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|ssbgame3 = SSBU | |ssbgame3 = SSBU | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
|tier = | |tier = F | ||
|tierPAL = G | |tierPAL = G | ||
|ranking = 19 | |ranking = 19 | ||
|rankingPAL = 19 | |rankingPAL = 19 | ||
}} | }} | ||
{{cquote|''A resident of a totally flat world, Mr. Game & Watch's frame-by-frame movements is distinctive.''|cite=Description from Mr. Game & Watch's trophy.}} | |||
'''Mr. Game & Watch''' ({{ja|Mr. ゲーム&ウォッチ|Misutā Gēmu ando Uocchi}}, ''Mr. Game & Watch'') is a character in ''[[Super Smash Bros. Melee]]''. He was designed as a composite representation of various generic characters featured in the ''[[Game & Watch]]'' series, created by {{s|mariowiki|Gunpei Yokoi}} in 1980. He is the last character to be unlocked in the game. | '''Mr. Game & Watch''' ({{ja|Mr. ゲーム&ウォッチ|Misutā Gēmu ando Uocchi}}, ''Mr. Game & Watch'') is a character in ''[[Super Smash Bros. Melee]]''. He was designed as a composite representation of various generic characters featured in the ''[[Game & Watch]]'' series, created by {{s|mariowiki|Gunpei Yokoi}} in 1980. He is the last character to be unlocked in the game. | ||
Mr. Game & Watch is currently ranked 19th in ''Melee'' | Mr. Game & Watch is currently ranked 19th in ''Melee'''s [[tier list]], at the top of the F tier and is his lowest placement in the series. Mr. Game & Watch's positive attributes include extremely powerful KO moves that have a long duration as well as a slew of moderately effective special moves, two of which ([[Judge]] and [[Oil Panic]]) can [[OHKO]]. However, Mr. Game & Watch's flaws are due to how he was translated to ''Melee''; he has a bad approach due to his slow overall speed, and outside of his throws, he is rather predictable. His high [[hitstun]] and light [[weight]] also make him an easy target for combos. Mr. Game & Watch also has the dubious distinction of being the only character in the game who cannot [[L-cancel]] all of his aerial attacks, and is considered to have one of the worst [[shield]]s in the game, as it fails to completely cover his entire body after even slight damage. All of this gives him very poor matchups against a majority of the cast, including three nearly unwinnable matchups, although there are five matchups in his favor. | ||
==How to unlock== | ==How to unlock== | ||
Mr. Game & Watch | For players to unlock Mr. Game & Watch, the Classic Mode, Adventure Mode or Target Test has to be cleared with all other characters. | ||
Alternately, players can play 1,000 versus matches to fight Mr. Game & Watch. | |||
Mr. Game | |||
Mr. Game and Watch must then be fought and defeated on [[Flat Zone]]. | |||
==Attributes== | ==Attributes== | ||
[[File:Game and Watch Shield SSBM.png|thumb|150px|Mr. Game & Watch's shield, which fails to cover all of his hurtboxes even at full power.]] | [[File:Game and Watch Shield SSBM.png|thumb|150px|Mr. Game & Watch's shield, which fails to cover all of his hurtboxes even at full power.]] | ||
Mr. Game & Watch generally acts as a speedy, weak character; however, he does have some incredibly powerful KO moves, most of which are slow (with the exception of his down tilt). Mr. Game & Watch's attributes tend to be scattered; he has an average falling speed, an above average air speed, an average traction, and the second lightest weight in the game. As a result of these attributes, Mr. Game & Watch has a wavedash that grants decent distance and speed | Mr. Game & Watch generally acts as a speedy, weak character; however, he does have some incredibly powerful KO moves, most of which are slow (with the exception of his down tilt). Mr. Game & Watch's attributes tend to be scattered; he has an average falling speed, an above average air speed, an average traction, and the second lightest weight in the game (second to {{SSBM|Pichu}}, and tied with {{SSBM|Jigglypuff}}). As a result of these attributes, Mr. Game & Watch has a wavedash that grants decent distance and speed. | ||
Mr. Game & Watch | Mr. Game & Watch is notable for having unusual properties in most of his attacks; his forward tilt and smash, for instance, have [[Sex kick]] properties, harming others even after the primary hitbox dissipates. Additionally, his up smash and neutral air have long hitboxes that do not run out of power, making them good KO options. Additionally, Mr. Game & Watch has many disjointed hitboxes in his attacks (particularly his down smash), giving him a surprisingly and sometimes deceptively good range. | ||
Mr. Game & Watch's | Mr. Game & Watch's aerial game is his strongest asset, as his aerials have large disjointed hitboxes (especially his neutral aerial). His neutral aerial is the most powerful neutral aerial in the game, often KO'ing under 125%, while having a very large hitbox that covers him. His forward aerial is his best approaching tool as it can be L-canceled and has fast startup (but has heavy landing lag when not L-canceled). His back aerial is multi-hitting and has a disjointed hitbox, making it somewhat unpredictable to counter. His up aerial is a two-hit attack, with the second hit having high KO power. It can also be used to juggle fast fallers and heavy characters. Lastly, his meteor smashing down aerial is effective at countering foes from below and KO'ing (the sourspot is slightly weaker than the sweetspot and sends foes on a diagonal trajectory). The down aerial's landing hitboxes add 5%-6% more damage (for a total of 19%-20% if the primary hitbox strikes first). | ||
Mr. Game & Watch's | Mr. Game & Watch's specials also allow for significant power; Oil Panic can absorb projectiles and result in a powerful resulting projectile, and his Judgement has near OHKO potential, as well as many other options. Adding in with his specials, Mr. Game & Watch also has a rather good recovery from [[Fire]]; despite a lack of options and general predictability, it sends him a significant distance upwards. The low hitstun and knockback, as well as an unpredictable trajectory gives [[Chef]] potential edgeguard capability. | ||
Mr. Game & Watch's | Mr. Game & Watch's grab game is also decent, despite his below-average grab range. The resulting trajectories of his throws gives him solid chaingrab and combo potential, and as all his throws look identical, he can perform mindgames on opponents by challenging the player's perception of where they will end up. | ||
Mr. Game & Watch's | Mr. Game & Watch's main flaw, however, is his awful approach. A slow, jerky dash and an average wavedash, as well as slow, weak tilts on the ground (except for his down tilt) give Mr. Game & Watch a very poor approach on the ground; his poor dash also makes him reliant on dashdancing and foxtrotting to traverse stages. His aerial approach is just as poor; despite an above average falling speed and an average short hop, Mr. Game & Watch has among the worst [[SHFFL]]s in the game, primarily due to the fact that his aerials have significant ending lag, and that his neutral, back, and up aerials have the dubious distinction of not having the ability to be L-cancelled due to a programming error that lists them as special moves. | ||
Mr. Game & Watch also suffers due to his | Mr. Game & Watch's defensive game also suffers; despite a relatively small size and a very low crouch, he is very easy to shield stab due to having the smallest max shield in Melee due to a coding error, and his remaining defensive capabilities are poor, with short, slow rolling dodges and an equally short sidestep dodge. Mr. Game & Watch, due to his slow tilts and smashes and mostly situational specials, has poor out of shield options. His recovery also suffers; despite granting significant vertical distance and average horizontal distance, [[Fire]] is very predictable and easy to read, inviting edgeguarders. | ||
Mr. Game & Watch also suffers due to his ability to be easily combo'd; his light weight and high periods of hitstun makes him a viable target for combos and juggles, and his light weight also makes him very easy to KO, only making him all the more vulnerable. | |||
==Moveset== | ==Moveset== | ||
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|game=SSBM | |game=SSBM | ||
|neutralcount=1 | |neutralcount=1 | ||
|neutralname= | |neutralname=Green House | ||
|neutralinf=y | |neutralinf=y | ||
|neutral1dmg=3% | |neutral1dmg=3% | ||
|neutralinfdmg=3% (loop) | |neutralinfdmg=3% (loop) | ||
|neutraldesc=Pulls out an insecticide pump and presses on it, shooting a puff of insecticide out. If the button is mashed, Mr. Game & Watch will fire the insecticide | |neutraldesc=Pulls out an insecticide pump and presses on it, shooting a puff of insecticide out. If the button is mashed, Mr. Game & Watch will fire the insecticide quickly and rapidly. Originates from ''Greenhouse''. | ||
|ftiltname=Lion | |ftiltname=Lion | ||
|ftiltdmg=10% | |ftiltdmg=10% | ||
|ftiltdesc=Thrusts a chair forwards. Has a long range, but significant starting lag. Originates from ''Lion''. | |ftiltdesc=Thrusts a chair forwards. Has a long range, but significant starting lag. Originates from ''Lion''. | ||
|utiltname=Flag Man | |utiltname=Flag Man | ||
|utiltdmg=9% | |utiltdmg=9% | ||
|utiltdesc=Pulls out a number one flag and waves it upwards. A good move for juggling. Originates from ''Flagman''. | |utiltdesc=Pulls out a number one flag and waves it upwards. A good move for juggling. Originates from ''Flagman''. | ||
|dtiltname=Manhole | |dtiltname=Manhole | ||
|dtiltdmg=12% (grounded), 9% (aerial) | |dtiltdmg=12% (grounded), 9% (aerial) | ||
|dtiltdesc=Flips a manhole cover in front of him. Good vertical knockback, dealing more damage and knockback on a grounded opponent. Valuable combo starter at low percentages, and can KO above 100%. Originates from ''Manhole''. | |dtiltdesc=Flips a manhole cover in front of him. Good vertical knockback, dealing more damage and knockback on a grounded opponent. Valuable combo starter at low percentages, and can KO above 100%. Originates from ''Manhole''. | ||
|dashname=Helmet | |dashname=Helmet | ||
|dashdmg=9% | |dashdmg=9% | ||
|dashdesc=Puts on a helmet and charges forwards. Low knockback and sends opponents behind him. Good for racking up damage. Originates from ''Helmet''. | |dashdesc=Puts on a helmet and charges forwards. Low knockback and sends opponents behind him. Good for racking up damage. Originates from ''Helmet''. | ||
|fsmashname=Fire Attack | |fsmashname=Fire Attack | ||
|fsmashdmg={{ChargedSmashDmgSSBM|18}} (torch clean), {{ChargedSmashDmgSSBM|14}} (body clean), {{ChargedSmashDmgSSBM|6}} (late) | |fsmashdmg={{ChargedSmashDmgSSBM|18}} (torch clean), {{ChargedSmashDmgSSBM|14}} (body clean), {{ChargedSmashDmgSSBM|6}} (late) | ||
|fsmashdesc=Pulls out a torch and swings it forwards. Very powerful, often KO'ing lightweights at 70%. In terms of knockback (not KO percentage), it is the third most powerful side smash in the game (along with Captain Falcon). Otherwise (due to its diagonal knockback), it is the 11th most powerful side smash in the game. This is Mr. Game & Watch`s most reliable smash attack, as it is faster and stronger than his other two smash attacks. The move lasts for a second after it is executed, where the opponent can still get hit. Originates from ''Fire Attack''. | |fsmashdesc=Pulls out a torch and swings it forwards. Very powerful, often KO'ing lightweights at 70%. In terms of knockback (not KO percentage), it is the third most powerful side smash in the game (along with Captain Falcon). Otherwise (due to its diagonal knockback), it is the 11th most powerful side smash in the game. This is Mr. Game & Watch`s most reliable smash attack, as it is faster and stronger than his other two smash attacks. The move lasts for a second after it is executed, where the opponent can still get hit. Originates from ''Fire Attack''. | ||
|usmashname=Octopus | |usmashname=Octopus | ||
|usmashdmg={{ChargedSmashDmgSSBM|18}} | |usmashdmg={{ChargedSmashDmgSSBM|18}} | ||
|usmashdesc=With a diving helmet on, leans backwards, then swings his head forwards. Has some start-up lag but also has high knockback, as well as a long duration. Mr. Game & Watch's head is intangible while the hitboxes are active, however due to a developer oversight his nose lacks intangibility, making the head intangibility useless. Originates from ''Octopus''. | |usmashdesc=With a diving helmet on, leans backwards, then swings his head forwards. Has some start-up lag but also has high knockback, as well as a long duration. Mr. Game & Watch's head is intangible while the hitboxes are active, however due to a developer oversight his nose lacks intangibility, making the head intangibility useless. Originates from ''Octopus''. | ||
|dsmashname=Vermin | |dsmashname=Vermin | ||
|dsmashdmg={{ChargedSmashDmgSSBM|16}} (hammers), {{ChargedSmashDmgSSBM|10}} (handles) | |dsmashdmg={{ChargedSmashDmgSSBM|16}} (hammers), {{ChargedSmashDmgSSBM|10}} (handles) | ||
|dsmashdesc=Pulls out two hammers and swings them down on both of his sides. If the opponent is hit on the tips of the hammers, the opponent is hit upwards with high knockback ([[sweetspot]]), but if the enemy is hit with the handles, they are very feebly propelled horizontally. Its power is comparable to Bowser`s down smash. Originates from ''Vermin''. | |dsmashdesc=Pulls out two hammers and swings them down on both of his sides. If the opponent is hit on the tips of the hammers, the opponent is hit upwards with high knockback ([[sweetspot]]), but if the enemy is hit with the handles, they are very feebly propelled horizontally. Its power is comparable to Bowser`s down smash. Originates from ''Vermin''. | ||
|nairname=Parachute | |nairname=Parachute | ||
|nairdmg=16% | |nairdmg=16% | ||
|nairdesc=Opens up a parachute. High horizontal knockback (can KO under 125%), but comes with a bit of start-up lag. Its hitbox covers all sides of Mr. Game & Watch. This attack cannot be L-canceled, though its landing lag is rather short (15 frames). Overall the most powerful neutral aerial in Melee and is one the most powerful aerials in the game. Originates from ''Parachute''. This was fused with his recovery | |nairdesc=Opens up a parachute. High horizontal knockback (can KO under 125%), but comes with a bit of start-up lag. Its hitbox covers all sides of Mr. Game & Watch. This attack cannot be L-canceled, though its landing lag is rather short (15 frames). Overall the most powerful neutral aerial in Melee and is one the most powerful aerials in the game. Originates from ''Parachute''. This was fused with his recovery ''Fire'' in later games | ||
|fairname=Cement Factory | |fairname=Cement Factory | ||
|fairdmg=16% (clean), 6% (late) | |fairdmg=16% (clean), 6% (late) | ||
|fairdesc= | |fairdesc=Whips out a box forwards. If hit when it first comes out, it has high damage, but if DI'd into, the opponent will be hit for minor damage with very low knockback. 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 | |bairname=Turtle Bridge | ||
|bairdmg=5% (4 hits), 3% (landing) | |bairdmg=5% (4 hits), 3% (landing) | ||
|bairdesc=Thrusts a river turtle backwards, which bites many times. A multi-hitting move, with all hits dealing light knockback. Like his neutral and up aerials, cannot be L-canceled. All hits deal approximately up to 18.65% due to [[stale move negation]]. Originates from ''Turtle Bridge''. | |bairdesc=Thrusts a river turtle backwards, which bites many times. A multi-hitting move, with all hits dealing light knockback. Like his neutral and up aerials, cannot be L-canceled. All hits deal approximately up to 18.65% due to [[stale move negation]]. Originates from ''Turtle Bridge''. | ||
|uairname= | |uairname=Spit Ball Sparky | ||
|uairdmg=7% (hit 1), 9% (hit 2) | |uairdmg=7% (hit 1), 9% (hit 2) | ||
|uairdesc=Blows upwards twice. The second hit has medium knockback. The first hit has knockback growth, which makes it less likely to lead into the second hit at higher percentages. However, the second hit can be landed without the first hit, if timed correctly. Like his neutral and back aerial, cannot be L-canceled. Both hits deal approximately 15.19% if they connect. Originates from ''Spitball Sparky''. | |uairdesc=Blows upwards twice. The second hit has medium knockback. The first hit has knockback growth, which makes it less likely to lead into the second hit at higher percentages. However, the second hit can be landed without the first hit, if timed correctly. Like his neutral and back aerial, cannot be L-canceled. Both hits deal approximately 15.19% if they connect. Originates from ''Spitball Sparky''. | ||
|dairname=Donkey Kong Jr. | |dairname=Donkey Kong Jr. | ||
|dairdmg= 14% (sweetspot), 13% (sourspot), 6% (landing) | |dairdmg= 14% (sweetspot), 13% (sourspot), 6% (landing) | ||
|dairdesc=Pulls out a key and plunges downwards. If the opponent is under Mr. Game & Watch and gets hit right when the move comes out, it is a [[meteor smash]]. Originates from | |dairdesc=Pulls out a key and plunges downwards. If the opponent is under Mr. Game & Watch and gets hit right when the move comes out, it is a [[meteor smash]]. Originates from ''Donkey Kong Jr''. | ||
|grabname=Grab | |grabname=Grab | ||
|grabdesc= | |grabdesc= | ||
|pummelname=Alarm | |pummelname=Alarm | ||
|pummeldmg=3% | |pummeldmg=3% | ||
|pummeldesc=Pulls out a bell and hits the opponent with it. Somewhat slow for a pummel. Originates from the Game & Watch's alarm feature. | |pummeldesc=Pulls out a bell and hits the opponent with it. Somewhat slow for a pummel. Originates from the Game & Watch's alarm feature. | ||
|fthrowname=Forward Ball | |fthrowname=Forward Ball | ||
|fthrowdmg=8% | |fthrowdmg=8% | ||
|fthrowdesc=Juggles the enemy as a ball, then launches the opponent forwards. Originates from ''Ball''. | |fthrowdesc=Juggles the enemy as a ball, then launches the opponent forwards. Originates from ''Ball''. | ||
|bthrowname=Backward Ball | |bthrowname=Backward Ball | ||
|bthrowdmg=8% | |bthrowdmg=8% | ||
|bthrowdesc=Juggles the enemy as a ball, then launches the opponent backwards. Originates from ''Ball''. | |bthrowdesc=Juggles the enemy as a ball, then launches the opponent backwards. Originates from ''Ball''. | ||
|uthrowname=Vertical | |uthrowname=Vertical ball | ||
|uthrowdmg=8% | |uthrowdmg=8% | ||
|uthrowdesc=Juggles the enemy as a ball, then launches the opponent upwards. Can chaingrab fastfallers. Originates from ''Ball''. | |uthrowdesc=Juggles the enemy as a ball, then launches the opponent upwards. Can chaingrab fastfallers. Originates from ''Ball''. | ||
|dthrowname=Drop Ball | |dthrowname=Drop Ball | ||
|dthrowdmg=8% | |dthrowdmg=8% | ||
|dthrowdesc=Juggles the enemy as a ball, then launches the opponent a short distance in the air. Can chaingrab fastfallers. Originates from ''Ball''. | |dthrowdesc=Juggles the enemy as a ball, then launches the opponent a short distance in the air. Can chaingrab fastfallers. Originates from ''Ball''. | ||
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|nsname=Chef | |nsname=Chef | ||
|nsdmg=5% (pan), 4% (sausage) | |nsdmg=5% (pan), 4% (sausage) | ||
|nsdesc=Mr. Game & Watch's main [[projectile]]. Pulls out a frying pan and tosses | |nsdesc=Mr. Game & Watch's main [[projectile]]. Pulls out a frying pan and tosses pancakes, which fly erratically through the air. The pancakes do low amounts of damage, but they can be used to deter angled attacks. Can toss up to 5 pancakes at a time. If an opponent touches the pan, the attack will deal extra fire damage. | ||
|ssname=Judgment | |ssname=Judgment | ||
|ssdmg=2-32% (Varies) | |ssdmg=2-32% (Varies) | ||
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|usdesc=Jumps upwards off a trampoline. | |usdesc=Jumps upwards off a trampoline. | ||
|dsname=Oil Panic | |dsname=Oil Panic | ||
|dsdmg= | |dsdmg=Depends on projectiles absorbed | ||
|dsdesc=Pull out a bucket in front of himself. The bucket can absorb up to three energy-based projectiles, which then turns into a powerful counterattack that can [[one-hit KO]] opponents depending on which projectile gets absorbed. | |dsdesc=Pull out a bucket in front of himself. The bucket can absorb up to three energy-based projectiles, which then turns into a powerful counterattack that can [[one-hit KO]] opponents depending on which projectile gets absorbed. | ||
}} | }} | ||
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| #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]] | | #4 || 8% || A [[slash|slashing]] attack that launches foes diagonally forward. | ||
|- | |- | ||
| #5 || 3% (hits 1-4) || An electric attack that hits multiple times. Deals approximately up to 11.19% if all hits connect. | | #5 || 3% (hits 1-4) || An electric attack that hits multiple times. Deals approximately up to 11.19% if all hits connect. | ||
|- | |- | ||
| #6 || 12% || A [[flame]] attack that [[semi-spike]]s. Has the second strongest knockback of all | | #6 || 12% || A [[flame]] attack that [[semi-spike]]s. Has the second strongest knockback of all Judgement attacks. | ||
|- | |- | ||
| #7 || 14% || A moderate knockback attack that produces [[food]] if it hits a foe. | | #7 || 14% || A moderate knockback attack that produces [[food]] if it hits a foe. | ||
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| #9 || 32% || A very, very high knockback attack that was designed to be similar to the [[home-run bat]]. While this attack is not a [[OHKO]] move, it can [[KO]] foes with single digit damages. 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]]. While this attack is not a [[OHKO]] move, it can [[KO]] foes with single digit damages. The attack does, however, have a smaller hitbox. | ||
|} | |} | ||
===[[Taunt]]=== | ===[[Taunt]]=== | ||
{{Taunt/SSBM|char=Mr.Game&Watch|desc= | {{Taunt/SSBM|char=Mr.Game&Watch|desc=Rings his bell in front of him.}} | ||
===[[Idle pose]]=== | ===[[Idle pose]]=== | ||
{{Idle|desc=Looks back with an opened mouth.|image=Mr. Game & Watch Idle Pose Melee. | {{Idle|desc=Looks back with an opened mouth.|image=Mr. Game & Watch Idle Pose Melee.png}} | ||
===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
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{{Victory/SSBM | {{Victory/SSBM | ||
|victory-theme=GameAndWatchThemeMelee.ogg | |victory-theme=GameAndWatchThemeMelee.ogg | ||
|victory-desc= | |victory-desc=As the ''Game & Watch'' series does not have music, this flourish originated in ''Melee''. It features bleeping noises that resemble the sound effects from ''Game & Watch'' games. | ||
|desc-1=Rings his bell to the right, then to the left, then faces the right. | |desc-1=Rings his bell to the right, then to the left, then faces the right. | ||
|desc-2=Bows to the right, then to the left | |desc-2=Jumps in the air twice. | ||
|desc-3=Bows to the right, then to the left. | |||
|char=GameWatch}} | |char=GameWatch}} | ||
==In [[ | ==In [[Competitive play]]== | ||
=== | ===[[Character matchups (SSBM)|Matchups]]=== | ||
{{SSBMMatchupTable|mrgame&watch=yes}} | |||
According to the matchup chart, Mr. Game and Watch has poor matchups overall. He is hard countered by three characters, countered by five characters, and soft countered by nine characters. On the other side of the coin, he has two even matchups, three characters he soft counters and counters two characters. He generally does well on characters who lacks counterplay against his disjointed and powerful attacks, and who do not have the proper tools to take advantage of his flaws. {{SSBM|Fox}}, {{SSBM|Falco}}, and {{SSBM|Marth}} are among his worst matchups, as they have the mobility, KO power, and range to outprioritize nearly all of Mr. Game and Watch's kit and score early KOs. Additionally, his tiny shield and inability to L-cancel aerials makes his defensive game poor overall. | |||
====Current Metagame==== | |||
Mr. Game and Watch has held few notable metagame breakthroughs since the matchup chart was implemented: His terrible matchups against top and high tiers remain more or less the same, as they can overwhelm him with speed (Fox, Falco, {{SSBM|Sheik}}), outrange him (Marth), or chaingrab him to death ({{SSBM|Ice Climbers}}). In addition, {{SSBM|Yoshi}} has developed vastly superior punish options against Mr. Game and Watch. As such, even with innovations and tournament play with dedicated players such as {{Sm|Qerb}}, he could not reach the consistency and adequate tournament presence to be a serious threat in the metagame. | |||
*{{Sm| | ===Notable players=== | ||
*{{Sm|Kuya|USA}} - Co-mains Mr. Game & Watch with {{SSBM|Link}}. | :''See also: [[:Category:Mr. Game & Watch professionals (SSBM)]]'' | ||
*{{Sm| | ====Active==== | ||
*{{Sm| | *{{Sm|Qerb|USA}} - Considered to be the best Mr. Game & Watch player in the world. | ||
*{{Sm|Kuya|USA}} - Co-mains Mr. Game & Watch with {{SSBM|Link}}. Currently Power Ranked 15th in the Florida Power Rankings. Performs better in doubles tournaments than in singles. | |||
*{{Sm|glock in my toyota|USA}} - Ranked 6th on the [[New Hampshire Power Rankings]]. | |||
*{{Sm|Snap|USA}} - 33rd at {{Trn|Mainstage}} with both {{SSBM|Fox}} and Mr. Game & Watch. Old Melee player from 2005. | |||
====Inactive==== | |||
*{{Sm|DireVulcan|USA}} | |||
*{{Sm|GimR|USA}} | |||
*{{Sm|MrLz|USA}} - Later switched to Marth. | |||
*{{Sm|OmegaBlackMage|USA}} | |||
===Tier placement and history=== | ===Tier placement and history=== | ||
Mr. Game & Watch has | Mr. Game & Watch has always been considered a weak and relatively underpowered character, with negative traits ranging from light weight, ease of getting KOed, iffy approaching options, lag in his many of his attacks, and the inability to L-cancel some of his aerials. As such, he lacked significant moments of success in competitive play. While a small group of smashers discovered that Mr. Game & Watch had potential, such as his glass-cannon playstyle alongside flashy combos, most of it was difficult to apply in tournaments. Even though {{Sm|Qerb}} achieved notable success by placing consistently in top 96 in many major tournaments, a large number of other Game & Watch players have failed to achieve high placings likewise. | ||
As a result of his flaws, he has consistently remained in the lower ends of tiers, failing to make significant rises. | |||
==In | ==In single-player modes== | ||
===In {{SSBM|Classic Mode}}=== | ===In {{SSBM|Classic Mode}}=== | ||
Mr. Game & Watch can appear as an ally in the team battle and the giant battle. However, he only appears as an opponent in the multi-character battle, where he is fought on [[Flat Zone]]. | Mr. Game & Watch can appear as an ally in the team battle and the giant battle. However, he only appears as an opponent in the multi-character battle, where he is fought on [[Flat Zone]]. | ||
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*'''[[Event 45: Game & Watch Forever!]]''': Mr. Game & Watch is the player's character, going up against twenty five other Mr. Game & Watches, similar to the final battle of All-Star Mode. However, the player's Mr. Game & Watch, while having three lives, is also light, allowing him to be KO'd easily. | *'''[[Event 45: Game & Watch Forever!]]''': Mr. Game & Watch is the player's character, going up against twenty five other Mr. Game & Watches, similar to the final battle of All-Star Mode. However, the player's Mr. Game & Watch, while having three lives, is also light, allowing him to be KO'd easily. | ||
=== | ===Ending images=== | ||
<center><gallery> | <center><gallery> | ||
Mr.Game&WatchClassicMode.jpg|Classic Mode | Mr.Game&WatchClassicMode.jpg|Classic Mode | ||
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</gallery></center> | </gallery></center> | ||
== | ==Trophies== | ||
In addition to the normal trophy about Mr. Game & Watch as a character, there are two trophies about him as a fighter that are unlocked by completing the [[Adventure Mode|Adventure]] and [[All-Star]] modes on any difficulty with Mr. Game & Watch. | In addition to the normal trophy about Mr. Game & Watch as a character, there are two trophies about him as a fighter that are unlocked by completing the [[Adventure Mode|Adventure]] and [[All-Star]] modes on any difficulty with Mr. Game & Watch. | ||
:'''Mr. Game & Watch''' | |||
:''First appearing in 1980, the Game & Watch series is the father of all portable liquid crystal games. The main character is simple and monochrome but has a timeless individuality. There are 39 different games in the series and they've sold over 43 million units worldwide. Pictured at left is the particularly popular Fire model.'' | |||
::Game & Watch <br> 1980 | |||
:'''Mr. Game & Watch''' [<span style="color:#FF0000">SMASH</span>] | |||
:''A resident of a totally flat world, Mr. Game & Watch's frame-by-frame movements is distinctive. His image is known far and wide, and respected by gamers everywhere. In Super Smash Bros. Melee, he hurls sausages with his Chef technique. The random strength of his Judgement is determined by the number displayed; food appears on lucky 7.'' | |||
::B: [[Chef]] <br> Smash B: [[Judgement]] | |||
:'''Mr. Game & Watch''' [<span style="color:#0000FF">SMASH</span>] | |||
:''A man of great stature in the world of Nintendo characters, Mr. Game & Watch is a comparatively light fellow and doesn't feature many powerful attacks. When he's in danger of falling, Fire calls out a rescue brigade to send him skyward once more. He can also catch missile weapons with Oil Panic; once he's caught three, he can dump the bucket on his foes.'' | |||
::Up & B: [[Fire]] <br> Down & B: [[Oil Panic]] | |||
<center> | |||
<gallery> | |||
Mr. Game and Watch Trophy.png|Classic | |||
| | Mr. Game and Watch Trophy (Smash).png|[<span style="color:#FF0000">SMASH</span>] | ||
Mr. Game and Watch Trophy (Smash) 2.png|[<span style="color:#0000FF">SMASH</span>] | |||
| | </gallery> | ||
</center> | |||
==[[Alternate costume (SSBM)#Mr. Game & Watch|Alternate costumes]]== | ==[[Alternate costume (SSBM)#Mr. Game & Watch|Alternate costumes]]== | ||
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|{{Head|Mr. Game & Watch|g=SSBM|s=25px|cl=Green}} | |{{Head|Mr. Game & Watch|g=SSBM|s=25px|cl=Green}} | ||
|} | |} | ||
==Trivia== | ==Trivia== | ||
*Mr. Game & Watch, along with {{SSBM|Roy}}, {{SSBM|Donkey Kong}} and {{SSBM|Pichu}}, are the only characters in ''Melee'' to have an attack that | *Mr. Game & Watch, along with {{SSBM|Roy}}, {{SSBM|Donkey Kong}}, {{SSBM|Link}}, {{SSBM|Young Link}}, {{SSBM|Peach}}, and {{SSBM|Pichu}}, are the only characters in ''Melee'' to have an attack that [[recoil damage|damages themselves]]. {{SSBM|Kirby}} also counts, if he copies Roy's or Pichu's neutral special moves. | ||
*Mr. Game & Watch's and Jigglypuff's "head sprites" are the only ones to show their entire bodies. ''Melee'' also marks the only time Mr. Game & Watch's head sprite shows his whole body. Starting with ''Brawl'', his head sprite only shows just his head. | *Mr. Game & Watch's and Jigglypuff's "head sprites" are the only ones to show their entire bodies. ''Melee'' also marks the only time Mr. Game & Watch's head sprite shows his whole body. Starting with ''Brawl'', his head sprite only shows just his head. | ||
*''Melee'' reads Mr. Game & Watch's neutral, back, and up aerials as [[special move]]s, not as aerial attacks; this explains why they cannot be L-canceled. This error was fixed in ''Brawl''. | *''Melee'' reads Mr. Game & Watch's neutral, back, and up aerials as [[special move]]s, not as aerial attacks; this explains why they cannot be L-canceled. This error was fixed in ''Brawl''. | ||
*Despite his animations looking like 2D sprites, Mr. Game & Watch actually uses a fully-rendered 3D model, with the values for the z-axis set to zero, thus flattening him (the same method which flattens other characters on Flat Zone.) Mr. Game | *Despite his animations looking like 2D sprites, Mr. Game & Watch actually uses a fully-rendered 3D model, with the values for the z-axis set to zero, thus flattening him (the same method which flattens other characters on Flat Zone.) Mr. Game and Watch's dimensions can best be seen when he's turning while using a {{b|Hammer|item}} or when he is being grabbed and pummeled. | ||
**However, even when he does appear to be 3D, he is still flattened out, and moving the camera will not give the player a three-dimensional view of him. | **However, even when he does appear to be 3D, he is still flattened out, and moving the camera will not give the player a three-dimensional view of him. | ||
*Mr. Game & Watch, {{SSBM|Captain Falcon}} and Young Link are the only characters in ''Melee'' that don't finish their defeat noises upon being KO'd horizontally or [[fall]]ing. | *Mr. Game & Watch, {{SSBM|Captain Falcon}} and Young Link are the only characters in ''Melee'' that don't finish their defeat noises upon being KO'd horizontally or [[fall]]ing. | ||
*Despite not being a [[clone]], Mr. Game & Watch curiously shares many movement attributes with {{SSBM|Mario}}, namely [[walking]] speed, [[falling speed]], [[fast falling]] speed, [[traction]], and [[gravity]] | *Despite not being a [[clone]], Mr. Game & Watch curiously shares many movement attributes with {{SSBM|Mario}}, namely [[walking]] speed, [[falling speed]], [[fast falling]] speed, [[traction]], and [[gravity]]. | ||
*This is the only game where Mr. Game & Watch's down tilt is rendered in 2D instead of 3D. | *This is the only game where Mr. Game & Watch's down tilt is rendered in 2D instead of 3D. | ||
*Mr. Game & Watch is the | *''Melee'' is the only appearance Mr. Game & Watch has in which he "yells in pain" after receiving a certain amount of knockback and has distinct voice clips for when he is KO'd. | ||
*Including being the final character on the final stage of [[All Star]] as well as his Smash Blue trophy (which is a character trophy that a player gets a trophy of for doing ''All Star'' with any character; and it's the Smash Blue trophy), Mr. Game & Watch is the only character who uses his default color in All Star. | |||
==External links== | ==External links== | ||
*[ | *[http://www.nintendorks.com/ssbmguide/characters/mrgameandwatch.html Nintendorks' page on Mr. Game & Watch] | ||
{{SSBMCharacters}} | {{SSBMCharacters}} |