CountKaiser
Smash Lord
Game and Watch +
Table of Contents
1. G&W in brawl vs. brawl+
2. What’s new, Pros and Cons
3. General strategy
4. Combos
5. Matchups
G&W in brawl vs. brawl+
G&W remains largely unchanged from his regular brawl self. Many people, however, see him as disadvantaged and possibly in need of buffs due to how the mechanics of the game don’t seem to favor him. Due to hitstun, G&W can actually be comboed, he no longer has his bucket braking, which enabled him to live around 140+, and he seems very straightforward compared to most characters. While this is all true, G&W has also gained some combos himself. His nair combos nicely into itself, shieldstun has made bair a good pressure tool, and the lack of auto-sweetspot has made G&W an incredible edgeguarder.
What's new, Pros and Cons
The only differences he exhibits from vBrawl is
• Reduced lag on aerials (except dair)
• Faster fast fall
• Faster dthrow
• Slightly more endlag on dsmash
Pros
• Good at shield pressure
• Veritable tank of priority
• Has absurdly powerful killers
• Great recovery
• Great edgeguarding ability
• Has a crouch that can duck under some projectiles and attacks
Cons
• Dies easily
• His killers are slightly laggy
• Grab range is laughably bad
• Falls into the habit of telegraphing himself rather easily
General Strategy
Approaching
Bair is still your bread and butter approach, although this can quickly get predictable. Be sure to vary up bair with nair. Fair, while generally risky as it can be punished on block, can be rewarding if it catches the opponent off guard. Another great option that G&W has gained is a dash canceled dtilt
Spacing
Be careful when using bair for spacing, as it can be punished now when fighting a competent opponent. Dtilt is good for spacing. Nair, not so much, as the best hitbox for it, the fish on the sides of it, doesn’t come out until around frame 20.
With the buff to chef, it is now a good anti-air and can force a ground approach, which can be countered with dtilt. Be careful not to spam this carelessly, as it can still be punished.
Comboing
Your main combo starters will most likely be either nair, bair, or dtilt. You can follow up a bair with a nair if your quick enough, or another bair if the opponent DI’s badly. Nairs usually combo into more nairs, which is good as the entire move does 17% damage. Dtilt forces someone to the ground, and thus sets up for a tech chase. You can follow the first dtilt with another one if the opponent fails to tech the first one. If they tech towards you, you can greet them with a dsmash, and if they tech away, you must chase them in order to follow up with anything, more than likely another dtilt. When you want to top off a combo, Up-B is normally a good choice, as it’s quick, has quite the hitbox, and can set up for an edgeguard.
Edgeguarding
Dtilt is your bread and butter for characters who like to recover low or for people who try to sweetspot the edge. Fair is great for chasing people off the edge. Don’t be afraid to extend yourself a bit, as G&W’s recovery allows him to come back from quite a ways away. Up-B is also good for edgeguarding, as it can get an unexpected kill off the opponent.
It should be noted that dair has a spike to it, and that a slowfall dair can be used to get a kill off the stage. I, however, have never really seen it to be useful.
Grab Game
G&W’s grab range is poor, not to mention that his grabs don’t really lead into much, with the exception of dthrow.
Dthrow can still be used to techchase, though you most likely will not be able to techchase with usmash due to how easy it is to tech now, and the speed up tech rolls got. You can techchase a tech with a DC dsmash, fsmash, or another grab. If they don’t tech the throw, you can try to immediately follow up with a dsmash right there, or you can chase the roll and connect with a usmash.
Uthrow normally only leads into an Up-B, or into uair stalling. Fthrow and Bthrow are, for the most part, useless unless you can trick the opponent into DIing the wrong way, and thus set up for an edgeguard.
Getting the grab, however, will not be easy. The best way to do it is to jab, then grab.
Combos
Coming soon!Matchups
Jiggs: 70:30
This match was seen as nigh impossible for Jiggs, as G&W could outrange anything she had, and could kill better than she could. In brawl+, jiggs now has rest and can get a combo out of hitting G&W. However, this doesn’t change the fact that she has an incredibly hard time getting inside G&W. Not only that, but even when rested, G&W can DI the hit, die, then come back and kill the Jiggs with a sweetspot dsmash.