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Mr. Game & Watch Character Guide
Super Smash Bros. Brawl (Wii)
Written by GTGD  2008 (darklinx@gmail.com)
Version 0.90
Last updated: 3/22/08


-------------------------------------
--------- Table of Contents ---------
-------------------------------------


Version History......................[VRHS]
Introduction~~~~~~~~~~~~~~~~~~~~~~~~~[INTRO]
Terminology..........................[TERM]
Strengths & Weaknesses~~~~~~~~~~~~~~~[S&W]
Move List............................[MOVE]
Strategies~~~~~~~~~~~~~~~~~~~~~~~~~~~[STRAT]
Character Matchups...................[MATCH]
Stage Strategies~~~~~~~~~~~~~~~~~~~~~[STAGE]
Frequently Asked Questions...........[FAQ]
Legal Stuff~~~~~~~~~~~~~~~~~~~~~~~~~~[LEGAL]



-------------------
~ Version History ~
-------------------

Version 0.10 - 3/11/08
- Basic format and outlining.

Version 0.50 - 3/14/08
- Added introduction, strategies and weaknesses section, move list, general
  strategies sections.

Version 0.70 - 3/18/08
- Finished strategies section, terminology.

Version 0.80 - 3/20/08
- Character strategies for Ike, Marth, Olimar, and Zelda are up.
- Rejected for insufficient content on 3/21/08.

Version 0.85 - 3/21/08
- Character strategies for Captain Falcon, Falco, Fox, Metaknight, Mr. Game &
  Watch, Ness, Snake, Sonic, Toon Link, Wario, and Wolf are up.
- Terminology updated.
- A few predicted FAQ answers.


Version 0.90 - 3/22/08
- Character strategies for Diddy, Luigi, Mario, Pikachu, and Pit are up.
- Stage strategies for Battlefield, Bridge of Eldin, Delfino Plaza, Final
  Destination, Flat Zone 2, Lylat Cruise, Smashville, and Yoshi's Island
  (SSBB version) are up.
- Minor changes to various parts of the guide.



----------------
~ Introduction ~ [INTRO]
----------------

Ah, Mr. Game & Watch, the quirky two dimensional character that graced the
Game & Watch systems for over a decade. He made his comeback in Super Smash
Bros. Melee as the final unlockable character, although he was sort of a joke
in Melee. But now G&W is back with a vengeance, with an array of buffed attacks
and even some brand new ones! He can be expected to be a force to reckon with
in competitive play.

To unlock Mr. Game & Watch you must complete one of the following:

- Have Mr. Game & Watch join your party in the Subspace Emissary
- Beat any single level (1, 2, 3, 4, OR 5) of difficulty of the Target Test
with 30 different characters
- Play 250 Brawl matches

After completing the second and third methods, Mr. Game & Watch will challenge
you to a fight. If you defeat him, he joins the roster. If you fail, he can be
fought again after either completing another Target Test or Brawl match. Note
that by unlocking him through playing the Subspace Emissary, you don't have to
fight him. Simply quit playing SSE and he will be available to you right after
like any other unlockables you gain from the mode.



---------------
~ Terminology ~ [TERM]
---------------

B-sticking - Set the c-stick to special attacks. While jumping and having
forward momentum, press the opposite direction on the c-stick and your
character will reverse his momentum while performing the attack.

Directional influence (DI) - Tilting your control stick in the directiton of
where you want your character to go. This is one of the most important things
to learn to do well, it is very effective in Brawl.

Edge guard - The act of keeping an opponent from returning to the stage.

Edge hog - Edge guarding by grabbing the ledge of the stage, preventing the
opponent from grabbing onto it.

<F/N/B/D/U> <tilt/smash/air/throw> - The direction of an attack and what kind.
     F - Forward
     N - Neutral
     B - Back
     D - Down
     U - Up
                 ex. Fair means Forward Air, Dsmash means Down Smash, etc.

FallSpecial - The state of immobility you go into after using certain attacks.
You can't do anything except influence the direction you're falling in until
you hit the ground or a ledge.

Fast fall (FF) - While falling, press down and your character will fall faster
than normal. Useful to reach the ground quicker.

Foxtrot - Dashing and then performing another after the initial dash ends.

Gimp - KOing an opponent at a low percent. Olimar's up B being edge hogged is
a perfect example. G&W getting caught under the lip of a stage, stopping his
recovery is another.

Jab cancel - Shielding or pressing down right after the part of a neutral A
attack, canceling the lag and allowing you to do anything immediately after.

Lag - The amount of time it takes before or after a move to perform an action.

Ledge hop - By pressing away from the edge and immediately jumping, allowing
you to hop over the ledge. This is usually followed up by an aerial attack.

Pillaring - Chaining attacks together that trap a character in a combo,
originally named after Falco's technique of using his Dair into a shine, and
then repeated. G&W's pseudo-pillar is repeated attacking with Dair, which is
so fast because the lag is almost non-existent.

Reverse Aerial Rush (RAR) - After an initial dash, if you immediately press
the control stick in the opposite direction you will turn around. By jumping
immediately after turning you can keep your momentum while doing a backwards
jump, allowing you to approach with a Bair.

Shield cancel - By shielding and immediately putting it away, you can stop
a dash after the initial dash frames and slide a bit, allowing you to perform
any action.

Shine - A nickname given to Fox, Falco, and Wolf's reflector (down B) attack.

Short hop - By pressing the jump button very quickly, you can perform a jump
half the height of a normal jump, which is useful for using aerial attacks
near ground level.

Slow fall - By fast falling during G&W's Dair, it has the opposite effect
causing him to fall slower than usual.

Spike - Any attack causing an opponent to move downwards at a high speed that
stuns enough to make it extremely difficult to recover from. Marth's Dair is
a perfect example of a spike.

Stale moves - When you attack a lot with a move, the power and knockback of
the moves decrease significantly. By connecting with other attacks, the ones
powered down will gradually recharge.

Super armor - Frames that render a character invulnerable to knockback, though
they can still take damage.

Sweetspot - Recovering in a way so that you will immediately grab the ledge.

Whiff - Just missing with an attack.



--------------------------
~ Strengths & Weaknesses ~ [S&W]
--------------------------


Strengths:

+ Powerful KO moves

+ Excellent recovery

+ Great approach game

+ Good air priority

+ Awesome foxtrot

+ Projectiles made of "energy" can be caught in his bucket


Weaknesses:

- Extremely light character

- Vulnerable to lengthy, disjointed hitboxes

- Stages with lips can gimp his recovery

- Short grab reach

- Only one short ranged projectile

-------------
~ Move List ~ [MOVE]
-------------



-------------
~ A Attacks ~
-------------


Jab and neutral combo  3% & 1% for every hit after

This is a useful jab that reaches about as long as G&W is wide. It's initial
jab can be crouch canceled, and is a nice attack for interrupting your opponent
with. The combo gradually pushes your opponent backwards and lifts them into 
the air. While the attack comes out immediately there is a fair amount of lag
 after the combo, but it can be reduced to practically zero lag by crouch 
canceling the first jab.


Forward tilt  10%

A ranged tilt attack with decent knockback is what you get from G&W's Ftilt.
He holds out a chair for a rather long time accompanied by a bit of lag. It's
an excellent tool for edgeguarding if you don't want to leave the stage.


Down tilt  6%

G&W sways a platform right under the opponent's feet. It has a bit of
knockback, enough to make for a good combo starter at the middle percents.
It's hitbox is about as long as G&W and is very useful to attack opponents
climbing back up from the edge of the stage.


Upward tilt - 8%

A flag is raised above G&W, hitting anything positioned between 45 degrees
above and to the front or back of G&W. Horizontal range is minimal at best,
so it's best used either right on top of a foe. The knockback isn't too much,
which is excellent for chaining a few together or just keeping the opponent
in range for a follow up attack.


Forward smash - 18% to 25% (charged)

Come on baby, light G&W's fire! This smash attack is an excellent KO move that
sends opponents away at a 45 degree angle and upwards. It's powerful and has a
small bit of startup lag. The range is nice as well, it's hitbox extends a tiny
bit further than the edge of the flame.


Downward smash - 13% to 18% (charged point blank) & 15% to 21% (charged tipper)

G&W's dsmash is his best smash attack, and easily his best KOing move.It has
long reach, covers both sides of him, does amazing damage, and has wondrous
knockback in a direction of your choice. A point blank hit sends an opponent
flying straight horizontally, while a tipper launches the opponent upwards for
a vertical KO on stages with low ceilings.


Upward smash - 18% to 25%

This is pretty much the worst move in G&W's arsenal, and even then it has some
use in a match. It's slow to come out, has an extremely small hitbox, and his
downward smash attack tipper knocks the opponent in nearly the exact same
trajectory with the same force. There are some situational uses for it, but
in general the upward smash attack should be avoided.


Dash attack - 11%

One of G&W's less useful attacks, the dash attack actually makes him slow down
while performing the attack, as well as sending the person on the receiving
end behind and up away from you. G&W's lag time at the end of the move is too
long to develop any real combos from it, except maybe at higher percents. The
one thing it is useful for is to put the hurt on anyone hanging from the edge.
It acts like a spike to anyone hanging and can manage to hit anyone hanging
from the edge.


Ledge attack - 8%

G&W hits the opponent with his bell, doing a bit of damage and clearing some
space for himself. Usually you'd want to avoid this, especially at higher
damage percents since it will be extremely slow and punishable then. Try
ledge hopping instead.



------------------
~ Aerial Attacks ~
------------------

Neutral air - 4% to 17%

An often underlooked attack, G&W's Nair is an excellent combo attack. It
has 4 hits, ending with one that has a perfect amount of knockback to set
up an Uair or another appropriate air attack. It also surrounds G&W with a
hitbox that only doesn't exist under him, giving you 270 degrees of decent
priority.


Foward air - 16% and 6%

An awesome KOing attack, Fair is. It has two different effects depending on
when it connects. If you hit them immediately it does 16% and knocks the foe
far horizontally, but if it comes out before it makes contact and then you do
make contact it only does a pathetic 6% and has almost no knockback at all.
It's excellent for KOing while chasing an opponent off the stage, or even for
getting them off in the first place. Because of the large amount of lag after
the attack, try not to use it while shorthopping or fast falling as if it's
dodged or blocked you WILL be punished. If you perform it while in a regular
jump, the attack finishes before you reach the ground (assuming you didn't
fast fall).


Backward air - 3% to 15%

Arguably G&W's most useful attack. There are multiple hits to this attack,
maxing out the damage at 15% if you connect with all of them. The beauty of
Bair is that it is so versatile. It has great priority, a long disjointed
hitbox, and excellent knockback on the last hit. It can easily KO, and is
perhaps most valuable for the sheer fact that it is an incredible approach
attack when using a reverse aerial rush. Another awesome thing about it is
that it chews right through an enemies shield. It also continues a bit of the
attack after the user lands, making it a useful short hopped approach that is
extremely hard to punish. Don't worry about stale moves with this thing, abuse
it as much as possible.


Downward air - 13-14% & 6%

This is a move that can make or break a G&W player. It's so versatile, it can
be used in numerous different situations for all different purposes. It can
hit a second time if used in close proximity to the ground, causing the air
around the landing area to become a hitbox for an extra 6% and also sending
the enemy away from you. The best part of the attack is the nearly non-existent
lag after you land. It's good enough to repeatedly shorthop into to
pseudo-pillar. If you're recovering from an Up B or just need to reach the
ground in a hurry since it increases your momentum down after using it. It has
a weird effect as well in that if you hold down after performing the attack
you actually fall slower, making it absolutely perfect for off-stage spikes.
In order to spike with this move, you must be just above the opponent and hit
them as soon as the move comes out, otherwise it will be have strong knockback
at an upwards angle.



Upward air - 7% & 9%

The easiest way to KO something vertically is the Uair. It has two hits of 
which the second has severe knockback. It also has another effect; if it
doesn't connect with the target it blows a gust of wind upwards that either
keeps the enemy afloat if their momentum is pointing down, or it increases
their altitude if the momentum is pointing up. Overall it is a relatively
short range attack if you want to hit with both parts of the move, but is
great to use in combos.



-------------------
~ Special Attacks ~
-------------------


Neutral B - 9% (pan) & 4% (food)

Turning up the heat once again is G&W's Neutral B. The food can chew up any
midair jumps your foe may have, as well as cause their momentum to stop and
them to drop in altitude. The frying pan can be used to knock the opponent a
bit away at a downward 30-45 degree angle. This is very useful at the edge.


Foward B - Percent and effect varies.

This delivers a short ranged hammer attack that has a random effect out of 9.
Overall this attack is pretty useless as it is random and not too many of the
attacks are that good anyway. No real reason to use it. The effects are:

1 - 2% (12% to self whether it makes contact or not)
2 - 4% with barely any knockback
3 - 6% knocks opponent behind G&W
4 - 8% knocks opponent backwards
5 - 12% (electric shock)
6 - 12% (fire element)
7 - 14% regular hit that drops an apple
8 - 9% (freezes opponent for about a second)
9 - 32% 9/10 times the opponent is KOed outright


Downward B - Damage varies

This attack doesn't work with physical projectiles like arrows or missiles.
Blaster shots, Din's Fire, Charge Beam, ect work.


G&W loves projectile spamming characters. They only make it easier for him.
The bucket has a tall range for catching projectile attacks, and for every
three he catches, you can use the move again to spill damaging oil on the
enemy. The amount of damage it does depends on what projectiles you caught
in the bucket, obviously the more powerful ones let you do more damage (such
as Samus' Charge Beam or Zelda's Din's Fire).


Upward B - 6%

Here is the reason G&W can chase enemies off the stage for the KO and easily
return to the stage. His Up B is simply awesome in all senses of the word. It
gives him a large vertical boost with some horizontal distance as well, he
floats at the apex of his ascension, and can attack as much as he wants after
performing the move. It's so good that you can sweet spot the edge from just
when you are magnified from being so low on Final Destination. The only
shortcomings to the move is that it is susceptible to getting caught on some
stages that have lips under them.



--------------------
~ Grabs And Throws ~
--------------------

Grab attack - 3%

It's G&W's grab hit. Generally it seems easier to escape from grabs in Brawl,
so unless the opponent is at a high enough damage, you should skip the hit and
go right into the throw. If they're at a high damage, you can squeeze one in
just for a free 3%.


Forward throw - 8%

It throws them forward into the air. You may be able to combo them depending
on how far they go and how fast you can dash and chase them into the air.
It's really great for getting breathing room or just forcing an opponent off
the stage for an edgeguard or chase.


Backward throw - 8%

Pretty much the same thing as the forward throw, but behind you. They can be
used interchangeably depending on your position on the stage.


Downward throw - 6%

G&W's best throw by far. It throws the foe straight down, forcing them to roll
or stay and tech (if they're fast enough and can predict it, since G&W's throws
all look so similar). From this either tech chase them or feel free to link it
to any ground attack you desire. Dsmash works incredibly near the edge at high
percents with this, it's nearly an instant KO.

Upward throw - 8%

Launching your opponent into the air for some Uair action is the name of this
throw's game. It's very useful to begin to juggle your opponent.



--------------
~ Strategies ~ [STRAT]
--------------



--------------------
~ General Strategy ~
--------------------

Game & Watch is light, like really REALLY light. So obviously it'll be easy to
get KOed playing as him. The one thing you can do to really improve your game
is to position yourself correctly on the stage. You want to be near the edge
of the stage for your awesome edge guarding, but you don't want to be KOed. The
only logical solution for this is to have the setup look like this:

    <enemy>  <you>
    ______________________________________________

Ideally, the enemy is between you and the side of the stage, and your back is
against the edge further away. This way, if you do happen to get sent flying,
odds are that if it's a horizontal KOing move, you'll shake it off and be able
to recover. This also puts a lot of pressure on the opponent, since it traps
them in a smaller, more dangerous area.

Also, don't be predictable. Most people consider this advice common sense, but
then go on to use the same moves and approaches. Remember, this guide is just
suggesting some good information, but by no means will it somehow make you
become unstoppable or have the right solution for every situation. If you put
in a few unorthodox features and mix them in your playing style, you'll stand
a much better chance in battle because your opponent won't know what to expect
from you.

Finally, brush up on all your advanced techniques. G&W at his best is played
technically. You need to remember your spacing and timing for a perfect RAR,
foxtrot, and the different cancels. These things DO make a difference, they
speed up your game dramatically and allow you to do things normally not
possible.



----------------
~ The Approach ~
----------------

G&W has quite a few different ways to approach an enemy. Most of them make use
of his excellent aerial attacks or shield canceling. There isn't really a
direction that G&W is uncomfortable approaching from, much like how a lot of
characters don't like being above, under, or even directly across from others.
The beauty of a G&W approach is that he has many options in every direction.


From the sides:

A simple but effective sideways ground approach consists of dashing or
foxtrotting in close, then shield canceling into a grab or smash attack
depending on the situation at hand. With G&W's short grab range yet fairly
quick motion, you'd have to worry more about knockback from getting hit by
an attack while your shield is up during your cancel than anything else.
Luckily the shield cancel lets you do anything instantly after you flicker
your shield.

Just watch out for any dodges that put distance between you and
your opponent while doing this. Ground attacks from G&W don't have too much
range so you'll have to get in fairly close before you can connect with
anything. Another weakness is that you can't shield until you're out of your
initial dash animation, which seems average for G&W. Due to this, you can't
use this technique to approach an enemy too close to you with it, and if you
just dash mindlessly at a far off opponent with a projectile they can spam you
as you approach.

My favored approach, I find it a lot more effective, is the short hopped
aerial attack. You can make use of any of G&W's aerials without much
punishment except for Fair. Dair needs to be very close, but can hit them
twice and you recover quickly from it. Nair works better if the opponent is
sideways at an angle above you as well, and for that situation it's probably
the best option. Uair is very situational, only having a real advantage if
the foe is above you that a short hopped Nair wouldn't reach. In that case
you would whiff them and end up juggling with the gust of wind instead of
doing damage 90% of the time. Rarely you would hit them and do some nice
damage with two hits of the attack.

Let's delve into the most useful aerial approach though, the Bair. The little
turtle is G&W's bread and butter move. It's quick, has a long disjointed
hitbox, performs multiple hits, the final hit has significant knockback, and
it even continues hitting for a short while after you have landed. It's only
downfall is that to use it effectively and quickly, you must RAR it. Because
of that fact, it is impossible to use up close because you must finish your
initial dash. Luckily, you can probably just pivot into it at that close range
though it won't be as fast and won't have much forward momentum. A great side
effect of the Bair is that the turtle wrecks shields, eating them as fast as
Marth's shield breaker attack.

Things you should watch out for above all else are disjointed hitboxes when
attacking with anything except Bair. They can all hit before you connect with
your attacks, and they keep space between G&W and his opponent, which is not
a good thing.

Another danger are projectiles when you're close. G&W's bucket is incredible,
but it won't be fast enough to save you when you're hit by a projectile in
the middle of short hopping towards your opponent. Wolf's blaster comes to
mind as a real pain in the ass, as it has just enough range to affect the
range in which you are most effective, and it has a melee hitbox as well in
case you are too close.


From up above:

Coming from above your opponents is the most risky approach, especially with
Mr. Lightweight, but you still aren't at as big of a disadvantage other
characters like Pit or Metaknight are. The best way to approach from above is
to be unpredictable, which is sort of hard when your only feasible means of
attack is the Dair's key. Luckily you can actually affect the speed in which
the attack makes you fall. Normally, you would quickly speed down into perhaps
a shield grab or high priority attack systematically. But by using the same
technique to fast fall after you perform the key instead slow falls it.

One awesome approach is to use the key, slow fall halfway through to catch
the opponent off guard, and as soon as it finishes you use a regular Dair.
This changes your speed rapidly, and during the second Dair you can slowfall
any time you want if you see your opponent change their tactics. This means
if they spot dodge, they get slow key falled and your long lasting attack
rudely punishes them when they're finished.

The key also has nearly no lag when it hits the ground as well, making it easy
to set up a different angled approach. For example, if the opponent challenges
you and takes to the air, you can quickly reach the ground and switch to
approaching from below.


From below:

This is where G&W can get quite nasty in the hands of a professional. G&W can
control the game from below, making it extremely difficult to even get back on
the ground without insane prediction and DI. The Uair is a powerful attack
that is great at juggling. It's whiff effect of blowing air up and keeping
an enemy afloat can be used to suspend characters indefinitely in the air.
Against characters like Toon Link or another G&W (trying to use Dairs) it can
be especially frustrating for them when they can't even connect with powerful
and quick attacks. So rather than an "approach" it's more of a lack of one,
instead spacing your opponent and then getting closer when YOU want to.

Keeping an enemy afloat may seem pointless if you're not actually hitting them
with attacks, but you're missing the point if you think that's the only reason
to whiff intentionally. Whiffing can set up the opponent for more punishing
combos and just to mess up their timing. But the one thing that is more
valuable than anything else is the fact that it doesn't let them gain back
second jumps or recover from fallSpecial. If you can keep an opponent from
getting their recovery attack back and leaving them without a second jump, you
can effectively end their stock with a simple combo into an edgeguard.

An approach that gets where you want quickly, but is much riskier is to use
your up B attack to launch into the sky and intercept the opponent with
whatever aerial you feel like. This is great, especially after Uair stalling
your enemy and gives them nearly no change of ever regaining the ability to
recover. Since recovering is so easy for most characters in the game,
preventing them from doing anything but using DI and air dodging will make it
much easier to keep your opponent off the stage.



--------------
~ On Defense ~
--------------

Strictly playing defensive doesn't do much for G&W, with his lack of good
projectiles and range in general. It's easier to perform actions out of
the shield this time around though, and since the best defense is a good
offense this part of the strategies section will be devoted to getting you
back into a more favorable position for an approach or follow up, for the
mostpart.

I'll get the only really defensive part out of the way. You can hang back
against characters with projectiles without much worry. Why? THE BUCKET! Your
down B will make your opponents think twice about spamming anything at a
range. It has ridiculous vertical range, anything going a bit above you, in
front of THE BUCKET, or even a bit below will be caught in the bucket and
increasing your bucket's charge by one (indicated by each little blip in it).
It's devastating power once filled is enough to discourage a spam, or
eliminate one a stubborn opponent throws at you.

As for being defensive for the purpose of being offensive, you're going to
want to shield grab. A lot. G&W's throws put a good amount of space between
you and your opponent, letting you approach afterwards and shift the roles
of attacker and defender.

Shield canceling into high priority attacks works well too, as they will
usually make contact, hitting your opponent instead. Even if they cancel each
other out, it puts you and your enemy neutral initially, allowing you to start
acting instead of reacting.

Uair stall can be defensive, simply because it's fending off your opponent
while you conjure up your own counter attack. Abuse it as often as possible,
the frustration will break an opponent's concentration and the less time they
spend attacking you, the more time you have to really start putting pressure
on them.



----------
~ Combos ~
----------

This section dedicated to combos won't be a list of a bunch of combos for you
to use. It's generally harder in SSBB than in previous games due to the lack
of hitstun and the fact that characters are floatier than normal. Plus there
are many different characters with different properties, making it nearly
impossible for general combos. And since memorizing and making lists of
tons of combos for specific situations is pointless, I'm going to leave it up
to you, the reader, to decide what should be done for the combos. I will, 
however, give my thoughts on some attacks and the potential for combos.

Get used to chaining aerial attacks. There are a multitude of combinations
available at any given time. Basically, perform an aerial attack and then
decide what the quickest way to get in another hit is. For example, using a
Bair to knock an opponent a fair distance away, then quickly FFing or Dairing
to reach the ground and then dashing and short hopping or RARing into another
aerial. Chaining Dairs to other aerials is a key (pun intended) is a way to
stay on the attack and quickly follow up.

Utilt can be used a few times at low percents and it leads well into most
aerials, use it often.

Jab canceling is great for interruptions and keeps a foe close enough for your
own follow up attack. Using one after finishing a Dair makes it tough to
punish you and resets the opponent for a grab if you'd like.

Dthrow works wonderfully for setting up a combo or KO. It forces the other
player to stay still which makes them vulnerable to Dtilts and Dsmashes, or
roll left or right setting them up for a tech chase follow up.



-------------------
~ Finishing Moves ~
-------------------

G&W has a bunch of a different moves that can easily KO the opponent. One of
his most commonly used ones is his Fair attack. It comes out fast and hard,
and when used while edge guarding it's almost a guaranteed KO at higher
percentages. It's best used on an opponent level with G&W, as it's hard to
connect when the opponent is at a higher angle, and at a lower one the lag can
screw you over if you happen to miss making contact.

Fsmash is G&W's second best KO attack, but it can be tough to land out of
nowhere. The best way to make contact is to shield cancel into it, as it allows
you to use it right after a dash. It has some range, so be sure to stop a bit
before the enemy so they can't shield grab you in case they manage to block it
in time. This move also works wonders near the edge, as the range can actually
reach far enough to knock them away before they reach the edge.

Finally, try and save your Dsmash for when your opponent is on the ropes. A
full powered Dsmash is the most frightening thing anyone can see when facing
a seasoned G&W player. The possibilities of the trajectory and ways to get one
off makes the Dsmash the most important KO move in G&W's arsenal. A great and
non-punishable way to get a horizontal KO with it is to use it right after a
Dthrow. If they stay too close they get KOed, if they stand up and attack in
place they at best get a stalemate, if they roll you tech chase them, then
shield cancel and Dsmash/Fsmash/grab them. By standing near the edge it can
also hit opponents trying to get to the ledge, but be careful because if you
hit with the outside of the move it will knock an opponent vertically.



-----------------
~ Edge Guarding ~
-----------------

Mr. Game & Watch's edge guarding game is pretty darn good, he has a solution
for pretty much every possible way to keep an enemy from recovering.

Staying on the stage gives G&W numerous options to deal with keeping an
opponent off of the stage, though not many really outright KO. The two obvious
ones that KO are Dsmash and Fsmash. G&W's frying pan neutral B's projectiles
are very useful for an opponent dropping in from above, as their trajectory
is upwards and it stalls the foe, making them fall further. If they get too
close, the fying pan's melee hitbox will hurt them as well. G&W's Ftilt, the
chair, also does the job well as it stays out for a while and has decent
knockback too.

If the enemy has already reached the ledge and is hanging on, you can quickly
and repeatedly Dtilt. It comes out so fast and stays a bit, as well as having
interruptible frames so you can do it again and again. While it doesn't KO, it
gets them off the ledge (which is what you want above all else).

The most effective option most of the time though, is edge hogging. The best
way to recover for most characters involves sweet spotting the ledge and then
using the invincibility frames gained from it to get back on the stage and
initiate a counter-attack of their own. By edge hogging, you give them two
options; they can either stall and put themselves in danger, or land on the
stage itself. Since most characters end up in fallSpecial after using their
recovery attack, this is preferable to giving up the edge since you can punish
them for it. There are a few exceptions like Pit, Metaknight, G&W, and Sonic
but if they don't land they can't get their recovery back again. As a bonus
though, all characters' tether recoveries can be defeated with an edge hog.
Olimar and Ivysaur are the most vulnerable to this, as they have no other
means of recovering, and they can't hit you off the edge AND tether recover
with the same move (they would need to do it twice, so after they miss let
them fall to their doom).

From the ledge you can also chase and intercept your opponent off the side of
the stage. This is where G&W gets a lot of KOs, as he has great aerial attacks
and an awesome recovery, allowing him to chase almost as far as he wants. Just
use any aerial to get them into position, and when the time is right you can
simply use Fair and get a KO.

Don't be afraid of using your Dair to intercept enemies below the stage that
think they are being crafty and evasive, your recovery is more than plenty to
return afterwards.



--------------
~ Recovering ~
--------------

G&W's up B is one of his greatest assets, allowing him to chase opponents off
of the edge all day. His vertical distance is wondrous, you can be just where
the game magnifies you below Final Destination, and manage to grab the ledge.
If you do it higher up you can float with the parachute to cover decent
horizontal distance as well. Just be careful against characters that can spike
as your up B is extremely vulnerable to spikes. Time things right so you are
at the top of your jump just before they can spike you and quickly Uair. You
can whiff your opponent and give yourself some breathing room to avoid the
spike.

But the best thing about his recovery is that you can attack after you use it!
That makes returning and counter-attacking easy as cake. Of course, always try
for the ledge when you can, but you aren't too vulnerable with G&W's up B.
Use it to mess up an enemy's edge guard and rise above him, the sharp change
in direction is enough to get away from almost any attack.

But wait, you need to touch the ground to get your up B back! Simple with G&W.
How, you ask, when you're a lightweight character floating above an angry foe?
Use Dair's downward momentum to reach the stage again. It's a great attack, so
you don't have to be too worried about being knocked out of it. Plus you can
slow fall it any time you want if you need to mix things up. Dair and up B help
G&W change vertical distance rapidly, making it hard to intercept his return
to the stage.

Let's also talk about air dodging. This nifty technique is able to be done as
much as you want after both second jumps and your up B. The downside is that
you lose quite a bit of altitude each time, and while in mid-dodge you can't
grab the edge. It's still very useful for dodging interceptions, and you can
abuse it until you want to sweet spot the edge.

The thing that hurts G&W's recovery are strong upward attacks, attacks with
super armor frames, and stage lips. Your Dair may chop through most attacks,
but some high priority ones make contact with the aerial combatant too. With
G&W's light weight, it's not good for him. Super armor frames are hard to
counter too, like Ike's neutral A and B attacks. Even if you hit him with your
aerial while trying to touch ground, he won't flinch and his attack will
continue, making you try again to recover or outright KOing you. Finally,
you can actually get stuck under lipped stages with G&W's recovery. Be careful
when recovering from a low altitude by the stage on any with lips.



----------------------
~ Character Matchups ~ [MATCH]
----------------------



------------------
~ Captain Falcon ~
------------------

Difficulty: *

Joke match! Captain Falcon has very low range and not that great priority for
most of his aerial attacks, and a lot of his moves come out too slow in
general. You'll have the easiest time approaching with the almighty Bair, along
with the Nair if he's above you. You don't have to watch out for too much if
you play it safe and spaced. His Usmash is pretty awesome, so you don't want
to get caught above him too often. He is still pretty fast in movement though,
so be on guard for fake approaches.

Once you get him off the edge, this easy match becomes cake. His recovery is
absolutely pitiful and predictable. Just don't be right in his grab reach and
you have yourself a free KO from your own Fair. With his short recovery you can
KO him at relatively low percents provided he's off the side a bit. At higher
percents, he'll be so far off the side you really don't even have to do much
but watch and laugh as he struggles to get close before falling to the abyss.


---------
~ Diddy ~
---------

Difficulty: ***

Diddy is a pretty unusual opponent, using banana peels to control the stage
and render you vulnerable to some pretty crazy combos. Diddy likes to approach
with the use of bananas, or using a dash attack to Usmash to aerial combo.
But luckily for you range and priority are pretty bad for Diddy, allowing you
to shine brightest by using your disjointed hitboxes to their maximum
potential. Don't charge in recklessly, Diddy loves to punish whiffs. Instead
play defensively and let Diddy come to you. Since you can't bucket his bananas
you'll just need to get used to predicting them and even using him on Diddy.
Just make sure you don't get caught in a Fsmash or Dsmash and you should be
fine the majority of the time.

Now this is where things get tricky. Diddy isn't hard to edge guard, but is
good at edge guarding. He can quickly turn the tables on you with his large
array of recovery techniques. First off he can use his side B to gain ground
sideways, and then use his up B if he so chooses. However if he grabs you with
his sideways B he can jump off you when you are at a low altitude and spike
you while recovering. On the plus side, you can edge hog and hope Diddy hits
the side of the stage with his up B, causing his barrel rockets to fly off and
him to fall and lose a stock. He is also very vulnerable after his up B if he
lands on the stage itself. Just edge hog or stay on the stage to avoid any
upsets, feel free to spam Dtilt near the edge in case he ends up sweet
spotting it.

Now, Diddy can edge guard you in multiple ways. He can use sideways B like I
just discussed, or he can stay on the edge and work with his weird playing
style. Bananas near the ledge cause some trouble, don't let yourself trip on
them or you'll suffer a costly Fsmash. If Diddy decides to let you try and
sweet spot, be on guard as he can jump off and spike easily with his Dair.


---------
~ Falco ~
---------

Difficulty: **

Falco has a pretty dangerous laser...but not to G&W! Down B is your friend in
this match, it prevents Falco from spamming his laser and brings the match to
a more favorable range. Falco is pretty powerful, so you'll have to make sure
not to eat too many of his attacks (especially Fsmash). Falco's spike is still
pretty awesome, so you need to be unpredictable during your recovery if you
don't want to lose a stock every time you're knocked off the stage. The main
thing to keep in mind is that you can defeat Falco without even doing that
much. Simple knock him off the edge far enough and his terrible recovery will
do the rest.

If you find yourself having trouble against Falco, it's because your spacing
is probably off. You can use Bair and Nair to keep Falco's powerful Fsmash and
Dair away from you while hitting him as well. Dthrow to Dsmash works wonders
at medium-high percents that send Falco flying far to the side of the stage
(but not KOing him outright).


-------
~ Fox ~
-------

Difficulty: **

Fox's laser is very spammable, but your bucket can put that to an end. With
that out of the way, you're forcing Fox to get in close to you. In order to
attack you, he's going to have to get past that wicked Bair of yours. Fox falls
a bit faster than the rest of the characters, though in Brawl that still is
nowhere near Melee standards. Still, you can juggle him fairly easily with
Utilt. Another great thing about facing Fox is that he's a very light character
also! This means your attacks will be KOing him outright with great ease at
fairly low percents. Your Dsmash, Fsmash, and Fair really put the hurt on
without even needing to worry much about stale moves.

The only things you really need to worry about are Fox's very fast speed and
his Usmash, Dsmash, and edge guarding capabilities. Off the edge, Fox can make
use of his long recovery to challenge your return to the stage. You need to
fend him off, but not so much to the point where you can't make it safely back
yourself. If you have Fox off the edge, you can predict where he'll be. His
up B has a lot of startup time, and if he decides to use his Fox illusion you
can just edge hog him.


-------
~ Ike ~
-------

Difficulty: ****

A good Ike is a pretty challenging opponent. While a good G&W player will
probably dominate a lesser skilled Ike, two close in skill will have the odds
tipped in Ike's favor provided they know spacing and prediction. Ike has long
reach with his sword, some of his attacks are deceptively quick, and he is
one of the most powerful characters in the game. The sheer power of his moves
KO G&W at even lower percents than most other characters. Watch out for side B
his neutral A combo, Fair, Uair, and Bair the most. Bair and side B come out
very fast and are decently powerful, while his Fair and Uair are slow but
have great knockback and stay out for a while. Neutral A gives him super armor
and has good knockback as well.

The secret to taking out Ike is taking advantage of his lag. Try to mess up
the player's prediction, then go in with a quick Bair or even a shield canceled
Dthrow combo. Try to KO Ike at a low horizontal trajectory, as his side B won't
be charged enough in time to reach, and his up B is crap for horizontal
distance. If he is close enough to recover with up B, don't attempt to attack
him. He has super armor during it, and if you're both over the side and he
connects it will KO both of you together.


---------
~ Luigi ~
---------

Difficulty: **

Luigi has decent range on a lot of his attacks, and good priority on his aerial
moves. The key to beating Luigi is yet again...Bair. A disjointed hitbox with
high priority takes away Luigi's biggest strength. Don't try to use Nair too
much under Luigi. Actually, don't try getting under Luigi too much in general
because his Dair is one hell of an attack. Just focus on keeping him a decent
distance away, while dodging or bucketing his fireballs, then spamming Bair
until he is damaged enough to get knocked off by a Dsmash or Fsmash.

Once he's off the edge, Luigi can only DI and use his side B to gain horizontal
distance. Feel free to come down on him from above during this time. Once he is
close to the edge to use his up B, you can predict him even easier and punish
him. Just don't be close to him when he starts his ascent, because his fire
punch uppercut hurts bad. If you're off the edge, just come in low and try to
sweetspot the edge. Don't hang around close to the ledge too long though, or
Luigi can pelt fireballs and then chase you away with his nice aerial attacks.


---------
~ Mario ~
---------

Difficulty: *

Easy peasy. Mario has nothing that can outrange your Nair and Bair except for
his fireballs which can be kept nicely in your bucket. His Fsmash is very
powerful, so you should watch out for that since it does have more range than
his other moves, but if you're careful and space correctly it shouldn't be
that huge of a problem. Be careful spacing yourself, since Mario's throws are
solid (so you shouldn't even use Fair near the ground unless you want to be
punished). You can even get above Mario pretty safely and go to town with Dair
because Mario has no real great moves that hit above him. Mario is an average
character, so he doesn't have too many strengths, his weakness is that he's so
balanced that he can't really do anything exceptional.

Once you knock Mario off the edge, he's very predictable and easily KOed. Just
connect with Fair and he's as good as done for. If you're off the edge, just
come in low and sweet spot the edge. Mario can use Fair to pummel you away or
he can use his down B to spray you if you used your up B already, and you will
be pushed back but stuck in your recovery animation still.


---------
~ Marth ~
---------

Difficulty: ****

Marth is sort of similar to Ike, in that he has a disjointed hitbox and long
range on his attacks. But Marth is a lot less powerful, yet much quicker.
Rather than baiting and punishing, you should focus more on moving in fast
and hard. Don't allow Marth good spacing, his attacks are significantly
weaker when the tip doesn't connect. Get as close to him as possible, it makes
things uncomfortable when he needs to retreat a bit to hit with the tip of his
sword. Still, it's very hard getting inside the tipper range when Marth has
many fast attacks, which warrants Marth a spot in the harder matchups zone.
His Fair has range, speed, and good enough power too; it can seriously ruin
your Bair approaches and make your life difficult when you need to get closer
to the edge for a recovery.

Marth's recovery is pretty predictable, so feel free to chase him off the edge
and engage him in combat there. If he uses his recovery too early, he may hit
you, but he will be the one with one less stock. If he manages to evade you
and get in position for an edge sweet spot, prepare for an edge hog or start
Dtilting to force him back off until he succumbs to your assault.


--------------
~ Metaknight ~
--------------

Difficulty: ***

Metaknight is a pretty even matchup for G&W, they both have strengths and
weaknesses against each other. Both are very light though, which gives you
a huge advantage in power. Metaknight has barely any KOing moves (Fsmash,
Dsmash, up B are the only ones worth noting) and the only other way he can KO
is to chase off the edge and continuously pummel his opponent. Another great
advantage you have is that your Bair and Nair have more range than most of
Metaknights attacks and better priority to boot. Just watch out for being
juggled in Fairs and approached by the ultra high priority tornado attack.

With Metaknight off the side, it's pretty much a guarantee that he will return
if not intercepted. He has multiple jumps and two glides, so horizontally
recovering won't be a problem. Vertical isn't that bad of a problem either,
but you should try to force him into that if you can. There are many ways
Metaknight can return. His B, side B, and up B are all capable of recovering
differently. His B has high priority and can rise, his side B is more
punishable and used least, and his up B allows him another glide. So just
head out before he can use one of those and use a powerful attack to KO him
outright, since pushing him back a bit more isn't going to do anything and in
that case you may as well sit near the edge and wait for him.

While you're off the side, make sure you don't get caught in a Fair. Somehow
it always spells "combo" out and you get KOed. Also don't stop moving around
once you land, it gives Metaknight a chance to use his KOing moves which are
usually hard to land. Why waste time recovering just to be KOed outright as
soon as you return?


--------------------
~ Mr. Game & Watch ~
--------------------

Difficulty: * or *****

Against your own character, this is all about skills. It can be the easiest
matchup or the hardest for you, just remember the other player will have the
opposite challenge. Think of everything you know about G&W, and how you would
do things. Yeah, that's what you're up against. It's not pretty if you don't
know how to handle things...luckily you can make G&W's inherit strengths work
for you and his weaknesses work against the opponent. He's strong yet light,
so that means a Dthrow to Dsmash combo will destroy your opponent (and you!).
Since you will probably be spaced the same, you're going to want to get your
timing down and make sure you hit first.

Off the edge things can get a bit crazy, since both players have a lot of
mobility and options. Try and get the other G&W to make the first move in
recovering, but if they hesitate for too long apply some pressure. You want
to get your foe stuck in a corner by using his up B first and praying you
don't give chase. Again, think of everything you'd normally do, and counter
those. Mix things up as well, since your opponent will think the same of you,
and if you add some new flair into your playing style you can have a few
surprises that may just win you the match.


--------
~ Ness ~
--------

Difficulty: *

A pretty easy match, if you take advantage of all of Ness' disadvantages. He
can be outdone by Bair everywhere. His Fair is spammable and annoying, but if
you space right Ness will be the one hurting. Other than that, he could dare
to use PK Fire or Thunder at the risk of you bucketing them. The only things
left to be a threat are his smash attacks and his Dair spike. His smashes are
pretty powerful and can do you in if you're not careful. His spike is really
great, and with the predictable recovery G&W has it's easy to send him straight
down after an attempted recovery.

Ness is heavy and most of your attacks won't KO him, so you'll usually have to
edge guard. This is Ness' biggest downfall, as his recovery can be gimped very
easily by G&W in multiple ways. You can jump into his PK Thunder and let him
fall, you can bucket it and get an oil spill ready too, or you can use your up
B and actually knock Ness away so far it's impossible to recover with PK
Thunder all while leaving the poor big head kid in his immobile state while
he controls PK Thunder.

----------
~ Olimar ~
----------

Difficulty: *****

Olimar is a really tough matchup as Olimar has range, priority, and power.
First and foremost, don't let yourself get above Olimar. This is just asking
to be KOed at ridiculously low percents. His Usmash and Uair attacks are
simply brutal, especially to light characters like G&W. Your Dair has nothing
on those disjointed, powerful attacks, so don't even try. Also avoid the middle
area where Olimar's Fsmash, grabs, and side B attack extends to. You want to
be either right near him or far enough away to defend against any approaches.
Your bucket won't work against pikmin, so there really is no point in using it.

What you want to do is somehow manage to force Olimar into the air. As long as
you aren't above him, his attacks don't have too much range and you can pretty
much use any air attack without much worry (besides Dair). Besides attacking,
this makes it a lot easier to KO Olimar as well! While engaged in the air,
try and make Olimar use his second jump and then smack him off the stage.
Shield canceled grabs into whatever is appropriate also works, just make sure
you play smart in order to get close enough. Remember that after each attack
with a pikmin Olimar performs, if he has to wait for them to return to the
back of the lineup. This gives a small window of opportunity to utilize the
grab's super armor frames and get in a free smash attack or tech chase.

His only means of recovery is his pikmin rope, a tether recovery. At this
point you can edge hog, just beware of him trying to use a purple pikmin throw
to try and knock you off the edge for his recovery. If he tries to use his up
B while you're hanging, don't worry about it, keep hanging. He'll knock you off
but he won't be able to tether with the same use so let him simply fall to his
doom!


-----------
~ Pikachu ~
-----------

Difficulty: ***

This little electric rat has some pretty neat tricks and powers to give G&W a
match that won't be boring. Although his B and down B attacks can be caught in
G&W's bucket, the rodent still has other moves that can waste you if you don't
know what to expect. First off his Fair has multiple hits and is great for
approaching and comboing. USmash can combo into a thunder before you can get
out your bucket. Dsmash can eat your shield up quickly, so be very careful of
it. Pika's main KOing moves are Dair and Fsmash, both very powerful. Dsmash's
biggest advantage is that it can be used from any direction with the same
hurtful effect. Fsmash has quite a bit of range on it and comes out relatively
fast. Your focus should be on letting Pikachu approach you, then having some
nice spacing with your Bair or shield canceled grabs into whatever is
appropriate.

Pikachu's recovery is excellent, and has very little lag even if he lands on
the stage and not the edge. Since he's hard to hit out of it, you should KO
him outright instead of trying to chase him off the edge. If he's off it can't
hurt to edge hog until he returns. Pikachu's edge guarding game is serious
business, he can chase far off the edge with no worry about returning due to
his excellent recovery. If you want to grab the edge, be careful that Pikachu
doesn't use thunder because it stays for a while and if you bucket it at a low
enough altitude you won't be able to sweet spot the edge. Pikachu's Dair can
be awesome at intercepting you as well, and if Pikachu decides to stay flat on
the edge he can just use a Fsmash as you get close to do you in.


-------
~ Pit ~
-------

Difficulty: **

Not such a hard matchup. Pit's pretty fast but doesn't have a ton of moves that
will KO you. You also have an advantage in priority and range over him. As
usual, you can use the all-in-one Bair to decimate Pit. Use your bucket against
his arrow spam, it forces him to approach. And make sure you make full use of
your power attacks like Fsmash and Dsmash, since they send Pit off the side
at medium percents. Don't get caught in some of Pit's multi-hit attacks like
his side B and Nair or else you'll start taking lots of damage, and while Pit
is weak he can edge guard very well. Also don't stay too far above him because
his Uair is wicked and will spell defeat for you. The range is also further
than it looks.

When returning to the stage, be careful of Pit's arrows. Try coming in from as
low as possible to render his arrow spam useless. Sweetspot the edge and then
get back on the inside of the stage quickly. When Pit's off the side, you can
really make things difficult by flipping sausages and other food at him with
your neutral B. This will eat his jumps and destroy his vertical recovery.
Besides that you can just apply as much pressure as possible to force Pit into
his up B recovery. Once he attacks from that he can't use it again until he
reaches the stage, so you'll have a free Fair if you can reduce him to using
that.

---------
~ Snake ~
---------

Difficulty: ****

Snake? Snake!? SNAAAAAAKE!!! You'll find yourself screaming this to a good
Snake player, as he is a decently tough matchup for G&W. He's heavy, has
unorthodox moves, and none of his projectiles can be caught with the bucket.
Oh, and he's damn strong too; all of his smash attacks mean one less stock for
G&W even if they connect at medium damage. He'll spam his grenades all day long
and their blast radius will annoy you. He'll control the stage with his Dsmash
and C4s. The only way you can really beat him is to force him into the air.
Up there his attacks are still strong, but all of them are laggy and you can
juggle him all day if you'd like. His Dair is weak and needs to connect with
every hit to be any danger, luckily with your Nair and Uair he won't be
connecting too much. Keep at the same level or below Snake at all times, since
his Usmash, Utilt, and Uair all put some hurt on G&W. Shield canceled ground
approaches work pretty well as the shield can be kept up in emergency
situations where you end up charging into a well predicted Fsmash or mine/C4.

Snake's recovery is pretty good, but you can find a way to turn the tables.
If you grab Snake out of his cypher, he will be unable to recover again. Can
you say "hell yes"? Though, a good Snake player won't let that happen easily,
so you'll have to edge hog and then quickly get back up for the grab. When you
are off over the abyss you can pretty much say goodbye. Snake has tons of ways
to annihilate you upon your return. His C4s and mines can booby trap the edge,
he can just predict and prepare a Fsmash or well placed grenade, or he can
limit your recovery by camping with a missile by the edge as well. All of these
methods will almost always KO you (since you've taken enough damage to be
knocked off the level as it is). Your only real chance against Snake is coming
in on the stage low and sweet spotting the edge. From there, try ledge hopping
a Nair and hoping for the best. A good and bad thing is that you won't have
to recover from Snake's attacks much...since you'll just be KOed normally.


---------
~ Sonic ~
---------

Difficulty: *

Heh, this one is easy. Sonic's attacks are almost all outprioritized or
outranged, making this another fight won with the power of Bair. A difference
in this fight is that for once you don't need to care much about being above
Sonic, since he has no real options to deal with you other than chasing with
his up B. In that case you can just knock him off the stage with one of your
own aerials and laugh as he falls to his doom. You do have to be careful of
his Fsmash though, it can really put the hurt on, and with his insane speed you
can be certain he will shield cancel it and be on top of you in no time. Since
Fsmash is Sonic's only real KOing move besides Bair (though your Bair should
be enough to fend this off) you'll feel a sense of security at the same
percents you felt worried against other characters.

Once Sonic is off the edge, he has a few different options. If he's knocked
very far back horizontally he will probably use his up B sooner, since he
gains most of his horizontal distance from falling and DIing towards the stage.
After his recovery Sonic can still attack, though it isn't a threat to G&W. The
other way Sonic can recover is try to sweet spot from low beneath the ledge.
His recovery is very predictable so you can just slow fall a Dair in his path
and watch him struggle to try and recover again.


-------------
~ Toon Link ~
-------------

Difficulty: *****

This is a hell of a matchup, probably tied with Olimar for the hardest. None of
Toon Link's projectiles can be caught in your bucket, and Toon Link can spam
them like nobody's business. Not only that, he has a disjointed hitbox that
could go toe to toe with even your Bair. His own Bair can juggle extremely well
and even KO your light 2-D frame with ease. Don't stay under Toon Link too long
or else he can get to you surprisingly quick with his Dair (this can also spike
you with ease, as your recovery is predictable). There really isn't any safe
place to approach from, so you'll need to maximize your strengths and his
weaknesses.

First off, Toon Link is light as hell. He can be KOed vertically with a Dsmash
tip below 100%, and you should make use of the shield canceled Dsmash at high
percents. Some of Toon Link's best attacks like his Bair are outranged by your
Bair. The trick is to start your Bair slightly early so that you'll connect
with the last few hits. Shield canceled ground approaches work alright as long
as you can spot dodge his grab, leaving him open to whatever you please. Be
wary of his double Fsmash, but get close to him and use some throw combos and
high priority moves. If you can get him off the stage, he can still spam his
projectiles, but his up B recovery is very predictable and leaves him open.
His tether recovery can be messed up by edge hogging, and if he tries his up B
after that you can easily intercept or edge hog again quickly.


---------
~ Wario ~
---------

Difficulty: ***

Wario is a pretty weird but even matchup. His biggest strength is his aerial
mobility, he can really mess up your spacing and then get back into his range.
His Fair juggles you very well, though you can Bair and it will overpower him.
His smashes are pretty powerful, and his Dair is a damage building KO move.
Wario is much less of a threat if you try and limit him to the ground. His
ground attacks have very short range and lag that you can punish if you use
correct spacing. Use Nair if he's above you to make sure he doesn't connect
with his Dair, and don't be too afraid to stay above him and abuse your Dair.

Once he's off the stage he has a few recovery options. If he hasn't lost his
motorcycle, he will gain a lot of horizontal distance from it. If he drives
into you it will hurt as well, so it's a bit difficult to edge guard. After
his bike, or if he doesn't have it, he will go into his easily edge guarded
up B. It's short and floaty, so you can make short work of him if he uses this.
A more unorthodox approach is if he has a super fart stored up, he can drop
very low beneath the stage and sweet spot the edge. At this point, just keep
using Dtilt and hope it connects once his invincibility ends. While freefalling
towards the edge, Wario is difficult to edge guard because of his air mobility.
Just focus on raising his damage steadily and knocking him far enough off so
he must use his up B, then edge hog or hit him with a Fair.


--------
~ Wolf ~
--------

Difficulty: **

Wolf isn't that hard of a foe, he can be beaten in priority and range for most
of his moves. Try to get him into the air and combo him with Nair and Bair,
those make it hard for him to reach you due to their range, and they build
damage quickly. You do need to watch out for his Fsmash and Dsmash attacks
though. Fsmash comes out quick and covers a very wide area, while Dsmash KOs
at pretty low percents. Usmash is powerful too, but you shouldn't get in a
situation where this would be something to look out for. The major advantages
you have in this match would be the fact that you can control him and punish.
His laser is useless because of your bucket, just don't absorb any too close
or he will be able to attack faster than you can put away the bucket. Without
his laser you force him to come close, and spacing correctly with Bair will
waste him. Another good thing is that your powerful smashes can get him off
the stage easily and set up for an edge guard.

Once Wolf is off the side, things get kind of tricky. You can really ruin his
day by chasing and hitting with a Fair, it's pretty much a sure fire way to
KO him. The only problem is that Wolf's recovery is high priority and can get
to the edge fast. Don't be at an angle above him while chasing as you risk
being spiked by his side B. His up B is harder to use, so you should predict
side B more often. If you can get him far enough from the stage, he won't be
able to get back with a pretty short recovery.


---------
~ Zelda ~
---------

Difficulty: *

This is quite the favorable matchup. Most of Zelda's attacks are strong, and
will put the hurt on you if they connect, but you really have the advantage in
range, and defensive options. Make sure you don't spend too much time above her
as her Uair is incredibly powerful, and yes I'm repeating myself again, you
are LIGHT! One of her most effective strategies, the Din's Fire spam, is
completely useless against G&W. Your bucket is a monster in this match, as if
it can absorb 3 Din's Fire attacks you can KO Zelda at 0% with the oil spill
from the bucket if you're close enough to the edge.

Other than that, for your close range options you can really just approach with
Bair unafraid. On the ground shield canceling grabs and smashes really make
short work of her. She's harder to chase over the edge, so you're better off
just KOing her outright or sticking to edge hogging (while hogging, beware of
Din's Fire) in order to punish her from up B's lag when landing on the stage.


#################################################################
I will post more soon, I need to play against more people good
as the rest of the cast before I say anything about how G&W fares
in those matches.
#################################################################



--------------------
~ Stage Strategies ~ [STAGE]
--------------------



---------------
~ Battlefield ~
---------------

Battlefield is probably the most neutral stage in the game. It offers no real
advantages or disadvantages for any of the characters, the three platforms
don't really enhance G&W's game and the stage never changes (except for the
fantastic looking background). This is always a safe place to pick.


-------------------
~ Bridge of Eldin ~
-------------------

Flatness, as far as the eye can see! This is a walk-off stage, meaning that
you can keep walking and fall off! King Bulbin randomly comes rampaging along
to drop a bomb and blow part of the middle of the bridge up, which regenerates
randomly as well. You can be hit and knocked off the stage by Bulbin, and the
bomb he drops does around 45% damage with tons of knockback if it hits you.
G&W doesn't care about long range projectile spam with his bucket on this stage
but has no other advantage when it comes to this place. His weakness is that
he can't really use his nice edge guarding skills here.


-----------------
~ Delfino Plaza ~
-----------------

This stage changes locations frequently, the transportation being a floating
main platform with smaller ones in different arrangements. The pit stops are
recognizable parts of Delfino Plaza from Super Mario Sunshine, and sadly none
of them are really helpful to our pal G&W. Most have either walk-off edges or
water that make it tough to KO if you don't KO them outright. You want to
take care of business while you're in transit from one location to another,
especially since you can afford to get crazy with your chasing if characters
like Pit or Metaknight think they can be sly and go under the stage, since
your up B will pass through the main platform! For the most part though, I
would avoid this stage.


---------------------
~ Final Destination ~
---------------------

Flatness with a weird lip under the stage. Unfortunately it's not hard to get
stuck under the lip, as it has a weird angle. Just stay a tiny bit to the
outside of the ledge and you won't have many problems. This is also good
against characters with projectile spams, it makes them easier to avoid or
bucket at long range without being punished.


---------------
~ Flat zone 2 ~
---------------

Well, you figure a character as awesome as Mr. Game & Watch would have to have
some horrible flaw, right? Flat Zone 2 is that flaw. It's a walk-off stage,
and has tons of weird random elements. There's the crazy chef that throws food
everywhere, a couple of chair wielding guys that climb up and down,which does
more damage than a hazard should , and firemen with a trampoline that catapults
whoever lands on it upward and moves constantly. At the gas station if you
attack the couple they will hurt you back. The only safe "hazard" is the
randomly changing platforms guy, but that's not enough to fix this broken
stage. Pretend this and Flat Zone from Melee just didn't happen.


----------------
~ Lylat Cruise ~
----------------

This is a cool looking, medium sized stage. It has 3 platforms, the one in the
middle being slightly higher than the side ones. The part of the stage near
both edges also slants downwards, though not at a great angle. As you travel
through space, the stage tilts left and right a bit, making sweet spotting
from magnified altitudes very tricky. If you miss and get too much under the
stage you'll get caught, which isn't a good thing. The tilting also changes
the chance of it happening. The boundaries are fairly large, so that's a plus
for G&W if he gets knocked around, but it also means it'll take a bit more
damage to make sure his moves KO others. A neat little thing about Lylat Cruise
is that if a medium sized character is under the side platforms (like Mario),
your key will actually reach through and hurt them if they're standing.


--------------
~ Smashville ~
--------------

A very simple stage, medium sized with a floating platform that moves back and
forth near each of the side boundaries. The platform could be useful for KOing
with a Dthrow to Dsmash or Fsmash combo at very low percents, but you need to
be careful as G&W is vulnerable to a counter-attack there. Other than that,
you can get caught under the stage, but unless you're recovering from under
the middle of it to begin with it won't be a problem as the side lets you glide
upwards without trouble. Another fairly neutral stage for G&W, and in general.


-------------------------
~ Yoshi's Island (SSBB) ~
-------------------------

Now this is a stage G&W loves. It's simple yet effective for his purposes.
There is a platform that changes slants throughout the four seasons, and a
platform on both sides of the stage that springs up randomly. A great part
about the stage is how the ledge slopes downwards, which creates for some
nasty edge guarding with G&W. The best part is the boundaries, which are
amazing. It's perfect for G&W's KOing moves and recovery. The ceiling is
actually decently high, so you won't be getting KOed vertically too much.
There is also a decent amount of room too fall, but as long as you are less
than 2 G&W's magnified you can ALWAYS sweetspot the ledge with your up B if you
are touching the side of the stage all the way to standing on the platform that
moves on the sides of the stage. This is essential to low altitude recovery
with G&W, and since you will never get caught like on lips, it's perfect.
Always counter-pick with this stage, it's made for G&W.


##################################################
For now I will only be covering some of the more
competitive stages and ones that have to do with
G&W. I will do the rest soon, though I need to
play more matches on them to figure out strategies.
##################################################


------------------------------
~ Frequently Asked Questions ~ [FAQ]
------------------------------

Q: How do I unlock Mr. Game & Watch?
A: This is covered in the introduction. Yeah, I know, "Nobody reads that!"

Q: I'm a much better G&W player than you are, your guide sucks.
A: Thanks for your helpfulness! Seriously, I don't care. If you really are
   so much better submit some suggestions to help improve this guide.

Q: I followed your advice and still don't win! What gives?
A: This isn't the "Do this and that, then you win" guide, it's simple
   strategies to use with G&W in order to do better. If you're struggling, 
   reread some of the sections concerning your problems and then practice,
   practice, practice! G&W is an unusual character you need to become very
   familiar with in order to do well.

Q: Hey, I saw that idea elsewhere!
A: All of the content in this guide is created solely by my playing with
   G&W against friends and online opponents, except things I have credited.
   Any similar ideas expressed without crediting is purely coincidence.

Q: I have useful information for your guide! How can I submit it?
A: Simple, just contact me at darklinx@gmail.com with Game & Watch Guide
   in the title of the message and your content inside. If I feel it will
   be of use I will include it in the guide and credit you however you would
   like to be (include this in the message as well!).



---------------
~ Legal Stuff ~ [LEGAL]
---------------


All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.


This FAQ is the property of GTGD (Greg Burns) and may not be reproduced under
any circumstances besides personal, private use. Gamefaqs.com is the only place
this FAQ may be posted, if you notice this FAQ being used on any other site,
please inform me via email at darklinx@gmail.com as it is a violation of
copyright. If you would like to use any information I have in this guide,
email me and simply ask if you can use it, and credit me for any of my
information. Thanks!

At this time I would like to thank and credit the following:

Nintendo - Creating Super Smash Bros. Brawl.

Gamefaqs.com - Hosting this character guide.

omegablackmage of Smashboards.com - Move descriptions, damage percents, and
  ideas about the stages and characters.


*********************
*  2008 Greg Burns *
*********************