7upfree123
Smash Rookie
Ah, the down throw combos. Mr. Game & Watch has a lot of them! Let me go through them with ya.
Bucket Combos: This is an extremely powerful follow-up against anyone with energy-based moves. If you have a full bucket, and land a grab when the opponent is between 0%-80%, oil spill is guaranteed to hit afterwards. Of course, do a short hop or a full jump depending on how high the percentage is. To give you an idea of just how powerful this is, two or three Din's Fire
will kill Zelda at 0%. Powerful, eh?
Up Tilt: Now, if you cant get your bucket filled, between 0%-25%, you'd want to follow with an up tilt.
Neutral Air: Between about 25%-95%, you'd want to follow up with Neutral Air.
Judge: Starting from about 60%-95% is an interesting percentage range because depending on the character, judge hammer will actually connect! This is much more difficult to land compared to his neutral air because the hit box is so much smaller. But if your feeling confident, all you have to do is read which way they are gonna go and execute Judge Hammer as fast as possible (Double/Single jump). If you're not fast enough, the opponent will be able to air dodge or jump out of the way. To be safe, you can always just settle with using neutral air., which is a guaranteed 17% damage.
Up B: After about 95%-130% your neutral air will not be able to connect anymore. So this is when you'd want to start punishing with up B. Don't forget to angle it accordingly depending on which way they fly.
And finally, passed about 100%-130% is when the combos ends since they will fly to high for Mr. G&W to reach. You may have noticed that I have been saying about so and so precent. The reason I'm saying is about because each character has a specific range these follow-ups will connect. But they all follow very close to these average precent ranges, which are:
0%-80%: Bucket, if it's filled.
0%-25%: Up tilt.
25%-95%: Neutral air.
60%-95%: Try hammer.
95%-130%: Up B.
Also, heres a useful little trick to land your grabs. Mr. G%W probably has the 3rd best duck, allowing it to evade moves like Kirby and Jigglypuff. If you get close enough and they are about to attack, try ducking! Then when they are finished attacking, go for a grab
I hope you enjoyed :D
Bucket Combos: This is an extremely powerful follow-up against anyone with energy-based moves. If you have a full bucket, and land a grab when the opponent is between 0%-80%, oil spill is guaranteed to hit afterwards. Of course, do a short hop or a full jump depending on how high the percentage is. To give you an idea of just how powerful this is, two or three Din's Fire
will kill Zelda at 0%. Powerful, eh?
Up Tilt: Now, if you cant get your bucket filled, between 0%-25%, you'd want to follow with an up tilt.
Neutral Air: Between about 25%-95%, you'd want to follow up with Neutral Air.
Judge: Starting from about 60%-95% is an interesting percentage range because depending on the character, judge hammer will actually connect! This is much more difficult to land compared to his neutral air because the hit box is so much smaller. But if your feeling confident, all you have to do is read which way they are gonna go and execute Judge Hammer as fast as possible (Double/Single jump). If you're not fast enough, the opponent will be able to air dodge or jump out of the way. To be safe, you can always just settle with using neutral air., which is a guaranteed 17% damage.
Up B: After about 95%-130% your neutral air will not be able to connect anymore. So this is when you'd want to start punishing with up B. Don't forget to angle it accordingly depending on which way they fly.
And finally, passed about 100%-130% is when the combos ends since they will fly to high for Mr. G&W to reach. You may have noticed that I have been saying about so and so precent. The reason I'm saying is about because each character has a specific range these follow-ups will connect. But they all follow very close to these average precent ranges, which are:
0%-80%: Bucket, if it's filled.
0%-25%: Up tilt.
25%-95%: Neutral air.
60%-95%: Try hammer.
95%-130%: Up B.
Also, heres a useful little trick to land your grabs. Mr. G%W probably has the 3rd best duck, allowing it to evade moves like Kirby and Jigglypuff. If you get close enough and they are about to attack, try ducking! Then when they are finished attacking, go for a grab
I hope you enjoyed :D
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