- Game Versions
- Smash 3DS
Normal Matches
Dash Attack - Mr.G&W's dash attack has great knock back at low percentages and has amazing recovery. This can be used 3 times at the start of the match For good starting damage.
Neutral Air - A good way to push back enemies that are too close. It's a good move because the only place this doesn't hit, is directly under Mr.G&W.
Down Tilt - An ok move, but it's being highlighted because of the strange wind box above this move that actually does 3% - 4%. Correct me if I'm wrong but I'm pretty sure this wasn't here in pas Smash Bros. games
Up Air - This move is a bit of a last resort move. If you can manage to hit with his second blow, it kills at 130+ percent. I say last resort because Lets say its last stock both of you have + 130 and you're fighting a Bowser. He can easily knock you out with mostly any move. This up air can be thrown out without any chance of being punished for it.
Oil Panic - Can Absorb -
Mario's Fireball
Luigi's Fireball
Bowser's Fire breath (Pretty fast too!)
ZSS Neutral B
Samus charge shot
Sheik's Side-B
Zelda's Side-B
Pit and Dark Pit arrows
Paultena's Auto Reticule (Also pretty fast!)
Robin's Elwind, Arc Fire, Thunder, Elthunder, Arc Thunder, AND Thoron (Thoron Charges Oil instantly!)
Kirby's Up-B ending
King Dedede's stars at the end of Up-B
R.O.B's Laser
Lucario's Aura Sphere
Charizard's Fire Breath
Pikachu's Neutral B
Fox and Falco's Lasers
Ness's Pk Thunder, Pk Fire, and Pk Flash
Wii Fit Trainer Sun Salutation
Mega Man's pellets, Charge shot, and Crash Bomb explosion
The more Damage you absorb, the more damage you deal.
Down Throw to Side-B - A good way to start off a match or even a new stock is with a down throw. After a down throw you can instantly send out a Side-B for a chance to get a lot of damage with a possible 9. At 42% you're going to have to short hop to hit with the Side-B. at 65% you shouldn't go for this move as they will fly too high. (Against Bowser you don't have to short hop until 50% and for the move to be non-viable would be at 85%)
Custom Match
XXL Chef - One of the only good custom specials (in my working and opinion so far) is either the XXL Chef. The XXL can be used greatly for Edge guarding though there is risk that sometimes (rarely) you'll get a food that either flies too low or too high. Too low is usually worse because if it flies higher, chances are your opponent will either jump into it or Up-B into it.
Short-Order Chef - This can be used much like Mario's Quick fireballs.
Multi-Judge -
instead of each number having different effects, they all do mostly the same thing - hit the number of times it says on the board with the final hit being a different amount of damage and higher knock back.
You hit with a 1 - 1. Total 1%
You hit with a 2 - 3, 2. Total 5%
You hit with a 3 - 3, 3, 3. Total 9%
You hit with a 4 - 3, 3, 3, 2. Total 11%
You hit with a 5 - 3, 3, 3, 3, 3. Total 15%
You hit with a 6 - 3, 3, 3, 3, 3, 2. Total 17%
You hit with a 7 - 3, 3, 3, 3, 3, 3, 4. Total 22%
You hit with an 8 - 3, 3, 3, 3, 3, 3, 3, 5. Total 26%
You hit with a 9 - 3, 3, 3, 3, 3, 3, 3, 3, 10. Total 34%
The 1 is the only number that does no hit stun or knock back and the 9 has less KO power. This can be used to Quickly rack up damage.
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Will Update with new Tactics and Pictures
Dash Attack - Mr.G&W's dash attack has great knock back at low percentages and has amazing recovery. This can be used 3 times at the start of the match For good starting damage.
Neutral Air - A good way to push back enemies that are too close. It's a good move because the only place this doesn't hit, is directly under Mr.G&W.
Down Tilt - An ok move, but it's being highlighted because of the strange wind box above this move that actually does 3% - 4%. Correct me if I'm wrong but I'm pretty sure this wasn't here in pas Smash Bros. games
Up Air - This move is a bit of a last resort move. If you can manage to hit with his second blow, it kills at 130+ percent. I say last resort because Lets say its last stock both of you have + 130 and you're fighting a Bowser. He can easily knock you out with mostly any move. This up air can be thrown out without any chance of being punished for it.
Oil Panic - Can Absorb -
Mario's Fireball
Luigi's Fireball
Bowser's Fire breath (Pretty fast too!)
ZSS Neutral B
Samus charge shot
Sheik's Side-B
Zelda's Side-B
Pit and Dark Pit arrows
Paultena's Auto Reticule (Also pretty fast!)
Robin's Elwind, Arc Fire, Thunder, Elthunder, Arc Thunder, AND Thoron (Thoron Charges Oil instantly!)
Kirby's Up-B ending
King Dedede's stars at the end of Up-B
R.O.B's Laser
Lucario's Aura Sphere
Charizard's Fire Breath
Pikachu's Neutral B
Fox and Falco's Lasers
Ness's Pk Thunder, Pk Fire, and Pk Flash
Wii Fit Trainer Sun Salutation
Mega Man's pellets, Charge shot, and Crash Bomb explosion
The more Damage you absorb, the more damage you deal.
Down Throw to Side-B - A good way to start off a match or even a new stock is with a down throw. After a down throw you can instantly send out a Side-B for a chance to get a lot of damage with a possible 9. At 42% you're going to have to short hop to hit with the Side-B. at 65% you shouldn't go for this move as they will fly too high. (Against Bowser you don't have to short hop until 50% and for the move to be non-viable would be at 85%)
Custom Match
XXL Chef - One of the only good custom specials (in my working and opinion so far) is either the XXL Chef. The XXL can be used greatly for Edge guarding though there is risk that sometimes (rarely) you'll get a food that either flies too low or too high. Too low is usually worse because if it flies higher, chances are your opponent will either jump into it or Up-B into it.
Short-Order Chef - This can be used much like Mario's Quick fireballs.
Multi-Judge -
instead of each number having different effects, they all do mostly the same thing - hit the number of times it says on the board with the final hit being a different amount of damage and higher knock back.
You hit with a 1 - 1. Total 1%
You hit with a 2 - 3, 2. Total 5%
You hit with a 3 - 3, 3, 3. Total 9%
You hit with a 4 - 3, 3, 3, 2. Total 11%
You hit with a 5 - 3, 3, 3, 3, 3. Total 15%
You hit with a 6 - 3, 3, 3, 3, 3, 2. Total 17%
You hit with a 7 - 3, 3, 3, 3, 3, 3, 4. Total 22%
You hit with an 8 - 3, 3, 3, 3, 3, 3, 3, 5. Total 26%
You hit with a 9 - 3, 3, 3, 3, 3, 3, 3, 3, 10. Total 34%
The 1 is the only number that does no hit stun or knock back and the 9 has less KO power. This can be used to Quickly rack up damage.
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Will Update with new Tactics and Pictures