Editing Mr. Game & Watch (SSBB)

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At first, Mr. Game & Watch was indirectly revealed from a leaked copy of the game. However, he was officially confirmed on the [[Smash Bros. DOJO!!]] website on March 10, 2008, one day after ''Brawl'' was released in North America.
At first, Mr. Game & Watch was indirectly revealed from a leaked copy of the game. However, he was officially confirmed on the [[Smash Bros. DOJO!!]] website on March 10, 2008, one day after ''Brawl'' was released in North America.


He is ranked 16th on ''Brawl''{{'}}s [[tier list]] in the high-mid tier, which is a sizeable improvement from his low-tier position in ''Melee''. The largest benefit Mr. Game & Watch gained in ''Brawl'' were the physics changes, where he is significantly less vulnerable to [[combo]]s, his [[back aerial]] is significantly more useful due to [[hitlag]], and the leaning towards defensive gameplay boosts Mr. Game & Watch's strengths in general. For some of his individual traits, Mr. Game & Watch possesses large and [[disjointed hitbox]]es in most of his attacks, with his attacks being rather fast in [[start-up lag]] and the majority being quite powerful (especially his brutal [[smash attack]]s, all of which can reliably [[KO]] under 100% while none being particularly slow). Mr. Game & Watch additionally possesses amazing survivability for a character of his weight class, as his amazing [[bucket braking]] momentum cancelling gives him the horizontal endurance potential of a lighter heavyweight, while his [[recovery]] covers great distance and provides great protection against [[edgeguarding]]. Mr. Game & Watch also possesses above average movement speed and good mobility, effective [[tilt]]s and [[aerial attack]]s, and a [[down throw]] that can force a [[tech chase]] opportunity on anyone at any percent. While Mr. Game & Watch's attacks are fast in start-up lag, they are particularly heavy in [[ending lag]], with his aerials also all possessing high [[landing lag]] with the exception of his [[neutral aerial]]. His attacks, despite possessing large hitboxes, additionally mostly have poor to mediocre [[reach]]. This results in him being easily punished when his attacks are [[shield]]ed, and complicates safe [[approach]]es. His [[projectile]] is also laggy and short ranged, while being mostly ineffective, preventing him from being able to [[outcamp]] most characters to cover his approaching difficulties. Additionally, he is very susceptible to vertical [[KO]] moves as his vertical endurance is among the worst (Bucket Braking is significantly less effective when launched vertically), his [[grab]] and [[throw]] game is rather poor in general (he possesses one of the shortest reaching grabs and near useless throws outside his down throw), and his [[roll]]s are rather slow while gaining among the shortest distance. Regardless, Mr. Game & Watch's pros outweigh his cons, resulting in overall strong [[matchup]]s, that are dominating against characters below him on the tier list, while being lackluster against characters above him (particularly losing to eight of the top ten characters, while [[Counter (matchup)|countered]] by four of them), and he has achieved above average [[tournament]] results.
He is currently ranked as 16th on ''Brawl''{{'}}s [[tier list]] in the high-mid tier, which is a high leap from ''Melee'' (where he is currently 19th in low tier) and his best placement in the series. The largest benefit Mr. Game & Watch gained in ''Brawl'' were the physics changes, where he is significantly less vulnerable to [[combo]]s, his [[back aerial]] is significantly more useful due to [[hitlag]], and the leaning towards defensive gameplay boosts Mr. Game & Watch's strengths in general. For some of his individual traits, Mr. Game & Watch possesses large and [[disjointed hitbox]]es in most of his attacks, with his attacks being rather fast in [[start-up lag]] and the majority being quite powerful (especially his brutal [[smash attack]]s, all of which can reliably [[KO]] under 100% while none being particularly slow). Mr. Game & Watch additionally possesses amazing survivability for a character of his weight class, as his amazing [[bucket braking]] momentum cancelling gives him the horizontal endurance potential of a lighter heavyweight, while his [[recovery]] covers great distance and provides great protection against [[edgeguarding]]. Mr. Game & Watch also possesses above average movement speed and good mobility, effective [[tilt]]s and [[aerial attack]]s, and a [[down throw]] that can force a [[tech chase]] opportunity on anyone at any percent. While Mr. Game & Watch's attacks are fast in start-up lag, they are particularly heavy in [[ending lag]], with his aerials also all possessing high [[landing lag]] with the exception of his [[neutral aerial]]. His attacks, despite possessing large hitboxes, additionally mostly have poor to mediocre [[reach]]. This results in him being easily punished when his attacks are [[shield]]ed, and complicates safe [[approach]]es. His [[projectile]] is also laggy and short ranged, while being mostly ineffective, preventing him from being able to [[outcamp]] most characters to cover his approaching difficulties. Additionally, he is very susceptible to vertical [[KO]] moves as his vertical endurance is among the worst (Bucket Braking is significantly less effective when launched vertically), his [[grab]] and [[throw]] game is rather poor in general (he possesses one of the shortest reaching grabs and near useless throws outside his d-throw), and his [[roll]]s are rather slow while gaining among the shortest distance. Regardless, Mr. Game & Watch's pros outweigh his cons, resulting in overall strong [[matchup]]s, that are dominating against characters below him on the tier list, while being lackluster against characters above him (particularly losing to eight of the top ten characters, while [[Counter (matchup)|countered]] by four of them), and he has achieved above average [[tournament]] results.


==How to unlock==
==How to unlock==
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*Play 250 [[VS. match]]es.
*Play 250 [[VS. match]]es.
*Clear [[Target Smash!!]] with 30 different [[character]]s on any single difficulty level.
*Clear [[Target Smash!!]] with 30 different [[character]]s on any single difficulty level.
*Have Mr. Game & Watch join the player's party in [[The Subspace Emissary]] ([[Battleship Halberd Bridge]]).
*Have Mr. Game & Watch join the player's party in the [[Subspace Emissary]] ([[Battleship Halberd Bridge]]).


With the exception of the third method, Mr. Game & Watch must then be defeated on ''[[Flat Zone 2]]''.
With the exception of the third method, Mr. Game & Watch must then be defeated on ''[[Flat Zone 2]]''.
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Mr. Game & Watch is able to negate projectiles easily using [[Oil Panic]] (although this only works on [[energy]] and [[electric]] projectiles) or simply ducking underneath most projectiles. Oil Panic can also easily provide one-hit KOs in doubles if Mr. Game & Watch's teammate possesses an energy projectile. Mr. Game & Watch does have a projectile, [[Chef]], but it is rarely used because of its short range and random trajectory. The move [[Judge]] randomly produces one of nine attacks, doing anything from hurting himself (1) to being a one-hit KO (9). His up special move, [[Fire]] is a superior [[out of shield]] option that can be used to [[plank]]. With his [[Bucket Braking]] and directional influence, he can be hard to KO despite being the 2nd lightest character in the game (tied with {{SSBB|Squirtle}}). Being both quick and a small target, Mr. Game & Watch can be difficult to hit.
Mr. Game & Watch is able to negate projectiles easily using [[Oil Panic]] (although this only works on [[energy]] and [[electric]] projectiles) or simply ducking underneath most projectiles. Oil Panic can also easily provide one-hit KOs in doubles if Mr. Game & Watch's teammate possesses an energy projectile. Mr. Game & Watch does have a projectile, [[Chef]], but it is rarely used because of its short range and random trajectory. The move [[Judge]] randomly produces one of nine attacks, doing anything from hurting himself (1) to being a one-hit KO (9). His up special move, [[Fire]] is a superior [[out of shield]] option that can be used to [[plank]]. With his [[Bucket Braking]] and directional influence, he can be hard to KO despite being the 2nd lightest character in the game (tied with {{SSBB|Squirtle}}). Being both quick and a small target, Mr. Game & Watch can be difficult to hit.


==Changes from ''[[Super Smash Bros. Melee]]''==
==Changes from ''Melee'' to ''Brawl''==
Mr. Game & Watch has been significantly buffed from ''Melee'', as he benefits from ''Brawl''{{'}}s new physics, along with other various buffs. The introduction of [[hitstun canceling]] and [[momentum canceling]] helps Mr. Game & Watch more than most characters, as it not only makes him harder to combo, but it also significantly improves his endurance mainly due to Bucket Braking. Other new Brawl mechanics such as [[B-reversing]] also help him out, and the removal of certain Melee mechanics such as [[L-canceling]] affects him less than other characters. His shield game has been improved significantly. His shield is much larger, and his sidestep is no longer one of the worst in the game.
Mr. Game & Watch has been significantly buffed from ''Melee'', as he benefits from ''Brawl''{{'}}s new physics, along with other various buffs. The introduction of [[hitstun canceling]] and [[momentum canceling]] helps Mr Game & Watch more than most characters as it not only makes him harder to combo but it also significantly improves his endurance mainly due to Bucket Braking. Other new Brawl mechanics such as [[B-reversing]] also help him out and the removal of certain Melee mechanics such as [[L-canceling]] affect him less than other characters. His shield game has been improved significantly. His shield is much larger and his sidestep is no longer one of the worst in the game.  


Mr. Game & Watch did receive a few nerfs, however, as some of his attacks are either weaker or are more laggy, although he does not have any huge nerfs which significantly hinder him, apart from some of his moves (including his down tilt and neutral aerial) losing their KO power in exchange for being faster.
Mr Game & Watch did receive a few nerfs however as some of his attacks are either weaker or are more laggy although he does not have any huge nerfs which significantly hinder him.  


Overall, Mr. Game & Watch is a much more effective character than in ''Melee'', although he still struggles against the stronger characters in the game, resulting in him being above average.
Overall Mr Game & Watch is a much more effective character than in ''Melee'' although he still struggles against the stronger characters in the game resulting in him being above average.


===Aesthetics===
===Aesthetics===
*{{change|Mr. Game & Watch's outline is brighter and thicker. His body is smoother and nose is slightly smaller.}}
*{{change|Mr. Game & Watch's outline is brighter and thicker.}}
*{{change|Mr. Game & Watch no longer makes a noise when receiving knockback, [[stun]]ned or getting KO'd aside from his [[Star KO]]. He is also now silent when waking out of [[asleep|sleep]] status.}}
*{{change|Mr. Game & Watch no longer makes a noise when getting KO'd aside from his [[Star KO]].}}
*{{change|Mr. Game & Watch's alternate costumes are darker and he has new yellow and baby blue skins.}}
*{{change|Mr Game & Watch's alternate costumes are darker and he has new yellow and baby blue skins.}}
*{{change|Mr. Game & Watch's previous taunt has been moved to his side taunt.}}
*{{change|Mr Game & Watch's previous taunt has been moved to his side taunt.}}
*{{change|Mr. Game & Watch has a different animation when carrying heavy items. He now carries them in front of him rather than over his head.}}
*{{change|As on-screen appearances were not present in ''Melee'', Mr. Game & Watch now receives one}}.


===Attributes===
===Attributes===
*{{buff|Mr. Game & Watch is much heavier (60 → 75), though he still remains as the second lightest character, tied with {{SSBB|Squirtle}}.}}
*{{buff|Mr. Game & Watch is significantly heavier (60 → 75), though he still remains as the second lightest character, tied with {{SSBB|Squirtle}}.}}
*{{change|Mr. Game & Watch is slightly bigger, increasing his range, but also his hurtbox.}}
*{{change|Mr. Game & Watch is slightly bigger, increasing his range, but also his hurtbox.}}
*{{buff|Mr. Game & Watch [[dash]]es slightly faster (1.5 → 1.553).}}
*{{buff|Mr. Game and Watch [[dash]]es slightly faster (1.5 → 1.553).}}
*{{buff|Mr. Game & Watch's [[air speed]] is slightly faster (1 → 1.081).}}
*{{buff|Mr. Game & Watch's [[air speed]] is slightly faster (1 → 1.081).}}
*{{buff|Mr. Game & Watch's [[air acceleration]] is higher (0.02 → 0.07 (base), 0.05 → 0.1 (total)).}}
*{{change|Mr. Game and Watch's [[falling speed]] was reduced (1.7 → 1.24), although relative to the cast, Mr. Game and Watch falls faster. This makes him more vulnerable to combos, but due to his increased weight and Bucket Braking, his survivability is still better despite this, and it gives him better vertical endurance.}}
*{{change|Mr. Game & Watch's [[falling speed]] was reduced (1.7 → 1.24), although relative to the cast, Mr. Game & Watch falls faster. This makes him more vulnerable to combos, but due to his increased weight and Bucket Braking, his survivability is still better despite this, and it gives him better vertical endurance.}}
*{{change|Mr Game & Watch's [[gravity]] is lower (0.095 → 0.07505).}}
*{{change|Mr Game & Watch's [[gravity]] is lower (0.095 → 0.07505).}}
*{{buff|Mr. Game & Watch's shield size has been greatly increased, now fully covering his hurtbox and no longer making it unusable.}}
*{{buff|Mr. Game & Watch's shield size has been greatly increased, now fully covering his hurtbox.}}
*{{buff|Mr. Game & Watch's traction has been unchanged (0.06). Compared with the returning veterans, however, Mr. Game & Watch's traction is significantly higher, making it easier for him to punish out of shield.}}
*{{buff|Mr. Game & Watch's traction has been unchanged (0.06). Compared with the returning veterans, however, Mr. Game & Watch's traction is significantly higher, making it easier for him to punish out of shield.}}
*{{buff|[[Spot dodge]] has a much longer duration (frames 2-12 → 2-20) and less end lag (frame 33 → 26) making him much less vulnerable after using it.}}
*{{buff|[[Sidestep]] has a much longer duration (frames 2-12 → 2-20) and less end lag (frame 33 → 26) making him much less vulnerable after using it.}}
*{{buff|Mr. Game & Watch gains much more distance from a [[glide toss]] and can now super glide toss.}}
*{{buff|Mr Game & Watch gains much more distance from a [[glide toss]] and can now super glide toss.}}


===Ground attacks===
===Ground attacks===
*[[Neutral attack]]:
*{{nerf|[[Neutral attack]]'s infinite deals less consistent damage (3% → 1%/2%/3%).}}
**{{buff|Neutral attack's hitboxes are larger overall (4.8/3.6/3.2u → 5.5/4/3u).}}
*{{buff|[[Forward tilt]] has less start-up (frame 13 → 10) and has higher base knockback (10 → 20).}}
**{{nerf|Neutral attack's infinite no longer deals consistent damage (3% → 1%/2%/3%).}}
*{{nerf|Forward tilt has a much shorter hitbox duration (18 frames → 6 frames) and has more ending lag (12 frames → 20 frames).}}
*[[Dash attack]]:
*{{nerf|[[Up tilt]] has more start-up (frame 9 frame 13), a shorter hitbox duration (21 frames 9 frames), deals less damage (9% → 8%), and more ending lag.}}
**{{change|Dash attack's knockback altered (70 (base)/30 (base) → 50/50).}}
*{{buff|[[Down tilt]] has a longer duration (8 frames → 10), less ending lag (13 frames → 10) and slightly more range. It is also now a [[semispike]], now allowing it to reliably setup edgeguards and gimps.}}
**{{buff|Dash attack deals more damage (9% → 11%).}}
*{{nerf|Down tilt's grounded hit deals much less damage (12% → 6%) and has drastically less knockback (65 (base)/100 (growth) → 50/50), no longer KOing even at Sudden Death percents.}}
**{{buff|Dash attack's hitbox is larger (5.2u → 6.24u), and further in front of Mr. Game & Watch (-4u (X-offset) → 4u).}}
*{{buff|[[Dash attack]] deals more damage (9% → 11%).}}
*[[Forward tilt]]:
*{{buff|[[Forward smash]] has much better KO potential and the weak hit deals 2% more damage (6% → 8%).}}
**{{buff|Forward tilt comes out sooner (frame 13 → 10) and has higher base knockback (10 → 20).}}
*{{change|Forward smash has slightly altered knockback (44 (base)/100 (growth) → 48/98).}}
**{{buff|Forward tilt has less ending lag (frame 42 → 37).}}
*{{nerf|Forward smash has more start-up (frame 13 → 17) and a slightly shorter hitbox duration (21 frames → 17).}}
**{{nerf|Forward tilt has a much shorter hitbox duration (frames 13-30 10-15).}}
*{{buff|[[Up smash]] is stronger, now being the third strongest in the game. It also has slightly less ending lag (11 frames 10).}}
**{{change|Forward tilt's angles have been altered (361° → 45°/37°/37°/37°).}}
*{{buff|[[Down smash]]'s sourspot deals higher damage (10% → 13%) and knockback (10 (base)/50 (growth) → 60/68), making it drastically better for edgeguarding and making it much safer on hit. Its sweetspot also has higher knockback growth (90 → 98), making it better at KO'ing.}}
*[[Up tilt]]:
*{{nerf|Down smash's sweetspot deals 1% less damage (16% → 15%).}}
**{{buff|Up tilt's hitbox sizes have been increased (5.2/3.6/3.2u 6.5/4.6/3.8u).}}
**{{nerf|Up tilt has more startup lag with a shorter duration (frames 9-29 → 13-21).}}
**{{nerf|Up tilt deals less damage (9% → 8%).}}
*[[Down tilt]]:
**{{buff|Down tilt has a longer duration (frames 6-13 6-15).}}
**{{buff|Down tilt hitbox sizes increased (6.4u (ground)/6.4u (air) → 8/9u).}}
**{{nerf|Down tilt's grounded hit deals much less damage (12% → 6%) and has drastically less knockback (65 (base)/100 (growth) → 50/50), no longer KOing even at Sudden Death percents.}}
**{{change|Down tilt's grounded hit angle altered (85° → 20°), allowing it to set up edgeguards but removing its ability to set up into juggles.}}
*[[Forward smash]]:
**{{buff|Forward smash's weak hit deals 2% more damage (6% → 8%).}}
**{{buff|Forward smash's has larger hitboxes and more horizontal range.}}
***Hitbox sizes (4.8/4/2u → 6/5/3u (early), 3.2/2.8/1.6u → 4/3/2u (late).
***Hitboxes moved forward (16/10/0u → 17/10/0u (early), 12/8/0u 15/8/0u (late).
**{{change|Forward smash has slightly altered knockback (44 (base)/100 (growth) → 48/98).}}
**{{nerf|Forward smash has more startup lag with a shorter duration (frames 13-33 → 17-34).}}
*[[Up smash]]:
**{{buff|Up smash's knockback growth has been slightly increased (96 → 97).}}
**{{buff|Up smash's ending lag has been slightly reduced (frame 40 39).}}
**{{buff|Up smash has an additional hitbox above Mr. Game & Watch's head, noticeably increasing it's vertical range.}}
**{{buff|Up smash's head hitbox size has been increased (5.2u → 6.24u).}}
*[[Down smash]]:
**{{buff|Down smash has larger hitboxes and more horizontal range.}}
***Hitbox sizes (4/4/5.6/5.6u → 4.5/4.5/7/7u).
***Sweetspots X-offset (-10.8/10.8u → -12/12u).
**{{buff|Down smash's sourspot deals more damage (10% → 13%) and knockback (10 (base), 50 (scaling) → 60/68) making it a viable KO option.}}
**{{nerf|Down smash's sweetspot deals less damage (16% → 15%) although its knockback growth was compensated (90 → 98).}}


===Aerial attacks===
===Aerial attacks===
*{{buff|All of Mr. Game & Watch's aerials have less landing lag (15 frames → 9 (neutral), 25 frames → 22 (forward), 18 frames → 12 (back), 18 frames → 9 (up), 20 frames → 15 (down). Additionally, the removal of [[L-canceling]] affects Mr. Game & Watch less than all other returning veterans as he was already incapable of L-Canceling neutral, back and up aerials although the landing lag on his forward and down aerials were not fully compensated.}}
*{{buff|All of Mr Game & Watch's aerials have less landing lag (15 frames → 9 (neutral), 25 frames → 22 (forward), 18 frames → 12 (back), 18 frames → 9 (up), 20 frames → 15 (down). Additionally, the loss of [[L-canceling]] affects Mr Game & Watch less than all other returning veterans as he was already incapable of L-Canceling neutral, back and up aerials although the landing lag on his forward and down aerials was not fully compensated.}}
*[[Neutral aerial]]:
*{{buff|Mr. Game & Watch has a new [[neutral aerial]]: Tropical Fish. It's a good multi hit attack that is significantly faster with a longer (frames 20-29 → 7-10/12-15/17-20/22-25), deals 1% more damage (16% → 17%), and can be followed up from much more effectively. It also has less end lag (frame 45 → 35) and can now [[auto cancel]] out of a short hop.}}
**{{buff|Mr. Game & Watch has a new neutral aerial: Tropical Fish. It's a good multi hit attack that is significantly faster with a longer duration (frames 20-29 → 7-10/12-15/17-20/22-25), deals 1% more damage (16% → 17%), and can be followed up from much more effectively. It also has less ending lag (frame 45 → 35) and can now [[auto-cancel]] out of a short hop.}}
*{{nerf|New neutral aerial has much less knockback, no longer being a reliable KO move.}}
**{{nerf|New neutral aerial deals much less knockback, no longer being a reliable KO move.}}
*{{buff|[[Forward aerial]] can now [[lock]] and [[trip]] opponents.}}
**{{change|New Neutral aerial is now coded as an aerial attack instead of a [[special move]].}}
*{{buff|The increased [[hitlag]] of [[back aerial]] allows all the hits to now link properly instead of hitting them away.}}
*[[Back aerial]]:
*{{nerf|Back aerial deals less damage (18% → 15%).}}
**{{buff|Back aerial's multi hits deal less knockback allowing them to connect more reliably with the final hit which deals more knockback.}}
*{{buff|Both hits of [[up aerial]] come out 1 frame earlier (first hit: frame 7 → 6, second hit frame 21 → 20). It also now has a large windbox above him, giving the move more utility.}}
**{{nerf|Back aerial deals less damage per-hit (5% → 3%), but has 5 hits instead of 4 (20% → 15% total).}}
*{{nerf|The first hit of up aerial has a shorter duration (frames 7-16 → 6-7).}}
**{{change|Back aerial is now coded as an aerial attack instead of a special move.}}
*{{change|[[Down aerial]] is now a [[stall-then-fall]].}}
*[[Up aerial]]:
**{{buff|Both hits of [[up aerial]] come out 1 frame earlier (first hit: frame 7 → 6, second hit frame 21 → 20). It also now has a large windbox above him, giving the move more utility.}}
**{{nerf|The first hit of up aerial has a shorter duration (frames 7-16 → 6-12).}}
**{{change|Up aerial is now coded as an aerial attack instead of a special move.}}
*[[Down aerial]]:
**{{change|[[Down aerial]] is now a [[stall-then-fall]].}}
**{{buff|It has bigger hitboxes (3.5154/5.0778 → 4.32/6.24).}}


===Throws/other attacks===
===Throws/other attacks===
*{{buff|[[Grab]]s have less startup (frame 7 → 6 (standing), frame 11 → 9 (dash)) and ending lag (frame 31 → 30 (standing) frame 41 → 35 (dash)).}}
*{{buff|[[Grab]]s have less startup lag (frame 7 → 6 (standing), frame 11 → 9 (dash)) and end lag (frame 31 → 30 (standing) frame 41 → 35 (dash)).}}
*{{buff|[[Pummel]] is slightly faster (30 frames → 29) though it is still the slowest pummel in the game.}}
*{{buff|[[Pummel]] is slightly faster (30 frames → 29) though it is still the slowest pummel in the game.}}
*{{buff|[[Down throw]] meteor smashes opponents into the ground, giving it significantly better follow-up options and Mr. Game & Watch a [[tech chase]] move. This is especially beneficial considering the introduction of hitstun canceling.}}
*{{buff|[[Down throw]] meteor smashes opponents into the ground, giving it significantly better follow-up options and Mr. Game & Watch a [[tech chase]] move. This is especially beneficial considering the introducing of hitstun canceling.}}
*{{nerf|Down throw deals less damage (8% → 6%).}}
*{{nerf|Down throw deals less damage (8% → 6%).}}
*{{change|[[Ledge attack]]s now have a new sound effect, which is the same as sound effect used for a Judge #9.}}
*{{change|[[Ledge attack]]s now have a new sound effect, which is the same as sound effect used for a Judge #9.}}
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===Special moves===
===Special moves===
*[[Chef]]:
*{{buff|If Mr Game & Watch uses any off his specials off a ledge apart from [[Fire]], he will gain a lot of momentum when using them similar to {{SSBB|Mario}}'s [[Cape glide]]. This gives them more utility especially [[Judge]].}}
**{{change|Chef now tosses other foods besides bacon and also leaves his mouth closed.}}
*{{buff|[[Chef]] and [[Judge]] can now be [[B-reversing|B-reversed]].}}
**{{change|Chef no longer resets Mr. Game & Watch's vertical velocity.}}
*{{change|Chef now tosses other foods besides bacon and also leaves his mouth closed.}}
*[[Judge]]:
*{{nerf|Judge has a shorter hitbox duration (14 frames → 8 frames, 11 frames if Judge 5).}}
**{{nerf|Judge has a shorter hitbox duration (14 frames → 8 frames, 12 frames if Judge 5).}}
**{{buff|Judge 2 can now lock and trip opponents.}}
**{{buff|Judge 2 now has a 20% chance of [[trip]]ping targets.}}
**{{buff|Judge "3" deals more shield damage (20 → 25).}}
**{{buff|Judge "3" deals more shield damage (20 → 25).}}
**{{buff|His Judge "7" will always generate an apple and can only be generated if it hits while on the ground, regardless of item configuration.}}
**{{buff|Judge 5 deals slightly more damage due to changes with [[stale move negation]] (11% → 12%).}}
**{{buff|Judge 8 deals much more damage (4% → 9%), freezing opponents for a longer period of time as a result.}}
**{{change|His Judge "7" will always generate an apple and can only be generated if it hits while on the ground, regardless of item configuration.}}
**{{buff|Judge 8 deals uch more damage (4% → 9%) and freezes opponents for a longer period of time.}}
**{{buff|Judge "9" is stronger dealing more knockback, KOing more characters at more parts of the stage in the single digits.}}
**{{change|Judge "9" now uses a unique sound effect which is a higher pitched version of his up/side taunts.}}
**{{change|Judge "9" now uses a unique sound effect which is a higher pitched version of his up/side taunts.}}
*[[Fire]]:
*{{buff|[[Fire]] now gives Mr. Game & Watch a parachute to slow his descent, does not make him helpless, and allows him to use an air dodge and any move other than another Fire. It also has 9 frames of invincibility starting from frame 5.}}
**{{buff|[[Fire]] now gives Mr. Game & Watch a parachute to slow his descent. He can cancel the parachute by either hitting down on the control stick or by using an aerial. If he cancels the parachute, it does not make him [[helpless]] allowing him to use an air dodge and any move other than another Fire. It also has 9 frames of intangibility starting from frame 5.}}
*{{buff|Mr Game & Watch can now reuse Fire if he is hit with certain low knockback moves after using it such as {{SSBB|Mario}}'s [[Cape]] or {{SSBB|Fox}}'s [[Blaster (Fox)|Lasers]].}}
**{{buff|Mr Game & Watch can now reuse Fire if he is hit with certain low knockback moves after using it such as {{SSBB|Mario}}'s [[Cape]] or {{SSBB|Fox}}'s [[Blaster (Fox)|Lasers]].}}
*{{nerf|Fire has much more start-up (Frame 1 → Frame 9), has a shorter hitbox duration (37 frames → 21 frames) and more ending lag (2 frames → 12 frames).}}
**{{nerf|Fire has much more startup lag with a shorter duration (frames 1-37 9-29).}}
*{{nerf|Mr Game & Watch now suffers from the [[grab release glitch]] meaning that he cannot reuse Fire if he is grab released out of it.}}
**{{nerf|Mr Game & Watch now suffers from the [[grab release glitch]] meaning that he cannot reuse Fire if he is grab released out of it.}}
*{{buff|[[Oil Panic]] can now be used to stop all knockback in air, with a technique known as [[Bucket Braking]], giving him significantly better survivability than any other light character.}}
*[[Oil Panic]]:
*{{nerf|Oil Panic's maximum damage has been significantly reduced (200% 60%). It also has a shorter duration (frames 2-37 → 2-26).}}
**{{nerf|Oil Panic starts absorbing projectiles later (frame 5 → 7).}}
**{{buff|Oil Panic has a shorter loop animation (33 frames → 30), making it slightly safer to use.}}
**{{buff|Mr. Game & Watch absorbs projectiles slightly faster (25 frames → 24).}}
**{{buff|Mr. Game & Watch can now absorb multiple projectiles in a row.}}
**{{buff|Oil Panic's absorption radius is drastically larger (5.5u → 22u).}}
**{{buff|Oil Panic has a much higher absorption multiplier (1.5x + 5 → 2.8x).}}
**{{buff|Oil Panic's damage output is retained after Mr. Game & Watch gets KO'd}}
**{{buff|Oil Panic's minimum damage output is higher (12% → 18%).}}
**{{nerf|Oil Panic's maximum damage is now capped at 60%, greatly reducing its damage potential against more damaging projectiles.}}
***{{buff|However, this subsequently removes the [[kamikaze glitch|kamikaze exploit]], no longer allowing Game & Watch to self-destruct against shielding opponents.}}
**{{buff|Due to the introduction of [[momentum canceling]], Oil Panic can now be used to negate all knockback in the air (known as [[Bucket Braking]]). This greatly improves Mr. Game & Watch's horizontal endurance, giving him greater horizontal endurance than even most middleweights despite being the second lightest in the game.}}
**{{buff|Mr. Game & Watch is now intangible for the first six frames of his oil spill.}}
**{{buff|The oil spill has larger hitboxes (2.7342u (hit 1)/3.906u (hit 2)/6.6402u (hit 3) 3.36u/4.8u/8.16u) which are positioned slightly further away from Mr. Game & Watch (z offset: 11.718 (hit 1)/19.53 (hit 2)/31.248 (hit 3) → 12/20/32).}}
**{{buff|The aerial oil spill’s second and third hitboxes now have their damage properly scaled, rather than always dealing 1%. This drastically improves their KO potential (even at minimum power).}}
**{{nerf|The oil spill has a shorter duration (frames 2-10 (hit 1)/11-22 (hit 2)/23-37 (hit 3) → 2-7/8-14/15-26).}}
**{{nerf|The oil spill now has a clean hit, a mid hit and a late hit rather than three separate hitboxes. This prevents oil spill from connecting multiple times.}}
**{{nerf|An aerial oil spill deals less knockback (40 (base), 100 (scaling) → 30/80), now matching the grounded version. This hinders the near hit’s KO potential.}}


==Moveset==
==Moveset==
''For a gallery of Mr. Game & Watch's hitboxes, see [[Mr. Game & Watch (SSBB)/Hitboxes|here]].''<br>
All of Mr. Game & Watch's moves use objects from games in the ''[[Game & Watch|Game & Watch series]]'', making him the only character to have every single move in his arsenal based on a game he appeared previously before.
All of Mr. Game & Watch's moves use objects from games in the ''[[Game & Watch|Game & Watch series]]'', making him the only character to have every single move in his arsenal based on a game he appeared previously before.
{{MovesetTable
{{MovesetTable
Line 171: Line 118:
|neutralcount=1
|neutralcount=1
|neutralinf=y
|neutralinf=y
|neutralname=Greenhouse ({{ja|グリーンハウス|Gurīnhausu}})
|neutralname=&nbsp;
|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=&nbsp;
|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=&nbsp;
|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=&nbsp;
|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=&nbsp;
|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 a effective KO move. Originates from ''Helmet''.
|fsmashname=Fire Attack ({{ja|ファイアアタック|Faia Atakku}})
|fsmashname=&nbsp;
|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=&nbsp;
|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 noticeable start-up lag, but is the third strongest up smash in the game KO percentage wise (only Ivysaur's and Lucas's KO faster) and it has the highest knockback scaling of any up smash in the game. This is usually Mr. Game & Watch's fastest KOing smash attack, depending on the character and stage. Usually used after up aerial or neutral aerial. 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=&nbsp;
|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%. Very fast [[IASA]], 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=&nbsp;
|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=&nbsp;
|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 ''Game & Watch'' version of ''Mario Bros.''
|bairname=Turtle Bridge ({{ja|タートルブリッジ|Tātoru Burijji}})
|bairname=&nbsp;
|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=&nbsp;
|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. 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=&nbsp;
|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=&nbsp;
|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=&nbsp;
|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=&nbsp;
|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=&nbsp;
|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=&nbsp;
|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=&nbsp;
|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''.
Line 248: Line 195:
|ssname=Judge
|ssname=Judge
|ssdmg=2-32% (Varies)
|ssdmg=2-32% (Varies)
|ssdesc=Swings a hammer in front of him, and raises a flag with a random number from 1-9 with his other hand. Effects vary based on a number, with #1 being nearly useless, while #9 having high [[KO]] potential.
|ssdesc=Swings a hammer in front of him, and raises a flag with a random number from 1-9 with his other hand. Effects vary based on number, with #1 being nearly useless, while #9 having high [[KO]] potential.
|usname=Fire
|usname=Fire
|usdmg=6%
|usdmg=6%
|usdesc=Jumps upwards off a trampoline, then falls slowly in a parachute. Can be interrupted during the parachute phase by any aerial. Good for starting aerial combos at mid-high percents. Opponents who are close to either firemen will be pushed back a bit.
|usdesc=Jumps upwards off a trampoline, then falls slowly in a parachute. Can be interrupted during the parachute phase by any aerial. Good for starting aerial combos at mid-high percents. Opponents who are close to either firemen will be pushed back a bit.
|dsname=Oil Panic
|dsname=Oil Panic
|dsdmg=18%-60% (2.8x multiplier)
|dsdmg=Based on absorbed attacks
|dsdesc=Puts a bucket in front of him. Absorbs projectiles, and once three are absorbed, turns into a powerful counterattack. Can "Bucket Brake", eliminating all knockback momentum at the time the move was used.
|dsdesc=Puts a bucket in front of him. Absorbs projectiles, and once three are absorbed, turns into a powerful counterattack. Can "Bucket Brake", eliminating all knockback momentum at the time the move was used.
|fsname=Octopus
|fsname=Octopus
Line 272: Line 219:
| #3 || 6% || Another weak knockback attack, although this one causes significant [[shield damage]]. Opponents are launched backwards towards Mr. Game & Watch.
| #3 || 6% || Another weak knockback attack, although this one causes significant [[shield damage]]. Opponents are launched backwards towards Mr. Game & Watch.
|-
|-
| #4 || 8% || A [[slash]]ing attack that launches foes diagonally forward.
| #4 || 8% || A [[slash|slashing]] attack that launches foes diagonally forward.
|-
|-
| #5 || 3% (hits 1-4) || An [[electric]] attack that hits multiple times.
| #5 || 3% (hits 1-4) || An [[electric]] attack that hits multiple times.
Line 284: Line 231:
| #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===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Mr. Game & Watch English Announcer SSBB.wav|English/Japanese
</gallery>
===[[Wii Remote selection sound]]===
{{SelectSound|char=Mr. Game & Watch|desc=Mr. Game & Watch makes five beeps.}}


===[[On-screen appearance]]===
===[[On-screen appearance]]===
{{Appearance
{{Appearance
|desc=Moves along a row of Game & Watch LCD frames until he reaches the foreground.
|desc=Moves along a row of Game and Watch LCD frames until he reaches the foreground.
|char=Mr.Game&Watch
|char=Mr.Game&Watch
|game=SSBB}}
|game=SSBB}}
Line 342: Line 242:
|char=G&W
|char=G&W
|desc-up=Rings his bell high.
|desc-up=Rings his bell high.
|desc-side=Rings his bell low.
|desc-side=Rings his bell low.  
|desc-down=Jumps once, opening his hands, in a cheery way.}}
|desc-down=Jumps once, opening his hands, in a cheery way.}}


Line 360: Line 260:
|pitch-us=Group chant
|pitch-us=Group chant
|pitch-jp=Group chant}}
|pitch-jp=Group chant}}
===[[Wii Remote selection sound]]===
{{SelectSound|char=Mr. Game & Watch|desc=Mr. Game & Watch makes five beeps.}}


===[[Victory pose]]s===
===[[Victory pose]]s===
{{Victory/SSBB
{{Victory/SSBB
|victory-theme=G&WTheme.ogg
|victory-theme=G&WTheme.ogg
|victory-desc=Rather than using pre-existing music, this track is unique to ''Brawl''. It resembles the bleeping noises and sound effects heard in ''Game & Watch'' games.
|victory-desc=As the ''Game and Watch'' games did not have music, this track is unique to ''Brawl''. It resembles the bleeping noises and sound effects heard in ''Game and Watch'' games.
|desc-up=Bows to the right, then to the left, as if thanking an applauding audience.
|desc-up=Takes 3 steps to the right, then to the left.
|desc-left=Rings his bell to the right, then to the left, then faces the right.
|desc-left=Rings his bell to the right, then to the left, then faces the right.
|desc-right=Jumps up and down in the air.
|desc-right=Jumps up and down in the air.
Line 371: Line 274:


==In [[competitive play]]==
==In [[competitive play]]==
===Matchups===
{{SSBBMatchupTable|mrgame&watch=yes}}
Mr. Game and 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 and 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 professionals (SSBB)]]''
:''See also: [[:Category:Mr. Game & Watch players (SSBB)]]''
*{{Sm|Alphicans|Canada}}
*{{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|Boss|USA}}
*{{Sm|Boss|USA}}
*{{Sm|Gardex|Norway}} - a top Mr. Game & Watch player from Norway.
*{{Sm|Gardex|Norway}}
*{{Sm|GimR|USA}} - placed 25th at [[GENESIS 2]].
*{{Sm|GimR|USA}}
*{{Sm|Nekokatsu|Chile}}
*{{Sm|Nekokatsu|Chile}}
*{{Sm|Penta|USA}}
*{{Sm|Penta|USA}}
*{{Sm|TeeVee|USA}}
*{{Sm|TeeVee|USA}}
*{{Sm|UTDZac|USA}} - A top Mr. Game & Watch player from Texas. Notable for being one of the original Game & Watch mains during the pre-MLG era. Placed 17th at [[Apex 2009]], 9th at [[GENESIS]], and 17th at [[MLG Dallas 2010]].
*{{Sm|UTDZac|USA}}
*{{Sm|Vex Kasrani|USA}} - While known for being a top {{SSBB|King Dedede}} main, he used Mr. Game & Watch as a strong secondary.
*{{Sm|Vex Kasrani|USA}}
*{{Sm|Vinnie|USA}} - Was widely considered the best Mr. Game & Watch player in the world after the pre-MLG period. Placed 13th at [[MLG DC 2010]], 4th at [[KTAR 6]], and 5th at [[WHOBO 3]]. He switched to {{SSBB|Ice Climbers}} in the later period of ''Brawl''.
*{{Sm|Vinnie|USA}}
*{{Sm|YoshiFreak|USA}}


===Tier placement and history===
===Tier placement and history===
Mr. Game & Watch was at first considered to be a top tier character, ranking as high as 4th place on the first tier list, which is also his highest placing so far. This was due to his disjointed reach, disproportionately high power, great aerial game and Bucket Braking capabilities, which made him very difficult to KO as well as edge-guard, while also being efficient on both points. His position, however, started to decline starting on the second tier list, where he was ranked at 5th place: while he possessed several advantages that made him a formidable threat, his weaknesses later became more and more exploitable. His largest tier drop occurred on the transition to the fourth tier list, dropping from 8th to 12th from the third one. He would later rise negligibly on the fifth tier list to 11th, before starting to drop again on subsequent versions. Currently, he is ranked 16th on the tier list: while he is still a relatively viable character, his notable disadvantages don't let him easily beat other top tiered characters, most notably Meta Knight, Ice Climbers and Marth, though his strengths are enough to face other top and high tiered threats like {{SSBB|Pikachu}}, {{SSBB|Lucario}}, {{SSBB|Wario}} and {{SSBB|King Dedede}}.
Mr. Game & Watch was at first considered to be a top tier character, ranking as high as 4th place on the first tier list, which is also his highest placing so far. This was due to his disjointed reach, disproportionately high power, great aerial game and Bucket Braking capabilities, which made him very difficult to KO as well as edge-guard, while also being efficient on both points. His position, however, started to decline starting on the second tier list, where he was ranked at 5th place: while he possessed several advantages that made him a formidable threat, his weaknesses later became more and more exploitable. His largest tier drop occurred on the transition to the fourth tier list, dropping from 8th to 12th from the third one. He would later rise negligibly on the fifth tier list to 11th, before starting to drop again on subsequent versions. Currently, he is ranked 16th on the tier list: while he is still a relatively viable character, his notable disadvantages don't let him easily beat other top tiered characters, most notably Meta Knight, Ice Climbers and Marth, though his strengths are enough to face other top and high tiered threats like {{SSBB|Pikachu}}, {{SSBB|Lucario}}, {{SSBB|Wario}} and {{SSBB|King Dedede}}.
==In Solo Modes==
==={{SSBB|Classic Mode}}===
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 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]].
====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 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|Congratulations Screens]]===
<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>


==Role in [[The Subspace Emissary]]==
==Role in [[The Subspace Emissary]]==
[[File:Mr GW Subspace Emissary.jpg|thumb|300px|Mr. Game & Watch in ''[[SSE]]''.]]
[[File:Mr GW Subspace Emissary.jpg|thumb|300px|Mr. Game & Watch in ''[[SSE]]'']]
The [[Shadow Bug]]s trophy description explains that Mr. Game & Watch embodies a limitless supply of Shadow Bugs inside of him, which can be extracted incessantly. Shadow Bugs are a substance that can [[False character|replicate fighters]] or even create an assortment of odd creatures. [[Tabuu]] discovered this and captured Mr. Game & Watch before the events of ''The Subspace Emissary'', using the Shadow Bugs to create the [[Subspace Army]]'s forces.
The [[Shadow Bug]]s trophy description explains that Mr. Game & Watch embodies a limitless supply of Shadow Bugs inside of him, which can be extracted incessantly. Shadow Bugs are a substance which can [[False character|replicate characters]] or even create new dark creatures. [[Tabuu]] discovered this and captured Mr. Game & Watch in the prologue, using the Shadow Bugs to build the [[Subspace Army]].


{{SSBB|Snake}}, {{SSBB|Meta Knight}} and {{SSBB|Lucario}} enter the [[Halberd]]'s control room to discover a quintet of false Mr. Game & Watches piloting the ship. Snake quickly charges at them and knocks them all out the window. They fall onto the [[Battleship Halberd Bridge|main deck]], interrupting {{SSBB|Zelda}} (disguised as {{SSBB|Sheik}}), {{SSBB|Fox}} and {{SSBB|Peach}}'s tea party. The clones then revert to [[Shadow Bug]]s and form into [[Duon]]. Snake and Lucario jump down to help, along with {{SSBB|Falco}} who ejects from an [[Arwing]]. Once the monster is defeated, it dissolves into Shadow Bugs that float away, leaving behind Mr. Game & Watch's trophy. Fox prepares to shoot it with his [[blaster]], but Peach revives him. Upon his revival, Mr. Game & Watch wonders where he is until Peach scolds him for the trouble he created, causing him to look down in shame. Then Peach gives him [[Peach Parasol|her parasol]] to cheer him up.
{{SSBB|Snake}}, {{SSBB|Meta Knight}} and {{SSBB|Lucario}} enter the [[Halberd]]'s control room to discover a gang of Mr. Game & Watches are piloting the ship. Snake quickly charges at them and knocks them all out the window. They fall onto the [[Battleship Halberd Bridge|main deck]], interrupting {{SSBB|Zelda}}, {{SSBB|Fox}}, and {{SSBB|Peach}}'s tea party. The clones then revert to [[Shadow Bug]]s and form into a giant metal monster called [[Duon]]. Snake and Lucario jump down to help, along with {{SSBB|Falco}} who ejects from an [[Arwing]]. Once the robot is defeated, the Shadow Bugs float away, leaving behind Mr. Game & Watch's trophy. Fox prepares to shoot it with his [[blaster]], but Peach revives it. Upon being revived, Mr. Game & Watch wonders where he is until Peach scolds him for the trouble he created, causing him to look down in shame. Then Peach gives him her [[Peach Parasol|parasol]] to cheer him up.


At the [[entrance to Subspace]], Mr. Game & Watch, along with the rest of his team, opposes Tabuu, but is effortlessly turned into a trophy by his Off Waves. He is later revived thanks to {{SSBB|Luigi}}, {{SSBB|Ness}} and {{SSBB|King Dedede}}. After that, he accompanies his allies through [[the Great Maze]] and the showdown with Tabuu.
At the [[entrance to Subspace]], Mr. Game & Watch, along with the rest of his team, prepares to attack Tabuu, but is effortlessly turned into a trophy by the Off Waves. He is later revived thanks to {{SSBB|Luigi}}, {{SSBB|Ness}}, and {{SSBB|King Dedede}}. After that, he accompanies the heroes through [[the Great Maze]] and the showdown with Tabuu.


It was confirmed on the "DOJO!!" that the reason Mr. Game & Watch was manipulated so easily by Tabuu is that he has no understanding of good or evil.
It was confirmed on the "DOJO!!" that the reason Mr. Game & Watch was manipulated so easily by Tabuu is that he has no understanding of good or evil, despite the fact that Mr. Game & Watch has shown moral behaviour in many of his games.


===Playable appearances===
===Playable appearances===
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*Donbe: [Slash] Resistance +26
*Donbe: [Slash] Resistance +26
*Duck: Launch Resistance +20
*Duck: Launch Resistance +20
*Forward Type: [Throwing] Power +22
*Forward Type: [Throwing] Attack +22
*Flag Man: [Specials: Indirect] Attack +4
*Flag Man: [Specials: Indirect] Attack +4
*Lion: [Specials: Direct] Attack +13
*Lion: [Specials: Direct] Attack +13
Line 443: Line 323:
*Yakuman Player: [Electric] Resistance +28
*Yakuman Player: [Electric] Resistance +28


==[[Trophies]]==
==In [[Event Matches]]==
===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 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]].
 
===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 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on {{SSBB|Battlefield}}. 
 
==Trophies==
Mr. Game & Watch's main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with Mr. Game & Watch.
Mr. Game & Watch's main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with Mr. Game & Watch.


{{Trophy/Fighter
===Trophy descriptions===
|name=Mr. Game & Watch
:'''Mr. Game & Watch'''
|image=Mr. Game & Watch - Brawl Trophy.png
::''The monochrome hero of the Game & Watch series, a fellow who oozes personality. First appearing in 1980, the series were the original portable game systems. The first games in the series were quite simple, but as time passed, technology evolved. The multiscreen series featured game play on dual screens. As the name states, the games also kept time.''
|mode=Classic
 
|desc=The monochrome hero of the Game & Watch series, a fellow who oozes personality. First appearing in 1980, the series were the original portable game systems. The first games in the series were quite simple, but as time passed, technology evolved. The multiscreen series featured game play on dual screens. As the name states, the games also kept time.
{{Trophy games|console1=GB|game1={{iw|mariowiki|Game & Watch Gallery}}}}
|gamelist={{Trophy games|console1=GB|game1={{iw|mariowiki|Game & Watch Gallery}}}}
 
|game=Brawl
:'''Octopus'''
}}
::''Mr. Game & Watch's Final Smash. He turns into the huge cephalopod that made its debut in the Game & Watch game Octopus. Of course, you can damage enemies by running into them, but you can do more damage by pressing the attack button to extend four arms and launch foes. In the original Octopus game, you had to avoid the octopus while salvaging treasure from the sea.''
{{clrl}}
 
{{Trophy games|console1=Wii|game1=Super Smash Bros. Brawl}}


{{Trophy/Fighter
<center>
|name=Octopus
<gallery>
|image=Octopus - Brawl Trophy.png
Mr. Game & Watch - Brawl Trophy.png|Classic Mode trophy
|desc=Mr. Game & Watch's Final Smash. He turns into the huge cephalopod that made its debut in the Game & Watch game Octopus. Of course, you can damage enemies by running into them, but you can do more damage by pressing the attack button to extend four arms and launch foes. In the original Octopus game, you had to avoid the octopus while salvaging treasure from the sea.
Octopus - Brawl Trophy.png|[[Octopus]] trophy
|gamelist={{Trophy games|console1=Wii|game1=Super Smash Bros. Brawl}}
</gallery>
|game=Brawl
</center>
}}
{{clrl}}


==[[Alternate costume (SSBB)#Mr. Game & Watch|Alternate costumes]]==
==[[Alternate costume (SSBB)#Mr. Game & Watch|Alternate costumes]]==
Line 477: Line 366:
|{{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==
*His official artwork resembles his ''Melee'' artwork.
*His official artwork resembles his ''Melee'' artwork.
*As in ''Melee'', Mr. Game & Watch is the only character who is always 2D in appearance, even in his trophy form. Although Mr. Game & Watch usually appears in 2D, the effect is achieved by flattening a 3D character model. He is also the only character with no textures or shading; he is simply one solid color and outline.
*In ''Melee'', Mr. Game & Watch is the only character who is always 2D in appearance, even in his trophy form. Although Mr. Game & Watch usually appears in 2D, the effect is achieved by flattening a 3D character model. He is also the only character with no textures or shading; he is simply one solid color and outline.
**Mr. Game & Watch appears 3D, however, when he is caught in {{SSBB|Bowser}}'s down throw or he is played using [[file replacement|moveset swaps]]. His [[False character#In The Great Maze|Subspace clone]] and Metal Box form also make him appear 3-D.
**Mr. Game & Watch appears 3D, however, when played using [[file replacement|moveset swaps]]. His [[False character#In The Great Maze|Subspace clone]] and Metal Box form also make him appear 3-D.
*With Mr. Game & Watch's design originating from characters that first appeared in 1980, he can be considered the "oldest" character in ''Brawl''{{'}}s roster - which is why he is the first character to be fought in All-Star Mode. Interestingly enough, he is the last character to be fought in ''Melee''’s All Star Mode.
*With Mr. Game & Watch's design originating from characters that first appeared in 1980, he can be considered the "oldest" character in ''Brawl''{{'}}s roster - which is why he is the first character to be fought in All-Star Mode. Interestingly enough, he is the last character to be fought in ''Melee''’s All Star Mode.
*While almost all of Mr. Game & Watch's animations use a frame-by-frame style, there are times when he animates smoothly: when being thrown, when being grabbed by Snake, and when using a [[Cracker Launcher]]. The first two are due to using animations shared by all characters, while the third is due to the mechanic of angling the Cracker Launcher.
*While almost all of Mr. Game & Watch's animations use a frame-by-frame style, there are times when he animates smoothly: when being thrown, when being grabbed by Snake, and when using a [[Cracker Launcher]]. The first two are due to using animations shared by all characters, while the third is due to the mechanic of angling the Cracker Launcher.
Line 505: Line 380:
*When the black costume of Mr. Game & Watch is used on the underground version of [[Mushroomy Kingdom]], he appears to be dark yellow. This could possibly be a reference to the color-changing characters in the original ''[[Super Mario Bros.]]''
*When the black costume of Mr. Game & Watch is used on the underground version of [[Mushroomy Kingdom]], he appears to be dark yellow. This could possibly be a reference to the color-changing characters in the original ''[[Super Mario Bros.]]''
**Oddly, when in [[Camera]] mode, the color changes back to black.
**Oddly, when in [[Camera]] mode, the color changes back to black.
*Mr. Game & Watch and Jigglypuff are the only returning characters who can no longer become helpless via any of their special moves in their transitions from ''Melee'' to ''Brawl''.
*Mr. Game & Watch and {{SSBB|Jigglypuff}} are the only returning characters who can no longer become helpless via any of their special moves in their transitions from ''Melee'' to ''Brawl''.
*Curiously, the manhole cover (down tilt) is the only item from Mr. Game & Watch's arsenal that is rendered in true 3D while retaining the solid color palette. In ''Melee'', it was rendered 2D, as with the rest of his moves. This unique trait was carried over into his [[Mr. Game & Watch (SSB4)|future]] [[Mr. Game & Watch (SSBU)|appearances]].
*Curiously, the manhole cover (down tilt) is the only item from Mr. Game & Watch's arsenal that is rendered in true 3D while retaining the solid color palette. In ''Melee'', it was rendered 2D, as with the rest of his moves. This unique trait was carried over into [[Mr. Game & Watch (SSB4)|his SSB4 appearance]].
*Mr. Game & Watch and {{SSBB|Yoshi}} are the only characters to have a better average matchup spread than a character above them in the tier list. In this case, Mr. Game & Watch has a better average matchup spread than {{SSBB|Fox}}.
*Mr. Game & Watch, the {{SSBB|Ice Climbers}}, {{SSBB|Meta Knight}}, {{SSBB|Ganondorf}}, and Samus are the only characters whose icon in the Subspace Emissary and the Sticker menu is not based on their renders.


==External links==
==External links==
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{{SubspaceArmy}}
{{SubspaceArmy}}
{{Game & Watch universe}}
{{Game & Watch universe}}
[[Category:Mr. Game & Watch (SSBB)| ]]
[[Category:Game & Watch universe]]
[[Category:Subspace Army]]
[[Category:Mr. Game & Watch (SSBB)]]
[[Category:Trophies (SSBB)]]
[[Category:Trophies (SSBB)]]
[[es:Mr. Game & Watch (SSBB)]]

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