Kofu
Smash Master
- Joined
- Apr 2, 2009
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Game & Watch can't approach.
While playing last night, I figured out part of the reason that my Game & Watch was losing so much. I approached, and I lost.
Firstly, I would like to address this paragraph on Game & Watch's approach options by A2ZOMG:
BAir, NAir, Jab, and Tilts, in his example, are demonstrations of pokes: moves that give the opponent a bit of damage, but do not necessarily mean that you're in an advantageous position. Game & Watch's moveset is full of these sorts of moves, with his excellent disjointed, long-lasting hitboxes and his good mobility. A good Game & Watch player will be able to play off of these pokes and deal more damage to the foe, but by themselves, they usually aren't enough to allow Game & Watch to start stringing hits.
Don't get me wrong, I think Game & Watch is an excellent character. He has very good kill power, an exceptional edgeguarding game, survivablility, range, and is able to quickly deal damage.
He just can't approach.
Against characters that outrange him or have flexible projectiles, such as Marth, Snake, and Diddy, Game & Watch has to play extremely conservative, because they are better at controlling the space around them than he is; his supposed "approach" options are almost always useless against them.
I fully expect arguments against this point; this is simply how I feel about Game & Watch's ability to approach, and how not to play him.
While playing last night, I figured out part of the reason that my Game & Watch was losing so much. I approached, and I lost.
Firstly, I would like to address this paragraph on Game & Watch's approach options by A2ZOMG:
From what I can see, he has listed things that are not approaches, but rather are pokes. To me, an approach is something that allows you to get into the opponent's space and get them in a position where they must play carefully, or they will take severe damage.2. It's sad to say that there are probably people who would be surprised to hear that G&W can approach in more ways than spamming SH B-airs (which is not that good of an idea anyway). Did you know that Fullhopping a F-air actually hits 95% of the cast when they are standing on the ground? In fact SHFFed F-air isn't even a horrible approach, since it's pretty safe on block. Fullhopping B-air isn't even horrible especially against tall characters. SH N-air has MANY different applications, whether you use the final hit as an aerial poke and then jump to safety, or you rush someone down with a fastfalled N-air and then go for a combo. Then there is playing footsies with tilts, Jabs, and grabs, where you mix up your horizontal movement to bait and control space and then pressure your opponent with your grounded poke options. G&W really is no more limited in his approach than most characters. In fact his approach has quite a few options, and overlooking those options is a recipe for failure.
BAir, NAir, Jab, and Tilts, in his example, are demonstrations of pokes: moves that give the opponent a bit of damage, but do not necessarily mean that you're in an advantageous position. Game & Watch's moveset is full of these sorts of moves, with his excellent disjointed, long-lasting hitboxes and his good mobility. A good Game & Watch player will be able to play off of these pokes and deal more damage to the foe, but by themselves, they usually aren't enough to allow Game & Watch to start stringing hits.
Don't get me wrong, I think Game & Watch is an excellent character. He has very good kill power, an exceptional edgeguarding game, survivablility, range, and is able to quickly deal damage.
He just can't approach.
Against characters that outrange him or have flexible projectiles, such as Marth, Snake, and Diddy, Game & Watch has to play extremely conservative, because they are better at controlling the space around them than he is; his supposed "approach" options are almost always useless against them.
I fully expect arguments against this point; this is simply how I feel about Game & Watch's ability to approach, and how not to play him.