Editing Mr. Game & Watch (SSBU)
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|ssbgame3 = SSB4 | |ssbgame3 = SSB4 | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
|tier = S | |tier = S- | ||
|ranking = | |ranking = 18 | ||
}} | }} | ||
'''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. | '''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]]'' incarnation, Mr. Game & Watch reuses his sound effects from ''Melee'' and ''[[Super Smash Bros. 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 | Mr. Game & Watch is ranked 18th out of 82 on the current [[tier list]], placing him in 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. His [[up special]], [[Fire]], is the undisputed most effective out of shield option in the game, as it possesses extremely fast startup with large hitboxes that are positioned on both sides of Mr. Game & Watch, allowing him to punish moves that are the slightest bit misspaced. It also | ||
functions as a combo starter due to the grounded version's high [[hitstun]], a combo breaker due to its [[intangibility]] on startup, and an incredible [[recovery]] tool due to its high vertical distance, adjustable horizontal distance, and not putting Mr. Game & Watch into helplessness, making it one of the best moves in the entire game. | |||
Mr. Game & Watch also possesses a strong combo game and great KO potential. His down throw is a decent combo starter, and his neutral and up aerials are excellent for [[juggling]] and keeping opponents in the air, while he boasts incredible KO options with his [[forward tilt]], back aerial, and powerful, low-lag [[smash attacks]]. His, [[down special]], [[Oil Panic]] provides him with an excellent defense against [[projectile]] heavy characters due to it functioning as both a [[reflector]] and an [[absorption]] based move, granting him an incredibly quick and powerful KO option depending on the projectiles absorbed. | |||
However, Mr. Game & Watch possesses some notable weaknesses, the most significant of which is his extremely poor endurance. He is tied with {{SSBU|Squirtle}} for being the third [[Weight|lightest]] character in the game, making him very easy to KO. Despite his strong out of shield game, his other defensive options are rather poor, with short reaching [[roll]]s and dodges. Although he has [[disjointed hitbox]]es in his attacks, his [[range]] is still rather lackluster, giving him notorious trouble against swordfighters such as {{SSBU|Ike}}, {{SSBU|Cloud}}, and {{SSBU|Shulk}}. | |||
Overall, his strengths considerably outweigh his weaknesses, and he has achieved great success in competitive play due to the efforts of players such as {{Sm|Miya|p=Honshu}} and {{Sm|Maister}}. | |||
==How to unlock== | ==How to unlock== | ||
Complete one of the following: | Complete one of the following: | ||
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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. | 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. | ||
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 | 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—{{SSBU|Ness}}, {{SSBU|Snake}}, {{SSBU|Olimar}}, {{SSBU|Mega Man}}, and {{SSBU|Pikachu}} have notable difficulty fighting Mr. Game & Watch as it severely limits their play styles and movesets. 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. 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. [[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. | ||
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. | 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. | ||
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==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Mr. Game & Watch has | Mr. Game & Watch has some of the most noticeable changes 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 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 significantly buffed overall. | ||
Mr. Game & Watch's KO and edgeguarding potential have been | Mr. Game & Watch's KO and edgeguarding potential have been improved considerably. 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 & 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 startup lag and is also capable of [[bury]]ing grounded opponents when [[sweetspot]]ted, which can lead to a [[forward smash]] for early guaranteed 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 renders Mr. Game & Watch completely invincible during the attack. [[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 much easier to catch opponents who are trying to reach for the ledge and is now more effective keeping control of the neutral game. | ||
Mr. Game & Watch's attacks have also increased utility overall. Changes to [[neutral aerial]]'s first hits allow them to catch opponents above him more effectively, and the move's reduced landing lag means it 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. [[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. Mr. Game & Watch now sports a much more disjointed dash and pivot grab, giving it effective reach. | |||
Mr. Game & Watch has gained two new attacks in his [[forward aerial|forward]] and [[up aerial]]s. | In addition to this, Mr. Game & Watch has gained two new attacks in his [[forward aerial|forward]] and [[up aerial]]s. His forward aerial now has Mr. Game & Watch drop a bomb in front of him, based off the bombs in ''Mario's Bombs Away''; compared to his old forward aerial, it posseses 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), and has stronger knockback and damage output, making it a better KO move. Meanwhile, his up aerial now has Mr. Game & Watch shoot 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 keeping opponents trapped in it, improving its juggling potential considerably. | ||
Finally, Mr. Game & Watch now possesses much stronger [[out of shield]] options and juggling tools. Most notably, [[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 near-universally considered as the best out of shield option and the best up special in the entire game. As well, neutral aerial and up aerial's changes allow them to keep the opponent in the air more consistently due to their lingering hitboxes, and allow them to combo into themselves at lower percents, while neutral aerial retains its decently strong knockback, allowing it to serve as an emergency KO option, even when used out of shield. | |||
However, Mr. Game & Watch has also received a few notable nerfs. His two most potent strengths from ''SSB4'' - his [[up smash]] and [[down throw]] setups - have been toned down considerably: down throw now deals much more knockback, removing 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) "Toot Toot" KO confirm from ''SSB4'', which consisted of a down throw to an up aerial. Despite the startup reduction 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. 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 & 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 & 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 & Watch retains some of the same issues from his ''SSB4'' incarnation, namely his poor endurance, short 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. | |||
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 | 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 competitive reception of Mr. Game & Watch was initially negative overall, he has shown very strong success in the tournament scene, thanks to the efforts of players including {{Sm|Extra}}, {{Sm|Regi}}, {{Sm|Notty}}, and especially {{sm|Maister}}. This has garnered Mr. Game & Watch a strikingly positive reception overall, where most players regard him as a lower top tier character overall in competitive play. In the end, this incarnation of Mr. Game & Watch is near universally considered to be his best iteration in the series yet. | ||
{{SSB4 to SSBU changelist|char=Mr. Game & Watch}} | {{SSB4 to SSBU changelist|char=Mr. Game & Watch}} | ||
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|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 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.'' | ||
|grabname=Grab ({{ja|つかみ|Tsukami}}) | |grabname=Grab ({{ja|つかみ|Tsukami}}) | ||
|grabdesc= | |grabdesc=Mr. Game & Watch reaches in front of himself. While standing grab has poor range, both his dash and pivot grabs have massively disjointed range. All of his grabs are also among the fastest in the game, but has moderate ending lag. Originates from how [[Mario]] pulls levers in ''Mario's Cement Factory''. | ||
|pummelname=Alarm ({{ja|アラーム|Arāmu}}) | |pummelname=Alarm ({{ja|アラーム|Arāmu}}) | ||
|pummeldmg=1.3% | |pummeldmg=1.3% | ||
|pummeldesc=Hits the opponent with a bell | |pummeldesc=Hits the opponent with a bell. Originates from the alarm feature on the "Wide Screen" and "Multi Screen" Game & Watch series. | ||
|fthrowname=Ball (Front) ({{ja|ボール(前)|Bōru (Mae)}}) | |fthrowname=Ball (Front) ({{ja|ボール(前)|Bōru (Mae)}}) | ||
|fthrowdmg=8% | |fthrowdmg=8% | ||
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|fsdmg=4.9% (grabbed), 15% (body), 30% (slam) | |fsdmg=4.9% (grabbed), 15% (body), 30% (slam) | ||
|fsdesc=Transforms into the large octopus that appears in its eponymous game, ''Octopus'', rears back and charges forward. The octopus can move up or down, only. Any opponents who touch its tentacles will be grabbed and dragged offscreen by the octopus, taking gradual damage. Touching the main body will just deal damage. Just like in the previous game, pressing the attack button will extend the length of the tentacles. By button-mashing, however, opponents can escape. The octopus can also go through walls and stages; any grabbed opponents who make contact with walls or floors will take damage and be launched. After reaching the blast line, Mr. Game & Watch will return back to his previous position. | |fsdesc=Transforms into the large octopus that appears in its eponymous game, ''Octopus'', rears back and charges forward. The octopus can move up or down, only. Any opponents who touch its tentacles will be grabbed and dragged offscreen by the octopus, taking gradual damage. Touching the main body will just deal damage. Just like in the previous game, pressing the attack button will extend the length of the tentacles. By button-mashing, however, opponents can escape. The octopus can also go through walls and stages; any grabbed opponents who make contact with walls or floors will take damage and be launched. After reaching the blast line, Mr. Game & Watch will return back to his previous position. | ||
}} | }} | ||
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*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> | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Tier placement and history=== | |||
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. | |||
These revelations and results helped boost Mr. Game & Watch's perception in the community, with players considering Mr. Game & Watch to be high tier or better. This perception continues to remain today thanks to Maister's continued strong results, as well as the rise of {{Sm|Miya|p=Honshu}}, making him ranked 18th on the first and current tier list. | |||
===Most historically significant players=== | ===Most historically significant players=== | ||
<!--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 --> | <!--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 | ''See also: [[:Category:Mr. Game & Watch professionals (SSBU)]]'' | ||
*{{Sm|Bulby|UK}} - The best Mr. Game & Watch player in Europe. Placed 2nd at {{Trn|BIG LAB: Awakening}}, 7th at {{Trn|UKIE Ultimate Circuit Finale}}, 9th at {{Trn|Super SmashPoint 3}}, and 25th at both {{Trn|Valhalla III}} and {{Trn|GENESIS 7}} with wins over players such as {{Sm|ScAtt}}, {{Sm|Magister}}, and {{Sm|Lancelot}}. Ranked 6th on the [[England Power Rankings]]. | |||
*{{Sm|Egapon|Japan}} - One of the best Mr. Game & Watch players in Japan. Placed 9th at{{Trn|Sumabato SP 12}}, 13th at {{Trn|Sumabato SP 18}}, 17th at {{Trn|Sumabato SP 17}}, and 25th at both {{Trn|Sumabato SP 5}} and {{Trn|Sumabato SP 10}} with wins over players such as {{Sm|Atelier}}, {{Sm|Nishiya}}, and {{Sm|tk3}}. | |||
*{{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}}, 5th at {{Trn|Phantom 2020}}, and 9th at {{Trn|Sunny Side Up}} with wins over players such as {{Sm|DD}}, {{Sm|Jdizzle}}, and {{Sm|Tru4}}. Ranked 2nd on the [[Australian Power Rankings]]. | |||
*{{Sm|Frido|Chile}} - The best Mr. Game & Watch player in Chile. Placed 1st at {{Trn|Smash Chile - Civil War}}, 2nd at {{Trn|Iwanna Torneo Nacional!}}, and 25th at {{Trn|Smash Factor 8}} with wins over players such as {{Sm|Chag}}, {{Sm|Firehao}}, and {{Sm|Harlonga}}. Ranked 1st on the [[Chilean Power Rankings|Chilean Ultimate Power Rankings]]. Online, placed 2nd at {{Trn|SWT: South America Ultimate Regional Finals}} and 3rd at {{Trn|SWT: South America Ultimate Online Qualifier}}. Ranked 72nd on the [[Wi-Fi Warrior Rank v5]]. | |||
*{{Sm|Maister|Mexico}} - One of the two best Mr. Game & Watch players in the world. Placed 1st at both {{Trn|Combo Breaker 2019}} and {{Trn|2GG: Nightmare on Smashville}}, 2nd at {{Trn|Frostbite 2020}}, and 3rd at both {{Trn|The Big House 9}} and {{Trn|2GG: Kongo Saga}}. Currently ranked 3rd on the [[Mexican Power Rankings]]. He is also one of the best players online, winning both {{Trn|Ultimate Naifu Wars 13}} and {{Trn|The Airlock: Charity Smash Tourney}} as well as placing 2nd at {{Trn|Lockhart Series}} and {{Trn|Ultimate 32}}. Currently ranked 3rd on the [[Wi-Fi Warrior Rank v7]]. | |||
*{{Sm|Miya|Japan|p=Honshu}} - One of the two best Mr. Game & Watch players in the world. Placed 1st at {{Trn|Maesuma TOP 11}}, {{Trn|Kagaribi 8}}, {{Trn|KOWLOON 3}}, and {{Trn|Apex 2022}}, as well as 2nd at {{Trn|Sumabato SP 29}} and {{Trn|Maesuma TOP 10}} with wins over players such as {{Sm|acola}}, {{Sm|ProtoBanham}}, and {{Sm|Shuton}}. | |||
*{{Sm|Notty|Japan}} - One of the best Mr. Game & Watch players in Japan. Placed 9th at {{Trn|KVOxTSB 2019}}, 17th at both {{Trn|Sumabato SP 2}} and {{Trn|Sumabato SP 4}}, and 25th at {{Trn|Sumabato SP 8}} with wins over players such as {{Sm|Abadango}}, {{Sm|Compact}}, and {{Sm|Nishiya}}. | |||
*{{Sm|Regi Shikimi|Mexico}} - One of the best Mr. Game & Watch players in Mexico. Placed 7th at {{Trn|Smash Factor 8}}, 9th at {{Trn|Delfino Maza 2}}, 13th at {{Trn|Ragnarok}}, and 33rd at {{Trn|GENESIS 6}}. Currently ranked 7th on the [[Mexican Power Rankings]]. Online, placed 4th at {{Trn|Maruchan Gaming Series}}, 9th at {{Trn|Rev It Up: 2020 Series}}, and 17th at {{Trn|SWT: Mexico Ultimate Online Qualifier}}. Currently ranked 28th on the [[Wi-Fi Warrior Rank v7]]. | |||
*{{Sm|sebayee|USA}} - The best Mr. Game & Watch player in Florida. Placed 9th at {{Trn|GatorLAN Spring 2020}}, 13th at {{Trn|Tampa Never Sleeps 8}}, and 17th at {{Trn|InfinityCON Tally 2021}} with wins over players such as {{Sm|Goblin}}, {{Sm|Kobe}}, and {{Sm|Uncivil ninja}}. Online, placed 5th at {{Trn|Rev It Up: 2020 Series}} and 17th at {{Trn|Pound Online}}. Formerly ranked 16th on the [[Wi-Fi Warrior Rank v5]]. | |||
*{{Sm|Widget|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}} with wins over players such as {{Sm|SilentRain}}, {{Sm|MiSaiki}}, and {{Sm|BassMage}}. Ranked 6th on the [[Arizona Power Rankings#Super Smash Bros. Ultimate|Arizona Ultimate Power Rankings]]. | |||
=={{SSBU|Classic Mode}}: A Long Legacy== | =={{SSBU|Classic Mode}}: A Long Legacy== | ||
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|3||{{CharHead|Duck Hunt|SSBU|hsize=20px}}||{{b|Duck Hunt|stage}}||''{{SSBUMusicLink|Other|Famicom Medley}}''|| | |3||{{CharHead|Duck Hunt|SSBU|hsize=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||{{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. | ||
|- | |- | ||
|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||{{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. | ||
|- | |- | ||
|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 | |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.<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 will substitute for that costume. | ||
|- | |- | ||
|colspan="5"|[[Bonus Stage]] | |colspan="5"|[[Bonus Stage]] | ||
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SSBU spirit Lion.png|696. Lion | SSBU spirit Lion.png|696. Lion | ||
SSBU spirit Octopus.png|698. Octopus | SSBU spirit Octopus.png|698. Octopus | ||
SSBU spirit Chef (Game & Watch).png|699. Chef | SSBU spirit Chef (Game & Watch).png|699. Chef | ||
SSBU spirit Fire Attack.png|701. Fire Attack | SSBU spirit Fire Attack.png|701. Fire Attack | ||
SSBU spirit Oil Panic.png|702. Oil Panic | SSBU spirit Oil Panic.png|702. Oil Panic | ||
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*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. | *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. | *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. | ||
==References== | ==References== |