Editing Mr. Game & Watch (SSBB)

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*[[Down aerial]]:
*[[Down aerial]]:
**{{change|[[Down aerial]] is now a [[stall-then-fall]].}}
**{{change|[[Down aerial]] is now a [[stall-then-fall]].}}
**{{nerf|but it could sometimes led to a [[self-destruct]] when using it against opponents on the way down.}}


===Throws/other attacks===
===Throws/other attacks===
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|neutralcount=1
|neutralcount=1
|neutralinf=y
|neutralinf=y
|neutralname=Greenhouse ({{ja|グリーンハウス|Gurīnhausu}})
|neutralname= 
|neutral1dmg=3%
|neutral1dmg=3%
|neutralinfdmg=1-3% (loop)
|neutralinfdmg=1-3% (loop)
|neutraldesc=Mr. Game & Watch rapidly presses an insecticide pump. Excellent for escaping pressure and hard to escape from. Low ending lag; this can lead into a grab or tilt attack. Originates from ''Greenhouse''.
|neutraldesc=Mr. Game & Watch rapidly presses an insecticide pump. Excellent for escaping pressure and hard to escape from. Low ending lag; this can lead into a grab or tilt attack. Originates from ''Greenhouse''.
|ftiltname=Lion ({{ja|ライオン|Raion}})
|ftiltname= 
|ftiltdmg=10%
|ftiltdmg=10%
|ftiltdesc=Mr. Game & Watch thrusts a chair in front of him, has light potential to [[KO]] at very high damages. Some noticeable ending lag. Like his other tilts, it has a hitbox with a long duration. Originates from ''Lion''.
|ftiltdesc=Mr. Game & Watch thrusts a chair in front of him, has light potential to [[KO]] at very high damages. Some noticeable ending lag. Like his other tilts, it has a hitbox with a long duration. Originates from ''Lion''.
|utiltname=Flagman ({{ja|フラッグマン|Furagguman}})
|utiltname= 
|utiltdmg=8%
|utiltdmg=8%
|utiltdesc=Mr. Game & Watch waves a flag above him. Combos into itself with fast fallers and heavy weights at lower percentages. Usually used into a neutral air or up air otherwise, can even KO at higher percentages. At low percentages, can be used for juggling. Originates from ''Flagman''.
|utiltdesc=Mr. Game & Watch waves a flag above him. Combos into itself with fast fallers and heavy weights at lower percentages. Usually used into a neutral air or up air otherwise, can even KO at higher percentages. At low percentages, can be used for juggling. Originates from ''Flagman''.
|dtiltname=Manhole ({{ja|マンホール|Manhōru}})
|dtiltname= 
|dtiltdmg=6% (grounded), 9% (aerial)
|dtiltdmg=6% (grounded), 9% (aerial)
|dtiltdesc=Mr. Game & Watch flips a manhole cover in front of him. A very good move to space, especially against characters with low reach. The manhole lid is actually a 3D object, unlike any of his other moves, which are all 2D objects. It is no longer a good KO move as it was in ''Melee'', but it has become more effective at edgeguarding due to being a semi-spike, having good base knockback, a hitbox with long duration, and very low cooldown. Good for anti-air attack; deals more damage if the opponent is in the air. Originates from ''Manhole''.
|dtiltdesc=Mr. Game & Watch flips a manhole cover in front of him. A very good move to space, especially against characters with low reach. The manhole lid is actually a 3D object, unlike any of his other moves, which are all 2D objects. It is no longer a good KO move as it was in ''Melee'', but it has become more effective at edgeguarding due to being a semi-spike, having good base knockback, a hitbox with long duration, and very low cooldown. Good for anti-air attack; deals more damage if the opponent is in the air. Originates from ''Manhole''.
|dashname=Helmet ({{ja|ヘルメット|Herumetto}})
|dashname= 
|dashdmg=11%
|dashdmg=11%
|dashdesc=Mr. Game & Watch slides his head along the ground while wearing a helmet. Laggy and easy to predict, a long time to finish, though its hitbox has a long duration. Can combo into moves on fast fallers. Can stage spike if used near the edge, being an effective KO move. Originates from ''Helmet''.
|dashdesc=Mr. Game & Watch slides his head along the ground while wearing a helmet. Laggy and easy to predict, a long time to finish, though its hitbox has a long duration. Can combo into moves on fast fallers. Can stage spike if used near the edge, being an effective KO move. Originates from ''Helmet''.
|fsmashname=Fire Attack ({{ja|ファイアアタック|Faia Atakku}})
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSBB|18}}/{{ChargedSmashDmgSSBB|14}} (clean head/handle), {{ChargedSmashDmgSSBB|8}} (late)
|fsmashdmg={{ChargedSmashDmgSSBB|18}}/{{ChargedSmashDmgSSBB|14}} (clean head/handle), {{ChargedSmashDmgSSBB|8}} (late)
|fsmashdesc=Mr. Game & Watch attacks with a torch. Great base knockback and even greater knockback scaling as well as lasting longer than expected, making it hard to punish. Has a disjointed hitbox at the end of the move causing very low damage but with good knockback. Usually used after down air, down throw, or up air. Its great knockback scaling and diagonal trajectory makes momentum canceling very ineffective against it. It is arguably the best forward smash in the game as it has good reach and great knockback, being capable of KOing any character under 100%. Though it is a rare occurrence, this attack has a sourspot when only the pole hits. This only happens if a character is small enough to stay between the flame and Mr. Game & Watch himself, touching only the pole. Has slightly less knockback. Originates from ''Fire Attack''.
|fsmashdesc=Mr. Game & Watch attacks with a torch. Great base knockback and even greater knockback scaling as well as lasting longer than expected, making it hard to punish. Has a disjointed hitbox at the end of the move causing very low damage but with good knockback. Usually used after down air, down throw, or up air. Its great knockback scaling and diagonal trajectory makes momentum canceling very ineffective against it. It is arguably the best forward smash in the game as it has good reach and great knockback, being capable of KOing any character under 100%. Though it is a rare occurrence, this attack has a sourspot when only the pole hits. This only happens if a character is small enough to stay between the flame and Mr. Game & Watch himself, touching only the pole. Has slightly less knockback. Originates from ''Fire Attack''.
|usmashname=Octopus ({{ja|オクトパス|Okutopasu}})
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSBB|18}}
|usmashdmg={{ChargedSmashDmgSSBB|18}}
|usmashdesc=Mr. Game & Watch's head becomes a diving helmet and he bashes upwards with his head, with the hitbox extending a short ways above the helmet. Has very high start-up lag (even compared to his other smash attacks), but is the third strongest up smash in the game (behind Ivysaur's and Lucas') and it has very low ending lag, especially considering its strength. Usually used as an anti-air or as a raw KO move. Very useful for tech chases due to its wide hitbox and good duration. Originates from ''Octopus''.
|usmashdesc=Mr. Game & Watch's head becomes a diving helmet and he bashes upwards with his head, with the hitbox extending a short ways above the helmet. Has very high start-up lag (even compared to his other smash attacks), but is the third strongest up smash in the game (behind Ivysaur's and Lucas') and it has very low ending lag, especially considering its strength. Usually used as an anti-air or as a raw KO move. Very useful for tech chases due to its wide hitbox and good duration. Originates from ''Octopus''.
|dsmashname=Vermin ({{ja|バーミン|Bāmin}})
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSBB|15}} (hammer), {{ChargedSmashDmgSSBB|13}} (handle)
|dsmashdmg={{ChargedSmashDmgSSBB|15}} (hammer), {{ChargedSmashDmgSSBB|13}} (handle)
|dsmashdesc=Mr. Game & Watch takes out two hammers and slams them down on both sides. If sourspotted, this attack is a rather powerful [[semi-spike]] and can KO early when on the edge. When sweetspotted, this is one of the most powerful down smashes in the game, being one of the few that can reliably KO under 100%. It has high startup lag although it has very low ending lag (having the shortest total duration out of any down smash), which can surprise people by using it again after a missed one. It is effective at edgeguarding as the semi-spike is powerful and even though the sweetspot has vertical knockback, its great knockback can still KO a recovering opponent. Can combo out of the last hits of neutral aerial and also with down throw on anyone who doesn't have a long enough roll and who doesn't tech it. Originates from ''Vermin''.
|dsmashdesc=Mr. Game & Watch takes out two hammers and slams them down on both sides. If sourspotted, this attack is a rather powerful [[semi-spike]] and can KO early when on the edge. When sweetspotted, this is one of the most powerful down smashes in the game, being one of the few that can reliably KO under 100%. It has high startup lag although it has very low ending lag (having the shortest total duration out of any down smash), which can surprise people by using it again after a missed one. It is effective at edgeguarding as the semi-spike is powerful and even though the sweetspot has vertical knockback, its great knockback can still KO a recovering opponent. Can combo out of the last hits of neutral aerial and also with down throw on anyone who doesn't have a long enough roll and who doesn't tech it. Originates from ''Vermin''.
|nairname=Tropical Fish ({{ja|トロピカルフィッシュ|Toropikaru Fisshu}})
|nairname= 
|nairdmg=5% (hit 1), 4% (hits 2-4)
|nairdmg=5% (hit 1), 4% (hits 2-4)
|nairdesc=Two fish will come out of both sides of a bowl, hitting multiple times. The last hit has moderate knockback. If the last hit does not hit, it can combo into other aerials and smashes. Its large hitbox and light vertical knockback allows it to juggle very well. Great shield stabber. Originates from ''Tropical Fish''.
|nairdesc=Two fish will come out of both sides of a bowl, hitting multiple times. The last hit has moderate knockback. If the last hit does not hit, it can combo into other aerials and smashes. Its large hitbox and light vertical knockback allows it to juggle very well. Great shield stabber. Originates from ''Tropical Fish''.
|fairname=Cement Factory ({{ja|セメントファクトリー|Semento Fakutorī}})
|fairname= 
|fairdmg=16% (clean), 6% (late)
|fairdmg=16% (clean), 6% (late)
|fairdesc=Mr. Game & Watch takes out a box and attacks with it. The sweetspot is the initial hitbox with very powerful horizontal knockback while the subsequent hitbox is the sourspot with very low knockback. It can do damage regardless of exactly which side of his body the enemy is hit by. Has the greatest KO potential of all his aerials if sweetspotted. Great for edgeguarding and it can [[Wall of pain|WoP]] opponents at low to mid percentages. It has long landing lag but its aerial ending lag is not as bad. According to the official ''Melee'' website, this move originates from ''Mario's Cement Factory''. However, the object looks closer to the boxes from the ''Game & Watch'' version of ''Mario Bros.''
|fairdesc=Mr. Game & Watch takes out a box and attacks with it. The sweetspot is the initial hitbox with very powerful horizontal knockback while the subsequent hitbox is the sourspot with very low knockback. It can do damage regardless of exactly which side of his body the enemy is hit by. Has the greatest KO potential of all his aerials if sweetspotted. Great for edgeguarding and it can [[Wall of pain|WoP]] opponents at low to mid percentages. It has long landing lag but its aerial ending lag is not as bad. According to the official ''Melee'' website, this move originates from ''Mario's Cement Factory''. However, the object looks closer to the boxes from the ''Game & Watch'' version of ''Mario Bros.''
|bairname=Turtle Bridge ({{ja|タートルブリッジ|Tātoru Burijji}})
|bairname= 
|bairdmg=3% (hits 1-5), 3% (landing)
|bairdmg=3% (hits 1-5), 3% (landing)
|bairdesc=Mr. Game & Watch takes out a turtle and attacks behind him. Hits multiple times and has great horizontal reach with a large hitbox. When being shielded, opponents often drop their shields too soon due to the turtle's hitlag causing it to have unexpected duration when it is landed. Can be DI'd out of though. It is possible for grounded targets to [[powershield]] the last hit, but this is very difficult to perform. Originates from ''Turtle Bridge''.
|bairdesc=Mr. Game & Watch takes out a turtle and attacks behind him. Hits multiple times and has great horizontal reach with a large hitbox. When being shielded, opponents often drop their shields too soon due to the turtle's hitlag causing it to have unexpected duration when it is landed. Can be DI'd out of though. It is possible for grounded targets to [[powershield]] the last hit, but this is very difficult to perform. Originates from ''Turtle Bridge''.
|uairname=Spitball Sparky ({{ja|スピットボールスパーキー|Supittobōru Supākī}})
|uairname=Spitball Sparky
|uairdmg=7% (hit 1), 9% (hit 2)
|uairdmg=7% (hit 1), 9% (hit 2)
|uairdesc=Mr. Game & Watch raises a pump above him, blowing puffs of air above him twice. It [[push]]es characters above Mr. Game & Watch upwards if they are out of range of being damaged, the wind being more powerful closer to Mr. Game & Watch. This can actually push a player out of Ike's [[Great Aether]], and, when high enough, can push opponents above the upper blast line for a [[Star KO]]. The wind hitbox can be used to help teammates with their vertical recovery. The second hit has very high knockback but is very difficult to land due to the wind effect of the first hitbox. Originates from ''Spitball Sparky''.
|uairdesc=Mr. Game & Watch raises a pump above him, blowing puffs of air above him twice. It [[push]]es characters above Mr. Game & Watch upwards if they are out of range of being damaged, the wind being more powerful closer to Mr. Game & Watch. This can actually push a player out of Ike's [[Great Aether]], and, when high enough, can push opponents above the upper blast line for a [[Star KO]]. The wind hitbox can be used to help teammates with their vertical recovery. The second hit has very high knockback but is very difficult to land due to the wind effect of the first hitbox. Originates from ''Spitball Sparky''.
|dairname=Donkey Kong Jr. ({{ja|ドンキーコングJr.|Donkī Kongu Junia}})
|dairname= 
|dairdmg=14% (sweetspot), 13% (sourspot), 6% (landing)
|dairdmg=14% (sweetspot), 13% (sourspot), 6% (landing)
|dairdesc=Mr. Game & Watch takes out a key and slams it downward. This [[Stall-Then-Fall]] attack propels Mr. Game & Watch downwards and is a [[meteor smash]] if the initial hitbox is landed and sweetspotted. Can be moved left or right a bit. If used while halfway through a thin platform (after hitting down so he falls through it), he will move upwards and land on top of the platform, without the animation changing. Can perform the [[Stall-Then-Fall Glitch]]. Can KO at high percentages, being one of the strongest stall-then-fall moves in the game. Originates from ''Donkey Kong Jr.''
|dairdesc=Mr. Game & Watch takes out a key and slams it downward. This [[Stall-Then-Fall]] attack propels Mr. Game & Watch downwards and is a [[meteor smash]] if the initial hitbox is landed and sweetspotted. Can be moved left or right a bit. If used while halfway through a thin platform (after hitting down so he falls through it), he will move upwards and land on top of the platform, without the animation changing. Can perform the [[Stall-Then-Fall Glitch]]. Can KO at high percentages, being one of the strongest stall-then-fall moves in the game. Originates from ''Donkey Kong Jr.''
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname= 
|grabdesc=Reaches out. Short duration. Animation taken from ''Mario's Cement Factory''.
|grabdesc=Reaches out. Short duration. Animation taken from ''Mario's Cement Factory''.
|pummelname=Alarm ({{ja|アラーム|Arāmu}})
|pummelname= 
|pummeldmg=3%
|pummeldmg=3%
|pummeldesc=Mr. Game & Watch bashes the enemy with an alarm bell. Originates from the Game & Watch's alarm feature.
|pummeldesc=Mr. Game & Watch bashes the enemy with an alarm bell. Originates from the Game & Watch's alarm feature.
|fthrowname=Ball ({{ja|ボール|Bōru}})
|fthrowname= 
|fthrowdmg=8%
|fthrowdmg=8%
|fthrowdesc=Mr. Game & Watch juggles the enemy as a ball, then the enemy is launched forward. Originates from ''Ball''.
|fthrowdesc=Mr. Game & Watch juggles the enemy as a ball, then the enemy is launched forward. Originates from ''Ball''.
|bthrowname=Ball ({{ja|ボール|Bōru}})
|bthrowname= 
|bthrowdmg=8%
|bthrowdmg=8%
|bthrowdesc=Same as other throws, with backwards knockback. Originates from ''Ball''.
|bthrowdesc=Same as other throws, with backwards knockback. Originates from ''Ball''.
|uthrowname=Ball ({{ja|ボール|Bōru}})
|uthrowname= 
|uthrowdmg=8%
|uthrowdmg=8%
|uthrowdesc=Same as other throws, with upwards knockback. Originates from ''Ball''.
|uthrowdesc=Same as other throws, with upwards knockback. Originates from ''Ball''.
|dthrowname=Ball ({{ja|ボール|Bōru}})
|dthrowname= 
|dthrowdmg=6%
|dthrowdmg=6%
|dthrowdesc=Mr. Game & Watch juggles the enemy as a ball and throws the opponent onto the ground. Can tech chase into an up smash, down smash, forward smash, down tilt, or even neutral aerial. Can meteor smash opponents near the edge. Originates from ''Ball''.
|dthrowdesc=Mr. Game & Watch juggles the enemy as a ball and throws the opponent onto the ground. Can tech chase into an up smash, down smash, forward smash, down tilt, or even neutral aerial. Can meteor smash opponents near the edge. Originates from ''Ball''.
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| #9 || 32% || A very, very high knockback attack that was designed to be similar to the [[home-run bat]]. This attack has huge KO potential, being able to KO opponents at small percentages. The attack does, however, have a smaller hitbox.
| #9 || 32% || A very, very high knockback attack that was designed to be similar to the [[home-run bat]]. This attack has huge KO potential, being able to KO opponents at small percentages. The attack does, however, have a smaller hitbox.
|}
|}
===Stats===
{{technical data|Needs short hop and double jump heights}}
{{Attributes
|cast      = 39
|weight    = 75
|rweight    = 37-38
|dash      = 1.5
|rdash      = 14-21
|run        = 1.553
|rrun      = 15
|walk      = 1.1
|rwalk      = 17-19
|trac      = 0.06
|rtrac      = 11-16
|airfric    = 0.012
|rairfric  = 16
|air        = 1.081
|rair      = 7-9
|baseaccel  = 0.07
|rbaseaccel = 1
|addaccel  = 0.03
|raddaccel  = 36-37
|gravity    = 0.07505
|rgravity  = 23
|fall      = 1.24
|rfall      = 30
|ff        = 1.736
|rff        = 31
|jumpsquat  = 5
|rjumpsquat = 11-26
|jumpheight = 27.52134994
|rjumpheight= 35
|shorthop  = ?
|rshorthop  = ?
|djump      = ?
|rdjump    = ?
}}


===[[Announcer]] call===
===[[Announcer]] call===
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==In [[competitive play]]==
==In [[competitive play]]==
===Matchups===
{{SSBBMatchupTable|mrgame&watch=yes}}
Mr. Game & Watch has a slightly positive matchup spread. He is countered by 4 characters, soft countered by 5, has 6 even matchups, soft counters 11, counters 7, and hard counters 3. Mr. Game & Watch's oddities as a character help him stand out. He can fight characters that are air based better than ground based characters in most cases, as his fast aerials allow him to beat floaty characters like Lucario. However, he has trouble in the [[neutral game]] against opponents like Marth, Diddy Kong, and Ice Climbers, however, because of his inability to camp and approach. He also can't keep up with the options Meta Knight has. Overall, however, he has good matchups.
===Notable players===
===Notable players===
{{cleanup|[[SmashWiki:Cleanup of the Notable Players sections|To fit these guidelines]]}}
:''See also: [[:Category:Mr. Game & Watch players (SSBB)]]''
:''See also: [[:Category:Mr. Game & Watch players (SSBB)]]''
*{{Sm|Alphicans|Canada}} - a top Canadian Mr. Game & Watch player. While he didn't travel outside of Canada often, he notably placed 13th at [[Apex 2015]], 4th at [[Get On My Level 2016]], and 9th at [[Get On My Level 2018]].
*{{Sm|Alphicans|Canada}} - a top Canadian Mr. Game & Watch player. While he didn't travel outside of Canada often, he notably placed 13th at [[Apex 2015]], 4th at [[Get On My Level 2016]], and 9th at [[Get On My Level 2018]].
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*Yakuman Player: [Electric] Resistance +28
*Yakuman Player: [Electric] Resistance +28


==In Solo Modes==
==In [[Event Matches]]==
==={{SSBB|Classic Mode}}===
===Solo Events===
In Classic Mode, Mr. Game & Watch can appear as an opponent in Stage 9 if he has been unlocked on [[Flat Zone 2]]. Mr. Game & Watch can also appear as an opponent in Stage 11, but only if he hasn't appeared in Stage 9.
 
===[[All-Star Mode]]===
In All-Star Mode, Mr. Game & Watch is fought in Stage 1 on [[Flat Zone 2]].
 
===[[Event Match]]es===
====Solo Events====
*'''[[Event 32: Bird in Darkest Night]]''': As {{SSBB|Falco}} (with a dark [[Palette swap (SSBB)|alternative costume]]), the player must defeat Mr. Game & Watch on [[Brinstar]]. The stage gets dark frequently throughout the match.
*'''[[Event 32: Bird in Darkest Night]]''': As {{SSBB|Falco}} (with a dark [[Palette swap (SSBB)|alternative costume]]), the player must defeat Mr. Game & Watch on [[Brinstar]]. The stage gets dark frequently throughout the match.
*'''[[Event 34: All-Star Battle Melee]]''': Mr. Game & Watch is one of the opponents fought in this event. All opponents are newcomers from ''[[Super Smash Bros. Melee]]''.
*'''[[Event 34: All-Star Battle Melee]]''': Mr. Game & Watch is one of the opponents fought in this event. All opponents are newcomers from ''[[Super Smash Bros. Melee]]''.
*'''[[Event 35: The Visitor to Flat Zone]]''': Mr. Game & Watch must defeat blacked out versions of {{SSBB|Peach}}, {{SSBB|Toon Link}}, and {{SSBB|Jigglypuff}} on [[Flat Zone 2]].
*'''[[Event 35: The Visitor to Flat Zone]]''': Mr. Game & Watch must defeat blacked out versions of {{SSBB|Peach}}, {{SSBB|Toon Link}}, and {{SSBB|Jigglypuff}} on [[Flat Zone 2]].


====Co-Op Events====
===Co-op Events===
*'''[[Co-Op Event 16: Jigglypuff's Great Comeback]]''': {{SSBB|Jigglypuff}} and Mr. Game & Watch start out tiny and must defeat {{SSBB|Lucas}} and {{SSBB|Ness}}, who are giant, on [[Castle Siege]]. During each background change, Jigglypuff will grow while Ness and Lucas will shrink, but Mr. Game & Watch remains the same size.
*'''[[Co-Op Event 16: Jigglypuff's Great Comeback]]''': {{SSBB|Jigglypuff}} and Mr. Game & Watch start out tiny and must defeat {{SSBB|Lucas}} and {{SSBB|Ness}}, who are giant, on [[Castle Siege]]. During each background change, Jigglypuff will grow while Ness and Lucas will shrink, but Mr. Game & Watch remains the same size.
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on {{SSBB|Battlefield}}.
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on {{SSBB|Battlefield}}.
===[[Congratulations_screen#Super_Smash_Bros._Brawl|Ending Images]]===
<center>
<gallery>
Mr. Game & Watch Congratulations Screen Classic Mode Brawl.png|Classic Mode
Mr. Game & Watch Congratulations Screen All-Star Brawl.png|All-Star Mode
</gallery>
</center>


==[[Trophies]]==
==[[Trophies]]==
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|{{Head|Mr. Game & Watch|g=SSBB|s=25px|cl=Cyan}}
|{{Head|Mr. Game & Watch|g=SSBB|s=25px|cl=Cyan}}
|}
|}
==Gallery==
<gallery>
Mr.Game&WatchBrawl1.jpg|Mr. Game & Watch taunting in [[Luigi's Mansion]].
Mr.Game&WatchBrawl2.jpg|Mr. Game & Watch taunting in [[Green Hill Zone]] with three [[Pikmin]].
Mr.Game&WatchBrawl3.jpg|Mr. Game & Watch using his up air in [[Figure-8 Circuit|Mario Circuit]].
Mr.Game&WatchBrawl4.jpg|Mr. Game & Watch using his neutral air against {{SSBB|Falco}} in {{SSBB|Final Destination}}.
Mr.Game&WatchBrawl5.jpg|Mr. Game & Watch using Judge in [[Mushroomy Kingdom]].
Mr.Game&WatchBrawl6.jpg| Mr. Game & Watch using Oil Panic in [[Mushroomy Kingdom]].
Mr.Game&WatchBrawl7.jpg| Mr. Game & Watch using Oil Panic being used against {{SSBB|Mario}} in [[Mushroomy Kingdom]].
Mr.Game&WatchBrawl8.jpg|Mr. Game & Watch filling Oil Panic with Mario and {{SSBB|Luigi}} in [[Mushroomy Kingdom]].
Octopus.jpg|Mr. Game & Watch's Final Smash, [[Octopus]] in [[Mushroomy Kingdom]].
Mr.Game&WatchBrawl9.jpg|Mr. Game & Watch using his Final Smash, [[Octopus]] in [[Mushroomy Kingdom]].
Mr.Game&WatchBrawl10.jpg|Mr. Game & Watch using his Final Smash, [[Octopus]] in [[Flat Zone 2]].
</gallery>


==Trivia==
==Trivia==

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