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|ssbgame3 = SSB4 | |ssbgame3 = SSB4 | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
|tier = S | |tier = S | ||
|ranking = | |ranking = 3 | ||
}} | }} | ||
'''Mr. Game & Watch''' ({{ja|Mr.ゲーム&ウォッチ|Misutā Gēmu ando Wotchi}}, ''Mr. Game & Watch'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was confirmed alongside {{SSBU|Greninja}} and the rest of the returning roster on June 12th, 2018 during E3 2018. Mr. Game & Watch is classified as [[Fighter number|Fighter #26]], the last fighter number of the ''[[Super Smash Bros. Melee]]'' [[veteran]]s. | '''Mr. Game & Watch''' ({{ja|Mr.ゲーム&ウォッチ|Misutā Gēmu ando Wotchi}}, ''Mr. Game & Watch'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was confirmed alongside {{SSBU|Greninja}} and the rest of the returning roster on June 12th, 2018 during E3 2018. Mr. Game & Watch is classified as [[Fighter number|Fighter #26]], the last fighter number of the ''[[Super Smash Bros. Melee]]'' [[veteran]]s. | ||
As in his ''[[Super Smash Bros. 4]]'' incarnation, Mr. Game & Watch reuses his sound effects from ''Melee'' and ''[[Super Smash Bros. Brawl]]'' for ''Ultimate''. | As in his ''[[Super Smash Bros. 4]]'' incarnation, Mr. Game & Watch reuses his sound effects from ''Melee'' and ''[[Super Smash Bros. Brawl]]'' for ''Ultimate''. | ||
Mr. Game & Watch is ranked | Mr. Game & Watch is ranked 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 | 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, his | 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 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 | 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 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. | 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. | ||
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==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Mr. Game & Watch has some of the most noticeable changes of any veteran in the transition to ''Ultimate'', as several of his animations have been altered to change his appearance to the games they originate from when he performs them. This has led to a massive overhaul in his moveset that goes beyond changes to aesthetic appearances, as many of these moves have been mechanically altered and, in some cases, completely reworked altogether in their purpose and utility. As a result, Mr. Game & Watch has undergone a large mix of buffs and nerfs in his transition to ''Ultimate'', arguably the most out of any other returning veteran; however, while these changes have weakened a few of his most powerful tools and set-ups from ''SSB4'', they have also greatly improved several of his more underwhelming moves in his toolkit from the previous game, and the changes to game mechanics have benefitted these changes as well. As a result, Mr. Game & Watch has been | Mr. Game & Watch has received some of the most noticeable changes of any veteran in the transition to ''Ultimate'', as several of his animations have been altered to change his appearance to the games they originate from when he performs them. This has led to a massive overhaul in his moveset that goes beyond changes to aesthetic appearances, as many of these moves have been mechanically altered and, in some cases, completely reworked altogether in their purpose and utility. As a result, Mr. Game & Watch has undergone a large mix of buffs and nerfs in his transition to ''Ultimate'', arguably the most out of any other returning veteran; however, while these changes have weakened a few of his most powerful tools and set-ups from ''SSB4'', they have also greatly improved several of his more underwhelming moves in his toolkit from the previous game, and the changes to game mechanics have benefitted these changes as well. As a result, Mr. Game & Watch has been dramatically buffed overall. | ||
Mr. Game & Watch'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 | 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. Forward tilt has a much longer duration, making it an effective option for both [[2 frame punish|2-framing]] and [[ | 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 | 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 and increased knockback to up smash, it has lost all of its invincibility frames during the move's startup, making it much less effective as an anti-air, and allows opponents to challenge it easier. | However, Mr. Game & Watch has also received a few notable nerfs, most notably to his two most potent strengths from ''SSB4'' — his [[up smash]] and [[down throw]] setups. Down throw now deals much more knockback, removing its follow-up potential at higher percents. Despite the startup reduction, 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 | 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 & Watch generally retains much of his bait-and-punish playstyle from ''SSB4'', though the adjustments and increased utility he received to several of his attacks, as well as his significantly improved KO power, have led him to become more of an "all-rounder" type of character to his fellow lightweight brethren. This has garnered Mr. Game & Watch a strikingly positive reception overall, and | 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}} | ||
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|game=SSBU | |game=SSBU | ||
|neutralcount=2 | |neutralcount=2 | ||
|neutralname=Greenhouse ({{ja|グリーンハウス|Gurīnhausu}}) | |neutralname=Greenhouse ({{ja|グリーンハウス|Gurīnhausu}})<br>Greenhouse (Barrage) ({{ja|グリーンハウス(連打)|Gurīnhausu (Renda)}})<br>Greenhouse (Finish) ({{ja|グリーンハウス(フィニッシュ)|Gurīnhausu (Finisshu)}}) | ||
|neutral1dmg=3% (first and last hit) | |neutral1dmg=3% (first and last hit) | ||
|neutral2dmg=0.8% (loop) | |neutral2dmg=0.8% (loop) | ||
|neutraldesc=Rapidly presses an insecticide pump, pumping gas onto the opponent. The first hit can combo into a grab, Fire, and even Oil Panic at high percents; the finisher starts KOing middleweights at the ledge at around 150% on Final Destination. The finisher possesses a considerable amount of endlag, and is very punishable if shielded. Changes Mr. Game & Watch's model into the appearance of {{iw|mariowiki|Stanley}} from ''Greenhouse''. | |neutraldesc=Rapidly presses an insecticide pump, pumping gas onto the opponent. The first hit can combo into a grab, Fire, and even Oil Panic at high percents; the finisher starts KOing middleweights at the ledge at around 150% on Final Destination. The finisher possesses a considerable amount of endlag, and is very punishable if shielded. Changes Mr. Game & Watch's model into the appearance of {{iw|mariowiki|Stanley}} from ''Greenhouse''. If the player holds the attack button instead of repeatedly tapping it, the rapid jab will come out slower, and thus the far hitbox of the first hit won't be a true combo into it until just over 40% against Mario. | ||
|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) | ||
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|dairdesc=Drops downward while holding a key beneath himself. A [[stall-then-fall]], it [[meteor smash]]es powerfully on the first frames. It can be moved left or right slightly during descent. While it can potentially cause Mr. Game & Watch to [[self-destruct]] while using it off-stage, his effective recovery, coupled with its low endlag and the move being slower than other stall-then-falls makes this unlikely. While the move has rather high landing lag, the landing hitbox can make it tricky to punish on whiff. It is a safe option when edgeguarding and has KO potential at high percents, killing at 130%. The meteor smash is strong enough to directly KO as low as 65%, or even less depening on the opponent's recovery options. Originates from the ''Game & Watch'' version of ''Donkey Kong Jr.'' | |dairdesc=Drops downward while holding a key beneath himself. A [[stall-then-fall]], it [[meteor smash]]es powerfully on the first frames. It can be moved left or right slightly during descent. While it can potentially cause Mr. Game & Watch to [[self-destruct]] while using it off-stage, his effective recovery, coupled with its low endlag and the move being slower than other stall-then-falls makes this unlikely. While the move has rather high landing lag, the landing hitbox can make it tricky to punish on whiff. It is a safe option when edgeguarding and has KO potential at high percents, killing at 130%. The meteor smash is strong enough to directly KO as low as 65%, or even less depening on the opponent's recovery options. Originates from the ''Game & Watch'' version of ''Donkey Kong Jr.'' | ||
|grabname=Grab ({{ja|つかみ|Tsukami}}) | |grabname=Grab ({{ja|つかみ|Tsukami}}) | ||
|grabdesc= | |grabdesc=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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|bthrowdmg=8% | |bthrowdmg=8% | ||
|bthrowdesc=Juggles the opponent and tosses them backward. Has little utility beyond throwing the opponent offstage. Changes Mr. Game & Watch's model into the character from ''Ball''. | |bthrowdesc=Juggles the opponent and tosses them backward. Has little utility beyond throwing the opponent offstage. Changes Mr. Game & Watch's model into the character from ''Ball''. | ||
|uthrowname=Ball ( | |uthrowname=Ball (Up) ({{ja|ボール(上)|Bōru (Ue)}}) | ||
|uthrowdmg=12% | |uthrowdmg=12% | ||
|uthrowdesc=Juggles the opponent and tosses them upward. Although it's not as versatile as down throw in terms of follow-up potential, it's an effective combo starter, and can be followed up with up aerial or neutral aerial at low percents or Fire at high percents. Changes Mr. Game & Watch's model into the character from ''Ball''. | |uthrowdesc=Juggles the opponent and tosses them upward. Although it's not as versatile as down throw in terms of follow-up potential, it's an effective combo starter, and can be followed up with up aerial or neutral aerial at low percents or Fire at high percents. Changes Mr. Game & Watch's model into the character from ''Ball''. | ||
|dthrowname=Ball ( | |dthrowname=Ball (Down) ({{ja|ボール(下)|Bōru (Shita)}}) | ||
|dthrowdmg=4% | |dthrowdmg=4% | ||
|dthrowdesc=Juggles the opponent and drops them on the ground behind him. Launches opponents upward. Mr. Game & Watch's only KO throw, but still does not KO middleweights until around 200%. At low to mid percents, it's a reliable combo starter, and can be followed up with neutral air, Judge, Fire, or up air. Changes Mr. Game & Watch's model into the character from ''Ball''. | |dthrowdesc=Juggles the opponent and drops them on the ground behind him. Launches opponents upward. Mr. Game & Watch's only KO throw, but still does not KO middleweights until around 200%. At low to mid percents, it's a reliable combo starter, and can be followed up with neutral air, Judge, Fire, or up air. Changes Mr. Game & Watch's model into the character from ''Ball''. | ||
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|fsdmg=4.9% (grabbed), 15% (body), 30% (slam) | |fsdmg=4.9% (grabbed), 15% (body), 30% (slam) | ||
|fsdesc=Transforms into the large octopus that appears in its eponymous game, ''Octopus'', rears back and charges forward. The octopus can move up or down, only. Any opponents who touch its tentacles will be grabbed and dragged offscreen by the octopus, taking gradual damage. Touching the main body will just deal damage. Just like in the previous game, pressing the attack button will extend the length of the tentacles. By button-mashing, however, opponents can escape. The octopus can also go through walls and stages; any grabbed opponents who make contact with walls or floors will take damage and be launched. After reaching the blast line, Mr. Game & Watch will return back to his previous position. | |fsdesc=Transforms into the large octopus that appears in its eponymous game, ''Octopus'', rears back and charges forward. The octopus can move up or down, only. Any opponents who touch its tentacles will be grabbed and dragged offscreen by the octopus, taking gradual damage. Touching the main body will just deal damage. Just like in the previous game, pressing the attack button will extend the length of the tentacles. By button-mashing, however, opponents can escape. The octopus can also go through walls and stages; any grabbed opponents who make contact with walls or floors will take damage and be launched. After reaching the blast line, Mr. Game & Watch will return back to his previous position. | ||
}} | |||
===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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|- | |- | ||
! 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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''See also: [[:Category:Mr. Game & Watch players (SSBU)]]'' | ''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 | *{{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 | *{{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 best Mr. Game & Watch player | *{{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 | *{{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 and holds the record for most amount of major wins in ''Ultimate''. | ||
*{{Sm|Monte|USA}} - The best Mr. Game & Watch player in | *{{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 | *{{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=== | ===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. | Upon the release of ''Ultimate'', Mr. Game & Watch's competitive reception was mostly poor; this was because many players considered the nerfs he received - particularly the lack of priority on his new forward aerial, the reduction of invincibility frames on his up smash, and the loss of his "Toot-Toot" KO confirm - as significant enough to outweigh the buffs he was given. Likely as a result, most players considered him a low tier or even a bottom tier character, and the character saw little representation in competitive play. However, it later became clear that the buffs were far more significant than the nerfs. In particular, Mr. Game & Watch has a strong advantage state due to his aerial juggle game, an amazing out of shield option (as his up special has a startup of 3 frames and is invincible on frame 5), and low ending lag on his smash attacks, with down smash burying opponents, allowing for easy KOs as well. This rise in perception was due to the rise of {{Sm|Maister}}, who having struggled a bit in the first few months of the game, saw many strong results following the end of the first [[PGRU]] season. | ||
These revelations and results helped boost Mr. Game & Watch's perception in the community, with players considering Mr. Game & Watch to be high tier | 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== | ||
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|3||{{CharHead|Duck Hunt|SSBU|hsize=20px}}||{{b|Duck Hunt|stage}}||''{{SSBUMusicLink|Other|Famicom Medley}}''|| | |3||{{CharHead|Duck Hunt|SSBU|hsize=20px}}||{{b|Duck Hunt|stage}}||''{{SSBUMusicLink|Other|Famicom Medley}}''|| | ||
|- | |- | ||
|4||{{CharHead|Mario|SSBU|hsize=20px}} and {{CharHead|Luigi|SSBU|hsize=20px}}||[[Mario Bros.]]||''{{SSBUMusicLink|Super Mario Bros.|Ground Theme - Super Mario Bros.}}''||Free-for-All | |4||{{CharHead|Mario|SSBU|hsize=20px}} and {{CharHead|Luigi|SSBU|hsize=20px}}||[[Mario Bros.]]||''{{SSBUMusicLink|Super Mario Bros.|Ground Theme - Super Mario Bros.}}''||Free-for-All | ||
|- | |- | ||
|5||{{CharHead|Donkey Kong|SSBU|hsize=20px|color=Red}}||[[75m]]||''{{SSBUMusicLink|Donkey Kong|25m Theme}}''||{{Head|Mario|g=SSBU|s=20px}} Mario is a CPU ally, as a reference to him appearing in the original ''{{b|Donkey Kong|game}}''. Donkey Kong's red costume references his appearance in said game. | |5||{{CharHead|Donkey Kong|SSBU|hsize=20px|color=Red}}||[[75m]]||''{{SSBUMusicLink|Donkey Kong|25m Theme}}''||{{Head|Mario|g=SSBU|s=20px}} Mario is a CPU ally, as a reference to him appearing in the original ''{{b|Donkey Kong|game}}''. Donkey Kong's red costume references his appearance in said game. | ||
|- | |- | ||
|6||{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Red}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Red}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Yellow}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Blue}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Teal}}{{CharHead|Mr. Game & Watch|SSBU|hsize=20px|color=Cyan}} (×6)||[[Flat Zone X]]||''{{SSBUMusicLink|Game & Watch|Flat Zone}}''||Horde Battle | |6||{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Red}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Red}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Yellow}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Blue}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Teal}}{{CharHead|Mr. Game & Watch|SSBU|hsize=20px|color=Cyan}} (×6)||[[Flat Zone X]]||''{{SSBUMusicLink|Game & Watch|Flat Zone}}''||Horde Battle (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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==[[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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*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 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== |
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