Editing Mr. Game & Watch (SSBU)
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{{Infobox Character | {{Infobox Character | ||
|name = Mr. Game & Watch | |name = Mr. Game & Watch | ||
|image = | |image = https://www.ssbwiki.com/images/thumb/c/cb/Mr._Game_%26_Watch_SSBU.png/250px-Mr._Game_%26_Watch_SSBU.png | ||
|game = SSBU | |game = SSBU | ||
|ssbgame1 = SSBM | |ssbgame1 = SSBM | ||
Line 9: | Line 9: | ||
|ssbgame3 = SSB4 | |ssbgame3 = SSB4 | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
}} | }} | ||
{{cquote|''When using his side special, Judge, this fighter pulls out a hammer and the numbers 1-9 are displayed. If you pull off a 9 attack, it will really knock the opponent back. His Final Smash turns him into an octopus that can pull opponents off the stage!''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}} | |||
'''Mr. Game & Watch''' ({{ja|Mr.ゲーム&ウォッチ|Misutā Gēmu ando Wotchi}}, ''Mr. Game & Watch'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was confirmed on June 12th, 2018. Mr. Game & Watch is classified as fighter #26. | |||
The sound effects used for Mr. Game & Watch have been reused from ''Brawl'' and ''SSB4''. | |||
Mr. Game & Watch | |||
==How to unlock== | ==How to unlock== | ||
Complete one of the following: | Complete one of the following: | ||
*Play [[VS. match]]es, with Mr. Game & Watch being the 52nd character to be unlocked. | *Play [[VS. match]]es, with Mr. Game & Watch being the 52nd character to be unlocked. | ||
*Clear {{SSBU|Classic Mode}} with {{SSBU|Pikachu}} or any character in its unlock tree, being the | *Clear {{SSBU|Classic Mode}} with {{SSBU|Pikachu}} or any character in its unlock tree, being the sixth character unlocked after {{SSBU|Isabelle}}. | ||
*Have Mr. Game & Watch join the player's party in [[World of Light]]. | *Have Mr. Game & Watch join the player's party in [[World of Light]]. | ||
Mr. Game & Watch must then be defeated on [[Flat Zone X]] | With the exception of the third method, Mr. Game & Watch must then be defeated on [[Flat Zone X]]. | ||
==Attributes== | ==Attributes== | ||
Mr. Game | Mr. Game and Watch is a short, lightweight character that has some typical attributes of characters in his weight class. He has fast air speed, a small size, and a very low crouch that allows him to evade many attacks like Marth and Lucina's shield breaker and Simon's forward tilt. However, his walking and dashing speed are merely average. | ||
Unlike most other lightweights, Mr. Game | Unlike most other lightweights, Mr. Game and Watch possesses attacks with large disjointed hitboxes and has very powerful KOing options. All of his brutal smash attacks have very high power and low lag throughout, with each of them possessing unique attributes. Forward smash is among the strongest in the game while having low startup lag and good range. Its sweetspot is also safe on shield. Up smash is also very strong, and comes with full body invincibility during and after its duration. While it has slow startup, it has minimal endlag and is completely safe on shield. Down smash sends opponents at an awkward semi-spike angle offstage, while its sweetspot burries opponents long enough to lead into a forward smash. It also has a very large hitbox, allowing it to easily catch recoveries in the 2-frame window. Like his other smash attacks, Down Smash is safe on shield when spaced. Overall, Mr. Game and Watch possesses arguably the best smash attacks in the game. They combine high power, low lag, large hitboxes, are safe on shield, and have other positive attributes like burrying opponents and full invincibility. | ||
Outside of his smash attacks, Mr. Game | Outside of his smash attacks, Mr. Game and Watch's moves have strong KOing potential. Forward Tilt comes out quickly, has a lingering hitbox, and kills under 120% by the ledge. Down tilt lowers G&W's hurtbox to match his crouch, allowing him to whiff-punish certain attacks. It also possesses high power and semi-spikes opponents offstage, leading to edgeguards and killing outright at 100%. His new Forward Aerial's explosion kills opponents at 115% by the ledge, while his down aerial has been strengthened to become a viable kill move around 130%. Similarly, his back aerial now sends at a flatter angle, and the final hit possesses enough power to kill at 100% by the ledge. Oil Panic is a potent combo finisher with frame 2 startup, a large hitbox, and extreme knockback that can kill at single digit percents when at max power. Compared to most characters and even compared to his previous iterations, Mr. Game and Watch possesses very strong KOing power. | ||
Oil Panic | G&W also has a very potent combo and juggling game. Down throw combos into Oil Panic, Judge, and Neutral Air at low percent. Chef has been buffed to the point where it deals massive damage if multiple 'food' items hit and also comboing into forward tilt and forward air. The chef pan also smacks opponents into the stream of meat. A well-timed chef can deal 30-40% in an instant, and landing the move allows G&W to follow up with a grab, Forward Air, Forward Tilt, or Dash Attack. Up tilt, though having worse range, deals high damage and combos into Neutral Air and Judge at low percents. Once G&W has his opponents above him, he can juggle them for massive damage using his up and neutral aerials. All in all, G&W's strong KO power is supplemented with high damaging combos and juggles. | ||
Mr. Game | Lastly, Mr. Game and Watch possesses a fantastic recovery option with large, disjointed aerials. This means that he is a formidable edgeguarder and is extremely hard to gimp himself. His up special, Fire, has frame 3 startup, invincibility, and a strong upwards hitbox. This makes it deadly to stagespike opponents while also gimping characters with poor recoveries, like Chrom, easily. It is also an extremely useful combo breaker and out-of-shield option due to its fast startup and invincibility. His feared back air, Turtle Bridge, is a large and disjointed multi-hit move that has high knockback at the final hit. Its large disjoint beats out a lot of recoveries that have hitboxes, and the multi-hit nature of the move makes it hard to tech for stage spikes and often drags opponents stuck in the move closer to the blastzone. For many characters, getting hit with Turtle Bridge is fatal offstage. On the ledge, Chef punishes ledge hangers and covers getup attack and rolls (hit by the pan), forcing opponents to jump. This can easily allow G&W to follow up with Neutral Air and force the opponent back offstage. His new forward air, Bombs Away, can be comboed into with Chef and has strong KO potential on its own. All in all, Mr. Game and Watch is extremely deadly off the level and at the ledge to all characters. | ||
Despite these strengths, Mr. Game and Watch possesses very large weaknesses. He is among the lightest characters in the game, which makes his horizontal and vertical endurance among the worst in the game. In addition, despite having disjoints, his overall range is merely average. This is worsened by many of his disjoints, like down tilt, up tilt, and forward smash possessing less range. This makes characters like Ike and Cloud easily able to keep G&W at arm's length. Also, while his new forward air possesses more damage and knockback, it disappears if it comes into contact with any other hitbox. This makes it unsuitable for approaching and forces G&W to approach with his back air constantly. | |||
Mr. Game and Watch also possesses a laggy grab and lacks any useful throws outside of his down and up throws. None of his other throws lead into combos or possess KO power at realistic percents. Finally, G&W's rolls, techs, and spotdodges are slow, laggy, and very punishable. Combined with his low weight, they are often too risky to use effectively. | |||
All in all, Mr. Game | All in all, Mr. Game and Watch is a very powerful glass cannon. He possesses extremely high damage output and powerful KO options while being extremely vulnerable himself due to his light weight and laggy defensive options. | ||
==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Mr. Game | Mr. Game and Watch - in a similar fashion to characters such as [[Zelda (SSBU)|Zelda]] and [[Link (SSBU)|Link]] - has received an overhaul in his entire moveset that goes beyond changes to aesthetic appearances. A majority of his moves have been altered in range, damage, knockback, lag, or have been completely reworked altogether, leading to a majority of buffs, along with a few major nerfs. | ||
Mr. Game | Mr. Game and Watch's KO potential has been improved. A majority of his regular moves, including [[forward tilt]] and [[down tilt]], have much stronger knockback, with the latter now capable of KOing as early as 100%. The ability to [[dash cancel]] improves the utility of these attacks further, and now gives Mr. Game and Watch quick KO options he didn't have access to ''SSB4''. To further add to this, his smash attacks are stronger as well. [[Down smash]] has significantly improved as it now has much less start-up and is also capable of [[bury|burying]] opponents when [[sweetspot|sweetspotted]]. This can lead to a [[forward smash]] for early guarantee KO setups. Forward smash also has improved knockback, and is easier to sweetspot, making it a more potent punishing move. Lastly, Up Smash remains one of the strongest of the whole cast. Mr. Game and Watch has gained a new [[forward aerial]]: An attack in which he drops a bomb in front of him, a move based off of his game ''Mario's Bombs Away''. Compared to his old aerial, the move's explosion has stronger knockback and damage output, making it a more reliable KO move than his old forward aerial. | ||
Mr. Game and Watch's edgeguarding potential has also been buffed considerably. [[Back aerial]] and [[down aerial]] are stronger, leading them to become stronger options to punish opponents who are offstage. [[Chef]]'s trajectory can now be controlled, which makes it easier to catch opponents who are trying to reach for the ledge and is now more effective keeping control of neutral. Lastly, Mr. Game and Watch's new forward aerial's explosion can cover the entire ledge of a stage, making it a more potent option than his old forward aerial, and the bomb itself is good to use against an opponent offstage. | |||
Mr. Game | Additionally, Mr. Game and Watch now possesses stronger OoS options and juggling tools. Changes to [[Neutral aerial]]'s landing lag and lingering hitboxes allow it to catch opponents above him more effectively, and can even it allow it to combo into itself at lower percents. Mr. Game and Watch has gained a new [[up air]], in which he shoots a projectile upwards in the form of a single puff, functioning very similarly to {{SSBU|Mega Man}}'s up air. This projectile has much more range than his old up air, and is more reliable for keeping opponents trapped in it, making them stay longer in the air. [[Fire]] now has a frame 3 hitbox that replaces its windbox from ''SSB4'', making it a much stronger OoS, and can even be followed up with a neutral air or up air to keep opponents in the air for even longer. Lastly, a few of his attacks have more utility overall: [[Oil Panic]] can now reflect physical projectiles in addition to absorbing energy-based projectiles, and [[Judge]]'s numbers 7 and 8 have improved. | ||
However, Mr. Game | However, Mr. Game and Watch received a few notable nerfs. His two most potent strengths from ''SSB4'' - his [[up smash]] and [[down throw]] setups - have been toned down considerably. Down throw now deals much more knockback, removing a lot of its follow-ups at higher percents; this, combined with the change to his up aerial, effectively removes his strong (though inconsistent) combo from ''SSB4'', dubbed the "Toot Toot", where he would follow up a down throw with an up air. Despite the start-up reduction to up smash, it has lost all of its invincibility frames during the move's start-up, making it much less effective as an anti-air, and allows opponents to challenge it easier. Lastly, Mr. Game and Watch has now received in increase in lag on a few of his attacks, including forward aerial, down tilt, and Chef, making it easier for opponents to punish them. | ||
Overall, Mr. Game and Watch has received buffs that increase the utility of many of his attacks that were generally undertuned in ''SSB4'', while also receiving nerfs that worsen his key strengths from the previous game. Competitive reception of Mr. Game and Watch has been mixed overall. Some notable players such as {{Sm|Dabuz}} and {{Sm|Cosmos}} view him as a high tier character. On the other hand, notable players such as {{Sm|ESAM}}, {{Sm|ZeRo}}, and {{Sm|Tweek}}, view him as a low tier character and worse than his ''SSB4'' counterpart. Notably, ZeRo considers G&W as the 2nd worst character in the game. Despite this claim, Mr. Game and Watch has seen success thanks to the efforts of players including {{Sm|Regi}}, {{Sm|Dingus Joe}}, and {{Sm|Maister}}; Maister especially has defeated players such as {{Sm|ESAM}}, {{Sm|MVD}}, and {{Sm|yeti}}, while placing highly such as winning {{Trn|Combo Breaker 2019}} and {{Trn|Ragnarok}} and 3rd at {{Trn|Full Bloom 5}}. | |||
===Aesthetics=== | |||
*{{change|Mr. Game & Watch's base model is unaltered from the previous installment; however, the following moves temporarily alter his appearance to resemble the characters from the {{uv|Game & Watch}} games they are based on:}} | |||
**Neutral attack (''Greenhouse''), forward tilt (''Lion''), up tilt (''Flagman''), down tilt (''Manhole''), forward smash (''Fire Attack''), down smash (''Vermin''), up aerial (''Spitball Sparky''), all throws (''Ball''), [[Chef]], [[Judge]] and [[Oil Panic]]. | |||
*{{change|Like in ''Melee'', Mr. Game & Watch now makes a noise when getting KOed, and he also has a new sound for getting [[Star KO]]ed. Both use the sound of his up and side taunts.}} | |||
*{{change|Mr. Game & Watch's walking animation has been changed; now looking less flippant.}} | |||
*{{change|Mr. Game & Watch has a new victory animation where he juggles balls using his appearance from ''Ball.'' This replaces the victory pose where he jumps up and down.}} | |||
*{{change|Mr. Game & Watch's mouth is open during his clapping animation, similar to his ''Melee'' appearance.}} | |||
===Attributes=== | |||
*{{buff|Due to the universal [[buff]] to all characters, Mr. Game & Watch's [[jumpsquat]] animation now takes three frames to complete (down from 5).}} | |||
*{{buff|Mr. Game & Watch [[dash]]es faster (1.5264 → 1.679).}} | |||
*{{buff|Mr. Game & Watch's [[initial dash]] is significantly faster (1.5 → 1.98).}} | |||
*{{buff|Mr. Game & Watch [[walk]]s slightly faster (1.1242 → 1.18).}} | |||
*{{buff|Mr. Game and Watch's [[traction]] has been significantly increased (0.06 → 0.131), now tied for the 5th highest in the entire game.}} | |||
*{{buff|Mr. Game & Watch's [[air speed]] is slightly higher (1.12 → 1.176).}} | |||
*{{nerf|[[Spotdodge]] has slightly increased start-up lag (frames 2-16 → 3-17).}} | |||
**{{buff|Spotdodge has reduced endlag (FAF 26 → 22).}} | |||
*{{nerf|Forward [[roll]] has slightly more endlag (FAF 30 → 31), and a shorter duration (frames 4-16 → 4-15).}} | |||
*{{nerf|Backward roll has more endlag (FAF 30 → 36), slightly increased start-up lag, and a shorter duration (frames 4-16 → 5-16).}} | |||
*{{nerf|Neutral [[air dodge]] has slightly increased start-up lag (frame 2 → 3) and significantly increased endlag (FAF 32 → 60).}} | |||
**{{buff|Neutral air dodge has a slightly longer duration (frames 2-26 → 3-28).}} | |||
**{{buff|Neutral air dodge has less landing lag (22 → 10 frames).}} | |||
*{{nerf|Mr. Game & Watch's new animations result in many of his moves having less favorable disjoint and hurtbox sizes.}} | |||
{{ | ===Ground attacks=== | ||
*[[Neutral attack]] | |||
**{{buff|[[Neutral attack]] no longer pushes Mr. Game & Watch as far back as previously.}} | |||
**{{buff|[[Neutral attack]] can now jab reset.}} | |||
**{{buff|Rapid Jab Finisher deals more damage (2% → 3%), without full compensation to the knockback (180 (growth) → 160).}} | |||
**{{buff|Rapid Jab Finisher has a slightly bigger hitbox (5.5u/4.0u → 6.0u/4.0u).}} | |||
**{{nerf|Rapid Jab's infinite hits deal less damage (1% → 0.8%).}} | |||
**{{nerf|Rapid Jab Finisher has more endlag (FAF 24 → 35).}} | |||
**{{change|Neutral attack's first hit has altered hitbox sizes (5.0u/4.0u/3.0u → 3.8u/4.3u/4.3u).}} | |||
*[[Forward tilt]]: | |||
**{{buff|Forward tilt deals more damage (10%(clean chair)/9%(clean body)/4%(late) → 12%/10%/6%).}} | |||
***{{buff|Forward tilt's knockback growth wasn't fully compensated (100 → 96), improving its KO potential.}} | |||
**{{buff|Forward tilt has reduced startup lag (frame 10 → 8).}} | |||
**{{buff|Forward tilt has a longer duration (frames 10 (clean)/ 11-17 (late) → 8-9/10-20).}} | |||
**{{nerf|Forward tilt's hitboxes are smaller (4.8u/4.0/4.5u/3.5u → 4.0u/3.5u/3.3u/2.8u (clean chair, clean body, late chair, late body)).}} | |||
**{{change|Forward tilt has altered hitbox placements for both the sourspot (5.0u → 7.0u (z-offset)), and the sweetspot (4.0u → 4.5u (y-offset), 16.0u → 15.0u (z-offset)). This improves the move's vertical range, but slightly reduces its horizontal range.}} | |||
*[[Up tilt]]: | |||
**{{buff|Up tilt has [[intangibility]] on both hands.}} | |||
**{{buff|Up tilt has less endlag (FAF 36 → 34).}} | |||
**{{buff|Up tilt's first hit deals altered knockback and launches at a different angle (100° → 135°/155°). This allows the move to connect more reliably at low to mid percents.}} | |||
**{{buff|Up tilt's second hit launches at a more favorable angle for combos (115° → 75°).}} | |||
**{{change|Up tilt has Flag 1 and Flag 2 appear on each side of Mr. Game & Watch instead of above. While this increases its horizontal range, it effectively removes any anti-air potential it had.}} | |||
*[[Down tilt]]: | |||
**{{buff|Down tilt deals more damage (6% → 9%) and has increased base knockback (40 → 45).}} | |||
***{{buff|Down tilt's knockback growth wasn't fully compensated (125 → 112), significantly improving its KO potential.}} | |||
**{{buff|Down tilt's animation change results in Mr. Game and Watch having a smaller vertical hurtbox.}} | |||
**{{nerf|Down tilt has increased endlag (FAF 40 → 43).}} | |||
**{{nerf|Down tilt has an altered hitbox placement (12.0u → 6.7u (z-offset)) that significantly reduces its horizontal range.}} | |||
**{{nerf|Down tilt has a shorter duration (frames 6-11 → 6-8).}} | |||
**{{nerf|Down tilt's [[windbox]] has been removed. This disallows for juggling with windboxes, and potential recovery interruptions (such as when used against {{SSBU|Ike}}'s [[Quick Draw]]).}} | |||
*[[Smash attack]]s: | |||
**{{nerf|Due to Mr. Game & Watch not being animated while charging his smash attacks, the new smash attack charging mechanics make it difficult to tell when they are fully charged.}} | |||
*[[Forward smash]]: | |||
**{{buff|Forward smash's sweetspot knockback growth has been increased (91 → 97), improving its overall knockback despite having reduced base knockback (48 → 46).}} | |||
**{{buff|Forward smash has an additional sweetspot hitbox (0.0u (x-offset), 6.8u (y-offset), 12.0u (z-offset)), while forward smash's sourspot hitbox has been slightly reduced to compensate (3.0u → 2.6u).}} | |||
**{{nerf|Forward smash's sourspot has slightly less base knockback (44 → 42).}} | |||
**{{change|Forward smash's angle is now slightly lower (53 → 48).}} | |||
**{{change|Forward smash has altered hitbox placements for both the sourspot (3.5u → 5.3u (y-offset), 11.0u → 7.8u (z-offset)) and sweetspot (7.2u → 7.8u (y-offset), 17.0u → 16.0u (z-offset)).}} | |||
***{{buff|This increases the vertical range of the move.}} | |||
***{{buff|This pushes back the sourspot horizontally, with the new sweetspot hitbox taking its place. This makes the sweetspot much easier to land overall.}} | |||
***{{nerf|This slightly reduces the horizontal range of the sweetspot overall.}} | |||
*[[Up smash]]: | |||
**{{buff|Up smash has less [[startup lag]] (frame 24 → 21).}} | |||
**{{buff|Up smash has a longer duration (frames 24-25 → 21-25), much like its ''Brawl'' iteration.}} | |||
**{{buff|Up smash's invincibility frames now cover Mr. Game and Watch's entire body.}} | |||
**{{buff|Up smash's knockback growth has been increased (93 → 98).}} | |||
**{{nerf|Up smash's invincibility frames have now been changed from before attacking, to during the active attack frames (frames 4-25 → 21-25). This reduces its use as an effective anti-air.}} | |||
*[[Down smash]]: | |||
**{{buff|Down smash now has the ability to bury opponents if the move is sweetspotted.}} | |||
**{{buff|Down smash's sourspot has significantly more knockback growth (65 → 80).}} | |||
**{{buff|Down smash has less [[startup lag]] (frame 15 → 12), and less endlag (FAF 42 → 38).}} | |||
**{{buff|The heads of down smash's hammers have altered hitbox placements (12.0u/-12.0u → 14.0u/-14.0u (z-offset)), improving the move's horizontal range.}} | |||
**{{nerf|The heads of down smash's hammers have slightly smaller hitboxes (5.0u → 4.5u).}} | |||
*[[Dash attack]]: | |||
**{{nerf|Dash attack has altered hitbox placements (6.0u/6.0u → 5.0u/5.0u (z-offset)), slightly reducing its horizontal range.}} | |||
== | ===Aerial attacks=== | ||
Mr. Game & Watch has | *{{buff|Neutral aerial, back aerial, and down aerial have less landing lag (12 → 7 frames (neutral), 19 → 18 frames (back), 28 → 22 frames (down)).}} | ||
*[[Neutral aerial]]: | |||
**{{buff|All of neutral aerial's hitboxes have significantly longer durations (frames 7/12/17/22 → 7-10/12-15/17-20/22-25), much like its ''Brawl'' iteration.}} | |||
**{{buff|It [[auto-cancel]]s earlier (frame 44 → 42).}} | |||
**{{buff|Neutral aerial's reduced landing lag allows the landing weak hits to set-up up for many attacks, including down tilt and forward tilt at KO percents.}} | |||
**{{nerf|Neutral aerial now deals less overall damage (5% (hit 1)/4% (hit 2)/4%(hit 3)/4% (hit 4)/17% (overall) → 3%/3%/3%/4%/13%).}} | |||
*[[Forward aerial]]: | |||
**{{change|Mr. Game & Watch has a new forward aerial (based on the Game & Watch game ''Mario's Bombs Away'') in which he holds a bomb in front of him and drops it downward shortly after execution. Uniquely, once activating the move, the previously mentioned bomb is used as a [[projectile]], as it is sent directly downwards, exploding on a half a second afterwards or when it hits the stage. This significantly improves the move's vertical range and changes it as an [[edgeguarding]] option.}} The bomb does not explode upon hitting an opponent, and any attack that hits it will cause it to disappear. | |||
**{{buff|New forward aerial deals more damage when both hits connect (11.5% → 15%).}} | |||
**{{buff|Forward aerial's explosion on it's own does more damage (11.5% → 12%) and has significantly more knockback growth (86 → 101).}} | |||
**{{buff|Forward aerial's delayed explosion significantly improves its safety as a landing option against shielding opponents and improves its combo potential.}} | |||
**{{buff|Because forward aerial works more like a projectile, its reliability as a poking tool has been improved overall.}} | |||
**{{buff|Forward aerial's explosion has a much bigger hitbox (5.0u → 10.0u).}} | |||
**{{nerf|Forward aerial has increased landing lag (15 → 17 frames) and endlag (FAF 45 → 48).}} | |||
**{{nerf|Its initial auto-cancel window has been removed.}} | |||
**{{nerf|Forward aerial's bomb has a much smaller hitbox (5.0u → 2.0u).}} | |||
**{{nerf|Mr. Game & Watch is now completely vulnerable upon releasing the bomb, making the move significantly more punishable as a result.}} | |||
**{{nerf|Due to the loss of the lingering hitbox that followed in front of Mr. Game & Watch, the move's offstage capability (as both an edgeguard and gimping tool) has been significantly worsened.}} | |||
*[[Back aerial]]: | |||
**{{change|Back aerial's landing hit launches at a more horizontal angle (68° → 58°). While he can no longer link another back aerial, sending targets into an edgeguarding scenario is now easier.}} | |||
**{{buff|Back aerial's final hit has more knockback growth (170 → 185), being a more reliable KO move.}} | |||
*[[Up aerial]]: | |||
**{{change|Up aerial has been reworked: it now functions as a projectile, similar to {{SSBU|Mega Man}}'s up aerial, Air Shooter, and hits six times.}} | |||
**{{buff|Up aerial has increased range.}} | |||
**{{buff|Up aerial consists of 5 hits as opposed to 2, and as a result, has a significantly longer duration (frames 6-12/20-22 → 9-14/16-21/23-28/30-35/37-42).}} | |||
**{{buff|Up aerial is a single puff of air, making it easier to land, since the opponent can't be juggled out of the second finishing hit.}} | |||
**{{nerf|Up aerial is significantly weaker, no longer being a reliable KO move.}} | |||
**{{nerf|Up aerial does less damage when all hits connect (7% (hit 1)/9% (hit 2)/16% (total) → 2.4% (hits 1-5)/12%).}} | |||
**{{nerf|Up aerial has increased startup lag (frame 6 → 9) and endlag (FAF 40 → 43).}} | |||
**{{nerf|It auto-cancels later (frame 41 → 44) and no longer has an initial auto-cancel window.}} | |||
**{{nerf|Up aerial's [[windbox]] has been removed, preventing the ability to juggle opponents when they are [[helpless]].}} | |||
*[[Down aerial]]: | |||
**{{buff|Down aerial's sourspot has increased knockback (20 (base)/106 (growth) → 22/117).}} | |||
**{{buff|It auto-cancels earlier (frame 51 → 49), matching the move's interruptibility and allowing the move to auto-cancel after a full hop + Fire.}} | |||
===Throws/other attacks=== | |||
*{{nerf|Dash grab and pivot grab have increased start-up lag (frame 8 → 9 (dash), frame 9 → 10 (pivot)), and all grabs have increased ending lag (FAF 30 → 35 (standing), FAF 37 → 43 (dash), FAF 35 → 37 (pivot)).}} | |||
*{{change|When a character is thrown by Mr. Game & Watch, they will turn into their respective stock icon for the duration of the juggle.}} | |||
*{{change|[[Pummel]] is much faster, but is also much weaker overall (3% → 1.3%).}} | |||
*[[Forward throw]]: | |||
**{{buff|Forward throw launches at a more favorable angle for edgeguarding (58° → 52°).}} | |||
*[[Back throw]]: | |||
**{{buff|Back throw launches at a more favorable angle for edgeguarding (58° → 52°).}} | |||
*[[Up throw]]: | |||
**{{buff|Up throw deals significantly more damage (8% → 12%) with its knockback growth compensated (40 → 29).}} | |||
*[[Down throw]]: | |||
**{{change|During the down throw animation, Mr. Game & Watch "drops" the character's icon.}} | |||
**{{change|Down throw deals significantly more base knockback (35 → 70).}} | |||
***{{nerf|This worsens its follow-up potential at mid to high percents.}} | |||
***{{nerf|Combined with the changes to [[up aerial]], this effectively removes the "Toot-Toot" KO confirm he could pull off in ''SSB4''.}} | |||
***{{buff|Down throw now has better follow-up potential at lower percents, now combing into [[neutral aerial]] or up aerial.}} | |||
***{{buff|Down throw now has KO potential at percents around 200% or higher.}} | |||
===Special Moves=== | |||
*[[Chef]]: | |||
**{{buff|Chef deals significantly more damage (5% → 8% (pan), 3% → 5% (sausages)).}} | |||
**{{buff|Chef's food trajectory can be controlled.}} | |||
**{{nerf|Chef has more endlag (FAF 50 → 55).}} | |||
*[[Judge]]: | |||
**{{change|Judge's numbers now appear in a jumble, before settling on the decided number.}} | |||
**{{change|Judge can no longer roll the same number twice in a row.}} | |||
**{{change|Judge 7 now spawns three apples instead of one, allowing him to heal significantly more health once using the move, but also allowing the opponent to heal on block or armored hit.}} | |||
**{{buff|Judge 7 launches at a higher angle, and deals more base knockback (30 → 45), making it safer on hit at low percents.}} | |||
**{{buff|Judge 8 does more damage (9% → 13%), which makes the freeze effect last longer.}} | |||
**{{buff|Judge 9 has a larger hitbox (4.0u → 6.0u), now in line with the rest of the Judge numbers.}} | |||
**{{change|Judge 9 now triggers [[Special Zoom]].}} | |||
*[[Fire]]: | |||
**{{change|Fire's [[windbox]] has been replaced with a frame 3 hitbox.}} | |||
**{{buff|Fire's new frame 3 [[hitbox]] gives it more potential as a out of shield option and combo breaker than before.}} | |||
**{{buff|Fire now transitions into the parachute slightly faster (FAF 41 → 37).}} | |||
*[[Oil Panic]]: | |||
**{{buff|Bucket Jumping returns from the previous title, increasing Mr. Game & Watch's horizontal recovery.}} | |||
**{{buff|Oil Panic now [[reflect]]s physical [[projectile]]s in addition to [[absorb]]ing energy-based [[projectile]]s.}} | |||
**{{buff|Oil Panic now begins absorbing 1 frame earlier (7 → 6).}} | |||
**{{buff|Oil Panic has reduced endlag (FAF 50 → 44).}} | |||
**{{buff|Oil Panic's loop has been standardized, allowing Mr. Game & Watch to immediately go into the recovery animation when the B button is released after frame 30.}} | |||
**{{buff|Mr. Game & Watch is no longer forced into another loop of Oil Panic after absorbing a projectile if the B button is not being held.}} | |||
***{{buff|He also isn't put into the move's recovery animation, allowing him to act the moment intangibility ends.}} | |||
**{{nerf|Mr. Game & Watch can no longer absorb projectiles during the recovery animation of Oil Panic, making him unable to do lagless absorptions.}} | |||
**{{nerf|Oil Panic's damage multiplier has been reduced (2.8x → 2.0x).}} | |||
**{{nerf|Oil Panic's minimum and maximum damage has been reduced in both respects.}} | |||
***Minimum damage decreased (18% → 16%). | |||
***Maximum damage decreased (60% → 48%). | |||
**{{nerf|Oil Panic deals significantly less knockback, further hindering it's [[OHKO]] potential, and making it's less strong variants unsafe on hit.}} | |||
**{{nerf|Oil Panic's attack portion no longer has intangibility on frames 1-6.}} | |||
**{{change|Oil Panic triggers Special Zoom on any successful hit, and leaves the opponent covered in oil for a brief moment.}} | |||
*{{change|[[Octopus]]'s use has been altered. The octopus now rears back and charges forward, grabs opponents who touch its tentacles, and drags them offscreen. The main body deals damage instead of the tentacles. While this increases its KO potential, it also reduces its range, mobility and duration. A greenish-beige backdrop similar to that of a ''Game & Watch'' game temporarily appears during this Final Smash.}} | |||
==Update History== | |||
'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|1.1.0}}''' | ||
{{ | *{{change|The feather from Mr. Game and Watch's forward smash animation was removed.}} | ||
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | ||
{{ | *{{buff|Forward aerial's explosion hitbox has increased range, matching the visual explosion more closely and allowing the move to catch opponents from below the ledge. This improves its edgeguarding potential.}} | ||
*{{buff|Down aerial auto-cancels earlier (frame 51 → 49), matching the move's [[interruptibility]] and allowing the move to auto-cancel after a full hop + Fire.}} | |||
*{{bugfix|Up Aerial's location reassignment glitch has been removed.}} | |||
*{{bugfix|Oil Panic's grounded mobility glitch has been removed.}} | |||
*{{bugfix|Down Taunt's air puff now correctly vanishes and reappears when interrupted.}} | |||
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|3.0.0}}''' | ||
{{ | *{{buff|Octopus now keeps opponents trapped for a longer period of time.}} | ||
*{{change|Several basic animations, such as idle and crouch animations, have been adjusted.}} | |||
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|3.1.0}}''' | ||
{{ | *{{buff|Up tilt’s first hit deals set knockback, allowing it to connect more reliably into the second hit.}} | ||
==Moveset== | ==Moveset== | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSBU | |game=SSBU | ||
|neutralcount=2 | |neutralcount=2 | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=3% (first and last hit) | |neutral1dmg=3% (first and last hit) | ||
|neutral2dmg=0.8% (loop) | |neutral2dmg=0.8% (loop) | ||
|neutraldesc=Rapidly presses an insecticide pump, pumping gas onto the opponent. The first hit can | |neutraldesc=Rapidly presses an insecticide pump, pumping gas onto the opponent. Unlike other characters, Mr. Game & Watch's rapid jab slightly pushes the opponent away. The first hit can be used to setup for a grab; the finisher starts KOing middleweights by the ledge at around 150% on Final Destination. Changes Mr. Game & Watch's model into his appearance from ''Greenhouse''. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=12% (clean chair), 10% (clean body), 6% (late) | |ftiltdmg=12% (clean chair), 10% (clean body), (6% (late) | ||
|ftiltdesc=Thrusts a chair forward to hit with its legs | |ftiltdesc=Thrusts a chair forward to hit with its legs. Its hitbox lingers, making it effective at catching spotdodges, and the strong hit kills at 110% by the ledge. Changes Mr. Game & Watch's model into his appearance from ''Lion''. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=7% (hits 1 and 2) | |utiltdmg=7% (hits 1 and 2) | ||
|utiltdesc=Mr. Game & Watch swings a flag in front of him, and a flag behind him. The first hit knocks the opponent into the second one | |utiltdesc=Mr. Game & Watch swings a flag in front of him, and a flag behind him. The first hit knocks the opponent into the second one. While the horizontal range has increased, it effectively loses any anti-air potential it had previously. No matter what side he faces, Flag 1 and Flag 2 will always be on the left and right sides, respectively. If this move is used twice in succession, with the second use facing the opposite as the first, the numbers (albeit being mirrored) will switch sides. Changes Mr. Game & Watch's model into his appearance from ''Flagman''. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=9% | |dtiltdmg=9% | ||
|dtiltdesc=Pushes an angled manhole in front of himself. Does more damage than in the previous game and has much more knockback at the expense of increased endlag and reduced range. Down tilt | |dtiltdesc=Pushes an angled manhole in front of himself. Does more damage than in the previous game and has much more knockback at the expense of increased endlag and reduced range. Down tilt also loses its [[windbox]], disallowing juggling and potential recovery interrupting. Very fast startup at frame 6 and kills at 95% by the ledge and 130% centre stage. Changes Mr. Game & Watch's model into his appearance from ''Manhole''. | ||
|dashname= | |dashname= | ||
|dashdmg=10% (clean), 6.5% (late) | |dashdmg=10% (clean), 6.5% (late) | ||
|dashdesc=Performs a sliding headbutt while wearing a helmet. It has good range and is very fast, sliding Mr. Game & Watch forward in a choppy frame-by-frame manner, making it difficult to react to | |dashdesc=Performs a sliding headbutt while wearing a helmet. It has good range and is very fast, sliding Mr. Game & Watch forward in a choppy frame-by-frame manner, making it difficult to react to. This move is a tool for both risky approaching and safe punishing. Low ending lag, good knockback, and high amount of active frames make it a decent KOing option near the edge and useful for edgeguarding before an opponent can grab the edge. Originates from ''Helmet''. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSBU|14}} (handle), {{ChargedSmashDmgSSBU|18}} (flame) | |fsmashdmg={{ChargedSmashDmgSSBU|14}} (handle), {{ChargedSmashDmgSSBU|18}} (flame) | ||
|fsmashdesc=Swings a lit torch downward. The sweetspot is at the flame, while the sourspot is at the torch. | |fsmashdesc=Swings a lit torch downward. The sweetspot is at the flame, while the sourspot is at the torch. Has a disjointed hitbox and is one of the strongest forward smashes in the game when sweetspotted, while not being particularly slow. Its sweetspot KOs middleweights at 65% uncharged and 40% fully charged by the ledge. Changes Mr. Game & Watch's model to the character from ''Fire Attack''. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSBU|16}} | |usmashdmg={{ChargedSmashDmgSSBU|16}} | ||
|usmashdesc=Performs an upward headbutt while wearing a diving helmet. The move has noticeable start-up, coming out on frame 21, but has an extremely low cool down of only 13 frames and a deceptively long duration of 5 frames, making it a reliable baiting tool | |usmashdesc=Performs an upward headbutt while wearing a diving helmet. The move has noticeable start-up, coming out on frame 21, but has an extremely low cool down of only 13 frames and a deceptively long duration of 5 frames, making it a reliable baiting tool. While his whole body gains invincibility, it only lasts during and after the move. Extremely high knockback KOing middleweights at 85% uncharged and 60% fully charged. Originates from ''Octopus''. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSBU|13}} (body), {{ChargedSmashDmgSSBU|15}} (hammers) | |dsmashdmg={{ChargedSmashDmgSSBU|13}} (body), {{ChargedSmashDmgSSBU|15}} (hammers) | ||
|dsmashdesc=Swings two hammers downward and on both of his sides. Has the fastest start-up of all of Mr. Game | |dsmashdesc=Swings two hammers downward and on both of his sides. Has the fastest start-up of all of Mr. Game and Watch's smash attacks, coming out on frame 12, and possesses extremely fast interruptibility, ending on frame 37, as well as a disjoint in the form of the hammers themselves. When sweetspoted, it will bury opponents, which can be followed up with a forward smash, down tilt, or forward tilt. Its sourspot sends opponents at a semi-spike angle and kills at 120% by the ledge. As a result, it has become one of Mr. Game and Watch's most reliable KO'ing options. Changes Mr. Game & Watch's model into the character from ''Vermin''. | ||
|nairname= | |nairname= | ||
|nairdmg={{ShortHopDmgSSBU|3}} (hits 1-3), {{ShortHopDmgSSBU|4}} (hit 4) | |nairdmg={{ShortHopDmgSSBU|3}} (hits 1- 3), {{ShortHopDmgSSBU|4}} (hit 4) | ||
|nairdesc=Tosses out a pair of fish from a | |nairdesc=Tosses out a pair of fish from a bowl. Multiple hitboxes enable it to cover every area except below him. At lower percents, it can combo into itself multiple times, making it a reliable combo tool and damage racker. very At higher percents, landing with the weak hits can set up for a KO confirm into down tilt. Originates from ''Tropical Fish''. | ||
|fairname= | |fairname= | ||
|fairdmg={{ShortHopDmgSSBU|3}} (bomb), {{ShortHopDmgSSBU|12}} (explosion) | |fairdmg={{ShortHopDmgSSBU|3}} (bomb), {{ShortHopDmgSSBU|12}} (explosion) | ||
|fairdesc=Holds a bomb in front of him, dropping it downward shortly after execution. The dropped bomb acts as | |fairdesc=Holds a bomb in front of him, dropping it downward shortly after execution. The dropped bomb acts as a projectile, as it is sent directly downwards, exploding on a half a second afterwards or when it hits the stage. As of update 2.0.0, the entirety of the explosion's radius contains the hitbox. The bomb does not explode upon hitting an opponent, and any attack that hits it will cause it to disappear. There is a weak hitbox on the bomb (shortly before Mr. Game & Watch drops it) that slightly pushes midair opponents downward. Even at 999%, the weak hit has no KO power. Hitting grounded opponents with the first hit will set them up to be hit by the second. Kills at 115% by the ledge. Originates from ''Mario's Bombs Away''. | ||
|bairname= | |bairname= | ||
|bairdmg={{ShortHopDmgSSBU|2}} (hits 1-3), {{ShortHopDmgSSBU|3}} (hit 4) | |bairdmg={{ShortHopDmgSSBU|2}} (hits 1 - 3), {{ShortHopDmgSSBU|3}} (hit 4) | ||
|bairdesc=Swings a snapping turtle behind himself. | |bairdesc=Swings a snapping turtle behind himself. A fully disjointed hitbox that hits multiple times. Although it can't combo into itself anymore, it's final hit is much stronger, making it a more reliable KO move. Originates from ''Turtle Bridge''. | ||
|uairname=Spitball Sparky | |uairname=Spitball Sparky | ||
|uairdmg={{ShortHopDmgSSBU| | |uairdmg={{ShortHopDmgSSBU|2.4}} (hits 1 - 5) | ||
|uairdesc=Shoots a single puff of air upward. Similar to Mega Man's up aerial, it acts as a projectile, hits multiple times, and pushes opponents upward as it rises. It has much more damage-racking and juggling capabilities than his ''SSB4'' up aerial at the expense of losing all of its KO power | |uairdesc=Shoots a single puff of air upward. Similar to Mega Man's up aerial, it acts as a projectile, hits multiple times, and pushes opponents upward as it rises. It has much more damage-racking and juggling capabilities than his ''SSB4'' up aerial at the expense of losing all of its KO power. The move now has Mr. Game & Watch's model look more like his appearance in ''Spitball Sparky''. | ||
|dairname= | |dairname= | ||
|dairdmg={{ShortHopDmgSSBU|11}} (key), {{ShortHopDmgSSBU|3.5}} (landing) | |dairdmg={{ShortHopDmgSSBU|11}} (key), {{ShortHopDmgSSBU|3.5}} (landing) | ||
|dairdesc=Drops downward while holding a key beneath himself. A [[stall-then-fall]], it [[meteor smash]]es powerfully on the first frames. It can be moved left or right slightly during descent. While it can potentially cause Mr. Game & Watch to [[self-destruct]] while using it off-stage, his effective recovery, coupled with | |dairdesc=Drops downward while holding a key beneath himself. A [[stall-then-fall]], it [[meteor smash]]es powerfully on the first frames. It can be moved left or right slightly during descent. While it can potentially cause Mr. Game & Watch to [[self-destruct]] while using it off-stage, his effective recovery, coupled with it's low endlag and the move being being slower than other stall-then-falls makes this unlikely. It is a safe option when edgeguarding and has KO potential at high percents, killing at 130%. Originates from the ''Game & Watch'' version of ''Donkey Kong Jr.'' | ||
|grabname= | |grabname= | ||
|grabdesc= | |grabdesc=Mr. Game & Watch reaches in front of himself. Originates from ''Mario's Cement Factory''. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=1.3% | |pummeldmg=1.3% | ||
|pummeldesc=Hits the opponent with a bell | |pummeldesc=Hits the opponent with a bell. Originates from the Game & Watch's alarm feature. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=8% | |fthrowdmg=8% | ||
|fthrowdesc=Juggles the opponent and tosses them forward | |fthrowdesc=Juggles the opponent and tosses them forward. Changes Mr. Game & Watch's model into the character from ''Ball''. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=8% | |bthrowdmg=8% | ||
|bthrowdesc=Juggles the opponent and tosses them backward | |bthrowdesc=Juggles the opponent and tosses them backward. Changes Mr. Game & Watch's model into the character from ''Ball''. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=12% | |uthrowdmg=12% | ||
|uthrowdesc=Juggles the opponent and tosses them upward. | |uthrowdesc=Juggles the opponent and tosses them upward. Can be followed up with Fire or up air at low percents. Changes Mr. Game & Watch's model into the character from ''Ball''. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=4% | |dthrowdmg=4% | ||
|dthrowdesc=Juggles the opponent and drops them on the ground behind him. Launches opponents upward. Mr. Game & | |dthrowdesc=Juggles the opponent and drops them on the ground behind him. Launches opponents upward. Mr. Game & Watch’s only KO throw, but still does not KO middleweights until around 200%. At low to mid percents, it's a reliable combo starter, and can be followed up with neutral air, Judge, Fire, or up air. Changes Mr. Game & Watch's model into the character from ''Ball''. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
Line 160: | Line 306: | ||
|floorbname= | |floorbname= | ||
|floorbdmg=7% | |floorbdmg=7% | ||
|floorbdesc=Swings a hammer downward behind himself and then in front of himself. Originates from ''Vermin''. | |floorbdesc=Swings a hammer downward in behind himself and then in front of himself. Originates from ''Vermin''. | ||
|floortname= | |floortname= | ||
|floortdmg=5% | |floortdmg=5% | ||
Line 166: | Line 312: | ||
|edgename= | |edgename= | ||
|edgedmg=9% | |edgedmg=9% | ||
|edgedesc=Swings a bell forward while climbing up. Originates from the Game & Watch's alarm feature | |edgedesc=Swings a bell forward while climbing up. Originates from the Game & Watch's alarm feature. | ||
|nsname=Chef | |nsname=Chef | ||
|nsdmg=5% (food), 8% (frying pan) | |nsdmg=5% (food), 8% (frying pan) | ||
|nsdesc=Flips | |nsdesc=Flips food out of a frying pan, moving slowly through the air. The trajectory can be controlled by tilting the stick forward and/or backward. By tapping the button, the food will be flung at a faster frequency. The food can be used defensively to cancel attack animations of opponents as a zoning tool as well as to prevent aerial approaches and can be used for edgeguarding against opponents with linear recoveries. Hitting with the pan itself deals flame damage, and acts as a semi-spike. Mr. Game & Watch's model changes into his appearance from ''Chef''. | ||
|ssname=Judge | |ssname=Judge | ||
|ssdmg=Varies | |ssdmg=Varies | ||
|ssdesc=Swings a hammer in front of him | |ssdesc=Swings a hammer in front of him, and raises a flag with a random number from 1-9 with his other hand. It can have any one of 9 effects, which vary based on number; 1 only damages himself, while 9 is a is strong enough to be a virtual [[one-hit KO]]. Mr. Game & Watch's model changes into his appearance from ''Judge''. | ||
*Judge 1: An extremely weak swing that does not make the opponent [[flinch]]. It is the least damaging Judge attack and deals 12% [[recoil damage]] regardless of whether or not it hits. | *Judge 1: An extremely weak swing that does not make the opponent [[flinch]]. It is the least damaging Judge attack and deals 12% [[recoil damage]] regardless of whether or not it hits. | ||
*Judge 2: A weak swing that deals minimal knockback. | *Judge 2: A weak swing that deals minimal knockback. It has a 20% chance of [[tripping]] the opponent. | ||
*Judge 3: A weak swing. It sends opponents in the opposite direction from where Mr. Game & Watch is facing. It deals | *Judge 3: A weak swing. It sends opponents in the opposite direction from where Mr. Game & Watch is facing. It deals significant [[shield damage]]. | ||
*Judge 4: A swing that has a [[slash]] effect and launches opponents diagonally forward. | *Judge 4: A swing that has a [[slash]] effect and launches opponents diagonally forward. | ||
*Judge 5: A swing that has an [[electric]] effect and hits | *Judge 5: A swing that has an [[electric]] effect and hits multiple times. | ||
*Judge 6: A swing that has a [[flame]] effect and is a semi-spike. Has the second strongest knockback of all Judge attacks. | *Judge 6: A swing that has a [[flame]] effect and is a semi-spike. Has the second strongest knockback of all Judge attacks. | ||
*Judge 7: A swing that deals moderate knockback and produces 3 [[food|apples]] if it hits the opponent. Each apple heals 4%. | *Judge 7: A swing that deals moderate knockback and produces 3 [[food|apples]] if it hits the opponent. Each apple heals 4%. | ||
*Judge 8: A swing that has a [[freeze]] effect and deals very low knockback. Emits the "[[ping]]" sound effect that is usually associated with [[one-hit KO]]s. | *Judge 8: A swing that has a [[freeze]] effect and deals very low knockback. Emits the "[[ping]]" sound effect that is usually associated with [[one-hit KO]]s. | ||
*Judge 9: An extremely powerful swing that deals very high knockback. It is the most damaging Judge attack and emits the "ping" sound effect like Judge 8. Similar in nature to a charged swing from the [[Home-Run Bat]], but the hit's base knockback is much lower, which prevents it from being a true [[OHKO]]. When used fresh | *Judge 9: An extremely powerful swing that deals very high knockback. It is the most damaging Judge attack and emits the "ping" sound effect like Judge 8. Similar in nature to a charged swing from the [[Home-Run Bat]], but the hit's base knockback is much lower, which prevents it from being a true [[OHKO]]. When used fresh, will KO every character in the game at 0% at the edge of Final Destination. | ||
|usname=Fire | |usname=Fire | ||
|usdmg=3% (trampoline; firemen), 6% (ascent) | |usdmg=3% (trampoline; firemen), 6% (ascent) | ||
|usdesc=Jumps off a trampoline and then descends while wearing a parachute | |usdesc=Jumps off a trampoline and then descends while wearing a parachute. Capable of canceling into any move when falling. Has KO potential at high percents near the left and right blast lines. Very good at [[Stage spike|stage spiking]], due to out-prioritizing most aerials because it being basically invincible on startup, and dealing strong knockback, making Mr. Game & Watch very difficult to edgeguard. Originates from ''Fire''. | ||
|dsname=Oil Panic | |dsname=Oil Panic | ||
|dsdmg=16%-48% | |dsdmg=16%-48% | ||
|dsdesc= | |dsdesc=Holds an oil drum, which absorbs energy-based projectiles, and reflects physical ones. Once three units are absorbed, it turns into a powerful attack consisting of Mr. Game & Watch sending out a large splash of oil from his oil drum. No matter the strength of the oil, this move will always trigger [[Special Zoom]]. A max power Oil Panic will almost certainly OHKO, while the least powerful Oil Panic can KO middleweights at the ledge around 95%. Comes out on frame 2, and with these traits Oil Panic is an incredibly dangerous move. Any opponent hit will be covered in oil for a brief moment. Mr. Game & Watch's model changes into his appearance from ''Oil Panic''. | ||
|fsname=Octopus | |fsname=Octopus | ||
|fsdmg=4.9% (grabbed), 15% (body), 30% (slam) | |fsdmg=4.9% (grabbed), 15% (body), 30% (slam) | ||
Line 193: | Line 339: | ||
}} | }} | ||
{|class=wikitable | {|class=wikitable | ||
|+'''Judge Damage''' | |||
! Numbers | ! Numbers | ||
! Damage | ! Damage | ||
Line 237: | Line 362: | ||
| 9 || 32% | | 9 || 32% | ||
|} | |} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
*Moves along a row of ''Game & Watch'' LCD frames until reaching the foreground. | *Moves along a row of ''Game & Watch'' LCD frames until reaching the foreground. | ||
===[[Taunt]]s=== | ===[[Taunt]]s=== | ||
*'''Up Taunt''': Rings his bell at a high angle. Similar to his side taunt, it originates from the Game & Watch's alarm feature. | *'''Up Taunt''': Rings his bell at a high angle. Similar to his side taunt, it originates from the Game & Watch's alarm feature. | ||
*'''Side Taunt''': Rings his bell at a low angle. Similar to his up taunt, it originates from the Game & Watch's alarm feature. | *'''Side Taunt''': Rings his bell at a low angle. Similar to his up taunt, it originates from the Game & Watch's alarm feature. | ||
*'''Down Taunt''': Sits down and catches his breath. Originates from the ''Game & Watch'' version of ''Mario Bros.'' | *'''Down Taunt''': Sits down and catches his breath. Originates from the ''Game & Watch'' version of ''Mario Bros.'' when [[Mario]] and [[Luigi]] finished a level. | ||
===[[Idle pose]]s=== | ===[[Idle pose]]s=== | ||
*Hops in place. | * Hops in place. | ||
*Briefly looks behind himself. | * Briefly looks behind himself. | ||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
* | *Rings his bell to his left, then his right. Afterwards, he continues to ring his bell to his left. | ||
* | *Hops about in choppy poses, tripping halfway, before teetering on one foot. He then proceeds to jump back and forth, landing on his feet, then his head. | ||
* | *Juggles 3 balls while in his appearance from ''Ball''. | ||
[[File:G&WTheme.ogg|thumb|An original melody with an energetic tempo, based upon the typical bleeping noises that characters or other objects in a {{s|wikipedia|Game & Watch}} | [[File:G&WTheme.ogg|thumb|An original melody with an energetic tempo, based upon the typical bleeping noises that characters or other objects in a {{s|wikipedia|Game & Watch}} would make.]] | ||
<gallery> | <gallery> | ||
MrGame&WatchVictoryPose1SSBU.gif | MrGame&WatchVictoryPose1SSBU.gif | ||
Line 323: | Line 387: | ||
</gallery> | </gallery> | ||
==In | ==In competitive play== | ||
=== | ===Notable players=== | ||
<!-- | <!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.--> | ||
*{{Sm|Dingus Joe|USA}} - Placed 2nd at {{Trn|The Grind 64}} and 25th at {{Trn|Glitch 6}}. | |||
*{{Sm|Maister|Mexico}} - The best Mr. Game & Watch player in the world. He won {{Trn|Combo Breaker 2019}} and has placed 2nd at {{Trn|Retro Arena 64}} and 3rd at {{Trn|Full Bloom 5}}, while having wins over {{Sm|Ned}}, {{Sm|Bushi}}, {{Sm|ESAM}}, {{Sm|yeti}}, and {{Sm|MVD}}. | |||
*{{Sm|Regi Shikimi|Mexico}} - One of the best Mr. Game & Watch players in the world. Placed 13th at {{Trn|Ragnarok}} and 33rd at {{Trn|GENESIS 6}}. | |||
*{{Sm| | *{{Sm|Skylar|USA}}/Widget - One of the best Mr. Game & Watch players in the west. Placed 5th at {{Trn|Ascension II}}, 7th at {{Trn|Ascension}}, {{Trn|Ascension V}}, and {{Trn|Emerald City 8}}, and 9th at {{Trn|Ascension IV}}. He has defeated {{Sm|SilentRain}}, {{Sm|MiSaiki}}, and {{Sm|BassMage}}. | ||
*{{Sm| | *{{Sm|Snickeldorf|USA}} - Placed 5th at {{Trn|Emerald City 8}}, 17th at {{Trn|Battle of BC 3}} and 25th at {{Trn|Don't Park on the Grass 2018}}. | ||
*{{Sm| | *{{Sm|Songn|Japan}} - Placed 17th at {{Trn|Umebura SP}} and 33rd at {{Trn|Umebura SP 2}} | ||
*{{Sm| | |||
*{{Sm| | |||
=={{SSBU|Classic Mode}}: A Long Legacy== | =={{SSBU|Classic Mode}}: A Long Legacy== | ||
Mr. Game & Watch fights classic characters on retro stages. They are fought in reverse order of release dates. | |||
Mr. Game & Watch fights classic characters on retro stages | |||
{|class="wikitable" style="text-align:center" | {|class="wikitable sortable" style="text-align:center" | ||
!Round!!Opponent!!Stage!!Music!!Notes | !Round!!Opponent!!Stage!!Music!!Notes | ||
|- | |- | ||
|1||{{ | |1||{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=White}}||[[Dream Land GB]]||''{{SSBUMusicLink|Kirby|Green Greens}}''|| | ||
|- | |- | ||
|2||{{ | |2||{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px}}||[[Pac-Land]]||''{{SSBUMusicLink|Pac-Man|PAC-MAN}}''|| | ||
|- | |- | ||
|3||{{ | |3||{{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px}}||{{b|Duck Hunt|stage}}||''{{SSBUMusicLink|Other|Famicom Medley}}''|| | ||
|- | |- | ||
|4||{{ | |4||{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px}} and {{SSBU|Luigi}} {{Head|Luigi|g=SSBU|s=20px}}||[[Mario Bros.]]||''{{SSBUMusicLink|Super Mario Bros.|Ground Theme - Super Mario Bros.}}''||Free-for-All | ||
|- | |- | ||
|5||{{ | |5||{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Red}}||[[75m]]||''{{SSBUMusicLink|Donkey Kong|25m Theme}}''||Mario {{Head|Mario|g=SSBU|s=20px}} is a CPU ally. | ||
|- | |- | ||
|6| | |6||Mr. Game & Watch Team (x6)||[[Flat Zone X]]||''{{SSBUMusicLink|Game & Watch|Flat Zone}}''||Horde Battle | ||
|- | |- | ||
|colspan="5"|[[Bonus Stage]] | |colspan="5"|[[Bonus Stage]] | ||
Line 367: | Line 421: | ||
[[Credits]] roll after completing Classic Mode. Completing it as Mr. Game & Watch has ''{{SSBUMusicLink|Game & Watch|Flat Zone 2}}'' accompany the credits. | [[Credits]] roll after completing Classic Mode. Completing it as Mr. Game & Watch has ''{{SSBUMusicLink|Game & Watch|Flat Zone 2}}'' accompany the credits. | ||
==Role in [[World of Light]]== | ==Role in [[World of Light]]== | ||
Line 373: | Line 426: | ||
Although Mr. Game & Watch does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (sans {{SSBU|Kirby}}) when Galeem unleashed his beams of light. | Although Mr. Game & Watch does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (sans {{SSBU|Kirby}}) when Galeem unleashed his beams of light. | ||
Mr. Game & Watch is unlocked in the area | Mr. Game & Watch is unlocked in the maze area of the Light Realm. After finding the correct path through the maze, the player must defeat the Sidestepper and Nikki spirits in front of his unlock battle. | ||
{{clrl}} | {{clrl}} | ||
===Fighter Battle=== | ===Fighter Battle=== | ||
{|class="wikitable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
|- | |- | ||
!style="width:5%;"|No. | ! style="width:5%;"|No. | ||
!style="width:5%;"|Image | ! style="width:5%;"|Image | ||
!Name | ! Name | ||
!Type | ! Type | ||
!Power | ! Power | ||
!Stage | ! Stage | ||
!Music | ! Music | ||
|- | |- | ||
|26 | | 26 | ||
|[[File:Mr. Game & Watch SSBU.png|center|108x108px]] | | [[File:Mr. Game & Watch SSBU.png|center|108x108px]] | ||
|Mr. Game & Watch | | {{SSBU|Mr. Game & Watch}} | ||
| | | {{color|#18aef5|Shield}} | ||
|7,500 | | 7,500 | ||
|[[Flat Zone X]] ([[Ω form]]) | | [[Flat Zone X]] ([[Ω form]]) | ||
|''{{SSBUMusicLink|Game & Watch|Flat Zone 2}}'' | | ''{{SSBUMusicLink|Game & Watch|Flat Zone 2}}'' | ||
|} | |} | ||
{{ | {{-}} | ||
==[[Spirit]]s== | ==[[Spirit]]s== | ||
Mr. Game & Watch's | Mr. Game & Watch's Fighter Spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Mr. Game & Watch in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in ''Ultimate''. | ||
<center> | <center> | ||
<gallery> | <gallery> | ||
GW Spirit.png|689. '''''Mr. Game & Watch''''' | |||
Octopus Spirit.png|698. Octopus | |||
</gallery> | </gallery> | ||
</center> | </center> | ||
==In Spirit | ==In Spirit battles== | ||
===As the main opponent=== | ===As the main opponent=== | ||
{|class="wikitable sortable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
|- | |||
! colspan=4|Spirit | ! colspan=4|Spirit | ||
! colspan=7|Battle parameters | ! colspan=7|Battle parameters | ||
|- | |- | ||
! style="width:5%;"|No. | ! style="width:5%;"|No. | ||
Line 435: | Line 478: | ||
! Conditions | ! Conditions | ||
! Music | ! Music | ||
|- | |- | ||
|98 | |98 | ||
|{{ | |[[File:Vivian Spirit.png|center|64x64px]] | ||
|''Paper Mario'' | |{{anchor|Vivian}}Vivian | ||
|''Paper Mario series'' | |||
|•Clear {{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Blue}} | |•Clear {{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Blue}} | ||
| | |[[File:SpiritTypeShield.png|20px|center|Shield]] | ||
|3,600 | |3,600 | ||
|[[Luigi's Mansion]] ([[Battlefield form]]) | |[[Luigi's Mansion]] ([[Battlefield form]]) | ||
Line 447: | Line 490: | ||
|•The enemy is invisible | |•The enemy is invisible | ||
|{{SSBUMusicLink|Super Mario Bros.|Paper Mario Medley}} | |{{SSBUMusicLink|Super Mario Bros.|Paper Mario Medley}} | ||
|- | |- | ||
|113 | |113 | ||
|{{ | |[[File:Sidestepper.png|center|64x64px]] | ||
|''Mario Bros.'' | |{{anchor|Sidestepper}}[[Sidestepper]] | ||
|•{{SSBU|Mr. Game & Watch}} Team {{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Red}} | |''Mario Bros. series'' | ||
| | |•{{SSBU|Mr. Game & Watch}} Team (×12) ({{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Red}}x8, {{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Blue}}x4) | ||
|[[File:SpiritTypeAttack.png|20px|center|Attack]] | |||
|1,900 | |1,900 | ||
|[[Mario Bros.]] | |[[Mario Bros.]] | ||
Line 459: | Line 502: | ||
|•The enemy has increased move speed after a little while<br>•The enemy can deal damage by dashing into you<br>•Reinforcements will appear after an enemy is KO'd | |•The enemy has increased move speed after a little while<br>•The enemy can deal damage by dashing into you<br>•Reinforcements will appear after an enemy is KO'd | ||
|{{SSBUMusicLink|Super Mario Bros.|Mario Bros.}} | |{{SSBUMusicLink|Super Mario Bros.|Mario Bros.}} | ||
|- | |- | ||
|233 | |233 | ||
|{{ | |[[File:Link Drawing Spirit.png|center|64x64px]] | ||
|''The Legend of Zelda'' | |{{anchor|Wall-Merged Link}}Wall-Merged Link | ||
|''The Legend of Zelda series'' | |||
|•{{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px}}<br>•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Orange}} | |•{{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px}}<br>•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Orange}} | ||
| | |[[File:SpiritTypeNeutral.png|20px|center|Neutral]] | ||
|3,500 | |3,500 | ||
|[[Flat Zone X]] | |[[Flat Zone X]] | ||
Line 471: | Line 514: | ||
|•Reinforcements will appear after an enemy is KO'd | |•Reinforcements will appear after an enemy is KO'd | ||
|{{SSBUMusicLink|The Legend of Zelda|Lorule Main Theme}} | |{{SSBUMusicLink|The Legend of Zelda|Lorule Main Theme}} | ||
|- | |- | ||
|473 | |473 | ||
|{{ | |[[File:Unown.png|center|64x64px]] | ||
|''Pokémon'' | |{{anchor|Unown}}[[Unown]] | ||
|•Tiny {{SSBU|Mr. Game & Watch}} | |''Pokémon series'' | ||
| | |•Tiny {{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px}} (×8) | ||
|[[File:SpiritTypeGrab.png|20px|center|Grab]] | |||
|1,800 | |1,800 | ||
|[[Temple]] ([[Battlefield form]]) | |[[Temple]] ([[Battlefield form]]) | ||
Line 483: | Line 526: | ||
|•Defeat an army of fighters | |•Defeat an army of fighters | ||
|{{SSBUMusicLink|Pokémon|Pokémon Red / Pokémon Blue Medley}} | |{{SSBUMusicLink|Pokémon|Pokémon Red / Pokémon Blue Medley}} | ||
|- | |- | ||
|489 | |489 | ||
|{{ | |[[File:Shedinja.PNG|center|64x64px]] | ||
|''Pokémon'' | |{{anchor|Shedinja}}Shedinja | ||
|•Reflect {{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Yellow}} | |''Pokémon series'' | ||
| | |•Reflect {{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Yellow}} | ||
|[[File:SpiritTypeShield.png|20px|center|Shield]] | |||
|4,000 | |4,000 | ||
|[[Luigi's Mansion]] | |[[Luigi's Mansion]] | ||
|•Temporary Invincibility | |•Temporary Invincibility | ||
|•The enemy reflects projectiles<br>•The enemy will occasionally be invincible<br> | |•The enemy reflects projectiles<br>•The enemy will occasionally be invincible<br>•Stamina battle (Opponent has 1 HP) | ||
|{{SSBUMusicLink|Pokémon|Battle! (Wild Pokémon) - Pokémon Ruby / Pokémon Sapphire}} | |{{SSBUMusicLink|Pokémon|Battle! (Wild Pokémon) - Pokémon Ruby / Pokémon Sapphire}} | ||
|- | |- | ||
|512 | |512 | ||
|{{ | |[[File:Giratina Altered Spirit.png|center|64x64px]] | ||
|''Pokémon'' | |{{anchor|Giratina (Altered Forme)}}[[Giratina]] (Altered Forme) | ||
|''Pokémon series'' | |||
|•Giant {{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=White}} | |•Giant {{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=White}} | ||
| | |[[File:SpiritTypeNeutral.png|20px|center|Neutral]] | ||
|9,500 | |9,500 | ||
|[[Spear Pillar]] | |[[Spear Pillar]] | ||
|•Hazard: Screen Flip | |•Hazard: Screen Flip | ||
|•The screen will suddenly flip after a little while<br>•Only certain Pokémon will emerge from Poké Balls (Giratina)<br>•The enemy is giant | |•The screen will suddenly flip after a little while<br>•Only certain Pokémon will emerge from Poké Balls ([[Giratina]])<br>•The enemy is giant | ||
|{{SSBUMusicLink|Pokémon|Battle! (Dialga/Palkia) / Spear Pillar}} | |{{SSBUMusicLink|Pokémon|Battle! (Dialga/Palkia) / Spear Pillar}} | ||
|- | |- | ||
|523 | |523 | ||
|{{ | |[[File:Chandelure Spirit.png|center|64x64px]] | ||
|''Pokémon'' | |{{anchor|Chandelure}}[[Chandelure]] | ||
|''Pokémon series'' | |||
|•{{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Blue}} | |•{{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Blue}} | ||
| | |[[File:SpiritTypeAttack.png|20px|center|Attack]] | ||
|4,100 | |4,100 | ||
|[[Luigi's Mansion]] ([[Battlefield form]]) | |[[Luigi's Mansion]] ([[Battlefield form]]) | ||
Line 519: | Line 562: | ||
|•The floor is lava | |•The floor is lava | ||
|{{SSBUMusicLink|Pokémon|Battle! (Reshiram / Zekrom)}} | |{{SSBUMusicLink|Pokémon|Battle! (Reshiram / Zekrom)}} | ||
|- | |- | ||
|575 | |575 | ||
| | |[[File:Buzz Buzz Spirit.png|center|30x30px]] | ||
|'' | |Buzz Buzz | ||
|•Tiny {{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Teal}} | |''Earthbound series'' | ||
| | |•Tiny {{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Teal}} | ||
|[[File:SpiritTypeAttack.png|20px|center|Attack]] | |||
|2,900 | |2,900 | ||
|[[Onett]] | |[[Onett]] | ||
|N/A | |N/A | ||
|•Timed battle ( | |•Timed battle (Opponent at 300% damage) | ||
|{{SSBUMusicLink|EarthBound|Humoresque of a Little Dog}} | |{{SSBUMusicLink|EarthBound|Humoresque of a Little Dog}} | ||
|- | |- | ||
|598 | |598 | ||
|{{ | |[[File:Octoman.png|center|64x64px]] | ||
|''F-Zero'' | |{{s|fzerowiki|Octoman}} | ||
|''F-Zero series'' | |||
|•{{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Red}} | |•{{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Red}} | ||
| | |[[File:SpiritTypeGrab.png|20px|center|Grab]] | ||
|3,700 | |3,700 | ||
|[[Port Town Aero Dive]] ([[Battlefield form]]) | |[[Port Town Aero Dive]] ([[Battlefield form]]) | ||
Line 543: | Line 586: | ||
|•The enemy will suddenly have a Final Smash<br>•The enemy's FS Meter charges quickly | |•The enemy will suddenly have a Final Smash<br>•The enemy's FS Meter charges quickly | ||
|{{SSBUMusicLink|F-Zero|Planet Colors}} | |{{SSBUMusicLink|F-Zero|Planet Colors}} | ||
|- | |- | ||
|690 | |690 | ||
|{{ | |[[File:Ball_Spirit.png|center|64x64px]] | ||
|''Game & Watch'' | |{{anchor|Ball}}Ball | ||
|''Game & Watch series'' | |||
|•{{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px}}<br>•{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Jigglypuff}} {{Head|Jigglypuff|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=White}} | |•{{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px}}<br>•{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Jigglypuff}} {{Head|Jigglypuff|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=White}} | ||
| | |[[File:SpiritTypeGrab.png|20px|center|Grab]] | ||
|3,900 | |3,900 | ||
|[[Flat Zone X]] (hazards off) | |[[Flat Zone X]] (hazards off) | ||
|•Item: Balls | |•Item: Balls | ||
|•The enemy favors grabs and throws<br>•The enemy's throwing | |•The enemy favors grabs and throws<br>•The enemy's throwing type items have increased power | ||
|{{SSBUMusicLink|Game & Watch|Flat Zone 2}} | |{{SSBUMusicLink|Game & Watch|Flat Zone 2}} | ||
|- | |- | ||
|691 | |691 | ||
|{{ | |[[File:Flagman_Spirit.png|center|64x64px]] | ||
|''Game & Watch'' | |{{anchor|Flagman}}Flagman | ||
|•{{SSBU|Mr. Game & Watch}} Team {{Head|Mr. Game & Watch|g=SSBU|s=20px}}×4 | |''Game & Watch series'' | ||
| | |•{{SSBU|Mr. Game & Watch}} Team {{Head|Mr. Game & Watch|g=SSBU|s=20px}} (×4) | ||
|[[File:SpiritTypeGrab.png|20px|center|Grab]] | |||
|4,100 | |4,100 | ||
|[[Flat Zone X]] | |[[Flat Zone X]] | ||
|•Item: | |•Item: Special Flag | ||
|•Timed battle | |•Timed battle<br>•The enemy favors up tilt attacks | ||
|{{SSBUMusicLink|Game & Watch|Flat Zone 2}} | |{{SSBUMusicLink|Game & Watch|Flat Zone 2}} | ||
|- | |- | ||
|692 | |692 | ||
|{{ | |[[File:Fire_Spirit.png|center|64x64px]] | ||
|''Game & Watch'' | |{{anchor|Fire}}[[Fire]] | ||
|•{{SSBU|Mr. Game & Watch}} Team {{Head|Mr. Game & Watch|g=SSBU|s=20px}}×4 | |''Game & Watch series'' | ||
| | |•{{SSBU|Mr. Game & Watch}} Team {{Head|Mr. Game & Watch|g=SSBU|s=20px}} (×4) | ||
|[[File:SpiritTypeAttack.png|20px|center|Attack]] | |||
|9,800 | |9,800 | ||
|[[Flat Zone X]] (hazards off) | |[[Flat Zone X]] (hazards off) | ||
|N/A | |N/A | ||
|•The enemy's up special has increased power<br>•Timed battle | |•The enemy's up special has increased power<br>•Timed battle | ||
|{{SSBUMusicLink|Game & Watch|Flat Zone 2}} | |{{SSBUMusicLink|Game & Watch|Flat Zone 2}} | ||
|- | |- | ||
|693 | |693 | ||
|{{ | |[[File:Judge_Spirit.png|center|64x64px]] | ||
|''Game & Watch'' | |{{anchor|Judge}}[[Judge]] | ||
|•{{SSBU|Mr. Game & Watch}} Team {{Head|Mr. Game & Watch|g=SSBU|s=20px}}×8 | |''Game & Watch series'' | ||
| | |•{{SSBU|Mr. Game & Watch}} Team {{Head|Mr. Game & Watch|g=SSBU|s=20px}} (×8) | ||
|[[File:SpiritTypeAttack.png|20px|center|Attack]] | |||
|9,400 | |9,400 | ||
|[[Flat Zone X]] (hazards off) | |[[Flat Zone X]] (hazards off) | ||
Line 591: | Line 634: | ||
|•The enemy favors side specials<br>•Defeat an army of fighters | |•The enemy favors side specials<br>•Defeat an army of fighters | ||
|{{SSBUMusicLink|Game & Watch|Flat Zone 2}} | |{{SSBUMusicLink|Game & Watch|Flat Zone 2}} | ||
|- | |- | ||
|694 | |694 | ||
|{{ | |[[File:Manhole Spirit.png|center|64x64px]] | ||
|''Game & Watch'' | |{{anchor|Manhole}}Manhole | ||
|''Game & Watch series'' | |||
|•{{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px}} | |•{{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px}} | ||
| | |[[File:SpiritTypeShield.png|20px|center|Shield]] | ||
|3,900 | |3,900 | ||
|[[Flat Zone X]] | |[[Flat Zone X]] | ||
Line 603: | Line 646: | ||
|•The enemy favors down tilt attacks<br>•Items will be pulled toward the enemy<br>•Certain items will appear in large numbers | |•The enemy favors down tilt attacks<br>•Items will be pulled toward the enemy<br>•Certain items will appear in large numbers | ||
|{{SSBUMusicLink|Game & Watch|Flat Zone 2}} | |{{SSBUMusicLink|Game & Watch|Flat Zone 2}} | ||
|- | |- | ||
|696 | |696 | ||
|{{ | |[[File:Lion.png|center|64x64px]] | ||
|''Game & Watch'' | |{{anchor|Lion}}[[Lion]] | ||
|•{{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px}}<br>•{{SSBU|Incineroar}} {{Head|Incineroar|g=SSBU|s=20px|cl= | |''Game & Watch series'' | ||
| | |•{{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px}}<br>•{{SSBU|Incineroar}} {{Head|Incineroar|g=SSBU|s=20px|cl=White}} | ||
|[[File:SpiritTypeShield.png|20px|center|Shield]] | |||
|3,600 | |3,600 | ||
|[[Flat Zone X]] (Lion) | |[[Flat Zone X]] (Lion) | ||
Line 615: | Line 658: | ||
|•Take your strongest team into this no-frills battle | |•Take your strongest team into this no-frills battle | ||
|{{SSBUMusicLink|Game & Watch|Flat Zone 2}} | |{{SSBUMusicLink|Game & Watch|Flat Zone 2}} | ||
|- | |- | ||
|700 | |700 | ||
|{{ | |[[File:Turtle Bridge.png|center|64x64px]] | ||
|''Game & Watch'' | |{{anchor|Turtle Bridge}}Turtle Bridge | ||
|''Game & Watch series'' | |||
|•{{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px}}<br>•{{SSBU|Squirtle}} {{Head|Squirtle|g=SSBU|s=20px|cl=Purple}}<br>•[[Bowser Jr. (SSBU)|Morton]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Morton}}<br>•{{SSBU|Bowser}} {{Head|Bowser|g=SSBU|s=20px|cl=Grey}} | |•{{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px}}<br>•{{SSBU|Squirtle}} {{Head|Squirtle|g=SSBU|s=20px|cl=Purple}}<br>•[[Bowser Jr. (SSBU)|Morton]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Morton}}<br>•{{SSBU|Bowser}} {{Head|Bowser|g=SSBU|s=20px|cl=Grey}} | ||
| | |[[File:SpiritTypeShield.png|20px|center|Shield]] | ||
|1,700 | |1,700 | ||
|[[Flat Zone X]] (hazards off) | |[[Flat Zone X]] (hazards off) | ||
Line 627: | Line 670: | ||
|•The enemy favors back air attacks | |•The enemy favors back air attacks | ||
|{{SSBUMusicLink|Game & Watch|Flat Zone}} | |{{SSBUMusicLink|Game & Watch|Flat Zone}} | ||
|- | |- | ||
|701 | |701 | ||
|{{ | |[[File:Fire Attack Spirit Update.png|center|64x64px]] | ||
|''Game & Watch'' | |{{anchor|Fire Attack}}Fire Attack | ||
|•{{SSBU|Mr. Game & Watch}} Team {{Head|Mr. Game & Watch|g=SSBU|s=20px}}×4 | |''Game & Watch series'' | ||
| | |•{{SSBU|Mr. Game & Watch}} Team {{Head|Mr. Game & Watch|g=SSBU|s=20px}} (×4) | ||
|[[File:SpiritTypeShield.png|20px|center|Shield]] | |||
|2,100 | |2,100 | ||
|[[Flat Zone X]] | |[[Flat Zone X]] | ||
Line 639: | Line 682: | ||
|•The enemy favors side smash attacks | |•The enemy favors side smash attacks | ||
|{{SSBUMusicLink|Game & Watch|Flat Zone}} | |{{SSBUMusicLink|Game & Watch|Flat Zone}} | ||
|- | |- | ||
|702 | |702 | ||
|{{ | |[[File:Oilpanic.png|center|64x64px]] | ||
|''Game & Watch'' | |{{anchor|Oil Panic}}[[Oil Panic]] | ||
|•{{SSBU|Mr. Game & Watch}} Team {{Head|Mr. Game & Watch|g=SSBU|s=20px}}×4 | |''Game & Watch series'' | ||
| | |•{{SSBU|Mr. Game & Watch}} Team {{Head|Mr. Game & Watch|g=SSBU|s=20px}} (×4) | ||
|[[File:SpiritTypeShield.png|20px|center|Shield]] | |||
|3,900 | |3,900 | ||
|[[Flat Zone X]] (Oil Panic) | |[[Flat Zone X]] (Oil Panic) | ||
Line 651: | Line 694: | ||
|•The stage's platforms are very slippery | |•The stage's platforms are very slippery | ||
|{{SSBUMusicLink|Game & Watch|Flat Zone}} | |{{SSBUMusicLink|Game & Watch|Flat Zone}} | ||
|- | |- | ||
|949 | |949 | ||
| | |[[File:Turn to blue spirit.png|center|64x64px]] | ||
|'' | |[[TURN-TO-BLUE]] | ||
|•{{SSBU|Mr. Game & Watch}} Team {{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Blue}}×4 | |''Pac-Man series'' | ||
| | |•{{SSBU|Mr. Game & Watch}} Team {{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Blue}} (×4) | ||
|[[File:SpiritTypeShield.png|20px|center|Shield]] | |||
|2,600 | |2,600 | ||
|[[Wrecking Crew]] | |[[Wrecking Crew]] | ||
|N/A | |N/A | ||
|•Timed battle | |•Timed battle<br>•The enemy tends to avoid conflict | ||
|{{SSBUMusicLink|Pac-Man|PAC-MAN}} | |{{SSBUMusicLink|Pac-Man|PAC-MAN}} | ||
|- | |- | ||
|1,029 | |1,029 | ||
| | |[[File:Lil Judd Spirit.png|center|64x64px]] | ||
|''Splatoon'' | |Li'l Judd | ||
|•Tiny {{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px}}<br>•{{SSBU|Inkling}} {{Head|Inkling|g=SSBU|s=20px|cl=Yellow}}{{Head|Inkling|g=SSBU|s=20px|cl=Cyan}} | |''Splatoon series'' | ||
| | |•Tiny {{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px}}<br>•{{SSBU|Inkling}} (×2) ({{Head|Inkling|g=SSBU|s=20px|cl=Yellow}}{{Head|Inkling|g=SSBU|s=20px|cl=Cyan}}) | ||
|[[File:SpiritTypeAttack.png|20px|center|Attack]] | |||
|9,100 | |9,100 | ||
|[[Moray Towers]] | |[[Moray Towers]] | ||
Line 675: | Line 718: | ||
|•The enemy favors side specials | |•The enemy favors side specials | ||
|{{SSBUMusicLink|Splatoon|Now or Never! (Splatfest Version) - Splatoon 2}} | |{{SSBUMusicLink|Splatoon|Now or Never! (Splatfest Version) - Splatoon 2}} | ||
|- | |- | ||
|1,108 | |1,108 | ||
|{{ | |[[File:SPI-Primid.png|center|64x64px]] | ||
|''Super Smash Bros.'' | |{{anchor|Primid}}[[Primid]] | ||
|•{{SSBU|Mr. Game & Watch}} Team {{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Teal}} | |''Super Smash Bros. series'' | ||
| | |•{{SSBU|Mr. Game & Watch}} Team {{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Teal}} (x8) | ||
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]] | |||
|1,800 | |1,800 | ||
|[[Pokémon Stadium]] (hazards off) | |[[Pokémon Stadium]] (hazards off) | ||
Line 687: | Line 730: | ||
|•Defeat an army of fighters | |•Defeat an army of fighters | ||
|{{SSBUMusicLink|Super Smash Bros.|Boss Battle - Super Smash Bros. Brawl}} | |{{SSBUMusicLink|Super Smash Bros.|Boss Battle - Super Smash Bros. Brawl}} | ||
|- | |- | ||
|1,109 | |1,109 | ||
|{{ | |[[File:Mites spirit.png|center|64x64px]] | ||
|''Super Smash Bros.'' | |{{anchor|Mite}}[[Mite]] | ||
|•Tiny {{SSBU|Mr. Game & Watch}} Team {{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Yellow}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Blue}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Teal}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Cyan}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Green}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=White}}{{Head|Mr. Game & Watch|g=SSBU|s=20px}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Red}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Yellow}} | |''Super Smash Bros. series'' | ||
| | |•Tiny {{SSBU|Mr. Game & Watch}} Team (x9) ({{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Yellow}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Blue}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Teal}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Cyan}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Green}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=White}}{{Head|Mr. Game & Watch|g=SSBU|s=20px}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Red}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Yellow}}) | ||
|[[File:SpiritTypeAttack.png|20px|center|Attack]] | |||
|1,800 | |1,800 | ||
|[[Shadow Moses Island]] | |[[Shadow Moses Island]] | ||
Line 699: | Line 742: | ||
|•Defeat an army of fighters | |•Defeat an army of fighters | ||
|{{SSBUMusicLink|Super Smash Bros.|Step: The Plain}} | |{{SSBUMusicLink|Super Smash Bros.|Step: The Plain}} | ||
|- | |- | ||
|1,112 | |1,112 | ||
|{{ | |[[File:Shadow Bugs Spirit.png|center|64x64px]] | ||
|''Super Smash Bros.'' | |{{anchor|Shadow Bug}}[[Shadow Bug]] | ||
|•{{SSBU|Mr. Game & Watch}} Team {{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Blue}}×4 | |''Super Smash Bros. series'' | ||
| | |•{{SSBU|Mr. Game & Watch}} Team {{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Blue}} (×4) | ||
|[[File:SpiritTypeGrab.png|20px|center|Grab]] | |||
|4,300 | |4,300 | ||
|[[Pokémon Stadium]] ([[Ω form]]) | |[[Pokémon Stadium]] ([[Ω form]]) | ||
Line 711: | Line 754: | ||
|•The stage is covered in a poisonous cloud | |•The stage is covered in a poisonous cloud | ||
|{{SSBUMusicLink|Super Smash Bros.|Step: Subspace}} | |{{SSBUMusicLink|Super Smash Bros.|Step: Subspace}} | ||
|- | |- | ||
|1,228 | |1,228 | ||
|{{ | |{{anchor|Num Diddly}}[[File:Num Diddly Spirit.png|center|64x64px]] | ||
|Num Diddly | |||
|''Make 10: A Journey of Numbers'' | |''Make 10: A Journey of Numbers'' | ||
|•{{SSBU|Mr. Game & Watch}} Team {{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=White}}×4 | |•{{SSBU|Mr. Game & Watch}} Team {{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=White}} (×4) | ||
| | |[[File:SpiritTypeShield.png|20px|center|Shield]] | ||
|2,000 | |2,000 | ||
|[[PictoChat 2]] | |[[PictoChat 2]] | ||
| | |•[[Assist Trophy]] Enemies ([[Dr. Kawashima]]) | ||
|•Hostile assist trophies will appear | |•Hostile assist trophies will appear | ||
|{{SSBUMusicLink| | |{{SSBUMusicLink|Nintendo|Menu - Brain Age 2: More Training in Minutes a Day!}} | ||
|} | |} | ||
===As a minion=== | ===As a minion=== | ||
{|class="wikitable sortable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
|- | |||
! colspan=4|Spirit | ! colspan=4|Spirit | ||
! colspan=7|Battle parameters | ! colspan=7|Battle parameters | ||
Line 783: | Line 789: | ||
|- | |- | ||
|746 | |746 | ||
| | |[[File:Princess Shokora.png|center|64x64px]] | ||
|''Wario Land'' | |Princess Shokora | ||
|''Wario Land series'' | |||
|•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Fire}}<br>•{{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px}}<br>•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=Red}} | |•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Fire}}<br>•{{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px}}<br>•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=Red}} | ||
| | |[[File:SpiritTypeShield.png|20px|center|Shield]] | ||
|2,900 | |2,900 | ||
|[[Mushroom Kingdom II]] | |[[Mushroom Kingdom II]] | ||
|•Item: Transforming Types | |•Item: Transforming Types | ||
|•Defeat the main fighter to win<br>•Timed battle | |•Defeat the main fighter to win<br>•Timed battle<br>•The enemy tends to avoid conflict | ||
|{{SSBUMusicLink|WarioWare|Ruins - Wario Land: Shake It!}} | |{{SSBUMusicLink|WarioWare|Ruins - Wario Land: Shake It!}} | ||
|{{s|mariowiki| | |{{s|mariowiki|Item Shopkeeper}} | ||
|- | |- | ||
|1,248 | |1,248 | ||
|{{ | |{{anchor|Ando Kensaku}}[[File:Ando Kensaku Spirit.png|center|64x64px]] | ||
|Ando Kensaku | |||
|''And-Kensaku'' | |''And-Kensaku'' | ||
|•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Cyan}}<br>•{{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Green}} | |•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Cyan}}<br>•{{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Green}} | ||
| | |[[File:SpiritTypeGrab.png|20px|center|Grab]] | ||
|2,000 | |2,000 | ||
|[[PictoChat 2]] ([[Battlefield form]]) | |[[PictoChat 2]] ([[Battlefield form]]) | ||
|•Hazard: Zap Floor | |•Hazard: Zap Floor | ||
|•The floor is electrified<br>•The enemy favors side specials | |•The floor is electrified<br>•The enemy favors side specials | ||
|{{SSBUMusicLink| | |{{SSBUMusicLink|Nintendo|PictoChat}} | ||
| | | | ||
|} | |} | ||
==[[Alternate costume (SSBU)#Mr. Game & Watch|Alternate costumes]]== | ==[[Alternate costume (SSBU)#Mr. Game & Watch|Alternate costumes]]== | ||
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<gallery> | <gallery> | ||
SSBU Mr. Game & Watch Number.png|Mr. Game & Watch's fighter card. | SSBU Mr. Game & Watch Number.png|Mr. Game & Watch's fighter card. | ||
SSBUWebsiteMrGame&Watch1.jpg|Mr. Game and Watch's up [[taunt]] on [[Town and City]]. | |||
SSBUWebsiteMrGame&Watch1.jpg|Mr. Game | |||
SSBUWebsiteMrGame&Watch2.jpg|Using [[Chef]] on [[Temple]]. | SSBUWebsiteMrGame&Watch2.jpg|Using [[Chef]] on [[Temple]]. | ||
SSBUWebsiteMrGame&Watch3.jpg| | SSBUWebsiteMrGame&Watch3.jpg|Being attacked by {{SSBU|Ryu}} on [[Suzaku Castle]]. | ||
SSBUWebsiteMrGame&Watch4.jpg|Using his down smash on {{SSBU|King Dedede}} and {{SSBU|Sheik}} on [[Yoshi's Story]]. | SSBUWebsiteMrGame&Watch4.jpg|Using his down smash on {{SSBU|King Dedede}} and {{SSBU|Sheik}} on [[Yoshi's Story]]. | ||
SSBUWebsiteMrGame&Watch5.jpg|Using [[Judge]] 1 on {{SSBU|Duck Hunt}} on [[Tortimer Island]]. | SSBUWebsiteMrGame&Watch5.jpg|Using [[Judge]] 1 on {{SSBU|Duck Hunt}} on [[Tortimer Island]]. | ||
SSBUWebsiteMrGame&Watch6.jpg|Four of Mr. Game | SSBUWebsiteMrGame&Watch6.jpg|Four of Mr. Game and Watch's [[Alternate costume (SSBU)#Mr. Game & Watch|alternate costumes]] on [[Flat Zone X]]. | ||
SSBUWebsitePac-Man5.jpg|Using Chef near {{SSBU|Pac-Man}} on Tortimer Island. | SSBUWebsitePac-Man5.jpg|Using Chef near {{SSBU|Pac-Man}} on Tortimer Island. | ||
SSBUWebsiteYoshi5.jpg|With {{SSBU|Yoshi}} on [[Skyloft]]. | SSBUWebsiteYoshi5.jpg|With {{SSBU|Yoshi}} on [[Skyloft]]. | ||
Game&WatchJudge9.png| Hitting {{SSBU|Mario}} with Judge 9 on [[Pictochat 2]] | Game&WatchJudge9.png| Hitting {{SSBU|Mario}} with Judge 9 on [[Pictochat 2]] | ||
</gallery> | </gallery> | ||
=== | ===Character Showcase Video=== | ||
{{#widget:YouTube|id=Ic0xR07DhSY}} | {{#widget:YouTube|id=Ic0xR07DhSY}} | ||
==Trivia== | ==Trivia== | ||
{{ImageCaption|File:Fire Attack (G&W).jpg|File:G&W fsmash update.jpg|width1=200px|width2=200px|caption=Mr. Game & Watch's forward smash, derived from Fire Attack, pre-patch and post-patch.}} | {{ImageCaption|File:Fire Attack (G&W).jpg|File:G&W fsmash update.jpg|width1=200px|width2=200px|caption=Mr. Game & Watch's forward smash, derived from Fire Attack, pre-patch and post-patch.}} | ||
*This is the first game in the series where Mr. Game & Watch is portrayed holding an object different than his signature bell in his official art, instead being shown holding the flag from ''Flagman'' (the same one as his [[up tilt]]) | *This is the first game in the series where Mr. Game & Watch is portrayed holding an object different than his signature bell in his official art, instead being shown holding the flag from ''Flagman'' (the same one as his [[up tilt]]). | ||
**In-game, however, Mr. Game & Watch changes his appearance to match the character in ''Flagman'', rather than using his own appearance. | **In-game, however, Mr. Game & Watch changes his appearance to match the character in ''Flagman'', rather than using his own appearance. | ||
*Mr. Game & Watch's render pose somewhat resembles his ''Smash 4'' render, although mirrored, and the positioning of his legs has been mirrored. | *Mr. Game & Watch's render pose somewhat resembles his ''Smash 4'' render, although mirrored, and the positioning of his legs has been mirrored. | ||
**It is also the first time in the series where his render pose shows him facing right instead of left. | **It is also the first time in the series where his render pose shows him facing right instead of left. | ||
*During the launch of ''Ultimate''{{'}}s official website, Mr. Game & Watch's name was erroneously labeled as "Mr. GAME & WAT'''A'''CH" exclusively on the mobile variant of his fighter page. The typo was later corrected. | |||
*During the launch of ''Ultimate''{{'}}s official website, Mr. Game & Watch's name was | *Mr. Game & Watch's stock icon in ''Ultimate'' bears a strong resemblance to his stock icon from ''Super Smash Bros. 4''. | ||
*His official art, apart from looking like his old up tilt, also resembles his Alt. trophy in {{for3ds}}. | |||
*In {{SSBU|Pikachu}}'s showcase trailer, Mr. Game & Watch is seen using his forward smash animation from ''Smash 4''. However, it was later changed to reference its origin game (''Fire Attack'') like some of his other moves. This change attracted criticism for its portrayal of a Native American stereotype (itself sourced from the original version of ''{{s|mariowiki|Fire Attack}}''); Nintendo of America responded to the criticism by apologizing for the outdated imagery and promising to alter it by removing the feather from Mr. Game & Watch's model,<ref>https://twitter.com/AllSourceGaming/status/1060056482664927232</ref> matching a change seen in the ''Game & Watch Gallery 4'' version of ''Fire Attack''. | *In {{SSBU|Pikachu}}'s showcase trailer, Mr. Game & Watch is seen using his forward smash animation from ''Smash 4''. However, it was later changed to reference its origin game (''Fire Attack'') like some of his other moves. This change attracted criticism for its portrayal of a Native American stereotype (itself sourced from the original version of ''{{s|mariowiki|Fire Attack}}''); Nintendo of America responded to the criticism by apologizing for the outdated imagery and promising to alter it by removing the feather from Mr. Game & Watch's model,<ref>https://twitter.com/AllSourceGaming/status/1060056482664927232</ref> matching a change seen in the ''Game & Watch Gallery 4'' version of ''Fire Attack''. | ||
**The | **The ''[[List of spirits (Game & Watch series)|Fire Attack]]'' [[Spirits (characters)|spirit]] also had its artwork altered in the same patch as well, removing the feather. | ||
*Although Mr. Game & Watch has no visible eyes in his neutral animation, the loading screen, which temporarily glows the selected character's eyes, makes Mr. Game & Watch glow where his eyes would be. The same applies to his Final Smash activation picture, which focuses on where his eyes would be, as with other characters. | |||
*Although Mr. Game & Watch has no visible eyes in his neutral animation, the loading screen, | *Mr. Game & Watch is one of the few characters in ''Ultimate'' to lack voice clips in the [[Sound Test]]. This is probably because the game considers his various beeps as sound effects instead. | ||
* | |||
*In spite of other languages having a translated word for the term "Mr.", no other language uses it in ''Ultimate'' for Mr. Game & Watch's name except for Russian, appropriately using "Г-н". | *In spite of other languages having a translated word for the term "Mr.", no other language uses it in ''Ultimate'' for Mr. Game & Watch's name except for Russian, appropriately using "Г-н". | ||
*Mr. Game & Watch's "transformation" into other Game & Watch characters are fully 2-D, unlike his regular model. This can be seen when under the effect of a metal box. | |||
*Mr. Game & Watch's "transformation" into other Game & Watch characters are fully 2-D, unlike his regular model | **Despite this, the manhole in Mr. Game & Watch's down tilt is still rendered in 3-D. | ||
*Mr. Game & Watch's | *In the form of all ''Game & Watch'' series Spirits, Mr. Game & Watch is one of the few characters to use their default costumes in certain Spirit Battles, the others being {{SSBU|Yoshi}}, {{SSBU|Bowser Jr.}}, {{SSBU|Peach}}, {{SSBU|Inkling}}, {{SSBU|Joker}} and {{SSBU|Robin}}. | ||
**This is not counting {{SSBU|Alph}} and female {{SSBU|Corrin}}, who use their main colors in a few spirit battles, but themselves are alternate costumes, or {{SSBU|R.O.B.}}, who has several spirit battles that use either his Famicom or NES costumes, but which one is used is the one that is not his default in that version. | |||
*In the form of all ''Game & Watch'' series | **Mr. Game & Watch is also one of two of these characters to use his default costume in more than one Spirit Battle, the other being Bowser Jr. | ||
**Mr. Game & Watch is also one of two of these characters to use his default costume in more than one | **Along Yoshi and Bowser Jr., Mr. Game & Watch is one of the few characters with a Spirit battle where all of his alternate costumes appear in a single Spirit fight. | ||
** | *As a consequence of not having visible eyes, Mr. Game & Watch is the only character with puppet fighters in World of Light that lack their signature red eyes, simply using his model and various alternate costumes with no alterations. | ||
*As a consequence of not having visible eyes, Mr. Game & Watch is the only character with puppet fighters in World of Light that lack their signature red | *One of the tips states that he is the 3rd lightest character in the game. He is actually tied with Squirtle in this ranking, as they have the same weight value of 75. | ||
* | *As a result of being a flat character, Mr. Game & Watch is the only character in the game that is not rotated in any way when being [[Star KO|Star KO'd]]. | ||
* | |||
==References== | ==References== | ||
Line 919: | Line 876: | ||
{{SSBUCharacters}} | {{SSBUCharacters}} | ||
{{Game & Watch universe}} | {{Game & Watch universe}} | ||
[[Category:Mr. Game & Watch (SSBU)| ]] | [[Category: Mr. Game & Watch (SSBU)| ]] | ||
[[Category:Spirits]] | [[Category:Spirits]] | ||