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|ssbgame3 = SSB4 | |ssbgame3 = SSB4 | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
|tier = S | |||
|ranking = 3 | |||
}} | }} | ||
As in his ''[[Smash 4]]'' incarnation, Mr. Game & Watch reuses his sound effects from ''Melee'' and ''[[Brawl]]'' for ''Ultimate''. | '''Mr. Game & Watch''' ({{ja|Mr.ゲーム&ウォッチ|Misutā Gēmu ando Wotchi}}, ''Mr. Game & Watch'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was confirmed alongside {{SSBU|Greninja}} and the rest of the returning roster on June 12th, 2018 during E3 2018. Mr. Game & Watch is classified as [[Fighter number|Fighter #26]], the last fighter number of the ''[[Super Smash Bros. Melee]]'' [[veteran]]s. | ||
As in his ''[[Super Smash Bros. 4]]'' incarnation, Mr. Game & Watch reuses his sound effects from ''Melee'' and ''[[Super Smash Bros. Brawl]]'' for ''Ultimate''. | |||
Mr. Game & Watch is ranked 3rd out of 82 on the current [[tier list]], placing him at the top of the S tier. This is a drastic improvement from his placement in ''Smash 4'' where he was ranked 38th out of 54, and is his best placement in the series. Mr. Game & Watch's most notable strength is his unrivaled [[out of shield]] game: [[Fire]] is arguably the most effective out of shield option in the game, as it possesses quick startup at frame 3, with large hitboxes that are positioned on both sides of Mr. Game & Watch, allowing him to effectively punish moves that are the slightest bit mis-spaced. In addition, Mr. Game & Watch also possesses a strong combo game rooted from his baiting and punishing with up special, into multiple follow up hits such as his highly damaging up aerial, which also serves as an amazing juggling tool. Complimenting his combo game is his KO potential, with very strong tilt attacks, as well as [[smash attacks]] that are safe on shield due to their low ending lag. His ledgetrapping is also among the best in the game, with an indefinite attack in the form of [[Chef]], which significantly complicates an opponent's ability to get back on stage and gives Mr. Game & Watch edgeguarding and gimping opportunities. Finally, [[Oil Panic]] allows Mr. Game & Watch to deal with zoners and projectile users, as it acts as both a [[reflector]] and an [[absorption]] based move, and if fully charged, can be released on an opponent for a KO. | |||
However, Mr. Game & Watch possesses some notable weaknesses, the most significant being his extremely poor endurance. He is tied with {{SSBU|Squirtle}} for being the third [[Weight|lightest]] character in the game, making him susceptible to early KOs. Aside from up special and down aerial, most of his defensive options are underwhelming, as his other aerials are slow, his double jump is floaty, and his [[roll]]s and dodges are short-reaching. Finally, his neutral game lacks effective zoning options while his attacks have very short range outside of a few disjointed attacks, and as such he has a poor approach game and has more trouble fighting against sword characters and characters with better disjoints. | |||
Overall, Mr. Game & Watch fits the archetype of a glass cannon. He is a character that can deal out damage quickly, has several strong KO options, and can be annoying to properly hit due to spammable attacks and a strong out-of-shield game. However, his weak endurance and poor approach options means he has to play patiently, lest he gets KOd before the opponent. Although still underwhelming compared to other characters in his tier, Mr. Game & Watch's representation has nevertheless been strong for most of the game's lifespan, thanks to the efforts of players such as {{Sm|Maister}} and {{Sm|Miya|p=Honshu}}. | |||
==How to unlock== | ==How to unlock== | ||
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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. | 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 | 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 it to be used as a potent edgeguarding and landing option, giving him a deadly mixup game in the air at all times. | ||
Oil Panic is used as Mr. Game & Watch's primary defense against camping and projectiles, as it both absorbs energy projectiles from moves such as Mega Buster and [[PK Fire]], and reflects items like {{SSBU|King K. Rool}}'s [[Blunderbuss]] and {{SSBU|Peach}}'s [[Turnip]]s. This can lead to massive advantages against certain characters | Oil Panic is used as Mr. Game & Watch's primary defense against camping and projectiles, as it both absorbs energy projectiles from moves such as Mega Buster and [[PK Fire]], and reflects items like {{SSBU|King K. Rool}}'s [[Blunderbuss]] and {{SSBU|Peach}}'s [[Turnip]]s. This can lead to massive advantages against certain characters 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' items hit, allowing it to get around 30-40% off of a single edgeguard. The pan also hits opponents into the stream of meat through a [[semi-spike]], and at high percents can launch opponents fast enough to miss the food entirely and lead to more ledge trapping. Chef's speed and pattern makes it extremely difficult for certain characters to recover, such as {{SSBU|Ganondorf}} or {{SSBU|Mario}}. Not only does Chef deal massive damage, but landing the move allows Mr. Game & Watch to follow up with a grab, neutral aerial, forward tilt, dash attack, and even Judge. Up tilt, though having worse range, deals high damage and combos into neutral aerial and Judge at low percentages. Once Mr. Game & Watch has his opponents above him, he can juggle them for massive damage using his up and neutral aerials. His up air acts similar to Mega Man's up air, pushing opponents upwards, albeit with much less force. All in all, Mr. Game & Watch's strong KO power is also paired with highly damaging combos and juggles. | Mr. Game & Watch also has a very potent combo and aerial juggling game. Down throw combos into Oil Panic, [[Judge]], and [[neutral air]] at low percentages. [[Chef]] can deal massive damage if multiple 'food' items hit, allowing it to get around 30-40% off of a single edgeguard. The pan also hits opponents into the stream of meat through a [[semi-spike]], and at high percents can launch opponents fast enough to miss the food entirely and lead to more ledge trapping. Chef's speed and pattern makes it extremely difficult for certain characters to recover, such as {{SSBU|Ganondorf}} or {{SSBU|Mario}}. Not only does Chef deal massive damage, but landing the move allows Mr. Game & Watch to follow up with a grab, neutral aerial, forward tilt, dash attack, and even Judge. Up tilt, though having worse range, deals high damage and combos into neutral aerial and Judge at low percentages. Once Mr. Game & Watch has his opponents above him, he can juggle them for massive damage using his up and neutral aerials. His up air acts similar to Mega Man's up air, pushing opponents upwards, albeit with much less force. All in all, Mr. Game & Watch's strong KO power is also paired with highly damaging combos and juggles. | ||
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, and a strong upwards hitbox on its initial hitbox, | 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 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. | 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. | ||
All in all, Mr. Game & Watch is a very powerful glass cannon with unique properties to a majority of his moves, and is | 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''. | ||
==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Mr. Game | Mr. Game & Watch has received some of the most noticeable changes of any veteran in the transition to ''Ultimate'', as several of his animations have been altered to change his appearance to the games they originate from when he performs them. This has led to a massive overhaul in his moveset that goes beyond changes to aesthetic appearances, as many of these moves have been mechanically altered and, in some cases, completely reworked altogether in their purpose and utility. As a result, Mr. Game & Watch has undergone a large mix of buffs and nerfs in his transition to ''Ultimate'', arguably the most out of any other returning veteran; however, while these changes have weakened a few of his most powerful tools and set-ups from ''SSB4'', they have also greatly improved several of his more underwhelming moves in his toolkit from the previous game, and the changes to game mechanics have benefitted these changes as well. As a result, Mr. Game & Watch has been dramatically buffed overall. | ||
Mr. Game | 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. | |||
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. | |||
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. | |||
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''. | |||
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. | |||
Overall, Mr. Game | 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. | ||
{{SSB4 to SSBU changelist|char=Mr. Game & Watch}} | {{SSB4 to SSBU changelist|char=Mr. Game & Watch}} | ||
==Update history== | ==Update history== | ||
Mr. Game | 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. | |||
'''{{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 | |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 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 | |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 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 | |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. 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 | |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 is very fast, sliding Mr. Game & Watch forward in a choppy frame-by-frame manner, making it difficult to react to. It also lowers | |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 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 | |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}} | ||
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|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 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 | |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 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. | |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. Has moderate start-up, but is also fully disjointed, hits multiple times, and has low ending lag; compounded with Mr. Game | |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 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 | |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, coupled with its low endlag and the move being slower than other stall-then-falls makes this unlikely. While the move has rather high landing lag, the landing hitbox can make it tricky to punish on whiff. It is a safe option when edgeguarding and has KO potential at high percents, killing at 130%. The meteor smash is strong enough to directly KO as low as 65%, or even less depening on the opponent's recovery options. Originates from the ''Game & Watch'' version of ''Donkey Kong Jr.'' | |dairdesc=Drops downward while holding a key beneath himself. A [[stall-then-fall]], it [[meteor smash]]es powerfully on the first frames. It can be moved left or right slightly during descent. While it can potentially cause Mr. Game & Watch to [[self-destruct]] while using it off-stage, his effective recovery, coupled with its low endlag and the move being slower than other stall-then-falls makes this unlikely. While the move has rather high landing lag, the landing hitbox can make it tricky to punish on whiff. It is a safe option when edgeguarding and has KO potential at high percents, killing at 130%. The meteor smash is strong enough to directly KO as low as 65%, or even less depening on the opponent's recovery options. Originates from the ''Game & Watch'' version of ''Donkey Kong Jr.'' | ||
|grabname=Grab ({{ja|つかみ|Tsukami}}) | |grabname=Grab ({{ja|つかみ|Tsukami}}) | ||
|grabdesc= | |grabdesc=Reaches in front of himself. While standing grab has decent range, both his dash and pivot grabs have massively disjointed range. All of his grabs are also among the fastest in the game, but have moderate ending lag. Originates from how [[Mario]] pulls levers in ''Mario's Cement Factory''. | ||
|pummelname=Alarm ({{ja|アラーム|Arāmu}}) | |pummelname=Alarm ({{ja|アラーム|Arāmu}}) | ||
|pummeldmg=1.3% | |pummeldmg=1.3% | ||
|pummeldesc=Hits the opponent with a bell. Originates from the alarm feature on the "Wide Screen" and "Multi Screen" Game & Watch series. | |pummeldesc=Hits the opponent with a bell. Average power and speed. Originates from the alarm feature on the "Wide Screen" and "Multi Screen" Game & Watch series. | ||
|fthrowname=Ball (Front) ({{ja|ボール(前)|Bōru (Mae)}}) | |fthrowname=Ball (Front) ({{ja|ボール(前)|Bōru (Mae)}}) | ||
|fthrowdmg=8% | |fthrowdmg=8% | ||
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|nsname=Chef | |nsname=Chef | ||
|nsdmg=5% (food), 8% (frying pan) | |nsdmg=5% (food), 8% (frying pan) | ||
|nsdesc=Flips various food-shaped projectiles out of a frying pan, moving slowly through the air. The trajectory can be controlled by tilting the stick forward and/or backward. By tapping the button, the food will be flung at a faster frequency. The food can be used defensively to cancel attack animations of opponents as a zoning tool as well as to prevent aerial approaches and can be used for edgeguarding against opponents with linear recoveries. Hitting with the pan itself deals flame damage, and acts as a semi-spike. Mr. Game & Watch's model changes into | |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 number; 1 only damages himself, while 9 is strong enough to be a | |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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|usname=Fire | |usname=Fire | ||
|usdmg=3% (trampoline; firemen), 6% (ascent) | |usdmg=3% (trampoline; firemen), 6% (ascent) | ||
|usdesc=Jumps off a trampoline and then descends while wearing a parachute. Has the second-fastest start-up of all of Mr. Game | |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 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 | |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 large octopus that appears in its eponymous game, ''Octopus'', rears back and charges forward. The octopus can move up or down, only. Any opponents who touch its tentacles will be grabbed and dragged offscreen by the octopus, taking gradual damage. Touching the main body will just deal damage. Just like in the previous game, pressing the attack button will extend the length of the tentacles. By button-mashing, however, opponents can escape. The octopus can also go through walls and stages; any grabbed opponents who make contact with walls or floors will take damage and be launched. After reaching the blast line, Mr. Game & Watch will return back to his previous position. | |fsdesc=Transforms into the large octopus that appears in its eponymous game, ''Octopus'', rears back and charges forward. The octopus can move up or down, only. Any opponents who touch its tentacles will be grabbed and dragged offscreen by the octopus, taking gradual damage. Touching the main body will just deal damage. Just like in the previous game, pressing the attack button will extend the length of the tentacles. By button-mashing, however, opponents can escape. The octopus can also go through walls and stages; any grabbed opponents who make contact with walls or floors will take damage and be launched. After reaching the blast line, Mr. Game & Watch will return back to his previous position. | ||
}} | |||
===Stats=== | |||
{{Attributes | |||
| cast=89 | |||
| weight=75 | rweight=86-87 | |||
| dash=1.98 | rdash=30-35 | |||
| run=1.679 | rrun=48 | |||
| walk=1.18 | rwalk=33 | |||
| trac=0.131 | rtrac=5-8 | |||
| airfric=0.012 | rairfric=34-39 | |||
| air=1.176 | rair=19 | |||
| baseaccel=0.07 | rbaseaccel=1 | |||
| addaccel=0.03 | raddaccel=79-84 | |||
| gravity=0.08 | rgravity=68-70 | |||
| fall=1.24 | rfall=84 | |||
| ff=1.984 | rff=84 | |||
| jumpsquat=3 | rjumpsquat=2-89 | |||
| jumpheight=27.51 | rjumpheight=77 | |||
| shorthop=13.26 | rshorthop=77 | |||
| djump=27.51 | rdjump=84 | |||
}} | }} | ||
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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. | ||
===[[Announcer]] call=== | |||
{{audio|Needs announcer calls from other languages.}} | |||
<gallery> | |||
Mr. Game & Watch English Announcer SSB4-SSBU.wav|English/Japanese/Chinese | |||
</gallery> | |||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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*Briefly looks behind himself. | *Briefly looks behind himself. | ||
<gallery> | <gallery> | ||
SSBUMrGame&WatchIdle1.gif|Mr. Game & Watch first idle pose | SSBUMrGame&WatchIdle1.gif|Mr. Game & Watch first idle pose. | ||
SSBUMrGame&WatchIdle2.gif|Mr. Game & Watch second idle pose | SSBUMrGame&WatchIdle2.gif|Mr. Game & Watch second idle pose. | ||
</gallery> | </gallery> | ||
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|- | |- | ||
! scope="row"|Cheer | ! scope="row"|Cheer | ||
|[[File:Mr. Game & Watch Cheer English SSBU.ogg|center]]||[[File:Mr. Game & Watch Cheer Japanese SSBU.ogg|center]]||[[File:Mr. Game & Watch Cheer Italian SSBU.ogg|center]]||[[File:Mr. Game & Watch Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Mr. Game & Watch Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Mr. Game & Watch Cheer French PAL SSBU.ogg|center]] | |[[File:Mr. Game & Watch Cheer English SSB4 SSBU.ogg|center]]||[[File:Mr. Game & Watch Cheer Japanese SSB4 SSBU.ogg|center]]||[[File:Mr. Game & Watch Cheer Italian SSB4 SSBU.ogg|center]]||[[File:Mr. Game & Watch Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Mr. Game & Watch Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Mr. Game & Watch Cheer French PAL SSBU.ogg|center]] | ||
|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
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|- | |- | ||
! scope="row"|Cheer | ! scope="row"|Cheer | ||
|[[File:Mr. Game & Watch Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Mr. Game & Watch Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Mr. Game & Watch Cheer Spanish PAL SSBU.ogg|center]]||[[File:Mr. Game & Watch Cheer Russian SSBU.ogg|center]]||[[File:Mr. Game & Watch Cheer Korean SSBU.ogg|center]] | |[[File:Mr. Game & Watch Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Mr. Game & Watch Cheer Spanish NTSC SSB4 SSBU.ogg|center]] <br> {{PAL}} [[File:Mr. Game & Watch Cheer Spanish PAL SSBU.ogg|center]]||[[File:Mr. Game & Watch Cheer Russian SSBU.ogg|center]]||[[File:Mr. Game & Watch Cheer Korean SSBU.ogg|center]] | ||
|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Most historically significant players=== | ===Most historically significant players=== | ||
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | <!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | ||
'' | ''See also: [[:Category:Mr. Game & Watch players (SSBU)]]'' | ||
'' | *{{Sm|Frido|Chile}} - Known as one of the best players in South America, winning several notable South American events such as {{Trn|Zenkoku Taikai}}. He has also seen success outside of South America, placing 25th at both {{Trn|Smash Factor 8}} and the {{Trn|Smash World Tour 2021 Last Chance Qualifier}}. He passed away on May 30th, 2023. | ||
*{{Sm|Kaeru|Japan}} - The second-best Mr. Game & Watch player in Japan. Although his major results have been mixed, he has seen far more success at regionals and superregionals, including placing 4th at {{Trn|Toyota Grand Slam 13}} defeating {{Sm|Doramigi}} and 5th at {{Trn|Chūbu Smash Chronicle 2}} defeating {{Sm|Umeki}}. | |||
*{{Sm|Maister|Mexico}} - The second best Mr. Game & Watch player of all time, as well as the definitive best from 2019 until Miya's rise in mid-2022. He is largely responsible for Mr. Game & Watch's rise in the metagame, and although he has yet to win a major he came close several times, most notably at {{Trn|Frostbite 2020}} and {{Trn|Super Smash Con 2022}}. | |||
*{{Sm|Miya|Japan|p=Honshu}} - The best Mr. Game & Watch player of all-time and one of the best players in the world since 2023. He came to prominence after his unexpected victory at {{Trn|Kagaribi 8}} and has won many other majors and supermajors since, most notably {{Trn|Kagaribi 11}}, {{Trn|Kagaribi 12}} and {{Trn|Umebura SP 11}}. He is the only Mr. Game & Watch player with major wins. | |||
*{{Sm|Monte|USA}} - The second-best Mr. Game & Watch player in North America. He was first known for his performances online before transitioning offline, seeing some solid performances such as 17th at {{Trn|GENESIS 8}} and {{Trn|Mainstage 2022}}. He began finding even greater success in 2024, placing 5th at {{Trn|Patchwork 2024}} and 9th at {{Trn|Get On My Level X}} defeating {{Sm|Onin}} in the latter. | |||
*{{Sm|Regi Shikimi|Mexico}} - One of the best Mr. Game & Watch players in the world in the early metagame, notably placing 7th at the {{Trn|Smash Factor 8}} and 33rd at {{Trn|GENESIS 6}}, the best early Mr. Game & Watch results outside of Maister. He was also a top 10 player in Mexico, ranking as high as 7th on the [[Mexican Power Rankings]]. | |||
===Tier placement and history=== | |||
Upon the release of ''Ultimate'', Mr. Game & Watch's competitive reception was mostly poor; this was because many players considered the nerfs he received - particularly the lack of priority on his new forward aerial, the reduction of invincibility frames on his up smash, and the loss of his "Toot-Toot" KO confirm - as significant enough to outweigh the buffs he was given. Likely as a result, most players considered him a low tier or even a bottom tier character, and the character saw little representation in competitive play. However, it later became clear that the buffs were far more significant than the nerfs. In particular, Mr. Game & Watch has a strong advantage state due to his aerial juggle game, an amazing out of shield option (as his up special has a startup of 3 frames and is invincible on frame 5), and low ending lag on his smash attacks, with down smash burying opponents, allowing for easy KOs as well. This rise in perception was due to the rise of {{Sm|Maister}}, who having struggled a bit in the first few months of the game, saw many strong results following the end of the first [[PGRU]] season. | |||
These revelations and results helped boost Mr. Game & Watch's perception in the community, with players considering Mr. Game & Watch to be high 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. | |||
=={{SSBU|Classic Mode}}: A Long Legacy== | =={{SSBU|Classic Mode}}: A Long Legacy== | ||
[[File:SSBU Congratulations Mr Game & Watch.png|thumb|Mr. Game & Watch's congratulations screen.]] | [[File:SSBU Congratulations Mr Game & Watch.png|thumb|Mr. Game & Watch's congratulations screen.]] | ||
Mr. Game & Watch fights classic characters on retro stages. They are fought in reverse order of release dates, similar to [[All-Star Mode]] in {{forwiiu}}, except for Pac-Man, who is ordered between Kirby and Duck Hunt, rather than between Donkey Kong and the Mr. Game & Watch horde. | Mr. Game & Watch fights classic characters on retro stages, with most of the music sourced directly from retro games. They are fought in reverse order of release dates, similar to [[All-Star Mode]] in {{forwiiu}}, except for Pac-Man, who is ordered between Kirby and Duck Hunt, rather than between Donkey Kong and the Mr. Game & Watch horde. This is likely a reference to the Nintendo Entertainment System version of ''Pac-Man'', which released in 1984, fitting with the order of release dates. | ||
{|class="wikitable" style="text-align:center" | {|class="wikitable" style="text-align:center" | ||
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|- | |- | ||
|6||{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Red}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Red}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Yellow}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Blue}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Teal}}{{ | |6||{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Red}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Red}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Yellow}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Blue}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Teal}}{{CharHead|Mr. Game & Watch|SSBU|hsize=20px|color=Cyan}} (×6)||[[Flat Zone X]]||''{{SSBUMusicLink|Game & Watch|Flat Zone}}''||Horde Battle (3 at a time)<br>If any of these costumes are being used by the player, the {{Head|Mr. Game & Watch|g=SSBU|s=20px}} default Mr. Game & Watch takes their place. | ||
|- | |- | ||
|colspan="5"|[[Bonus Stage]] | |colspan="5"|[[Bonus Stage]] | ||
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Although Mr. Game & Watch does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (sans {{SSBU|Kirby}}) when Galeem unleashed his beams of light. | Although Mr. Game & Watch does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (sans {{SSBU|Kirby}}) when Galeem unleashed his beams of light. | ||
Mr. Game & Watch is unlocked in the area reminiscent of [[ | 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. | ||
{{clrl}} | {{clrl}} | ||
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|''{{SSBUMusicLink|Game & Watch|Flat Zone 2}}'' | |''{{SSBUMusicLink|Game & Watch|Flat Zone 2}}'' | ||
|} | |} | ||
{{ | {{clr}} | ||
==[[Spirit]]s== | ==[[Spirit]]s== | ||
Mr. Game & Watch's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Mr. Game & Watch has been unlocked. Unlocking Mr. Game & Watch in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in ''Ultimate''. | Mr. Game & Watch's fighter spirit can be obtained by completing {{SSBU|Classic Mode}} as Mr. Game & Watch. It is also available periodically for purchase in the shop for 300 Gold, but only after Mr. Game & Watch has been unlocked. Unlocking Mr. Game & Watch in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in ''Ultimate''. | ||
<center> | <center> | ||
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SSBU spirit Lion.png|696. Lion | SSBU spirit Lion.png|696. Lion | ||
SSBU spirit Octopus.png|698. Octopus | SSBU spirit Octopus.png|698. Octopus | ||
SSBU spirit Chef (Game & Watch).png|699. Chef | SSBU spirit Chef (Game & Watch).png|699. Chef (Game & Watch) | ||
SSBU spirit Fire Attack.png|701. Fire Attack | SSBU spirit Fire Attack.png|701. Fire Attack | ||
SSBU spirit Oil Panic.png|702. Oil Panic | SSBU spirit Oil Panic.png|702. Oil Panic | ||
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</center> | </center> | ||
==In Spirit | ==In Spirit Battles== | ||
===As the main opponent=== | ===As the main opponent=== | ||
{|class="wikitable sortable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
! colspan=4|Spirit | ! colspan=4|Spirit | ||
! colspan=7|Battle parameters | ! colspan=7|Battle parameters | ||
! colspan=1|Inspiration | |||
|- | |- | ||
! style="width:5%;"|No. | ! style="width:5%;"|No. | ||
Line 404: | Line 435: | ||
! Conditions | ! Conditions | ||
! Music | ! Music | ||
! Character | |||
|- | |- | ||
|98 | |98 | ||
Line 415: | Line 447: | ||
|•The enemy is invisible | |•The enemy is invisible | ||
|{{SSBUMusicLink|Super Mario Bros.|Paper Mario Medley}} | |{{SSBUMusicLink|Super Mario Bros.|Paper Mario Medley}} | ||
| | |||
|- | |- | ||
|113 | |113 | ||
Line 426: | Line 459: | ||
|•The enemy has increased move speed after a little while<br>•The enemy can deal damage by dashing into you<br>•Reinforcements will appear after an enemy is KO'd | |•The enemy has increased move speed after a little while<br>•The enemy can deal damage by dashing into you<br>•Reinforcements will appear after an enemy is KO'd | ||
|{{SSBUMusicLink|Super Mario Bros.|Mario Bros.}} | |{{SSBUMusicLink|Super Mario Bros.|Mario Bros.}} | ||
| | |||
|- | |- | ||
|233 | |233 | ||
Line 437: | Line 471: | ||
|•Reinforcements will appear after an enemy is KO'd | |•Reinforcements will appear after an enemy is KO'd | ||
|{{SSBUMusicLink|The Legend of Zelda|Lorule Main Theme}} | |{{SSBUMusicLink|The Legend of Zelda|Lorule Main Theme}} | ||
| | |||
|- | |- | ||
|473 | |473 | ||
Line 448: | Line 483: | ||
|•Defeat an army of fighters | |•Defeat an army of fighters | ||
|{{SSBUMusicLink|Pokémon|Pokémon Red / Pokémon Blue Medley}} | |{{SSBUMusicLink|Pokémon|Pokémon Red / Pokémon Blue Medley}} | ||
| | |||
|- | |- | ||
|489 | |489 | ||
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|•The enemy reflects projectiles<br>•The enemy will occasionally be invincible<br>•[[Stamina battle]] | |•The enemy reflects projectiles<br>•The enemy will occasionally be invincible<br>•[[Stamina battle]] | ||
|{{SSBUMusicLink|Pokémon|Battle! (Wild Pokémon) - Pokémon Ruby / Pokémon Sapphire}} | |{{SSBUMusicLink|Pokémon|Battle! (Wild Pokémon) - Pokémon Ruby / Pokémon Sapphire}} | ||
| | |||
|- | |- | ||
|512 | |512 | ||
Line 470: | Line 507: | ||
|•The screen will suddenly flip after a little while<br>•Only certain Pokémon will emerge from Poké Balls (Giratina)<br>•The enemy is giant | |•The screen will suddenly flip after a little while<br>•Only certain Pokémon will emerge from Poké Balls (Giratina)<br>•The enemy is giant | ||
|{{SSBUMusicLink|Pokémon|Battle! (Dialga/Palkia) / Spear Pillar}} | |{{SSBUMusicLink|Pokémon|Battle! (Dialga/Palkia) / Spear Pillar}} | ||
| | |||
|- | |- | ||
|523 | |523 | ||
Line 481: | Line 519: | ||
|•The floor is lava | |•The floor is lava | ||
|{{SSBUMusicLink|Pokémon|Battle! (Reshiram / Zekrom)}} | |{{SSBUMusicLink|Pokémon|Battle! (Reshiram / Zekrom)}} | ||
| | |||
|- | |- | ||
|575 | |575 | ||
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|•Timed battle (0:30) | |•Timed battle (0:30) | ||
|{{SSBUMusicLink|EarthBound|Humoresque of a Little Dog}} | |{{SSBUMusicLink|EarthBound|Humoresque of a Little Dog}} | ||
| | |||
|- | |- | ||
|598 | |598 | ||
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|•The enemy will suddenly have a Final Smash<br>•The enemy's FS Meter charges quickly | |•The enemy will suddenly have a Final Smash<br>•The enemy's FS Meter charges quickly | ||
|{{SSBUMusicLink|F-Zero|Planet Colors}} | |{{SSBUMusicLink|F-Zero|Planet Colors}} | ||
| | |||
|- | |- | ||
|690 | |690 | ||
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|•The enemy favors grabs and throws<br>•The enemy's throwing-type items have increased power | |•The enemy favors grabs and throws<br>•The enemy's throwing-type items have increased power | ||
|{{SSBUMusicLink|Game & Watch|Flat Zone 2}} | |{{SSBUMusicLink|Game & Watch|Flat Zone 2}} | ||
| | |||
|- | |- | ||
|691 | |691 | ||
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|•Timed battle (2:00)<br>•The enemy favors up tilt attacks | |•Timed battle (2:00)<br>•The enemy favors up tilt attacks | ||
|{{SSBUMusicLink|Game & Watch|Flat Zone 2}} | |{{SSBUMusicLink|Game & Watch|Flat Zone 2}} | ||
| | |||
|- | |- | ||
|692 | |692 | ||
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|•The enemy's up special has increased power<br>•Timed battle (1:00) | |•The enemy's up special has increased power<br>•Timed battle (1:00) | ||
|{{SSBUMusicLink|Game & Watch|Flat Zone 2}} | |{{SSBUMusicLink|Game & Watch|Flat Zone 2}} | ||
| | |||
|- | |- | ||
|693 | |693 | ||
Line 547: | Line 591: | ||
|•The enemy favors side specials<br>•Defeat an army of fighters | |•The enemy favors side specials<br>•Defeat an army of fighters | ||
|{{SSBUMusicLink|Game & Watch|Flat Zone 2}} | |{{SSBUMusicLink|Game & Watch|Flat Zone 2}} | ||
| | |||
|- | |- | ||
|694 | |694 | ||
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|•The enemy favors down tilt attacks<br>•Items will be pulled toward the enemy<br>•Certain items will appear in large numbers | |•The enemy favors down tilt attacks<br>•Items will be pulled toward the enemy<br>•Certain items will appear in large numbers | ||
|{{SSBUMusicLink|Game & Watch|Flat Zone 2}} | |{{SSBUMusicLink|Game & Watch|Flat Zone 2}} | ||
| | |||
|- | |- | ||
|696 | |696 | ||
Line 569: | Line 615: | ||
|•Take your strongest team into this no-frills battle | |•Take your strongest team into this no-frills battle | ||
|{{SSBUMusicLink|Game & Watch|Flat Zone 2}} | |{{SSBUMusicLink|Game & Watch|Flat Zone 2}} | ||
| | |||
|- | |- | ||
|700 | |700 | ||
Line 580: | Line 627: | ||
|•The enemy favors back air attacks | |•The enemy favors back air attacks | ||
|{{SSBUMusicLink|Game & Watch|Flat Zone}} | |{{SSBUMusicLink|Game & Watch|Flat Zone}} | ||
| | |||
|- | |- | ||
|701 | |701 | ||
Line 591: | Line 639: | ||
|•The enemy favors side smash attacks | |•The enemy favors side smash attacks | ||
|{{SSBUMusicLink|Game & Watch|Flat Zone}} | |{{SSBUMusicLink|Game & Watch|Flat Zone}} | ||
| | |||
|- | |- | ||
|702 | |702 | ||
Line 602: | Line 651: | ||
|•The stage's platforms are very slippery | |•The stage's platforms are very slippery | ||
|{{SSBUMusicLink|Game & Watch|Flat Zone}} | |{{SSBUMusicLink|Game & Watch|Flat Zone}} | ||
| | |||
|- | |- | ||
|949 | |949 | ||
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|•Timed battle (1:30)<br>•The enemy tends to avoid conflict | |•Timed battle (1:30)<br>•The enemy tends to avoid conflict | ||
|{{SSBUMusicLink|Pac-Man|PAC-MAN}} | |{{SSBUMusicLink|Pac-Man|PAC-MAN}} | ||
| | |||
|- | |- | ||
|1,029 | |1,029 | ||
Line 624: | Line 675: | ||
|•The enemy favors side specials | |•The enemy favors side specials | ||
|{{SSBUMusicLink|Splatoon|Now or Never! (Splatfest Version) - Splatoon 2}} | |{{SSBUMusicLink|Splatoon|Now or Never! (Splatfest Version) - Splatoon 2}} | ||
| | |||
|- | |- | ||
|1,108 | |1,108 | ||
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|•Defeat an army of fighters | |•Defeat an army of fighters | ||
|{{SSBUMusicLink|Super Smash Bros.|Boss Battle - Super Smash Bros. Brawl}} | |{{SSBUMusicLink|Super Smash Bros.|Boss Battle - Super Smash Bros. Brawl}} | ||
| | |||
|- | |- | ||
|1,109 | |1,109 | ||
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|•Defeat an army of fighters | |•Defeat an army of fighters | ||
|{{SSBUMusicLink|Super Smash Bros.|Step: The Plain}} | |{{SSBUMusicLink|Super Smash Bros.|Step: The Plain}} | ||
| | |||
|- | |- | ||
|1,112 | |1,112 | ||
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|•The stage is covered in a poisonous cloud | |•The stage is covered in a poisonous cloud | ||
|{{SSBUMusicLink|Super Smash Bros.|Step: Subspace}} | |{{SSBUMusicLink|Super Smash Bros.|Step: Subspace}} | ||
| | |||
|- | |- | ||
|1,228 | |1,228 | ||
Line 668: | Line 723: | ||
|•Hostile assist trophies will appear | |•Hostile assist trophies will appear | ||
|{{SSBUMusicLink|Other|Menu - Brain Age 2: More Training in Minutes a Day!}} | |{{SSBUMusicLink|Other|Menu - Brain Age 2: More Training in Minutes a Day!}} | ||
| | |||
|- | |- | ||
|1,341 | |1,341 | ||
Line 679: | Line 735: | ||
|•The enemy can deal damage by dashing into you<br>•Reinforcements will appear after an enemy is KO'd | |•The enemy can deal damage by dashing into you<br>•Reinforcements will appear after an enemy is KO'd | ||
|{{SSBUMusicLink|Banjo-Kazooie|Freezeezy Peak}} | |{{SSBUMusicLink|Banjo-Kazooie|Freezeezy Peak}} | ||
|[[The Mighty Jinjonator]] (Giant Mr. Game & Watch) | |||
|- | |- | ||
|1,346 | |1,346 | ||
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|rowspan="2"|•The enemy starts the battle with a Bomber<br>•Explosion attacks aren't as effective against the enemy<br>•Reinforcements will appear after an enemy is KO'd | |rowspan="2"|•The enemy starts the battle with a Bomber<br>•Explosion attacks aren't as effective against the enemy<br>•Reinforcements will appear after an enemy is KO'd | ||
|rowspan="2"|{{SSBUMusicLink|Minecraft|Toys on a Tear}} | |rowspan="2"|{{SSBUMusicLink|Minecraft|Toys on a Tear}} | ||
|rowspan="2"| | |||
|- | |- | ||
|style="background-color:#EEE;"|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}}×6 (Moveset [[Shot Put|1]][[Onslaught|1]][[Soaring Axe Kick|1]][[Head-On Assault|1]], Creeper Mask, Creeper Outfit)<ref group="SB" name="DLC"/> | |style="background-color:#EEE;"|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}}×6 (Moveset [[Shot Put|1]][[Onslaught|1]][[Soaring Axe Kick|1]][[Head-On Assault|1]], Creeper Mask, Creeper Outfit)<ref group="SB" name="DLC"/> | ||
Line 734: | Line 792: | ||
|•Defeat the main fighter to win<br>•Timed battle (1:30)<br>•The enemy tends to avoid conflict | |•Defeat the main fighter to win<br>•Timed battle (1:30)<br>•The enemy tends to avoid conflict | ||
|{{SSBUMusicLink|WarioWare|Ruins - Wario Land: Shake It!}} | |{{SSBUMusicLink|WarioWare|Ruins - Wario Land: Shake It!}} | ||
|{{s|mariowiki| | |{{s|mariowiki|Shop owner}} | ||
|- | |- | ||
|1,248 | |1,248 | ||
Line 809: | Line 867: | ||
SSBU Mr. Game & Watch Number.png|Mr. Game & Watch's fighter card. | SSBU Mr. Game & Watch Number.png|Mr. Game & Watch's fighter card. | ||
Mr. Game & Watch unlock notice SSBU.jpg|Mr. Game & Watch's unlock notice. | Mr. Game & Watch unlock notice SSBU.jpg|Mr. Game & Watch's unlock notice. | ||
SSBUWebsiteMrGame&Watch1.jpg|Mr. Game | SSBUWebsiteMrGame&Watch1.jpg|Mr. Game & Watch's up [[taunt]] on [[Town and City]]. | ||
SSBUWebsiteMrGame&Watch2.jpg|Using [[Chef]] on [[Temple]]. | SSBUWebsiteMrGame&Watch2.jpg|Using [[Chef]] on [[Temple]]. | ||
SSBUWebsiteMrGame&Watch3.jpg|Dodging {{SSBU|Ryu}}'s attack on [[Suzaku Castle]]. | SSBUWebsiteMrGame&Watch3.jpg|Dodging {{SSBU|Ryu}}'s attack on [[Suzaku Castle]]. | ||
SSBUWebsiteMrGame&Watch4.jpg|Using his down smash on {{SSBU|King Dedede}} and {{SSBU|Sheik}} on [[Yoshi's Story]]. | SSBUWebsiteMrGame&Watch4.jpg|Using his down smash on {{SSBU|King Dedede}} and {{SSBU|Sheik}} on [[Yoshi's Story]]. | ||
SSBUWebsiteMrGame&Watch5.jpg|Using [[Judge]] 1 on {{SSBU|Duck Hunt}} on [[Tortimer Island]]. | SSBUWebsiteMrGame&Watch5.jpg|Using [[Judge]] 1 on {{SSBU|Duck Hunt}} on [[Tortimer Island]]. | ||
SSBUWebsiteMrGame&Watch6.jpg|Four of Mr. Game | 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}} on [[Skyloft]]. | SSBUWebsiteYoshi5.jpg|With {{SSBU|Yoshi}} on [[Skyloft]]. | ||
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**The screenshot of 4 Mr. Game & Watches on Flat Zone X has an old animation from ''Smash 4'' on the building, in which Mr. Game & Watch retains his regular form when using his neutral attack. In the final game, Mr. Game & Watch instead changes his appearance into that of the main character of ''Greenhouse''. | **The screenshot of 4 Mr. Game & Watches on Flat Zone X has an old animation from ''Smash 4'' on the building, in which Mr. Game & Watch retains his regular form when using his neutral attack. In the final game, Mr. Game & Watch instead changes his appearance into that of the main character of ''Greenhouse''. | ||
**The ''{{h2|List of spirits (Game & Watch series)|Fire Attack}}'' [[spirit]] also had its artwork altered in the same patch as well, removing the feather. | **The ''{{h2|List of spirits (Game & Watch series)|Fire Attack}}'' [[spirit]] also had its artwork altered in the same patch as well, removing the feather. | ||
*Although Mr. Game & Watch has no visible eyes in his neutral animation, the loading screen and the damage meter render when parrying (which temporarily lights up the selected character's eyes) makes Mr. Game & Watch glow where his eyes would be. The same applies to his Final Smash activation picture, which focuses on where his eyes would be, as with other characters. | *Although Mr. Game & Watch has no visible eyes in his neutral animation, the loading screen, and the damage meter render when parrying (which temporarily lights up the selected character's eyes) makes Mr. Game & Watch glow where his eyes would be. The same applies to his Final Smash activation picture, which focuses on where his eyes would be, as with other characters. | ||
**While some of his moves cause him to resemble characters from the ''Game & Watch'' series with eyes, they are not affected by parrying. | **While some of his moves cause him to resemble characters from the ''Game & Watch'' series with eyes, they are not affected by parrying. | ||
*Along with {{SSBU|Samus}} and {{SSBU|Dark Samus}}, Mr. Game & Watch is one of the few characters in ''Ultimate'' to lack voice-clips in the [[Sound Test]], despite {{SSBU|Duck Hunt}} and {{SSBU|R.O.B.}} being included. This is probably because the game considers his various beeps as sound effects instead. | *Along with {{SSBU|Samus}} and {{SSBU|Dark Samus}}, Mr. Game & Watch is one of the few characters in ''Ultimate'' to lack voice-clips in the [[Sound Test]], despite {{SSBU|Duck Hunt}} and {{SSBU|R.O.B.}} being included. This is probably because the game considers his various beeps as sound effects instead. | ||
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*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. | ||
*In the form of all ''Game & Watch'' series spirits, Mr. Game & Watch is one of the only characters to use their default costumes in a spirit battle present at the game's initial launch, the others being {{SSBU|Yoshi}}, {{SSBU|Bowser Jr.}}, and R.O.B. | *In the form of all ''Game & Watch'' series spirits, Mr. Game & Watch is one of the only characters to use their default costumes in a spirit battle present at the game's initial launch, the others being {{SSBU|Yoshi}}, {{SSBU|Bowser Jr.}}, and R.O.B. | ||
**Mr. Game & Watch is also one of two of these characters to use his default costume in more than one spirit battle, the other being Bowser Jr., and the only one of those four to do so at launch. | **Mr. Game & Watch is also one of two of these characters to use his default costume in more than one spirit battle, the other being Bowser Jr., and the only one of those four to do so at launch. | ||
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*As a consequence of not having visible eyes, Mr. Game & Watch is the only character with puppet fighters in World of Light that lack their signature red or purple eyes, simply using his model and various alternate costumes with no alterations. | *As a consequence of not having visible eyes, Mr. Game & Watch is the only character with puppet fighters in World of Light that lack their signature red or purple eyes, simply using his model and various alternate costumes with no alterations. | ||
**Pac-Man, Samus, and Dark Samus also share this distinction, though it is only through the spirit battle previews, where they, along with Mr. Game & Watch, do not emit red-flashing eyes. | **Pac-Man, Samus, and Dark Samus also share this distinction, though it is only through the spirit battle previews, where they, along with Mr. Game & Watch, do not emit red-flashing eyes. | ||
*Mr. Game & Watch is one of few characters who | *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 ''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 | *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. | ||
*Mr. Game & Watch is one of the two ''Melee'' fighters to never appear in a CGI trailer in ''Ultimate'', the other being {{SSBU|Dr. Mario}}. | |||
*Mr. Game & Watch is the only character in ''Ultimate'' who has a higher base air acceleration than additional air acceleration. | |||
==References== | ==References== |
edits