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

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Mass reversion of permabanned sock abuser's edits. There are so many other edits inbetween, will try to add back the positive changes made by other users
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|ssbgame3 = SSB4
|ssbgame3 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = S
|tier = S-
|ranking = 3
|ranking = 18
}}
}}
'''Mr. Game & Watch''' ({{ja|Mr.ゲーム&ウォッチ|Misutā Gēmu ando Wotchi}}, ''Mr. Game & Watch'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was confirmed alongside {{SSBU|Greninja}} and the rest of the returning roster on June 12th, 2018 during E3 2018. Mr. Game & Watch is classified as [[Fighter number|Fighter #26]], the last fighter number of the ''[[Super Smash Bros. Melee]]'' [[veteran]]s.
'''Mr. Game & Watch''' ({{ja|Mr.ゲーム&ウォッチ|Misutā Gēmu ando Wotchi}}, ''Mr. Game & Watch'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was confirmed alongside {{SSBU|Greninja}} and the rest of the returning roster on June 12th, 2018 during E3 2018. Mr. Game & Watch is classified as [[Fighter number|Fighter #26]], the last fighter number of the ''[[Super Smash Bros. Melee]]'' [[veteran]]s.
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As in his ''[[Super Smash Bros. 4]]'' incarnation, Mr. Game & Watch reuses his sound effects from ''Melee'' and ''[[Super Smash Bros. Brawl]]'' for ''Ultimate''.
As in his ''[[Super Smash Bros. 4]]'' incarnation, Mr. Game & Watch reuses his sound effects from ''Melee'' and ''[[Super Smash Bros. Brawl]]'' for ''Ultimate''.


Mr. Game & Watch is ranked 3rd out of 82 on the ''Ultimate'' [[tier list]], placing him in S tier. This is an enormous improvement from his ranking in ''Smash 4'', where he was ranked 38th out of 54, and is his best placement in the series. Mr. Game & Watch's most notable strength is his unrivaled [[out of shield]] game. His [[up special]], [[Fire]], is the undisputed most effective and uncontested out-of-shield option in the game, as it possesses extremely quick startup with large hitboxes that are positioned on both sides of Mr. Game & Watch, allowing him to punish moves that are the slightest bit misspaced. It also functions as a combo starter due to the grounded version's high [[hitstun]], a combo breaker due to its [[intangibility]] on start-up, a KO and edgeguarding option due to the ascending hitbox's strong knockback, and an incredible [[recovery]] due to its considerable vertical distance, adjustable horizontal distance, and not sending Mr. Game & Watch into [[helpless]]ness, making it one of the best moves in the entire game. In addition, Mr. Game & Watch also possesses a strong combo that complements his high damage output as well as great KO potential thanks to the low lag on his [[smash attacks]], especially his [[up smash]] and [[down smash]]. Finally, his [[down special]], [[Oil Panic]], provides him with an excellent defense against characters with [[projectile]]-heavy playstyles due to it functioning as both a [[reflector]] and an [[absorption]]-based move, granting him an incredibly quick and powerful KO option depending on the projectiles absorbed.
Mr. Game & Watch is ranked 18th out of 82 on the current [[tier list]], placing him in S- tier. This is a drastic improvement from his placement in ''Smash 4'' where he was ranked 38th out of 54, and is his best placement in the series. Mr. Game & Watch's most notable strength is his unrivaled [[out of shield]] game: [[Fire]] is one of the most effective out of shield options in the game, as it possesses extremely fast startup with large hitboxes that are positioned on both sides of Mr. Game & Watch, allowing him to punish moves that are the slightest bit misspaced. In addition, Mr. Game & Watch also possesses a strong combo that complements his high damage output as well as great KO potential thanks to the low lag on his [[smash attacks]], especially his [[up smash]] and [[down smash]]. Finally's [[Oil Panic]] allows Mr. Game & Watch to deal with projectile users as it acts as both a [[reflector]] and an [[absorption]] based move.  


However, Mr. Game & Watch possesses some notable weaknesses, the most significant of which is his extremely poor endurance. He is tied with {{SSBU|Squirtle}} for being the [[Weight|third-lightest]] character in the game, making him extremely easy to KO. This is further burdened with [[rage]], as opponents can take advantage of it against him to KO him eariler, while Mr. Game & Watch himself cannot endure long enough to benefit from his own rage at higher precents. Despite his strong out-of-shield game, his other defensive options are rather poor, with slow and short-reaching [[roll]]s and dodges. Although he has [[disjointed hitbox]]es in his attacks, his [[range]] is still rather lackluster, giving him notorious trouble against characters that can outrange him, especially swordfighters. Additionally, some of his [[special move]]set can be conisidered situational depending on the matchup, with [[Judge]] requiring luck and [[Oil Panic]] being exclusively useful against characters with projectiles.
However, Mr. Game & Watch possesses some notable weaknesses, the most significant of which is his extremely poor endurance. He is tied with {{SSBU|Squirtle}} for being the third [[Weight|lightest]] character in the game, making him very easy to KO. In addition, most of his defensive options are rather poor, with short reaching [[roll]]s and dodges. Finally, despite having [[disjointed hitbox]]es in his attacks, his [[range]] is still rather lackluster, giving him notorious trouble against characters that can outrange him.  


Overall, Mr. Game & Watch's strengths considerably outweigh his weaknesses, and he has achieved great success in competitive play due to the efforts of players such as {{Sm|Miya|p=Honshu}} and {{Sm|Maister}}.
Overall, his strengths considerably outweigh his weaknesses, and he has achieved great success in competitive play due to the efforts of players such as {{Sm|Miya|p=Honshu}} and {{Sm|Maister}}.


==How to unlock==
==How to unlock==
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==Attributes==
==Attributes==
Mr. Game & Watch is a character of extremes. While Mr. Game & Watch is a short [[weight|lightweight]], his attributes noticeably make him differ himself from the other characters of his weight class. He has fast [[air speed]] (the 18th fastest), excellent [[air acceleration]] (the 13th fastest), slightly above-average [[walk]]ing and average [[dash]]ing speeds (with a relatively quick [[initial dash]] as well) and high [[traction]] (tied with {{SSBU|Ness}}, {{SSBU|Villager}} and {{SSBU|Isabelle}} for the 5th highest). However, his [[jump]]s are very low, his [[falling speed]] is slow (the 5th slowest) and his [[gravity]] is below-average. Overall, Mr. Game & Watch's mobility is quite exceptional for a lightweight, though his slow falling speed, combined with his light weight, can be somewhat detrimental. In addition, he has among the lowest [[crouching|crouches]] in the game, allowing him to evade many attacks such as {{SSBU|Marth}}'s [[Shield Breaker]] and {{SSBU|Simon}}'s [[forward tilt]].
Mr. Game & Watch is a short, [[weight|lightweight]] character that has some typical attributes of characters in his weight class, and is also a character of extremes. He has fast [[air speed]], excellent [[air acceleration]], a small size, and a very low crouch that allows him to evade many attacks like {{SSBU|Marth}}'s [[Shield Breaker]] and {{SSBU|Simon}}'s forward tilt. However, his jumps are very low and he has slightly above-average [[walk]]ing speed and below-average [[dash|running]] speeds although his initial dash is decently fast.


Unlike most other lightweights, Mr. Game & Watch possesses attacks with large disjointed hitboxes and has a numerous amount of powerful KO options. All of his [[smash attack]]s have excellent power and low ending lag throughout, with each of them possessing unique attributes. [[Forward smash]] is among the strongest in the game if sweetspotted while possessing low ending lag and good range, with the sweetspot being safe on shield. [[Up smash]] also boasts comparatively high power, and comes with full-body [[invincibility]] while the hitboxes are active. While it has slow startup, it has minimal ending lag and is completely safe on shield. [[Down smash]] sends opponents at an awkward [[semi-spike]] angle offstage, while its sweetspot [[bury|buries]] opponents long enough to lead into a forward smash, even at medium percents. It also has a very large hitbox, allowing it to easily 2-frame several recoveries, and acts as an excellent punishing option on rolls. Like his other smash attacks, down smash is safe on shield when spaced properly. Overall, Mr. Game & Watch possesses an excellent arsenal of smash attacks.
Unlike most other lightweights, Mr. Game & Watch possesses attacks with large disjointed hitboxes and has numerous, powerful KO options. All of his [[smash attack]]s have very high power and low ending lag throughout, with each of them possessing unique attributes. [[Forward smash]] is among the strongest in the game if sweetspotted while having low endlag and good range, with the sweetspot being safe on shield. [[Up smash]] is also very strong, and comes with full body invincibility while the hitboxes are active. While it has slow startup, it has minimal endlag and is completely safe on shield. [[Down smash]] sends opponents at an awkward [[semi-spike]] angle offstage, while its sweetspot [[bury|buries]] opponents long enough to lead into a forward smash, even at medium percents. It also has a very large hitbox, allowing it to easily 2-frame many recoveries, and acts as an excellent punish option on rolls. Like his other smash attacks, down smash is safe on shield when spaced properly. Overall, Mr. Game & Watch possesses an excellent arsenal of smash attacks.


Outside of his smash attacks, Mr. Game & Watch's other moves also boast strong KO potential. [[Forward tilt]] comes out quickly, has a lingering hitbox, and kills under 120% by the ledge, sending characters at a semi-spike. [[Down tilt]] lowers Mr. Game & Watch's hurtbox to match his crouch, allowing him to whiff-punish certain attacks. It also possesses high power and semi-spikes opponents offstage, leading to [[edgeguard]]s and killing outright at 100%. His new [[forward aerial]]'s explosion kills middleweights at 120% by the ledge, while his [[back aerial]] now sends at a flatter angle with enough power to KO below 100% offstage. The clean hit on [[down aerial]] boasts a powerful [[meteor smash]] that can KO below 40%, while the late hit deals enough knockback to KO under 130%, and even sooner if it connects near the top blast zone, courtesy of the move's vertical launching angle. The move's low ending lag allows it to be useful as a potent edgeguarding and landing option, giving him a deadly mixup game in the air at all times.
Outside of his smash attacks, Mr. Game & Watch's other moves also boast strong KO potential. [[Forward tilt]] comes out quickly, has a lingering hitbox, and kills under 120% by the ledge, sending characters at a semi-spike. [[Down tilt]] lowers Mr. Game & Watch's hurtbox to match his crouch, allowing him to whiff-punish certain attacks. It also possesses high power and semi-spikes opponents offstage, leading to [[edgeguard]]s and killing outright at 100%. His new [[forward aerial]]'s explosion kills opponents at 120% by the ledge, while his [[back aerial]] now sends at a flatter angle with enough power to KO below 100% offstage. The clean hit on down aerial boasts a powerful meteor smash that can KO below 40%, while the late hit deals enough knockback to KO under 130%, and even sooner if it connects near the top blast zone, courtesy of the move's vertical launch angle. The move's low ending lag allows as to be used as a potent edgeguarding and landing option, giving him a deadly mixup game in the air at all times.


[[Oil Panic]] is versatile as Mr. Game & Watch's primary defense against [[camping]] and [[projectile]]s, as it both absorbs energy-based projectiles from attacks (such as Mega Buster and [[PK Fire]]), and reflects items and/or physical projectiles (like {{SSBU|King K. Rool}}'s [[Blunderbuss]] and {{SSBU|Peach}}'s [[Turnip]]s). This can lead to massive advantages against certain characters who rely on projectiles in their playstyles—{{SSBU|Ness}}, {{SSBU|Snake}}, {{SSBU|Olimar}}, {{SSBU|Mega Man}}, and {{SSBU|Pikachu}} especially have notable difficulty fighting Mr. Game & Watch as it drastically limits their playstyles and movesets. Oil Panic also has the notable ability of carrying over the charge to subsequent stocks, which can be used as a lethal finisher and even mindgames. The area in which Oil Panic can absorb projectiles is also deceptively large, which allows Mr. Game & Watch to store energy into Oil Panic merely by standing close to just the edge of any energy-based projectile. Finally, Oil Panic is also a potent combo finisher with nearly instantaneous startup lag, with its fairly large, lingering hitbox coming out on just frame 2, as well as extreme knockback that can kill at single-digit percents when at maximum power (power is dependent on projectiles absorbed). It is also notably difficult to defend against a fully charged use of it, as the lingering hitbox can still hit spot dodges if timed even slightly off, and a powerful enough charge can break a full shield, allowing Mr. Game & Watch to punish with one of his powerful smash attacks. However, Oil Panic has the glaring weakness of being filled with extremely weak moves, such as {{SSBU|Fox}}'s blaster. This causes Mr. Game & Watch to fill Oil Panic extremely quickly, rendering its defensive value useless, and forces him to either hold onto a weak use of it, or dump it without purposefully damaging the opponent in order to use it again as a defensive tool. In addition, a full Oil Panic cannot absorb or reflect any projectiles, making Mr. Game & Watch more vulnerable to projectiles unless he releases the oil spill.
Oil Panic is used as Mr. Game & Watch's primary defense against camping and projectiles, as it both absorbs energy projectiles from moves such as Mega Buster and [[PK Fire]], and reflects items like {{SSBU|King K. Rool}}'s [[Blunderbuss]] and {{SSBU|Peach}}'s [[Turnip]]s. This can lead to massive advantages against certain characters who rely on projectiles in their playstyle. Oil Panic also has the notable ability of carrying over the charge to subsequent stocks, which can be used as a lethal finisher and even mind games. The area in which Oil Panic can absorb projectiles is also deceptively large, which allows Mr. Game & Watch to store energy into Oil Panic merely by standing close to just the edge of any energy projectile. Finally, Oil Panic is also a potent combo finisher with nearly instantaneous startup lag, with its fairly large, lingering hitbox coming out on just frame 2, as well as extreme knockback that can kill at single digit percents when at max power (power is dependent on projectiles absorbed). It is also notably difficult to defend against a fully charged use of it, as the lingering hitbox can still hit spot dodges if timed even slightly off, and a powerful enough charge can break a full shield, allowing Mr. Game & Watch to punish with one of his powerful smash attacks. However, Oil Panic has the glaring weakness of being filled with extremely weak moves such as Fox's blaster. This causes Mr. Game & Watch to fill Oil Panic extremely quickly, rendering its defensive value useless, and forces him to either hold onto a weak use of it, or dump it without purposefully damaging the opponent in order to use it again as a defensive tool. In addition, a full Oil Panic cannot absorb or reflect any projectiles, making Mr. Game & Watch more vulnerable to projectiles unless he releases the oil spill.


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


Lastly, Mr. Game & Watch possesses a fantastic [[recovering]] option, as well as large, long-lasting and disjointed aerials. This means that he is a formidable edgeguarder while being extremely hard to [[gimp]] himself. His [[up special]], [[Fire]], has frame-3 startup, invincibility in its early frames, impressive recovering distance vertically and horizontally, and a strong ascending hitbox on its initial hitbox, with decent launching power horizontally, allowing for early offstage KOs if it hits opposite the blast zone. This makes it deadly, as it can [[stage spike]] unwary opponents while also easily gimping characters with poor recoveries, like {{SSBU|Chrom}}. It is also an extremely useful combo breaker and the game's uncontested best [[out of shield|out-of-shield]] option due to its fast startup and invincibility, which is further complemented by it not rendering him [[helpless]]. His [[back aerial]], Turtle Bridge, is a large, long-lasting disjointed multi-hitting move that deals high knockback at the final hit. The move's large disjoint beats out a lot of recoveries that have hitboxes, and the multi-hitting nature of the move makes it hard to tech for [[stage spike]]s and often drags opponents stuck in the move closer to the blast zone. For most characters, getting hit with Turtle Bridge is often fatal off-stage, as the move lingers long enough to shift the opponent closer to the blast zone before dealing the final knockback on the last hit. On the ledge, Chef punishes ledge-hangers and covers getup attacks and rolls (hit by the pan), forcing opponents to jump. This can easily allow Mr. Game & Watch to follow up with neutral aerial and force the opponent back off-stage. His new forward aerial can be comboed into with Chef and has strong KO potential on its own. Lastly, his up air has the notable quality of having no set limit on its distance, making it arguably the best juggling option in the game. Overall, Mr. Game & Watch is extremely deadly off the stage and at the ledge to all characters, even including himself.
Lastly, Mr. Game & Watch possesses a fantastic recovery option, as well as large, long-lasting and disjointed aerials. This means that he is a formidable edgeguarder and is extremely hard to gimp himself. His [[up special]], [[Fire]], has frame 3 startup, invincibility in its early frames, impressive recovery distance vertically and horizontally, and a strong upwards hitbox on its initial hitbox, with decent launch power horizontally, allowing for early off-stage KOs if it hits opposite the blast zone. This makes it deadly, as it can [[stage spike]] unwary opponents while also easily gimping characters with poor recoveries, like {{SSBU|Chrom}}. It is also an extremely useful combo breaker and the game's uncontested best [[out of shield|out-of-shield]] option due to its fast startup and invincibility, which is further complemented by it not rendering him [[helpless]]. His [[back aerial]], Turtle Bridge, is a large, long-lasting disjointed multi-hit move that has high knockback at the final hit. The move's large disjoint beats out a lot of recoveries that have hitboxes, and the multi-hit nature of the move makes it hard to tech for stage-spikes and often drags opponents stuck in the move closer to the blast zone. For many characters, getting hit with Turtle Bridge is often fatal off-stage, as the move lingers long enough to shift the opponent closer to the blast zone before dealing the final knockback on the last hit. On the ledge, Chef punishes ledge hangers and covers getup attack and rolls (hit by the pan), forcing opponents to jump. This can easily allow Mr. Game & Watch to follow up with neutral aerial and force the opponent back off-stage. His new forward aerial can be comboed into with Chef and has strong KO potential on its own. Lastly, his up air has the notable quality of having no set limit on its distance, making it arguably the best juggling option in the game. Overall, Mr. Game & Watch is extremely deadly off the stage and at the ledge to all characters, even including himself.


Despite these strengths, Mr. Game & Watch possesses a few notable weaknesses. He is tied with {{SSBU|Squirtle}} being the [[weight|third-lightest]] character in the game, which, along with his floatiness, make his horizontal and vertical endurance terrible. [[Rage]] is an additional burden, since opponents can send him flying even earlier with high levels of it, while Mr. Game & Watch himself cannot endure long enough to benefit from his own rage. In addition, despite having surprisingly good [[range]] for his size due to his disjointed hitboxes, his overall range is mediocre. This is worsened by the fact that several of his disjointed moves like down tilt, up tilt, and forward smash have underwhelming range for a disjoint. As a result, swordfighters like {{SSBU|Marth}} and {{SSBU|Cloud}} are able to easily keep Mr. Game & Watch at arm's length and stop his approaches. While his new forward air possesses more damage and knockback, it has very low priority, so any move can hit the bomb and make it disappear. This makes it unsuitable for approaching and forces Mr. Game & Watch to approach with his back air instead. It is also a much more situational move in general, due to its higher lag and delayed hitbox, as the bomb will only explode upon touching the ground or waiting for half a second. Additionally, none of his aerials can [[auto-cancel]] in a short hop and Mr. Game & Watch lacks other effective out of shield options outside of Fire, which hinders his neutral game and gives him a rather poor approach.
Despite these strengths, Mr. Game & Watch possesses a few notable weaknesses. He is tied with {{SSBU|Squirtle}} being the third lightest character in the game, which, along with his floaty movement and average speed, make his horizontal and vertical endurance terrible. In addition, despite having disjointed hitboxes, his overall range is mediocre. This is worsened by the fact that many of his disjointed moves like down tilt, up tilt, and forward smash have underwhelming range for a disjoint. Characters with swords like {{SSBU|Marth}} and {{SSBU|Cloud}} are able to easily keep Mr. Game & Watch at arm's length and stop his approaches. Also, while his new forward air possesses more damage and knockback, it has very low priority, so any move can hit the bomb and make it disappear. This makes it unsuitable for approaching and forces Mr. Game & Watch to approach with his back air instead. It is also a much more situational move in general, due to its higher lag and delayed hitbox, as the bomb will only explode upon touching the ground or waiting for half a second. Also, none of his aerials can autocancel in a short hop. Due to this, he has a somewhat lackluster neutral game and a rather poor approach. While Mr. Game & Watch's [[down throw]] and [[up throw]] are good at starting combos, Mr. Game & Watch's [[throws]] don't KO until very high percents, with his strongest throw, down throw, KOing at around 200%. He also has mediocre defensive attributes, possessing slow and short-reaching spot dodges and rolls.


His [[grab]] game is also situational outside of comboing: while Mr. Game & Watch's [[down throw]] and [[up throw]] are good at starting combos, his [[forward throw]] and [[back throw]] leave a lot to be desired due to being purely positional throws, and none of Mr. Game & Watch's [[throws]] can KO until very high percents, with his strongest throw, down throw, KOing at around 200%. He also has poor defensive capabilities, possessing slow and short-reaching [[spot dodge]]s and [[roll]]s, as well as some of the slowest [[air dodge]]s in the game. Finally, some of his special moves are considered to be situational depending on the matchup, with [[Judge]] being polarizing and unsafe in general due to its randomness and requiring luck, and [[Oil Panic]] being useless against melee-oriented characters as it is exculsively useful against characters with projectiles.
All in all, Mr. Game & Watch is a very powerful glass cannon with unique properties to a majority of his moves, and is universally believed to be among the most potent glass cannon characters in the game. He possesses extremely high damage output and powerful KO options while being very vulnerable himself, but is compensated for his extremely light weight and mediocre approach and defensive options with an incredible recovery, a brutal combo and juggling game, great edgeguarding, oppressive offstage presence, and explosive power through his smash attacks and Oil Panic. Overall, his strengths considerably outweigh his weaknesses, making Mr. Game & Watch one of the most fragile characters, but also among the most oppressive in all of ''Ultimate''.
 
All in all, Mr. Game & Watch is a very powerful glass cannon with unique properties to a majority of his moveset, and is universally believed to be among the most potent glass cannons in the game. He possesses extremely high damage output and powerful KOing ability while being very vulnerable himself, but is compensated for his extremely poor endurance, mediocre approach and low defensive capabilities with an incredible recovery, a brutal combo and juggling game, great edgeguarding, oppressive offstage presence, and explosive power through most of his moveset, especially his smash attacks and Oil Panic. Overall, his strengths considerably outweigh his weaknesses, making Mr. Game & Watch one of the most fragile characters, but also among the most oppressive in all of ''Ultimate''.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Mr. Game & Watch has received some of the most noticeable changes of any veteran in the transition to ''Ultimate'', as several of his animations have been altered to change his appearance to the games they originate from when he performs them. This has led to a massive overhaul in his moveset that goes beyond changes to aesthetic appearances, as many of these moves have been mechanically altered and, in some cases, completely reworked altogether in their purpose and utility. As a result, Mr. Game & Watch has undergone a large mix of buffs and nerfs in his transition to ''Ultimate'', arguably the most out of any other returning veteran; however, while these changes have weakened a few of his most powerful tools and set-ups from ''SSB4'', they have also greatly improved several of his more underwhelming moves in his toolkit from the previous game, and the changes to game mechanics have benefitted these changes as well. As a result, Mr. Game & Watch has been dramatically buffed overall.
Mr. Game & Watch has some of the most noticeable changes of any veteran in the transition to ''Ultimate'', as several of his animations have been altered to change his appearance to the games they originate from when he performs them. This has led to a massive overhaul in his moveset that goes beyond changes to aesthetic appearances, as many of these moves have been mechanically altered and, in some cases, completely reworked altogether in their purpose and utility. As a result, Mr. Game & Watch has undergone a large mix of buffs and nerfs in his transition to ''Ultimate'', arguably the most out of any other returning veteran; however, while these changes have weakened a few of his most powerful tools and set-ups from ''SSB4'', they have also greatly improved several of his more underwhelming moves in his toolkit from the previous game, and the changes to game mechanics have benefitted these changes as well. As a result, Mr. Game & Watch has been significantly buffed overall.


Mr. Game & Watch's KO and edgeguarding potential have been drastically improved, since a majority of his regular moves, including [[forward tilt|forward]] and [[down tilt]]s, all of his [[smash attack]]s, and [[back aerial|back]] and [[down aerial]]s, have much stronger knockback; this drastically tones down one of his main weaknesses from ''SSB4''. His smash attacks have also improved beyond higher power — [[down smash]] now has faster startup and can now [[bury]] grounded opponents when [[sweetspot]]ted, allowing it to lead into followups and KO confirms, and its long range and burying time make it the best move of its kind. [[Forward smash]] is even easier to sweetspot than in ''SSB4'', while up smash has faster startup with increased duration and now renders Mr. Game & Watch himself completely invincible during the attack, as opposed to just his head and foot.
Mr. Game & Watch's KO and edgeguarding potential have been drastically improved, since a majority of his regular moves, including [[forward tilt|forward]] and [[down tilt]]s, all of his [[smash attack]]s, and [[back aerial|back]] and [[down aerial]]s, have much stronger knockback; this drastically tones down one of his main weaknesses from ''SSB4''. His smash attacks have also improved beyond higher power — [[down smash]] now has faster startup and can now [[bury]] grounded opponents when [[sweetspot]]ted, allowing it to lead into followups and KO confirms, and its long range and burying time make it the best move of its kind. [[Forward smash]] is even easier to sweetspot than in ''SSB4'', while up smash has faster startup with increased duration and now renders Mr. Game & Watch himself completely invincible during the attack, as opposed to just his head and foot.


His attacks have also increased utility overall. Changes to [[neutral aerial]]'s first hits allow them to link together more reliably and catch opponents above him more effectively, and the move's reduced landing lag means it can now be used as a landing option and set-up tool (notably having a KO confirm into down tilt at high percentages), while retaining its decently strong knockback, allowing it to be used as an emergency KO option. Forward tilt has a much longer duration, making it an effective option for both [[2 frame punish|2-framing]] and [[spot dodging]], and up tilt's hits connect into each other much more reliably, improving its consistency. [[Chef]]'s trajectory can now be controlled, which makes it much easier to catch opponents who are trying to reach for the ledge and is now more effective keeping control of the neutral game. [[Oil Panic]] can now reflect physical projectiles in addition to absorbing energy-based projectiles (though it doesn't increase their power), and [[Judge]]'s numbers 5, 7, 8, and 9 have improved. Mr. Game & Watch now sports a much more disjointed dash and pivot grab, giving it effective reach. However, his [[up special]], [[Fire]], has seen the most improvements; it now has a frame 3 hitbox that replaces its windbox from ''SSB4'', which launches opponent directly upwards, and can even be comboed up with a neutral or up aerial at low percentages to keep juggling opponents. Because of this, it is now infamously considered both the best up special and the best out of shield option in the entire game.  
His attacks have also increased utility overall. Changes to [[neutral aerial]]'s first hits allow them to link together more reliably and catch opponents above him more effectively, and the move's reduced landing lag means it can now be used as a landing option and set-up tool (notably having a KO confirm into down tilt at high percentages), while retaining its decently strong knockback. Forward tilt has a much longer duration, making it an effective option for both [[2 frame punish|2-framing]] and [[spotdodging]], and up tilt's hits connect into each other much more reliably, improving its consistency. [[Chef]]'s trajectory can now be controlled, which makes it much easier to catch opponents who are trying to reach for the ledge and is now more effective keeping control of the neutral game. [[Oil Panic]] can now reflect physical projectiles in addition to absorbing energy-based projectiles (though it doesn't increase their power), and [[Judge]]'s numbers 5, 7, 8, and 9 have improved. Mr. Game & Watch now sports a much more disjointed dash and pivot grab, giving it effective reach. However, his [[up special]], [[Fire]] has seen the most improvements; it now has a frame 3 hitbox that replaces its windbox from ''SSB4'', which launches opponent directly upwards, and can even be comboed up with a neutral or up aerial at low percentages to keep juggling opponents. Because of this, it is now infamously considered both the best up special and the best out of shield option in the entire game.  


Mr. Game & Watch has gained two new attacks in his [[forward aerial|forward]] and [[up aerial]]s. Forward aerial now depicts Mr. Game & Watch dropping a bomb in front of him; compared to his old forward aerial, it posseses stronger knockback and damage output, as well as much more versatility, as its explosion can cover the entire ledge of a stage, it can be used as a combo starter at low percentages, as a shield pressuring tool, and a landing option (as it is much safer on block). Meanwhile, his up aerial now depicts Mr. Game & Watch shooting a single puff of air upwards as a projectile, functioning very similarly to {{SSBU|Mega Man}}'s up aerial; this projectile has much more vertical range than his old up air, and is more reliable for trapping opponents in it. It, combined with his neutral aerial, now gives Mr. Game & Watch more respectable juggling potential.
Mr. Game & Watch has gained two new attacks in his [[forward aerial|forward]] and [[up aerial]]s. Forward aerial now has Mr. Game & Watch drop a bomb in front of him; compared to his old forward aerial, it posseses stronger knockback and damage output, as well as much more versatility, as its explosion can cover the entire ledge of a stage, it can be used as a combo starter at low percentages, as a shield pressuring tool, and a landing option (as it is much safer on block). Meanwhile, his up aerial now has Mr. Game & Watch shoot a single puff of air upwards as a projectile, functioning very similarly to {{SSBU|Mega Man}}'s up aerial; this projectile has much more vertical range than his old up air, and is more reliable for keeping opponents trapped in it. It, combined with his neutral aerial, now gives Mr. Game & Watch more respectable juggling potential.


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


Many of Mr. Game & Watch's new animations have resulted in reductions to hitboxes for several of his attacks, including forward tilt, up aerial, up tilt, and most notably, his down tilt, the latter of which is now incapable of hitting aerial opponents altogether. This tones down Mr. Game & Watch's deceptive reach, and requires him to be closer towards opponents more often than before to land hits. Judge #9's effectiveness has also been halved, since instead of not having SDI at all, it now has a double SDI multiplier, and when combined with the hit's high [[hitlag]], makes it much easier to prepare for and reduces its effectiveness for early KOs. His new moves have also come with drawbacks; while his new forward aerial possesses more utility than his old one, it has much weaker priority to the point that the bomb disappears if it gets hit and the hitbox does not completely cover it, making it a riskier option to challenge opponents in the air with when combined with its increased ending lag. His new up aerial has also lost all of its KO power, which, compounded with the changes to his down throw, effectively removes his "Toot Toot" KO confirm from ''SSB4''.
Many of Mr. Game & Watch's new animations have resulted in hitbox reductions for several of his attacks, including forward tilt, up aerial, up tilt, and most notably, his down tilt, the latter of which is now incapable of hitting aerial opponents altogether. This tones down Mr. Game & Watch's deceptive reach, and requires him to be closer towards opponents more often than before. Judge's number 9 is also less effective, since its new high SDI multiplier, combined with the hit's high hitlag, makes it much easier to prepare for and slightly reduces its effectiveness for early KOs. His new moves have also come with drawbacks; while his new forward aerial possesses more utility than his oldone, it has much weaker priority to the point that the bomb disappears if it gets hit and the hitbox does not completely cover it, making it a riskier option to challenge opponents in the air with. His new up aerial has also lost all of its KO power, which compounded with the changes to his down throw effectively removes his "Toot Toot" KO confirm from ''SSB4''.


The alterations to gameplay-based mechanics both strengthen and impair Mr. Game & Watch. The ability to [[run cancel|perform an attack out of a run]] has improved the newfound utility of his grounded attacks further, and now gives him access very quick KO options he previously didn't have access to. He also possesses drastically increased traction, which combined with the improvements to Fire gives him a much stronger [[out of shield]] game, which was a weakness he suffered from in ''SSB4''. However, while the universal increase in mobility benefits his own, several other returning veterans now boast overall quicker mobility to varying degrees as well, making it hard for Mr. Game & Watch to catch up with them and easier for them to eventually hit him. This problem is especially noticeable due to the increased prevalance of speed demons in '''Ultimate''. The changes to [[air dodging]] mechanics and reintroduction of directional air dodging give Mr. Game & Watch an option to either extend his recovery in a pinch, or perform a single directional air dodge as a short-ranged recovery without the necessity of using Fire, but this has also resulted in his air dodges becoming some of the slowest in the game, making them susceptible to punishment should one be performed recklessly. Finally, the weakening of [[rage]] improves Mr. Game & Watch's endurance, but due to his surprisingly good survivability for a lightweight, this also weakens his ability to reap advantage from it with his plentiful powerful attacks such as Judge #9.
Gameplay mechanics both strengthen and hamper Mr. Game & Watch. The ability to [[run cancel]] also improves the newfound utility of his ground attacks further, and now him very quick KO options he previously didn't have access to. He also possesses a much higher traction, which combined with the improvements to Fire gives him a much stronger [[out of shield]] game, which was a weakness he suffered from in ''SSB4''. However, while the universal increase in mobility benefits his below-average dashing speed, several other veterans now boast overall faster mobility as well, making it hard for him to keep up with them. The changes to [[air dodge]] mechanics and reintroduction of directional air dodging give Mr. Game & Watch an option to either extend his recovery in a pinch, or use one as a short-ranged recovery without the necessity to use his up special, but this has also resulted in his air dodges becoming some of the slowest in the game, making them susceptible to punishment. Finally, the weakening of [[rage]] improves Mr. Game & Watch's endurance, but due to his surprisingly good survivability for a lightweight, this also weakens his ability to use it to his advantage, due to his plentiful strong attacks such as Judge 9. Of note is that despite his numerous improvements, Mr. Game & Watch retains some of the same issues from ''SSB4'', namely his poor endurance, short reach, and a lack of reliable approach options.


Overall, Mr. Game & Watch generally retains much of his bait-and-punish playstyle from ''SSB4'', though the adjustments and increased utility he received to several of his attacks, as well as his significantly improved KO power, have led him to become more of an "all-rounder" type of character to his fellow lightweight brethren. Though he retains some of the same issues from ''SSB4'', namely his poor endurance, short range (despite being disjointed), and a lack of reliable approaching options, his numerous buffs now generally compensate for these issues. This has garnered Mr. Game & Watch a strikingly positive reception overall, and this incarnation of Mr. Game & Watch is near universally considered to be his best iteration in the series yet, being considered an excellent choice in competitive play.
Overall, Mr. Game & Watch generally retains much of his bait-and-punish playstyle from ''SSB4'', though the adjustments and increased utility he received to several of his attacks, as well as his significantly improved KO power, have led him to become more of an "all-rounder" type of character to his fellow lightweight brethren. This has garnered Mr. Game & Watch a strikingly positive reception overall, and, this incarnation of Mr. Game & Watch is near universally considered to be his best iteration in the series yet.


{{SSB4 to SSBU changelist|char=Mr. Game & Watch}}
{{SSB4 to SSBU changelist|char=Mr. Game & Watch}}
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Mr. Game & Watch has been slightly buffed via updates; in patch update {{SSBU|2.0.0}}, forward aerial's explosion had its range increased to match the visual explosion and down aerial auto-cancels slightly earlier to match its interruptibility. {{SSBU|3.0.0}} now has Octopus trap opponents for longer periods of time, and in patch {{SSBU|3.1.0}}, up tilt's first hit now deals weight independent set knockback, allowing it to always connect into the second hit, even at higher percents, and in {{SSBU|7.0.0}} his shield size has been significantly increased.
Mr. Game & Watch has been slightly buffed via updates; in patch update {{SSBU|2.0.0}}, forward aerial's explosion had its range increased to match the visual explosion and down aerial auto-cancels slightly earlier to match its interruptibility. {{SSBU|3.0.0}} now has Octopus trap opponents for longer periods of time, and in patch {{SSBU|3.1.0}}, up tilt's first hit now deals weight independent set knockback, allowing it to always connect into the second hit, even at higher percents, and in {{SSBU|7.0.0}} his shield size has been significantly increased.


Overall, the updates given to Mr. Game & Watch have largely been quality-of-life improvements, and his competitive standing has not significantly changed as a result.
Overall, the updates given to Mr. Game & Watch have largely been quality of life improvements, and his competitive standing has not significantly changed as a result.


'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
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|neutral1dmg=3% (first and last hit)
|neutral1dmg=3% (first and last hit)
|neutral2dmg=0.8% (loop)
|neutral2dmg=0.8% (loop)
|neutraldesc=Rapidly presses an insecticide pump, pumping gas onto the opponent. The first hit can combo into a grab, Fire, and even Oil Panic at high percents; the finisher starts KOing middleweights at the ledge at around 150% on Final Destination. The finisher possesses a considerable amount of ending lag, and is very punishable if shielded. Changes Mr. Game & Watch's model into the appearance of {{iw|mariowiki|Stanley}} from ''Greenhouse''.
|neutraldesc=Rapidly presses an insecticide pump, pumping gas onto the opponent. The first hit can combo into a grab, Fire, and even Oil Panic at high percents; the finisher starts KOing middleweights at the ledge at around 150% on Final Destination. The finisher possesses a considerable amount of endlag, and is very punishable if shielded. Changes Mr. Game & Watch's model into the appearance of {{iw|mariowiki|Stanley}} from ''Greenhouse''.
|ftiltname=Lion ({{ja|ライオン|Raion}})
|ftiltname=Lion ({{ja|ライオン|Raion}})
|ftiltdmg=12% (clean chair), 10% (clean body), 6% (late)
|ftiltdmg=12% (clean chair), 10% (clean body), 6% (late)
|ftiltdesc=Thrusts a chair forward to hit with its legs. Relatively fast (frame 8) and extremely powerful, KOing middleweights at around 100% by the edge of Final Destination. Its hitbox also lingers, making it effective at catching spot dodges and options out of a ledge. Changes Mr. Game & Watch's model into a zookeeper from ''Lion''.
|ftiltdesc=Thrusts a chair forward to hit with its legs. Relatively fast (frame 8) and extremely powerful, KOing at around 100% by the ledge. Its hitbox also lingers, making it effective at catching spot dodges and ledge options. Changes Mr. Game & Watch's model into a zookeeper from ''Lion''.
|utiltname=Flagman ({{ja|フラッグマン|Furagguman}})
|utiltname=Flagman ({{ja|フラッグマン|Furagguman}})
|utiltdmg=7% (hits 1 and 2)
|utiltdmg=7% (hits 1 and 2)
|utiltdesc=Mr. Game & Watch swings a flag in front of him, and a flag behind him. The first hit knocks the opponent into the second one and has low ending lag, giving it combo potential at low to medium percents. As of update {{SSBU|3.1.0}}, the first hit has [[weight-independent]] set knockback, allowing it to connect with the second hit regardless of the character's [[weight]] and precentage. However, it has noticeable start-up for a tilt attack (frame 10), and it has poor reach both horizontally and vertically. No matter what side Mr. Game & Watch faces, Flag 1 and Flag 2 will typically be on the left and right sides, respectively. If this move is performed twice in succession, with the second use facing the opposite as the first, the numbers (albeit being mirrored) will switch sides. The second hit KOs middleweights at around 160% on Final Destination. His arms are [[intangibility]] during the move, and his hands become intangible while each hitbox is active. Changes Mr. Game & Watch's model into the character from ''Flagman''.
|utiltdesc=Mr. Game & Watch swings a flag in front of him, and a flag behind him. The first hit knocks the opponent into the second one and has low ending lag, giving it combo potential at low to mid percents. However, it has noticeable start-up for a tilt attack, and it has poor reach both horizontally and vertically. No matter what side he faces, Flag 1 and Flag 2 will always be on the left and right sides, respectively. If this move is used twice in succession, with the second use facing the opposite as the first, the numbers (albeit being mirrored) will switch sides. The second hit KOs middleweights at around 160%. His hands gain [[intangibility]] during the move. Changes Mr. Game & Watch's model into the character from ''Flagman''.
|dtiltname=Manhole ({{ja|マンホール|Manhōru}})
|dtiltname=Manhole ({{ja|マンホール|Manhōru}})
|dtiltdmg=9%
|dtiltdmg=9%
|dtiltdesc=Pushes an angled manhole in front of himself. Deals more damage and much more knockback than in the previous game at the expense of increased endnig lag and reduced range. It has also lost its [[windbox]], disallowing juggling and potential recovery interrupting, and it can no longer hit aerial opponents. Has fast startup at frame 6 and possesses extremely high knockback for a tilt of its kind (making it the strongest down tilt in the game knockback-wise), killing as early as 90% by the ledge and 120% center-stage. It also [[semi-spike]]s opponents, leading to edgeguards and potentially gimping characters with poor recoveries, while acting as a hard punish to any shielded [[ledge attack]]. Changes Mr. Game & Watch's model into the main character from ''Manhole''.
|dtiltdesc=Pushes an angled manhole in front of himself. Does more damage than in the previous game and has much more knockback at the expense of increased endlag and reduced range. Down tilt has also lost its [[windbox]], disallowing juggling and potential recovery interrupting, and it can no longer hit aerial opponents. Has fast startup at frame 6 and possesses extremely high knockback for a tilt of its type (making it the strongest down tilt in the game knockback-wise), killing as early as 90% by the ledge and 120% center-stage. It also [[semi-spike]]s opponents, leading to edgeguards and potentially gimping characters with poor recoveries, while acting as a hard punish to any shielded [[ledge attack]]. Changes Mr. Game & Watch's model into the main character from ''Manhole''.
|dashname=Helmet ({{ja|ヘルメット|Herumetto}})
|dashname=Helmet ({{ja|ヘルメット|Herumetto}})
|dashdmg=10% (clean), 6.5% (late)
|dashdmg=10% (clean), 6.5% (late)
|dashdesc=Performs a sliding headbutt while wearing a helmet. It has good range and has fast startup lag (frame 6), sliding Mr. Game & Watch forward in a choppy frame-by-frame manner, making it difficult to react to. It also lowers his hurtbox, allowing it to low-profile several attacks. This move is a tool for both risky approaching and safe punishing. Low ending lag, good knockback, and high amount of active frames make it a decent KOing option near the edge and useful for 2-framing opponents by the ledge, as well as edgeguarding before the opponent manages to grab the ledge. It KOs middleweights at around 145% at the edge of Final Destination, while it KOs well past 180% at the center of Final Destination. Originates from ''Helmet''.
|dashdesc=Performs a sliding headbutt while wearing a helmet. It has good range and is very fast, sliding Mr. Game & Watch forward in a choppy frame-by-frame manner, making it difficult to react to. It also lowers his hurtbox, allowing it to low-profile many attacks. This move is a tool for both risky approaching and safe punishing. Low ending lag, good knockback, and high amount of active frames make it a decent KOing option near the edge and useful for 2-framing opponents by the ledge, though the clean hit has trouble KOing from center stage until well past 180%. Originates from ''Helmet''.
|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={{ChargedSmashDmgSSBU|14}} (handle), {{ChargedSmashDmgSSBU|18}} (flame)
|fsmashdmg={{ChargedSmashDmgSSBU|14}} (handle), {{ChargedSmashDmgSSBU|18}} (flame)
|fsmashdesc=Swings a lit torch forward. The [[sweetspot]] is at the flame, while the [[sourspot]] is at the torch. While this move has moderate startup, coming out on frame 17, it has minimal cooldown, is fully disjointed, and its sweetspot is safe on shield. While the sourspot deals underwhelming knockback, the sweetspot is powerful and KOs around 90%, making it one of the stronger forward smashes in the game. Although weaker compared to the sweetspot, the sourspot still has respectable power for a forward smash, as it KOs middleweights at around 118% at the center of Final Destination. Changes Mr. Game & Watch's model to an antagonist from ''Fire Attack''.
|fsmashdesc=Swings a lit torch downward. The sweetspot is at the flame, while the sourspot is at the torch. While this move has moderate startup, coming out on frame 17, it has very little cooldown, is fully disjointed, and its sweetspot is safe on shield. While the sourspot has underwhelming knockback, the sweetspot is powerful and KOs around 90%, making it one of the stronger forward smashes. Changes Mr. Game & Watch's model to an antagonist from ''Fire Attack''.
|usmashname=Octopus Headbutt ({{ja|オクトパスヘッドバット|Okutopasu Heddobatto}})
|usmashname=Octopus Headbutt ({{ja|オクトパスヘッドバット|Okutopasu Heddobatto}})
|usmashdmg={{ChargedSmashDmgSSBU|16}}
|usmashdmg={{ChargedSmashDmgSSBU|16}}
|usmashdesc=Performs an upward-arcing headbutt while wearing a diving helmet. The move has noticeable start-up, coming out on frame 21, but has an extremely low cool down of only 13 frames and a deceptively long duration of 5 frames, making it a reliable baiting tool. The hitbox extends a short distance above the helmet, giving it deceptive range. Useful for shield-break setups with Oil Panic due to its safety and even advantage on shield. It also has combo potential into his neutral air, up air, and fire. While his whole body gains [[invincibility]], it only lasts during the frames the hitboxes are active. The 12th strongest up smash in the game, KOing middleweights at 90% uncharged and 60% fully charged. Originates from ''Octopus''.
|usmashdesc=Performs an upward headbutt while wearing a diving helmet. The move has noticeable start-up, coming out on frame 21, but has an extremely low cool down of only 13 frames and a deceptively long duration of 5 frames, making it a reliable baiting tool. Useful for shield break setups with Oil Panic due to its safety and even advantage on shield. It also has combo potential into his neutral air, up air, and fire. While his whole body gains invincibility, it only lasts during the frames the hitboxes are active. The 12th strongest up smash in the game, KOing middleweights at 90% uncharged and 60% fully charged. Originates from ''Octopus''.
|dsmashname=Vermin ({{ja|バーミン|Bāmin}})
|dsmashname=Vermin ({{ja|バーミン|Bāmin}})
|dsmashdmg={{ChargedSmashDmgSSBU|13}} (body), {{ChargedSmashDmgSSBU|15}} (hammers)
|dsmashdmg={{ChargedSmashDmgSSBU|13}} (body), {{ChargedSmashDmgSSBU|15}} (hammers)
|dsmashdesc=Slams a pair of hammers on the ground and on both of his sides. Has the fastest start-up of all of Mr. Game & Watch's smash attacks, coming out on frame 12, and possesses very fast interruptibility, with only 21 frames of cooldown. It is rather disjointed for a down smash, and when sweetspotted, it will [[bury]] opponents, which can be followed up with a forward smash, down tilt, Oil Panic, or Judge. Its sourspot sends opponents at a semi-spike angle and KOs middleweights at 120% by the edge of Final Destination. Its aerial sweetspot is one of the strongest down smashes in the game, KOing around 95%. As a result, down smash has become one of Mr. Game & Watch's most reliable KO'ing options and is regarded by most of the community to be the best down smash in the game. Changes Mr. Game & Watch's model into the character from ''Vermin''.
|dsmashdesc=Swings two hammers downward and on both of his sides. Has the fastest start-up of all of Mr. Game & Watch's smash attacks, coming out on frame 12, and possesses very fast interruptibility, with only 21 frames of cooldown. It is rather disjointed for a down smash, and when sweetspotted, it will bury opponents, which can be followed up with a forward smash, down tilt, Oil Panic, or Judge. Its sourspot sends opponents at a semi-spike angle and kills at 120% by the ledge. Its aerial sweetspot is one of the strongest down smashes in the game, KOing around 95%. As a result, down smash has become one of Mr. Game & Watch's most reliable KO'ing options and is regarded by many to be the best down smash in the game. Changes Mr. Game & Watch's model into the character from ''Vermin''.
|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={{ShortHopDmgSSBU|3}} (hits 1-3), {{ShortHopDmgSSBU|4}} (hit 4)
|nairdmg={{ShortHopDmgSSBU|3}} (hits 1-3), {{ShortHopDmgSSBU|4}} (hit 4)
|nairdesc=Tosses out a pair of fish from a fishbowl. Multiple hitboxes enable it to cover all areas excluding below Mr. Game & Watch. Has the fastest start-up of all of Mr. Game & Watch's aerials (frame 7), launches opponents upward, has relatively low ending lag, and has the lowest landing lag of all of his aerials. Using the move to combo into itself and/or up aerial at low percents can deal upwards of 60% in a single combo or string. The first hit can be used as KO confirm into forward tilt or down tilt when landing with it. The final hit deals moderate knockback, KOing middleweights at around 165% near the top blast zones. As a result, it has become one of Mr. Game & Watch's most effective damage-racking options and is one of his best tools for approaching. Originates from ''Tropical Fish''.
|nairdesc=Tosses out a pair of fish from a fishbowl. Multiple hitboxes enable it to cover every area except below him. Has the fastest start-up of all of Mr. Game & Watch's aerials (frame 7), launches opponents upward, has relatively low ending lag, and has the lowest landing lag of all of his aerials. Using the move to combo into itself and/or up aerial at low percents can deal upwards of 60% in a single combo or string. The first hit can be used as KO confirm into forward tilt or down tilt when landing with it. As a result, it has become one of Mr. Game & Watch's most effective damage-racking options and is one of his best tools for approaching. Originates from ''Tropical Fish''.
|fairname=Bombs Away ({{ja|ボンアウェイ|Bon Auei}})
|fairname=Bombs Away ({{ja|ボンアウェイ|Bon Auei}})
|fairdmg={{ShortHopDmgSSBU|3}} (bomb), {{ShortHopDmgSSBU|12}} (explosion)
|fairdmg={{ShortHopDmgSSBU|3}} (bomb), {{ShortHopDmgSSBU|12}} (explosion)
|fairdesc=Holds a bomb in front of him, dropping it downward shortly after execution. The dropped bomb functions as a projectile, as it is sent directly downwards, exploding on a half a second afterwards or when it hits the stage. As of update 2.0.0, the entirety of the explosion's radius contains the hitbox. The bomb does not explode upon hitting an opponent, and any attack that hits it will cause it to disappear. There is a weak hitbox on the bomb (shortly before Mr. Game & Watch drops it) that slightly pushes midair opponents downward that deals set knockback, disallowing it to KO at all percentages. Hitting grounded opponents with the first hit will set them up to be hit by the second. Even if an opponent is hit from behind, the explosion always launches them whichever direction Mr. Game & Watch is facing. Compared to his old forward aerial, it functions more as a poking/spacing tool than an approaching option. The explosion KOs middleweights at 115% by the edge of Final Destination. Originates from ''Mario's Bombs Away''.
|fairdesc=Holds a bomb in front of him, dropping it downward shortly after execution. The dropped bomb acts as a projectile, as it is sent directly downwards, exploding on a half a second afterwards or when it hits the stage. As of update 2.0.0, the entirety of the explosion's radius contains the hitbox. The bomb does not explode upon hitting an opponent, and any attack that hits it will cause it to disappear. There is a weak hitbox on the bomb (shortly before Mr. Game & Watch drops it) that slightly pushes midair opponents downward that deals set knockback, disallowing it to kill at any percentage. Hitting grounded opponents with the first hit will set them up to be hit by the second. Even if an opponent is hit from behind, the explosion always launches them whichever direction Mr. Game & Watch is facing. Compared to his old forward aerial, it functions more as a poking/spacing tool than an approach option. KOs at 115% by the ledge. Originates from ''Mario's Bombs Away''.
|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={{ShortHopDmgSSBU|2}} (hits 1-3), {{ShortHopDmgSSBU|3}} (hit 4)
|bairdmg={{ShortHopDmgSSBU|2}} (hits 1-3), {{ShortHopDmgSSBU|3}} (hit 4)
|bairdesc=Swings a snapping turtle behind himself as it bites. Has moderate start-up, but is also fully disjointed, hits multiple times, and has low ending lag; compounded with Mr. Game & Watch's high [[air acceleration]], this makes it effective as an edgeguarding option and a spacing tool. It has high landing lag, however, making it easy to punish if not spaced well. Although it can no longer combo into itself at higher percentages, its final hit is much stronger, KOing middleweights at around 135% at the edge of Final Destination. Because of the last aerial hitbox's properties, it can be used for a [[wall of pain]] in conjunction with [[reverse aerial rush]] effectively at low precents. Originates from ''Turtle Bridge''.
|bairdesc=Swings a snapping turtle behind himself. Has moderate start-up, but is also fully disjointed, hits multiple times, and has low ending lag; compounded with Mr. Game & Watch's high air acceleration, this makes it effective as an edgeguarding option and a spacing tool. It has high landing lag, however, making it easy to punish if not spaced well. Although it can't combo into itself anymore at higher percentages, its final hit is much stronger, making it a more reliable KO move off-stage. Originates from ''Turtle Bridge''.
|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={{ShortHopDmgSSBU|1.8}} (hits 1-5), {{ShortHopDmgSSBU|3}} (hit 6)
|uairdmg={{ShortHopDmgSSBU|1.8}} (hits 1-5), {{ShortHopDmgSSBU|3}} (hit 6)
|uairdesc=Shoots a single puff of air upward. Similar to {{SSBU|Mega Man}}'s up aerial, it acts as a projectile, hits multiple times, and pushes opponents upward as it rises. It has much more damage-racking and juggling capabilities than in ''SSB4'' at the expense of losing all of its KO power. Despite its complete lack of KO potential, it is notorious for being an incredible juggling tool due to its incredible range, decent damage, low knockback, and low commitment, making it a core part of Mr. Game & Watch's combo game, and can be a big contributing factor to several of his best matchups due to how difficult it is for several opponents to escape. The move now changes Mr. Game & Watch's model to look more like the character from ''Spitball Sparky''.
|uairdesc=Shoots a single puff of air upward. Similar to Mega Man's up aerial, it acts as a projectile, hits multiple times, and pushes opponents upward as it rises. It has much more damage-racking and juggling capabilities than his ''SSB4'' up aerial at the expense of losing all of its KO power. Despite its complete lack of KO potential, it is notorious for being an incredible juggling tool due to its very long range, decent damage, low knockback, and low commitment, making it a core part of Mr. Game & Watch's combo game, and can be a big contributing factor to many of his best matchups due to how difficult it is for many opponents to escape. The move now has Mr. Game & Watch's model look more like the character from ''Spitball Sparky''.
|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={{ShortHopDmgSSBU|11}} (key), {{ShortHopDmgSSBU|3.5}} (landing)
|dairdmg={{ShortHopDmgSSBU|11}} (key), {{ShortHopDmgSSBU|3.5}} (landing)
|dairdesc=Drops downward while holding a key beneath himself. A [[stall-then-fall]], it [[meteor smash]]es powerfully on the first frames. It can be moved left or right slightly during descent. While it can potentially cause Mr. Game & Watch to [[self-destruct]] while using it off-stage, his effective recovery, combined with its low endlag and descending slower than the other stall-then-falls makes this unlikely. While the move has rather high landing lag, the landing hitbox can make it tricky to punish on whiff. It is a safe option when edgeguarding and has KO potential at high percents, killing at 130%. The meteor smash is strong enough to directly KO as low as 65%, or even less depening on the opponent's recovering options. Originates from the ''Game & Watch'' version of ''Donkey Kong Jr.''
|dairdesc=Drops downward while holding a key beneath himself. A [[stall-then-fall]], it [[meteor smash]]es powerfully on the first frames. It can be moved left or right slightly during descent. While it can potentially cause Mr. Game & Watch to [[self-destruct]] while using it off-stage, his effective recovery, coupled with its low endlag and the move being slower than other stall-then-falls makes this unlikely. While the move has rather high landing lag, the landing hitbox can make it tricky to punish on whiff. It is a safe option when edgeguarding and has KO potential at high percents, killing at 130%. The meteor smash is strong enough to directly KO as low as 65%, or even less depening on the opponent's recovery options. Originates from the ''Game & Watch'' version of ''Donkey Kong Jr.''
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Mr. Game & Watch reaches in front of himself. While standing grab has poor range, both his dash and pivot grabs have drastically disjointed range. All of his grabs are also among the fastest in the game, with only moderate ending lag. Originates from how [[Mario]] pulls levers in ''Mario's Cement Factory''.
|grabdesc=Mr. Game & Watch reaches in front of himself. While standing grab has poor range, both his dash and pivot grabs have massively disjointed range. All of his grabs are also among the fastest in the game, but has moderate ending lag. Originates from how [[Mario]] pulls levers in ''Mario's Cement Factory''.
|pummelname=Alarm ({{ja|アラーム|Arāmu}})
|pummelname=Alarm ({{ja|アラーム|Arāmu}})
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=Bashes the opponent with a bell. Unlike in ''Ultimate''{{'}}s predecessors, it is a fairly fast pummel at the expense of dealing much less damage. Originates from the alarm feature on the "Wide Screen" and "Multi Screen" Game & Watch series.
|pummeldesc=Hits the opponent with a bell. Originates from the alarm feature on the "Wide Screen" and "Multi Screen" Game & Watch series.
|fthrowname=Ball (Front) ({{ja|ボール(前)|Bōru (Mae)}})
|fthrowname=Ball (Front) ({{ja|ボール(前)|Bōru (Mae)}})
|fthrowdmg=8%
|fthrowdmg=8%
|fthrowdesc=Juggles the opponent and tosses them forward. Has little utility beyond throwing the opponent offstage and setting up edgeguards. Changes Mr. Game & Watch's model into the character from ''Ball''.
|fthrowdesc=Juggles the opponent and tosses them forward. Has little utility beyond throwing the opponent offstage. Changes Mr. Game & Watch's model into the character from ''Ball''.
|bthrowname=Ball (Back) ({{ja|ボール(後)|Bōru (Ato)}})
|bthrowname=Ball (Back) ({{ja|ボール(後)|Bōru (Ato)}})
|bthrowdmg=8%
|bthrowdmg=8%
|bthrowdesc=Juggles the opponent and tosses them backward. Has little utility beyond throwing the opponent offstage and setting up edgeguards. Changes Mr. Game & Watch's model into the character from ''Ball''.
|bthrowdesc=Juggles the opponent and tosses them backward. Has little utility beyond throwing the opponent offstage. Changes Mr. Game & Watch's model into the character from ''Ball''.
|uthrowname=Ball (Above) ({{ja|ボール(上)|Bōru (Ue)}})
|uthrowname=Ball (Above) ({{ja|ボール(上)|Bōru (Ue)}})
|uthrowdmg=12%
|uthrowdmg=12%
|uthrowdesc=Juggles the opponent and tosses them upward. Although not as versatile as down throw in terms of follow-up potential, it is an effective combo starter, and can be followed up with up aerial or neutral aerial at low percents or Fire at high percents. Changes Mr. Game & Watch's model into the character from ''Ball''.
|uthrowdesc=Juggles the opponent and tosses them upward. Although it's not as versatile as down throw in terms of follow-up potential, it's an effective combo starter, and can be followed up with up aerial or neutral aerial at low percents or Fire at high percents. Changes Mr. Game & Watch's model into the character from ''Ball''.
|dthrowname=Ball (Below) ({{ja|ボール(下)|Bōru (Shita)}})
|dthrowname=Ball (Below) ({{ja|ボール(下)|Bōru (Shita)}})
|dthrowdmg=4%
|dthrowdmg=4%
|dthrowdesc=Juggles the opponent and drops them on the ground behind him, then launches the opponent upward. Although it deals the least damage among all of Mr. Game & Watch's throws, it is Mr. Game & Watch's only KO throw, but still does not KO middleweights until around 200%. However, it KOs middleweights at around 175% if Mr. Game & Watch has high levels of [[rage]]. Aside from KOing, it is a reliable combo starter at low to medium precents (although not to the extent of ''Smash 4'' due to its increased knockback), and can be followed up with neutral air, Judge, Fire, or up air. Changes Mr. Game & Watch's model into the character from ''Ball''.
|dthrowdesc=Juggles the opponent and drops them on the ground behind him. Launches opponents upward. Mr. Game & Watch's only KO throw, but still does not KO middleweights until around 200%. At low to mid percents, it's a reliable combo starter, and can be followed up with neutral air, Judge, Fire, or up air. Changes Mr. Game & Watch's model into the character from ''Ball''.
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
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|nsname=Chef
|nsname=Chef
|nsdmg=5% (food), 8% (frying pan)
|nsdmg=5% (food), 8% (frying pan)
|nsdesc=Flings various food-shaped projectiles out of a frying pan, moving slowly through the air. The trajectory can be controlled by tilting the stick forward and/or backward. By tapping the button, the food will be flung at a faster frequency. The food can be used defensively to cancel 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 that deals [[flame]] damage and can gimp opponents with short-ranged recoveries, such as {{SSBU|Ganondorf}}. Mr. Game & Watch's model changes into the character from ''Chef''.
|nsdesc=Flips various food-shaped projectiles out of a frying pan, moving slowly through the air. The trajectory can be controlled by tilting the stick forward and/or backward. By tapping the button, the food will be flung at a faster frequency. The food can be used defensively to cancel attack animations of opponents as a zoning tool as well as to prevent aerial approaches and can be used for edgeguarding against opponents with linear recoveries. Hitting with the pan itself deals flame damage, and acts as a semi-spike. Mr. Game & Watch's model changes into the character from ''Chef''.
|ssname=Judge
|ssname=Judge
|ssdmg=Varies
|ssdmg=Varies
|ssdesc=Swings a hammer in front of him in an arc, and raises a digital display with a random number from 1-9 with his other hand. It can have any one of 9 effects, which vary based on the displayed number; 1 only [[recoil damage|damages himself]], while 9 is powerful enough to almost typically be a virtual [[one-hit KO]]. Mr. Game & Watch's model changes into a character from ''Judge''.
|ssdesc=Swings a hammer in front of him in an arc, and raises a digital display with a random number from 1-9 with his other hand. It can have any one of 9 effects, which vary based on number; 1 only damages himself, while 9 is strong enough to almost always be a [[one-hit KO]]. Mr. Game & Watch's model changes into a character from ''Judge''.
*Judge 1: An extremely weak swing that does not make the opponent [[flinch]]. It is the least damaging Judge attack and deals 12% [[recoil damage]] regardless of whether or not it hits.
*Judge 1: An extremely weak swing that does not make the opponent [[flinch]]. It is the least damaging Judge attack and deals 12% [[recoil damage]] regardless of whether or not it hits.
*Judge 2: A weak swing that deals minimal knockback. Can [[lock]] and has a 20% chance of [[tripping]] the opponent.
*Judge 2: A weak swing that deals minimal knockback. Can [[lock]] and has a 20% chance of [[tripping]] the opponent.
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*Judge 4: A swing that has a [[slash]] effect and launches opponents diagonally forward.
*Judge 4: A swing that has a [[slash]] effect and launches opponents diagonally forward.
*Judge 5: A swing that has an [[electric]] effect and hits up to 4 times.
*Judge 5: A swing that has an [[electric]] effect and hits up to 4 times.
*Judge 6: A swing that has a [[flame]] effect and is a semi-spike. Deals the second strongest knockback of all Judge attacks. KOs middleweights at around 115% near the edge of Final Destination.
*Judge 6: A swing that has a [[flame]] effect and is a semi-spike. Has the second strongest knockback of all Judge attacks.
*Judge 7: A swing that deals moderate knockback and produces 3 [[food|apples]] if it hits the opponent. Each apple heals 4%.
*Judge 7: A swing that deals moderate knockback and produces 3 [[food|apples]] if it hits the opponent. Each apple heals 4%.
*Judge 8: A swing that has a [[freeze]] effect and deals minimal knockback. Emits the "[[ping]]" sound effect that is typically associated with [[one-hit KO]]s.
*Judge 8: A swing that has a [[freeze]] effect and deals very low knockback. Emits the "[[ping]]" sound effect that is usually associated with [[one-hit KO]]s.
*Judge 9: An extremely powerful swing that deals huge knockback. It is the most damaging Judge attack and emits the "ping" sound effect like Judge 8. Similar in nature to a charged swing from the [[Home-Run Bat]], but the hit's base knockback is much lower, which prevents it from being a true [[OHKO]]. When landed fresh with enough [[rage]], it will KO every character in the game at 0% at the edge of Final Destination.
*Judge 9: An extremely powerful swing that deals very high knockback. It is the most damaging Judge attack and emits the "ping" sound effect like Judge 8. Similar in nature to a charged swing from the [[Home-Run Bat]], but the hit's base knockback is much lower, which prevents it from being a true [[OHKO]]. When used fresh with enough [[rage]], it will KO every character in the game at 0% at the edge of Final Destination.
|usname=Fire
|usname=Fire
|usdmg=3% (trampoline; firemen), 6% (ascent)
|usdmg=3% (trampoline; firemen), 6% (ascent)
|usdesc=Bounces off a trampoline held by a pair of firefighters, then deploys a parachute at the apex of the jump while descending. Has the second-fastest start-up of all of Mr. Game & Watch's attacks (frame 3), hits behind and in front of him, and launches opponents directly upward, granting the move combo potential, even at high percents. Capable of canceling into any move when falling. Because Mr. Game & Watch becomes intangible during his ascent and both hitboxes deals good knockback, Fire is a good edgeguarding move offstage and a deadly [[stage spike]] when recovering low. The ascending hitbox deals decent knockback, KOing middleweights at around 162% at the edge of Final Destination with rage. It is Mr. Game & Watch's most effective [[OoS]] option, and is considered the best in the game. Originates from ''Fire''.
|usdesc=Jumps off a trampoline and then descends while wearing a parachute. Has the second-fastest start-up of all of Mr. Game & Watch's attacks (frame 3), hits behind and in front of him, and launches opponents directly upward, granting the move combo potential, even at high percents. Capable of canceling into any move when falling. Because Mr. Game & Watch becomes intangible during his ascent and both hitboxes have good knockback, Fire is a good edgeguarding move offstage and a deadly [[stage spike]] when recovering low. It is Mr. Game & Watch's most effective [[OoS]] option, and is considered the best in the game. Originates from ''Fire''.
|dsname=Oil Panic
|dsname=Oil Panic
|dsdmg=16%-48% (2x multiplier)
|dsdmg=16%-48% (2x multiplier)
|dsdesc=Takes out a bucket, which absorbs energy-based [[projectile]]s, and reflects physical ones. Projectiles reflected will not be amplified, sped up, or have their duration refreshed. Once three units are absorbed, it turns into a powerful attack consisting of Mr. Game & Watch sending out a large splash of oil from his oil drum. No matter the strength of the oil, this move will always trigger [[Special Zoom]]. A maximum-powered Oil Panic will almost certainly OHKO and destroy full shields, while the least powerful Oil Panic can KO middleweights at the ledge around 95% on Final Destination. Comes out on frame 2, and with these collective traits, Oil Panic is an incredibly dangerous move. Any opponent hit will be covered in oil for a brief moment. Mr. Game & Watch's model changes into the playable character from ''Oil Panic''.
|dsdesc=Takes out a bucket, which absorbs energy-based [[projectile]]s, and reflects physical ones. Projectiles reflected will not be amplified, sped up, or have their duration refreshed. Once three units are absorbed, it turns into a powerful attack consisting of Mr. Game & Watch sending out a large splash of oil from his oil drum. No matter the strength of the oil, this move will always trigger [[Special Zoom]]. A max power Oil Panic will almost certainly OHKO and destroy full shields, while the least powerful Oil Panic can KO middleweights at the ledge around 95%. Comes out on frame 2, and with these traits Oil Panic is an incredibly dangerous move. Any opponent hit will be covered in oil for a brief moment. Mr. Game & Watch's model changes into the playable character from ''Oil Panic''.
|fsname=Octopus
|fsname=Octopus
|fsdmg=4.9% (grabbed), 15% (body), 30% (slam)
|fsdmg=4.9% (grabbed), 15% (body), 30% (slam)
|fsdesc=Transforms into the giant octopus that hails in its eponymous game, ''Octopus'', rears back and charges forward. The octopus can move up or down, only. Any opponents who touch its tentacles will be grabbed and dragged offscreen by the octopus, receiving gradual damage. Touching the main body will just deal damage and deals knockback. Like in ''Brawl'' and ''SSB4'', pressing the attacking button will extend the length of the tentacles. By button-mashing, however, opponents can escape. The octopus can also go through walls and stages; any grabbed opponents who make contact with walls or floors will receive damage and be launched. After reaching the blast line, Mr. Game & Watch will return back to his previous position and revert to his original form.
|fsdesc=Transforms into the large octopus that appears in its eponymous game, ''Octopus'', rears back and charges forward. The octopus can move up or down, only. Any opponents who touch its tentacles will be grabbed and dragged offscreen by the octopus, taking gradual damage. Touching the main body will just deal damage. Just like in the previous game, pressing the attack button will extend the length of the tentacles. By button-mashing, however, opponents can escape. The octopus can also go through walls and stages; any grabbed opponents who make contact with walls or floors will take damage and be launched. After reaching the blast line, Mr. Game & Watch will return back to his previous position.
}}
}}


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Hero's special move [[Snooze]] launches an energy-based projectile that can be absorbed despite not dealing any damage. Absorbing it fills the bucket by one unit and adds 6.7% damage to the bucket.
Hero's special move [[Snooze]] launches an energy-based projectile that can be absorbed despite not dealing any damage. Absorbing it fills the bucket by one unit and adds 6.7% damage to the bucket.
===Stats===
{{Attributes
| cast=89
| weight=75 | rweight=86-87
| dash=1.98 | rdash=30-35
| run=1.679 | rrun=48
| walk=1.18 | rwalk=33
| trac=0.131 | rtrac=5-8
| airfric=0.012 | rairfric=34-39
| air=1.176 | rair=19
| baseaccel=0.07 | rbaseaccel=1
| addaccel=0.03 | raddaccel=79-84
| gravity=0.08 | rgravity=68-70
| fall=1.24 | rfall=84
| ff=1.984 | rff=84
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=27.51 | rjumpheight=77
| shorthop=13.26 | rshorthop=77
| djump=27.51 | rdjump=84
}}


===[[Announcer]] call===
===[[Announcer]] call===
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===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Progresses along a row of ''Game & Watch'' LCD frames until reaching the foreground.
*Moves along a row of ''Game & Watch'' LCD frames until reaching the foreground.
<gallery>
<gallery>
Mr.Game&WatchOnScreenAppearanceSSBU.gif|Mr. Game & Watch's on-screen appearance
Mr.Game&WatchOnScreenAppearanceSSBU.gif|Mr. Game & Watch's on-screen appearance
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*'''Up Taunt''': Rings his bell at a high angle. Similar to his side taunt, it originates from the Game & Watch's alarm feature.
*'''Up Taunt''': Rings his bell at a high angle. Similar to his side taunt, it originates from the Game & Watch's alarm feature.
*'''Side Taunt''': Rings his bell at a low angle. Similar to his up taunt, it originates from the Game & Watch's alarm feature.
*'''Side Taunt''': Rings his bell at a low angle. Similar to his up taunt, it originates from the Game & Watch's alarm feature.
*'''Down Taunt''': Sits down and sighs, catching his breath. Originates from the ''Game & Watch'' version of ''Mario Bros.'', when [[Mario]] and [[Luigi]] finished a level.
*'''Down Taunt''': Sits down and catches his breath. Originates from the ''Game & Watch'' version of ''Mario Bros.'', when [[Mario]] and [[Luigi]] finished a level.
<gallery>
<gallery>
SSBUMrGame&WatchTaunt1.gif|Mr. Game & Watch's up taunt.
SSBUMrGame&WatchTaunt1.gif|Mr. Game & Watch's up taunt.
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===[[Victory pose]]s===
===[[Victory pose]]s===
*'''Left:''' Rings his bell to his left, then his right. Afterwards, he continues to ring his bell to his left.
*'''Left:''' Rings his bell to his left, then his right. Afterwards, he continues to ring his bell to his left.
*'''Up:''' Hops about in choppy poses, tripping halfway, before teetering on his left foot. He then proceeds to jump back and forth, landing on his feet, then his head.
*'''Up:''' Hops about in choppy poses, tripping halfway, before teetering on one foot. He then proceeds to jump back and forth, landing on his feet, then his head.
*'''Right:''' Juggles 3 balls while using his appearance from ''Ball''.
*'''Right:''' Juggles 3 balls while in his appearance from ''Ball''.
[[File:G&WTheme.ogg|thumb|An original melody with an energetic tempo, based upon the typical bleeping noises that characters or other objects in a {{s|wikipedia|Game & Watch}} unit would make.]]
[[File:G&WTheme.ogg|thumb|An original melody with an energetic tempo, based upon the typical bleeping noises that characters or other objects in a {{s|wikipedia|Game & Watch}} unit would make.]]
<gallery>
<gallery>
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*{{Sm|Frido|Chile}} - Known as one of the best players in South America, winning several notable South American events such as {{Trn|Zenkoku Taikai}}. He has also seen success outside of South America, placing 25th at the major {{Trn|Smash Factor 8}} and the {{Trn|Smash World Tour 2021 Last Chance Qualifier}}. He passed away on May 30th, 2023.
*{{Sm|Frido|Chile}} - Known as one of the best players in South America, winning several notable South American events such as {{Trn|Zenkoku Taikai}}. He has also seen success outside of South America, placing 25th at the major {{Trn|Smash Factor 8}} and the {{Trn|Smash World Tour 2021 Last Chance Qualifier}}. He passed away on May 30th, 2023.
*{{Sm|Kaeru|Japan}} - The second-best Mr. Game & Watch player in Japan. Although his major results have been mixed, he has seen far more success at regionals and superregionals, including placing 4th at the superregional {{Trn|Toyota Grand Slum 13}} and 5th at the superregional {{Trn|Chūbu Smash Chronicle 2}}.
*{{Sm|Kaeru|Japan}} - The second-best Mr. Game & Watch player in Japan. Although his major results have been mixed, he has seen far more success at regionals and superregionals, including placing 4th at the superregional {{Trn|Toyota Grand Slam 13}} and 5th at the superregional {{Trn|Chūbu Smash Chronicle 2}}.
*{{Sm|Maister|Mexico}} - One of the best Mr. Game & Watch players of all time, as well as the definitive best from 2019 until Miya's rise in mid-2022. He was largely responsible for Mr. Game & Watch's rise in the metagame, and although he has yet to win a major he came close several times, most notably at {{Trn|Frostbite 2020}} and {{Trn|Super Smash Con 2022}}.
*{{Sm|Maister|Mexico}} - The best Mr. Game & Watch player in the world from 2019 until mid-2022 and one of the two best of all time. Was the first Mr. Game & Watch to consistently place top 8 at majors.
*{{Sm|Miya|Japan|p=Honshu}} - One of the [[Four Horsemen]] who is the best Mr. Game & Watch player of all-time. He came to prominence after his unexpected victory at {{Trn|Kagaribi 8}} and has since won many other majors and supermajors, most notably {{Trn|Kagaribi 11}}.
*{{Sm|Miya|Japan|p=Honshu}} - The best Mr. Game & Watch player in the world in 2023 and one of the two best of all time, came to prominence after his unexpected victory at {{Trn|Kagaribi 8}}. He is the only Mr. Game & Watch player who has won a major and is considered one of the best players in the world.
*{{Sm|Monte|USA}} - The best Mr. Game & Watch player in the United States who frequently places well at majors, including 17th at the supermajors {{Trn|GENESIS 8}} and {{Trn|Mainstage 2022}}.
*{{Sm|Monte|USA}} - The best Mr. Game & Watch player in the United States who frequently places well at majors, including 17th at the supermajors {{Trn|GENESIS 8}} and {{Trn|Mainstage 2022}}.
*{{Sm|Regi Shikimi|Mexico}} - One of the best Mr. Game & Watch players in the world in the early metagame, notably placing 7th at the major {{Trn|Smash Factor 8}} and 33rd at the supermajor {{Trn|GENESIS 6}}. He was also a top 10 player in Mexico, ranking as high as 7th on the [[Mexican Power Rankings]].
*{{Sm|Regi Shikimi|Mexico}} - One of the best Mr. Game & Watch players in the world in the early metagame, notably placing 7th at the major {{Trn|Smash Factor 8}} and 33rd at the supermajor {{Trn|GENESIS 6}}. He was also a top 10 player in Mexico, ranking as high as 7th on the [[Mexican Power Rankings]].


===Tier placement and history===
===Tier placement and history===
Upon the release of ''Ultimate'', Mr. Game & Watch's competitive reception was mostly poor; this was because several players considered the nerfs he received - especially the lack of priority on his new forward aerial, the reduction of invincibility on his up smash, and the loss of his "Toot-Toot" KO confirm - as significant enough to outweigh the buffs he was given. Likely as a result, most players considered him a low-tier or even a bottom-tier character, and the character saw little representation in competitive play. However, it later became clear that the buffs were far more significant than the nerfs. In particular, Mr. Game & Watch has a strong advantage state due to his aerial juggling game, an amazing out-of-shield option (as his up special has a startup of 3 frames and is invincible on frame 5), and low ending lag on his smash attacks, with down smash burying opponents, allowing for easy KOs as well. This rise in perception was due to the rise of {{Sm|Maister}}, who having struggled a bit in the first few months of the game, saw many strong results following the end of the first [[PGRU]] season.
Upon the release of ''Ultimate'', Mr. Game & Watch's competitive reception was mostly poor; this was because many players considered the nerfs he received - particularly the lack of priority on his new forward aerial, the reduction of invincibility frames on his up smash, and the loss of his "Toot-Toot" KO confirm - as significant enough to outweigh the buffs he was given. Likely as a result, most players considered him a low tier or even a bottom tier character, and the character saw little representation in competitive play. However, it later became clear that the buffs were far more significant than the nerfs. In particular, Mr. Game & Watch has a strong advantage state due to his aerial juggle game, an amazing out of shield option (as his up special has a startup of 3 frames and is invincible on frame 5), and low ending lag on his smash attacks, with down smash burying opponents, allowing for easy KOs as well. This rise in perception was due to the rise of {{Sm|Maister}}, who having struggled a bit in the first few months of the game, saw many strong results following the end of the first [[PGRU]] season.  


These revelations and results helped boost Mr. Game & Watch's perception in the community, with players considering Mr. Game & Watch to be high or top-tier. The rise of {{Sm|Miya|p=Honshu}} in mid-2022 helped bolster this opinion, resulting in him being ranked 18th on the first tier list. Perceptions on the character only further improved as Miya became one of ''Ultimate''{{'}}s [[Four Horsemen]], and the metagame began favoring a campier, more patient playstyle that fit perfectly for Mr. Game & Watch players. As such, Mr. Game & Watch received a massive boost on the second tier list to 3rd, now ranking as one of the best characters in the game.
These revelations and results helped boost Mr. Game & Watch's perception in the community, with players considering Mr. Game & Watch to be high tier or better. This perception continues to remain today thanks to Maister's continued strong results, as well as the rise of {{Sm|Miya|p=Honshu}}, making him ranked 18th on the first and current tier list.


=={{SSBU|Classic Mode}}: A Long Legacy==
=={{SSBU|Classic Mode}}: A Long Legacy==
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==Role in [[World of Light]]==
==Role in [[World of Light]]==
[[File:WoL-26MrGame&Watch.jpg|thumb|Finding Mr. Game & Watch in World of Light|left]]
[[File:WoL-26MrGame&Watch.jpg|thumb|Finding Mr. Game & Watch in World of Light|left]]
Although Mr. Game & Watch is absent from the opening cutscene of World of Light, he was vaporized offscreen and later placed under [[Galeem]]'s imprisonment after unleashing his beams of light to engulf the world, along with the rest of the other fighters (excluding {{SSBU|Kirby}}).
Although Mr. Game & Watch does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (sans {{SSBU|Kirby}}) when Galeem unleashed his beams of light.
 
Mr. Game & Watch is unlocked in the dead end reminiscent of [[PAC-MAZE]] of [[The Light Realm]]. He can be found by transporting through the teleporters to find the correct path. After finding the correct path through the maze, the player must defeat the [[List of spirits (Super Mario series)|Sidestepper]] and [[Nikki]] [[List of spirits (Others)#Nikki|spirits]] blocking him in order to awaken him.


Later, the rest of the fighters prepare their final stand against Galeem and [[Dharkon]], including Mr. Game & Watch among them.
Mr. Game & Watch is unlocked in the area reminiscent of [[PAC-MAZE]] of [[The Light Realm]]. He can be found by going through the teleporters to find the correct path. After finding the correct path through the maze, the player must defeat the [[List of spirits (Super Mario series)|Sidestepper]] and [[Nikki]] [[List of spirits (Others)#Nikki|spirits]] blocking him.
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SSBUWebsiteMrGame&Watch6.jpg|Four of Mr. Game & Watch's [[Alternate costume (SSBU)#Mr. Game & Watch|alternate costumes]] on [[Flat Zone X]].
SSBUWebsiteMrGame&Watch6.jpg|Four of Mr. Game & Watch's [[Alternate costume (SSBU)#Mr. Game & Watch|alternate costumes]] on [[Flat Zone X]].
SSBUWebsitePac-Man5.jpg|Using Chef near {{SSBU|Pac-Man}} on Tortimer Island.
SSBUWebsitePac-Man5.jpg|Using Chef near {{SSBU|Pac-Man}} on Tortimer Island.
SSBUWebsiteYoshi5.jpg|With {{SSBU|Yoshi}} and a giant egg on [[Skyloft]].
SSBUWebsiteYoshi5.jpg|With {{SSBU|Yoshi}} on [[Skyloft]].
Game&WatchJudge9.png| Hitting {{SSBU|Mario}} with Judge 9 on [[Pictochat 2]].
Game&WatchJudge9.png| Hitting {{SSBU|Mario}} with Judge 9 on [[Pictochat 2]].
SSBUSoraMonochrome.jpg|With {{SSBU|Kirby}}, {{SSBU|Link}}, and {{SSBU|Sora}} on [[PictoChat 2]].
SSBUSoraMonochrome.jpg|With {{SSBU|Kirby}}, {{SSBU|Link}}, and {{SSBU|Sora}} on [[PictoChat 2]].
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*On the [[character selection screen]], the icon in the Japanese version show Mr. Game & Watch's name within only one row, while in the English version it is shown with two rows. He shares this trait with {{SSBU|Captain Falcon}}, {{SSBU|Zero Suit Samus}}, {{SSBU|Pokémon Trainer}}, {{SSBU|Wii Fit Trainer}}, {{SSBU|Rosalina & Luma}}, the {{SSBU|Mii Fighter}}s, {{SSBU|Piranha Plant}} and {{SSBU|Banjo & Kazooie}}.
*On the [[character selection screen]], the icon in the Japanese version show Mr. Game & Watch's name within only one row, while in the English version it is shown with two rows. He shares this trait with {{SSBU|Captain Falcon}}, {{SSBU|Zero Suit Samus}}, {{SSBU|Pokémon Trainer}}, {{SSBU|Wii Fit Trainer}}, {{SSBU|Rosalina & Luma}}, the {{SSBU|Mii Fighter}}s, {{SSBU|Piranha Plant}} and {{SSBU|Banjo & Kazooie}}.
*Mr. Game & Watch's "transformation" into other Game & Watch characters are fully 2-D, unlike his regular model, although the manhole in his down tilt is still rendered in 3-D. This can be seen when under the effect of a [[Metal Box]].
*Mr. Game & Watch's "transformation" into other Game & Watch characters are fully 2-D, unlike his regular model, although the manhole in his down tilt is still rendered in 3-D. This can be seen when under the effect of a [[Metal Box]].
**Strangely, during animations where Mr. Game & Watch opens his mouth without changing appearance, if he is Metal or Gold, the reflection texture on his head turns upside-down. This can be seen mainly during taunts and aerials.
*Mr. Game & Watch's route in Classic Mode is vaguely similar to {{SSBU|Pac-Man}}'s, as both characters fight retro video-game characters from the NES era for opponents.
*Mr. Game & Watch's route in Classic Mode is vaguely similar to {{SSBU|Pac-Man}}'s, as both characters fight retro video-game characters from the NES era for opponents.
**Coincidentally, they are chronologically the oldest fighters in ''Ultimate'', with Mr. Game & Watch being older than Pac-Man by one month.
**Coincidentally, they are chronologically the oldest fighters in ''Ultimate'', with Mr. Game & Watch being older than Pac-Man by one month.
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*Mr. Game & Watch is one of few characters who have two moves that trigger [[Special Zoom]], being Judge and Oil Panic.
*Mr. Game & Watch is one of few characters who have two moves that trigger [[Special Zoom]], being Judge and Oil Panic.
*Due to a programming oversight, the sweetspots of Mr. Game & Watch's [[down smash]] do not cause any hit effect to appear on aerial or downed targets. This is due to the effect being misspelled as "noamal" in the scripts.
*Due to a programming oversight, the sweetspots of Mr. Game & Watch's [[down smash]] do not cause any hit effect to appear on aerial or downed targets. This is due to the effect being misspelled as "noamal" in the scripts.
*In Mr. Game & Watch's showcase trailer in ''Ultimate'', Mr. Game & Watch is seen using his down smash in his new ''Vermin'' design, which had a slightly different look (such as his eyes being more circular and large, his hair being more scattered than the original and the size of his mouth being more extended) compared to how it is seen in the final release.
*In Mr. Game & Watch's showcase trailer in ''Ultimate'', Mr. Game & Watch is seen using his ''Vermin'' form in his down smash, which had a slightly different expression on his face (such as his eyes being circular and large, his hair being bigger than the original and his mouth being more extended) compared to was is seen in the final release.
*When a character becomes a ball in Mr. Game & Watch's throws, they are considered a UI element instead of a part of the foreground, and as such will appear over [[Windy Hill Zone]]'s grass.
*When a character becomes a ball in Mr. Game & Watch's throws, they are considered a UI element instead of a part of the foreground, and as such will appear over [[Windy Hill Zone]]'s grass.
*Oddly, Mr. Game & Watch used to be unable to angle his [[shield]] directly forward as doing so caused the shield to reset to neutral position. This was fixed in a patch.
*Oddly, Mr. Game & Watch used to be unable to angle his [[shield]] directly forward as doing so caused the shield to reset to neutral position. This was fixed in a patch.