Editing Mr. Game & Watch (SSBU)

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{{Infobox Character
{{Infobox Character
|name = Mr. Game & Watch
|name = Mr. Game & Watch
|image = [[File:Mr. Game & Watch SSBU.png|x250px]]
|image = [[File:Mr._Game_%26_Watch_SSBU.png|250px]]
|game = SSBU
|game = SSBU
|ssbgame1 = SSBM
|ssbgame1 = SSBM
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|ssbgame3 = SSB4
|ssbgame3 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = S
|ranking = 3
}}
}}
{{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.


'''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 alongside {{SSBU|Greninja}} and the rest of the returning roster on June 12th, 2018 during E3 2018. Mr. Game & Watch is classified as [[Fighter number|Fighter #26]], the last fighter number of the ''[[Super Smash Bros. Melee]]'' [[veteran]]s.
As in his ''[[Super Smash Bros. 4|Smash 4]]'' incarnation, Mr. Game & Watch reuses his sound effects from ''[[Brawl]]'' for ''Ultimate''.
 
As in his ''[[Super Smash Bros. 4]]'' incarnation, Mr. Game & Watch reuses his sound effects from ''Melee'' and ''[[Super Smash Bros. Brawl]]'' for ''Ultimate''.
 
Mr. Game & Watch is ranked 3rd out of 82 on the current [[tier list]], placing him at the top of the S tier. This is a drastic improvement from his placement in ''Smash 4'' where he was ranked 38th out of 54, and is his best placement in the series. Mr. Game & Watch's most notable strength is his unrivaled [[out of shield]] game: [[Fire]] is arguably the most effective out of shield option in the game, as it possesses quick startup at frame 3, with large hitboxes that are positioned on both sides of Mr. Game & Watch, allowing him to effectively punish moves that are the slightest bit mis-spaced. In addition, Mr. Game & Watch also possesses a strong combo game rooted from his baiting and punishing with up special, into multiple follow up hits such as his highly damaging up aerial, which also serves as an amazing juggling tool. Complimenting his combo game is his KO potential, with very strong tilt attacks, as well as [[smash attacks]] that are safe on shield due to their low ending lag. His ledgetrapping is also among the best in the game, with an indefinite attack in the form of [[Chef]], which significantly complicates an opponent's ability to get back on stage and gives Mr. Game & Watch edgeguarding and gimping opportunities. Finally, [[Oil Panic]] allows Mr. Game & Watch to deal with zoners and projectile users, as it acts as both a [[reflector]] and an [[absorption]] based move, and if fully charged, can be released on an opponent for a KO.
 
However, Mr. Game & Watch possesses some notable weaknesses, the most significant being his extremely poor endurance. He is tied with {{SSBU|Squirtle}} for being the third [[Weight|lightest]] character in the game, making him susceptible to early KOs. Aside from up special and down aerial, most of his defensive options are underwhelming, as his other aerials are slow, his double jump is floaty, and his [[roll]]s and dodges are short-reaching. Finally, his neutral game lacks effective zoning options while his attacks have very short range outside of a few disjointed attacks, and as such he has a poor approach game and has more trouble fighting against sword characters and characters with better disjoints.
 
Overall, Mr. Game & Watch fits the archetype of a glass cannon. He is a character that can deal out damage quickly, has several strong KO options, and can be annoying to properly hit due to spammable attacks and a strong out-of-shield game. However, his weak endurance and poor approach options means he has to play patiently, lest he gets KOd before the opponent. Although still underwhelming compared to other characters in his tier, Mr. Game & Watch's representation has nevertheless been strong for most of the game's lifespan, thanks to the efforts of players such as {{Sm|Maister}} and {{Sm|Miya|p=Honshu}}.


==How to unlock==
==How to unlock==
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*Clear {{SSBU|Classic Mode}} with {{SSBU|Pikachu}} or any character in its unlock tree, being the 6th character unlocked after {{SSBU|Isabelle}}.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Pikachu}} or any character in its unlock tree, being the 6th 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]] (the [[Ω form]] is used in World of Light).
With the exception of the third method, Mr. Game & Watch must then be defeated on [[Flat Zone X]].


==Attributes==
==Attributes==
Mr. Game & Watch is a short, [[weight|lightweight]] character that has some typical attributes of characters in his weight class, and is also a character of extremes. He has fast [[air speed]], excellent [[air acceleration]], a small size, and a very low crouch that allows him to evade many attacks like {{SSBU|Marth}}'s [[Shield Breaker]] and {{SSBU|Simon}}'s forward tilt. However, his jumps are very low and he has slightly above-average [[walk]]ing speed and below-average [[dash|running]] speeds although his initial dash is decently fast.
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 {{SSBU|Marth}} and {{SSBU|Lucina}}'s [[Shield Breaker]] and {{SSBU|Simon}}'s forward tilt. However, he has fairly average walking and running speeds.
 
Unlike most other lightweights, Mr. Game and Watch possesses attacks with large disjointed hitboxes and has very powerful KO options. All of his 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 if sweetspotted while having low endlag 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 buries opponents long enough to lead into a forward smash. It also has a very large hitbox, allowing it to easily 2-frame many recoveries. Like his other smash attacks, down smash is safe on shield when spaced properly. This is arguably the best down smash in the game, as it burries, 2-frames, has fast startup, semi-spikes, and is safe on shield, Overall, Mr. Game and Watch  possesses a excellent set of smash attacks
 
Outside of his smash attacks, Mr. Game and Watch's other moves have strong KOing potential. Forward tilt comes out quickly, has a lingering hitbox, and kills under 120% by the ledge. Down tilt lowers Mr. Game and Watch'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 practically instantaneous startup lag, with its fairly large hitbox coming out on just frame 2, as well as 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.


Unlike most other lightweights, Mr. Game & Watch possesses attacks with large disjointed hitboxes and has numerous, powerful KO options. All of his [[smash attack]]s have very high power and low ending lag throughout, with each of them possessing unique attributes. [[Forward smash]] is among the strongest in the game if sweetspotted while having low endlag and good range, with the sweetspot being safe on shield. [[Up smash]] is also very strong, and comes with full body invincibility while the hitboxes are active. 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 [[bury|buries]] opponents long enough to lead into a forward smash, even at medium percents. It also has a very large hitbox, allowing it to easily 2-frame many recoveries, and acts as an excellent punish option on rolls. Like his other smash attacks, down smash is safe on shield when spaced properly. Overall, Mr. Game & Watch possesses an excellent arsenal of smash attacks.
Mr. Game and Watch also has a very potent combo and juggling game. Down throw combos into Oil Panic, Judge, and neutral air at low percentages. Chef can deal massive damage if multiple 'food' items hit, allowing it to get around 30-40% off of a single edgeguard. The pan also hits opponents into the stream of meat. Not only does Chef deal massive damage, but landing the move allows Mr. Game and Watch to follow up with a grab, forward aerial, forward tilt, or dash attack. Up tilt, though having worse range, deals high damage and combos into neutral aerial and Judge at low percentages. Once Mr. Game and Watch has his opponents above him, he can juggle them for massive damage using his up and neutral aerials. All in all, Mr. Game and Watch's strong KO power is also paired with highly damaging combos and juggles.


Outside of his smash attacks, Mr. Game & Watch's other moves also boast strong KO potential. [[Forward tilt]] comes out quickly, has a lingering hitbox, and kills under 120% by the ledge, sending characters at a semi-spike. [[Down tilt]] lowers Mr. Game & Watch'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 [[edgeguard]]s and killing outright at 100%. His new [[forward aerial]]'s explosion kills opponents at 120% by the ledge, while his  [[back aerial]] now sends at a flatter angle with enough power to KO below 100% offstage. The clean hit on down aerial boasts a powerful meteor smash that can KO below 40%, while the late hit deals enough knockback to KO under 130%, and even sooner if it connects near the top blast zone, courtesy of the move's vertical launch angle. The move's low ending lag allows as to be used as a potent edgeguarding and landing option, giving him a deadly mixup game in the air at all times.
Lastly, Mr. Game and Watch possesses a fantastic recovery option, as well as 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 in its early frames, and a strong upwards hitbox. This makes it deadly, as it can stage spike unwary opponents while also easily gimping characters with poor recoveries, like Chrom. It is also an extremely useful combo breaker and out-of-shield option due to its fast startup and invincibility. His 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 blast zone. For many characters, getting hit with Turtle Bridge is often 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 Mr. Game and Watch to follow up with neutral aerial and force the opponent back offstage. His new forward aerial can be comboed into with Chef and has strong KO potential on its own. Overall, Mr. Game and Watch is extremely deadly off the level and at the ledge to all characters.


Oil Panic is used as Mr. Game & Watch's primary defense against camping and projectiles, as it both absorbs energy projectiles from moves such as Mega Buster and [[PK Fire]], and reflects items like {{SSBU|King K. Rool}}'s [[Blunderbuss]] and {{SSBU|Peach}}'s [[Turnip]]s. This can lead to massive advantages against certain characters who rely on projectiles in their playstyle. Oil Panic also has the notable ability of carrying over the charge to subsequent stocks, which can be used as a lethal finisher and even mind games. The area in which Oil Panic can absorb projectiles is also deceptively large, which allows Mr. Game & Watch to store energy into Oil Panic merely by standing close to just the edge of any energy projectile. Finally, Oil Panic is also a potent combo finisher with nearly instantaneous startup lag, with its fairly large, lingering hitbox coming out on just frame 2, as well as extreme knockback that can kill at single digit percents when at max power (power is dependent on projectiles absorbed). It is also notably difficult to defend against a fully charged use of it, as the lingering hitbox can still hit spot dodges if timed even slightly off, and a powerful enough charge can break a full shield, allowing Mr. Game & Watch to punish with one of his powerful smash attacks. However, Oil Panic has the glaring weakness of being filled with extremely weak moves such as Fox's blaster. This causes Mr. Game & Watch to fill Oil Panic extremely quickly, rendering its defensive value useless, and forces him to either hold onto a weak use of it, or dump it without purposefully damaging the opponent in order to use it again as a defensive tool. In addition, a full Oil Panic cannot absorb or reflect any projectiles, making Mr. Game & Watch more vulnerable to projectiles unless he releases the oil spill.
Despite these strengths, Mr. Game and Watch possesses very large weaknesses. He is tied with Squirtle being the third lightest character in the game, which makes his horizontal and vertical endurance terrible. In addition, despite having disjointed hitboxes, his overall range is mediocre. This is worsened by the fact that many of his disjointed moves like down tilt, up tilt, and forward smash have subpar range for a disjoint. This makes characters like Ike and Cloud able to easily keep Mr. Game and Watch at arm's length. Also, while his new forward air possesses more damage and knockback, it has very low priority, so any move can hit the bomb and make it disappear. This makes it unsuitable for approaching and forces Mr. Game and Watch to approach with his back air instead. It also a much more situational move in general, due to its higher lag and delayed hitbox, as the bomb will only explode upon touching the ground or waiting for half a second. Also, none of his aerials can autocancel in a short hop and he lacks effective out of shield options outside of Fire. Due to this, he has a lackluster neutral game and a poor approach. His grab and throw game is  below average: his down throw is his only throw that can KO below 200%, and it has lost its combo potential beyond low percents, while his other throws are not good for KOing or combos. He also has a poor defensive game, possessing slow and short-reaching spotdodges and rolls.                                                      


Mr. Game & Watch also has a very potent combo and aerial juggling game. Down throw combos into Oil Panic, [[Judge]], and [[neutral air]] at low percentages. [[Chef]] can deal massive damage if multiple 'food' items hit, allowing it to get around 30-40% off of a single edgeguard. The pan also hits opponents into the stream of meat through a [[semi-spike]], and at high percents can launch opponents fast enough to miss the food entirely and lead to more ledge trapping. Chef's speed and pattern makes it extremely difficult for certain characters to recover, such as {{SSBU|Ganondorf}} or {{SSBU|Mario}}. Not only does Chef deal massive damage, but landing the move allows Mr. Game & Watch to follow up with a grab, neutral aerial, forward tilt, dash attack, and even Judge. Up tilt, though having worse range, deals high damage and combos into neutral aerial and Judge at low percentages. Once Mr. Game & Watch has his opponents above him, he can juggle them for massive damage using his up and neutral aerials. His up air acts similar to Mega Man's up air, pushing opponents upwards, albeit with much less force. All in all, Mr. Game & Watch's strong KO power is also paired with highly damaging combos and juggles.
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  very vulnerable himself.


Lastly, Mr. Game & Watch possesses a fantastic recovery option, as well as large, long-lasting and 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 in its early frames, impressive recovery distance vertically and horizontally, and a strong upwards hitbox on its initial hitbox, with decent launch power horizontally, allowing for early off-stage KOs if it hits opposite the blast zone. This makes it deadly, as it can [[stage spike]] unwary opponents while also easily gimping characters with poor recoveries, like {{SSBU|Chrom}}. It is also an extremely useful combo breaker and the game's uncontested best [[out of shield|out-of-shield]] option due to its fast startup and invincibility, which is further complemented by it not rendering him [[helpless]]. His [[back aerial]], Turtle Bridge, is a large, long-lasting disjointed multi-hit move that has high knockback at the final hit. The move's 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 blast zone. For many characters, getting hit with Turtle Bridge is often fatal off-stage, as the move lingers long enough to shift the opponent closer to the blast zone before dealing the final knockback on the last hit. 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 Mr. Game & Watch to follow up with neutral aerial and force the opponent back off-stage. His new forward aerial can be comboed into with Chef and has strong KO potential on its own. Lastly, his up air has the notable quality of having no set limit on its distance, making it arguably the best juggling option in the game. Overall, Mr. Game & Watch is extremely deadly off the stage and at the ledge to all characters, even including himself.
==Changes from ''[[Super Smash Bros. 4]]''==
Mr. Game and Watch has been considerably buffed overall in his transition to ''Ultimate''. In a similar fashion to {{SSBU|Link}}, Mr. Game and Watch has undergone a massive overhaul in his 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 in their purpose and utility. As a result, Mr. Game and Watch has undergone a plethora of buffs and nerfs in his transition to ''Ultimate'', arguably the most out of any other returning veteran. While these changes have weakened his most powerful tools and set-ups from ''SSB4'', they have also greatly improved several of his more underwhelming moves in his toolkit from the previous game.


Despite these strengths, Mr. Game & Watch possesses a few notable weaknesses. He is tied with {{SSBU|Squirtle}} being the third lightest character in the game, which, along with his floaty movement and average speed, make his horizontal and vertical endurance terrible. In addition, despite having disjointed hitboxes, his overall range is mediocre. This is worsened by the fact that many of his disjointed moves like down tilt, up tilt, and forward smash have underwhelming range for a disjoint. Characters with swords like {{SSBU|Marth}} and {{SSBU|Cloud}} are able to easily keep Mr. Game & Watch at arm's length and stop his approaches. Also, while his new forward air possesses more damage and knockback, it has very low priority, so any move can hit the bomb and make it disappear. This makes it unsuitable for approaching and forces Mr. Game & Watch to approach with his back air instead. It is also a much more situational move in general, due to its higher lag and delayed hitbox, as the bomb will only explode upon touching the ground or waiting for half a second. Also, none of his aerials can autocancel in a short hop. Due to this, he has a somewhat lackluster neutral game and a rather poor approach. While Mr. Game & Watch's [[down throw]] and [[up throw]] are good at starting combos, Mr. Game & Watch's [[throws]] don't KO until very high percents, with his strongest throw, down throw, KOing at around 200%. He also has mediocre defensive attributes, possessing slow and short-reaching spot dodges and rolls.
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 [[run 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]] was significantly improved as it now has much less start-up lag and is also capable of [[bury]]ing opponents when [[sweetspot]]ted. 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 has increased knockback scaling, a longer duration, and now has Mr. Game and Watch completely invincible during the attack. Mr. Game and Watch has gained a new [[forward aerial]]: an attack in which he drops a bomb in front of him, a move that seems to be based off of either ''Mario's Bombs Away'', ''Bomb Sweeper'', or ''Safebuster'', all of which featured similar bombs. Compared to his old aerial, the move's explosion has stronger knockback and damage output, making it a better KO move than his old forward aerial.  


All in all, Mr. Game & Watch is a very powerful glass cannon with unique properties to a majority of his moves, and is universally believed to be among the most potent glass cannon characters in the game. He possesses extremely high damage output and powerful KO options while being very vulnerable himself, but is compensated for his extremely light weight and mediocre approach and defensive options with an incredible recovery, a brutal combo and juggling game, great edgeguarding, oppressive offstage presence, and explosive power through his smash attacks and Oil Panic. Overall, his strengths considerably outweigh his weaknesses, making Mr. Game & Watch one of the most fragile characters, but also among the most oppressive in all of ''Ultimate''.
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.


==Changes from ''[[Super Smash Bros. 4]]''==
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 vertical range than his old up air, and is more reliable for keeping opponents trapped in it, improving its juggling potential considerably. [[Fire]] now has a frame 3 hitbox that replaces its windbox from ''SSB4''; it launches opponent directly upwards, and can even be followed up with a neutral aerial or up aerial to keep opponents in the air for even longer. Because of this, it is now regarded as one of the best out-of-shield options in the entire game.
Mr. Game & Watch has received some of the most noticeable changes of any veteran in the transition to ''Ultimate'', as several of his animations have been altered to change his appearance to the games they originate from when he performs them. This has led to a massive overhaul in his moveset that goes beyond changes to aesthetic appearances, as many of these moves have been mechanically altered and, in some cases, completely reworked altogether in their purpose and utility. As a result, Mr. Game & Watch has undergone a large mix of buffs and nerfs in his transition to ''Ultimate'', arguably the most out of any other returning veteran; however, while these changes have weakened a few of his most powerful tools and set-ups from ''SSB4'', they have also greatly improved several of his more underwhelming moves in his toolkit from the previous game, and the changes to game mechanics have benefitted these changes as well. As a result, Mr. Game & Watch has been dramatically buffed overall.


Mr. Game & Watch's KO and edgeguarding potential have been drastically improved, since a majority of his regular moves, including [[forward tilt|forward]] and [[down tilt]]s, all of his [[smash attack]]s, and [[back aerial|back]] and [[down aerial]]s, have much stronger knockback; this drastically tones down one of his main weaknesses from ''SSB4''. His smash attacks have also improved beyond higher power — [[down smash]] now has faster startup and can now [[bury]] grounded opponents when [[sweetspot]]ted, allowing it to lead into followups and KO confirms, and its long range and burying time make it the best move of its kind. [[Forward smash]] is even easier to sweetspot than in ''SSB4'', while up smash has faster startup with increased duration and now renders Mr. Game & Watch himself completely invincible during the attack, as opposed to just his head and foot.
Mr. Game and Watch's attacks have increased utility overall: Mr. Game and Watch's new forward aerial possesses more versatility than his old forward aerial; it can be used as a combo starter, a shield pressuring tool, and a landing option, as it is much safer on block in comparison. Neutral aerial's landing weak hits can now be used as a KO confirm at higher percents (particularly into down tilt), forward tilt has a much longer duration, making it an effective option for both [[2 frame punish|2-framing]] and [[spotdodging]], and up tilt's hits connect into each other much more reliably, improving its consistency and combo potential. Mr. Game and Watch now sports a much more disjointed dash and pivot grab, giving it effective reach. Lastly, [[Oil Panic]] can now reflect physical projectiles in addition to absorbing energy-based projectiles, and [[Judge]]'s numbers 5, 7, 8, and 9 have improved.


His attacks have also increased utility overall. Changes to [[neutral aerial]]'s first hits allow them to link together more reliably and catch opponents above him more effectively, and the move's reduced landing lag means it can now be used as a landing option and set-up tool (notably having a KO confirm into down tilt at high percentages), while retaining its decently strong knockback, allowing it to be used as an emergency KO option. Forward tilt has a much longer duration, making it an effective option for both [[2 frame punish|2-framing]] and [[spot dodging]], and up tilt's hits connect into each other much more reliably, improving its consistency. [[Chef]]'s trajectory can now be controlled, which makes it much easier to catch opponents who are trying to reach for the ledge and is now more effective keeping control of the neutral game. [[Oil Panic]] can now reflect physical projectiles in addition to absorbing energy-based projectiles (though it doesn't increase their power), and [[Judge]]'s numbers 5, 7, 8, and 9 have improved. Mr. Game & Watch now sports a much more disjointed dash and pivot grab, giving it effective reach. However, his [[up special]], [[Fire]], has seen the most improvements; it now has a frame 3 hitbox that replaces its windbox from ''SSB4'', which launches opponent directly upwards, and can even be comboed up with a neutral or up aerial at low percentages to keep juggling opponents. Because of this, it is now infamously considered both the best up special and the best out of shield option in the entire game.  
However, Mr. Game and Watch has received 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 its follow-up potential at higher percents; compounded with the changes to his up aerial, which has lost all of its KO potential, this effectively removes his strong (though inconsistent) down-throw-to-up-aerial KO confirm from ''SSB4'', dubbed the "Toot Toot". 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. While his new forward aerial possesses more utility than his old forward aerial, it has much weaker priority to the point that the bomb disappears if it gets hit and the hitbox does not completely cover it, making it a riskier option to challenge opponents in the air with. Additionally, many of Mr. Game and Watch's new animations have resulted in hitbox reductions for several of his attacks, including forward tilt, up aerial, up tilt, and most notably, his down tilt, the latter of which is now incapable of hitting aerial opponents altogether. This reduces Mr. Game and Watch's deceptive reach, and requires him to be closer towards opponents more often than before. Judge's number 9 is also less effective since instead of not having SDI at all, it now has a double SDI multiplier, which combined with its high hitlag makes it much easier to escape and reduces its effectiveness for early KOs. Lastly, despite his improvements, Mr. Game and Watch retains some of the same issues from his ''SSB4'' counterpart, notably his poor endurance, limited reach outside of back aerial, and a lack of reliable approach options, with the buffs to his neutral aerial and Chef failing to fully address this issue.


Mr. Game & Watch has gained two new attacks in his [[forward aerial|forward]] and [[up aerial]]s. Forward aerial now depicts Mr. Game & Watch dropping a bomb in front of him; compared to his old forward aerial, it posseses stronger knockback and damage output, as well as much more versatility, as its explosion can cover the entire ledge of a stage, it can be used as a combo starter at low percentages, as a shield pressuring tool, and a landing option (as it is much safer on block). Meanwhile, his up aerial now depicts Mr. Game & Watch shooting a single puff of air upwards as a projectile, functioning very similarly to {{SSBU|Mega Man}}'s up aerial; this projectile has much more vertical range than his old up air, and is more reliable for trapping opponents in it. It, combined with his neutral aerial, now gives Mr. Game & Watch more respectable juggling potential.
Overall, while Mr. Game and Watch generally retains much of his bait-and-punish playstyle from ''SSB4'', the adjustments and increased utility he received to several of his attacks have led him to become more of a jack-of-all-trades type of character. Though competitive reception of Mr. Game and Watch was initially negative (with {{sm|ZeRo}} in particular highlighting Mr. Game and Watch as the 2nd worst character in the game), he has shown strong success in the tournament scene thanks to the efforts of players including {{Sm|Maister}}, {{Sm|Regi}}, {{Sm|Notty}}, and {{Sm|Extra}}. Maister in particular has defeated top level players such as {{Sm|ESAM}}, {{Sm|MVD}}, {{Sm|yeti}}, {{Sm|Abadango}},  {{Sm|Glutonny}}, {{sm|VoiD}} and {{Sm|Light}}. This is while placing 1st at {{Trn|Combo Breaker 2019}}, 3rd at {{Trn|Full Bloom 5}}, 3rd at {{Trn|Smash Factor 8}}, 17th at {{Trn|EVO 2019}}, 5th at {{Trn|Super Smash Con 2019}} and {{Trn|Port Priority 5}}, and 3rd at {{Trn|The Big House 9}}. This has garnered Mr. Game and Watch a significantly more positive competitive reception overall, where players such as {{Sm|Leffen}}, {{Sm|Dabuz}}, {{Sm|Cosmos}}, {{Sm|Armada}}, and {{Sm|VoiD}} now regard him as a solid high tier character. Notably, {{Sm|ZeRo}} also views him as a high tier character, indicating that Mr. Game and Watch was better than first realized. In the end, Mr. Game and Watch is considered to fare better than both his ''SSB4'' and ''Melee'' counterparts, and is even arguably superior to his ''Brawl'' counterpart, arguably making this incarnation his best iteration in the series yet.  


However, Mr. Game & Watch has also received a few notable nerfs, most notably to his two most potent strengths from ''SSB4'' — his [[up smash]] and [[down throw]] setups. Down throw now deals much more knockback, removing its follow-up potential at higher percents. Despite the startup reduction, extended hitbox duration and increased knockback to up smash, it has lost all of its invincibility frames during the move's startup, making it much less effective as an anti-air, and allows opponents to challenge it easier.
===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.}}


Many of Mr. Game & Watch's new animations have resulted in reductions to hitboxes for several of his attacks, including forward tilt, up aerial, up tilt, and most notably, his down tilt, the latter of which is now incapable of hitting aerial opponents altogether. This tones down Mr. Game & Watch's deceptive reach, and requires him to be closer towards opponents more often than before to land hits. Judge #9's effectiveness has also been halved, since instead of not having SDI at all, it now has a double SDI multiplier, and when combined with the hit's high [[hitlag]], makes it much easier to prepare for and reduces its effectiveness for early KOs. His new moves have also come with drawbacks; while his new forward aerial possesses more utility than his old one, it has much weaker priority to the point that the bomb disappears if it gets hit and the hitbox does not completely cover it, making it a riskier option to challenge opponents in the air with when combined with its increased ending lag. His new up aerial has also lost all of its KO power, which, compounded with the changes to his down throw, effectively removes his "Toot Toot" KO confirm from ''SSB4''.
===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).}}
*{{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).}}
**{{buff|The re-introduction of directional airdodges improves Mr. Game and Watch's recovery, as he can airdodge after using Fire to gain slightly more distance.}}
*{{change|Mr. Game and Watch now has his hurtbox modeled to match the new animation changes made to his attacks. This increases his hurtbox size for some of his attacks (notably Chef and up tilt), but reduces his hurtbox size for some of his other attacks (notably down tilt and neutral attack).}}


The alterations to gameplay-based mechanics both strengthen and impair Mr. Game & Watch. The ability to [[run cancel|perform an attack out of a run]] has improved the newfound utility of his grounded attacks further, and now gives him access very quick KO options he previously didn't have access to. He also possesses drastically increased traction, which combined with the improvements to Fire gives him a much stronger [[out of shield]] game, which was a weakness he suffered from in ''SSB4''. However, while the universal increase in mobility benefits his own, several other returning veterans now boast overall quicker mobility to varying degrees as well, making it hard for Mr. Game & Watch to catch up with them and easier for them to eventually hit him. This problem is especially noticeable due to the increased prevalance of speed demons in '''Ultimate''. The changes to [[air dodging]] mechanics and reintroduction of directional air dodging give Mr. Game & Watch an option to either extend his recovery in a pinch, or perform a single directional air dodge as a short-ranged recovery without the necessity of using Fire, but this has also resulted in his air dodges becoming some of the slowest in the game, making them susceptible to punishment should one be performed recklessly. Finally, the weakening of [[rage]] improves Mr. Game & Watch's endurance, but due to his surprisingly good survivability for a lightweight, this also weakens his ability to reap advantage from it with his plentiful powerful attacks such as Judge #9.
===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|Neutral attack can now true combo into Fire at higher percents due to the latter's added frame 3 hitbox.}}
**{{buff|Rapid Jab Finisher deals more damage (2% → 3%), without full compensation to the knockback (180 scaling → 160).}}
**{{buff|Rapid Jab Finisher has a slightly bigger hitbox (5.5u/4.0u → 6.0u/4.0u) and its farthest hitbox has been moved upward (Y offset: 8.5 → 9.5), improving its vertical range.}}
**{{buff|Rapid jab's infinite hits have a reduced SDI multiplier (1x → 0.8x), use the Sakurai angle (70° → [[Sakurai angle|361°]]), and inflict an additional 4 frames of hitstun, making it harder to escape from.}}
**{{buff|Rapid jab's infinite hits have gained a shieldstun multiplier of 10×, improving its shield pressure.}}
**{{nerf|Rapid jab's infinite hits deal less damage (1% → 0.8%).}}
**{{nerf|Rapid Jab Finisher has considerably more endlag (FAF 24 → 35).}}
**{{nerf|Neutral attacks' first hit and rapid Jab's infinite hits have increased hitlag multipliers (1× → 1.5× (neutral attack 1), 0.5× → 0.7× (rapid jab)), giving opponents more time to SDI each hit.}}
**{{nerf|Neutral attack's first hit has smaller hitboxes, with its body hitbox removed altogether (5u/4u/3u → 3.8u/4.3u).}}
*[[Forward tilt]]:
**{{buff|Forward tilt deals more damage (10%(clean chair)/9%(clean body)/4%(late) → 12%/10%/6%) with knockback partially compensated only on the clean chair (100 scaling → 96), improving its KO potential.}}
**{{buff|The late hit has significantly increased knockback scaling (100 → 120/135). Combined with its increased damage, this grants the late hit 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 → 4u (clean chair), 4u → 3.5u (clean body), 4.5u/3.5u  → 3.3u/2.8u (late)), the sourspot does not extend as far (Z offset: 5-16 → 7-12, Y offset: 4 → 4.5), and the sweetspot has been moved towards Mr. Game and Watch and does not extend as far vertically (Z offset: 16 → 15, Y offset: 4-7 → 4.5-6.5). This reduces its range overall.}}
*[[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 now has weight independent set knockback (20 base/ 125/127 scaling → 60/80 set/100 scaling) and launches opponents into the second hit (100°/115° → 170°/145°), allowing it to connect into the second hit much more reliably.}}
**{{buff|Up tilt's second hit launches at a more favorable angle for combos (115° → 75°).}}
**{{buff|Up tilt's second hit deals altered knockback (30 base/127 scaling → 50/117), improving its KO potential overall.}}
**{{nerf|Up tilt's flags have smaller hitboxes (5.5u → 4.5u).}}
**{{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 has increased base knockback (40 → 45) and deals more damage (6% → 9%) without full compensation for its knockback scaling (125 → 112), drastically increasing its knockback to a point where it's now the strongest down tilt in the game.}}
**{{nerf|Down tilt has increased endlag (FAF 40 → 43).}}
**{{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]]).}}
**{{nerf|It can no longer hit aerial opponents.}}
**{{change|Down tilt's hitbox has been replaced with two smaller ones (2.5u → 1.2u/1.2u); these hitboxes have been moved upward (Y offset: 1.5 → 2.1/9.3), moved slightly back towards Mr. Game and Watch, and have a much greater horizontal extension (Z offset: 12-18 → 6.7-16.8).}}
***{{buff|This improves its coverage in front of Mr. Game and Watch, now partially covering his body.}}
***{{nerf|It has less horizontal range and Mr. Game and Watch leans in much further during the attack, giving it a much less favorable disjoint overall.}}
*[[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 deals altered knockback (48 base/91 scaling → 46/97) and launches at a lower angle (52° → 48°), improving its KO potential.}}
**{{buff|Forward smash has gained an additional sweetspot hitbox in between the sourspot and sweetspot (5.3u → 2.9u/5.3u), while the sourspot 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 sourspots and sweetspots have been moved closer to Mr. Game and Watch (Z offset: 11 → 7.8 (sourspot), 17 → 16 (sweetspot)) and upwards (Y offset: 3.5 → 5.3 (sourspot), 7.2 → 7.8 (sweetspot)).}}
***{{buff|This increases its vertical range and Mr. Game and Watch doesn't lean in as much, giving it a more favorable disjoint.}}
***{{buff|Sourspot's pushed back hitbox, coupled with the newly added sweetspot hitbox, makes the sweetspot much easier to land.}}
***{{nerf|This also slightly reduces the horizontal range of the sweetspot.}}
*[[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 scaling has been increased (93 → 98), improving its KO potential.}}
**{{nerf|Up smash's invincibility frames have now been changed from before attacking, to during the active attack frames (frames 4-25 → 21-25), hindering its effectiveness as an anti-air option.}}
**{{change|Up smash's hitbox has been moved lower (Y offset: 12 → 9.5), but has also been extended farther horizontally (Z offset: −3-6 → −6-5.5). This noticeably reduces its vertical range, but it also noticeably increases its horizontal range, especially behind Mr. Game and Watch.}}
**{{change|Mr. Game & Watch faces away from the camera when using his up smash to the left.}}
*[[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 scaling (65 → 80).}}
**{{buff|Down smash has less [[startup lag]] (frame 15 → 12), and less endlag (FAF 42 → 38).}}
**{{buff|Down smash's sweetspots have been moved farther from Mr. Game and Watch and now use stretch offsets (Z offset: 12/−12 → 14.2-12.2/−14.2-−12.2). This increases the horizontal range of the sweetspots and it makes them easier to land overall.}}
**{{nerf|Down smash's sweetspots are smaller (5u → 4.5u), slightly reducing its vertical range.}}
*[[Dash attack]]:
**{{nerf|Dash attack's hitbox has been moved closer to Mr. Game and Watch (Z offset: 6 → 5), reducing its horizontal range.}}


Overall, Mr. Game & Watch generally retains much of his bait-and-punish playstyle from ''SSB4'', though the adjustments and increased utility he received to several of his attacks, as well as his significantly improved KO power, have led him to become more of an "all-rounder" type of character to his fellow lightweight brethren. Though he retains some of the same issues from ''SSB4'', namely his poor endurance, short range (despite being disjointed), and a lack of reliable approaching options, his numerous buffs now generally compensate for these issues. This has garnered Mr. Game & Watch a strikingly positive reception overall, and this incarnation of Mr. Game & Watch is near universally considered to be his best iteration in the series yet, being considered an excellent choice in competitive play.
===Aerial attacks===
*{{buff|Neutral aerial, back aerial, and down aerial have less landing lag (12 → 7 frames (neutral), 19 → 18 frames (back), 28 → 22 frames (down)).}}
**{{buff|Neutral aerial's reduced landing lag noticeably improves its combo potential, and allows the landing multihits to set-up up for many attacks, including down tilt and forward tilt at KO percents.}}
*[[Neutral aerial]]:
**{{buff|All of neutral aerial's hits have significantly longer durations (frames 7/12/17/22 → 7-10/12-15/17-20/22-23), much like its ''Brawl'' iteration.}}
**{{buff|It [[auto-cancel]]s earlier (frame 44 → 42).}}
**{{buff|Neutral aerial has a slightly reduced hitlag multiplier (1x → 0.8x), making it harder to escape from.}}
**{{buff|Neutral aerial's multihits launch at different angles (160°/160°/90° → 165°/165°/367°/105° (hit 1), 160°/160°/90° → 160°/150°/367°/105° (hit 2), 160°/160°/90° → 145°/140°/120°/120° (hit 3)), and all of its hitboxes now deal weight-independent set knockback (30/30/0 → 30/30/30/45 (hit 1), 30/30/0 → 30/30/20/20 (hit 2), 30/30/0 → 30/30/15/15 (hit 3)), improving its linking ability and preventing opponents from falling out of the hits at higher percents.}}
**{{buff|The final hit's largest hitbox is slightly larger (7u → 7.5u), and all of the move's hitboxes except the first two fish hitboxes use Z stretch (Z offset: 1.8 → −1-6/−1-6 (hit 1), −9.5/9.8/1.8 → 9.6-10.8/−7.5-−8.8/−1-6/−1-6 (hit 2), −11/13/1.8 → 13.3-13.6/−9.9-−9.7/−1-6/−1-6 (hit 3), −11/12.7 → −10.2-10/1.8-3.4 (hit 4)) and/or Y stretch offsets (Y offset: 17.9/21 → 20.7-21/17.9-18.3 (hit 2), 11/12.5 → 12.4-13.6/11-12 (hit 3), 1/1.5 → 1.5-2.9/2.4-1 (hit 4)), increasing the range of each hitbox.}}
**{{nerf|Neutral aerial's multihits deal less damage (5% (hit 1)/4% (hit 2)/4%(hit 3)/4% (hit 4)/17% (overall) → 3%/3%/3%/4%/13%).}}
**{{change|The final hit has an increased hitlag multiplier (1× → 2×).}}
**{{change|Every hit except the final hit has had their large hitbox replaced with two smaller ones (5u → 2.5u/2.5u (hit 1), 5u → 3u/3u (hits 2-3)).}}
*[[Forward aerial]]:
**{{change|Mr. Game & Watch has a new forward aerial (potentially based on ''Mario's Bombs Away'', ''Safebuster'', or ''Bomb Sweeper'') 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. 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 its own deals more damage (11.5% → 12%) and has significantly more knockback scaling (86 → 101), improving its KO potential.}}
**{{buff|Forward aerial has increased vertical range below Mr. Game and Watch.}}
**{{buff|Forward aerial's delayed explosion significantly improves its safety as a landing option against shielding opponents to a point that it's almost impossible to punish on block, and it noticeably improves its combo potential.}}
**{{buff|Forward aerial's explosion has a much bigger hitbox (5.5u → 10u).}}
**{{nerf|Forward aerial has increased landing lag (15 frames → 17) and endlag (FAF 45 → 48).}}
**{{nerf|Its initial auto-cancel window has been removed.}}
**{{nerf|Forward aerial's bomb has a much smaller hitbox (5.5u → 2u), noticeably smaller than the actual bomb itself. This also reduces the horizontal range despite its slightly increased offset (Z offset: 9 → 9.3).}}
**{{nerf|The bomb's weaker priority renders Mr. Game and Watch completely invulnerable if it disappears or if its hitboxes cease, making the move significantly more punishable and much worse for approaching as a result.}}
**{{nerf|Both the bomb and explosion have a much shorter duration (frames 10-25 → 10-13 (bomb), 44-45 (explosion)), noticeably hindering the move's offstage capability.}}
**{{nerf|The explosion launches at a higher angle (361° → 45°). This makes it less effective for edgeguarding.}}
**{{change|Forward aerial's bomb hit deals less hitlag (1× → 0.5×).}}
*[[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|All the multihits' hitboxes use an autolink angle (366°/25° → 367°/367°) and only have knockbacking scaling (30 base/40 scaling → 0/100, 40 set/100 scaling → 0/100), improving its linking ability overall.}}
**{{buff|Back aerial's final hit has more knockback scaling (170 → 185), improving its KO potential.}}
**{{buff|Back aerial's multihits have a reduced hitlag multiplier (1.5× → 0.9×), making it harder to escape from.}}
*[[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 vertical range since it moves upwards, making it a more reliable follow-up option.}}
**{{buff|Up aerial has a significantly longer duration (frames 6-12/20-22 → 9-14/15-20/21-26/27-32/33-36/37-42), considerably improving its juggling potential.}}
**{{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.}}
**{{buff|Up aerial's multihits use set knockback (20 base/60 scaling → 63/55/40 set/100 scaling), allowing them to connect more reliably.}}
**{{buff|Up aerial no longer causes  hitlag (1x → 0x), making it much harder to escape from.}}
**{{nerf|Up aerial does less damage when all hits connect (7% (hit 1)/9% (hit 2)/16% (total) → 1.8% (hits 1-5)/3% (hit 6)/12%), and the final hit deals much less knockback (55 base/98 scaling → 65/35), removing its KO potential.}}
***{{buff|However, its reduced knockback allows it to combo for longer into itself or Fire, even at high percents.}}
**{{nerf|Up aerial has increased startup lag (frame 6 → 9) and endlag (FAF 40 → 43), now interruptibile just after the hitboxes cease.}}
**{{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]].}}
**{{nerf|Up aerial's hitbox is much smaller overall (6.5u/4.3u → 3.8u (hits 1-5)/4.3u (hit 6)), reducing its horizontal range.}}
**{{change|Up aerial has different launch angles (94°/90° → 97°/80°).}}
*[[Down aerial]]:
**{{buff|Down aerial's sourspot deals noticeably increased knockback (20 base/106 scaling → 22/117), improving its KO potential.}}
**{{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.}}
**{{change|The key is larger to match the vertical range of the sourspot's hitbox more closely.}}
**{{change|Mr. Game and Watch now immediately descends with down aerial after being launched.}}


{{SSB4 to SSBU changelist|char=Mr. Game & Watch}}
===Throws/other attacks===
*[[Grab]]:
**{{nerf|Dash grab and pivot grab have slightly increased start-up lag (frame 8 → 9 (dash), frame 9 → 10 (pivot)).}}
**{{nerf|All grabs have increased endlag (FAF 30 → 35 (standing), FAF 37 → 43 (dash), FAF 35 → 37 (pivot)).}}
**{{buff|Dash grab and pivot grab extend further outward, improving the range of each grab, especially dash grab (Z offset: 4-11.1 → 4-13.5u (dash), −4-14.8u → −4-−15.6u (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.}}
*[[Pummel]]:
**{{buff|Pummel has significantly reduced start-up (13 frames → 1), and ending lag (FAF 30 → 6).}}
**{{nerf|It deals much less damage (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 considerably more damage (8% → 12%) with its knockback scaling compensated (40 → 29).}}
*[[Down throw]]:
**{{change|During the down throw animation, Mr. Game & Watch "drops" the character's icon.}}
***{{buff|Down throw's animation change has Mr. Game and Watch release the opponent later (frame 26 → 35) with its duration not fully compensated (FAF 43 → 50), decreasing its ending lag by 2 frames.}}
**{{change|Down throw has significantly more base knockback (35 → 70); this worsens its follow-up potential at mid to high percents, and when combined with the changes to [[up aerial]], effectively removes the "Toot-Toot" KO confirm he could pull off in ''SSB4''. However, it also increases its combo potential at low to mid percents, and grants it KO potential, albeit not until percents around 200% or higher.}}


==Update history==
===Special Moves===
Mr. Game & Watch has been slightly buffed via updates; in patch update {{SSBU|2.0.0}}, forward aerial's explosion had its range increased to match the visual explosion and down aerial auto-cancels slightly earlier to match its interruptibility. {{SSBU|3.0.0}} now has Octopus trap opponents for longer periods of time, and in patch {{SSBU|3.1.0}}, up tilt's first hit now deals weight independent set knockback, allowing it to always connect into the second hit, even at higher percents, and in {{SSBU|7.0.0}} his shield size has been significantly increased.
*[[Chef]]:
**{{buff|Chef deals more damage (5% → 8% (pan), 4% → 5% (sausages)) without compensation for knockback (although the shield damage of the sausages was compensated (0 → -1)), improving the pan's semi-spike and the sausage's hitstun and follow-up potential.}}
**{{buff|Chef's food trajectory can be controlled.}}
**{{nerf|Chef has more endlag (FAF 50 → 55).}}
**{{change|Chef spans sausages at a slower rate when not tapping the special button repeatedly (23 frames → 32).}}
**{{change|Chef's pan hitbox has been replaced with two smaller ones (6.76u → 3.5u/4.2u)}}.
*[[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.}}
**{{nerf|Judge 2 no longer has a bonus trip chance.}}
**{{buff|Judge 5's first 3 hits have less knockback (40 base/80 scaling → 15/25 / 60/70), making it easier to hit opponents multiple times at higher percents.}}
**{{buff|Judge 7 now spawns three apples instead of one, allowing him to heal significantly more health once using the move, although the opponent can potentially heal on block or armored hit.}}
**{{buff|Judge 7 launches at a higher angle ([[361]]° → 45°), and deals more base knockback (30 → 45), making it safer on hit at low percents.}}
**{{change|Judge 7 now cannot occur again with 150 frames of it last being rolled.}}
**{{buff|Judge 8 does more damage (9% → 13%), which makes the freeze effect last longer.}}
**{{buff|Judge 8 deals less set knockback (70 → 60), slightly improving its gimping potential.}}
**{{buff|Judge 9 has a larger hitbox (3u/4u → 3u/6u), now in line with the rest of the Judge numbers.}}
**{{nerf|Judge 9 now causes SDI and has a much higher SDI multiplier (0 → 2), allowing the opponent to manipulate their launch position to improve their chances of surviving, thanks to the move's high hitlag.}}
**{{change|Judge 9 now triggers [[Special Zoom]].}}
*[[Fire]]:
**{{buff|Fire's [[windbox]] has been replaced with a frame 3 hitbox, drastically improving its capabilities as an out-of-shield option and combo breaking tool.}}
**{{buff|Its newly added hitbox launches opponents directly upward and inflicts an additional 10 frames of hitstun, granting the move combo potential, even at high percents.}}
**{{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 significantly 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 has less base knockback (30 → 25) and less knockback scaling on the later hits (80 → 78/76), further hindering its [[OHKO]] potential, and making its less strong variants unsafe on hit at lower percents.}}
**{{nerf|Oil Panic's attack portion no longer has intangibility on frames 1-6.}}
**{{nerf|Oil Panic's attack has slightly smaller hitboxes overall (3.36u/4.8u/8.16u → 3.4u/4.5u/8u).}}
**{{change|Oil Panic triggers Special Zoom on any successful hit, and leaves the opponent covered in oil for a brief moment.}}
*[[Octopus]]:
**{{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.}}


Overall, the updates given to Mr. Game & Watch have largely been quality of life improvements, and his competitive standing has not significantly changed as a result.
==Update History==
Mr. Game and Watch has been slightly buffed via updates; in patch update {{SSBU|2.0.0}}, forward aerial's explosion had its range increased to match the visual explosion and down aerial auto-cancels slightly earlier to match its interruptibility. {{SSBU|3.0.0}} now has Octopus trap opponents for longer periods of time, and in patch {{SSBU|3.1.0}}, up tilt's first hit now deals weight independent set knockback, allowing it to always connect into the second hit, even at higher percents.


'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
{{UpdateList (SSBU)/1.1.0|char=Mr. Game & Watch}}
*{{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}}'''
{{UpdateList (SSBU)/2.0.0|char=Mr. Game & Watch}}
*{{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}}'''
{{UpdateList (SSBU)/3.0.0|char=Mr. Game & Watch}}
*{{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}}'''
{{UpdateList (SSBU)/3.1.0|char=Mr. Game & Watch}}
*{{buff|Up tilt’s first hit deals weight independent set knockback, allowing it to connect more reliably into the second hit, even against lightweights.}}


'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
{{UpdateList (SSBU)/4.0.0|char=Mr. Game & Watch}}
*{{bugfix|Fixed an issue that resulted Game and Watch to do T-Pose with Fire upon hitting an opponent off screen by their last stock.}}
 
*{{change|Mr. Game and Watch now immediately descends with down aerial after being launched.}}
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
{{UpdateList (SSBU)/7.0.0|char=Mr. Game & Watch}}
 
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
{{UpdateList (SSBU)/8.0.0|char=Mr. Game & Watch}}


==Moveset==
==Moveset==
''For a gallery of Mr. Game & Watch's hitboxes, see [[Mr. Game & Watch (SSBU)/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSBU
|game=SSBU
|neutralcount=2
|neutralcount=2
|neutralname=Greenhouse ({{ja|グリーンハウス|Gurīnhausu}}) / Greenhouse (Barrage) ({{ja|グリーンハウス(連打)|Gurīnhausu (Renda)}}) / Greenhouse (Finish) ({{ja|グリーンハウス(フィニッシュ)|Gurīnhausu (Finisshu)}})
|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 combo into a grab, Fire, and even Oil Panic at high percents; the finisher starts KOing middleweights at the ledge at around 150% on Final Destination. The finisher possesses a considerable amount of endlag, and is very punishable if shielded. Changes Mr. Game & Watch's model into the appearance of {{iw|mariowiki|Stanley}} from ''Greenhouse''.
|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 combo into a grab or Fire at high percents; the finisher starts KOing middleweights at the ledge at around 150% on Final Destination. Changes Mr. Game & Watch's model into his appearance from ''Greenhouse''.
|ftiltname=Lion ({{ja|ライオン|Raion}})
|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. Relatively fast (frame 8) and extremely powerful, KOing at around 100% by the ledge. Its hitbox also lingers, making it effective at catching spot dodges and ledge options. Changes Mr. Game & Watch's model into a zookeeper from ''Lion''.
|ftiltdesc=Thrusts a chair forward to hit with its legs. Relatively fast for its strength (frame 8), KOing at percents around 105% by the ledge, and its hitbox lingers, making it effective at catching spotdodges. Changes Mr. Game & Watch's model into his appearance from ''Lion''.
|utiltname=Flagman ({{ja|フラッグマン|Furagguman}})
|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 and has low ending lag, giving it combo potential at low to mid percents. However, it has noticeable start-up for a tilt attack, and it has poor reach both horizontally and vertically. 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. The second hit KOs middleweights at around 160%. His hands gain [[intangibility]] during the move. Changes Mr. Game & Watch's model into the character from ''Flagman''.
|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 and has low ending lag, giving it combo potential at low to mid percents. However, it has noticeable start-up for a tilt attack, and it has poor reach both horizontally and vertically. 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. The second hit KOs middleweights at around 160%. Changes Mr. Game & Watch's model into his appearance from ''Flagman''.
|dtiltname=Manhole ({{ja|マンホール|Manhōru}})
|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 has also lost its [[windbox]], disallowing juggling and potential recovery interrupting, and it can no longer hit aerial opponents. Has fast startup at frame 6 and possesses extremely high knockback for a tilt of its type (making it the strongest down tilt in the game knockback-wise), killing as early as 90% by the ledge and 120% center-stage. It also [[semi-spike]]s opponents, leading to edgeguards and potentially gimping characters with poor recoveries, while acting as a hard punish to any shielded [[ledge attack]]. Changes Mr. Game & Watch's model into the main character from ''Manhole''.
|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. The strongest down tilt in the game, with fast startup at frame 6 and killing as early as 90% by the ledge and 120% center stage. It also semi spikes leading to edge guards and potentially gimping characters with poor recovery. Changes Mr. Game & Watch's model into his appearance from ''Manhole''.
|dashname=Helmet ({{ja|ヘルメット|Herumetto}})
|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. It also lowers his hurtbox, allowing it to low-profile many attacks. 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 2-framing opponents by the ledge, though the clean hit has trouble KOing from center stage until well past 180%. Originates from ''Helmet''.
|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 2-framing opponents by the ledge. Originates from ''Helmet''.
|fsmashname=Fire Attack ({{ja|ファイアアタック|Faia Atakku}})
|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. While this move has moderate startup, coming out on frame 17, it has very little cooldown, is fully disjointed, and its sweetspot is safe on shield. While the sourspot has underwhelming knockback, the sweetspot is powerful and KOs around 90%, making it one of the stronger forward smashes. Changes Mr. Game & Watch's model to an antagonist from ''Fire Attack''.
|fsmashdesc=Swings a lit torch downward. The sweetspot is at the flame, while the sourspot is at the torch. While this move has poor startup, coming out on frame 17, it has very little cooldown and its sweetspot is safe on shield. It is also extremely strong, being comparable in knockback to Captain Falcon's Forward Smash. 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=Octopus Headbutt ({{ja|オクトパスヘッドバット|Okutopasu Heddobatto}})
|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. Useful for shield break setups with Oil Panic due to its safety and even advantage on shield. It also has combo potential into his neutral air, up air, and fire. While his whole body gains invincibility, it only lasts during the frames the hitboxes are active. The 12th strongest up smash in the game, KOing middleweights at 90% uncharged and 60% fully charged. Originates from ''Octopus''.
|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. The 12th strongest up smash in the game, KOing middleweights at 90% uncharged and 60% fully charged. Originates from ''Octopus''.
|dsmashname=Vermin ({{ja|バーミン|Bāmin}})
|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 & Watch's smash attacks, coming out on frame 12, and possesses very fast interruptibility, with only 21 frames of cooldown. It is rather disjointed for a down smash, and when sweetspotted, it will bury opponents, which can be followed up with a forward smash, down tilt, Oil Panic, or Judge. Its sourspot sends opponents at a semi-spike angle and kills at 120% by the ledge. Its aerial sweetspot is one of the strongest down smashes in the game, KOing around 95%. As a result, down smash has become one of Mr. Game & Watch's most reliable KO'ing options and is regarded by many to be the best down smash in the game. Changes Mr. Game & Watch's model into the character from ''Vermin''.
|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. It is rather disjointed for a down smash, and 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. Its aerial sweetspot is one of the strongest down smashes in the game, KOing around 95%. As a result, down smash has become one of Mr. Game and Watch's most reliable KO'ing options and is arguably the best down smash in the game. Changes Mr. Game & Watch's model into the character from ''Vermin''.
|nairname=Tropical Fish ({{ja|トロピカルフィッシュ|Toropikaru Fisshu}})
|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 fishbowl. Multiple hitboxes enable it to cover every area except below him. Has the fastest start-up of all of Mr. Game & Watch's aerials (frame 7), launches opponents upward, has relatively low ending lag, and has the lowest landing lag of all of his aerials. Using the move to combo into itself and/or up aerial at low percents can deal upwards of 60% in a single combo or string. The first hit can be used as KO confirm into forward tilt or down tilt when landing with it. As a result, it has become one of Mr. Game & Watch's most effective damage-racking options and is one of his best tools for approaching. Originates from ''Tropical Fish''.
|nairdesc=Tosses out a pair of fish from a bowl. Multiple hitboxes enable it to cover every area except below him. Has the fastest start-up of all of Mr. Game and Watch's aerials (frame 7), launches opponents upward, has relatively low ending lag, and has the lowest landing lag of all of his aerials. Using the move to combo into itself and/or up aerial at low percents can rack up damage percentages as high as 60%. As a result, it has become one of Mr. Game and Watch's most effective damage-racking options and is one of his primary approaching tools. Originates from ''Tropical Fish''.
|fairname=Bombs Away ({{ja|ボンアウェイ|Bon Auei}})
|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 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 that deals set knockback, disallowing it to kill at any percentage. Hitting grounded opponents with the first hit will set them up to be hit by the second. Even if an opponent is hit from behind, the explosion always launches them whichever direction Mr. Game & Watch is facing. Compared to his old forward aerial, it functions more as a poking/spacing tool than an approach option. KOs at 115% by the ledge. Originates from ''Mario's Bombs Away''.
|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 that deals set knockback, disallowing it to kill at any percentage. Hitting grounded opponents with the first hit will set them up to be hit by the second. Compared to his old forward aerial, it functions more as a poking/spacing tool than an approach option. Kills at 115% by the ledge. Seems to originate from ''Mario's Bombs Away'', ''Safebuster'', or ''Bomb Sweeper''.
|bairname=Turtle Bridge ({{ja|タートルブリッジ|Tātoru Burijji}})
|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. Has moderate start-up, but is also fully disjointed, hits multiple times, and has low ending lag; compounded with Mr. Game & Watch's high air acceleration, this makes it effective as an edgeguarding option and a spacing tool. It has high landing lag, however, making it easy to punish if not spaced well. Although it can't combo into itself anymore at higher percentages, its final hit is much stronger, making it a more reliable KO move off-stage. Originates from ''Turtle Bridge''.
|bairdesc=Swings a snapping turtle behind himself. Has moderate start-up, but is also fully disjointed, hits multiple times, and has low ending lag; compounded with Mr. Game and Watch's high air acceleration, this makes it effective as an edgeguarding option and a spacing tool. It has high landing lag, however, making it easy to punish if not spaced well. Although it can't combo into itself anymore at higher percentages, its final hit is much stronger, making it a more reliable KO move. Originates from ''Turtle Bridge''.
|uairname=Spitball Sparky ({{ja|スピットボールスパーキー|Supittobōru Supākī}})
|uairname=Spitball Sparky
|uairdmg={{ShortHopDmgSSBU|1.8}} (hits 1-5), {{ShortHopDmgSSBU|3}} (hit 6)
|uairdmg={{ShortHopDmgSSBU|1.8}} (hits 1-5), {{ShortHopDmgSSBU|3}} (hit 6)
|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. Despite its complete lack of KO potential, it is notorious for being an incredible juggling tool due to its very long range, decent damage, low knockback, and low commitment, making it a core part of Mr. Game & Watch's combo game, and can be a big contributing factor to many of his best matchups due to how difficult it is for many opponents to escape. The move now has Mr. Game & Watch's model look more like the character from ''Spitball Sparky''.
|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=Donkey Kong Jr. ({{ja|ドンキーコングJr.|Donkī Kongu Junia}})
|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 its low endlag and the move being slower than other stall-then-falls makes this unlikely. While the move has rather high landing lag, the landing hitbox can make it tricky to punish on whiff. It is a safe option when edgeguarding and has KO potential at high percents, killing at 130%. The meteor smash is strong enough to directly KO as low as 65%, or even less depening on the opponent's recovery options. Originates from the ''Game & Watch'' version of ''Donkey Kong Jr.''
|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 its 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=Grab ({{ja|つかみ|Tsukami}})
|grabname= 
|grabdesc=Reaches in front of himself. While standing grab has decent range, both his dash and pivot grabs have massively disjointed range. All of his grabs are also among the fastest in the game, but have moderate ending lag. Originates from how [[Mario]] pulls levers in ''Mario's Cement Factory''.
|grabdesc=Mr. Game & Watch reaches in front of himself. Originates from ''Mario's Cement Factory''. While standing grab has poor range, both his dash and pivot grabs have a massively disjointed range.  
|pummelname=Alarm ({{ja|アラーム|Arāmu}})
|pummelname= 
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=Hits the opponent with a bell. Average power and speed. Originates from the alarm feature on the "Wide Screen" and "Multi Screen" Game & Watch series.
|pummeldesc=Hits the opponent with a bell. Originates from the Game & Watch's alarm feature.
|fthrowname=Ball (Front) ({{ja|ボール(前)|Bōru (Mae)}})
|fthrowname= 
|fthrowdmg=8%
|fthrowdmg=8%
|fthrowdesc=Juggles the opponent and tosses them forward. Has little utility beyond throwing the opponent offstage. Changes Mr. Game & Watch's model into the character from ''Ball''.
|fthrowdesc=Juggles the opponent and tosses them forward. Has little utility beyond throwing the opponent offstage. Changes Mr. Game & Watch's model into the character from ''Ball''.
|bthrowname=Ball (Back) ({{ja|ボール(後)|Bōru (Ato)}})
|bthrowname= 
|bthrowdmg=8%
|bthrowdmg=8%
|bthrowdesc=Juggles the opponent and tosses them backward. Has little utility beyond throwing the opponent offstage. Changes Mr. Game & Watch's model into the character from ''Ball''.
|bthrowdesc=Juggles the opponent and tosses them backward. Has little utility beyond throwing the opponent offstage. Changes Mr. Game & Watch's model into the character from ''Ball''.
|uthrowname=Ball (Above) ({{ja|ボール(上)|Bōru (Ue)}})
|uthrowname= 
|uthrowdmg=12%
|uthrowdmg=12%
|uthrowdesc=Juggles the opponent and tosses them upward. Although it's not as versatile as down throw in terms of follow-up potential, it's an effective combo starter, and can be followed up with up aerial or neutral aerial at low percents or Fire at high percents. Changes Mr. Game & Watch's model into the character from ''Ball''.
|uthrowdesc=Juggles the opponent and tosses them upward. Can be followed up with up aerial at low percents or Fire at higher percents. Changes Mr. Game & Watch's model into the character from ''Ball''.
|dthrowname=Ball (Below) ({{ja|ボール(下)|Bōru (Shita)}})
|dthrowname= 
|dthrowdmg=4%
|dthrowdmg=4%
|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''.
|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 344:
|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 350:
|edgename= 
|edgename= 
|edgedmg=9%
|edgedmg=9%
|edgedesc=Swings a bell forward while climbing up. Originates from the Game & Watch's alarm feature on the "Wide Screen" and "Multi Screen" Game & Watch series.
|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 various food-shaped projectiles 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 the character from ''Chef''.
|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 in an arc, and raises a digital display 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 strong enough to almost always be a [[one-hit KO]]. Mr. Game & Watch's model changes into a character from ''Judge''.
|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 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. Can [[lock]] and has a 20% chance of [[tripping]] the opponent.
*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 25% [[shield damage]].
*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 up to 4 times.
*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 with enough [[rage]], it will KO every character in the game at 0% at the edge of Final Destination.
*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. Has the second-fastest start-up of all of Mr. Game & Watch's attacks (frame 3), hits behind and in front of him, and launches opponents directly upward, granting the move combo potential, even at high percents. Capable of canceling into any move when falling. Because Mr. Game & Watch becomes intangible during his ascent and both hitboxes have good knockback, Fire is a good edgeguarding move offstage and a deadly [[stage spike]] when recovering low. It is Mr. Game & Watch's most effective [[OoS]] option, and is considered the best in the game. Originates from ''Fire''.
|usdesc=Jumps off a trampoline and then descends while wearing a parachute. Has the fastest start-up of all of Mr. Game and Watch's attacks (frame 3), hits behind and in front of him, and launches opponents directly upward, granting the move combo potential, even at high percents. Capable of canceling into any move when falling. Its frame 9 hitbox has KO potential at high percents near the left and right blast lines, and is 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. It has become Mr. Game and Watch's most effective out-of-shield option, and is the best [[OoS]] options in the game. Originates from ''Fire''.
|dsname=Oil Panic
|dsname=Oil Panic
|dsdmg=16%-48% (2x multiplier)
|dsdmg=16%-48%
|dsdesc=Takes out a bucket, which absorbs energy-based [[projectile]]s, and reflects physical ones. Projectiles reflected will not be amplified, sped up, or have their duration refreshed. 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 and destroy full shields, 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 the playable character from ''Oil Panic''.
|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)
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}}
}}


===Stats===
{{Attributes
| cast=89
| weight=75 | rweight=86-87
| dash=1.98 | rdash=30-35
| run=1.679 | rrun=48
| walk=1.18 | rwalk=33
| trac=0.131 | rtrac=5-8
| airfric=0.012 | rairfric=34-39
| air=1.176 | rair=19
| baseaccel=0.07 | rbaseaccel=1
| addaccel=0.03 | raddaccel=79-84
| gravity=0.08 | rgravity=68-70
| fall=1.24 | rfall=84
| ff=1.984 | rff=84
| jumpsquat=3 | rjumpsquat=2-89
| jumpheight=27.51 | rjumpheight=77
| shorthop=13.26 | rshorthop=77
| djump=27.51 | rdjump=84
}}
===Judge Damage===
{|class=wikitable
{|class=wikitable
|+'''Judge Damage'''
! Numbers
! Numbers
! Damage
! Damage
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|}
|}


===Oil Panic scaling===
'''Oil-Panic scaling'''
The greater damage an absorbed energy-based projectile is supposed to deal, the higher damage the oil spill will deal. [[Oil Panic]] will multiply the damage per unit by 2, though the result is capped at 16%. As a result, the maximum damage Oil Panic deals is 48%. So for example, if 20%, 12% and 4% enter Oil Panic, the result will be 40% dealt not considering factors such as the [[1v1 multiplier]] and [[stale-move negation]]. <ref>[https://docs.google.com/spreadsheets/d/1Ipe2apITYqGCJ89QNRyH4kXzrFTDG-0v8ePDBc-lwYs/edit?usp=sharing Oil Panic Resource]</ref>


Strong projectiles can fill two to three bucket units at once. If a move deals 10% (eg. [[Trick Shot]]), it will fill the bucket by two units. However, if a move deals 20% ([[Sun Salutation]] at max charge), it will fill by three. For each additional unit filled in one go, 8% is deducted from the previous unit, making it deal less damage overall.
The greater damage absorbed energy-based projectile were supposed to deal,
the higher damage and knockback the oil spill will deal.


Hero's special move [[Snooze]] launches an energy-based projectile that can be absorbed despite not dealing any damage. Absorbing it fills the bucket by one unit and adds 6.7% damage to the bucket.
Strong projectiles can fill two to three bucket units at once.


===[[Announcer]] call===
Hero's special move Snooze launches a energy-based projectile
{{audio|Needs announcer calls from other languages.}}
that can be absorbed despite not dealing any damage.
<gallery>
 
Mr. Game & Watch English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
Absorbing it fills the bucket by one unit and adds 6.7% damage power to the bucket.
</gallery>


===[[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.
<gallery>
Mr.Game&WatchOnScreenAppearanceSSBU.gif|Mr. Game & Watch's on-screen appearance
</gallery>


===[[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.'', when [[Mario]] and [[Luigi]] finished a level.
*'''Down Taunt''': Sits down and catches his breath. Originates from the ''Game & Watch'' version of ''Mario Bros.'' when [[Mario]] and [[Luigi]] finished a level.
<gallery>
<gallery>
SSBUMrGame&WatchTaunt1.gif|Mr. Game & Watch's up taunt.
SSBUMrGame&WatchTaunt1.gif|Mr. Game & Watch's up taunt.
Line 268: Line 428:


===[[Idle pose]]s===
===[[Idle pose]]s===
*Hops in place.
* Hops in place.
*Briefly looks behind himself.
* Briefly looks behind himself.
<gallery>
<gallery>
SSBUMrGame&WatchIdle1.gif|Mr. Game & Watch first idle pose.
SSBUMrGame&WatchIdle1.gif|Mr. Game & Watch first idle pose
SSBUMrGame&WatchIdle2.gif|Mr. Game & Watch second idle pose.
SSBUMrGame&WatchIdle2.gif|Mr. Game & Watch second idle pose
</gallery>
</gallery>
===[[Crowd cheer]]===
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|[[File:Mr. Game & Watch Cheer English SSBU.ogg|center]]||[[File:Mr. Game & Watch Cheer Japanese SSBU.ogg|center]]||[[File:Mr. Game & Watch Cheer Italian SSBU.ogg|center]]||[[File:Mr. Game & Watch Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Mr. Game & Watch Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Mr. Game & Watch Cheer French PAL SSBU.ogg|center]]
|-
! scope="row"|Description
|Game - And - Watch! || Game - And - Watch! || Mis - ter -- Game and Watch! || Game - And - Watch! || Mis - ter -- Game and Watch!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Mr. Game & Watch Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Mr. Game & Watch Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Mr. Game & Watch Cheer Spanish PAL SSBU.ogg|center]]||[[File:Mr. Game & Watch Cheer Russian SSBU.ogg|center]]||[[File:Mr. Game & Watch Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Mis - ter -- Game and Watch! || Game - And - Watch! || Gos - po - din! Game - And - Watch! || Game - And - Watch!
|}
</div>
</div>


===[[Victory pose]]s===
===[[Victory pose]]s===
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*'''Up:''' 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.
*'''Up:''' 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.
*'''Right:''' Juggles 3 balls while in his appearance from ''Ball''.
*'''Right:''' 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}} unit would make.]]
[[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
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</gallery>
</gallery>


==In [[competitive play]]==
==In competitive play==
===Most historically significant players===
In the beginning of ''Ultimate'', Mr. Game and Watch's competitive reception was poor, as the nerfs he received in his transition to ''Ultimate'' were thought to outweigh his buffs. The lack of priority on his new forward aerial, the reduction of invincibility frames on his up smash, and the loss of his "Toot-Toot" KO confirm were seen as drastic enough nerfs to consider Mr. Game and Watch a low or even bottom tier character.  
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


''See also: [[:Category:Mr. Game & Watch players (SSBU)]]''
Over time, however, Mr. Game and Watch has begun to show strong signs of success at both a local and national level; {{sm|Snickeldorf}}, {{sm|Regi}}, and {{sm|Skylar}} have made respectable placements in each of their respective regions, with Regi in particular placing 7th at {{Trn|Smash Factor 8}}. On a larger scale, however, Maister has made very strong strides on both a regional and national level, placing top 3 at several major events including {{Trn|Combo Breaker 2019}}, {{Trn|Ragnarok}}, {{Trn|Full Bloom 3}}, and Smash Factor 8. In the process of doing so, he has also taken games off of high-level players including {{sm|ESAM}}, {{sm|MVD}}, {{sm|yeti}}, {{sm|Abadango}}, {{sm|Javi}} and {{sm|Glutonny}}. Due to this increase in results, Mr. Game and Watch has earned a significantly stronger reception from the community, as most competitive players view him as a high tier character.


*{{Sm|Frido|Chile}} - Known as one of the best players in South America, winning several notable South American events such as {{Trn|Zenkoku Taikai}}. He has also seen success outside of South America, placing 25th at both {{Trn|Smash Factor 8}} and the {{Trn|Smash World Tour 2021 Last Chance Qualifier}}. He passed away on May 30th, 2023.
===Notable players===
*{{Sm|Kaeru|Japan}} - The second-best Mr. Game & Watch player in Japan. Although his major results have been mixed, he has seen far more success at regionals and superregionals, including placing 4th at {{Trn|Toyota Grand Slam 13}} defeating {{Sm|Doramigi}} and 5th at {{Trn|Chūbu Smash Chronicle 2}} defeating {{Sm|Umeki}}.
<!--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|Maister|Mexico}} - One of the best Mr. Game & Watch players of all time, as well as the definitive best from 2019 until Miya's rise in mid-2022. He is largely responsible for Mr. Game & Watch's rise in the metagame, and although he has yet to win a major he came close several times, most notably at {{Trn|Frostbite 2020}} and {{Trn|Super Smash Con 2022}}.
*{{Sm|Dingus Joe|USA}} - Placed 2nd at {{Trn|The Grind 64}} and 25th at {{Trn|Glitch 6}}. Has wins over {{Sm|ZD}}, {{Sm|Daybreak}}, {{Sm|Ling Ling}}, and {{Sm|Pathoran}}.
*{{Sm|Miya|Japan|p=Honshu}} - The best Mr. Game & Watch player of all-time and one of the best players in the world since 2023. He came to prominence after his unexpected victory at {{Trn|Kagaribi 8}} and has won many other majors and supermajors since, most notably {{Trn|Kagaribi 11}}, {{Trn|Kagaribi 12}} and {{Trn|Umebura SP 11}}. He is the only Mr. Game & Watch player with major wins.
*{{Sm|Extra|Australia}} - The best Mr. Game & Watch player in Australia. Placed 1st at {{Trn|Melbourne Esports Open}}, 2nd at {{Trn|Battle Arena Melbourne 11|}}, 4th at {{Trn|Expand Gong 4}}, and 9th at {{Trn|Phantom 2019}}. He has expressed interest in dropping the character, but is currently still using him.
*{{Sm|Monte|USA}} - The second-best Mr. Game & Watch player in North America. He was first known for his performances online before transitioning offline, seeing some solid performances such as 17th at {{Trn|GENESIS 8}} and {{Trn|Mainstage 2022}}. He began finding even greater success in 2024, placing 5th at {{Trn|Patchwork 2024}} and 9th at {{Trn|Get On My Level X}} defeating {{Sm|Onin}} in the latter.
*{{Sm|Frido|Chile}} - Placed 1st at {{Trn|Smash Chile - Civil War}} and 25th at {{Trn|Smash Factor 8}}.
*{{Sm|Regi Shikimi|Mexico}} - One of the best Mr. Game & Watch players in the world in the early metagame, notably placing 7th at the {{Trn|Smash Factor 8}} and 33rd at {{Trn|GENESIS 6}}, the best early Mr. Game & Watch results outside of Maister. He was also a top 10 player in Mexico, ranking as high as 7th on the [[Mexican Power Rankings]].
*{{Sm|Maister|Mexico}} - The best Mr. Game & Watch player in the world. He won {{Trn|Combo Breaker 2019}}, {{Trn|Ragnarok}}, {{Trn|WeTecThose 9}}, and {{Trn|Little Big House 5}} and has placed 2nd at {{Trn|Retro Arena 64}}, 3rd at {{Trn|Full Bloom 5}}, {{Trn|Smash Factor 8}}, and {{Trn|The Big House 9}}, 5th at {{Trn|Super Smash Con 2019}} and {{Trn|Port Priority 5}}, and 17th at {{Trn|EVO 2019}}, while having wins over {{Sm|Shuton}}, {{sm|Abadango}}, {{sm|Prodigy}}, {{sm|Glutonny}}, {{sm|8BitMan}}, {{Sm|Puppeh}}, {{Sm|ESAM}}, {{Sm|yeti}}, and {{Sm|MVD}}.
 
*{{Sm|Notty|Japan}} - One of the best Mr. Game & Watch players in Japan. Placed 9th at {{Trn|KVOxTSB 2019}}, 17th at {{Trn|Sumabato SP 2}} and {{Trn|Sumabato SP 4}}, and 25th at {{Trn|Sumabato SP 8}}.
===Tier placement and history===
*{{Sm|Regi Shikimi|Mexico}} - One of the best Mr. Game & Watch players in the world. Placed 13th at {{Trn|Ragnarok}}, 33rd at {{Trn|GENESIS 6}}, and 7th at Smash Factor 8.
Upon the release of ''Ultimate'', Mr. Game & Watch's competitive reception was mostly poor; this was because many players considered the nerfs he received - particularly the lack of priority on his new forward aerial, the reduction of invincibility frames on his up smash, and the loss of his "Toot-Toot" KO confirm - as significant enough to outweigh the buffs he was given. Likely as a result, most players considered him a low tier or even a bottom tier character, and the character saw little representation in competitive play. However, it later became clear that the buffs were far more significant than the nerfs. In particular, Mr. Game & Watch has a strong advantage state due to his aerial juggle game, an amazing out of shield option (as his up special has a startup of 3 frames and is invincible on frame 5), and low ending lag on his smash attacks, with down smash burying opponents, allowing for easy KOs as well. This rise in perception was due to the rise of {{Sm|Maister}}, who having struggled a bit in the first few months of the game, saw many strong results following the end of the first [[PGRU]] season.  
*{{Sm|Skylar|USA}} - The best Mr. Game & Watch player in Arizona. 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}}. Ranked 6th on the [[Arizona Power Rankings#Super Smash Bros. Ultimate|Arizona Ultimate Power Rankings]].
 
*{{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}}.
These revelations and results helped boost Mr. Game & Watch's perception in the community, with players considering Mr. Game & Watch to be high or top-tier. The rise of {{Sm|Miya|p=Honshu}} in mid-2022 helped bolster this opinion, resulting in him being ranked 18th on the first tier list. Perceptions on the character only further improved as Miya became one of ''Ultimate''{{'}}s [[Four Horsemen]], and the metagame began favoring a campier, more patient playstyle that fit perfectly for Mr. Game & Watch players. As such, Mr. Game & Watch received a massive boost on the second tier list to 3rd, now ranking as one of the best characters in the game.
*{{Sm|Songn|Japan}} - One of the best Mr. Game & Watch players in Japan. Placed 17th at {{Trn|Umebura SP}} and 33rd at {{Trn|Umebura SP 2}}.
*{{Sm|Zackray|Japan}} - Uses Mr. Game & Watch as a secondary. Placed 3rd at {{Trn|Little Big House 5}} with solo Mr. Game & Watch and 1st at {{Trn|The Big House 9}} using Mr. Game & Watch as one of his characters. Has wins over {{Sm|Mr E}}, {{Sm|Salt One}}, and {{Sm|RFang}}.
*{{Sm|Sinji|USA}} - Uses Mr. Game and Watch as a secondary. Placed 3rd at {{Trn|Xenosaga XXVII}} with a mix of Pac-Man and Mr. Game and Watch.


=={{SSBU|Classic Mode}}: A Long Legacy==
=={{SSBU|Classic Mode}}: A Long Legacy==
[[File:SSBU Congratulations Mr Game & Watch.png|thumb|Mr. Game & Watch's congratulations screen.]]
[[File:SSBU Congratulations Mr Game & Watch.png|thumb|Mr. Game & Watch's congratulations screen.]]
Mr. Game & Watch fights classic characters on retro stages, with most of the music sourced directly from retro games. They are fought in reverse order of release dates, similar to [[All-Star Mode]] in {{forwiiu}}, except for Pac-Man, who is ordered between Kirby and Duck Hunt, rather than between Donkey Kong and the Mr. Game & Watch horde. This is likely a reference to the Nintendo Entertainment System version of ''Pac-Man'', which released in 1984, fitting with the order of release dates.
Mr. Game & Watch fights classic characters on retro stages. They are fought in reverse order of release dates.


{|class="wikitable" style="text-align:center"
{|class="wikitable sortable" style="text-align:center"
!Round!!Opponent!!Stage!!Music!!Notes
!Round!!Opponent!!Stage!!Music!!Notes
|-
|-
|1||{{CharHead|Kirby|SSBU|hsize=20px|color=White}}||[[Dream Land GB]]||''{{SSBUMusicLink|Kirby|Kirby Retro Medley}} (Green Greens)''||Kirby has his white alternate costume equipped, referencing his monochromatic appearance in ''[[Kirby's Dream Land]]''.
|1||{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=White}}||[[Dream Land GB]]||''{{SSBUMusicLink|Kirby|Green Greens}}''||Kirby has his 6th alternate costume equipped, referencing his monochromatic appearance in ''Kirby's Dream Land''.
|-
|-
|2||{{CharHead|Pac-Man|SSBU|hsize=20px}}||[[Pac-Land]]||''{{SSBUMusicLink|Pac-Man|PAC-MAN}}''||
|2||{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px}}||[[Pac-Land]]||''{{SSBUMusicLink|Pac-Man|PAC-MAN}}''||
|-
|-
|3||{{CharHead|Duck Hunt|SSBU|hsize=20px}}||{{b|Duck Hunt|stage}}||''{{SSBUMusicLink|Other|Famicom Medley}}''||
|3||{{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px}}||{{b|Duck Hunt|stage}}||''{{SSBUMusicLink|Other|Famicom Medley}}''||
|-
|-
|4||{{CharHead|Mario|SSBU|hsize=20px}} and {{CharHead|Luigi|SSBU|hsize=20px}}||[[Mario Bros.]]||''{{SSBUMusicLink|Super Mario Bros.|Ground Theme - Super Mario Bros.}}''||Free-for-All
|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||{{CharHead|Donkey Kong|SSBU|hsize=20px|color=Red}}||[[75m]]||''{{SSBUMusicLink|Donkey Kong|25m Theme}}''||{{Head|Mario|g=SSBU|s=20px}} Mario is a CPU ally, as a reference to him appearing in the original ''{{b|Donkey Kong|game}}''. Donkey Kong's red costume references his appearance in said game.
|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||{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Red}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Red}}{{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}}{{CharHead|Mr. Game & Watch|SSBU|hsize=20px|color=Cyan}} (×6)||[[Flat Zone X]]||''{{SSBUMusicLink|Game & Watch|Flat Zone}}''||Horde Battle (3 at a time)<br>If any of these costumes are being used by the player, the {{Head|Mr. Game & Watch|g=SSBU|s=20px}} default Mr. Game & Watch takes their place.
|6||Mr. Game & Watch Team (x6) {{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Red}}{{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}}||[[Flat Zone X]]||''{{SSBUMusicLink|Game & Watch|Flat Zone}}''||Horde Battle. If the player chose any alternate costume shown in this battle, the default Mr. Game & Watch {{Head|Mr. Game & Watch|g=SSBU|s=20px}} replaces the enemy with said alternate costume.
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|[[Bonus Stage]]
Line 373: Line 496:
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 reminiscent of [[PAC-MAZE]] of [[The Light Realm]]. He can be found by going through the teleporters to find the correct path. After finding the correct path through the maze, the player must defeat the [[List of spirits (Super Mario series)|Sidestepper]] and [[Nikki]] [[List of spirits (Others)#Nikki|spirits]] blocking him.
Mr. Game & Watch is unlocked in the area reminiscent of [[PAC-MAZE]] of the Light Realm. He can be found by going through the teleporters to find the correct path. After finding the correct path through the maze, the player must defeat the Sidestepper and Nikki spirits blocking him.
{{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}}
|{{SpiritType|Shield}} <center>{{color|#18aef5|Shield}}</center>
| {{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}}''
|}
|}
{{clr}}
{{-}}


==[[Spirit]]s==
==[[Spirit]]s==
Mr. Game & Watch's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Mr. Game & Watch has been unlocked. Unlocking Mr. Game & Watch in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in ''Ultimate''.
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>
SSBU spirit Mr. Game & Watch.png|689. '''''Mr. Game & Watch'''''
GW Spirit.png|689. '''''Mr. Game & Watch'''''
SSBU spirit Ball.png|690. Ball
Ball Spirit.png|690. Ball
SSBU spirit Flagman.png|691. Flagman
Flagman Spirit.png|691. Flagman
SSBU spirit Fire.png|692. Fire
Judge Spirit.png|693. Judge
SSBU spirit Judge.png|693. Judge
Manhole Spirit.png|694. Manhole
SSBU spirit Manhole.png|694. Manhole
Lion.png|696. Lion
SSBU spirit Helmet.png|695. Helmet
Octopus Spirit.png|698. Octopus
SSBU spirit Lion.png|696. Lion
Chef Spirit.png|699. Chef
SSBU spirit Octopus.png|698. Octopus
Oilpanic.png|702. Oil Panic
SSBU spirit Chef (Game & Watch).png|699. Chef (Game & Watch)
SSBU spirit Fire Attack.png|701. Fire Attack
SSBU spirit Oil Panic.png|702. Oil Panic
</gallery>
</gallery>
</center>
</center>


==In Spirit Battles==
==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
! colspan=1|Inspiration
|-
|-
! style="width:5%;"|No.
! style="width:5%;"|No.
Line 435: Line 555:
! Conditions
! Conditions
! Music
! Music
! Character
|-
|-
|98
|98
|{{SpiritTableName|Vivian|size=64}}
|[[File:Vivian Spirit.png|center|64x64px]]
|''Paper Mario'' Series
|{{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}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|3,600
|3,600
|[[Luigi's Mansion]] ([[Battlefield form]])
|[[Luigi's Mansion]] ([[Battlefield form]])
Line 447: Line 567:
|•The enemy is invisible
|•The enemy is invisible
|{{SSBUMusicLink|Super Mario Bros.|Paper Mario Medley}}
|{{SSBUMusicLink|Super Mario Bros.|Paper Mario Medley}}
|
|-
|-
|113
|113
|{{SpiritTableName|Sidestepper|link=y|size=64}}
|[[File:Sidestepper.png|center|64x64px]]
|''Mario Bros.'' Series
|{{anchor|Sidestepper}}[[Sidestepper]]
|•{{SSBU|Mr. Game & Watch}} Team {{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Red}}×8 {{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Blue}}×4
|''Mario Bros. series''
|{{SpiritType|Attack}}
|•{{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 579:
|•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
|{{SpiritTableName|Wall-Merged Link|size=64}}
|[[File:Link Drawing Spirit.png|center|64x64px]]
|''The Legend of Zelda'' Series
|{{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}}
|{{SpiritType|Neutral}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|3,500
|3,500
|[[Flat Zone X]]
|[[Flat Zone X]]
Line 471: Line 591:
|•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
|{{SpiritTableName|Unown|link=y|size=64}}
|[[File:Unown.png|center|64x64px]]
|''Pokémon'' Series
|{{anchor|Unown}}[[Unown]]
|•Tiny {{SSBU|Mr. Game & Watch}} Team {{Head|Mr. Game & Watch|g=SSBU|s=20px}}×8
|''Pokémon series''
|{{SpiritType|Grab}}
|{{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px}} Team (×8)
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|1,800
|1,800
|[[Temple]] ([[Battlefield form]])
|[[Temple]] ([[Battlefield form]])
Line 483: Line 603:
|•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
|{{SpiritTableName|Shedinja|size=64}}
|[[File:Shedinja.PNG|center|64x64px]]
|''Pokémon'' Series
|{{anchor|Shedinja}}Shedinja
|•Reflect {{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Yellow}} (1 HP)
|''Pokémon series''
|{{SpiritType|Shield}}
|•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>•[[Stamina battle]]
|•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
|{{SpiritTableName|Giratina (Altered Forme)|customname=[[Giratina]] (Altered Forme)|size=64}}
|[[File:Giratina Altered Spirit.png|center|64x64px]]
|''Pokémon'' Series
|{{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}}
|{{SpiritType|Neutral}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|9,500
|9,500
|[[Spear Pillar]] (hazards off)
|[[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
|{{SpiritTableName|Chandelure|link=y|size=64}}
|[[File:Chandelure Spirit.png|center|64x64px]]
|''Pokémon'' Series
|{{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}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|4,100
|4,100
|[[Luigi's Mansion]] ([[Battlefield form]])
|[[Luigi's Mansion]] ([[Battlefield form]])
Line 519: Line 639:
|•The floor is lava
|•The floor is lava
|{{SSBUMusicLink|Pokémon|Battle! (Reshiram / Zekrom)}}
|{{SSBUMusicLink|Pokémon|Battle! (Reshiram / Zekrom)}}
|
|-
|-
|575
|575
|{{SpiritTableName|Buzz Buzz|size=30}}
|[[File:Buzz Buzz Spirit.png|center|30x30px]]
|''EarthBound'' Series
|Buzz Buzz
|•Tiny {{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Teal}} (300%)
|''Earthbound series''
|{{SpiritType|Attack}}
|•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]] (hazards off)
|[[Onett]]
|N/A
|N/A
|•Timed battle (0:30)
|•Timed battle (Opponent at 300% damage)
|{{SSBUMusicLink|EarthBound|Humoresque of a Little Dog}}
|{{SSBUMusicLink|EarthBound|Humoresque of a Little Dog}}
|
|-
|-
|598
|598
|{{SpiritTableName|Octoman|iw=fzerowiki|size=64}}
|[[File:Octoman.png|center|64x64px]]
|''F-Zero'' Series
|{{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}}
|{{SpiritType|Grab}}
|[[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 663:
|•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
|{{SpiritTableName|Ball|size=64}}
|[[File:Ball_Spirit.png|center|64x64px]]
|''Game & Watch'' Series
|{{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}}
|{{SpiritType|Grab}}
|[[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-type items have increased power
|•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
|{{SpiritTableName|Flagman|size=64}}
|[[File:Flagman_Spirit.png|center|64x64px]]
|''Game & Watch'' Series
|{{anchor|Flagman}}Flagman
|•{{SSBU|Mr. Game & Watch}} Team {{Head|Mr. Game & Watch|g=SSBU|s=20px}}×4
|''Game & Watch series''
|{{SpiritType|Grab}}
|•{{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: [[Special Flag]]
|•Item: Special Flag
|•Timed battle (2:00)<br>•The enemy favors up tilt attacks
|•Timed battle<br>•The enemy favors up tilt attacks
|{{SSBUMusicLink|Game & Watch|Flat Zone 2}}
|{{SSBUMusicLink|Game & Watch|Flat Zone 2}}
|
|-
|-
|692
|692
|{{SpiritTableName|Fire|link=y|size=64}}
|[[File:Fire_Spirit.png|center|64x64px]]
|''Game & Watch'' Series
|{{anchor|Fire}}[[Fire]]
|•{{SSBU|Mr. Game & Watch}} Team {{Head|Mr. Game & Watch|g=SSBU|s=20px}}×4
|''Game & Watch series''
|{{SpiritType|Attack}}
|•{{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 (1:00)
|•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
|{{SpiritTableName|Judge|link=y|size=64}}
|[[File:Judge_Spirit.png|center|64x64px]]
|''Game & Watch'' Series
|{{anchor|Judge}}[[Judge]]
|•{{SSBU|Mr. Game & Watch}} Team {{Head|Mr. Game & Watch|g=SSBU|s=20px}}×8
|''Game & Watch series''
|{{SpiritType|Attack}}
|•{{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 711:
|•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
|{{SpiritTableName|Manhole|size=64}}
|[[File:Manhole Spirit.png|center|64x64px]]
|''Game & Watch'' Series
|{{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}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|3,900
|3,900
|[[Flat Zone X]]
|[[Flat Zone X]]
Line 603: Line 723:
|•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
|{{SpiritTableName|Lion|link=y|size=64}}
|[[File:Lion.png|center|64x64px]]
|''Game & Watch'' Series
|{{anchor|Lion}}[[Lion]]
|''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=Orange}}
|•{{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px}}<br>•{{SSBU|Incineroar}} {{Head|Incineroar|g=SSBU|s=20px|cl=Orange}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|3,600
|3,600
|[[Flat Zone X]] (Lion)
|[[Flat Zone X]] (Lion)
Line 615: Line 735:
|•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
|{{SpiritTableName|Turtle Bridge|size=64}}
|[[File:Turtle Bridge.png|center|64x64px]]
|''Game & Watch'' Series
|{{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}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|1,700
|1,700
|[[Flat Zone X]] (hazards off)
|[[Flat Zone X]] (hazards off)
Line 627: Line 747:
|•The enemy favors back air attacks
|•The enemy favors back air attacks
|{{SSBUMusicLink|Game & Watch|Flat Zone}}
|{{SSBUMusicLink|Game & Watch|Flat Zone}}
|
|-
|-
|701
|701
|{{SpiritTableName|Fire Attack|size=64}}
|[[File:Fire Attack Spirit Update.png|center|64x64px]]
|''Game & Watch'' Series
|{{anchor|Fire Attack}}Fire Attack
|•{{SSBU|Mr. Game & Watch}} Team {{Head|Mr. Game & Watch|g=SSBU|s=20px}}×4
|''Game & Watch series''
|{{SpiritType|Shield}}
|•{{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 759:
|•The enemy favors side smash attacks
|•The enemy favors side smash attacks
|{{SSBUMusicLink|Game & Watch|Flat Zone}}
|{{SSBUMusicLink|Game & Watch|Flat Zone}}
|
|-
|-
|702
|702
|{{SpiritTableName|Oil Panic|link=y|size=64}}
|[[File:Oilpanic.png|center|64x64px]]
|''Game & Watch'' Series
|{{anchor|Oil Panic}}[[Oil Panic]]
|•{{SSBU|Mr. Game & Watch}} Team {{Head|Mr. Game & Watch|g=SSBU|s=20px}}×4
|''Game & Watch series''
|{{SpiritType|Shield}}
|•{{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 771:
|•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
|{{SpiritTableName|TURN-TO-BLUE|link=y|size=64}}
|[[File:Turn to blue spirit.png|center|64x64px]]
|''PAC-MAN'' Series
|[[TURN-TO-BLUE]]
|•{{SSBU|Mr. Game & Watch}} Team {{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Blue}}×4
|''Pac-Man series''
|{{SpiritType|Shield}}
|•{{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 (1:30)<br>•The enemy tends to avoid conflict
|•Timed battle<br>•The enemy tends to avoid conflict
|{{SSBUMusicLink|Pac-Man|PAC-MAN}}
|{{SSBUMusicLink|Pac-Man|PAC-MAN}}
|
|-
|-
|1,029
|1,029
|{{SpiritTableName|Li'l Judd|size=64}}
|[[File:Lil Judd Spirit.png|center|64x64px]]
|''Splatoon'' Series
|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''
|{{SpiritType|Attack}}
|•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 795:
|•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
|{{SpiritTableName|Primid|link=y|size=64}}
|[[File:SPI-Primid.png|center|64x64px]]
|''Super Smash Bros.'' Series
|{{anchor|Primid}}[[Primid]]
|•{{SSBU|Mr. Game & Watch}} Team {{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Teal}}×8
|''Super Smash Bros. series''
|{{SpiritType|Neutral}}
|•{{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 807:
|•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
|{{SpiritTableName|Mite|link=y|size=64}}
|[[File:Mites spirit.png|center|64x64px]]
|''Super Smash Bros.'' Series
|{{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''
|{{SpiritType|Attack}}
|•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 819:
|•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
|{{SpiritTableName|Shadow Bug|link=y|size=64}}
|[[File:Shadow Bugs Spirit.png|center|64x64px]]
|''Super Smash Bros.'' Series
|{{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''
|{{SpiritType|Grab}}
|•{{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 831:
|•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
|{{SpiritTableName|Num Diddly|size=64}}
|{{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)
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|2,000
|2,000
|[[PictoChat 2]]
|[[PictoChat 2]]
|•Assist Trophy Enemies ([[Dr. Kawashima]])
|•[[Assist Trophy]] Enemies ([[Dr. Kawashima]])
|•Hostile assist trophies will appear
|•Hostile assist trophies will appear
|{{SSBUMusicLink|Other|Menu - Brain Age 2: More Training in Minutes a Day!}}
|{{SSBUMusicLink|Nintendo|Menu - Brain Age 2: More Training in Minutes a Day!}}
|
|-
|-
|1,341
|1,341
|{{SpiritTableName|Jinjos|customname=[[Jinjo]]s|size=64}}
|{{anchor|Jinjos}}[[File:Jinjos Spirit.png|center|64x64px]]
|''Banjo-Kazooie'' Series
|[[Jinjo|Jinjos]]
|•Giant {{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Mr. Game & Watch}} Team {{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Teal}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Yellow}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Red}}
|''Banjo-Kazooie series''
|{{SpiritType|Neutral}}
|•Giant {{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Mr. Game & Watch}} Team (×3) ({{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Red}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Yellow}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Teal}})
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|3,800
|3,800
|[[Summit]] ([[Ω form]])
|[[Summit]] ([[Ω form]])
Line 735: Line 855:
|•The enemy can deal damage by dashing into you<br>•Reinforcements will appear after an enemy is KO'd
|•The enemy can deal damage by dashing into you<br>•Reinforcements will appear after an enemy is KO'd
|{{SSBUMusicLink|Banjo-Kazooie|Freezeezy Peak}}
|{{SSBUMusicLink|Banjo-Kazooie|Freezeezy Peak}}
|[[The Mighty Jinjonator]] (Giant Mr. Game & Watch)
|-
|1,346
|{{SpiritTableName|Tockles|size=64}}
|''Dragon Quest'' Series
|•Tiny {{SSBU|Mr. Game & Watch}} Team {{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Red}}{{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=White}}×3 {{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Teal}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Cyan}}
|{{SpiritType|Neutral}}
|9,200
|[[Yggdrasil's Altar]]
|•Invisibility
|•The enemy is invisible<br>•Reinforcements will appear after an enemy is KO'd<br>•The enemy starts the battle with a [[Beam Sword]]
|{{SSBUMusicLink|Dragon Quest|The Hero Goes Forth with a Determination}}
|-
|rowspan="2"|1,431
|{{SpiritTableName|Creeper|link=y|size=64|dlcalt=y}}
|rowspan="2"|''Minecraft'' Series
|•{{SSBU|Mr. Game & Watch}} Team {{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Yellow}}×6
|rowspan="2"|{{SpiritType|Attack}}
|rowspan="2"|3,500
|rowspan="2"|[[Minecraft World]] (Birch Forest)
|rowspan="2"|•Item: [[Bomber]]
|rowspan="2"|•The enemy starts the battle with a Bomber<br>•Explosion attacks aren't as effective against the enemy<br>•Reinforcements will appear after an enemy is KO'd
|rowspan="2"|{{SSBUMusicLink|Minecraft|Toys on a Tear}}
|rowspan="2"|
|-
|style="background-color:#EEE;"|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}}×6 (Moveset [[Shot Put|1]][[Onslaught|1]][[Soaring Axe Kick|1]][[Head-On Assault|1]], Creeper Mask, Creeper Outfit)<ref group="SB" name="DLC"/>
|}
|}


===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 878:
|-
|-
|746
|746
|{{SpiritTableName|Princess Shokora|iw=mariowiki|size=64}}
|[[File:Princess Shokora.png|center|64x64px]]
|''Wario Land'' Series
|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}}
|{{SpiritType|Shield}}
|[[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 (1:30)<br>•The enemy tends to avoid conflict
|•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|Shop owner}}
|{{s|mariowiki|Item Shopkeeper}}
|-
|-
|1,248
|1,248
|{{SpiritTableName|Ando Kensaku|size=64}}
|{{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}}
|{{SpiritType|Grab}}
|[[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|Other|PictoChat}}
|{{SSBUMusicLink|Nintendo|PictoChat}}
|Panel 9 minigame
|
|-
|rowspan="2"|1,401
|{{SpiritTableName|King Dice|size=64|dlcalt=y}}
|rowspan="2"|''Cuphead''
|rowspan="2"|•Giant {{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Blurring Blade|3]][[Gale Stab|2]][[Stone Scabbard|1]][[Blade Counter|1]],Chibi-Robo Hat, Butler Outfit)<br>•Tiny {{SSBU|Mr. Game & Watch}} Team {{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=White}}×6
|rowspan="2"|{{SpiritType|Grab}}
|rowspan="2"|2,300
|rowspan="2"|[[WarioWare, Inc.]]
|rowspan="2"|N/A
|rowspan="2"|•Defeat the main fighter to win<br>•The enemy has super armor but moves slower
|{{SSBUMusicLink|Donkey Kong|Jungle Level Jazz Style (for 3DS / Wii U)}}
|rowspan="2"|Row of cards
|-
|style="background-color:#EEE;"|{{SSBUMusicLink|Other|Floral Fury}}<ref group="SB" name="DLC"/>
|-
|1,445
|{{SpiritTableName|Cait Sith|size=64}}
|''FINAL FANTASY'' Series
|•[[Bowser Jr. (SSBU)|Roy]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Roy}}<br>•{{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px}}×3
|{{SpiritType|Neutral}}
|1,700
|[[New Pork City]] ([[Ω form]])
|N/A
|•Defeat the main fighter to win
|{{SSBUMusicLink|Other|PictoChat}}
|Toy Soldiers
|-
|1,512
|{{SpiritTableName|Aqua|size=64}}
|''Kingdom Hearts'' Series
|•{{SSBU|Lucina}} {{Head|Lucina|g=SSBU|s=20px}} (150 HP)<br>•{{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px}}×4 (50 HP)
|{{SpiritType|Shield}}
|9,400
|[[Find Mii]] ([[Ω form]])
|•Assist Trophy Enemies ([[Krystal]])
|•[[Stamina battle]]<br>•Hostile assist trophies will appear when the enemy's at high damage<br>•Reinforcements will appear after an enemy is KO'd
|{{SSBUMusicLink|Kingdom Hearts|Night of Fate}}
|Shadow Heartless
|}
|}
<references group="SB">
<ref name="DLC">This alternative occurs when the corresponding DLC has been purchased and downloaded.</ref>
</references>


==[[Alternate costume (SSBU)#Mr. Game & Watch|Alternate costumes]]==
==[[Alternate costume (SSBU)#Mr. Game & Watch|Alternate costumes]]==
Line 866: Line 922:
<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.
Mr. Game & Watch unlock notice SSBU.jpg|Mr. Game & Watch's unlock notice.
SSBUWebsiteMrGame&Watch1.jpg|Mr. Game and Watch's up [[taunt]] on [[Town and City]].
SSBUWebsiteMrGame&Watch1.jpg|Mr. Game & Watch's up [[taunt]] on [[Town and City]].
SSBUWebsiteMrGame&Watch2.jpg|Using [[Chef]] on [[Temple]].
SSBUWebsiteMrGame&Watch2.jpg|Using [[Chef]] on [[Temple]].
SSBUWebsiteMrGame&Watch3.jpg|Dodging {{SSBU|Ryu}}'s attack on [[Suzaku Castle]].
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 & Watch's [[Alternate costume (SSBU)#Mr. Game & Watch|alternate costumes]] on [[Flat Zone X]].
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]]
SSBUSoraMonochrome.jpg|With {{SSBU|Kirby}}, {{SSBU|Link}}, and {{SSBU|Sora}} on [[PictoChat 2]].
</gallery>
</gallery>


===Fighter Showcase Video===
===Character Showcase Video===
{{#widget:YouTube|id=Ic0xR07DhSY}}
{{#widget:YouTube|id=Ic0xR07DhSY}}


Line 888: Line 942:
*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.
*Mr. Game & Watch, {{SSBU|Jigglypuff}}, {{SSBU|Ike}}, {{SSBU|Ganondorf}}, {{SSBU|Yoshi}}, {{SSBU|Link}}, {{SSBU|Ness}}, {{SSBU|Lucas}}, and {{SSBU|King Dedede}} are the only characters in ''Ultimate'' who have kept the same falling speed for three games in a row.
*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 [[mariowiki:File:Smash Ultimate Mr. Game & Watach.png|erroneously labeled]] as "Mr. GAME & WAT'''A'''CH" exclusively on the mobile variant of his fighter page. The typo was later corrected.
*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 screenshot of 4 Mr. Game & Watches on Flat Zone X has an old animation from ''Smash 4'' on the building, in which Mr. Game & Watch retains his regular form when using his neutral attack. In the final game, Mr. Game & Watch instead changes his appearance into that of the main character of ''Greenhouse''.
**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.
**The ''{{h2|List of spirits (Game & Watch series)|Fire Attack}}'' [[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, and the damage meter render when parrying (which temporarily lights up 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.
**However, his Jab, Up Tilt, Down Tilt, Forward Smash, Down Smash, Up Aerial, Throws, and Final Smash make him resemble characters from the Game and Watch series with eyes. However, they are not affected by parrying.
**While some of his moves cause him to resemble characters from the ''Game & Watch'' series with eyes, they are not affected by parrying.
*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.
*Along with {{SSBU|Samus}} and {{SSBU|Dark Samus}}, Mr. Game & Watch is one of the few characters in ''Ultimate'' to lack voice-clips in the [[Sound Test]], despite {{SSBU|Duck Hunt}} and {{SSBU|R.O.B.}} being included. 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".
*On the [[character selection screen]], the icon in the Japanese version show Mr. Game & Watch's name within only one row, while in the English version it is shown with two rows. He shares this trait with {{SSBU|Captain Falcon}}, {{SSBU|Zero Suit Samus}}, {{SSBU|Pokémon Trainer}}, {{SSBU|Wii Fit Trainer}}, {{SSBU|Rosalina & Luma}}, the {{SSBU|Mii Fighter}}s, {{SSBU|Piranha Plant}} and {{SSBU|Banjo & Kazooie}}.
*Mr. Game & Watch's "transformation" into other Game & Watch characters are fully 2-D, unlike his regular model, although the manhole in his down tilt is still rendered in 3-D. 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, although the manhole in his down tilt is still rendered in 3-D. This can be seen when under the effect of a [[Metal Box]].
*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|Mario}}, {{SSBU|Luigi}}, {{SSBU|R.O.B.}}, {{SSBU|Inkling}}, {{SSBU|Joker}}, {{SSBU|Robin}}, {{SSBU|Hero}}, and {{SSBU|Banjo & Kazooie}}.
*Mr. Game & Watch's route in Classic Mode is vaguely similar to {{SSBU|Pac-Man}}'s, as both characters fight retro video-game characters from the NES era for opponents.
**Out of all of these characters, Bowser Jr., Yoshi, Mr. Game & Watch, and R.O.B. are the only ones who used their default costumes in spirit battles through one of the 1297 spirits available when the game first launched.
**Coincidentally, they are chronologically the oldest fighters in ''Ultimate'', with Mr. Game & Watch being older than Pac-Man by one month.
**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, and the only one of those three to do so at launch.
*In the form of all ''Game & Watch'' series spirits, Mr. Game & Watch is one of the only characters to use their default costumes in a spirit battle present at the game's initial launch, the others being {{SSBU|Yoshi}}, {{SSBU|Bowser Jr.}}, and R.O.B.
**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., and the only one of those four to do so at launch.
**Alongside Yoshi and Bowser Jr., Mr. Game & Watch is one of the few characters with a spirit battle where all of his alternate costumes appear.
**Alongside Yoshi and Bowser Jr., Mr. Game & Watch is one of the few characters with a spirit battle where all of his alternate costumes appear.
*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 or purple 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 or purple eyes, simply using his model and various alternate costumes with no alterations.
**Pac-Man, Samus, and Dark Samus also share this distinction, though it is only through the spirit battle previews, where they, along with Mr. Game & Watch, do not emit red-flashing eyes.
*If Mr. Game & Watch's forward air is based on ''Safebuster'', that would make it the first Western-exclusive game to represented in gameplay and the fourth Western-exclusive game to be represented overall, following ''Elite Beat Agents'', ''Kid Icarus: Of Myths and Monsters'' (at the time of ''Brawl{{'}}s'' release), and ''Rusty's Real Deal Baseball''.
*Mr. Game & Watch is one of few characters who have two moves that trigger [[Special Zoom]], being Judge and Oil Panic.
*Due to a programming oversight, the sweetspots of Mr. Game & Watch's [[down smash]] do not cause any hit effect to appear on aerial or downed targets. This is due to the effect being misspelled as "noamal" in the scripts.
*In Mr. Game & Watch's showcase trailer in ''Ultimate'', Mr. Game & Watch is seen using his ''Vermin'' form in his down smash, which had a slightly different expression on his face (such as his eyes being circular and large, his hair being bigger than the original and his mouth being more extended) compared to was is seen in the final release.
*When a character becomes a ball in Mr. Game & Watch's throws, they are considered a UI element instead of a part of the foreground, and as such will appear over [[Windy Hill Zone]]'s grass.
*Oddly, Mr. Game & Watch used to be unable to angle his [[shield]] directly forward as doing so caused the shield to reset to neutral position. This was fixed in a patch.
*Mr. Game & Watch is one of the two ''Melee'' fighters to never appear in a CGI trailer in ''Ultimate'', the other being {{SSBU|Dr. Mario}}.
*Mr. Game & Watch is the only character in ''Ultimate'' who has a higher base air acceleration than additional air acceleration.


==References==
==References==

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