Super Smash Bros. Brawl

Mr. Game & Watch (SSBB): Difference between revisions

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<!--REMEMBER: "Game & Watch" without the "Mr." refers to the handheld game series. In order to avoid confusion, always use "Mr." when referring to the character. Also, the name is properly spelled: "Mr. Game & Watch", not "Mr. Game and Watch".-->
<!--REMEMBER: "Game & Watch" without the "Mr." refers to the handheld game series. In order to avoid confusion, always use "Mr." when referring to the character. Also, the name is properly spelled: "Mr. Game & Watch", not "Mr. Game and Watch".-->
'''Mr. Game & Watch''' ({{ja|Mr.ゲーム&ウォッチ|Misutā Gēmu ando Wotchi}}, ''Mr. Game & Watch'') is a veteran playable character in ''[[Super Smash Bros. Brawl]]'', returning from his debut in ''[[Super Smash Bros. Melee]]''. Initially, Mr. Game & Watch was indirectly revealed from a leaked copy of the game. However, he was officially confirmed on the [[Smash Bros. DOJO!!]] website on March 10, 2008, one day after ''Brawl'' was released in North America.
'''Mr. Game & Watch''' ({{ja|Mr.ゲーム&ウォッチ|Misutā Gēmu ando Wotchi}}, ''Mr. Game & Watch'') is a veteran character in ''[[Super Smash Bros. Brawl]]'', returning from ''[[Melee]]''.


Mr. Game & Watch is ranked 16th on the game's [[tier list]], which is a high leap from ''Melee'' (where he is ranked 19th in low-tier). The largest benefit Mr. Game & Watch gained in ''Brawl'' were the universal changes to physics, where he is significantly less vulnerable to [[combo]]s, his [[back aerial]] is significantly more useful due to [[hitlag]], and the leaning towards defensive gameplay boosts Mr. Game & Watch's strengths in general. For some of his individual traits, Mr. Game & Watch possesses large and [[disjointed hitbox]]es in most of his attacks, with his attacks being rather fast in [[start-up lag]] and the majority being quite powerful (especially his brutal [[smash attack]]s, all of which can reliably [[KO]] under 100% while none being particularly slow). Additionally, Mr. Game & Watch possesses amazing survivability for a character of his [[weight]] class, as his amazing [[momentum cancelling]] ability gives him the horizontal endurance potential of a lighter heavyweight via [[Bucket Braking]], while his [[recovery]] covers great distance and provides great protection against [[edgeguarding]]. Mr. Game & Watch also possesses above-average movement speed and good mobility, effective [[tilt]]s and [[aerial attack]]s, and a [[down throw]] that can force a [[tech-chasing]] opportunity on all characters at all percentages. While Mr. Game & Watch's attacks are fast in start-up lag, they are particularly heavy in [[ending lag]], with his aerials also possessing high [[landing lag]] with the exception of his [[neutral aerial]] and [[up aerial]]. His attacks, despite possessing large hitboxes, have rather poor/mediocre [[reach]]. This results in him being easily punished when his attacks are [[shield]]ed, and complicates safe [[approach]]es. His [[projectile]] is also laggy and short-ranged, while being mostly ineffective, preventing him from being able to [[outcamp]] most characters to cover his approaching difficulties. Additionally, he is susceptible to early vertical KOs as his vertical endurance is among the worst (Bucket Braking is significantly less effective when launched vertically), his [[grab]] and [[throw]] game is rather poor in general (he possesses one of the shortest-reaching grabs and near useless throws outside his down throw), and his [[roll]]s are rather slow while gaining among the shortest distance. Regardless, Mr. Game & Watch's strengths outweigh his flaws, resulting in overall strong [[matchup]]s, that are dominating against characters below him on the tier list, while being lackluster against characters above him (especially losing to eight of the top 10 characters, while [[Counter (matchup)|countered]] by four of them), and he has achieved strong [[tournament]] results. In particular, Mr. Game & Watch is especially considered a high-tier in the [[European tier list (SSBB)|European]] and [[Japanese tier list]]s.
At first, Mr. Game & Watch was indirectly revealed from a leaked copy of the game. However, he was officially confirmed on the [[Smash Bros. DOJO!!]] website on March 10, 2008, one day after ''Brawl'' was released in North America.
 
He is ranked 16th on ''Brawl''{{'}}s [[tier list]] in the high-mid tier, which is a high leap from ''Melee'' (where he is currently 19th in low tier). The largest benefit Mr. Game & Watch gained in ''Brawl'' were the physics changes, where he is significantly less vulnerable to [[combo]]s, his [[back aerial]] is significantly more useful due to [[hitlag]], and the leaning towards defensive gameplay boosts Mr. Game & Watch's strengths in general. For some of his individual traits, Mr. Game & Watch possesses large and [[disjointed hitbox]]es in most of his attacks, with his attacks being rather fast in [[start-up lag]] and the majority being quite powerful (especially his brutal [[smash attack]]s, all of which can reliably [[KO]] under 100% while none being particularly slow). Mr. Game & Watch additionally possesses amazing survivability for a character of his weight class, as his amazing [[bucket braking]] momentum cancelling gives him the horizontal endurance potential of a lighter heavyweight, while his [[recovery]] covers great distance and provides great protection against [[edgeguarding]]. Mr. Game & Watch also possesses above average movement speed and good mobility, effective [[tilt]]s and [[aerial attack]]s, and a [[down throw]] that can force a [[tech chase]] opportunity on anyone at any percent. While Mr. Game & Watch's attacks are fast in start-up lag, they are particularly heavy in [[ending lag]], with his aerials also all possessing high [[landing lag]] with the exception of his [[neutral aerial]]. His attacks, despite possessing large hitboxes, additionally mostly have poor to mediocre [[reach]]. This results in him being easily punished when his attacks are [[shield]]ed, and complicates safe [[approach]]es. His [[projectile]] is also laggy and short ranged, while being mostly ineffective, preventing him from being able to [[outcamp]] most characters to cover his approaching difficulties. Additionally, he is very susceptible to vertical [[KO]] moves as his vertical endurance is among the worst (Bucket Braking is significantly less effective when launched vertically), his [[grab]] and [[throw]] game is rather poor in general (he possesses one of the shortest reaching grabs and near useless throws outside his down throw), and his [[roll]]s are rather slow while gaining among the shortest distance. Regardless, Mr. Game & Watch's pros outweigh his cons, resulting in overall strong [[matchup]]s, that are dominating against characters below him on the tier list, while being lackluster against characters above him (particularly losing to eight of the top ten characters, while [[Counter (matchup)|countered]] by four of them), and he has achieved above average [[tournament]] results.


==How to unlock==
==How to unlock==
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==Attributes==
==Attributes==
Mr. Game & Watch packs a punch. In terms of mobility, he has above-average [[walk]]ing and [[dash]]ing speeds, the seventh-fastest [[air speed]], high [[air acceleration]], slow [[falling speed]] and below-average [[gravity]]. Altogether, these stats collectively make Mr. Game & Watch's mobility exceptional for a [[weight|lightweight]].
Mr. Game & Watch packs a punch. In general, his attacks possess favorable hitboxes, low lag, and high knockback; however, his roll and dash attack are rather poor. Many of his attacks can hit multiple times. His erratic, instant movement makes him nearly impossible to predict in nearly anything that isn't his approach. Most of Mr. Game & Watch's tilts follow the pattern of his other attacks, being quick and powerful, while also possessing disjointed [[hitbox]]es. He has very powerful smashes, two of them hard to punish if they miss due their hitboxes having long duration, and the down smash is very fast. All of them can KO under 100%. Mr. Game & Watch's aerials are powerful, but all of them except for his neutral aerial are laggy, and his neutral aerial doesn't have as much range as his other aerials. His back aerial does large shield damage. Mr. Game & Watch's throws aren't particularly effective, save for his down throw, which can tech chase, and if the player can predict the opponent's rolls, it can be used for an infinite chaingrab (like {{SSBB|Snake}}'s down throw). His down throw also allows him to follow up with many moves, like an easy down tilt, a smash, or a neutral aerial (by buffering a dash into a short hop).
 
In general, his attacks possess favorable and [[disjointed hitbox]]es, low lag, and high knockback; however, his [[roll]] and [[dash attack]] are rather poor. Several of his attacks can hit multiple times, which allows him to rack up high damage in seconds, but render then vulnerable to [[SDI]]. His erratic and instant frame-by-frame movement makes him almost impossible to predict in almost all situations, excluding approaching. Mr. Game & Watch's tilts follow the pattern of his other attacks: being quick and powerful, while also possessing disjointed hitboxes. Mr. Game & Watch arguably has the most powerful set of [[smash attack]]s in ''Brawl'', with all of them being able to KO reliably under 100%. In turn, his [[down smash]] is especially the strongest (of all down smashes) in terms of knockback while possessing the lowest duration out of all down smashes in the game, while his [[up smash]] and [[forward smash]] are among the strongest, with the former granting [[intangibility]] on his head. Mr. Game & Watch's aerials are powerful and versatile, although most of them are burdened with moderate/high landing lag. Mr. Game & Watch's [[grab]] game is not especially effective, excluding his [[down throw]], which can [[tech-chasing|tech-chase]] all characters regardless of precentage, and if the player can predict the opponent's rolls, it can be used for an infinite [[chain grab]] (like {{SSBB|Snake}}'s down throw). His down throw also allows him to follow up with several moves, like an easy down tilt, a smash attack, or a neutral aerial (by buffering a dash into a short hop).
 
Mr. Game & Watch is able to negate projectiles easily using [[Oil Panic]] (although exclusively against energy-based projectiles) or simply ducking underneath most projectiles using his low [[crouch]]. Oil Panic can also easily provide one-hit KOs in doubles if Mr. Game & Watch's teammate possesses an energy-based projectile. Mr. Game & Watch does possess a versatile projectile, [[Chef]], but it is burdened by its short range, lag and randomized trajectory. His side special, [[Judge]], is infamously polarizing due to being luck-based: its effects range from [[recoil damage|damaging Mr. Game & Watch himself]] (1) to being a [[one-hit KO]] (9). His up special, [[Fire]], is a superior [[out of shield]] option and excellent [[recovery]] that can be used to [[plank]] or KO at high precents near the horizontal blast zones.  


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


==Changes from ''[[Super Smash Bros. Melee]]''==
==Changes from ''[[Super Smash Bros. Melee]]''==
Mr. Game & Watch has been significantly buffed from ''Melee'', as he benefits from the universal alterations to the physics in ''Brawl'', along with other various buffs. The introduction of [[hitstun canceling]] and [[momentum canceling]] assists Mr. Game & Watch more than most of the other returning veterans, as it not only makes him much more difficult to combo, but it also drastically improves his endurance due to the introduction of [[Bucket Braking]]. The introduction of other mechanics introduced to ''Brawl'' also prove to be beneficial to Mr. Game & Watch, such as [[B-reversing]], and the removal of certain mechanics from ''Melee'', such as [[L-canceling]], affects him less than the other returning characters. His defensive game has received rather considerable improvements: his [[shield]] has a much larger size to cover his entire body, and his [[spot dodge]] has been altered from being one of the worst in ''Melee'' to being one of the best in ''Brawl''.
Mr. Game & Watch has been significantly buffed from ''Melee'', as he benefits from ''Brawl''{{'}}s new physics, along with other various buffs. The introduction of [[hitstun canceling]] and [[momentum canceling]] helps Mr. Game & Watch more than most characters, as it not only makes him harder to combo, but it also significantly improves his endurance mainly due to Bucket Braking. Other new Brawl mechanics such as [[B-reversing]] also help him out, and the removal of certain Melee mechanics such as [[L-canceling]] affects him less than other characters. His shield game has been improved significantly. His shield is much larger, and his sidestep is no longer one of the worst in the game.


However, Mr. Game & Watch received a few nerfs, as some of his attacks are either weaker or are burdened with additional [[lag]]. In addition, while the removal of L-canceling has affected Mr. Game & Watch less than the other returning veterans, this aforementioned change does not provide full compensation on his [[forward aerial|forward]] and [[down aerial]]s, which are Mr. Game & Watch's only aerials capable of L-canceling in ''Melee''. However, he did not receive huge nerfs that drastically hinder him, aside from some of his moveset (including his down tilt and neutral aerial) losing their KO power in exchange for improved frame-data.
Mr. Game & Watch did receive a few nerfs, however, as some of his attacks are either weaker or are more laggy, although he does not have any huge nerfs which significantly hinder him, apart from some of his moves (including his down tilt and neutral aerial) losing their KO power in exchange for being faster.


Overall, Mr. Game & Watch's aforementioned buffs have exponentially rendered him much more dominating than in ''Melee''. Due to these aforementioned improvements and possessing the largest jump between tier lists from ''Melee'' and ''Brawl'', Mr. Game & Watch holds the distinction of being the most buffed character among the entire cast during the transition to ''Brawl'', going from from a bottom-tiered character in ''Melee'' to a solid high-tier character in ''Brawl'', with early tier lists ranking him as among the best characters in the game.
Overall, Mr. Game & Watch is a much more effective character than in ''Melee'', although he still struggles against the stronger characters in the game, resulting in him being above average.


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


===Attributes===
===Attributes===
*{{change|Mr. Game & Watch is slightly bigger, increasing his [[range]], but also increasing his hurtbox.}}
*{{buff|Mr. Game & Watch is significantly heavier (60 → 75), though he still remains as the second lightest character, tied with {{SSBB|Squirtle}}.}}
**{{buff|Due to Mr. Game & Watch's hitboxes being larger and more disjointed, Mr. Game & Watch's larger size significantly improves his range.}}
*{{change|Mr. Game & Watch is slightly bigger, increasing his range, but also his hurtbox.}}
*{{buff|Mr. Game & Watch is significantly [[weight|heavier]] (60 → 75), though he still remains as the second-lightest character in the game, tied with {{SSBB|Squirtle}}.}}
*{{buff|Mr. Game & Watch [[dash]]es slightly faster (1.5 → 1.553).}}
*{{buff|Mr. Game & Watch [[dash]]es slightly faster (1.5 → 1.553).}}
*{{buff|Mr. Game & Watch's [[air speed]] is slightly faster (1 → 1.081).}}
*{{buff|Mr. Game & Watch's [[air speed]] is slightly faster (1 → 1.081).}}
*{{buff|Mr. Game & Watch's [[air acceleration]] is higher (0.02 → 0.07 (base), 0.05 → 0.1 (total)).}}
*{{buff|Mr. Game & Watch's [[air acceleration]] is higher (0.02 → 0.07 (base), 0.05 → 0.1 (total)).}}
*{{change|Mr. Game & Watch [[falling speed|falls]] significantly slower (1.7 → 1.24), although relative to the cast, Mr. Game & Watch falls faster. This makes him more vulnerable to combos, but due to his increased weight and [[Bucket Braking]], this drastically improves his endurance despite this, and it improves his vertical endurance.}}
*{{change|Mr. Game & Watch's [[falling speed]] was reduced (1.7 → 1.24), although relative to the cast, Mr. Game & Watch falls faster. This makes him more vulnerable to combos, but due to his increased weight and Bucket Braking, his survivability is still better despite this, and it gives him better vertical endurance.}}
*{{change|Mr Game & Watch's [[gravity]] is lower (0.095 → 0.07505).}}
*{{change|Mr Game & Watch's [[gravity]] is lower (0.095 → 0.07505).}}
*{{nerf|His [[jumpsquat]] is longer (4 frames → 5).}}
*{{buff|Mr. Game & Watch's shield size has been greatly increased, now fully covering his hurtbox.}}
*{{buff|Mr. Game & Watch's [[shield]] has greatly increased size, now fully covering his hurtbox.}}
*{{buff|Mr. Game & Watch's traction has been unchanged (0.06). Compared with the returning veterans, however, Mr. Game & Watch's traction is significantly higher, making it easier for him to punish out of shield.}}
*{{buff|Mr. Game & Watch's [[traction]] has been unchanged (0.06). Compared with the returning veterans, however, Mr. Game & Watch's traction is significantly higher, making it easier for him to punish out of shield.}}
*{{buff|[[Spot dodge]] has a much longer duration (frames 2-12 → 2-20) and less end lag (frame 33 → 26) making him much less vulnerable after using it.}}
*{{buff|[[Spot dodge]] grants much more [[intangibility]] (frames 2-12 → 2-20) and has less ending lag (FAF 33 → 26), making him much less vulnerable after using it.}}
*{{buff|Mr. Game & Watch gains much more distance from a [[glide toss]] and can now super glide toss.}}
*{{buff|Mr. Game & Watch gains much more distance from a [[glide toss]], and is now capable of [[super glide tossing]].}}


===Ground attacks===
===Ground attacks===
*[[Neutral attack]]:
*[[Neutral attack]]:
**{{buff|Neutral attack's hitboxes are larger overall (4.8/3.6/3.2u → 5.5/4/3u).}}
**{{buff|Neutral attack's hitboxes are larger overall (4.8/3.6/3.2u → 5.5/4/3u).}}
**{{nerf|The infinite no longer deals consistent damage (3% → 1%/2%/3%).}}
**{{nerf|Neutral attack's infinite no longer deals consistent damage (3% → 1%/2%/3%).}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{change|Dash attack has less base knockback, but has more knockback scaling (70 (base)/30 (base) → 50/50).}}
**{{change|Dash attack's knockback altered (70 (base)/30 (base) → 50/50).}}
**{{buff|It deals more damage (9% → 11%).}}
**{{buff|Dash attack deals more damage (9% → 11%).}}
**{{buff|The hitbox is larger (5.2u → 6.24u), and is positioned further in front of Mr. Game & Watch (-4u (X-offset) → 4u).}}
**{{buff|Dash attack's hitbox is larger (5.2u → 6.24u), and further in front of Mr. Game & Watch (-4u (X-offset) → 4u).}}
*[[Forward tilt]]:
*[[Forward tilt]]:
**{{buff|Forward tilt has less startup lag (frame 13 → 10) and less ending lag (FAF 42 37).}}  
**{{buff|Forward tilt comes out sooner (frame 13 → 10) and has higher base knockback (10 20).}}
**{{buff|It has increased base knockback (10 20), improving its KO potential.}}
**{{buff|Forward tilt has less ending lag (frame 42 37).}}
**{{nerf|It has a much shorter hitbox duration (frames 13-30 → 10-15).}}
**{{nerf|Forward tilt has a much shorter hitbox duration (frames 13-30 → 10-15).}}
**{{change|The move's angles have been altered (361° → 45°/37°/37°/37°).}}
**{{change|Forward tilt's angles have been altered (361° → 45°/37°/37°/37°).}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{buff|Up tilt's hitboxes have been increased (5.2/3.6/3.2u → 6.5/4.6/3.8u).}}
**{{buff|Up tilt's hitbox sizes have been increased (5.2/3.6/3.2u → 6.5/4.6/3.8u).}}
**{{nerf|It has more startup lag with a shorter duration (frames 9-29 → 13-21).}}
**{{nerf|Up tilt has more startup lag with a shorter duration (frames 9-29 → 13-21).}}
**{{nerf|It deals less damage (9% → 8%).}}
**{{nerf|Up tilt deals less damage (9% → 8%).}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|Down tilt has a longer duration (frames 6-13 → 6-15).}}
**{{buff|Down tilt has a longer duration (frames 6-13 → 6-15).}}
**{{buff|The hitboxes have been increased (6.4u (ground)/6.4u (air) → 8/9u).}}
**{{buff|Down tilt hitbox sizes increased (6.4u (ground)/6.4u (air) → 8/9u).}}
**{{nerf|The grounded hitbox deals much less damage (12% → 6%) and drastically less knockback (65 (base)/100 (growth) → 50/50), no longer KOing even at [[Sudden Death]]-inflicted percentages.}}
**{{nerf|Down tilt's grounded hit deals much less damage (12% → 6%) and has drastically less knockback (65 (base)/100 (growth) → 50/50), no longer KOing even at Sudden Death percents.}}
**{{change|The grounded hitbox launches at a much lower angle (85° → 20°), allowing it to set up edgeguards at the expense of removing its ability to set up into juggles.}}
**{{change|Down tilt's grounded hit angle altered (85° → 20°), allowing it to set up edgeguards but removing its ability to set up into juggles.}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{buff|Forward smash's late hit deals 2% more damage (6% → 8%).}}
**{{buff|Forward smash's weak hit deals 2% more damage (6% → 8%).}}
**{{buff|It has larger hitboxes (4.8/4/2u → 6/5/3u (early), 3.2/2.8/1.6u → 4/3/2u (late)) that are positioned further (16/10/0u → 17/10/0u (early), 12/8/0u → 15/8/0u (late)).}}
**{{buff|Forward smash's has larger hitboxes and more horizontal range.}}
**{{buff|Forward smash has more base knockback, with only marginally less knockback scaling (44 (base)/100 (growth) → 48/98), improving its KO potential.}}
***Hitbox sizes (4.8/4/2u → 6/5/3u (early), 3.2/2.8/1.6u → 4/3/2u (late).
***Hitboxes moved forward (16/10/0u → 17/10/0u (early), 12/8/0u → 15/8/0u (late).
**{{change|Forward smash has slightly altered knockback (44 (base)/100 (growth) → 48/98).}}
**{{nerf|Forward smash has more startup lag with a shorter duration (frames 13-33 → 17-27).}}
**{{nerf|Forward smash has more startup lag with a shorter duration (frames 13-33 → 17-27).}}
*[[Up smash]]:
*[[Up smash]]:
**{{buff|Up smash has slightly more knockback scaling (96 → 97), improving its KO potential.}}
**{{buff|Up smash's knockback growth has been slightly increased (96 → 97).}}
**{{buff|It has slightly less ending lag (frame 40 → 39).}}
**{{buff|Up smash's ending lag has been slightly reduced (frame 40 → 39).}}
**{{buff|Mr. Game & Watch's nose is now intangible, along with his head, granting it much more protection while its hitboxes are active.}}
**{{buff|Up smash has an additional hitbox above Mr. Game & Watch's head, noticeably increasing it's vertical range.}}
**{{buff|The move has an additional static-hitbox above Mr. Game & Watch's head, drastically increasing its vertical range.}}
**{{buff|Up smash's head hitbox size has been increased (5.2u → 6.24u).}}
**{{buff|The move's head-hitbox has been increased (5.2u → 6.24u).}}
*[[Down smash]]:
*[[Down smash]]:
**{{buff|Down smash has larger hitboxes (4/4/5.6/5.6u → 4.5/4.5/7/7u) that are positioned further (-10.8/10.8u → -12/12u).}}
**{{buff|Down smash has larger hitboxes and more horizontal range.}}
**{{buff|The [[sourspot]] deals more damage (10% → 13%) and much more knockback (10 (base), 50 (scaling) → 60/68), making it a viable KO option when the sweetspots are not serviceable.}}
***Hitbox sizes (4/4/5.6/5.6u → 4.5/4.5/7/7u).
**{{nerf|The [[sweetspot]]s deal less damage (16% → 15%), although with compensation on their knockback (90 → 98).}}
***Sweetspots X-offset (-10.8/10.8u → -12/12u).
**{{buff|Down smash's sourspot deals more damage (10% → 13%) and knockback (10 (base), 50 (scaling) → 60/68) making it a viable KO option.}}
**{{nerf|Down smash's sweetspot deals less damage (16% → 15%) although its knockback growth was compensated (90 → 98).}}


===Aerial attacks===
===Aerial attacks===
*{{buff|All of Mr. Game & Watch's aerials have less [[landing lag]] (15 frames → 9 (neutral), 25 frames → 22 (forward), 18 frames → 12 (back), 18 frames → 9 (up), 20 frames → 15 (down)). Additionally, the removal of [[L-canceling]] affects Mr. Game & Watch less than all other returning veterans due to his inability of L-canceling neutral, back and up aerials, although the landing lag on his forward and down aerials were not fully compensated.}}
*{{buff|All of Mr. Game & Watch's aerials have less landing lag (15 frames → 9 (neutral), 25 frames → 22 (forward), 18 frames → 12 (back), 18 frames → 9 (up), 20 frames → 15 (down). Additionally, the removal of [[L-canceling]] affects Mr. Game & Watch less than all other returning veterans as he was already incapable of L-Canceling neutral, back and up aerials although the landing lag on his forward and down aerials were not fully compensated.}}
*{{change|All aerial attacks, excluding [[forward aerial]] and [[down aerial]], are now programmed as aerial attacks instead of [[special move]]s.}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{buff|Mr. Game & Watch possesses a new neutral aerial: {{s|mariowiki|Tropical Fish}}. It is a versatile multi-hitting aerial that has drastically less startup lag with a longer duration (frames 20-29 → 7-10/12-15/17-20/22-25), deals 1% more damage (16% → 17%), and can be followed up from much more effectively.}}
**{{buff|Mr. Game & Watch has a new neutral aerial: Tropical Fish. It's a good multi hit attack that is significantly faster with a longer duration (frames 20-29 → 7-10/12-15/17-20/22-25), deals 1% more damage (16% → 17%), and can be followed up from much more effectively. It also has less ending lag (frame 45 → 35) and can now [[auto-cancel]] out of a short hop.}}
**{{buff|It also has less ending lag (FAF 45 → 35), and can now [[auto-cancel]] out of a short hop.}}
**{{nerf|New neutral aerial deals much less knockback, no longer being a reliable KO move.}}
**{{buff|The final hit deals more knockback compared to his previous neutral aerial (20 (base)/100 (scaling) → 40/150).}}
**{{change|New Neutral aerial is now coded as an aerial attack instead of a [[special move]].}}
***{{nerf|However, the final hit deals much less knockback relative to the cast, hindering its KO potential.}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{buff|Back aerial's looping hits deal less knockback (60 (base)/60 (scaling) → 25/40), allowing them to connect much more reliably with the final hit, which deals more knockback (60 (base)/60 (scaling) → 30/170).}}
**{{buff|Back aerial's multi hits deal less knockback allowing them to connect more reliably with the final hit which deals more knockback.}}
**{{buff|The landing hit deals much more knockback (80 (base)/60 (scaling) → 90/120), allowing it to KO at very high precents.}}
**{{nerf|Back aerial deals less damage per-hit (5% → 3%), but has 5 hits instead of 4 (20% → 15% total).}}
**{{nerf|Back aerial deals less damage per-hit (5% → 3%), but has 5 hits instead of 4 (20% → 15% (total)).}}
**{{change|Back aerial is now coded as an aerial attack instead of a special move.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{buff|Both hits of up aerial come out 1 frame earlier (frame 7 → 6 (first), frame 21 → 20 (second)).}}
**{{buff|Both hits of [[up aerial]] come out 1 frame earlier (first hit: frame 7 → 6, second hit frame 21 → 20). It also now has a large windbox above him, giving the move more utility.}}
**{{buff|The first hit deals much less knockback (12 (base)/100 (scailing) → 20/60), allowing it to connect more consistently to the second hit.}}
**{{nerf|The first hit of up aerial has a shorter duration (frames 7-16 → 6-7).}}
**{{buff|It now has large [[windbox]]es above him, giving the move more utility.}}
**{{change|Up aerial is now coded as an aerial attack instead of a special move.}}
**{{nerf|The first hit has a shorter duration (frames 7-16 → 6-7).}}
**{{nerf|The second hit has less knockback scaling (100 → 98), hindering its KO potential.}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{change|Down aerial is now a [[stall-then-fall]]. This makes it more versatile for edgeguarding and gimping recoveries, but makes it more risky to use offstage, especially without his dobule jump available.}}
**{{change|[[Down aerial]] is now a [[stall-then-fall]].}}
**{{change|The move is now capable of performing the [[down air stall]].}}
**{{buff|The landing hit has more knockback scaling (30 → 50).}}


===Throws/other attacks===
===Throws/other attacks===
*[[Grab]]:
*{{buff|[[Grab]]s have less startup (frame 7 → 6 (standing), frame 11 → 9 (dash)) and ending lag (frame 31 → 30 (standing) frame 41 → 35 (dash)).}}
*{{buff|All grabs have less startup (frame 7 → 6 (standing), frame 11 → 9 (dash)) and ending lag (frame 31 → 30 (standing) frame 41 → 35 (dash)).}}
*{{buff|[[Pummel]] is slightly faster (30 frames → 29) though it is still the slowest pummel in the game.}}
*[[Pummel]]:
*{{buff|[[Down throw]] meteor smashes opponents into the ground, giving it significantly better follow-up options and Mr. Game & Watch a [[tech chase]] move. This is especially beneficial considering the introduction of hitstun canceling.}}
*{{buff|Pummel has less slightly startup lag (30 frames → 29), though it is still the slowest pummel in the game.}}
*[[Down throw]]:
*{{buff|Down throw [[meteor smash]]es opponents into the ground, giving it significantly better follow-up options and Mr. Game & Watch a [[tech-chasing]] tool against all characters. This is especially beneficial considering the introduction of [[hitstun canceling]].}}
*{{nerf|Down throw deals less damage (8% → 6%).}}
*{{nerf|Down throw deals less damage (8% → 6%).}}
*[[Ledge attack]]:
*{{change|[[Ledge attack]]s now have a new sound effect, which is the same as sound effect used for a Judge #9.}}
*{{change|Ledge attacks now emit a new sound effect: an alarm bell with a high pitch, which is shared with [[Judge]] when rolling a #9.}}
*{{buff|Below 100% Ledge Attack is much faster (frame 42 → frame 24).}}
*{{buff|Below 100% Ledge attack has much less startup lag (frame 42 → 24).}}
*{{nerf|Below 100% Ledge Attack has less invincibility frames (39 frames → 21 frames).}}
*{{nerf|Below 100% Ledge attack grants less [[invincibility]] (39 frames → 21 frames).}}
*{{buff|Above 100% Ledge Attack has more invincibility frames (53 frames → 59 frames).}}
*{{buff|Above 100% Ledge attack grants more invincibility (53 frames → 59 frames).}}


===Special moves===
===Special moves===
*{{buff|All of Mr. Game & Watch's special moves are capable of [[B-reversing]], improving their utility.}}
*[[Chef]]:
*[[Chef]]:
**{{change|Chef now tosses other kinds of food besides bacon.}}
**{{change|Chef now tosses other foods besides bacon and also leaves his mouth closed.}}
**{{change|Chef no longer resets Mr. Game & Watch's vertical velocity.}}
**{{change|Chef no longer resets Mr. Game & Watch's vertical velocity.}}
*[[Judge]]:
*[[Judge]]:
**{{nerf|Judge has a shorter hitbox duration (14 frames → 8 frames/11 frames (5)).}}
**{{nerf|Judge has a shorter hitbox duration (14 frames → 8 frames, 11 frames if Judge 5).}}
**{{buff|Judge #2 now has a 20% chance of [[trip]]ping opponents.}}
**{{buff|Judge 2 now has a 20% chance of [[trip]]ping targets.}}
**{{buff|Judge #3 deals more [[shield damage]] (20 → 25).}}
**{{buff|Judge "3" deals more shield damage (20 → 25).}}
**{{buff|Judge #7 will always generate an [[food|apple]] and can only be generated if it hits while on the ground, regardless of item-configuration.}}
**{{buff|His Judge "7" will always generate an apple and can only be generated if it hits while on the ground, regardless of item configuration.}}
**{{buff|Judge #8 deals much more damage (4% → 9%), freezing opponents for a longer period of time as a result.}}
**{{buff|Judge 8 deals much more damage (4% → 9%), freezing opponents for a longer period of time as a result.}}
**{{change|Judge #9 now emits a unique sound effect: the alarm bell of his up/side taunts, with an increased pitch.}}
**{{change|Judge "9" now uses a unique sound effect which is a higher pitched version of his up/side taunts.}}
*[[Fire]]:
*[[Fire]]:
**{{buff|Fire now grants Mr. Game & Watch a parachute to slow his descent during the apex of the jump. He can cancel the parachute by either hitting down on the control stick or by using an aerial. If he cancels the parachute, it lacks [[helpless]]ness, allowing him to perform an [[air dodge]] and another attack other than Fire.}}
**{{buff|[[Fire]] now gives Mr. Game & Watch a parachute to slow his descent. He can cancel the parachute by either hitting down on the control stick or by using an aerial. If he cancels the parachute, it does not make him [[helpless]] allowing him to use an air dodge and any move other than another Fire. It also has 9 frames of invincibility starting from frame 5.}}
**{{buff|It grants 9 frames of [[invincibility]], starting from frame 5.}}
**{{buff|Mr Game & Watch can now reuse Fire if he is hit with certain low knockback moves after using it such as {{SSBB|Mario}}'s [[Cape]] or {{SSBB|Fox}}'s [[Blaster (Fox)|Lasers]].}}
**{{buff|Mr Game & Watch can now reuse Fire if he is hit with certain moves with low knockback after using it, such as {{SSBB|Mario}}'s [[Cape]] or {{SSBB|Fox}}'s [[Blaster (Fox)|Lasers]].}}
**{{nerf|Fire has much more startup lag with a shorter duration (frames 1-37 → 9-29).}}
**{{nerf|Fire has much more startup lag with a shorter duration (frames 1-37 → 9-29).}}
**{{nerf|Mr Game & Watch now suffers from the [[grab release glitch]], meaning that he cannot reuse Fire if he is grab released out of it in midair.}}
**{{nerf|Mr Game & Watch now suffers from the [[grab release glitch]] meaning that he cannot reuse Fire if he is grab released out of it.}}
*[[Oil Panic]]:
*[[Oil Panic]]:
**{{nerf|Oil Panic starts absorbing [[projectile]]s later (frame 5 → 7).}}
**{{nerf|Oil Panic starts absorbing projectiles later (frame 5 → 7).}}
**{{buff|Oil Panic has a shorter looping animation (33 frames → 30), making it slightly safer to use.}}
**{{buff|Oil Panic has a shorter loop animation (33 frames → 30), making it slightly safer to use.}}
**{{buff|Mr. Game & Watch absorbs projectiles slightly faster (25 frames → 24).}}
**{{buff|Mr. Game & Watch absorbs projectiles slightly faster (25 frames → 24).}}
**{{buff|Mr. Game & Watch can now absorb multiple projectiles in a row.}}
**{{buff|Mr. Game & Watch can now absorb multiple projectiles in a row.}}
Line 167: Line 154:
**{{nerf|Oil Panic's maximum damage is now capped at 60%, greatly reducing its damage potential against more damaging projectiles.}}
**{{nerf|Oil Panic's maximum damage is now capped at 60%, greatly reducing its damage potential against more damaging projectiles.}}
***{{buff|However, this subsequently removes the [[kamikaze glitch|kamikaze exploit]], no longer allowing Game & Watch to self-destruct against shielding opponents.}}
***{{buff|However, this subsequently removes the [[kamikaze glitch|kamikaze exploit]], no longer allowing Game & Watch to self-destruct against shielding opponents.}}
**{{buff|Due to the introduction of [[momentum canceling]], Oil Panic can now be used to negate all knockback in the air (known as [[Bucket Braking]]). This greatly improves Mr. Game & Watch's horizontal endurance, giving him greater horizontal endurance than even most middleweights despite being the second-lightest in the game.}}
**{{buff|Due to the introduction of [[momentum canceling]], Oil Panic can now be used to negate all knockback in the air (known as [[Bucket Braking]]). This greatly improves Mr. Game & Watch's horizontal endurance, giving him greater horizontal endurance than even most middleweights despite being the second lightest in the game.}}
**{{buff|Mr. Game & Watch is now intangible for the first six frames of his oil spill.}}
**{{buff|Mr. Game & Watch is now intangible for the first six frames of his oil spill.}}
**{{buff|The oil spill has larger hitboxes (2.7342u (hit 1)/3.906u (hit 2)/6.6402u (hit 3) → 3.36u/4.8u/8.16u), which are positioned slightly further away from Mr. Game & Watch (z offset: 11.718 (hit 1)/19.53 (hit 2)/31.248 (hit 3) → 12/20/32).}}
**{{buff|The oil spill has larger hitboxes (2.7342u (hit 1)/3.906u (hit 2)/6.6402u (hit 3) → 3.36u/4.8u/8.16u) which are positioned slightly further away from Mr. Game & Watch (z offset: 11.718 (hit 1)/19.53 (hit 2)/31.248 (hit 3) → 12/20/32).}}
**{{buff|The aerial oil spill’s second and third hitboxes now have their damage properly scaled, rather than typically dealing 1%. This drastically improves their KO potential (even at minimum power).}}
**{{buff|The aerial oil spill’s second and third hitboxes now have their damage properly scaled, rather than always dealing 1%. This drastically improves their KO potential (even at minimum power).}}
**{{nerf|The oil spill has a shorter duration (frames 2-10 (hit 1)/11-22 (hit 2)/23-37 (hit 3) → 2-7/8-14/15-26).}}
**{{nerf|The oil spill has a shorter duration (frames 2-10 (hit 1)/11-22 (hit 2)/23-37 (hit 3) → 2-7/8-14/15-26).}}
**{{nerf|The oil spill now has a clean hit, a mid-hit and a late hit rather than three separate hitboxes. This prevents oil spill from connecting multiple times.}}
**{{nerf|The oil spill now has a clean hit, a mid hit and a late hit rather than three separate hitboxes. This prevents oil spill from connecting multiple times.}}
**{{nerf|An aerial oil spill deals less knockback (40 (base), 100 (scaling) → 30/80), now matching the grounded version. This hinders the near hit’s KO potential.}}
**{{nerf|An aerial oil spill deals less knockback (40 (base), 100 (scaling) → 30/80), now matching the grounded version. This hinders the near hit’s KO potential.}}


==Moveset==
==Moveset==
*All of Mr. Game & Watch's moveset depict in using objects from the [[Game & Watch|''Game & Watch'' titles]], making him the only character to feature all attacks in his arsenal based on a game he made his previous appearance before.
All of Mr. Game & Watch's moves use objects from games in the ''[[Game & Watch|Game & Watch series]]'', making him the only character to have every single move in his arsenal based on a game he appeared previously before.
{{MovesetTable
{{MovesetTable
|game=SSBB
|game=SSBB
Line 184: Line 171:
|neutral1dmg=3%
|neutral1dmg=3%
|neutralinfdmg=1-3% (loop)
|neutralinfdmg=1-3% (loop)
|neutraldesc=Mr. Game & Watch rapidly presses an insecticide pump, spraying gas onto the opponent. Excellent for escaping pressure and hard to escape from, making it useful for racking up damage. However, subsequent hits push the opponent from Mr. Game & Watch, meaning that the opponent can still fall out in conjunction with [[SDI]]. Low ending lag; this can lead into a grab or tilt attack. Originates from ''Greenhouse''.
|neutraldesc=Mr. Game & Watch rapidly presses an insecticide pump. Excellent for escaping pressure and hard to escape from. Low ending lag; this can lead into a grab or tilt attack. Originates from ''Greenhouse''.
|ftiltname=Lion ({{ja|ライオン|Raion}})
|ftiltname=Lion ({{ja|ライオン|Raion}})
|ftiltdmg=10%
|ftiltdmg=10%
|ftiltdesc=Mr. Game & Watch thrusts a chair in front of him. It is powerful and the chair is a fully disjointed hitbox. Has decent KO potential at high percents when clean, especially near the edge, KOing middleweights at around 116% by the edge of Final Destination. Like his other tilts, the hitbox has a long duration. Originates from ''Lion''.
|ftiltdesc=Mr. Game & Watch thrusts a chair in front of him, has light potential to [[KO]] at very high damages. Some noticeable ending lag. Like his other tilts, it has a hitbox with a long duration. Originates from ''Lion''.
|utiltname=Flagman ({{ja|フラッグマン|Furagguman}})
|utiltname=Flagman ({{ja|フラッグマン|Furagguman}})
|utiltdmg=8%
|utiltdmg=8%
|utiltdesc=Mr. Game & Watch waves a flag overhead. It combos into itself with fast-fallers and [[weight|heavyweights]] at lower percentages. It is typically followed up into a neutral air or up air otherwise, can even KO at higher percentages. At low percentages, it is useful for [[juggling]] and as an anti-air. Originates from ''Flagman''.
|utiltdesc=Mr. Game & Watch waves a flag above him. Combos into itself with fast fallers and heavy weights at lower percentages. Usually used into a neutral air or up air otherwise, can even KO at higher percentages. At low percentages, can be used for juggling. Originates from ''Flagman''.
|dtiltname=Manhole ({{ja|マンホール|Manhōru}})
|dtiltname=Manhole ({{ja|マンホール|Manhōru}})
|dtiltdmg=6% (grounded), 9% (aerial)
|dtiltdmg=6% (grounded), 9% (aerial)
|dtiltdesc=Mr. Game & Watch flips a manhole in front of him. An excellent move for [[spacing]], especially against characters with low [[reach]], like {{SSBB|Mario}}. The lid is revealed to be a 3D-rendered object, unlike the rest of his moveset, which all depict Mr. Game & Watch using 2D-rendered objects. It is no longer a strong KO option like in ''Melee'', but it has become more effective at edgeguarding due to being a semi-spike, possessing good base knockback, a hitbox with a long duration, and minimal cooldown. Good for being an anti-air; it deals more damage if the opponent is in the air, and the aerial hitbox can KO at high precents near the edge. Originates from ''Manhole''.
|dtiltdesc=Mr. Game & Watch flips a manhole cover in front of him. A very good move to space, especially against characters with low reach. The manhole lid is actually a 3D object, unlike any of his other moves, which are all 2D objects. It is no longer a good KO move as it was in ''Melee'', but it has become more effective at edgeguarding due to being a semi-spike, having good base knockback, a hitbox with long duration, and very low cooldown. Good for anti-air attack; deals more damage if the opponent is in the air. Originates from ''Manhole''.
|dashname=Helmet ({{ja|ヘルメット|Herumetto}})
|dashname=Helmet ({{ja|ヘルメット|Herumetto}})
|dashdmg=11%
|dashdmg=11%
|dashdesc=Mr. Game & Watch performs a sliding headbutt while wearing a helmet. It has good range and is extremely quick with minimal start-up lag and low ending lag, 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. It also lowers Mr. Game & Watch's hurtbox, allowing him to low-profile several attacks. Can combo into various attacks on fast-fallers. Can stage spike if performed near the edge, being an effective KO move. Additionally, it is useful for edgeguarding or 2-framing before an opponent can grab the edge. Originates from ''Helmet''.
|dashdesc=Mr. Game & Watch slides his head along the ground while wearing a helmet. Laggy and easy to predict, a long time to finish, though its hitbox has a long duration. Can combo into moves on fast fallers. Can stage spike if used near the edge, being an effective KO move. Originates from ''Helmet''.
|fsmashname=Fire Attack ({{ja|ファイアアタック|Faia Atakku}})
|fsmashname=Fire Attack ({{ja|ファイアアタック|Faia Atakku}})
|fsmashdmg={{ChargedSmashDmgSSBB|18}}/{{ChargedSmashDmgSSBB|14}} (clean head/handle), {{ChargedSmashDmgSSBB|8}} (late)
|fsmashdmg={{ChargedSmashDmgSSBB|18}}/{{ChargedSmashDmgSSBB|14}} (clean head/handle), {{ChargedSmashDmgSSBB|8}} (late)
|fsmashdesc=Mr. Game & Watch swings a lit torch forward. Great base knockback and even greater knockback scaling, as well as possessing a hitbox that lasts longer than expected, making it hard to punish. Has a disjointed late hitbox at the end of the move, inflicting low knockback at the expense of good knockback. It is typically a follow-up after down air, down throw, or up air. Its great knockback scaling and diagonal trajectory makes [[momentum cancel]]ing very ineffective against it. It is arguably the best forward smash in the game, as it has good reach and great knockback, being capable of KOing any character under 100%. Though it is a rare occurrence, this attack has a sourspot when only the pole hits. This only happens if a character is small enough to remain between the flame and Mr. Game & Watch himself, touching only the pole. Deals slightly less knockback. Originates from ''Fire Attack''.
|fsmashdesc=Mr. Game & Watch attacks with a torch. Great base knockback and even greater knockback scaling as well as lasting longer than expected, making it hard to punish. Has a disjointed hitbox at the end of the move causing very low damage but with good knockback. Usually used after down air, down throw, or up air. Its great knockback scaling and diagonal trajectory makes momentum canceling very ineffective against it. It is arguably the best forward smash in the game as it has good reach and great knockback, being capable of KOing any character under 100%. Though it is a rare occurrence, this attack has a sourspot when only the pole hits. This only happens if a character is small enough to stay between the flame and Mr. Game & Watch himself, touching only the pole. Has slightly less knockback. Originates from ''Fire Attack''.
|usmashname=Octopus ({{ja|オクトパス|Okutopasu}})
|usmashname=Octopus ({{ja|オクトパス|Okutopasu}})
|usmashdmg={{ChargedSmashDmgSSBB|18}}
|usmashdmg={{ChargedSmashDmgSSBB|18}}
|usmashdesc=Mr. Game & Watch performs an upward-arcing headbutt while wearing a diving helmet. The hitbox extends a short distance above the helmet. Has noticeable start-up lag (even compared to his other smash attacks), but is the third-strongest up smash in the game (behind {{SSBB|Ivysaur}}'s and {{SSBB|Lucas}}' up smashes, respectively), KOing as early as under 92%. The move has a pair of fairly large hitboxes, one which is attached to Mr. Game & Watch's head and another static hitbox which floats above him. The move provides [[intangibility]] to Mr. Game & Watch's head while the hitboxes are out, making it a decent anti-air. It has minimal ending lag, especially considering its strength. When combined with its high pushback on shield, this makes the move practically safe on shield requiring the player to shield SDI in order to punish it (assuming they are not pushed off an edge). Its low ending lag also means that the move is difficult to whiff-punish, allowing Mr. Game & Watch to either throw out another move or to defend himself. It is typically useful as an anti-air or as a raw KO move. It is extremely useful for tech-chases due to its wide hitbox and good duration. Originates from ''Octopus''.
|usmashdesc=Mr. Game & Watch's head becomes a diving helmet and he bashes upwards with his head, with the hitbox extending a short ways above the helmet. Has very high start-up lag (even compared to his other smash attacks), but is the third strongest up smash in the game (behind Ivysaur's and Lucas') and it has very low ending lag, especially considering its strength. Usually used as an anti-air or as a raw KO move. Very useful for tech chases due to its wide hitbox and good duration. Originates from ''Octopus''.
|dsmashname=Vermin ({{ja|バーミン|Bāmin}})
|dsmashname=Vermin ({{ja|バーミン|Bāmin}})
|dsmashdmg={{ChargedSmashDmgSSBB|15}} (hammer), {{ChargedSmashDmgSSBB|13}} (handle)
|dsmashdmg={{ChargedSmashDmgSSBB|15}} (hammer), {{ChargedSmashDmgSSBB|13}} (handle)
|dsmashdesc=Mr. Game & Watch slams a pair of hammers on the ground on both sides. Solid range. Hammer-heads deal vertical knockback while the handles semi-spike. If [[sourspot]]ted, this attack is a rather powerful [[semi-spike]] and can KO early when on the edge, killing middleweights at around 95% by the edge of Final Destination. When [[sweetspot]]ted, this is one of the most powerful down smashes in the game, KOing under 105%. It has relatively fast startup lag and minimal ending lag (possessing the shortest total duration out of all down smashes), which can surprise opponents by using it again after a missed one. It is effective at edgeguarding as the semi-spike is powerful and even though the sweetspot has vertical knockback, its great knockback can still KO a recovering opponent. Can combo out of the last hits of neutral aerial and also with down throw on certain characters who lack a long enough roll and who fail to tech it. Originates from ''Vermin''.
|dsmashdesc=Mr. Game & Watch takes out two hammers and slams them down on both sides. If sourspotted, this attack is a rather powerful [[semi-spike]] and can KO early when on the edge. When sweetspotted, this is one of the most powerful down smashes in the game, being one of the few that can reliably KO under 100%. It has high startup lag although it has very low ending lag (having the shortest total duration out of any down smash), which can surprise people by using it again after a missed one. It is effective at edgeguarding as the semi-spike is powerful and even though the sweetspot has vertical knockback, its great knockback can still KO a recovering opponent. Can combo out of the last hits of neutral aerial and also with down throw on anyone who doesn't have a long enough roll and who doesn't tech it. Originates from ''Vermin''.
|nairname=Tropical Fish ({{ja|トロピカルフィッシュ|Toropikaru Fisshu}})
|nairname=Tropical Fish ({{ja|トロピカルフィッシュ|Toropikaru Fisshu}})
|nairdmg=5% (hit 1), 4% (hits 2-4)
|nairdmg=5% (hit 1), 4% (hits 2-4)
|nairdesc=Tosses out a pair of fish from a bowl. Multiple hitboxes enable it to cover all areas excluding below him. This move deals 17% if all four hits connect with each other, making it a potent follow-up out of a down throw. It also combos into itself at mid-range percents, making it excellent for juggling and racking up damage. However, the hits fail to connect together at high percents, and the opponent will often fall out using SDI. The last hit deals moderate knockback, allowing it to KO at high percents. If the last hit does not hit, it can combo into other aerials and smash attacks. Great [[shield stab]]ber. Originates from ''Tropical Fish''.
|nairdesc=Two fish will come out of both sides of a bowl, hitting multiple times. The last hit has moderate knockback. If the last hit does not hit, it can combo into other aerials and smashes. Its large hitbox and light vertical knockback allows it to juggle very well. Great shield stabber. Originates from ''Tropical Fish''.
|fairname=Cement Factory ({{ja|セメントファクトリー|Semento Fakutorī}})
|fairname=Cement Factory ({{ja|セメントファクトリー|Semento Fakutorī}})
|fairdmg=16% (clean), 6% (late)
|fairdmg=16% (clean), 6% (late)
|fairdesc=Mr. Game & Watch swings a boxed package forward. The initial hitbox deals very powerful horizontal knockback, while the subsequent hitbox deals minimal knockback, but is capable of [[lock]]ing after a [[footstool]]. It can deal damage regardless of whatever side the move hits the opponent. Has the greatest KO potential of all his aerials if clean, KOing middleweights under 102% by the edge of Final Destination. Great for edgeguarding and it can lead into a [[wall of pain]] opponents at low to medium percentages. It has long landing lag, but its aerial ending lag is not as bad. According to the official ''Melee'' website, this move originates from ''Mario's Cement Factory''. However, the object looks closer to the boxes from the ''Game & Watch'' version of ''Mario Bros.''
|fairdesc=Mr. Game & Watch takes out a box and attacks with it. The sweetspot is the initial hitbox with very powerful horizontal knockback while the subsequent hitbox is the sourspot with very low knockback. It can do damage regardless of exactly which side of his body the enemy is hit by. Has the greatest KO potential of all his aerials if sweetspotted. Great for edgeguarding and it can [[Wall of pain|WoP]] opponents at low to mid percentages. It has long landing lag but its aerial ending lag is not as bad. According to the official ''Melee'' website, this move originates from ''Mario's Cement Factory''. However, the object looks closer to the boxes from the ''Game & Watch'' version of ''Mario Bros.''
|bairname=Turtle Bridge ({{ja|タートルブリッジ|Tātoru Burijji}})
|bairname=Turtle Bridge ({{ja|タートルブリッジ|Tātoru Burijji}})
|bairdmg=3% (hits 1-5), 3% (landing)
|bairdmg=3% (hits 1-5), 3% (landing)
|bairdesc=Mr. Game & Watch swings a snapping turtle behind himself as it bites, hitting multiple times. The last hit can KO at high precents near the edge. With proper spacing, it is quite safe on shield as well despite a lack of shieldstun. Can combo into itself up to 3 or even 4 times depending on the opponent's DI. The landing hitbox launches opponents vertically, while landing the final aerial hitbox launches opponents horizontally. Because of the last aerial hitbox's properties, it can be used for a wall of pain in conjunction with [[reverse aerial rush]] effectively. Has great horizontal reach with a large hitbox. When being shielded, opponents often drop their shields too soon due to the turtle's hitlag causing it to have unexpected duration when it is landed. Can be DI'd out of though. It is possible for grounded targets to [[powershield]] the last hit, but this is very difficult to perform. Originates from ''Turtle Bridge''.
|bairdesc=Mr. Game & Watch takes out a turtle and attacks behind him. Hits multiple times and has great horizontal reach with a large hitbox. When being shielded, opponents often drop their shields too soon due to the turtle's hitlag causing it to have unexpected duration when it is landed. Can be DI'd out of though. It is possible for grounded targets to [[powershield]] the last hit, but this is very difficult to perform. Originates from ''Turtle Bridge''.
|uairname=Spitball Sparky ({{ja|スピットボールスパーキー|Supittobōru Supākī}})
|uairname=Spitball Sparky ({{ja|スピットボールスパーキー|Supittobōru Supākī}})
|uairdmg=7% (hit 1), 9% (hit 2)
|uairdmg=7% (hit 1), 9% (hit 2)
|uairdesc=Mr. Game & Watch raises a pump above him, blowing puffs of air above him twice. Notorious for its huge windboxes outside the damaging hitbox, with the wind being more powerful the closer the opponent is to Mr. Game & Watch, while its second hit deals high knockback. Connecting both hits can KO from 70%-120%, although getting the second hit is difficult without proper alignment due to the windboxes' properties and the damaging hitboxes being rather small. The windboxes can actually push a player out of {{SSBB|Ike}}'s [[Great Aether]], and, when high enough, can push opponents above the upper blast line for a [[Star KO]]. Spamming this move can make it difficult for opponents to land. The windboxes can be used to assist teammates with their vertical recovery, and can also be used to possibly [[gimp]] certain character's recoveries like {{SSBB|Ness}} or {{SSBB|Lucas}}' should they not be ready to change the direction of [[PK Thunder]]'s arc. Originates from ''Spitball Sparky''.
|uairdesc=Mr. Game & Watch raises a pump above him, blowing puffs of air above him twice. It [[push]]es characters above Mr. Game & Watch upwards if they are out of range of being damaged, the wind being more powerful closer to Mr. Game & Watch. This can actually push a player out of Ike's [[Great Aether]], and, when high enough, can push opponents above the upper blast line for a [[Star KO]]. The wind hitbox can be used to help teammates with their vertical recovery. The second hit has very high knockback but is very difficult to land due to the wind effect of the first hitbox. Originates from ''Spitball Sparky''.
|dairname=Donkey Kong Jr. ({{ja|ドンキーコングJr.|Donkī Kongu Junia}})
|dairname=Donkey Kong Jr. ({{ja|ドンキーコングJr.|Donkī Kongu Junia}})
|dairdmg=14% (sweetspot), 13% (sourspot), 6% (landing)
|dairdmg=14% (sweetspot), 13% (sourspot), 6% (landing)
|dairdesc=Mr. Game & Watch drops downward while holding a key beneath himself. A [[stall-then-fall]], it [[meteor smash]]es powerfully on the first frames. Can be moved left or right a bit. While it can cause Mr. Game & Watch to potentially [[self-destruct]] while using it off-stage, his effective recovery, combined with the move's minimal ending lag and descending slower than other stall-then-falls makes this unlikely. It is a safe option when edgeguarding and while the meteor smash KOs as early as 65%, the late hit has KO potential at high percents, killing at around 140%. If performed while halfway through a thin platform (after hitting down so he falls through it), he will move upwards and land on top of the platform, without the animation changing. Can perform the [[down air stall|stall-then-fall glitch]]. Originates from ''Donkey Kong Jr.''
|dairdesc=Mr. Game & Watch takes out a key and slams it downward. This [[Stall-Then-Fall]] attack propels Mr. Game & Watch downwards and is a [[meteor smash]] if the initial hitbox is landed and sweetspotted. Can be moved left or right a bit. If used while halfway through a thin platform (after hitting down so he falls through it), he will move upwards and land on top of the platform, without the animation changing. Can perform the [[Stall-Then-Fall Glitch]]. Can KO at high percentages, being one of the strongest stall-then-fall moves in the game. Originates from ''Donkey Kong Jr.''
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Reaches out. All of Mr. Game & Watch's grabs are extremely quick, albeit short-ranged. Originates from ''Mario's Cement Factory''.
|grabdesc=Reaches out. Short duration. Animation taken from ''Mario's Cement Factory''.
|pummelname=Alarm ({{ja|アラーム|Arāmu}})
|pummelname=Alarm ({{ja|アラーム|Arāmu}})
|pummeldmg=3%
|pummeldmg=3%
|pummeldesc=Mr. Game & Watch bashes the opponent with an alarm bell. It is one of the most damaging pummels in the game. However, it is the slowest pummel in the game. Originates from the Game & Watch's alarm feature.
|pummeldesc=Mr. Game & Watch bashes the enemy with an alarm bell. Originates from the Game & Watch's alarm feature.
|fthrowname=Ball ({{ja|ボール|Bōru}})
|fthrowname=Ball ({{ja|ボール|Bōru}})
|fthrowdmg=8%
|fthrowdmg=8%
|fthrowdesc=Mr. Game & Watch juggles the opponent and tosses them forward. It has little utility outside of setting up edgeguards or dealing damage. Originates from ''Ball''.
|fthrowdesc=Mr. Game & Watch juggles the enemy as a ball, then the enemy is launched forward. Originates from ''Ball''.
|bthrowname=Ball ({{ja|ボール|Bōru}})
|bthrowname=Ball ({{ja|ボール|Bōru}})
|bthrowdmg=8%
|bthrowdmg=8%
|bthrowdesc=Mr. Game & Watch juggles the opponent and tosses them backward. Like forward throw, it has little utility outside of setting up edgeguards or dealing damage. Originates from ''Ball''.
|bthrowdesc=Same as other throws, with backwards knockback. Originates from ''Ball''.
|uthrowname=Ball ({{ja|ボール|Bōru}})
|uthrowname=Ball ({{ja|ボール|Bōru}})
|uthrowdmg=8%
|uthrowdmg=8%
|uthrowdesc=Mr. Game & Watch juggles the opponent and tosses them upward. It follows up into Fire, as well as up aerial and rarely neutral aerial at low percents. This makes it good for short and damaging burst combos early on. It can KO at very high precentages while standing on high platforms. Originates from ''Ball''.
|uthrowdesc=Same as other throws, with upwards knockback. Originates from ''Ball''.
|dthrowname=Ball ({{ja|ボール|Bōru}})
|dthrowname=Ball ({{ja|ボール|Bōru}})
|dthrowdmg=6%
|dthrowdmg=6%
|dthrowdesc=Mr. Game & Watch juggles the opponent and drops them straight to the ground. Deals less damage in comparison to his other throws, but makes up for this with its impressive [[tech-chasing]] potential. Tech-chases include a smash attack, neutral attack, Judge, Oil Panic, forward tilt, down tilt, or even neutral aerial, forward aerial and down aerial. Tech-chasing into a smash attack also allows Mr. Game & Watch to achieve a guaranteed free KO at high precents. Can [[meteor smash]] opponents near the edge. Originates from ''Ball''.
|dthrowdesc=Mr. Game & Watch juggles the enemy as a ball and throws the opponent onto the ground. Can tech chase into an up smash, down smash, forward smash, down tilt, or even neutral aerial. Can meteor smash opponents near the edge. Originates from ''Ball''.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=6%
|floorfdmg=6%
|floorfdesc=Mr. Game & Watch gets out a hammer and slams it in front of him, then behind him. An extremly quick floor attack. Originates from ''Vermin''.
|floorfdesc=Mr. Game & Watch gets out a hammer and slams it in front of him, then behind him. It is very fast. Originates from ''Vermin''.
|floorbname=&nbsp;
|floorbname=&nbsp;
|floorbdmg=6%
|floorbdmg=6%
|floorbdesc=Mr. Game & Watch gets out a hammer and slams it behind him, then in front of him. Originates from ''Vermin''.
|floorbdesc=Identical to frontal floor attack. Originates from ''Vermin''.
|floortname=&nbsp;
|floortname=&nbsp;
|floortdmg=5%
|floortdmg=5%
|floortdesc=Mr. Game & Watch pulls a hammer in front of him, then behind him. Originates from ''Vermin''.
|floortdesc=Identical to floor attacks. Originates from ''Vermin''.
|edgefname=&nbsp;
|edgefname=&nbsp;
|edgefdmg=8% (bell), 6% (body)
|edgefdmg=8% (bell), 6% (body)
|edgefdesc=Swings an alarm bell forward while climbing up. Originates from the Game & Watch's alarm feature.
|edgefdesc= Climbs up and hits opponents with a bell, creating an alarm noise.
|edgesname=&nbsp;
|edgesname=&nbsp;
|edgesdmg=10%
|edgesdmg=10%
|edgesdesc=Swings an alarm bell forward while climbing up. Similar to his floor attack, albeit slower. Originates from the Game & Watch's alarm feature.
|edgesdesc=Like his fast ledge attack, but slower.
|nsname=Chef
|nsname=Chef
|nsdmg=5% (pan), 4% (food)
|nsdmg=5% (pan), 4% (food)
|nsdesc=Flips various food-shaped projectiles out of a frying pan, moving slowly through the air at varying trajectories. By tapping the special button, the food will be flung at a faster frequency. The food can be used defensively to cancel attacking animations of opponents as a zoning tool, rack up damage if more than five projectiles hit as a damage-racking tool, as well as to prevent aerial approaches as an anti-air tool, and can be used for edgeguarding against opponents with linear recoveries. Hitting with the pan itself is much more rewarding when edgeguarding, as the pan is a semi-spike and can gimp opponents with short-ranged recoveries, such as {{SSBB|Ganondorf}}.
|nsdesc=Shoots flaming pancakes out of a pan. Doesn't have very much use in the metagame, but it can prevent aerial approaches, and is extremely useful for edgeguarding.
|ssname=Judge
|ssname=Judge
|ssdmg=2-32% (Varies)
|ssdmg=2-32% (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 the displayed number; 1 only [[recoil damage|damages himself]], while 9 boasts extreme enough power to be a virtual [[one-hit KO]]. An infamous follow-up from his down throw, but timing for a [[true combo]] is very strict.
|ssdesc=Swings a hammer in front of him, and raises a flag with a random number from 1-9 with his other hand. Effects vary based on a number, with #1 being nearly useless, while #9 having high [[KO]] potential.
|usname=Fire
|usname=Fire
|usdmg=6%
|usdmg=6%
|usdesc=Bounces off a trampoline held by a pair of firefighters, then deploys a parachute at the apex of the jump while descending. Significant vertical and horizontal recovery. Capable of canceling into any move when falling. The ascending hitbox deals decent knockback, KOing middleweights at aroud 116% near the left/right blast lines. It is formidable at [[stage spike|stage spiking]], due to out-prioritizing most aerials and dealing strong knockback. When combined with the fact that Mr. Game & Watch briefly becomes intangible during his ascent, this makes Mr. Game & Watch very difficult to edgeguard while making Fire a good edgeguarding move offstage itself. The move can also be used as a possible follow-up option after up throw at low percentages against fast-fallers and heavyweights.
|usdesc=Jumps upwards off a trampoline, then falls slowly in a parachute. Can be interrupted during the parachute phase by any aerial. Good for starting aerial combos at mid-high percents. Opponents who are close to either firemen will be pushed back a bit.
|dsname=Oil Panic
|dsname=Oil Panic
|dsdmg=18%-60% (2.8x multiplier)
|dsdmg=18%-60% (2.8x multiplier)
|dsdesc=Holds an oil drum, which absorbs energy-based [[projectile]]s. Once three units are absorbed, it turns into a powerful [[counterattack]] consisting of Mr. Game & Watch sending out a large splash of oil from his oil drum. It has very minimal start-up lag that inflicts 2.8× the accumulated damage of the absorbed attacks, capping to 60%. OHKOs and destroys full shields when it inflicts 60%, while the least powerful Oil Panic can KO middleweights at the ledge around 95%. Despite its appearance, the oil spill is not a projectile and thus cannot be reflected. Stored energy isn’t lost upon being KOed. Capable of [[Bucket Braking]], eliminating all momentum received from knockback at the time the move is performed. Collectively, these traits makes Oil Panic an incredibly dangerous move.  
|dsdesc=Puts a bucket in front of him. Absorbs projectiles, and once three are absorbed, turns into a powerful counterattack. Can "Bucket Brake", eliminating all knockback momentum at the time the move was used.
|fsname=Octopus
|fsname=Octopus
|fsdmg=16%
|fsdmg=16%
|fsdesc=Transforms into the giant octopus that originates in its eponymous game, ''Octopus''. It lasts for 17 seconds and damage is dealt on contact. Pressing the attacking input will extend the length of the tentacles. Touching the main body will just deal damage. Its frontal tentacles have the highest maximum range, and vice versa. The Octopus is also able to float on top of water during its duration, and can fast-fall.
|fsdesc=Turns into an Octopus. Damage is dealt on contact and range can be increased by pressing the attack buttons.
}}
}}


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!width=60% | Description
!width=60% | Description
|-
|-
| #1 || 2% || 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.
| #1 || 2% || A weak hit with no knockback. Causes 12% recoil damage.
|-
|-
| #2 || 4% || A weak swing that deals minimal knockback. It has a 20% chance of [[tripping]] the opponent.
| #2 || 4% || Another attack with weak knockback. Has a 20% chance of tripping an opponent.
|-
|-
| #3 || 6% || A weak swing. It sends opponents in the opposite direction from where Mr. Game & Watch is facing. It deals 25% [[shield damage]].
| #3 || 6% || Another weak knockback attack, although this one causes significant [[shield damage]]. Opponents are launched backwards towards Mr. Game & Watch.
|-
|-
| #4 || 8% || A swing that has a [[slash]] effect and launches opponents diagonally forward.
| #4 || 8% || A [[slash]]ing attack that launches foes diagonally forward.
|-
|-
| #5 || 3% (hits 1-4) || A swing that has an [[electric]] effect and hits multiple times.
| #5 || 3% (hits 1-4) || An [[electric]] attack that hits multiple times.
|-
|-
| #6 || 12% || A swing that has a [[flame]] effect and is a semi-spike. Deals the second strongest knockback of all Judge attacks. KOs at around 112% near the edge.
| #6 || 12% || A [[flame]] attack that [[semi-spike]]s. Has the second strongest knockback of all Judge attacks.
|-
|-
| #7 || 14% || A swing that deals moderate knockback and produces an [[food|apple]] if it hits the opponent. The apple heals 4%.
| #7 || 14% || A moderate knockback attack that produces an [[food|apple]] if it hits a foe. The apple heals 4% damage.
|-
|-
| #8 || 9% || A swing that has a [[freeze]] effect and deals minimal knockback. Emits the "[[ping]]" sound effect heard from a [[Freezie]] making contact, which is typically associated with [[one-hit KO]]s. The only swing with a lower total damage output than previous numbers.
| #8 || 9% || A [[Freeze|freezing]] attack with low knockback.
|-
|-
| #9 || 32% || An extremely powerful swing that deals huge knockback, bein a OHKO in certain situations. 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 KOing at 0% without edgeguarding. In addition, this number has smaller hitboxes than the other numbers.
| #9 || 32% || A very, very high knockback attack that was designed to be similar to the [[home-run bat]]. This attack has huge KO potential, being able to KO opponents at small percentages. The attack does, however, have a smaller hitbox.
|}
|}
===Stats===
{{technical data|Needs short hop and double jump heights}}
{{Attributes
|cast      = 39
|weight    = 75
|rweight    = 37-38
|dash      = 1.5
|rdash      = 14-21
|run        = 1.553
|rrun      = 15
|walk      = 1.1
|rwalk      = 17-19
|trac      = 0.06
|rtrac      = 11-16
|airfric    = 0.012
|rairfric  = 16
|air        = 1.081
|rair      = 7-9
|baseaccel  = 0.07
|rbaseaccel = 1
|addaccel  = 0.03
|raddaccel  = 36-37
|gravity    = 0.07505
|rgravity  = 23
|fall      = 1.24
|rfall      = 30
|ff        = 1.736
|rff        = 31
|jumpsquat  = 5
|rjumpsquat = 11-26
|jumpheight = 27.52134994
|rjumpheight= 35
|shorthop  = ?
|rshorthop  = ?
|djump      = ?
|rdjump    = ?
}}


===[[Announcer]] call===
===[[Announcer]] call===
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===[[On-screen appearance]]===
===[[On-screen appearance]]===
{{Appearance
{{Appearance
|desc=Progresses along a line of Game & Watch LCD frames until reaching the foreground.
|desc=Moves along a row of Game & Watch LCD frames until he reaches the foreground.
|char=Mr.Game&Watch
|char=Mr.Game&Watch
|game=SSBB}}
|game=SSBB}}
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{{Taunt/SSBB
{{Taunt/SSBB
|char=G&W
|char=G&W
|desc-up=Rings his bell at a high angle. Similar to his side taunt, it originates from the Game & Watch's alarm feature.
|desc-up=Rings his bell high.
|desc-side=Rings his bell at a low angle. Similar to his up taunt, it originates from the Game & Watch's alarm feature.
|desc-side=Rings his bell low.
|desc-down=Jumps in the air with his arms and legs outstretched.}}
|desc-down=Jumps once, opening his hands, in a cheery way.}}


===[[Idle pose]]s===
===[[Idle pose]]s===
{{Idle
{{Idle
|desc-1=Briefly looks behind himself with a concerned expression.
|desc-1=Looks back with an opened mouth.
|desc-2=Hops in place.
|desc-2=Hops in place.
|image-1=Mr. Game & Watch Idle Pose 2 Brawl.png
|image-1=Mr. Game & Watch Idle Pose 2 Brawl.png
Line 374: Line 323:
{{Victory/SSBB
{{Victory/SSBB
|victory-theme=G&WTheme.ogg
|victory-theme=G&WTheme.ogg
|victory-desc=Rather than using pre-existing music, this track is unique to ''Brawl''. An original flourished medley based on the typical beeping noises emitted by ''Game & Watch'' characters and/or objects.
|victory-desc=Rather than using pre-existing music, this track is unique to ''Brawl''. It resembles the bleeping noises and sound effects heard in ''Game & Watch'' games.
|desc-up=Bows to the right, then to the left, as if thanking an applauding audience. He then proceeds to retain his balance by leaning on his left foot.
|desc-up=Bows to the right, then to the left, as if thanking an applauding audience.
|desc-left=Rings his bell horizontally at a left and right angle, simultaneously turning around.
|desc-left=Rings his bell to the right, then to the left, then faces the right.
|desc-right=Jumps with his legs high in the air with outstretched hands, similar to the {{SSBB|Ice Climbers}}.
|desc-right=Jumps up and down in the air.
|char=Game&Watch}}
|char=Game&Watch}}


==In [[competitive play]]==
==In [[competitive play]]==
===Matchups===
{{SSBBMatchupTable|mrgame&watch=yes}}
Mr. Game & Watch has a slightly positive matchup spread. He is countered by 4 characters, soft countered by 5, has 6 even matchups, soft counters 11, counters 7, and hard counters 3. Mr. Game & Watch's oddities as a character help him stand out. He can fight characters that are air based better than ground based characters in most cases, as his fast aerials allow him to beat floaty characters like Lucario. However, he has trouble in the [[neutral game]] against opponents like Marth, Diddy Kong, and Ice Climbers, however, because of his inability to camp and approach. He also can't keep up with the options Meta Knight has. Overall, however, he has good matchups.
===Notable players===
===Notable players===
{{cleanup|[[SmashWiki:Cleanup of the Notable Players sections|To fit these guidelines]]}}
:''See also: [[:Category:Mr. Game & Watch players (SSBB)]]''
:''See also: [[:Category:Mr. Game & Watch players (SSBB)]]''
*{{Sm|Alphicans|Canada}} - a top Canadian Mr. Game & Watch player. While he didn't travel outside of Canada often, he notably placed 13th at [[Apex 2015]], 4th at [[Get On My Level 2016]], and 9th at [[Get On My Level 2018]].
*{{Sm|Alphicans|Canada}} - a top Canadian Mr. Game & Watch player. While he didn't travel outside of Canada often, he notably placed 13th at [[Apex 2015]], 4th at [[Get On My Level 2016]], and 9th at [[Get On My Level 2018]].
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===Tier placement and history===
===Tier placement and history===
Initially, Mr. Game & Watch was considered to be a top-tier character, ranking as high as 4th place on the first tier list, which is also his greateat ranking so far. This was due to his disjointed reach, disproportionately high power, great aerial game and [[Bucket Braking]], which made him very difficult to KO, as well as edge-guard, while also being efficient on both points. In addition, Mr. Game & Watch boasted a powerful [[tech-chasing]] advantage over the entire cast using his down throw. His position, however, started to decline starting on the second tier list, where he was ranked at 5th place: while he possessed several advantages that made him a formidable threat, his weaknesses later became more and more exploitable. His largest drop occurred on the transition to the fourth tier list, dropping from 8th to 12th from the third one. He would later rise negligibly on the fifth tier list to 11th, before starting to drop again on subsequent versions. Currently, he is ranked 16th on the tier list: while he is still a relatively viable character, his notable disadvantages prevent him easily beating other top-tiered characters, most notably Meta Knight, Ice Climbers and Marth, though his strengths are enough to face other top/high-tiered threats, like {{SSBB|Pikachu}}, {{SSBB|Lucario}}, {{SSBB|Wario}} and {{SSBB|King Dedede}}.
Mr. Game & Watch was at first considered to be a top tier character, ranking as high as 4th place on the first tier list, which is also his highest placing so far. This was due to his disjointed reach, disproportionately high power, great aerial game and Bucket Braking capabilities, which made him very difficult to KO as well as edge-guard, while also being efficient on both points. His position, however, started to decline starting on the second tier list, where he was ranked at 5th place: while he possessed several advantages that made him a formidable threat, his weaknesses later became more and more exploitable. His largest tier drop occurred on the transition to the fourth tier list, dropping from 8th to 12th from the third one. He would later rise negligibly on the fifth tier list to 11th, before starting to drop again on subsequent versions. Currently, he is ranked 16th on the tier list: while he is still a relatively viable character, his notable disadvantages don't let him easily beat other top tiered characters, most notably Meta Knight, Ice Climbers and Marth, though his strengths are enough to face other top and high tiered threats like {{SSBB|Pikachu}}, {{SSBB|Lucario}}, {{SSBB|Wario}} and {{SSBB|King Dedede}}.


==Role in [[The Subspace Emissary]]==
==Role in [[The Subspace Emissary]]==
[[File:Mr GW Subspace Emissary.jpg|thumb|300px|Mr. Game & Watch in ''[[SSE]]''.]]
[[File:Mr GW Subspace Emissary.jpg|thumb|300px|Mr. Game & Watch in ''[[SSE]]''.]]
The [[Shadow Bug]]s trophy description explains that Mr. Game & Watch supplies a limitless embodiment of Shadow Bugs inside of his body, which require external extraction. Shadow Bugs are a mysterious, violet substance that can [[False character|replicate characters]] or even create new dark creatures, such as [[Duon]]. [[Tabuu]] discovered this and captured Mr. Game & Watch in the prologue, extracting Shadow Bugs from him against his will and using them to build the [[Subspace Army]].
The [[Shadow Bug]]s trophy description explains that Mr. Game & Watch embodies a limitless supply of Shadow Bugs inside of him, which can be extracted incessantly. Shadow Bugs are a substance that can [[False character|replicate characters]] or even create new dark creatures. [[Tabuu]] discovered this and captured Mr. Game & Watch in the prologue, using the Shadow Bugs to build the [[Subspace Army]].
 
{{SSBB|Snake}}, {{SSBB|Meta Knight}} and {{SSBB|Lucario}} enter the [[Halberd]]'s control room to discover a quintet of false Mr. Game & Watches piloting the ship. Snake quickly charges at them and knocks them all out the window. The horde fall onto the [[Battleship Halberd Bridge|the ship's bridge]], interrupting {{SSBB|Zelda}} (disguised as {{SSBB|Sheik}}), {{SSBB|Fox}}, and {{SSBB|Peach}}'s tea party. The clones then revert to [[Shadow Bug]]s and transform into Duon. Sheik, Fox and Peach challenge it to a fight. Snake and Lucario jump down for their assistance, along with {{SSBB|Falco}} who ejects from an [[Arwing]]. Once the giant dual monster is defeated, the Shadow Bugs dissolve the Duon and retreat, leaving behind Mr. Game & Watch's [[trophy]]. Fox prepares to shoot it with his [[blaster]], but Peach revives him. Upon his revival, Mr. Game & Watch wonders around his whereabouts until Peach scolds him for the trouble he created, causing him to stare down in shame. Eventually, Peach offers him her [[Peach Parasol|parasol]] as a token of friendship, which fascinates Mr. Game & Watch, while Meta Knight is reunited with the Halberd Airship.


Back at [[the Canyon]], {{SSBB|Mario}} spots the rift, along with {{SSBB|Link}}, {{SSBB|Pit}}, {{SSBB|Yoshi}}, {{SSBB|Kirby}}, {{SSBB|Marth}}, {{SSBB|Ike}}, {{SSBB|Ice Climbers}}, {{SSBB|Pokémon Trainer}}, and {{SSBB|Lucas}}, who all recently teamed up to fight off the massive ambush of the Subspace Army. Soon, the [[Falcon Flyer]] (carrying {{SSBB|Samus}}, {{SSBB|Pikachu}}, {{SSBB|Donkey Kong}}, {{SSBB|Diddy Kong}}, {{SSBB|Captain Falcon}}, and {{SSBB|Olimar}}) and the [[Halberd]] (carrying Meta Knight, Lucario, Snake, Peach, Zelda/Sheik, Fox, Falco and Mr. Game & Watch), lands and all the fighters are united.
{{SSBB|Snake}}, {{SSBB|Meta Knight}} and {{SSBB|Lucario}} enter the [[Halberd]]'s control room to discover a quintet of false Mr. Game & Watches piloting the ship. Snake quickly charges at them and knocks them all out the window. They fall onto the [[Battleship Halberd Bridge|main deck]], interrupting {{SSBB|Zelda}} (disguised as {{SSBB|Sheik}}), {{SSBB|Fox}}, and {{SSBB|Peach}}'s tea party. The clones then revert to [[Shadow Bug]]s and form into [[Duon]]. Snake and Lucario jump down to help, along with {{SSBB|Falco}} who ejects from an [[Arwing]]. Once the monster is defeated, the Shadow Bugs float away, leaving behind Mr. Game & Watch's trophy. Fox prepares to shoot it with his [[blaster]], but Peach revives him. Upon his revival, Mr. Game & Watch wonders where he is until Peach scolds him for the trouble he created, causing him to look down in shame. Then Peach gives him her [[Peach Parasol|parasol]] to cheer him up.


After annihilating the [[Subspace Gunship]] and [[Entrance to Subspace|invading the Subspace]], Mr. Game & Watch and the other fighters eventually confront Tabuu. Unfortunately, the rest of the fighters have been effortlessly trophified by the stray of Tabuu's [[Tabuu#Off Waves|off waves]], including Mr. Game & Watch. However, Mr. Game & Watch is miraculously revived thanks to the efforts of {{SSBB|Luigi}}, {{SSBB|Ness}}, and {{SSBB|King Dedede}}, alongside the rest of the other fighters. After completing the [[Great Maze]], Mr. Game & Watch and the other fighters confront Tabuu once again, and the latter prepares to trophify the fighters another time by using his off waves, but {{SSBB|Sonic}} shatters his wings, teaming up with the other fighters and eventually defeating Tabuu. In the end, the fighters successfully defeat Tabuu, including Mr. Game & Watch among them, resulting in the restoration of the [[World of Trophies]] and the Subspace being wiped out of existence.
At the [[entrance to Subspace]], Mr. Game & Watch, along with the rest of his team, prepares to attack Tabuu, but is effortlessly turned into a trophy by the Off Waves. He is later revived thanks to {{SSBB|Luigi}}, {{SSBB|Ness}}, and {{SSBB|King Dedede}}. After that, he accompanies the heroes through [[the Great Maze]] and the showdown with Tabuu.


It was confirmed on the DOJO!! website that the reason Mr. Game & Watch was manipulated so easily by Tabuu is that he lacks morality, the understanding of good or evil.<ref>[https://www.smashbros.com/wii/en_us/gamemode/modea/modea17.html Mysteries of The Subspace Emissary]</ref>
It was confirmed on the "DOJO!!" that the reason Mr. Game & Watch was manipulated so easily by Tabuu is that he has no understanding of good or evil.


===Playable appearances===
===Playable appearances===
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==Trivia==
==Trivia==
*His official artwork resembles his ''Melee'' artwork.
*His official artwork resembles his ''Melee'' artwork.
*As in ''Melee'', Mr. Game & Watch is conceptually the only character who is typically 2D in appearance, even in his [[trophy|trophicated]] form. Although Mr. Game & Watch typically has a two-dimenstional design, the effect is achieved by flattening a 3D character model. He is also the only character with the lack of textures or shading; he is simply one solid color and outline.
*As in ''Melee'', Mr. Game & Watch is the only character who is always 2D in appearance, even in his trophy form. Although Mr. Game & Watch usually appears in 2D, the effect is achieved by flattening a 3D character model. He is also the only character with no textures or shading; he is simply one solid color and outline.
**Mr. Game & Watch is depicted 3D, however, when he is caught in {{SSBB|Bowser}}'s down throw or he is played using [[file replacement|moveset swaps]]. His [[False character#In The Great Maze|false clone fought in the Great Maze]] and Metal Box form also depict him 3-D.
**Mr. Game & Watch appears 3D, however, when he is caught in {{SSBB|Bowser}}'s down throw or he is played using [[file replacement|moveset swaps]]. His [[False character#In The Great Maze|Subspace clone]] and Metal Box form also make him appear 3-D.
*With Mr. Game & Watch's design originating from characters that made their first appearance in 1980, he can be considered the "oldest" character in ''Brawl''{{'}}s roster - which is the reason he is the first character to be fought in [[All-Star Mode]]. Interestingly enough, he is the final character to be fought in ''Melee''’s All-Star Mode.
*With Mr. Game & Watch's design originating from characters that first appeared in 1980, he can be considered the "oldest" character in ''Brawl''{{'}}s roster - which is why he is the first character to be fought in All-Star Mode. Interestingly enough, he is the last character to be fought in ''Melee''’s All Star Mode.
*While almost all of Mr. Game & Watch's animations are in a choppy frame-by-frame style, there are times when he animates smoothly: when being thrown, when being grabbed by Snake, and when using a [[Cracker Launcher]]. The first two are due to using animations shared by all characters, while the third is due to the mechanic of angling the Cracker Launcher.
*While almost all of Mr. Game & Watch's animations use a frame-by-frame style, there are times when he animates smoothly: when being thrown, when being grabbed by Snake, and when using a [[Cracker Launcher]]. The first two are due to using animations shared by all characters, while the third is due to the mechanic of angling the Cracker Launcher.
*Mr. Game & Watch, {{SSBB|R.O.B.}}, {{SSBB|Olimar}}, and {{SSBB|Samus}} are the only characters that never talk or emit vocalizations. In Mr. Game & Watch's case, he instead emit ''Game & Watch''-esque beeping sounds.
*Mr. Game & Watch, {{SSBB|R.O.B.}}, {{SSBB|Olimar}}, and {{SSBB|Samus}} are the only characters that never talk or make vocal sounds. He instead makes beeping sounds.
**As a result, Mr. Game & Watch is the only character whose sound cues do not seem to be affected by a [[Metal Box]].
**As a result, Mr. Game & Watch is the only character whose sound cues do not seem to be affected by a [[Metal Box]].
*Mr. Game & Watch is the only character who does not move when charging his smash attacks.
*Mr. Game & Watch is the only character who does not move when charging his smash attacks.
**In addition, Mr. Game & Watch is the only character in the game who has a unique sound effect when charging his smash attacks, being accompained with an echoed "beeping" sound effect.
***He is also the only returning veteran with this trait.
*In [[The Subspace Emissary]], Mr. Game & Watch is the only playable character who does not have an immediate presentation screen.
*In [[The Subspace Emissary]], Mr. Game & Watch is the only playable character who does not have an immediate presentation screen.
*When wearing a badge, it hovers in front of Mr. Game & Watch's body, due to being attached to where his body would be if not flattened.
*When wearing a badge, it hovers in front of Mr. Game & Watch's body, due to being attached to where his body would be if not flattened.
*When the black (default) costume of Mr. Game & Watch is equipped on the underground version of [[Mushroomy Kingdom]], he appears to be dark yellow. This could possibly be a reference to the color-changing characters in the original ''[[Super Mario Bros.]]''
*When the black costume of Mr. Game & Watch is used on the underground version of [[Mushroomy Kingdom]], he appears to be dark yellow. This could possibly be a reference to the color-changing characters in the original ''[[Super Mario Bros.]]''
**Oddly, when in [[Camera]] mode, the color changes back to black.
**Oddly, when in [[Camera]] mode, the color changes back to black.
*Mr. Game & Watch and Jigglypuff are the only returning characters who can no longer become [[helpless]] via any of their special moves in their transitions from ''Melee'' to ''Brawl''.
*Mr. Game & Watch and Jigglypuff are the only returning characters who can no longer become helpless via any of their special moves in their transitions from ''Melee'' to ''Brawl''.
*Curiously, the manhole cover (down tilt) is the only item from Mr. Game & Watch's arsenal that is rendered in true 3D while retaining the solid color palette. In ''Melee'', it was rendered 2D, as with the rest of his moveset. This unique trait was carried over into his [[Mr. Game & Watch (SSB4)|future]] [[Mr. Game & Watch (SSBU)|appearances]].
*Curiously, the manhole cover (down tilt) is the only item from Mr. Game & Watch's arsenal that is rendered in true 3D while retaining the solid color palette. In ''Melee'', it was rendered 2D, as with the rest of his moves. This unique trait was carried over into his [[Mr. Game & Watch (SSB4)|future]] [[Mr. Game & Watch (SSBU)|appearances]].
*Mr. Game & Watch and {{SSBB|Yoshi}} are the only characters to have a better average matchup spread than a character above them in the tier list. In this case, Mr. Game & Watch has a better average matchup spread than {{SSBB|Fox}}.
*Mr. Game & Watch and {{SSBB|Yoshi}} are the only characters to have a better average matchup spread than a character above them in the tier list. In this case, Mr. Game & Watch has a better average matchup spread than {{SSBB|Fox}}.
*Mr. Game & Watch, the {{SSBB|Ice Climbers}}, {{SSBB|Meta Knight}}, {{SSBB|Ganondorf}}, and Samus are the only characters whose icon in the Subspace Emissary and the Sticker Menu is not based on their renders.
*Mr. Game & Watch, the {{SSBB|Ice Climbers}}, {{SSBB|Meta Knight}}, {{SSBB|Ganondorf}}, and Samus are the only characters whose icon in the Subspace Emissary and the Sticker menu is not based on their renders.


==External links==
==External links==

Revision as of 16:34, March 8, 2024

This article is about Mr. Game & Watch's appearance in Super Smash Bros. Brawl. For the character in other contexts, see Mr. Game & Watch.
Mr. Game & Watch
in Super Smash Bros. Brawl
Mr. Game & Watch SSBB.jpg
Game&WatchSymbol.svg
Universe Game & Watch
Other playable appearances in Melee
in SSB4
in Ultimate
Availability Unlockable
Final Smash Octopus
Tier C (16)
Mr. Game & Watch (SSBB)

Mr. Game & Watch (Mr.ゲーム&ウォッチ, Mr. Game & Watch) is a veteran character in Super Smash Bros. Brawl, returning from Melee.

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

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

How to unlock

Complete one of the following:

With the exception of the third method, Mr. Game & Watch must then be defeated on Flat Zone 2.

Attributes

Mr. Game & Watch packs a punch. In general, his attacks possess favorable hitboxes, low lag, and high knockback; however, his roll and dash attack are rather poor. Many of his attacks can hit multiple times. His erratic, instant movement makes him nearly impossible to predict in nearly anything that isn't his approach. Most of Mr. Game & Watch's tilts follow the pattern of his other attacks, being quick and powerful, while also possessing disjointed hitboxes. He has very powerful smashes, two of them hard to punish if they miss due their hitboxes having long duration, and the down smash is very fast. All of them can KO under 100%. Mr. Game & Watch's aerials are powerful, but all of them except for his neutral aerial are laggy, and his neutral aerial doesn't have as much range as his other aerials. His back aerial does large shield damage. Mr. Game & Watch's throws aren't particularly effective, save for his down throw, which can tech chase, and if the player can predict the opponent's rolls, it can be used for an infinite chaingrab (like Snake's down throw). His down throw also allows him to follow up with many moves, like an easy down tilt, a smash, or a neutral aerial (by buffering a dash into a short hop).

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

Changes from Super Smash Bros. Melee

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

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

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

Aesthetics

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

Attributes

  • Buff Mr. Game & Watch is significantly heavier (60 → 75), though he still remains as the second lightest character, tied with Squirtle.
  • Change Mr. Game & Watch is slightly bigger, increasing his range, but also his hurtbox.
  • Buff Mr. Game & Watch dashes slightly faster (1.5 → 1.553).
  • Buff Mr. Game & Watch's air speed is slightly faster (1 → 1.081).
  • Buff Mr. Game & Watch's air acceleration is higher (0.02 → 0.07 (base), 0.05 → 0.1 (total)).
  • Change Mr. Game & Watch's falling speed was reduced (1.7 → 1.24), although relative to the cast, Mr. Game & Watch falls faster. This makes him more vulnerable to combos, but due to his increased weight and Bucket Braking, his survivability is still better despite this, and it gives him better vertical endurance.
  • Change Mr Game & Watch's gravity is lower (0.095 → 0.07505).
  • Buff Mr. Game & Watch's shield size has been greatly increased, now fully covering his hurtbox.
  • Buff Mr. Game & Watch's traction has been unchanged (0.06). Compared with the returning veterans, however, Mr. Game & Watch's traction is significantly higher, making it easier for him to punish out of shield.
  • Buff Spot dodge has a much longer duration (frames 2-12 → 2-20) and less end lag (frame 33 → 26) making him much less vulnerable after using it.
  • Buff Mr. Game & Watch gains much more distance from a glide toss and can now super glide toss.

Ground attacks

  • Neutral attack:
    • Buff Neutral attack's hitboxes are larger overall (4.8/3.6/3.2u → 5.5/4/3u).
    • Nerf Neutral attack's infinite no longer deals consistent damage (3% → 1%/2%/3%).
  • Dash attack:
    • Change Dash attack's knockback altered (70 (base)/30 (base) → 50/50).
    • Buff Dash attack deals more damage (9% → 11%).
    • Buff Dash attack's hitbox is larger (5.2u → 6.24u), and further in front of Mr. Game & Watch (-4u (X-offset) → 4u).
  • Forward tilt:
    • Buff Forward tilt comes out sooner (frame 13 → 10) and has higher base knockback (10 → 20).
    • Buff Forward tilt has less ending lag (frame 42 → 37).
    • Nerf Forward tilt has a much shorter hitbox duration (frames 13-30 → 10-15).
    • Change Forward tilt's angles have been altered (361° → 45°/37°/37°/37°).
  • Up tilt:
    • Buff Up tilt's hitbox sizes have been increased (5.2/3.6/3.2u → 6.5/4.6/3.8u).
    • Nerf Up tilt has more startup lag with a shorter duration (frames 9-29 → 13-21).
    • Nerf Up tilt deals less damage (9% → 8%).
  • Down tilt:
    • Buff Down tilt has a longer duration (frames 6-13 → 6-15).
    • Buff Down tilt hitbox sizes increased (6.4u (ground)/6.4u (air) → 8/9u).
    • Nerf Down tilt's grounded hit deals much less damage (12% → 6%) and has drastically less knockback (65 (base)/100 (growth) → 50/50), no longer KOing even at Sudden Death percents.
    • Change Down tilt's grounded hit angle altered (85° → 20°), allowing it to set up edgeguards but removing its ability to set up into juggles.
  • Forward smash:
    • Buff Forward smash's weak hit deals 2% more damage (6% → 8%).
    • Buff Forward smash's has larger hitboxes and more horizontal range.
      • Hitbox sizes (4.8/4/2u → 6/5/3u (early), 3.2/2.8/1.6u → 4/3/2u (late).
      • Hitboxes moved forward (16/10/0u → 17/10/0u (early), 12/8/0u → 15/8/0u (late).
    • Change Forward smash has slightly altered knockback (44 (base)/100 (growth) → 48/98).
    • Nerf Forward smash has more startup lag with a shorter duration (frames 13-33 → 17-27).
  • Up smash:
    • Buff Up smash's knockback growth has been slightly increased (96 → 97).
    • Buff Up smash's ending lag has been slightly reduced (frame 40 → 39).
    • Buff Up smash has an additional hitbox above Mr. Game & Watch's head, noticeably increasing it's vertical range.
    • Buff Up smash's head hitbox size has been increased (5.2u → 6.24u).
  • Down smash:
    • Buff Down smash has larger hitboxes and more horizontal range.
      • Hitbox sizes (4/4/5.6/5.6u → 4.5/4.5/7/7u).
      • Sweetspots X-offset (-10.8/10.8u → -12/12u).
    • Buff Down smash's sourspot deals more damage (10% → 13%) and knockback (10 (base), 50 (scaling) → 60/68) making it a viable KO option.
    • Nerf Down smash's sweetspot deals less damage (16% → 15%) although its knockback growth was compensated (90 → 98).

Aerial attacks

  • Buff All of Mr. Game & Watch's aerials have less landing lag (15 frames → 9 (neutral), 25 frames → 22 (forward), 18 frames → 12 (back), 18 frames → 9 (up), 20 frames → 15 (down). Additionally, the removal of L-canceling affects Mr. Game & Watch less than all other returning veterans as he was already incapable of L-Canceling neutral, back and up aerials although the landing lag on his forward and down aerials were not fully compensated.
  • Neutral aerial:
    • Buff Mr. Game & Watch has a new neutral aerial: Tropical Fish. It's a good multi hit attack that is significantly faster with a longer duration (frames 20-29 → 7-10/12-15/17-20/22-25), deals 1% more damage (16% → 17%), and can be followed up from much more effectively. It also has less ending lag (frame 45 → 35) and can now auto-cancel out of a short hop.
    • Nerf New neutral aerial deals much less knockback, no longer being a reliable KO move.
    • Change New Neutral aerial is now coded as an aerial attack instead of a special move.
  • Back aerial:
    • Buff Back aerial's multi hits deal less knockback allowing them to connect more reliably with the final hit which deals more knockback.
    • Nerf Back aerial deals less damage per-hit (5% → 3%), but has 5 hits instead of 4 (20% → 15% total).
    • Change Back aerial is now coded as an aerial attack instead of a special move.
  • Up aerial:
    • Buff Both hits of up aerial come out 1 frame earlier (first hit: frame 7 → 6, second hit frame 21 → 20). It also now has a large windbox above him, giving the move more utility.
    • Nerf The first hit of up aerial has a shorter duration (frames 7-16 → 6-7).
    • Change Up aerial is now coded as an aerial attack instead of a special move.
  • Down aerial:

Throws/other attacks

  • Buff Grabs have less startup (frame 7 → 6 (standing), frame 11 → 9 (dash)) and ending lag (frame 31 → 30 (standing) frame 41 → 35 (dash)).
  • Buff Pummel is slightly faster (30 frames → 29) though it is still the slowest pummel in the game.
  • Buff Down throw meteor smashes opponents into the ground, giving it significantly better follow-up options and Mr. Game & Watch a tech chase move. This is especially beneficial considering the introduction of hitstun canceling.
  • Nerf Down throw deals less damage (8% → 6%).
  • Change Ledge attacks now have a new sound effect, which is the same as sound effect used for a Judge #9.
  • Buff Below 100% Ledge Attack is much faster (frame 42 → frame 24).
  • Nerf Below 100% Ledge Attack has less invincibility frames (39 frames → 21 frames).
  • Buff Above 100% Ledge Attack has more invincibility frames (53 frames → 59 frames).

Special moves

  • Chef:
    • Change Chef now tosses other foods besides bacon and also leaves his mouth closed.
    • Change Chef no longer resets Mr. Game & Watch's vertical velocity.
  • Judge:
    • Nerf Judge has a shorter hitbox duration (14 frames → 8 frames, 11 frames if Judge 5).
    • Buff Judge 2 now has a 20% chance of tripping targets.
    • Buff Judge "3" deals more shield damage (20 → 25).
    • Buff His Judge "7" will always generate an apple and can only be generated if it hits while on the ground, regardless of item configuration.
    • Buff Judge 8 deals much more damage (4% → 9%), freezing opponents for a longer period of time as a result.
    • Change Judge "9" now uses a unique sound effect which is a higher pitched version of his up/side taunts.
  • Fire:
    • Buff Fire now gives Mr. Game & Watch a parachute to slow his descent. He can cancel the parachute by either hitting down on the control stick or by using an aerial. If he cancels the parachute, it does not make him helpless allowing him to use an air dodge and any move other than another Fire. It also has 9 frames of invincibility starting from frame 5.
    • Buff Mr Game & Watch can now reuse Fire if he is hit with certain low knockback moves after using it such as Mario's Cape or Fox's Lasers.
    • Nerf Fire has much more startup lag with a shorter duration (frames 1-37 → 9-29).
    • Nerf Mr Game & Watch now suffers from the grab release glitch meaning that he cannot reuse Fire if he is grab released out of it.
  • Oil Panic:
    • Nerf Oil Panic starts absorbing projectiles later (frame 5 → 7).
    • Buff Oil Panic has a shorter loop animation (33 frames → 30), making it slightly safer to use.
    • Buff Mr. Game & Watch absorbs projectiles slightly faster (25 frames → 24).
    • Buff Mr. Game & Watch can now absorb multiple projectiles in a row.
    • Buff Oil Panic's absorption radius is drastically larger (5.5u → 22u).
    • Buff Oil Panic has a much higher absorption multiplier (1.5x + 5 → 2.8x).
    • Buff Oil Panic's minimum damage output is higher (12% → 18%).
    • Nerf Oil Panic's maximum damage is now capped at 60%, greatly reducing its damage potential against more damaging projectiles.
      • Buff However, this subsequently removes the kamikaze exploit, no longer allowing Game & Watch to self-destruct against shielding opponents.
    • Buff Due to the introduction of momentum canceling, Oil Panic can now be used to negate all knockback in the air (known as Bucket Braking). This greatly improves Mr. Game & Watch's horizontal endurance, giving him greater horizontal endurance than even most middleweights despite being the second lightest in the game.
    • Buff Mr. Game & Watch is now intangible for the first six frames of his oil spill.
    • Buff The oil spill has larger hitboxes (2.7342u (hit 1)/3.906u (hit 2)/6.6402u (hit 3) → 3.36u/4.8u/8.16u) which are positioned slightly further away from Mr. Game & Watch (z offset: 11.718 (hit 1)/19.53 (hit 2)/31.248 (hit 3) → 12/20/32).
    • Buff The aerial oil spill’s second and third hitboxes now have their damage properly scaled, rather than always dealing 1%. This drastically improves their KO potential (even at minimum power).
    • Nerf The oil spill has a shorter duration (frames 2-10 (hit 1)/11-22 (hit 2)/23-37 (hit 3) → 2-7/8-14/15-26).
    • Nerf The oil spill now has a clean hit, a mid hit and a late hit rather than three separate hitboxes. This prevents oil spill from connecting multiple times.
    • Nerf An aerial oil spill deals less knockback (40 (base), 100 (scaling) → 30/80), now matching the grounded version. This hinders the near hit’s KO potential.

Moveset

All of Mr. Game & Watch's moves use objects from games in the Game & Watch series, making him the only character to have every single move in his arsenal based on a game he appeared previously before.

  Name Damage Description
Neutral attack Greenhouse (グリーンハウス) 3% Mr. Game & Watch rapidly presses an insecticide pump. Excellent for escaping pressure and hard to escape from. Low ending lag; this can lead into a grab or tilt attack. Originates from Greenhouse.
1-3% (loop)
Forward tilt Lion (ライオン) 10% Mr. Game & Watch thrusts a chair in front of him, has light potential to KO at very high damages. Some noticeable ending lag. Like his other tilts, it has a hitbox with a long duration. Originates from Lion.
Up tilt Flagman (フラッグマン) 8% Mr. Game & Watch waves a flag above him. Combos into itself with fast fallers and heavy weights at lower percentages. Usually used into a neutral air or up air otherwise, can even KO at higher percentages. At low percentages, can be used for juggling. Originates from Flagman.
Down tilt Manhole (マンホール) 6% (grounded), 9% (aerial) Mr. Game & Watch flips a manhole cover in front of him. A very good move to space, especially against characters with low reach. The manhole lid is actually a 3D object, unlike any of his other moves, which are all 2D objects. It is no longer a good KO move as it was in Melee, but it has become more effective at edgeguarding due to being a semi-spike, having good base knockback, a hitbox with long duration, and very low cooldown. Good for anti-air attack; deals more damage if the opponent is in the air. Originates from Manhole.
Dash attack Helmet (ヘルメット) 11% Mr. Game & Watch slides his head along the ground while wearing a helmet. Laggy and easy to predict, a long time to finish, though its hitbox has a long duration. Can combo into moves on fast fallers. Can stage spike if used near the edge, being an effective KO move. Originates from Helmet.
Forward smash Fire Attack (ファイアアタック) 18%/14% (clean head/handle), 8% (late) Mr. Game & Watch attacks with a torch. Great base knockback and even greater knockback scaling as well as lasting longer than expected, making it hard to punish. Has a disjointed hitbox at the end of the move causing very low damage but with good knockback. Usually used after down air, down throw, or up air. Its great knockback scaling and diagonal trajectory makes momentum canceling very ineffective against it. It is arguably the best forward smash in the game as it has good reach and great knockback, being capable of KOing any character under 100%. Though it is a rare occurrence, this attack has a sourspot when only the pole hits. This only happens if a character is small enough to stay between the flame and Mr. Game & Watch himself, touching only the pole. Has slightly less knockback. Originates from Fire Attack.
Up smash Octopus (オクトパス) 18% Mr. Game & Watch's head becomes a diving helmet and he bashes upwards with his head, with the hitbox extending a short ways above the helmet. Has very high start-up lag (even compared to his other smash attacks), but is the third strongest up smash in the game (behind Ivysaur's and Lucas') and it has very low ending lag, especially considering its strength. Usually used as an anti-air or as a raw KO move. Very useful for tech chases due to its wide hitbox and good duration. Originates from Octopus.
Down smash Vermin (バーミン) 15% (hammer), 13% (handle) Mr. Game & Watch takes out two hammers and slams them down on both sides. If sourspotted, this attack is a rather powerful semi-spike and can KO early when on the edge. When sweetspotted, this is one of the most powerful down smashes in the game, being one of the few that can reliably KO under 100%. It has high startup lag although it has very low ending lag (having the shortest total duration out of any down smash), which can surprise people by using it again after a missed one. It is effective at edgeguarding as the semi-spike is powerful and even though the sweetspot has vertical knockback, its great knockback can still KO a recovering opponent. Can combo out of the last hits of neutral aerial and also with down throw on anyone who doesn't have a long enough roll and who doesn't tech it. Originates from Vermin.
Neutral aerial Tropical Fish (トロピカルフィッシュ) 5% (hit 1), 4% (hits 2-4) Two fish will come out of both sides of a bowl, hitting multiple times. The last hit has moderate knockback. If the last hit does not hit, it can combo into other aerials and smashes. Its large hitbox and light vertical knockback allows it to juggle very well. Great shield stabber. Originates from Tropical Fish.
Forward aerial Cement Factory (セメントファクトリー) 16% (clean), 6% (late) Mr. Game & Watch takes out a box and attacks with it. The sweetspot is the initial hitbox with very powerful horizontal knockback while the subsequent hitbox is the sourspot with very low knockback. It can do damage regardless of exactly which side of his body the enemy is hit by. Has the greatest KO potential of all his aerials if sweetspotted. Great for edgeguarding and it can WoP opponents at low to mid percentages. It has long landing lag but its aerial ending lag is not as bad. According to the official Melee website, this move originates from Mario's Cement Factory. However, the object looks closer to the boxes from the Game & Watch version of Mario Bros.
Back aerial Turtle Bridge (タートルブリッジ) 3% (hits 1-5), 3% (landing) Mr. Game & Watch takes out a turtle and attacks behind him. Hits multiple times and has great horizontal reach with a large hitbox. When being shielded, opponents often drop their shields too soon due to the turtle's hitlag causing it to have unexpected duration when it is landed. Can be DI'd out of though. It is possible for grounded targets to powershield the last hit, but this is very difficult to perform. Originates from Turtle Bridge.
Up aerial Spitball Sparky (スピットボールスパーキー) 7% (hit 1), 9% (hit 2) Mr. Game & Watch raises a pump above him, blowing puffs of air above him twice. It pushes characters above Mr. Game & Watch upwards if they are out of range of being damaged, the wind being more powerful closer to Mr. Game & Watch. This can actually push a player out of Ike's Great Aether, and, when high enough, can push opponents above the upper blast line for a Star KO. The wind hitbox can be used to help teammates with their vertical recovery. The second hit has very high knockback but is very difficult to land due to the wind effect of the first hitbox. Originates from Spitball Sparky.
Down aerial Donkey Kong Jr. (ドンキーコングJr.) 14% (sweetspot), 13% (sourspot), 6% (landing) Mr. Game & Watch takes out a key and slams it downward. This Stall-Then-Fall attack propels Mr. Game & Watch downwards and is a meteor smash if the initial hitbox is landed and sweetspotted. Can be moved left or right a bit. If used while halfway through a thin platform (after hitting down so he falls through it), he will move upwards and land on top of the platform, without the animation changing. Can perform the Stall-Then-Fall Glitch. Can KO at high percentages, being one of the strongest stall-then-fall moves in the game. Originates from Donkey Kong Jr.
Grab Grab (つかみ) Reaches out. Short duration. Animation taken from Mario's Cement Factory.
Pummel Alarm (アラーム) 3% Mr. Game & Watch bashes the enemy with an alarm bell. Originates from the Game & Watch's alarm feature.
Forward throw Ball (ボール) 8% Mr. Game & Watch juggles the enemy as a ball, then the enemy is launched forward. Originates from Ball.
Back throw Ball (ボール) 8% Same as other throws, with backwards knockback. Originates from Ball.
Up throw Ball (ボール) 8% Same as other throws, with upwards knockback. Originates from Ball.
Down throw Ball (ボール) 6% Mr. Game & Watch juggles the enemy as a ball and throws the opponent onto the ground. Can tech chase into an up smash, down smash, forward smash, down tilt, or even neutral aerial. Can meteor smash opponents near the edge. Originates from Ball.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  6% Mr. Game & Watch gets out a hammer and slams it in front of him, then behind him. It is very fast. Originates from Vermin.
Floor attack (back)
Floor getups (back)
  6% Identical to frontal floor attack. Originates from Vermin.
Floor attack (trip)
Floor getups (trip)
  5% Identical to floor attacks. Originates from Vermin.
Edge attack (fast)
Edge getups (fast)
  8% (bell), 6% (body) Climbs up and hits opponents with a bell, creating an alarm noise.
Edge attack (slow)
Edge getups (slow)
  10% Like his fast ledge attack, but slower.
Neutral special Chef 5% (pan), 4% (food) Shoots flaming pancakes out of a pan. Doesn't have very much use in the metagame, but it can prevent aerial approaches, and is extremely useful for edgeguarding.
Side special Judge 2-32% (Varies) Swings a hammer in front of him, and raises a flag with a random number from 1-9 with his other hand. Effects vary based on a number, with #1 being nearly useless, while #9 having high KO potential.
Up special Fire 6% Jumps upwards off a trampoline, then falls slowly in a parachute. Can be interrupted during the parachute phase by any aerial. Good for starting aerial combos at mid-high percents. Opponents who are close to either firemen will be pushed back a bit.
Down special Oil Panic 18%-60% (2.8x multiplier) Puts a bucket in front of him. Absorbs projectiles, and once three are absorbed, turns into a powerful counterattack. Can "Bucket Brake", eliminating all knockback momentum at the time the move was used.
Final Smash Octopus 16% Turns into an Octopus. Damage is dealt on contact and range can be increased by pressing the attack buttons.
Judge Damage Values
Number Damage Description
#1 2% A weak hit with no knockback. Causes 12% recoil damage.
#2 4% Another attack with weak knockback. Has a 20% chance of tripping an opponent.
#3 6% Another weak knockback attack, although this one causes significant shield damage. Opponents are launched backwards towards Mr. Game & Watch.
#4 8% A slashing attack that launches foes diagonally forward.
#5 3% (hits 1-4) An electric attack that hits multiple times.
#6 12% A flame attack that semi-spikes. Has the second strongest knockback of all Judge attacks.
#7 14% A moderate knockback attack that produces an apple if it hits a foe. The apple heals 4% damage.
#8 9% A freezing attack with low knockback.
#9 32% A very, very high knockback attack that was designed to be similar to the home-run bat. This attack has huge KO potential, being able to KO opponents at small percentages. The attack does, however, have a smaller hitbox.

Announcer call

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Wii Remote selection sound

  • Mr. Game & Watch makes five beeps.
Mr. Game & Watch's selection sound

On-screen appearance

  • Moves along a row of Game & Watch LCD frames until he reaches the foreground.
Mr.Game&WatchOnScreenAppearanceSSBB.gif

Taunts

  • Up taunt: Rings his bell high.
  • Side taunt: Rings his bell low.
  • Down taunt: Jumps once, opening his hands, in a cheery way.
Up taunt Side taunt Down taunt
G&WUpTauntBrawl.gif G&WSideTauntBrawl.gif G&WDownTauntBrawl.gif

Idle poses

  • Looks back with an opened mouth.
  • Hops in place.
Mr. Game & Watch Idle Pose 2 Brawl.png Mr. Game & Watch Idle Pose 1 Brawl.png

Crowd cheer

English Japanese
Cheer
Description Mis-ter Game-and-Watch! Game-and-Watch!
Pitch Group chant Group chant

Victory poses

Rather than using pre-existing music, this track is unique to Brawl. It resembles the bleeping noises and sound effects heard in Game & Watch games.
  • Up: Bows to the right, then to the left, as if thanking an applauding audience.
  • Left: Rings his bell to the right, then to the left, then faces the right.
  • Right: Jumps up and down in the air.
Up Left Right
Game&Watch-VictoryUp-SSBB.gif Game&Watch-VictoryLeft-SSBB.gif Game&Watch-VictoryRight-SSBB.gif

In competitive play

Matchups

Mr. Game & Watch has a slightly positive matchup spread. He is countered by 4 characters, soft countered by 5, has 6 even matchups, soft counters 11, counters 7, and hard counters 3. Mr. Game & Watch's oddities as a character help him stand out. He can fight characters that are air based better than ground based characters in most cases, as his fast aerials allow him to beat floaty characters like Lucario. However, he has trouble in the neutral game against opponents like Marth, Diddy Kong, and Ice Climbers, however, because of his inability to camp and approach. He also can't keep up with the options Meta Knight has. Overall, however, he has good matchups.

Notable players

See also: Category:Mr. Game & Watch players (SSBB)

Tier placement and history

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

Role in The Subspace Emissary

Mr. Game & Watch in SSE.

The Shadow Bugs trophy description explains that Mr. Game & Watch embodies a limitless supply of Shadow Bugs inside of him, which can be extracted incessantly. Shadow Bugs are a substance that can replicate characters or even create new dark creatures. Tabuu discovered this and captured Mr. Game & Watch in the prologue, using the Shadow Bugs to build the Subspace Army.

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

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

It was confirmed on the "DOJO!!" that the reason Mr. Game & Watch was manipulated so easily by Tabuu is that he has no understanding of good or evil.

Playable appearances

Mr. Game & Watch first appears in Battleship Halberd Bridge and then joins the player's team after, but isn't playable until all the characters are reunited with each other after the events of The Subspace Bomb Factory (Part II), where they then invade Subspace in Entrance to Subspace.

Exclusive stickers

These stickers can only be used by Mr. Game & Watch or a select few including him:

  • Chef (Game & Watch): [Specials: Indirect] Attack +25
  • Donbe: [Slash] Resistance +26
  • Duck: Launch Resistance +20
  • Forward Type: [Throwing] Attack +22
  • Flag Man: [Specials: Indirect] Attack +4
  • Lion: [Specials: Direct] Attack +13
  • Vermin: [Weapon] Attack +15
  • Wild Gunman: [Specials: Indirect] Attack +5
  • Yakuman Player: [Electric] Resistance +28

In Solo Modes

Classic Mode

In Classic Mode, Mr. Game & Watch can appear as an opponent in Stage 9 if he has been unlocked on Flat Zone 2. Mr. Game & Watch can also appear as an opponent in Stage 11, but only if he hasn't appeared in Stage 9.

All-Star Mode

In All-Star Mode, Mr. Game & Watch is fought in Stage 1 on Flat Zone 2.

Event Matches

Solo Events

Co-Op Events

Ending Images

Trophies

Mr. Game & Watch's main and Final Smash trophies can be obtained by clearing Classic Mode and All-Star mode respectively with Mr. Game & Watch.

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

Alternate costumes

Mr. Game & Watch Palette (SSBB).png
Mr. Game & Watch (SSBB) Mr. Game & Watch (SSBB) Mr. Game & Watch (SSBB) Mr. Game & Watch (SSBB) Mr. Game & Watch (SSBB) Mr. Game & Watch (SSBB)

Gallery

Trivia

  • His official artwork resembles his Melee artwork.
  • As in Melee, Mr. Game & Watch is the only character who is always 2D in appearance, even in his trophy form. Although Mr. Game & Watch usually appears in 2D, the effect is achieved by flattening a 3D character model. He is also the only character with no textures or shading; he is simply one solid color and outline.
    • Mr. Game & Watch appears 3D, however, when he is caught in Bowser's down throw or he is played using moveset swaps. His Subspace clone and Metal Box form also make him appear 3-D.
  • With Mr. Game & Watch's design originating from characters that first appeared in 1980, he can be considered the "oldest" character in Brawl's roster - which is why he is the first character to be fought in All-Star Mode. Interestingly enough, he is the last character to be fought in Melee’s All Star Mode.
  • While almost all of Mr. Game & Watch's animations use a frame-by-frame style, there are times when he animates smoothly: when being thrown, when being grabbed by Snake, and when using a Cracker Launcher. The first two are due to using animations shared by all characters, while the third is due to the mechanic of angling the Cracker Launcher.
  • Mr. Game & Watch, R.O.B., Olimar, and Samus are the only characters that never talk or make vocal sounds. He instead makes beeping sounds.
    • As a result, Mr. Game & Watch is the only character whose sound cues do not seem to be affected by a Metal Box.
  • Mr. Game & Watch is the only character who does not move when charging his smash attacks.
  • In The Subspace Emissary, Mr. Game & Watch is the only playable character who does not have an immediate presentation screen.
  • When wearing a badge, it hovers in front of Mr. Game & Watch's body, due to being attached to where his body would be if not flattened.
  • When the black costume of Mr. Game & Watch is used on the underground version of Mushroomy Kingdom, he appears to be dark yellow. This could possibly be a reference to the color-changing characters in the original Super Mario Bros.
    • Oddly, when in Camera mode, the color changes back to black.
  • Mr. Game & Watch and Jigglypuff are the only returning characters who can no longer become helpless via any of their special moves in their transitions from Melee to Brawl.
  • Curiously, the manhole cover (down tilt) is the only item from Mr. Game & Watch's arsenal that is rendered in true 3D while retaining the solid color palette. In Melee, it was rendered 2D, as with the rest of his moves. This unique trait was carried over into his future appearances.
  • Mr. Game & Watch and Yoshi are the only characters to have a better average matchup spread than a character above them in the tier list. In this case, Mr. Game & Watch has a better average matchup spread than Fox.
  • Mr. Game & Watch, the Ice Climbers, Meta Knight, Ganondorf, and Samus are the only characters whose icon in the Subspace Emissary and the Sticker menu is not based on their renders.

External links