The charge hitbox of Ness's up smash outranges Game & Watch's down tilt actually. This might be an esoteric fact but when you charge the yoyo at all, it has longer range (and it hits while charging). After hitting with the charge hitbox, there is exactly a one frame window for Game & Watch to SDI and avoid the yoyo release sweetspot.omegablackmage said:since ness has no *quick* projectiles to bother a gw player with at mid to long range, he can certainly play a defensive style against ness. Thus we would look at ness's general approaches. Dash attack has been mentioned quite a few times, which isn't a bad move by any means, but doesn't really break gw's defense. If ness is dashing at gw, its likely he will dash attack, sliding upsmash, or grab. In gw's retaliation, dtilt beats upsmash and grab of course, shielding beats dash attack and upsmash, and either rolling back or up b'ing out of shield will beat grab as well.
thus we move to his air game. fair seems to be the only real approaching aerial, and if gw is chilling on the ground, up b out of shield is certainly capable of beating this, although I imagine that its possible to space this move to avoid getting grabbed against shields. I can also see the dtilt beating the fair when ness is approaching because it hits so high.
Unlike many multihit moves in Brawl, Ness's forward air keeps you in shieldstun/hitstun for the whole move, so you can't use Fire out of shield while this is hitting your shield, and Ness also lands too far away to punish it. Ness also gets pretty far away with down air on shield, and it finishes in the air so it doesn't have any more landing lag than landing without using an aerial. Down air is a good approach both versus shields and versus Game & Watch in the air.
Depending on the spacing of the turtle, Ness might be able to benefit from blocking the first hit and then rolling behind Game & Watch and trying to hit him with something before the move finishes. Or he might be able to SDI through the turtle and use neutral air on the other side. Or it might be to his advantage to try to get above Game & Watch and use down air... his double jump is a lot higher than Game & Watch so he has flexibility in doing this. At close quarters, Game & Watch cannot use the turtle again, because Ness's neutral and forward air both come out faster.omegablackmage said:turtle - if the gw player sh's a turtle and ness is trying to be defensive, he has choices of sheilding or trying to attack it with a fair. We've already covered that the turtle will beat the fair. Thus they either have to shield it fully and move away, or try to dash/walk away and punish. Since ness has no long range attacks to do this, he either has to move out of the way or sheild it thats it.
There are sixteen frames where there is no hitbox is out between two Game & Watch down tilts. If I remember correctly, including shieldstun, down tilt against shield is a -10 advantage for Game & Watch. Ness can just do charged up smash out of shield, which will hit Game & Watch. Ness can even drop his shield and dash grab Game & Watch.omegablackmage said:dtilt - no projectiles or grounded range attacks. gw can simply walk near the ness player and start spamming to pressure his sheild. If he tries to go into the air the dtilt will catch him. He can really only roll away and regroup.
Key has fifteen frames of landing lag. Ness can do short hop neutral air in eight frames (including the four frames ot get off the ground).omegablackmage said:key - if landed behind the shield i don't think ness can turn around and grab fast enough. the only times that this approach doesn't work for gw that well is when either the character has a move that will outprioritize it (upsmash might, but since that is a tricky timing situation, slowfalling would certainly be an option to get by that) or they have a very fast grab/oos shield option. Ness doesn't really have either of these, thus its probably another safe approach.
How about fast fall air dodge through the wind hitbox of up air...omegablackmage said:Overall gw's combos will be much better and rack up much more damage, not to mention they are easier to land. Ness has no answer to up air spamming, which he would drastically need to avoid nair combo'ing along w/ a high priority/range dair (none to be found).
Ness can get some extra damage with his forward air, but he won't actually be able to edge guard Mr. Game & Watch, it's true.omegablackmage said:When gw is recovering, he goes low, and ness has really nothing he can use to interrupt him, fair will block a pkt, which is the only thing i can see ness using to edgeguard.
Game & Watch is never spiked, but in case you aren't aware, Ness's down air is used more often on the stage. It is a viable approach and it starts combos that cannot be escaped by double jump -- and Ness can easily punish air dodges. It also sets up for tech chases.omegablackmage said:Ness's spike killing at 0 is a pretty moot point, unless he has a guaranteed combo to go with it ( i have yet to see anyone bring one up, thus i'll assume it doesn't exist) or it could be used to effectively edgeguard, both of which don't seem to be options.
Also pk thunder 2, which kills Game & Watch at something like 30% from the centre of the final destination, and can be comboed into from bucket absorption of the tail of pk thunder, or other things.omegablackmage said:Ness's kill moves are: fsmash, bair, bthrow, upair, dair. Fsmash is certainly much too slow to really do anything, bair would be nice if it beat any of gw's approaches, bthrow is legit (kills early, might be his only reliable kill), upair/dair don't have enough range or priority in any situation to hit gw.
Ness's back air pushes back shields a lot and also wears them down a lot. It also shield stabs easily. Up air is easy to land; down air -> up air cannot be escaped by double jump, air dodges can be hit anyway, and all of his aerials are too slow to hit Ness before the up air at the range Ness will be before Game & Watch can act after a down air.
Grab release -> Oil Panic doesn't work. Game & Watch's grab release animation is too slow, and his pummel is much too slow to force a ground break even if his grab release animation weren't too slow. Bucket can be powershielded on reaction assuming you keep your distance from Game & Watch, and while his bucket is full he has a hard time dealing with pk thunder because his aerials do not lend themselves well to avoiding the tail of pk thunder while trying to attack the head. (Key is the best at this, but since it's his only good option, it's easy to deal with.)omegablackmage said:Gw as you know has a lot of kill moves, all of his smashes (most of which are safe on block v ness because has no ground range), and fair (only ness's fair will beat it), and bucket (can be used out of grab release or in a lot of other situations). Most of these are reasonable to land vs ness due to his lack or range.