You know what, lets do this. I'm sorta in the mood to do this.
G&W
Aerial Game:
5/5
G&W's aerial game is amazing. I know, I know, everyone says this for every character, and for the most part it's true, but G&W is both great offensively and defensively in the sky.
First, we have his Fair, which happens to be one of his most reliable killing moves. The downside to this is lag time on the ground, which means its probably better to full hop this one. It's also amazing at chasing characters off the stage. All around nice.
Then, we have, arguably, the best Back Air in the game; The turtle. With this, you can properly space away from the opponent, which is a nice defensive plus, and it has the well known ability to poke through shields, a huge plus for offense. You wont get shield grabbed through this if spaced correctly.
One of his biggest defensive buffs he got from brawl is the Nair. At the loss of one of his killing moves, the old parachute, he gained a great combo setter and shield. In melee, one of his biggest flaws was that he would get caught up in combos, and his laggy parachute would never get out in time to stop them. In brawl, the fishbowl has an enormous hit box to the sides and above G&W, and it can easily disrupt things like the WoP. Big defensive option in this.
Dair... great priority on this one. It goes through a lot of Uairs, Utilts, and a few Usmashes, like snakes. It gets predictable with spamming, which isn't a problem if they don't have a way to deal with it. You can slowfall spike with this, but it's hard to do. It works on rather easy on Snake's Cyper, I do believe. Not bad at all.
Uair has some pretty interesting properties. It blows the opponent upwards, and only does damage if hit with his mouth. This is a great way to stall an opponent in the air, and it doubles as a mindgame. Controlling your opponent is always a good thing. Another use for it is to counter gliding. Uair stalls them to the point where gliding ends, and then they go into free fall, which means you can do whatever you want to them!
And UpB counts as part of his air game. It has a good deal of invincibility frames as you jump up, and it has a good deal of priority. You can cancel out of this parachute to any aerial immediately. Key works well.
Ground Game:
3/5 (maybe 4/5)
The weak link of G&W's game. The biggest thing he has going for him is his Dtilt. It makes a great poke because of it's range and speed. It's also amazing at stopping projectiles , i.e. Toon Links arrows and boomerangs, which is great if it's a projectile that isnt bucket able. Speaking of which, the Bucket forces spammers to approach or possibly face the strongest attack in the game. Great defensively and even more so offensively if fully stocked. The bad part of it is the lag time with putting it away.
His Chef makes for a great spacing game against people lacking a projectile game of their own, or just baiting others to use their projectile, which you can almost immediately bucket. Great for edgeguarding. It also traps in opponents who fall fast if they approach from the air.
And his throw game isnt the best, but the Dthrow is among the best throws in the game, as it sets up a great tech chasing game. There are so many options you have after the throw goes off, I don't even want to talk about it! heh.
Back to the Dtilt.... little known fact is that it can keep an opponent against a wall till like 70-100%, and you can immediately do an Fsmash when you think they're almost to the range of escaping.
Smashes are being saved for the killing part, so dont you fret. They are certainly important for his ground game, though.
I'm really considering this a 4, but then G&W seems waaaay to over powered. His ground game is amazing, but not as much so as the rest of his game. So consider this a three if you'd like.
KO potential:
5/5
This is Ike with speed. Thats a bad thing. for everyone else. Smashes kill at obscenely low percents and have a good amount of speed, and the Fsmash LINGERS.
Yeah
They're amazing. Well, the Usmash is the third strongest in the game in terms of power, but you'll have to predict well enough to land this baby. OR, if you Uair stalled a gliding metaknight, this will see uses :D
The chair tilt can kill decently, the Utilt good on low ceiling stages, and the Bair can kill with the last strike at higher percents. Or lower if you're close to the side. Also, stage spikes aren't hard at all with the turtle.
Fair kills really low, and even better, G&W can chase easily off the stage with these.
Keeping this short, but he's deadly.
I'm keeping the rest of these short, so I'm sorry. I'll reply if an interest is shown.
Priority potential:
4/5
G&W has great speed and maneuverability, and a lot of his attacks break through others. All his aerials have amazing priority, his tilts cancel projectiles (minus utilt, but that is great on aerial opponents), and Fsmash lingers past spot dodges. So does Bair. Bucket can almost fully break shields, and can if the shield is the least bit weakened. G&W is incredibly versatile and can space wonders.
Was a 5, but he isn't the absolute best cast member when it comes to priority. There are a few better. So he's now a 4.
Recovery:
4/5
Big buff in his UpB. At the peak of the boost, the parachute comes out and hovers you to safety.
things that make this great:
-auto sweetspots the ledge, so we dont get the snake scenario
-can cancel to aerials immediately
-Great distance, period.
-If you hadn't used your second jump, if you use an attack, you can then use it
-good amount of invincibility frames
-can cancel a meteor :D
not as great as someone like R.O.B.'s, but is among the very best.
Set-up/Combo potential:
5/5
A lot of his attacks can go into others, especially his aerials. Stuff like the Turtle and Fishbowl do multihits and puts them in good positions to follow up. Up B fits into a lot of combos, and Key Spike to Dtilt is pretty easy to do.
You can do something like this
Bair -> Fast falled Nair to the ground -> Utilt -> Up B -> Fishbowl
without them even hoping to DI out of it
I believe.
So yeah. Kept the bottom half of this short, so if you have a problem with something, I'll try to reply.
26-27/30
G&W is too good to be anything less than High Tier. I'm thinking he's going to see top.
As I see it right now, mr Game and Watch will never see the likes of middle tier throughout brawls lifetime.