was able to catch Pit, Mario, Fox/Falco/Wolf projectiles, but why is it hard to catch Link’s arrows!

I always end up getting hit by those!

He can only catch energy based projectiles. He cannot use the bucket on neither of the links arrow and bombs. He can’t use the bucket on Snakes bombs either. You can use the bucket on Pikachu’s thunder.

Damnit!

Now there is another reason why Link and Snake are annoying sons of bitches:arazz: