Editing Mr. Game & Watch (PM)

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{{ArticleIcons|pm=y|p+=y}}
{{ArticleIcons|pm=y}}
{{Infobox Character Mod
{{Infobox Character Mod
|name = Mr. Game & Watch
|name         = Mr. Game & Watch
|image = {{tabber|title1=Mr. Game & Watch (PM)|content1=[[File:Mr. Game & Watch SSBB.jpg|250px]]|title2=Mr. Game & Watch (P+)|content2=[[File:PPlus Game and Watch.png|250px]]}}
|image       = [[Image:Mr. Game & Watch SSBB.jpg|250px]]
|mod = Project M
|mod         = Project M
|base = SSBB
|base         = ssbb
|moveset1 = Mr. Game & Watch (SSBM)
|moveset1     = Mr. Game & Watch (SSBM)
|moveset2 = Mr. Game & Watch (SSBB)
|moveset2     = Mr. Game & Watch (SSBB)
|tier        = Lower-Mid
|ranking      = 38
}}
}}
'''Mr. Game & Watch''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. Because of his rather low standing on the ''[[Melee]]'' tier list, he has been significantly buffed for his appearance in ''Project M''.  He ranks 6th out of 41 on the [[Project M#Tier list|official]] [[tier list]], placing him in the A tier and significantly above his placements in ''Melee'' and ''Brawl'', where he ranks 19th out of 26 and 16th out of 38, respectively. He ranks much lower on the official [[Project +]] tier list, ranking 24th out of 42, near the top of B tier.
'''Mr. Game & Watch''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. Because of his rather low standing on the ''[[Melee]]'' tier list, he has been significantly buffed for his appearance in ''Project M''.  He ranks 6th out of 41 on the current tier list, placing him in the A tier and significantly above his placements in ''Melee'' and ''Brawl'', where he ranks 19th out of 26 and 16th out of 38, respectively.  


==Attributes==
==Attributes==
Mr. Game & Watch falls under the general lightweight archetype, being nimble and weak, while having few powerful moves (such as his up smash) that possess high KO potential. He has received a lot of buffs from ''Brawl'', and got a slight re-working of his Side-Special, Judge; adding a few small tweaks to the mechanics of the move to make it easier to predict.
Mr. Game & Watch falls under the general lightweight archetype, being nimble and weak, while having few powerful moves (such as his up smash) that possess high KO potential. He has received a lot of buffs from "Brawl", and got a slight re-working of his Side-Special, Judge; adding a few small tweaks to the mechanics of the move to make it easier to predict.


Compared to some other characters, Game & Watch is not as easy to combo as them as a result of being light, small, and floaty.
Compared to some other characters, Game & Watch is not as easy to combo as them as a result of being light, small, and floaty.
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==Changes from ''Melee'' to PM==
==Changes from ''Melee'' to PM==
Mr. Game & Watch was significantly [[buff]]ed from ''Melee'' to ''PM''. Various issues he had in ''Melee'' such as his inability to [[L-cancel]] all of his aerials and his extremely small shield were fixed. Some (but not all) of the improvements he had in ''Brawl'' were retained while various moves in his moveset had various adjustments to make them more effective such as an increase in power or speed. His specials also received various improvements. [[Chef]] is much faster, [[Fire]] no longer leaves Mr. Game & Watch [[helpless]] and [[Judgment]] received various changes to make it more effective. Dots now appear above Judgment to show whether the next judge will be an odd or even number and judges 2-8 are significantly more effective. Judge also retains the advanced techniques it gained from ''Brawl''.
Mr. Game & Watch was significantly [[buff]]ed from ''Melee'' to ''PM''.
 
Mr. Game & Watch only received a small number of minor nerfs from his ''Melee'' counterpart. He also lacks some of the improvements he had in ''Brawl'' such as the lower landing lag on his aerials and his parachute after using Fire. As well as this, he also maintains the [[grab release glitch]] he received in ''Brawl''.
 
Overall, Mr. Game & Watch is more effective than he was in both games and his tournament results are stronger than they have ever been in other Smash games.


===Attributes===
===Attributes===
*{{buff|He is significantly heavier weighing the same as he did in ''Brawl'' (60 → 75), no longer being as light as [[Jigglypuff_(PM)|Jigglypuff]] and is now tied with Fox in weight.}}
*{{buff|He is significantly heavier, no longer being as light as [[Jigglypuff_(PM)|Jigglypuff]] and is now tied with Fox in weight.}}
*{{buff|His [[Shield]] is larger now covering his whole body.}}
*{{nerf|[[Grab release glitch]] from ''Brawl'' has not been removed.}}
*{{nerf|[[Grab release glitch]] from ''Brawl'' has not been removed.}}


===Ground attacks===
===Ground attacks===
*{{buff|Forward tilt has less startup lag with a longer duration (frames 13-30 → 10-34), can be interrupted as quickly as the hitbox diminishes (frame 42 → 35), and its sweetspot deals more damage (10% → 13%) improving its KO potential.}}
*{{buff|Forward tilt can be interrupted as quickly as the hitbox diminishes, does more damage, and is stronger.}}
*{{nerf|Forward tilt now has a weaker late hit (10% → 8%).}}
*{{buff|Up tilt does more damage and is slightly stronger.}}
*{{buff|Up tilt deals more damage (9% → 12%) improving its KO potential.}}
*{{buff|Down tilt has its range from ''Brawl'' and its knockback from ''Melee'', and its aerial hitbox does more knockback and damage.}}
*{{buff|Down tilt has its range from ''Brawl'' and its knockback from ''Melee'', and its aerial hitbox deals more knockback and damage (9% → 10%).}}
*{{buff|Dash attack has its stronger damage and knockback from ''Brawl''.}}
*{{buff|Dash attack deals more knockback (70 (base), 30 (scaling) → 60/50), has less startup lag with a longer duration (frames 6-29 → 3-28) and its clean hit deals more damage (10% → 9%).}}
*{{buff|Forward smash is more powerful.}}
*{{buff|Dash attack is now cancelable, allowing Mr. Game & Watch to [[DACUS]]. Unlike in ''Brawl'' where his DACUS covered no distance, his DACUS covers a decently long distance being the third longest DACUS in ''Project M''.}}
*{{buff|Down smash does more damage and knockback at the handle and at the tip.}}
*{{change|Mr. Game & Watch uses a previously unused smash attack charge sound from ''Brawl'' whenever a smash attack is charged.}}
*{{buff|Up smash is now the second strongest in the game and does more damage.}}
*{{buff|Forward smash has increased base knockback (44 → 50) and less ending lag (frame 42 → 41).}}
*{{buff|Dash attack is now cancelable, allowing Mr. Game & Watch to [[DACUS]], Gatling Combo, or cancel into a grab, giving him deadly approaching options.}}
*{{nerf|Forward smash has a slightly shorter duration (frames 13-33 → 13-32).}}
*{{change|Mr. Game and Watch uses a previously unused smash attack charge sound from Brawl whenever a smash attack is charged. }}
*{{buff|Up smash deals more damage (18% → 21%) and has increased knockback growth (96 → 100) making it the second strongest up smash in ''Project M''.}}
*{{nerf|Up smash has more ending lag (frame 40 → 44).}}
*{{buff|Down smash's sourspot retains its power from ''Brawl'' (10% → 13%) (10 (base), 50 (scaling) → 50/66) and the sweetspot deals more damage (16% → 17%) and knockback growth (90 → 132 (grounded), 100 (aerial).}}


===Aerial attacks===
===Aerial attacks===
*{{buff|All of Mr. Game & Watch's aerials can now be [[L-cancel]]led.}}
*{{buff|Neutral air, and back air can now be [[L-cancel]]led.}}
*{{buff|Neutral aerial deals more damage (16% → 17%).}}
*{{buff|Neutral aerial is stronger and does 1% more damage from ''Melee''.}}
*{{nerf|Neutral aerial has more landing lag (15 frames → 17).}}
*{{buff|Forward aerial is stronger KO move.}}
*{{buff|Forward aerial has less staartup lag (frame 10 → 9) and its sweetspot deals more knockback and the sourspot deals more damage (6% → 7%).}}
*{{buff|Back aerial's hitboxes link better each into other.}}
*{{buff|Back aerial's hitboxes link better into each into other. It also has a longer duration (frames 10-21 → 10-22) and deals more damage due to changes to [[stale move negation]] (18% → 20%).}}
*{{buff|Up aerial has drastically less [[ending lag]], and it now consists of a single hit that can be used rapidly for [[juggling]], while producing a weaker additional hit upon landing.}}
*{{nerf|Back aerial has more landing lag (18 frames → 20).}}
*{{buff|Down aerial does 1% more damage and is stronger.}}
*{{buff|Up aerial now only consists of one hit. Because of this, it has drastically less [[ending lag]] (frame 40 → 18), and it can be used rapidly for [[juggling]]. It also has less startup lag (frame 7 → 3) and it now has a landing hit. It can now [[auto-cancel]] in a short hop and be performed twice in a short hop.}}
*{{change|Up aerial uses its sound effects from ''Brawl''.}}
*{{nerf|Up aerial is significantly weaker dealing less damage (7% (hit 1), 9% (hit 2), 15% (total) → 9%).}}
*{{buff|Down aerial has less ending lag (frame 50 → 42) and its [[meteor]] hitbox deals 1% more damage (14% → 15%).}}
*{{buff|Down aerial's landing hitbox now [[spike]]-bounces.}}
*{{buff|Down aerial's landing hitbox now [[spike]]-bounces.}}
*{{nerf|Up aerial is significantly weaker.}}


===Throws===
===Throws===
*{{buff|Down throw deals more damage (8% → 10%) and meteor smashes opponents akin to its ''Brawl'' counterpart allowing Mr. Game & Watch to [[tech-chase]] his opponents with it.}}
*{{buff|Down throw retains its ''Brawl'' format, so Mr. Game & Watch can still perform deadly [[tech-chase]]s, and it does more damage. }}


===Special moves===
===Special moves===
*{{buff|Mr. Game & Watch maintains his ability to [[B-reverse]] [[Chef]] and [[Judgment]]. He also retains his [https://youtu.be/l4jgpgeNUNY edge momentum shift technique] (although he can no longer perform it with Chef).}}
*{{buff|[[Chef]] cancels on landing, similar to {{PM|Falco}}'s lasers.}}
*{{buff|[[Chef]] has less startup (frame 16 → 8) and ending lag (frame 50 → 39) and it cancels on landing, similar to {{PM|Falco}}'s lasers.}}
*{{buff|[[Judgement]] numbers 2 through 8 are significantly more powerful. Numbers now also show one or two lights above them, indicating whether the next number will be even or odd - one dot means it will be odd, two dots means it will be even.}}
*{{buff|[[Judgment]] numbers 2 through 8 are significantly more powerful. Numbers now also show one or two lights above them, indicating whether the next number will be even or odd - one dot means it will be odd, two dots means it will be even.}}
**{{buff|#2 [[stun]]s foes and causes [[flower]]ing.}}
**{{buff|#2 [[stun]]s foes and causes [[flower]]ing.}}
**{{buff|#3 deals significant shield damage.}}
**{{buff|#3 deals significant shield damage.}}
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**{{buff|#5 hits more fluidly and deals higher damage.}}
**{{buff|#5 hits more fluidly and deals higher damage.}}
**{{buff|#6 is a stronger semi-spike.}}
**{{buff|#6 is a stronger semi-spike.}}
**{{buff|#7 is a significantly stronger KO move with more knockback scaling than his uncharged up smash and has the potential to heal 20% (10% for the move itself, and another 10% for the apple).}}
**{{buff|#7 is a significantly stronger KO move with more knockback scaling than his uncharged up smash and has the potential to heal 20%.}}
**{{buff|#8 does more than double the damage and freezes for longer.}}
**{{buff|#8 does more than double the damage and freezes for longer.}}
*{{buff|[[Fire]] no longer causes [[helpless]]ness and allows Mr. Game & Watch to act with any action afterwards (except an [[air dodge]]), like in ''Brawl'' but without the parachute and ability to air dodge.}}
*{{buff|[[Fire]] no longer causes [[helpless]]ness and allows Mr. Game & Watch to act with any action afterwards (except an [[air dodge]]), like in ''Brawl'' but without the parachute.}}
*{{change|Fire no longer deals consistent damage (6% → 8%/6%/4%).}}
*{{buff|[[Oil Panic]] has less ending lag after catching a projectile, and will usually [[OHKO]] when it is full. It can also now be used as an attack despite the amount of oil in the bucket.}}
*{{nerf|Fire has a shorter duration (frames 1-37 → 1-29).}}
*{{buff|[[Oil Panic]] has less ending lag (frame 50 → 44) after catching a projectile, and will usually [[OHKO]] when it is full. It can also now be used as an attack despite the amount of oil in the bucket. A full bucket attack now has [[intangibility]] during its first 6 frames.}}
*{{buff|Oil Panic's damage output is retained after Mr. Game & Watch gets KO'd}}
*{{nerf|Oil Panic's maximum damage is now capped at 60%, greatly reducing its damage potential against more damaging projectiles.}}
**{{change|As a result the [[Kamikaze glitch]] is mostly removed outside of damage modifications such as from the Super Mushroom.}}
*{{nerf|Oil Panic has more startup lag (frame 5 → 6) and a full bucket attack has a shorter duration (frames 2-37 → 2-26).}}


==Revisions==
==Revisions==
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*{{buff|Weight increased from ''Melee'' and is now the same as NTSC ''Melee'' Kirby's.}}
*{{buff|Weight increased from ''Melee'' and is now the same as NTSC ''Melee'' Kirby's.}}
*{{buff|Rapid Jab IASA is earlier to match the IASA on Jab 1.}}
*{{buff|Rapid Jab IASA is earlier to match the IASA on Jab 1.}}
*{{buff|Up smash damage and knockback increased.}}
*{{buff|Up Smash damage and knockback increased.}}
*{{buff|Neutral aerial parachute positioning better matched to ''Melee'' to have much better coverage on the sides and underneath.}}
*{{buff|Neutral Air parachute positioning better matched to ''Melee'' to have much better coverage on the sides and underneath.}}
*{{buff|Forward aerial knockback growth increased.}}
*{{buff|Forward Air knockback growth increased.}}
*{{buff|Forward and back throws have less endlag.}}
*{{buff|Forward and Back Throws have less endlag.}}
*{{buff|[[Judgment]] hammers 2-8 adjusted in various ways to reward Mr. Game & Watch a lot more.}}
*{{buff|[[Judgment]] hammers 2-8 adjusted in various ways to reward Mr. Game & Watch a lot more.}}
*{{buff|[[Fire]] is able to IASA into all moves at the peak that he can normally do while falling after using [[Fire]] rather than aerials only, can do so slightly earlier, and can use air mobility during that time.}}
*{{buff|[[Fire]] is able to IASA into all moves at the peak that he can normally do while falling after using [[Fire]] rather than aerials only, can do so slightly earlier, and can use air mobility during that time.}}
*{{buff|[[Oil Panic]] attack IASA is earlier.}}
*{{buff|[[Oil Panic]] attack IASA is earlier.}}
*{{nerf|Oil Panic minimum damage is decreased slightly.}}
*{{nerf|[[Oil Panic]] minimum damage is decreased slightly.}}
*{{nerf|Oil Panic absorb collision is decreased in size.}}
*{{nerf|[[Oil Panic]] absorb collision is decreased in size.}}
*{{buff|Rapid Jab modified to not loop twice (4 hits) easily when trying to only loop once (2 hits).}}
*{{buff|Rapid Jab modified to not loop twice (4 hits) easily when trying to only loop once (2 hits).}}
*{{buff|Dash Attack hit duration is slightly increased, base knockback reduced a bit, and growth increased.}}
*{{buff|Dash Attack hit duration is slightly increased, base knockback reduced a bit, and growth increased.}}
*{{change|Forward tilt timing of when the chair is out and when it hits corrected to match.}}
*{{change|Forward Tilt timing of when the chair is out and when it hits corrected to match.}}
*{{change|Forward tilt and up tilt sound effects timing fixed.}}
*{{change|Forward Tilt and Up Tilt sound effects timing fixed.}}
*{{bugfix|Forward aerial had a misplaced hitbox during the back hit that was fixed, now allowing it to hit much further above and behind him.}}
*{{bugfix|Forward Air had a misplaced hitbox during the back hit that was fixed, now allowing it to hit much further above and behind him.}}
*{{buff|Up aerial has an added landing hitbox identical to the aerial one except slightly less damage.}}
*{{buff|Up Air has an added landing hitbox identical to the aerial one except slightly less damage.}}
*{{buff|Down aerial upper and lower hitboxes both meteor on the initial hit instead of only the top.}}
*{{buff|Down Air upper and lower hitboxes both meteor on the initial hit instead of only the top.}}
*{{change|Up throw has much less base knockback and more growth.}}
*{{change|Up Throw has much less base knockback and more growth.}}
*{{bugfix|Quick edge jump works properly on sloped edges.}}
*{{bugfix|Quick edge jump works properly on sloped edges.}}
*{{bugfix|[[Chef]] getting stuck in autofire bug has been fixed.}}
*{{bugfix|[[Chef]] getting stuck in autofire bug has been fixed.}}
*{{change|Aerial Neutral B pan hitbox is lower and matches its position on the ground.}}
*{{change|Aerial Neutral B pan hitbox is lower and matches its position on the ground.}}
*{{buff|Chef pan hitbox does more damage, less base knockback, and much more growth.}}
*{{buff|[[Chef]] pan hitbox does more damage, less base knockback, and much more growth.}}
*{{buff|[[Judgment]] maintains more horizontal momentum when used.}}
*{{buff|[[Judgment]] maintains more horizontal momentum when used.}}
*{{buff|Judgment hit windows increased to match Melee, and added stronger sound effects to some of them.}}
*{{buff|[[Judgment]] hit windows increased to match Melee, and added stronger sound effects to some of them.}}
*{{buff|Judgment adjusted so that the 1st hammer of the match cannot be a 1 or a 2, and the 2nd hammer cannot be a 1.}}
*{{buff|[[Judgment]] adjusted so that the 1st hammer of the match cannot be a 1 or a 2, and the 2nd hammer cannot be a 1.}}
*{{bugfix|[[Fire]] falls more naturally and doesn't tug backwards at the peak when angled.}}
*{{bugfix|[[Fire]] falls more naturally and doesn't tug backwards at the peak when angled.}}
*{{change|Fire is stronger early in the attack, weaker near the end, and the knockback is reversible.}}
*{{change|[[Fire]] is stronger early in the attack, weaker near the end, and the knockback is reversible.}}
*{{buff|[[Oil Panic]] minimum hold time slightly reduced and is much more consistent, always releasing immediately if it has been held for that amount of time already.}}
*{{buff|[[Oil Panic]] minimum hold time slightly reduced and is much more consistent, always releasing immediately if it has been held for that amount of time already.}}
*{{buff|Oil Panic initial horizontal momentum slightly increased.}}
*{{buff|[[Oil Panic]] initial horizontal momentum slightly increased.}}
*{{buff|Oil Panic attack can be activated by pressing B at any time the bucket is being held out with a charge in it, with more charges resulting in a larger attack area.}}
*{{buff|[[Oil Panic]] attack can be activated by pressing B at any time the bucket is being held out with a charge in it, with more charges resulting in a larger attack area.}}


===v2.6b===
===v2.6b===
*{{buff|Teching while rolling and standing are slightly delayed at the start to be harder to read, while keeping its invincibility, distance, and total durations as before.}}
*{{buff|Teching while rolling and standing are slightly delayed at the start to be harder to read, while keeping its invincibility, distance, and total durations as before.}}
*{{buff|Forward smash is capable of hitting multiple times.}}
*{{buff|Forward Smash is capable of hitting multiple times.}}
*{{buff|Down smash sweetspot on the hammers is now a meteor against grounded opponents with compensated knockback, allowing for combos at low damage.}}
*{{buff|Down Smash sweetspot on the hammers is now a meteor against grounded opponents with compensated knockback, allowing for combos at low damage.}}
*{{buff|Down throw does slightly more damage.}}
*{{buff|Down Throw does slightly more damage.}}
*{{nerf|[[Chef]] foods do slightly less damage at normal size.}}
*{{nerf|[[Chef]] foods do slightly less damage at normal size.}}
*{{change|Dash attack has a hitbox at the very start of the move that sends enemies forward.}}
*{{change|Dash Attack has a hitbox at the very start of the move that sends enemies forward.}}
*{{nerf|Forward tilt's late hit is weaker, sends more vertically, and is slightly smaller in size.}}
*{{nerf|Forward Tilt's late hit is weaker, sends more vertically, and is slightly smaller in size.}}
*{{change|Down aerial is interruptible sooner in the air.}}
*{{change|Down Air is interruptible sooner in the air.}}
*{{change|All throws appear identical in animation until the opponent is released.}}
*{{change|All Throws appear identical in animation until the opponent is released.}}
*{{change|All [[Chef]] foods are fire element and able to melt ice, instead of only Shrimp.}}
*{{change|All [[Chef]] foods are fire element and able to melt ice, instead of only Shrimp.}}
*{{buff|Chef depending on frequency of use has a chance of launching large foods that spin slower, are more damaging, and stun longer than normal. Damage scales a little bit on each with Sausage<Shrimp<Fish<Steak.}}
*{{buff|[[Chef]] depending on frequency of use has a chance of launching large foods that spin slower, are more damaging, and stun longer than normal. Damage scales a little bit on each with Sausage<Shrimp<Fish<Steak.}}
*{{buff|Chef foods random trajectories can be limited to the upper or lower three by holding up or down.}}
*{{buff|[[Chef]] foods random trajectories can be limited to the upper or lower three by holding up or down.}}
*{{nerf|Chef pan hit window is a bit shorter.}}
*{{nerf|[[Chef]] pan hit window is a bit shorter.}}
*{{buff|[[Judgment]] has new graphical effects to indicate whether the next judgment hammer will be an odd or even number.}}
*{{buff|[[Judgment]] has new graphical effects to indicate whether the next judgment hammer will be an odd or even number.}}


===v3.0===
===v3.0===
*{{buff|Weight slightly increased.}}
*{{buff|Weight slightly increased.}}
*{{nerf|[[Chef]] has 4 frames of landing lag instead of instantly switching to wait upon landing.}}
*{{nerf|[[Chef]] has heavy landing lag (4 frames) instead of instantly switching to wait upon landing.}}
*{{nerf|Judgement #3's shield damage reduced.}}
*{{nerf|Judgement #3's shield damage reduced.}}
*{{buff|Dash lengthened.}}
*{{buff|Dash lengthened.}}
*{{change|Forward smash loop hitboxes removed, now possesses a weaker late flub hitbox.}}
*{{change|Forward Smash loop hitboxes removed, now possesses a weaker late flub hitbox.}}
*{{change|Super food is removed.}}
*{{change|Super food is removed.}}


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*{{buff|Judgement #4 deals more damage.}}
*{{buff|Judgement #4 deals more damage.}}
*{{nerf|Judgement #9 deals less Knockback.}}
*{{nerf|Judgement #9 deals less Knockback.}}
*{{nerf|Using [[Oil Panic]] now stalls Mr. Game & Watch only once per time he's is in the air.}}
*{{nerf|Using [[Oil Panic]] now stalls Mr. Game and Watch only once per time he's is in the air.}}
*{{nerf|Energy projectiles absorbed by Oil Panic now cause a flat 12% damage, instead of it being based on the projectile absorbed.}}
*{{nerf|Energy projectiles absorbed by Oil Panic now cause a flat 12% damage, instead of it being based on the projectile absorbed.}}


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==In [[competitive play]]==
==In [[competitive play]]==
===Notable players===
===Notable players===
{{cleanup|[[SmashWiki:Cleanup of the Notable Players sections|Needs to be updated to fit these guidelines]]}}
*{{Sm|Bidooof|Canada}}
*{{Sm|Pikmon|USA}} - Formerly best Game & Watch player in the world. Ranked 8th on [[PMRank 2019]] before switching to Ike, but still uses Game & Watch as a secondary. Currently ranked #17 on [[PMRank 2023]].
*{{Sm|Dakpo|USA}}-One of the best Game & Watch players in the world. Regularly teams with {{Sm|Lunchables}} to form one of the strongest teams in PM, placing 1st at numerous nationals. Also has a win on {{Sm|Sosa}}.
*{{Sm|Ellipsis|USA}} - The current best solo Game & Watch in the world. Ranked 25th on [[PMRank 2023]].
*{{Sm|Marshall|USA}}-Ranked 35th on the PMRank 2016. Placed 3rd at [[Smash 'N' Splash 2]].
*{{Sm|Rise|USA}} - Ranked #43 on [[PMRank 2023]].
*{{Sm|JJK|Canada}}-The best Game & Watch player in Canada. Ranked 2nd on the Ontario Project M Power Rankings.
*{{Sm|Mr.Watch&Learn|USA}} - Formerly ranked 25th on [[PMRank 2019]]. Honorable mention on [[PMRank 2023]].
*{{Sm|MrLz|USA}}-The best Game & Watch player in the world. Placed 3rd at [[EVO 2015]], 1st at [[Paragon Los Angeles 2015]], and 1st at [[Smash 'N' Splash 2]]. Ranked 6th on the PMRank 2016.
*{{Sm|Drugfreechu|USA}} - Formerly ranked 11th on [[PMRank 2019]].
*{{Sm|Nintendude|USA}}-Placed 5th at [[Project M Showdown 3.02]] and 25th at [[Paragon Los Angeles 2015]].
*{{Sm|MrLz|USA}} - Formerly the best Game & Watch player in the world. Placed 3rd at [[EVO 2015]], 1st at [[Paragon Los Angeles 2015]], and 1st at [[Smash 'N' Splash 2]]. Formerly ranked 6th on [[PMRank 2016]].
*{{Sm|Oracle|USA}}-One of his numerous secondaries.
*{{Sm|Nezergy|USA}} - Formerly ranked 35th on [[PMRank 2019]].
*{{Sm|Loyal|USA}}-The best Game & Watch player in SoCal. Ranked 5th on the SoCal Project M Power Rankings.
*{{Sm|Loyal|USA}} - Fprmerly ranked 47th on [[PMRank 2017]]
*{{Sm|Pikmon|USA}}- Ranked 41st on the PMRank 2016 and 4th on the NorCal Project M Power Rankings.
*{{Sm|Sugydye|USA}}-Formerly the best Game & Watch in NorCal before Pikmon moved there.


==Alternate costumes==
==Alternate costumes==
===Project M===
Mr. Game & Watch's alternate costumes are brighter than they were in ''Brawl''. Additionally, he now has three new alternate costumes.
Mr. Game & Watch's alternate costumes are brighter than they were in ''Brawl''. Additionally, he now has three new alternate costumes.
{|style="margin:1em auto 1em auto;text-align:center"
{|style="margin:1em auto 1em auto;text-align:center"
|-
|-
|colspan=10|[[File:Mr. Game & Watch Palette (PM).png|frame|center|Mr. Game & Watch's alternate costumes in PM]]
|colspan=10|[[Image:Mr. Game & Watch Palette (PM).png|frame|center|Mr. Game & Watch's alternate costumes in PM]]
|-
|-
|colspan=2|[[File:MrGame&WatchHeadSSBB.png]]
|colspan=2|[[Image:MrGame&WatchHeadSSBB.png]]
|colspan=2|[[File:MrGame&WatchHeadRedSSBB.png]]
|colspan=2|[[Image:MrGame&WatchHeadRedSSBB.png]]
|colspan=2|[[File:MrGame&WatchHeadYellowSSBB.png]]
|colspan=2|[[Image:MrGame&WatchHeadYellowSSBB.png]]
|colspan=2|[[File:MrGame&WatchHeadBlueSSBB.png]]
|colspan=2|[[Image:MrGame&WatchHeadBlueSSBB.png]]
|colspan=2|[[File:MrGame&WatchHeadGreenSSBB.png]]
|colspan=2|[[Image:MrGame&WatchHeadGreenSSBB.png]]
|-
|-
|
|
|colspan=2|[[File:MrGame&WatchHeadCyanSSBB.png]]
|colspan=2|[[Image:MrGame&WatchHeadCyanSSBB.png]]
|colspan=2|[[File:MrGame&WatchHeadWhitePM.png]]
|colspan=2|[[Image:MrGame&WatchHeadWhitePM.png]]
|colspan=2|[[File:MrGame&WatchHeadPinkPM.png]]
|colspan=2|[[Image:MrGame&WatchHeadPinkPM.png]]
|colspan=2|[[File:MrGame&WatchHeadPurplePM.png]]
|colspan=2|[[Image:MrGame&WatchHeadPurplePM.png]]
|
|
|-
|}
|}
===Project+===
[[File:Mr. Game & Watch Palette (P+).png|800px|thumb|center|Mr. Game & Watch's alternate costumes in P+]]
As of version 2.5.2, Mr. Game & Watch is the only character in Project+ to only get recolors rather then at least one alternate costume that changes the character's model.
'''Black''' ''(default)'': Resembles the characters from the {{s|wikipedia|Game & Watch}} games ''Fire'' and ''Parachute''. He has the general color of the LCD frames in most of the Game & Watch handhelds.
'''Red''' ''(Red Team #1)'': Resembles his Red Team color in [[Super Smash Bros. Brawl]] and is the reminiscent of characters and objects as depicted on the {{s|wikipedia|Virtual Boy}}, though this color palette has become much brighter to match with the original Virtual Boy object-depicted screen colors since [[Project M]].
'''Yellow'''
'''Blue''' ''(Blue Team #1)'': Resembles his Blue Team color in [[Super Smash Bros. Brawl]], though this color palette has become much brighter since [[Project M]].
'''Green''' ''(Green Team #1)'': Resembles his Green Team color in [[Super Smash Bros. Brawl]], though this color palette has become much brighter since [[Project M]].
'''Cyan''' ''(Blue Team #2)'': Resembles one of his colors in [[Super Smash Bros. Brawl]] and is the reminiscent of the backlit display of the {{s|bulbapedia|Game Boy Light}}, though the outline has been changed into the Teal color since [[Project M]].
'''Gray''': This color palette is based on one of the {{s|wikipedia|Game & Watch}} console color schemes.
'''Orange''' ''(Red Team #2)''
'''Olive''' ''(Green Team #2)'': Resembles one of his colors in [[Super Smash Bros. Brawl]] and is the reminiscent of characters and objects as depicted on the original {{s|wikipedia|Game Boy}}, though this color palette has been more green-ish and with a darker olive-green outline, to match with the original Game Boy screen color since [[Project+]].
'''Maroon''': Resembles his Red Team color in [[Super Smash Bros. Brawl]] and is the reminiscent of characters and objects as depicted on the {{s|wikipedia|Virtual Boy}}, though this color palette has become slightly more pink-ish since [[Super Smash Bros. 4]].
'''Brown'''
'''White''': Reminiscent of the monochromatic LCD screen of the Game & Watch games, also appeared in [[Project M]] and [[Super Smash Bros. 4]].
'''Pink''' ''(Red Team #3)''
'''Lavender''' ''(Blue Team #3)''
'''Teal''' ''(Green Team #3)'': Resembles one of his colors in [[Super Smash Bros. Brawl]] and is the reminiscent of the backlit display of the {{s|bulbapedia|Game Boy Light}}, though this color palette has become much darker and more saturated since [[Super Smash Bros. 4]].
'''Secret costumes:'''
[[File:G&W R_P+.png|160px]]
'''Z-Secret Costume''': Rainbow Mr. Game & Watch
'''R-Secret Costume''': Color-Inverted Mr. Game & Watch - Meant to be the opposite color palette of Mr. Game & Watch's default colors.


==External links==
==External links==
*[http://smashboards.com/threads/i-see-every-pixel-the-hitbox-frame-data-thread.387100/ Frame data]
*[http://smashboards.com/threads/i-see-every-pixel-the-hitbox-frame-data-thread.387100/ Frame data]
*[https://www.reddit.com/r/SSBPM/comments/p63ago/labbing_discord_results_mr_game_watch/ Labbing Discord Tech Post]


{{Project M}}
{{Project M}}
[[Category:Mr. Game & Watch]]
[[Category:Mr. Game & Watch]]
[[Category:Characters (PM)]]
[[Category:Characters (PM)]]

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