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<!--REMEMBER: "Game & Watch" without the "Mr." refers to the handheld game series. In order to avoid confusion, always use "Mr." when referring to the character. Also, the name is properly spelled: "Mr. Game & Watch", not "Mr. Game and Watch".--> | <!--REMEMBER: "Game & Watch" without the "Mr." refers to the handheld game series. In order to avoid confusion, always use "Mr." when referring to the character. Also, the name is properly spelled: "Mr. Game & Watch", not "Mr. Game and Watch".--> | ||
'''Mr. Game & Watch''' ({{ja|Mr.ゲーム&ウォッチ|Misutā Gēmu ando Wotchi}}, ''Mr. Game & Watch'') is a veteran | '''Mr. Game & Watch''' ({{ja|Mr.ゲーム&ウォッチ|Misutā Gēmu ando Wotchi}}, ''Mr. Game & Watch'') is a veteran character in ''[[Super Smash Bros. Brawl]]'', returning from ''[[Melee]]''. | ||
Mr. Game & Watch is ranked 16th on | At first, Mr. Game & Watch was indirectly revealed from a leaked copy of the game. However, he was officially confirmed on the [[Smash Bros. DOJO!!]] website on March 10, 2008, one day after ''Brawl'' was released in North America. | ||
He is ranked 16th on ''Brawl''{{'}}s [[tier list]] in the high-mid tier, which is a sizeable improvement from his low-tier position in ''Melee''. The largest benefit Mr. Game & Watch gained in ''Brawl'' were the physics changes, where he is significantly less vulnerable to [[combo]]s, his [[back aerial]] is significantly more useful due to [[hitlag]], and the leaning towards defensive gameplay boosts Mr. Game & Watch's strengths in general. For some of his individual traits, Mr. Game & Watch possesses large and [[disjointed hitbox]]es in most of his attacks, with his attacks being rather fast in [[start-up lag]] and the majority being quite powerful (especially his brutal [[smash attack]]s, all of which can reliably [[KO]] under 100% while none being particularly slow). Mr. Game & Watch additionally possesses amazing survivability for a character of his weight class, as his amazing [[bucket braking]] momentum cancelling gives him the horizontal endurance potential of a lighter heavyweight, while his [[recovery]] covers great distance and provides great protection against [[edgeguarding]]. Mr. Game & Watch also possesses above average movement speed and good mobility, effective [[tilt]]s and [[aerial attack]]s, and a [[down throw]] that can force a [[tech chase]] opportunity on anyone at any percent. While Mr. Game & Watch's attacks are fast in start-up lag, they are particularly heavy in [[ending lag]], with his aerials also all possessing high [[landing lag]] with the exception of his [[neutral aerial]]. His attacks, despite possessing large hitboxes, additionally mostly have poor to mediocre [[reach]]. This results in him being easily punished when his attacks are [[shield]]ed, and complicates safe [[approach]]es. His [[projectile]] is also laggy and short ranged, while being mostly ineffective, preventing him from being able to [[outcamp]] most characters to cover his approaching difficulties. Additionally, he is very susceptible to vertical [[KO]] moves as his vertical endurance is among the worst (Bucket Braking is significantly less effective when launched vertically), his [[grab]] and [[throw]] game is rather poor in general (he possesses one of the shortest reaching grabs and near useless throws outside his down throw), and his [[roll]]s are rather slow while gaining among the shortest distance. Regardless, Mr. Game & Watch's pros outweigh his cons, resulting in overall strong [[matchup]]s, that are dominating against characters below him on the tier list, while being lackluster against characters above him (particularly losing to eight of the top ten characters, while [[Counter (matchup)|countered]] by four of them), and he has achieved above average [[tournament]] results. | |||
==How to unlock== | ==How to unlock== | ||
Line 21: | Line 23: | ||
*Play 250 [[VS. match]]es. | *Play 250 [[VS. match]]es. | ||
*Clear [[Target Smash!!]] with 30 different [[character]]s on any single difficulty level. | *Clear [[Target Smash!!]] with 30 different [[character]]s on any single difficulty level. | ||
*Have Mr. Game & Watch join the player's party in | *Have Mr. Game & Watch join the player's party in [[The Subspace Emissary]] ([[Battleship Halberd Bridge]]). | ||
With the exception of the third method, Mr. Game & Watch must then be defeated on ''[[Flat Zone 2]]''. | With the exception of the third method, Mr. Game & Watch must then be defeated on ''[[Flat Zone 2]]''. | ||
==Attributes== | ==Attributes== | ||
Mr. Game & Watch packs a punch. | Mr. Game & Watch packs a punch. In general, his attacks possess favorable hitboxes, low lag, and high knockback; however, his roll and dash attack are rather poor. Many of his attacks can hit multiple times. His erratic, instant movement makes him nearly impossible to predict in nearly anything that isn't his approach. Most of Mr. Game & Watch's tilts follow the pattern of his other attacks, being quick and powerful, while also possessing disjointed [[hitbox]]es. He has very powerful smashes, two of them hard to punish if they miss due their hitboxes having long duration, and the down smash is very fast. All of them can KO under 100%. Mr. Game & Watch's aerials are powerful, but all of them except for his neutral aerial are laggy, and his neutral aerial doesn't have as much range as his other aerials. His back aerial does large shield damage. Mr. Game & Watch's throws aren't particularly effective, save for his down throw, which can tech chase, and if the player can predict the opponent's rolls, it can be used for an infinite chaingrab (like {{SSBB|Snake}}'s down throw). His down throw also allows him to follow up with many moves, like an easy down tilt, a smash, or a neutral aerial (by buffering a dash into a short hop). | ||
In general, his attacks possess favorable | |||
Mr. Game & Watch is able to negate projectiles easily using [[Oil Panic]] (although this only works on [[energy]] and [[electric]] projectiles) or simply ducking underneath most projectiles. Oil Panic can also easily provide one-hit KOs in doubles if Mr. Game & Watch's teammate possesses an energy projectile. Mr. Game & Watch does have a projectile, [[Chef]], but it is rarely used because of its short range and random trajectory. The move [[Judge]] randomly produces one of nine attacks, doing anything from hurting himself (1) to being a one-hit KO (9). His up special move, [[Fire]] is a superior [[out of shield]] option that can be used to [[plank]]. With his [[Bucket Braking]] and directional influence, he can be hard to KO despite being the 2nd lightest character in the game (tied with {{SSBB|Squirtle}}). Being both quick and a small target, Mr. Game & Watch can be difficult to hit. | |||
==Changes from ''[[Super Smash Bros. Melee]]''== | ==Changes from ''[[Super Smash Bros. Melee]]''== | ||
Mr. Game & Watch has been significantly buffed from ''Melee'', as he benefits from | Mr. Game & Watch has been significantly buffed from ''Melee'', as he benefits from ''Brawl''{{'}}s new physics, along with other various buffs. The introduction of [[hitstun canceling]] and [[momentum canceling]] helps Mr. Game & Watch more than most characters, as it not only makes him harder to combo, but it also significantly improves his endurance mainly due to Bucket Braking. Other new Brawl mechanics such as [[B-reversing]] also help him out, and the removal of certain Melee mechanics such as [[L-canceling]] affects him less than other characters. His shield game has been improved significantly. His shield is much larger, and his sidestep is no longer one of the worst in the game. | ||
Mr. Game & Watch did receive a few nerfs, however, as some of his attacks are either weaker or are more laggy, although he does not have any huge nerfs which significantly hinder him, apart from some of his moves (including his down tilt and neutral aerial) losing their KO power in exchange for being faster. | |||
Overall, Mr. Game & Watch | Overall, Mr. Game & Watch is a much more effective character than in ''Melee'', although he still struggles against the stronger characters in the game, resulting in him being above average. | ||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Mr. Game & Watch's | *{{change|Mr. Game & Watch's outline is brighter and thicker. His body is smoother and nose is slightly smaller.}} | ||
*{{change|Mr. Game & Watch no longer | *{{change|Mr. Game & Watch no longer makes a noise when receiving knockback, [[stun]]ned or getting KO'd aside from his [[Star KO]]. He is also now silent when waking out of [[asleep|sleep]] status.}} | ||
*{{change|Mr. Game & Watch's alternate costumes are darker and he has new yellow and baby blue skins.}} | |||
*{{change|Mr. Game & Watch's | *{{change|Mr. Game & Watch's previous taunt has been moved to his side taunt.}} | ||
*{{change|Mr. Game & Watch's previous | *{{change|Mr. Game & Watch has a different animation when carrying heavy items. He now carries them in front of him rather than over his head.}} | ||
*{{change|Mr. Game & Watch has a different animation when carrying heavy | *{{change|As on-screen appearances were not present in ''Melee'', Mr. Game & Watch now receives one}}. | ||
===Attributes=== | ===Attributes=== | ||
*{{buff|Mr. Game & Watch is much heavier (60 → 75), though he still remains as the second lightest character, tied with {{SSBB|Squirtle}}.}} | |||
*{{change|Mr. Game & Watch is slightly bigger, increasing his range, but also his hurtbox.}} | |||
*{{buff|Mr. Game & Watch is | |||
*{{buff|Mr. Game & Watch [[dash]]es slightly faster (1.5 → 1.553).}} | *{{buff|Mr. Game & Watch [[dash]]es slightly faster (1.5 → 1.553).}} | ||
*{{buff|Mr. Game & Watch's [[air speed]] is slightly faster (1 → 1.081).}} | *{{buff|Mr. Game & Watch's [[air speed]] is slightly faster (1 → 1.081).}} | ||
*{{buff|Mr. Game & Watch's [[air acceleration]] is higher (0.02 → 0.07 (base), 0.05 → 0.1 (total)).}} | *{{buff|Mr. Game & Watch's [[air acceleration]] is higher (0.02 → 0.07 (base), 0.05 → 0.1 (total)).}} | ||
*{{change|Mr. Game & Watch [[falling speed | *{{change|Mr. Game & Watch's [[falling speed]] was reduced (1.7 → 1.24), although relative to the cast, Mr. Game & Watch falls faster. This makes him more vulnerable to combos, but due to his increased weight and Bucket Braking, his survivability is still better despite this, and it gives him better vertical endurance.}} | ||
*{{change|Mr Game & Watch's [[gravity]] is lower (0.095 → 0.07505).}} | *{{change|Mr Game & Watch's [[gravity]] is lower (0.095 → 0.07505).}} | ||
*{{buff|Mr. Game & Watch's shield size has been greatly increased, now fully covering his hurtbox and no longer making it unusable.}} | |||
*{{buff|Mr. Game & Watch's | *{{buff|Mr. Game & Watch's traction has been unchanged (0.06). Compared with the returning veterans, however, Mr. Game & Watch's traction is significantly higher, making it easier for him to punish out of shield.}} | ||
*{{buff|Mr. Game & Watch's | *{{buff|[[Spot dodge]] has a much longer duration (frames 2-12 → 2-20) and less end lag (frame 33 → 26) making him much less vulnerable after using it.}} | ||
*{{buff|[[Spot dodge]] | *{{buff|Mr. Game & Watch gains much more distance from a [[glide toss]] and can now super glide toss.}} | ||
*{{buff|Mr. Game & Watch gains much more distance from a [[glide toss]] | |||
===Ground attacks=== | ===Ground attacks=== | ||
*[[Neutral attack]]: | *[[Neutral attack]]: | ||
**{{buff|Neutral attack's hitboxes are larger overall (4.8/3.6/3.2u → 5.5/4/3u).}} | **{{buff|Neutral attack's hitboxes are larger overall (4.8/3.6/3.2u → 5.5/4/3u).}} | ||
**{{nerf| | **{{nerf|Neutral attack's infinite no longer deals consistent damage (3% → 1%/2%/3%).}} | ||
*[[Dash attack]]: | *[[Dash attack]]: | ||
**{{change|Dash attack | **{{change|Dash attack's knockback altered (70 (base)/30 (base) → 50/50).}} | ||
**{{buff| | **{{buff|Dash attack deals more damage (9% → 11%).}} | ||
**{{buff| | **{{buff|Dash attack's hitbox is larger (5.2u → 6.24u), and further in front of Mr. Game & Watch (-4u (X-offset) → 4u).}} | ||
*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{buff|Forward tilt | **{{buff|Forward tilt comes out sooner (frame 13 → 10) and has higher base knockback (10 → 20).}} | ||
**{{buff| | **{{buff|Forward tilt has less ending lag (frame 42 → 37).}} | ||
**{{nerf| | **{{nerf|Forward tilt has a much shorter hitbox duration (frames 13-30 → 10-15).}} | ||
**{{change| | **{{change|Forward tilt's angles have been altered (361° → 45°/37°/37°/37°).}} | ||
*[[Up tilt]]: | *[[Up tilt]]: | ||
**{{buff|Up tilt's | **{{buff|Up tilt's hitbox sizes have been increased (5.2/3.6/3.2u → 6.5/4.6/3.8u).}} | ||
**{{nerf| | **{{nerf|Up tilt has more startup lag with a shorter duration (frames 9-29 → 13-21).}} | ||
**{{nerf| | **{{nerf|Up tilt deals less damage (9% → 8%).}} | ||
*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{buff|Down tilt has a longer duration (frames 6-13 → 6-15).}} | **{{buff|Down tilt has a longer duration (frames 6-13 → 6-15).}} | ||
**{{buff| | **{{buff|Down tilt hitbox sizes increased (6.4u (ground)/6.4u (air) → 8/9u).}} | ||
**{{nerf| | **{{nerf|Down tilt's grounded hit deals much less damage (12% → 6%) and has drastically less knockback (65 (base)/100 (growth) → 50/50), no longer KOing even at Sudden Death percents.}} | ||
**{{change| | **{{change|Down tilt's grounded hit angle altered (85° → 20°), allowing it to set up edgeguards but removing its ability to set up into juggles.}} | ||
*[[Forward smash]]: | *[[Forward smash]]: | ||
**{{buff|Forward smash's | **{{buff|Forward smash's weak hit deals 2% more damage (6% → 8%).}} | ||
**{{buff| | **{{buff|Forward smash's has larger hitboxes and more horizontal range.}} | ||
**{{ | ***Hitbox sizes (4.8/4/2u → 6/5/3u (early), 3.2/2.8/1.6u → 4/3/2u (late). | ||
**{{nerf|Forward smash has more startup lag with a shorter duration (frames 13-33 → 17- | ***Hitboxes moved forward (16/10/0u → 17/10/0u (early), 12/8/0u → 15/8/0u (late). | ||
**{{change|Forward smash has slightly altered knockback (44 (base)/100 (growth) → 48/98).}} | |||
**{{nerf|Forward smash has more startup lag with a shorter duration (frames 13-33 → 17-34).}} | |||
*[[Up smash]]: | *[[Up smash]]: | ||
**{{buff|Up smash has slightly | **{{buff|Up smash's knockback growth has been slightly increased (96 → 97).}} | ||
**{{buff| | **{{buff|Up smash's ending lag has been slightly reduced (frame 40 → 39).}} | ||
**{{buff| | **{{buff|Up smash has an additional hitbox above Mr. Game & Watch's head, noticeably increasing it's vertical range.}} | ||
**{{buff|Up smash's head hitbox size has been increased (5.2u → 6.24u).}} | |||
**{{buff| | |||
*[[Down smash]]: | *[[Down smash]]: | ||
**{{buff|Down smash has larger hitboxes (4/4/5.6/5.6u → 4.5/4.5/7/7u) | **{{buff|Down smash has larger hitboxes and more horizontal range.}} | ||
**{{buff| | ***Hitbox sizes (4/4/5.6/5.6u → 4.5/4.5/7/7u). | ||
**{{nerf| | ***Sweetspots X-offset (-10.8/10.8u → -12/12u). | ||
**{{buff|Down smash's sourspot deals more damage (10% → 13%) and knockback (10 (base), 50 (scaling) → 60/68) making it a viable KO option.}} | |||
**{{nerf|Down smash's sweetspot deals less damage (16% → 15%) although its knockback growth was compensated (90 → 98).}} | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|All of Mr. Game & Watch's aerials have less | *{{buff|All of Mr. Game & Watch's aerials have less landing lag (15 frames → 9 (neutral), 25 frames → 22 (forward), 18 frames → 12 (back), 18 frames → 9 (up), 20 frames → 15 (down). Additionally, the removal of [[L-canceling]] affects Mr. Game & Watch less than all other returning veterans as he was already incapable of L-Canceling neutral, back and up aerials although the landing lag on his forward and down aerials were not fully compensated.}} | ||
*[[Neutral aerial]]: | *[[Neutral aerial]]: | ||
**{{buff|Mr. Game & Watch | **{{buff|Mr. Game & Watch has a new neutral aerial: Tropical Fish. It's a good multi hit attack that is significantly faster with a longer duration (frames 20-29 → 7-10/12-15/17-20/22-25), deals 1% more damage (16% → 17%), and can be followed up from much more effectively. It also has less ending lag (frame 45 → 35) and can now [[auto-cancel]] out of a short hop.}} | ||
**{{nerf|New neutral aerial deals much less knockback, no longer being a reliable KO move.}} | |||
**{{ | **{{change|New Neutral aerial is now coded as an aerial attack instead of a [[special move]].}} | ||
*[[Back aerial]]: | *[[Back aerial]]: | ||
**{{buff|Back aerial's | **{{buff|Back aerial's multi hits deal less knockback allowing them to connect more reliably with the final hit which deals more knockback.}} | ||
**{{nerf|Back aerial deals less damage per-hit (5% → 3%), but has 5 hits instead of 4 (20% → 15% total).}} | |||
**{{nerf|Back aerial deals less damage per-hit (5% → 3%), but has 5 hits instead of 4 (20% → 15% | **{{change|Back aerial is now coded as an aerial attack instead of a special move.}} | ||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{buff|Both hits of up aerial come out 1 frame earlier (frame 7 → 6 | **{{buff|Both hits of [[up aerial]] come out 1 frame earlier (first hit: frame 7 → 6, second hit frame 21 → 20). It also now has a large windbox above him, giving the move more utility.}} | ||
**{{nerf|The first hit of up aerial has a shorter duration (frames 7-16 → 6-12).}} | |||
**{{change|Up aerial is now coded as an aerial attack instead of a special move.}} | |||
**{{nerf|The first hit has a shorter duration (frames 7-16 → 6- | |||
**{{ | |||
*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{change|Down aerial is now a [[stall-then-fall | **{{change|[[Down aerial]] is now a [[stall-then-fall]].}} | ||
**{{buff|It has bigger hitboxes (3.5154/5.0778 → 4.32/6.24).}} | |||
**{{buff| | |||
===Throws/other attacks=== | ===Throws/other attacks=== | ||
*[[Grab]] | *{{buff|[[Grab]]s have less startup (frame 7 → 6 (standing), frame 11 → 9 (dash)) and ending lag (frame 31 → 30 (standing) frame 41 → 35 (dash)).}} | ||
*{{buff|[[Pummel]] is slightly faster (30 frames → 29) though it is still the slowest pummel in the game.}} | |||
*[[Pummel]] | *{{buff|[[Down throw]] meteor smashes opponents into the ground, giving it significantly better follow-up options and Mr. Game & Watch a [[tech chase]] move. This is especially beneficial considering the introduction of hitstun canceling.}} | ||
*{{buff|Down throw | |||
*{{nerf|Down throw deals less damage (8% → 6%).}} | *{{nerf|Down throw deals less damage (8% → 6%).}} | ||
*[[Ledge attack]] | *{{change|[[Ledge attack]]s now have a new sound effect, which is the same as sound effect used for a Judge #9.}} | ||
*{{buff|Below 100% Ledge Attack is much faster (frame 42 → frame 24).}} | |||
*{{buff|Below 100% Ledge | *{{nerf|Below 100% Ledge Attack has less invincibility frames (39 frames → 21 frames).}} | ||
*{{nerf|Below 100% Ledge | *{{buff|Above 100% Ledge Attack has more invincibility frames (53 frames → 59 frames).}} | ||
*{{buff|Above 100% Ledge | |||
===Special moves=== | ===Special moves=== | ||
*[[Chef]]: | *[[Chef]]: | ||
**{{change|Chef now tosses other | **{{change|Chef now tosses other foods besides bacon and also leaves his mouth closed.}} | ||
**{{change|Chef no longer resets Mr. Game & Watch's vertical velocity.}} | **{{change|Chef no longer resets Mr. Game & Watch's vertical velocity.}} | ||
*[[Judge]]: | *[[Judge]]: | ||
**{{nerf|Judge has a shorter hitbox duration (14 frames → 8 frames | **{{nerf|Judge has a shorter hitbox duration (14 frames → 8 frames, 12 frames if Judge 5).}} | ||
**{{buff|Judge | **{{buff|Judge 2 now has a 20% chance of [[trip]]ping targets.}} | ||
**{{buff|Judge | **{{buff|Judge "3" deals more shield damage (20 → 25).}} | ||
**{{buff|Judge | **{{buff|His Judge "7" will always generate an apple and can only be generated if it hits while on the ground, regardless of item configuration.}} | ||
**{{buff|Judge | **{{buff|Judge 8 deals much more damage (4% → 9%), freezing opponents for a longer period of time as a result.}} | ||
**{{change|Judge | **{{change|Judge "9" now uses a unique sound effect which is a higher pitched version of his up/side taunts.}} | ||
*[[Fire]]: | *[[Fire]]: | ||
**{{buff|Fire now | **{{buff|[[Fire]] now gives Mr. Game & Watch a parachute to slow his descent. He can cancel the parachute by either hitting down on the control stick or by using an aerial. If he cancels the parachute, it does not make him [[helpless]] allowing him to use an air dodge and any move other than another Fire. It also has 9 frames of intangibility starting from frame 5.}} | ||
**{{buff|Mr Game & Watch can now reuse Fire if he is hit with certain low knockback moves after using it such as {{SSBB|Mario}}'s [[Cape]] or {{SSBB|Fox}}'s [[Blaster (Fox)|Lasers]].}} | |||
**{{buff|Mr Game & Watch can now reuse Fire if he is hit with certain | |||
**{{nerf|Fire has much more startup lag with a shorter duration (frames 1-37 → 9-29).}} | **{{nerf|Fire has much more startup lag with a shorter duration (frames 1-37 → 9-29).}} | ||
**{{nerf|Mr Game & Watch now suffers from the [[grab release glitch]] | **{{nerf|Mr Game & Watch now suffers from the [[grab release glitch]] meaning that he cannot reuse Fire if he is grab released out of it.}} | ||
*[[Oil Panic]]: | *[[Oil Panic]]: | ||
**{{nerf|Oil Panic starts absorbing | **{{nerf|Oil Panic starts absorbing projectiles later (frame 5 → 7).}} | ||
**{{buff|Oil Panic has a shorter | **{{buff|Oil Panic has a shorter loop animation (33 frames → 30), making it slightly safer to use.}} | ||
**{{buff|Mr. Game & Watch absorbs projectiles slightly faster (25 frames → 24).}} | **{{buff|Mr. Game & Watch absorbs projectiles slightly faster (25 frames → 24).}} | ||
**{{buff|Mr. Game & Watch can now absorb multiple projectiles in a row.}} | **{{buff|Mr. Game & Watch can now absorb multiple projectiles in a row.}} | ||
**{{buff|Oil Panic's absorption radius is drastically larger (5.5u → 22u).}} | **{{buff|Oil Panic's absorption radius is drastically larger (5.5u → 22u).}} | ||
**{{buff|Oil Panic has a much higher absorption multiplier (1.5x + 5 → 2.8x).}} | **{{buff|Oil Panic has a much higher absorption multiplier (1.5x + 5 → 2.8x).}} | ||
**{{buff|Oil Panic's damage output is retained after Mr. Game & Watch gets KO'd}} | |||
**{{buff|Oil Panic's minimum damage output is higher (12% → 18%).}} | **{{buff|Oil Panic's minimum damage output is higher (12% → 18%).}} | ||
**{{nerf|Oil Panic's maximum damage is now capped at 60%, greatly reducing its damage potential against more damaging projectiles.}} | **{{nerf|Oil Panic's maximum damage is now capped at 60%, greatly reducing its damage potential against more damaging projectiles.}} | ||
***{{buff|However, this subsequently removes the [[kamikaze glitch|kamikaze exploit]], no longer allowing Game & Watch to self-destruct against shielding opponents.}} | ***{{buff|However, this subsequently removes the [[kamikaze glitch|kamikaze exploit]], no longer allowing Game & Watch to self-destruct against shielding opponents.}} | ||
**{{buff|Due to the introduction of [[momentum canceling]], Oil Panic can now be used to negate all knockback in the air (known as [[Bucket Braking]]). This greatly improves Mr. Game & Watch's horizontal endurance, giving him greater horizontal endurance than even most middleweights despite being the second | **{{buff|Due to the introduction of [[momentum canceling]], Oil Panic can now be used to negate all knockback in the air (known as [[Bucket Braking]]). This greatly improves Mr. Game & Watch's horizontal endurance, giving him greater horizontal endurance than even most middleweights despite being the second lightest in the game.}} | ||
**{{buff|Mr. Game & Watch is now intangible for the first six frames of his oil spill.}} | **{{buff|Mr. Game & Watch is now intangible for the first six frames of his oil spill.}} | ||
**{{buff|The oil spill has larger hitboxes (2.7342u (hit 1)/3.906u (hit 2)/6.6402u (hit 3) → 3.36u/4.8u/8.16u) | **{{buff|The oil spill has larger hitboxes (2.7342u (hit 1)/3.906u (hit 2)/6.6402u (hit 3) → 3.36u/4.8u/8.16u) which are positioned slightly further away from Mr. Game & Watch (z offset: 11.718 (hit 1)/19.53 (hit 2)/31.248 (hit 3) → 12/20/32).}} | ||
**{{buff|The aerial oil spill’s second and third hitboxes now have their damage properly scaled, rather than | **{{buff|The aerial oil spill’s second and third hitboxes now have their damage properly scaled, rather than always dealing 1%. This drastically improves their KO potential (even at minimum power).}} | ||
**{{nerf|The oil spill has a shorter duration (frames 2-10 (hit 1)/11-22 (hit 2)/23-37 (hit 3) → 2-7/8-14/15-26).}} | **{{nerf|The oil spill has a shorter duration (frames 2-10 (hit 1)/11-22 (hit 2)/23-37 (hit 3) → 2-7/8-14/15-26).}} | ||
**{{nerf|The oil spill now has a clean hit, a mid | **{{nerf|The oil spill now has a clean hit, a mid hit and a late hit rather than three separate hitboxes. This prevents oil spill from connecting multiple times.}} | ||
**{{nerf|An aerial oil spill deals less knockback (40 (base), 100 (scaling) → 30/80), now matching the grounded version. This hinders the near hit’s KO potential.}} | **{{nerf|An aerial oil spill deals less knockback (40 (base), 100 (scaling) → 30/80), now matching the grounded version. This hinders the near hit’s KO potential.}} | ||
==Moveset== | ==Moveset== | ||
''For a gallery of Mr. Game & Watch's hitboxes, see [[Mr. Game & Watch (SSBB)/Hitboxes|here]].''<br> | |||
All of Mr. Game & Watch's moves use objects from games in the ''[[Game & Watch|Game & Watch series]]'', making him the only character to have every single move in his arsenal based on a game he appeared previously before. | |||
{{MovesetTable | {{MovesetTable | ||
|game=SSBB | |game=SSBB | ||
Line 184: | Line 174: | ||
|neutral1dmg=3% | |neutral1dmg=3% | ||
|neutralinfdmg=1-3% (loop) | |neutralinfdmg=1-3% (loop) | ||
|neutraldesc=Mr. Game & Watch rapidly presses an insecticide pump | |neutraldesc=Mr. Game & Watch rapidly presses an insecticide pump. Excellent for escaping pressure and hard to escape from. Low ending lag; this can lead into a grab or tilt attack. Originates from ''Greenhouse''. | ||
|ftiltname=Lion ({{ja|ライオン|Raion}}) | |ftiltname=Lion ({{ja|ライオン|Raion}}) | ||
|ftiltdmg=10% | |ftiltdmg=10% | ||
|ftiltdesc=Mr. Game & Watch thrusts a chair in front of him | |ftiltdesc=Mr. Game & Watch thrusts a chair in front of him, has light potential to [[KO]] at very high damages. Some noticeable ending lag. Like his other tilts, it has a hitbox with a long duration. Originates from ''Lion''. | ||
|utiltname=Flagman ({{ja|フラッグマン|Furagguman}}) | |utiltname=Flagman ({{ja|フラッグマン|Furagguman}}) | ||
|utiltdmg=8% | |utiltdmg=8% | ||
|utiltdesc=Mr. Game & Watch waves a flag | |utiltdesc=Mr. Game & Watch waves a flag above him. Combos into itself with fast fallers and heavy weights at lower percentages. Usually used into a neutral air or up air otherwise, can even KO at higher percentages. At low percentages, can be used for juggling. Originates from ''Flagman''. | ||
|dtiltname=Manhole ({{ja|マンホール|Manhōru}}) | |dtiltname=Manhole ({{ja|マンホール|Manhōru}}) | ||
|dtiltdmg=6% (grounded), 9% (aerial) | |dtiltdmg=6% (grounded), 9% (aerial) | ||
|dtiltdesc=Mr. Game & Watch flips a manhole in front of him. | |dtiltdesc=Mr. Game & Watch flips a manhole cover in front of him. A very good move to space, especially against characters with low reach. The manhole lid is actually a 3D object, unlike any of his other moves, which are all 2D objects. It is no longer a good KO move as it was in ''Melee'', but it has become more effective at edgeguarding due to being a semi-spike, having good base knockback, a hitbox with long duration, and very low cooldown. Good for anti-air attack; deals more damage if the opponent is in the air. Originates from ''Manhole''. | ||
|dashname=Helmet ({{ja|ヘルメット|Herumetto}}) | |dashname=Helmet ({{ja|ヘルメット|Herumetto}}) | ||
|dashdmg=11% | |dashdmg=11% | ||
|dashdesc=Mr. Game & Watch | |dashdesc=Mr. Game & Watch slides his head along the ground while wearing a helmet. Laggy and easy to predict, a long time to finish, though its hitbox has a long duration. Can combo into moves on fast fallers. Can stage spike if used near the edge, being an effective KO move. Originates from ''Helmet''. | ||
|fsmashname=Fire Attack ({{ja|ファイアアタック|Faia Atakku}}) | |fsmashname=Fire Attack ({{ja|ファイアアタック|Faia Atakku}}) | ||
|fsmashdmg={{ChargedSmashDmgSSBB|18}}/{{ChargedSmashDmgSSBB|14}} (clean head/handle), {{ChargedSmashDmgSSBB|8}} (late) | |fsmashdmg={{ChargedSmashDmgSSBB|18}}/{{ChargedSmashDmgSSBB|14}} (clean head/handle), {{ChargedSmashDmgSSBB|8}} (late) | ||
|fsmashdesc=Mr. Game & Watch | |fsmashdesc=Mr. Game & Watch attacks with a torch. Great base knockback and even greater knockback scaling as well as lasting longer than expected, making it hard to punish. Has a disjointed hitbox at the end of the move causing very low damage but with good knockback. Usually used after down air, down throw, or up air. Its great knockback scaling and diagonal trajectory makes momentum canceling very ineffective against it. It is arguably the best forward smash in the game as it has good reach and great knockback, being capable of KOing any character under 100%. Though it is a rare occurrence, this attack has a sourspot when only the pole hits. This only happens if a character is small enough to stay between the flame and Mr. Game & Watch himself, touching only the pole. Has slightly less knockback. Originates from ''Fire Attack''. | ||
|usmashname=Octopus ({{ja|オクトパス|Okutopasu}}) | |usmashname=Octopus ({{ja|オクトパス|Okutopasu}}) | ||
|usmashdmg={{ChargedSmashDmgSSBB|18}} | |usmashdmg={{ChargedSmashDmgSSBB|18}} | ||
|usmashdesc=Mr. Game & Watch | |usmashdesc=Mr. Game & Watch's head becomes a diving helmet and he bashes upwards with his head, with the hitbox extending a short ways above the helmet. Has very high start-up lag (even compared to his other smash attacks), but is the third strongest up smash in the game (behind Ivysaur's and Lucas') and it has very low ending lag, especially considering its strength. Usually used as an anti-air or as a raw KO move. Very useful for tech chases due to its wide hitbox and good duration. Originates from ''Octopus''. | ||
|dsmashname=Vermin ({{ja|バーミン|Bāmin}}) | |dsmashname=Vermin ({{ja|バーミン|Bāmin}}) | ||
|dsmashdmg={{ChargedSmashDmgSSBB|15}} (hammer), {{ChargedSmashDmgSSBB|13}} (handle) | |dsmashdmg={{ChargedSmashDmgSSBB|15}} (hammer), {{ChargedSmashDmgSSBB|13}} (handle) | ||
|dsmashdesc=Mr. Game & Watch slams | |dsmashdesc=Mr. Game & Watch takes out two hammers and slams them down on both sides. If sourspotted, this attack is a rather powerful [[semi-spike]] and can KO early when on the edge. When sweetspotted, this is one of the most powerful down smashes in the game, being one of the few that can reliably KO under 100%. It has high startup lag although it has very low ending lag (having the shortest total duration out of any down smash), which can surprise people by using it again after a missed one. It is effective at edgeguarding as the semi-spike is powerful and even though the sweetspot has vertical knockback, its great knockback can still KO a recovering opponent. Can combo out of the last hits of neutral aerial and also with down throw on anyone who doesn't have a long enough roll and who doesn't tech it. Originates from ''Vermin''. | ||
|nairname=Tropical Fish ({{ja|トロピカルフィッシュ|Toropikaru Fisshu}}) | |nairname=Tropical Fish ({{ja|トロピカルフィッシュ|Toropikaru Fisshu}}) | ||
|nairdmg=5% (hit 1), 4% (hits 2-4) | |nairdmg=5% (hit 1), 4% (hits 2-4) | ||
|nairdesc= | |nairdesc=Two fish will come out of both sides of a bowl, hitting multiple times. The last hit has moderate knockback. If the last hit does not hit, it can combo into other aerials and smashes. Its large hitbox and light vertical knockback allows it to juggle very well. Great shield stabber. Originates from ''Tropical Fish''. | ||
|fairname=Cement Factory ({{ja|セメントファクトリー|Semento Fakutorī}}) | |fairname=Cement Factory ({{ja|セメントファクトリー|Semento Fakutorī}}) | ||
|fairdmg=16% (clean), 6% (late) | |fairdmg=16% (clean), 6% (late) | ||
|fairdesc=Mr. Game & Watch | |fairdesc=Mr. Game & Watch takes out a box and attacks with it. The sweetspot is the initial hitbox with very powerful horizontal knockback while the subsequent hitbox is the sourspot with very low knockback. It can do damage regardless of exactly which side of his body the enemy is hit by. Has the greatest KO potential of all his aerials if sweetspotted. Great for edgeguarding and it can [[Wall of pain|WoP]] opponents at low to mid percentages. It has long landing lag but its aerial ending lag is not as bad. According to the official ''Melee'' website, this move originates from ''Mario's Cement Factory''. However, the object looks closer to the boxes from the ''Game & Watch'' version of ''Mario Bros.'' | ||
|bairname=Turtle Bridge ({{ja|タートルブリッジ|Tātoru Burijji}}) | |bairname=Turtle Bridge ({{ja|タートルブリッジ|Tātoru Burijji}}) | ||
|bairdmg=3% (hits 1-5), 3% (landing) | |bairdmg=3% (hits 1-5), 3% (landing) | ||
|bairdesc=Mr. Game & Watch | |bairdesc=Mr. Game & Watch takes out a turtle and attacks behind him. Hits multiple times and has great horizontal reach with a large hitbox. When being shielded, opponents often drop their shields too soon due to the turtle's hitlag causing it to have unexpected duration when it is landed. Can be DI'd out of though. It is possible for grounded targets to [[powershield]] the last hit, but this is very difficult to perform. Originates from ''Turtle Bridge''. | ||
|uairname=Spitball Sparky ({{ja|スピットボールスパーキー|Supittobōru Supākī}}) | |uairname=Spitball Sparky ({{ja|スピットボールスパーキー|Supittobōru Supākī}}) | ||
|uairdmg=7% (hit 1), 9% (hit 2) | |uairdmg=7% (hit 1), 9% (hit 2) | ||
|uairdesc=Mr. Game & Watch raises a pump above him, blowing puffs of air above him twice. | |uairdesc=Mr. Game & Watch raises a pump above him, blowing puffs of air above him twice. It [[push]]es characters above Mr. Game & Watch upwards if they are out of range of being damaged, the wind being more powerful closer to Mr. Game & Watch. This can actually push a player out of Ike's [[Great Aether]], and, when high enough, can push opponents above the upper blast line for a [[Star KO]]. The wind hitbox can be used to help teammates with their vertical recovery. The second hit has very high knockback but is very difficult to land due to the wind effect of the first hitbox. Originates from ''Spitball Sparky''. | ||
|dairname=Donkey Kong Jr. ({{ja|ドンキーコングJr.|Donkī Kongu Junia}}) | |dairname=Donkey Kong Jr. ({{ja|ドンキーコングJr.|Donkī Kongu Junia}}) | ||
|dairdmg=14% (sweetspot), 13% (sourspot), 6% (landing) | |dairdmg=14% (sweetspot), 13% (sourspot), 6% (landing) | ||
|dairdesc=Mr. Game & Watch | |dairdesc=Mr. Game & Watch takes out a key and slams it downward. This [[Stall-Then-Fall]] attack propels Mr. Game & Watch downwards and is a [[meteor smash]] if the initial hitbox is landed and sweetspotted. Can be moved left or right a bit. If used while halfway through a thin platform (after hitting down so he falls through it), he will move upwards and land on top of the platform, without the animation changing. Can perform the [[Stall-Then-Fall Glitch]]. Can KO at high percentages, being one of the strongest stall-then-fall moves in the game. Originates from ''Donkey Kong Jr.'' | ||
|grabname=Grab ({{ja|つかみ|Tsukami}}) | |grabname=Grab ({{ja|つかみ|Tsukami}}) | ||
|grabdesc=Reaches out. | |grabdesc=Reaches out. Short duration. Animation taken from ''Mario's Cement Factory''. | ||
|pummelname=Alarm ({{ja|アラーム|Arāmu}}) | |pummelname=Alarm ({{ja|アラーム|Arāmu}}) | ||
|pummeldmg=3% | |pummeldmg=3% | ||
|pummeldesc=Mr. Game & Watch bashes the | |pummeldesc=Mr. Game & Watch bashes the enemy with an alarm bell. Originates from the Game & Watch's alarm feature. | ||
|fthrowname=Ball ({{ja|ボール|Bōru}}) | |fthrowname=Ball ({{ja|ボール|Bōru}}) | ||
|fthrowdmg=8% | |fthrowdmg=8% | ||
|fthrowdesc=Mr. Game & Watch juggles the | |fthrowdesc=Mr. Game & Watch juggles the enemy as a ball, then the enemy is launched forward. Originates from ''Ball''. | ||
|bthrowname=Ball ({{ja|ボール|Bōru}}) | |bthrowname=Ball ({{ja|ボール|Bōru}}) | ||
|bthrowdmg=8% | |bthrowdmg=8% | ||
|bthrowdesc= | |bthrowdesc=Same as other throws, with backwards knockback. Originates from ''Ball''. | ||
|uthrowname=Ball ({{ja|ボール|Bōru}}) | |uthrowname=Ball ({{ja|ボール|Bōru}}) | ||
|uthrowdmg=8% | |uthrowdmg=8% | ||
|uthrowdesc= | |uthrowdesc=Same as other throws, with upwards knockback. Originates from ''Ball''. | ||
|dthrowname=Ball ({{ja|ボール|Bōru}}) | |dthrowname=Ball ({{ja|ボール|Bōru}}) | ||
|dthrowdmg=6% | |dthrowdmg=6% | ||
|dthrowdesc=Mr. Game & Watch juggles the opponent | |dthrowdesc=Mr. Game & Watch juggles the enemy as a ball and throws the opponent onto the ground. Can tech chase into an up smash, down smash, forward smash, down tilt, or even neutral aerial. Can meteor smash opponents near the edge. Originates from ''Ball''. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=6% | |floorfdmg=6% | ||
|floorfdesc=Mr. Game & Watch gets out a hammer and slams it in front of him, then behind him. | |floorfdesc=Mr. Game & Watch gets out a hammer and slams it in front of him, then behind him. It is very fast. Originates from ''Vermin''. | ||
|floorbname= | |floorbname= | ||
|floorbdmg=6% | |floorbdmg=6% | ||
|floorbdesc= | |floorbdesc=Identical to frontal floor attack. Originates from ''Vermin''. | ||
|floortname= | |floortname= | ||
|floortdmg=5% | |floortdmg=5% | ||
|floortdesc= | |floortdesc=Identical to floor attacks. Originates from ''Vermin''. | ||
|edgefname= | |edgefname= | ||
|edgefdmg=8% (bell), 6% (body) | |edgefdmg=8% (bell), 6% (body) | ||
|edgefdesc= | |edgefdesc= Climbs up and hits opponents with a bell, creating an alarm noise. | ||
|edgesname= | |edgesname= | ||
|edgesdmg=10% | |edgesdmg=10% | ||
|edgesdesc= | |edgesdesc=Like his fast ledge attack, but slower. | ||
|nsname=Chef | |nsname=Chef | ||
|nsdmg=5% (pan), 4% (food) | |nsdmg=5% (pan), 4% (food) | ||
|nsdesc= | |nsdesc=Shoots flaming pancakes out of a pan. Doesn't have very much use in the metagame, but it can prevent aerial approaches, and is extremely useful for edgeguarding. | ||
|ssname=Judge | |ssname=Judge | ||
|ssdmg=2-32% (Varies) | |ssdmg=2-32% (Varies) | ||
|ssdesc=Swings a hammer in front of him | |ssdesc=Swings a hammer in front of him, and raises a flag with a random number from 1-9 with his other hand. Effects vary based on a number, with #1 being nearly useless, while #9 having high [[KO]] potential. | ||
|usname=Fire | |usname=Fire | ||
|usdmg=6% | |usdmg=6% | ||
|usdesc= | |usdesc=Jumps upwards off a trampoline, then falls slowly in a parachute. Can be interrupted during the parachute phase by any aerial. Good for starting aerial combos at mid-high percents. Opponents who are close to either firemen will be pushed back a bit. | ||
|dsname=Oil Panic | |dsname=Oil Panic | ||
|dsdmg=18%-60% (2.8x multiplier) | |dsdmg=18%-60% (2.8x multiplier) | ||
|dsdesc= | |dsdesc=Puts a bucket in front of him. Absorbs projectiles, and once three are absorbed, turns into a powerful counterattack. Can "Bucket Brake", eliminating all knockback momentum at the time the move was used. | ||
|fsname=Octopus | |fsname=Octopus | ||
|fsdmg=16% | |fsdmg=16% | ||
|fsdesc= | |fsdesc=Turns into an Octopus. Damage is dealt on contact and range can be increased by pressing the attack buttons. | ||
}} | }} | ||
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!width=60% | Description | !width=60% | Description | ||
|- | |- | ||
| #1 || 2% || | | #1 || 2% || A weak hit with no knockback. Causes 12% recoil damage. | ||
|- | |- | ||
| #2 || 4% || | | #2 || 4% || Another attack with weak knockback. Has a 20% chance of tripping an opponent. | ||
|- | |- | ||
| #3 || 6% || | | #3 || 6% || Another weak knockback attack, although this one causes significant [[shield damage]]. Opponents are launched backwards towards Mr. Game & Watch. | ||
|- | |- | ||
| #4 || 8% || A | | #4 || 8% || A [[slash]]ing attack that launches foes diagonally forward. | ||
|- | |- | ||
| #5 || 3% (hits 1-4) || | | #5 || 3% (hits 1-4) || An [[electric]] attack that hits multiple times. | ||
|- | |- | ||
| #6 || 12% || A | | #6 || 12% || A [[flame]] attack that [[semi-spike]]s. Has the second strongest knockback of all Judge attacks. | ||
|- | |- | ||
| #7 || 14% || A | | #7 || 14% || A moderate knockback attack that produces an [[food|apple]] if it hits a foe. The apple heals 4% damage. | ||
|- | |- | ||
| #8 || 9% || A | | #8 || 9% || A [[Freeze|freezing]] attack with low knockback. | ||
|- | |- | ||
| #9 || 32% || | | #9 || 32% || A very, very high knockback attack that was designed to be similar to the [[home-run bat]]. This attack has huge KO potential, being able to KO opponents at small percentages. The attack does, however, have a smaller hitbox. | ||
|} | |} | ||
===Stats=== | |||
{{technical data|Needs short hop and double jump heights}} | |||
{{Attributes | |||
|cast = 39 | |||
|weight = 75 | |||
|rweight = 37-38 | |||
|dash = 1.5 | |||
|rdash = 14-21 | |||
|run = 1.553 | |||
|rrun = 15 | |||
|walk = 1.1 | |||
|rwalk = 17-19 | |||
|trac = 0.06 | |||
|rtrac = 11-16 | |||
|airfric = 0.012 | |||
|rairfric = 16 | |||
|air = 1.081 | |||
|rair = 7-9 | |||
|baseaccel = 0.07 | |||
|rbaseaccel = 1 | |||
|addaccel = 0.03 | |||
|raddaccel = 36-37 | |||
|gravity = 0.07505 | |||
|rgravity = 23 | |||
|fall = 1.24 | |||
|rfall = 30 | |||
|ff = 1.736 | |||
|rff = 31 | |||
|jumpsquat = 5 | |||
|rjumpsquat = 11-26 | |||
|jumpheight = 27.52134994 | |||
|rjumpheight= 35 | |||
|shorthop = ? | |||
|rshorthop = ? | |||
|djump = ? | |||
|rdjump = ? | |||
|ellag = 3 | |||
|rellag = 1-29 | |||
}} | |||
===[[Announcer]] call=== | ===[[Announcer]] call=== | ||
Line 306: | Line 336: | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
{{Appearance | {{Appearance | ||
|desc= | |desc=Moves along a row of Game & Watch LCD frames until he reaches the foreground. | ||
|char=Mr.Game&Watch | |char=Mr.Game&Watch | ||
|game=SSBB}} | |game=SSBB}} | ||
Line 313: | Line 343: | ||
{{Taunt/SSBB | {{Taunt/SSBB | ||
|char=G&W | |char=G&W | ||
|desc-up=Rings his bell | |desc-up=Rings his bell high. | ||
|desc-side=Rings his bell | |desc-side=Rings his bell low. | ||
|desc-down=Jumps in | |desc-down=Jumps once, opening his hands, in a cheery way.}} | ||
===[[Idle pose]]s=== | ===[[Idle pose]]s=== | ||
{{Idle | {{Idle | ||
|desc-1= | |desc-1=Looks back with an opened mouth. | ||
|desc-2=Hops in place. | |desc-2=Hops in place. | ||
|image-1=Mr. Game & Watch Idle Pose 2 Brawl.png | |image-1=Mr. Game & Watch Idle Pose 2 Brawl.png | ||
Line 325: | Line 355: | ||
===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
{{ | {| class="wikitable" | ||
| | |- | ||
| | !{{{name|}}} | ||
| | !Cheer (English) | ||
| | !Cheer (Japanese) | ||
| | !Cheer (German) | ||
| | !Cheer (Korean) | ||
|- | |||
! scope="row"|Cheer | |||
|[[File:Mr. Game & Watch Cheer English SSBB.ogg|center]]||[[File:Mr. Game & Watch Cheer Japanese SSBB.ogg|center]]||[[File:Mr. Game & Watch Cheer German SSBB.ogg|center]]||rowspan="4"|[[File:Mr. Game & Watch Cheer Korean SSBB.ogg|center]] | |||
|- | |||
! scope="row"|Description | |||
|Mis - ter -- Game - and - Watch! || Game - and - Watch! || Mis - ter - Game and Watch! | |||
|- | |||
!{{{name|}}} | |||
!Cheer (French) | |||
!Cheer (Italian) | |||
!Cheer (Spanish) | |||
|- | |||
! scope="row"|Cheer | |||
|[[File:Mr. Game & Watch Cheer French SSBB.ogg|center]]||[[File:Mr. Game & Watch Cheer Italian SSBB.ogg|center]]||[[File:Mr. Game & Watch Cheer Spanish SSBB.ogg|center]] | |||
|- | |||
! scope="row"|Description | |||
|Mis - ter ! Game and Watch ! || Mis - ter -- Game and Watch! || Game - And - Watch! || Game - and - Watch! | |||
|} | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
{{Victory/SSBB | {{Victory/SSBB | ||
|victory-theme=G&WTheme.ogg | |victory-theme=G&WTheme.ogg | ||
|victory-desc=Rather than using pre-existing music, this track is unique to ''Brawl''. | |victory-desc=Rather than using pre-existing music, this track is unique to ''Brawl''. It resembles the bleeping noises and sound effects heard in ''Game & Watch'' games. | ||
|desc-up=Bows to the right, then to the left, as if thanking an applauding audience | |desc-up=Bows to the right, then to the left, as if thanking an applauding audience. | ||
|desc-left=Rings his bell | |desc-left=Rings his bell to the right, then to the left, then faces the right. | ||
|desc-right=Jumps | |desc-right=Jumps up and down in the air. | ||
|char=Game&Watch}} | |char=Game&Watch}} | ||
Line 359: | Line 407: | ||
===Tier placement and history=== | ===Tier placement and history=== | ||
Mr. Game & Watch was at first considered to be a top tier character, ranking as high as 4th place on the first tier list, which is also his highest placing so far. This was due to his disjointed reach, disproportionately high power, great aerial game and Bucket Braking capabilities, which made him very difficult to KO as well as edge-guard, while also being efficient on both points. His position, however, started to decline starting on the second tier list, where he was ranked at 5th place: while he possessed several advantages that made him a formidable threat, his weaknesses later became more and more exploitable. His largest tier drop occurred on the transition to the fourth tier list, dropping from 8th to 12th from the third one. He would later rise negligibly on the fifth tier list to 11th, before starting to drop again on subsequent versions. Currently, he is ranked 16th on the tier list: while he is still a relatively viable character, his notable disadvantages don't let him easily beat other top tiered characters, most notably Meta Knight, Ice Climbers and Marth, though his strengths are enough to face other top and high tiered threats like {{SSBB|Pikachu}}, {{SSBB|Lucario}}, {{SSBB|Wario}} and {{SSBB|King Dedede}}. | |||
==In Solo Modes== | |||
==={{SSBB|Classic Mode}}=== | |||
In Classic Mode, Mr. Game & Watch can appear as an opponent in Stage 9 if he has been unlocked on [[Flat Zone 2]]. Mr. Game & Watch can also appear as an opponent in Stage 11, but only if he hasn't appeared in Stage 9. | |||
===[[All-Star Mode]]=== | |||
In All-Star Mode, Mr. Game & Watch is fought in Stage 1 on [[Flat Zone 2]]. | |||
===[[Event Match]]es=== | |||
====Solo Events==== | |||
*'''[[Event 32: Bird in Darkest Night]]''': As {{SSBB|Falco}} (with a dark [[Palette swap (SSBB)|alternative costume]]), the player must defeat Mr. Game & Watch on [[Brinstar]]. The stage gets dark frequently throughout the match. | |||
*'''[[Event 34: All-Star Battle Melee]]''': Mr. Game & Watch is one of the opponents fought in this event. All opponents are newcomers from ''[[Super Smash Bros. Melee]]''. | |||
*'''[[Event 35: The Visitor to Flat Zone]]''': Mr. Game & Watch must defeat blacked out versions of {{SSBB|Peach}}, {{SSBB|Toon Link}}, and {{SSBB|Jigglypuff}} on [[Flat Zone 2]]. | |||
====Co-Op Events==== | |||
*'''[[Co-Op Event 16: Jigglypuff's Great Comeback]]''': {{SSBB|Jigglypuff}} and Mr. Game & Watch start out tiny and must defeat {{SSBB|Lucas}} and {{SSBB|Ness}}, who are giant, on [[Castle Siege]]. During each background change, Jigglypuff will grow while Ness and Lucas will shrink, but Mr. Game & Watch remains the same size. | |||
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on {{SSBB|Battlefield}}. | |||
===[[Congratulations_screen#Super_Smash_Bros._Brawl|Congratulations Screens]]=== | |||
<center> | |||
<gallery> | |||
Mr. Game & Watch Congratulations Screen Classic Mode Brawl.png|Classic Mode | |||
Mr. Game & Watch Congratulations Screen All-Star Brawl.png|All-Star Mode | |||
</gallery> | |||
</center> | |||
==Role in [[The Subspace Emissary]]== | ==Role in [[The Subspace Emissary]]== | ||
[[File:Mr GW Subspace Emissary.jpg|thumb|300px|Mr. Game & Watch in ''[[SSE]]''.]] | [[File:Mr GW Subspace Emissary.jpg|thumb|300px|Mr. Game & Watch in ''[[SSE]]''.]] | ||
The [[Shadow Bug]]s trophy description explains that Mr. Game & Watch | The [[Shadow Bug]]s trophy description explains that Mr. Game & Watch embodies a limitless supply of Shadow Bugs inside of him, which can be extracted incessantly. Shadow Bugs are able to create [[False character|doppelgängers of fighters]] or even an assortment of odd creatures. Discovering this, [[Tabuu]] captured Mr. Game & Watch before the events of ''The Subspace Emissary'' and used the Shadow Bugs to create the [[Subspace Army]]'s forces. | ||
{{SSBB|Snake}}, {{SSBB|Meta Knight}} and {{SSBB|Lucario}} enter the [[Halberd]]'s control room to discover a quintet of false Mr. Game & Watches piloting the ship. Snake quickly charges at them and knocks them all out the window. They fall onto the [[Battleship Halberd Bridge|main deck]], interrupting {{SSBB|Zelda}} (disguised as {{SSBB|Sheik}}), {{SSBB|Fox}} and {{SSBB|Peach}}'s tea party. The clones then revert to [[Shadow Bug]]s and form into [[Duon]]. Snake and Lucario jump down to help, along with {{SSBB|Falco}} who ejects from an [[Arwing]]. Once the monster is defeated, it dissolves into Shadow Bugs that float away, leaving behind the real Mr. Game & Watch. Fox prepares to shoot it with his [[blaster]], but Peach revives him. Upon his revival, Mr. Game & Watch wonders where he is until Peach scolds him for the trouble he created, causing him to look down in shame. Then Peach gives him [[Peach Parasol|her parasol]] to cheer him up. | |||
At the [[entrance to Subspace]], Mr. Game & Watch, along with the rest of his team, opposes Tabuu, but is effortlessly turned into a trophy by his Off Waves. He is later revived thanks to {{SSBB|Luigi}}, {{SSBB|Ness}} and {{SSBB|King Dedede}}. After that, he accompanies his allies through [[the Great Maze]] and the showdown with Tabuu. | |||
It was confirmed on the DOJO!! | It was confirmed on the "DOJO!!" that the reason Tabuu manipulated Mr. Game & Watch so easily is because he possesses a lack of perceiving good and evil. | ||
===Playable appearances=== | ===Playable appearances=== | ||
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*Donbe: [Slash] Resistance +26 | *Donbe: [Slash] Resistance +26 | ||
*Duck: Launch Resistance +20 | *Duck: Launch Resistance +20 | ||
*Forward Type: [Throwing] | *Forward Type: [Throwing] Power +22 | ||
*Flag Man: [Specials: Indirect] Attack +4 | *Flag Man: [Specials: Indirect] Attack +4 | ||
*Lion: [Specials: Direct] Attack +13 | *Lion: [Specials: Direct] Attack +13 | ||
Line 391: | Line 462: | ||
*Wild Gunman: [Specials: Indirect] Attack +5 | *Wild Gunman: [Specials: Indirect] Attack +5 | ||
*Yakuman Player: [Electric] Resistance +28 | *Yakuman Player: [Electric] Resistance +28 | ||
==[[Trophies]]== | ==[[Trophies]]== | ||
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==Trivia== | ==Trivia== | ||
*His official artwork resembles his ''Melee'' artwork. | *His official artwork resembles his ''Melee'' artwork. | ||
*As in ''Melee'', Mr. Game & Watch is | *As in ''Melee'', Mr. Game & Watch is the only character who is always 2D in appearance, even in his trophy form. Although Mr. Game & Watch usually appears in 2D, the effect is achieved by flattening a 3D character model. He is also the only character with no textures or shading; he is simply one solid color and outline. | ||
**Mr. Game & Watch | **Mr. Game & Watch appears 3D, however, when he is caught in {{SSBB|Bowser}}'s down throw or he is played using [[file replacement|moveset swaps]]. His [[False character#In The Great Maze|Subspace clone]] and Metal Box form also make him appear 3-D. | ||
*With Mr. Game & Watch's design originating from characters that | *With Mr. Game & Watch's design originating from characters that first appeared in 1980, he can be considered the "oldest" character in ''Brawl''{{'}}s roster - which is why he is the first character to be fought in All-Star Mode. Interestingly enough, he is the last character to be fought in ''Melee''’s All Star Mode. | ||
*While almost all of Mr. Game & Watch's animations | *While almost all of Mr. Game & Watch's animations use a frame-by-frame style, there are times when he animates smoothly: when being thrown, when being grabbed by Snake, and when using a [[Cracker Launcher]]. The first two are due to using animations shared by all characters, while the third is due to the mechanic of angling the Cracker Launcher. | ||
*Mr. Game & Watch, {{SSBB|R.O.B.}}, {{SSBB|Olimar}}, and {{SSBB|Samus}} are the only characters that never talk or | *Mr. Game & Watch, {{SSBB|R.O.B.}}, {{SSBB|Olimar}}, and {{SSBB|Samus}} are the only characters that never talk or make vocal sounds. He instead makes beeping sounds. | ||
**As a result, Mr. Game & Watch is the only character whose sound cues do not seem to be affected by a [[Metal Box]]. | **As a result, Mr. Game & Watch is the only character whose sound cues do not seem to be affected by a [[Metal Box]]. | ||
*Mr. Game & Watch is the only character who does not move when charging his smash attacks. | *Mr. Game & Watch is the only character who does not move when charging his smash attacks. | ||
*In [[The Subspace Emissary]], Mr. Game & Watch is the only playable character who does not have an immediate presentation screen. | *In [[The Subspace Emissary]], Mr. Game & Watch is the only playable character who does not have an immediate presentation screen. | ||
*When wearing a badge, it hovers in front of Mr. Game & Watch's body, due to being attached to where his body would be if not flattened. | *When wearing a badge, it hovers in front of Mr. Game & Watch's body, due to being attached to where his body would be if not flattened. | ||
*When the black | *When the black costume of Mr. Game & Watch is used on the underground version of [[Mushroomy Kingdom]], he appears to be dark yellow. This could possibly be a reference to the color-changing characters in the original ''[[Super Mario Bros.]]'' | ||
**Oddly, when in [[Camera]] mode, the color changes back to black. | **Oddly, when in [[Camera]] mode, the color changes back to black. | ||
*Mr. Game & Watch and Jigglypuff are the only returning characters who can no longer become | *Mr. Game & Watch and Jigglypuff are the only returning characters who can no longer become helpless via any of their special moves in their transitions from ''Melee'' to ''Brawl''. | ||
*Curiously, the manhole cover (down tilt) is the only item from Mr. Game & Watch's arsenal that is rendered in true 3D while retaining the solid color palette. In ''Melee'', it was rendered 2D, as with the rest of his | *Curiously, the manhole cover (down tilt) is the only item from Mr. Game & Watch's arsenal that is rendered in true 3D while retaining the solid color palette. In ''Melee'', it was rendered 2D, as with the rest of his moves. This unique trait was carried over into his [[Mr. Game & Watch (SSB4)|future]] [[Mr. Game & Watch (SSBU)|appearances]]. | ||
*Mr. Game & Watch and {{SSBB|Yoshi}} are the only characters to have a better average matchup spread than a character above them in the tier list. In this case, Mr. Game & Watch has a better average matchup spread than {{SSBB|Fox}}. | *Mr. Game & Watch and {{SSBB|Yoshi}} are the only characters to have a better average matchup spread than a character above them in the tier list. In this case, Mr. Game & Watch has a better average matchup spread than {{SSBB|Fox}}. | ||
*Mr. Game & Watch, the {{SSBB|Ice Climbers}}, {{SSBB|Meta Knight}}, {{SSBB|Ganondorf}}, and Samus are the only characters whose icon in the Subspace Emissary and the Sticker | *Mr. Game & Watch, the {{SSBB|Ice Climbers}}, {{SSBB|Meta Knight}}, {{SSBB|Ganondorf}}, and Samus are the only characters whose icon in the Subspace Emissary and the Sticker menu is not based on their renders. | ||
==External links== | ==External links== |
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