Project M
Project+

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

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{{ArticleIcons|pm=y}}
{{ArticleIcons|pm=y|p+=y}}
{{Infobox Character Mod
{{Infobox Character Mod
|name         = Mr. Game & Watch
|name = Mr. Game & Watch
|image       = [[Image:Mr. Game & Watch SSBB.jpg|250px]]
|image = {{tabber|title1=Mr. Game & Watch (PM)|content1=[[File:Mr. Game & Watch SSBB.jpg|250px]]|title2=Mr. Game & Watch (P+)|content2=[[File:PPlus Game and Watch.png|250px]]}}
|mod         = Project M
|mod = Project M
|base         = ssbb
|base = SSBB
|moveset1     = Mr. Game & Watch (SSBM)
|moveset1 = Mr. Game & Watch (SSBM)
|tier        = Lower-Mid
|moveset2 = Mr. Game & Watch (SSBB)
|ranking      = 38
}}
}}
{{stub}}
'''Mr. Game & Watch''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. Because of his rather low standing on the ''[[Melee]]'' tier list, he has been significantly buffed for his appearance in ''Project M''.  He ranks 6th out of 41 on the [[Project M#Tier list|official]] [[tier list]], placing him in the A tier and significantly above his placements in ''Melee'' and ''Brawl'', where he ranks 19th out of 26 and 16th out of 38, respectively. He ranks much lower on the official [[Project +]] tier list, ranking 24th out of 42, near the top of B tier.
'''Mr. Game & Watch''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. Despite his rather low standing on the ''[[Melee]]'' tier list, he has been significantly buffed for his appearance in ''Project M''.  <!--tier position paragraph-->


==Attributes==
==Attributes==
<!--attributes paragraph-->
Mr. Game & Watch falls under the general lightweight archetype, being nimble and weak, while having few powerful moves (such as his up smash) that possess high KO potential. He has received a lot of buffs from ''Brawl'', and got a slight re-working of his Side-Special, Judge; adding a few small tweaks to the mechanics of the move to make it easier to predict.
===Changes from ''Melee'' to PM===
 
Mr. Game & Watch was significantly [[buff]]ed from ''Melee'' to PM.
Compared to some other characters, Game & Watch is not as easy to combo as them as a result of being light, small, and floaty.
*{{buff|Forward tilt can be interrupted as quickly as the hitbox diminishes, does more damage, and is stronger.}}
 
*{{buff|Up tilt does more damage and is slightly stronger.}}
His inability to be combo'd efficiently, however, is exchanged for being heavily susceptible to juggles and KOs as a result of his light weight (tied with {{PM|Fox}} as the third lightest) and relatively low falling speed, making him extremely easy to KO both horizontally and vertically.
*{{buff|Down tilt has its range from brawl and its knockback from melee, and its aerial hitbox does more knockback and damage.}}
 
*{{buff|Dash attack has its stronger damage and knockback from ''Brawl''.}}
==Changes from ''Melee'' to PM==
*{{buff|Forward smash is more powerful.}}
Mr. Game & Watch was significantly [[buff]]ed from ''Melee'' to ''PM''. Various issues he had in ''Melee'' such as his inability to [[L-cancel]] all of his aerials and his extremely small shield were fixed. Some (but not all) of the improvements he had in ''Brawl'' were retained while various moves in his moveset had various adjustments to make them more effective such as an increase in power or speed. His specials also received various improvements. [[Chef]] is much faster, [[Fire]] no longer leaves Mr. Game & Watch [[helpless]] and [[Judgment]] received various changes to make it more effective. Dots now appear above Judgment to show whether the next judge will be an odd or even number and judges 2-8 are significantly more effective. Judge also retains the advanced techniques it gained from ''Brawl''.
*{{buff|Down smash does more damage and knockback at the handle and at the tip.}}
 
*{{buff|All aerials can now be [[L-cancel]]led.}}
Mr. Game & Watch only received a small number of minor nerfs from his ''Melee'' counterpart. He also lacks some of the improvements he had in ''Brawl'' such as the lower landing lag on his aerials and his parachute after using Fire. As well as this, he also maintains the [[grab release glitch]] he received in ''Brawl''.
*{{buff|Neutral aerial is stronger and does 1% more damage from melee.}}
 
*{{buff|Forward aerial is stronger KO move.}}
Overall, Mr. Game & Watch is more effective than he was in both games and his tournament results are stronger than they have ever been in other Smash games.
*{{buff|Back aerial's hitboxes link better each into other.}}
 
*{{buff|Up aerial has drastically less [[ending lag]], and it now consists of a single hit that can be used rapidly for [[juggling]], while producing a weaker additional hit upon landing.}}
===Attributes===
*{{buff|Down aerial does 1% more damage and is stronger.}}
*{{buff|He is significantly heavier weighing the same as he did in ''Brawl'' (60 → 75), no longer being as light as [[Jigglypuff_(PM)|Jigglypuff]] and is now tied with Fox in weight.}}
*{{buff|His [[Shield]] is larger now covering his whole body.}}
*{{nerf|[[Grab release glitch]] from ''Brawl'' has not been removed.}}
 
===Ground attacks===
*{{buff|Forward tilt has less startup lag with a longer duration (frames 13-30 → 10-34), can be interrupted as quickly as the hitbox diminishes (frame 42 → 35), and its sweetspot deals more damage (10% → 13%) improving its KO potential.}}
*{{nerf|Forward tilt now has a weaker late hit (10% → 8%).}}
*{{buff|Up tilt deals more damage (9% → 12%) improving its KO potential.}}
*{{buff|Down tilt has its range from ''Brawl'' and its knockback from ''Melee'', and its aerial hitbox deals more knockback and damage (9% → 10%).}}
*{{buff|Dash attack deals more knockback (70 (base), 30 (scaling) → 60/50), has less startup lag with a longer duration (frames 6-29 → 3-28) and its clean hit deals more damage (10% → 9%).}}
*{{buff|Dash attack is now cancelable, allowing Mr. Game & Watch to [[DACUS]]. Unlike in ''Brawl'' where his DACUS covered no distance, his DACUS covers a decently long distance being the third longest DACUS in ''Project M''.}}
*{{change|Mr. Game & Watch uses a previously unused smash attack charge sound from ''Brawl'' whenever a smash attack is charged.}}
*{{buff|Forward smash has increased base knockback (44 → 50) and less ending lag (frame 42 → 41).}}
*{{nerf|Forward smash has a slightly shorter duration (frames 13-33 → 13-32).}}
*{{buff|Up smash deals more damage (18% → 21%) and has increased knockback growth (96 → 100) making it the second strongest up smash in ''Project M''.}}
*{{nerf|Up smash has more ending lag (frame 40 → 44).}}
*{{buff|Down smash's sourspot retains its power from ''Brawl'' (10% → 13%) (10 (base), 50 (scaling) → 50/66) and the sweetspot deals more damage (16% → 17%) and knockback growth (90 → 132 (grounded), 100 (aerial).}}
 
===Aerial attacks===
*{{buff|All of Mr. Game & Watch's aerials can now be [[L-cancel]]led.}}
*{{buff|Neutral aerial deals more damage (16% → 17%).}}
*{{nerf|Neutral aerial has more landing lag (15 frames → 17).}}
*{{buff|Forward aerial has less staartup lag (frame 10 → 9) and its sweetspot deals more knockback and the sourspot deals more damage (6% → 7%).}}
*{{buff|Back aerial's hitboxes link better into each into other. It also has a longer duration (frames 10-21 → 10-22) and deals more damage due to changes to [[stale move negation]] (18% → 20%).}}
*{{nerf|Back aerial has more landing lag (18 frames → 20).}}
*{{buff|Up aerial now only consists of one hit. Because of this, it has drastically less [[ending lag]] (frame 40 → 18), and it can be used rapidly for [[juggling]]. It also has less startup lag (frame 7 → 3) and it now has a landing hit. It can now [[auto-cancel]] in a short hop and be performed twice in a short hop.}}
*{{change|Up aerial uses its sound effects from ''Brawl''.}}
*{{nerf|Up aerial is significantly weaker dealing less damage (7% (hit 1), 9% (hit 2), 15% (total) → 9%).}}
*{{buff|Down aerial has less ending lag (frame 50 → 42) and its [[meteor]] hitbox deals 1% more damage (14% → 15%).}}
*{{buff|Down aerial's landing hitbox now [[spike]]-bounces.}}
*{{buff|Down aerial's landing hitbox now [[spike]]-bounces.}}
*{{buff|[[Chef]] cancels on landing, similar to {{PM|Falco}}'s lasers.}}
 
*{{buff|[[Judgement]] retains its startup unchanged, but all variations are significantly more powerful: for instance, #2 [[stun]]s foes, #3 causes [[flower]]ing, #4 is a semi-spike with fixed knockback, #5 hits more fluidly and deals higher damage, #6 is a stronger semi-spike, #7 is a significantly stronger KO move with more knockback scaling than his uncharged up smash and has the potential to heal 20%, and #8 does more than double the damage and freezes for longer. Numbers now also show one or two lights above them, indicating whether the next number will be even or odd - one dot means it will be odd, two dots means it will be even.}}
===Throws===
*{{buff|Although [[Fire]] still lacks the parachute, Mr. Game & Watch doesn't fall [[helpless]] and can act with any action afterwards (except an [[air dodge]]), like in ''Brawl''.}}
*{{buff|Down throw deals more damage (8% → 10%) and meteor smashes opponents akin to its ''Brawl'' counterpart allowing Mr. Game & Watch to [[tech-chase]] his opponents with it.}}
*{{buff|[[Oil Panic]] has less ending lag after catching a projectile, and will usually [[OHKO]] when it is full. It can also now be used as an attack despite the amount of oil in the bucket.}}
 
*{{buff|Down throw retains its ''Brawl'' format, so Mr. Game & Watch can still perform deadly [[tech-chase]]s, and it does more damage. }}
===Special moves===
*{{buff|Up smash is now the strongest in the game and does more damage.}}
*{{buff|Mr. Game & Watch maintains his ability to [[B-reverse]] [[Chef]] and [[Judgment]]. He also retains his [https://youtu.be/l4jgpgeNUNY edge momentum shift technique] (although he can no longer perform it with Chef).}}
*{{buff|Dash attack is now cancelable, allowing Mr. Game & Watch to [[DACUS]], Gatling Combo, or cancel into a grab, giving him deadly approaching options.}}
*{{buff|[[Chef]] has less startup (frame 16 → 8) and ending lag (frame 50 → 39) and it cancels on landing, similar to {{PM|Falco}}'s lasers.}}
*{{nerf|[[Grab release glitch]] from ''Brawl'' has not been removed.}}
*{{buff|[[Judgment]] numbers 2 through 8 are significantly more powerful. Numbers now also show one or two lights above them, indicating whether the next number will be even or odd - one dot means it will be odd, two dots means it will be even.}}
*{{nerf|Up aerial is significantly weaker}}
**{{buff|#2 [[stun]]s foes and causes [[flower]]ing.}}
**{{buff|#3 deals significant shield damage.}}
**{{buff|#4 now semi-spikes with high fixed knockback.}}
**{{buff|#5 hits more fluidly and deals higher damage.}}
**{{buff|#6 is a stronger semi-spike.}}
**{{buff|#7 is a significantly stronger KO move with more knockback scaling than his uncharged up smash and has the potential to heal 20% (10% for the move itself, and another 10% for the apple).}}
**{{buff|#8 does more than double the damage and freezes for longer.}}
*{{buff|[[Fire]] no longer causes [[helpless]]ness and allows Mr. Game & Watch to act with any action afterwards (except an [[air dodge]]), like in ''Brawl'' but without the parachute and ability to air dodge.}}
*{{change|Fire no longer deals consistent damage (6% → 8%/6%/4%).}}
*{{nerf|Fire has a shorter duration (frames 1-37 → 1-29).}}
*{{buff|[[Oil Panic]] has less ending lag (frame 50 → 44) after catching a projectile, and will usually [[OHKO]] when it is full. It can also now be used as an attack despite the amount of oil in the bucket. A full bucket attack now has [[intangibility]] during its first 6 frames.}}
*{{buff|Oil Panic's damage output is retained after Mr. Game & Watch gets KO'd}}
*{{nerf|Oil Panic's maximum damage is now capped at 60%, greatly reducing its damage potential against more damaging projectiles.}}
**{{change|As a result the [[Kamikaze glitch]] is mostly removed outside of damage modifications such as from the Super Mushroom.}}
*{{nerf|Oil Panic has more startup lag (frame 5 → 6) and a full bucket attack has a shorter duration (frames 2-37 → 2-26).}}


==Revisions==
==Revisions==
===2.5b===
===v2.5b===
*{{buff|Weight increased from Melee and is now the same as NTSC Melee Kirby's.}}
*{{buff|Weight increased from ''Melee'' and is now the same as NTSC ''Melee'' Kirby's.}}
*{{buff|Rapid Jab IASA is earlier to match the IASA on Jab 1.}}
*{{buff|Rapid Jab IASA is earlier to match the IASA on Jab 1.}}
*{{buff|Up Smash damage and knockback increased.}}
*{{buff|Up smash damage and knockback increased.}}
*{{buff|Neutral Air parachute positioning better matched to Melee to have much better coverage on the sides and underneath.}}
*{{buff|Neutral aerial parachute positioning better matched to ''Melee'' to have much better coverage on the sides and underneath.}}
*{{buff|Forward Air knockback growth increased.}}
*{{buff|Forward aerial knockback growth increased.}}
*{{buff|Forward and Back Throws have less endlag.}}
*{{buff|Forward and back throws have less endlag.}}
*{{buff|[[Judgment]] hammers 2-8 adjusted in various ways to reward Mr. Game & Watch a lot more.}}
*{{buff|[[Judgment]] hammers 2-8 adjusted in various ways to reward Mr. Game & Watch a lot more.}}
*{{buff|[[Fire]] is able to IASA into all moves at the peak that he can normally do while falling after using [[Fire]] rather than aerials only, can do so slightly earlier, and can use air mobility during that time.}}
*{{buff|[[Fire]] is able to IASA into all moves at the peak that he can normally do while falling after using [[Fire]] rather than aerials only, can do so slightly earlier, and can use air mobility during that time.}}
*{{buff|[[Oil Panic]] attack IASA is earlier.}}
*{{buff|[[Oil Panic]] attack IASA is earlier.}}
*{{nerf|[[Oil Panic]] minimum damage is decreased slightly.}}
*{{nerf|Oil Panic minimum damage is decreased slightly.}}
*{{nerf|[[Oil Panic]] absorb collision is decreased in size.}}
*{{nerf|Oil Panic absorb collision is decreased in size.}}
*{{change|Rapid Jab modified to not loop twice (4 hits) easily when trying to only loop once (2 hits).}}
*{{buff|Rapid Jab modified to not loop twice (4 hits) easily when trying to only loop once (2 hits).}}
*{{change|Dash Attack hit duration is slightly increased, base knockback reduced a bit, and growth increased.}}
*{{buff|Dash Attack hit duration is slightly increased, base knockback reduced a bit, and growth increased.}}
*{{change|Forward Tilt timing of when the chair is out and when it hits corrected to match.}}
*{{change|Forward tilt timing of when the chair is out and when it hits corrected to match.}}
*{{change|Forward Tilt and Up Tilt sound effects timing fixed.}}
*{{change|Forward tilt and up tilt sound effects timing fixed.}}
*{{change|Forward Air had a misplaced hitbox during the back hit that was fixed, now allowing it to hit much further above and behind him.}}
*{{bugfix|Forward aerial had a misplaced hitbox during the back hit that was fixed, now allowing it to hit much further above and behind him.}}
*{{change|Up Air has an added landing hitbox identical to the aerial one except slightly less damage.}}
*{{buff|Up aerial has an added landing hitbox identical to the aerial one except slightly less damage.}}
*{{change|Down Air upper and lower hitboxes both meteor on the initial hit instead of only the top.}}
*{{buff|Down aerial upper and lower hitboxes both meteor on the initial hit instead of only the top.}}
*{{change|Up Throw has much less base knockback and more growth.}}
*{{change|Up throw has much less base knockback and more growth.}}
*{{change|Quick edge jump works properly on sloped edges.}}
*{{bugfix|Quick edge jump works properly on sloped edges.}}
*{{change|[[Chef]] getting stuck in autofire bug has been fixed.}}
*{{bugfix|[[Chef]] getting stuck in autofire bug has been fixed.}}
*{{change|Aerial Neutral B pan hitbox is lower and matches its position on the ground.}}
*{{change|Aerial Neutral B pan hitbox is lower and matches its position on the ground.}}
*{{change|[[Chef]] pan hitbox does more damage, less base knockback, and much more growth.}}
*{{buff|Chef pan hitbox does more damage, less base knockback, and much more growth.}}
*{{change|[[Judgment]] maintains more horizontal momentum when used.}}
*{{buff|[[Judgment]] maintains more horizontal momentum when used.}}
*{{change|[[Judgment]] hit windows increased to match Melee, and added stronger sound effects to some of them.}}
*{{buff|Judgment hit windows increased to match Melee, and added stronger sound effects to some of them.}}
*{{change|[[Judgment]] adjusted so that the 1st hammer of the match cannot be a 1 or a 2, and the 2nd hammer cannot be a 1.}}
*{{buff|Judgment adjusted so that the 1st hammer of the match cannot be a 1 or a 2, and the 2nd hammer cannot be a 1.}}
*{{change|[[Fire]] falls more naturally and doesn't tug backwards at the peak when angled.}}
*{{bugfix|[[Fire]] falls more naturally and doesn't tug backwards at the peak when angled.}}
*{{change|[[Fire]] is stronger early in the attack, weaker near the end, and the knockback is reversible.}}
*{{change|Fire is stronger early in the attack, weaker near the end, and the knockback is reversible.}}
*{{change|[[Oil Panic]] minimum hold time slightly reduced and is much more consistent, always releasing immediately if it has been held for that amount of time already.}}
*{{buff|[[Oil Panic]] minimum hold time slightly reduced and is much more consistent, always releasing immediately if it has been held for that amount of time already.}}
*{{change|[[Oil Panic]] initial horizontal momentum slightly increased.}}
*{{buff|Oil Panic initial horizontal momentum slightly increased.}}
*{{change|[[Oil Panic]] attack can be activated by pressing B at any time the bucket is being held out with a charge in it, with more charges resulting in a larger attack area.}}
*{{buff|Oil Panic attack can be activated by pressing B at any time the bucket is being held out with a charge in it, with more charges resulting in a larger attack area.}}


===2.6b===
===v2.6b===
*{{buff|Teching while rolling and standing are slightly delayed at the start to be harder to read, while keeping it's invincibility, distance, and total durations as before.}}
*{{buff|Teching while rolling and standing are slightly delayed at the start to be harder to read, while keeping its invincibility, distance, and total durations as before.}}
*{{buff|Forward Smash is capable of hitting multiple times.}}
*{{buff|Forward smash is capable of hitting multiple times.}}
*{{buff|Down Smash sweetspot on the hammers is now a meteor against grounded opponents with compensated knockback, allowing for combos at low damage.}}
*{{buff|Down smash sweetspot on the hammers is now a meteor against grounded opponents with compensated knockback, allowing for combos at low damage.}}
*{{buff|Down Throw does slightly more damage.}}
*{{buff|Down throw does slightly more damage.}}
*{{nerf|[[Chef]] foods do slightly less damage at normal size.}}
*{{nerf|[[Chef]] foods do slightly less damage at normal size.}}
*{{change|Dash Attack has a hitbox at the very start of the move that sends enemies forward.}}
*{{change|Dash attack has a hitbox at the very start of the move that sends enemies forward.}}
*{{change|Forward Tilt's late hit is weaker, sends more vertically, and is slightly smaller in size.}}
*{{nerf|Forward tilt's late hit is weaker, sends more vertically, and is slightly smaller in size.}}
*{{change|Down Air is interruptible sooner in the air.}}
*{{change|Down aerial is interruptible sooner in the air.}}
*{{change|All Throws appear identical in animation until the opponent is released.}}
*{{change|All throws appear identical in animation until the opponent is released.}}
*{{change|All [[Chef]] foods are fire element and able to melt ice, instead of only Shrimp.}}
*{{change|All [[Chef]] foods are fire element and able to melt ice, instead of only Shrimp.}}
*{{change|[[Chef]] depending on frequency of use has a chance of launching large foods that spin slower, are more damaging, and stun longer than normal. Damage scales a little bit on each with Sausage<Shrimp<Fish<Steak.}}
*{{buff|Chef depending on frequency of use has a chance of launching large foods that spin slower, are more damaging, and stun longer than normal. Damage scales a little bit on each with Sausage<Shrimp<Fish<Steak.}}
*{{change|[[Chef]] foods random trajectories can be limited to the upper or lower three by holding up or down.}}
*{{buff|Chef foods random trajectories can be limited to the upper or lower three by holding up or down.}}
*{{change|[[Chef]] pan hit window is a bit shorter.}}
*{{nerf|Chef pan hit window is a bit shorter.}}
*{{change|[[Judgment]] has new graphical effects to indicate whether the next judgment hammer will be an odd or even number.}}
*{{buff|[[Judgment]] has new graphical effects to indicate whether the next judgment hammer will be an odd or even number.}}


===3.0===
===v3.0===
*{{buff|Weight slightly increased.}}
*{{buff|Weight slightly increased.}}
*{{nerf|[[Chef]] has heavy landing lag (4 frames) instead of instantly switching to wait upon landing.}}
*{{nerf|[[Chef]] has 4 frames of landing lag instead of instantly switching to wait upon landing.}}
*{{nerf|Judgement #3's shield damage reduced.}}
*{{nerf|Judgement #3's shield damage reduced.}}
*{{change|Dash lengthened.}}
*{{buff|Dash lengthened.}}
*{{change|Forward Smash loop hitboxes removed, now possesses a weaker late flub hitbox.}}
*{{change|Forward smash loop hitboxes removed, now possesses a weaker late flub hitbox.}}
*{{change|Super food is removed.}}
*{{change|Super food is removed.}}


===3.5===
===v3.5===
*{{buff|Forward aerial's flub hit damage increased.}}
*{{buff|Rapid jab has increased range.}}
*{{buff|Up tilt's hitbox comes out earlier.}}
*{{nerf|Up smash causes less damage, does less knockback, and has more endlag.}}
*{{buff|Forward aerial's flub hit damage increased and has increased knockback growth.}}
*{{change|Up aerial's knockback value has been altered.}}
*{{buff|All throw speeds have increased.}}
*{{buff|All throw speeds have increased.}}
*{{buff|Meat from Chef causes more damage.}}
*{{buff|Meat from Chef causes more damage.}}
**{{nerf|However, continuous use causes the pieces of meat to be smaller and weaker.}}
**{{nerf|However, continuous use causes the pieces of meat to be smaller and weaker.}}
*{{buff|Judgement #3 is far more powerful}}
*{{buff|Judgement #2 now stuns opponents along with giving them a flower effect.}}
**{{change|It now causes darkness damage}}
*{{buff|Judgement #3 is more powerful and deals more knockback.}}
*{{buff|Judgement #4 causes more damage.}}
**{{change|It now deals darkness damage.}}
*{{buff|Rapid jab has increased range.}}
*{{buff|Judgement #4 deals more damage.}}
*{{nerf|Up smash causes less damage.}}
*{{nerf|Judgement #9 deals less Knockback.}}
*{{nerf|Using [[Oil Panic]] now stalls Mr. Game and Watch only once per time he is in the air.}}
*{{nerf|Using [[Oil Panic]] now stalls Mr. Game & Watch only once per time he's is in the air.}}
*{{change|Energy projectiles absorbed by [[Oil Panic]] now cause a flat 12% damage, instead of it being based on the projectile absorbed.}}
*{{nerf|Energy projectiles absorbed by Oil Panic now cause a flat 12% damage, instead of it being based on the projectile absorbed.}}
 
===v3.6b===
*{{nerf|Up smash endlag increased.}}
*{{nerf|Fire's hitbox comes out on frame 3 rather than frame 1.}}
*{{buff|Oil Panic's damage is back to being based on the projectile(s) absorbed.}}


==Moveset==
==Moveset==
Up to date as of version 3.5.
Up to date as of version 3.6.


{|class="wikitable"
{|class="wikitable"
! !!Name!!Damage!!Description
! colspan=2 | !!Name!!Damage!!Description
|-
! colspan=2 rowspan=3 | Neutral attack
| rowspan=3 | || 3% || rowspan=3 | Pulls out an insecticide pump and presses on it, shooting a puff of insecticide out. If the attack button is pressed rapidly, Mr. Game & Watch will fire the insecticide repeatedly, at which point the attack button may be held down to continue firing. This move can be hard to [[DI]] out of.
|-
|3%
|-
|-
!Neutral attack
|3% (loop)
| Green House || 3% || Mr. Game & Watch pulls out an insecticide pump and presses on it, shooting a puff of insecticide out. If the button is mashed he will fire the insecticide quickly. This move can be hard to [[DI]] out of.
|-
|-
!Forward tilt
! colspan=2 | Forward tilt
| Lion || 13% (8% late) || Mr. Game & Watch thrusts a chair in front of him. Has a long range and small starting lag, but longer ending lag. Also has light horizontal knockback.
| Lion || 13% (clean), 8% (late) || Holds out a chair forward. This move has long range, but significant starting lag. Deals light horizontal knockback.
|-
|-
!Up tilt
! colspan=2 | Up tilt
| Flag Man || 12% || Mr. Game & Watch pulls out a flag with a number one on it and waves it overhead. A good move for juggling.
| Flagman || 12% || Waves a number one flag overhead. A good move for [[juggling]].
|-
|-
!Down tilt
! colspan=2 | Down tilt
| Manhole || 12% grounded (10% aerial)|| Mr. Game & Watch flips a manhole cover in front of him. Has great range and good vertical knockback. Is [[IASA|interruptable as soon as]] the hitbox ends.
| Manhole || 12% (grounded), 10% (aerial) || Flips a manhole cover in front of him. Has great range and good vertical knockback.
|-
|-
!Dash attack
! colspan=2 | Dash attack
| Helmet || 10% (clean) 9% (late) || Mr. Game & Watch slides his head along the ground while wearing a helmet. This move is slow and easy to punish.
| Helmet || 10% (clean), 9% (late) || Slides his head along the ground while wearing a helmet. This move is slow and easy to [[punish]].
|-
|-
!Forward smash
! colspan=2 | Forward smash
| Fire Attack || {{ChargedSmashDmgSSBM|18}} (clean fire){{ChargedSmashDmgSSBM|10}} (late fire) {{ChargedSmashDmgSSBM|14}} (clean pole) {{ChargedSmashDmgSSBM|8}} (late pole)|| Mr. Game & Watch pulls out an enormous lit matchstick and flings it forward. Great base knockback and even greater knockback with a hitbox that lasts longer than expected, making it hard to punish, being capable of KOing lightweights at 65% and heavyweights at 75%.
| Fire Attack || Clean: {{ChargedSmashDmgSSBM|18}} (torch), {{ChargedSmashDmgSSBM|14}} (handle)<br/>Late: {{ChargedSmashDmgSSBM|10}} (flame), {{ChargedSmashDmgSSBM|8}} (handle) || Pulls out a torch and swings it forwards. Great base knockback and even greater knockback scaling with a hitbox that lasts longer than expected, making it hard to punish, being capable of KOing lightweights at 65% and heavyweights at 75%. Delivers [[flame]] element damage when sweetspotted.
|-
|-
!Up smash
! colspan=2 | Up smash
| Octopus || {{ChargedSmashDmgSSBM|21}}   || With a diving helmet on, Mr. Game & Watch leans back and then swings his head forwards. Has some lag when starting up but also has high knockback, as well as a long duration. This move can ko as early as 60%.
| Octopus || {{ChargedSmashDmgSSBM|21}} || With a diving helmet on, Mr. Game & Watch leans back and then swings his head forwards. This move has some start-up lag, but deals high damage and knockback. This move can KO as early as 60%. Mr. Game & Watch's head is [[intangible]] while the hitboxes are active.
|-
|-
!Down smash
! colspan=2 | Down smash
| Vermin || {{ChargedSmashDmgSSBM|17}} (hammer) {{ChargedSmashDmgSSBM|13}} (body)   || Mr. Game & Watch takes out two hammers and slams them down on both sides. The handle is the sourspot with less damage but has a powerful semi-spike and can KO early when on the edge against recovering opponents. The tip of the hammer is the sweetspot with very powerful vertical knockback, being capable of KOing as early as 90%.
| Vermin || {{ChargedSmashDmgSSBM|17}} (hammers), {{ChargedSmashDmgSSBM|13}} (handles) || Takes out two hammers and slams them down simultaneously on both sides. Hitting at the sourspot deals less damage, but is a powerful [[semi-spike]] and can KO early when used on the edge against recovering opponents. Hitting at the sweetspot deals very powerful vertical knockback, being capable of KOing as early as 90%.
|-
|-
!Neutral aerial
! colspan=2 | Neutral aerial
| Parachute || 17% || Mr. Game & Watch opens a parachute. This move also has good horizontal knockback and can ko as early as 100% on lightweights.  
| Parachute || 17% || Mr. Game & Watch opens up a parachute. This move has good horizontal knockback and can KO as early as 100% on lightweights.
|-
|-
!Forward aerial
! colspan=2 | Forward aerial
| Cement Factory || 16% (clean) 7% (late) || Mr. Game & Watch whips out a block forwards. If hit when it first comes out, it has high damage and can ko as early as 125%, but if late, the opponent will be hit for minor damage with extremely low knockback.
| Mario Bros. || 16% (clean), 7% (late) || Mr. Game & Watch swings a box forwards. If hit when it first comes out, it deals high damage and can KO as early as 125%, but if late, the deals minor damage with extremely low knockback. The box can also hit slightly above and behind Mr. Game & Watch during its windup due to its hitbox's interpolation.
|-
|-
!Back aerial
! colspan=2 | Back aerial
| Turtle Bridge || 4% (3 hits) || Mr. Game & Watch thrusts a turtle backwards, which bites multiple times.
| Turtle Bridge || 4% (hits 1-5 & landing) || Mr. Game & Watch thrusts a turtle backwards, which bites multiple times.
|-
|-
!Up aerial
! colspan=2 | Up aerial
| Spitball Sparky || 9% (clean) 6% (landing) || Mr. Game & Watch blows upwards twice.  
| Spitball Sparky || 9%, 6% (landing) || Mr. Game & Watch blows upwards once. This move can be acted out of extremely quickly.
|-
|-
!Down aerial
! colspan=2 | Down aerial
| Donkey Kong Jr. || 15% (clean) 14% (late) 6% (landing) || Mr. Game & Watch pulls out a key and plunges downwards. If the opponent is under Mr. Game & Watch and gets hit right when the move comes out, it is a [[Meteor Smash]]. When it meteors an opponent into the ground at low percents, the landing hitbox can hit again for additional damage.
| Donkey Kong Jr. || 15% (clean), 14% (late), 6% (landing) || Mr. Game & Watch pulls out a key and plunges downwards. If the opponent is under Mr. Game & Watch and gets hit right when the move comes out, it is a [[meteor smash]]. When it meteors an opponent into the ground at low percents, the landing hitbox can hit them again for additional damage.
<!--Grab aerial-->
<!--Grab aerial-->
|-
|-
!Grab
! colspan=2 | Grab
| Grab & Watch ||&mdash;|| Reaches out with his hand to grab the enemy.
| || &mdash; ||
|-
|-
!Pummel
! colspan=2 | Pummel
| Alarm || 3% || Slowly smacks the enemy in the face with a bell.
| Alarm || 3% || Bashes the enemy with an alarm bell. Somewhat slow for a pummel.
|-
|-
!Forward throw
! colspan=2 | Forward throw
| Forward Ball || 8% || Mr. Game & Watch juggles the enemy as a ball and then the enemy is launched forward. Looks exactly the same as his other throws, making it difficult to DI correctly.
| Ball || 8% || Juggles the enemy as a ball, then launches them forward. Looks exactly the same as his other throws, making it difficult to DI correctly.
|-
|-
!Back throw
! colspan=2 | Back throw
| Backward Ball || 8% || Mr. Game & Watch juggles the enemy as a ball and then the enemy is launched backward. Looks exactly the same as his other throws, making it difficult to DI correctly.
| Ball || 8% || Juggles the enemy as a ball, then launches them backwards. Looks exactly the same as his other throws, making it difficult to DI correctly.
|-
|-
!Up throw
! colspan=2 | Up throw
| Vertical Ball || 8% ||Mr. Game & Watch juggles the enemy as a ball and then the enemy is launched upward. Looks exactly the same as his other throws, making it difficult to DI correctly.
| Ball || 8% || Juggles the enemy as a ball, then launches them upwards. Looks exactly the same as his other throws, making it difficult to DI correctly.
|-
|-
!Down throw
! colspan=2 | Down throw
| Drop Ball || 10% ||Mr. Game & Watch juggles the enemy as a ball and then the enemy is thrown down. Looks exactly the same as his other throws, making it difficult to DI correctly. Can be followed up with a smash, tilt, jab, Judge, or Fire, but only if the opponent fails to [[tech]].
| Ball || 10% || Juggles the enemy as a ball, then launches them onto the ground. Looks exactly the same as his other throws, making it difficult to DI correctly. Can be followed up with a smash, tilt, jab, Judge, or Fire, but only if the opponent fails to [[tech]].
|-
|-
!Floor attack (front)
! colspan=2 | Floor attack (front)
| Vermin 2 || 6% || Mr. Game & Watch gets out a hammer and quickly slams it in front of him, then behind him.
| || 6% || Gets out a hammer and quickly slams it in front of him, then behind him.
|-
|-
!Floor attack (back)
! colspan=2 | Floor attack (back)
| Vermin 2 || 6% || Mr. Game & Watch gets out a hammer and quickly slams it in front of him, then behind him.
| || 6% || Identical to frontal floor attack, except the back hit comes out slightly faster.
|-
|-
!Floor attack (trip)
! colspan=2 | Floor attack (trip)
| Vermin 3 || 5% || Mr. Game & Watch gets out a hammer and quickly slams it in front of him, then behind him.
| || 5% || Identical to frontal floor attack, but is slightly faster.
|-
|-
!Edge attack (fast)
! colspan=2 | Edge attack (fast)
| Alarm || 8% || Quickly gets up while throwing his bell down in front of himself.
| || 6% (body), 8% (bell) || Climbs onto the ledge, and hits forwards with a bell.
|-
|-
!Edge attack (slow)
! colspan=2 | Edge attack (slow)
| Alarm 2 || 9% || Slowly gets up while slowly throwing his bell down in front of himself.
| || 8% (body), 9% (bell) || Identical to his fast edge attack, but is slower.
|-
|-
!Neutral special
! colspan=2 | Neutral special
| [[Chef]] || 9% (pan) 5% (large pieces) 3% (small pieces) ||  
| [[Chef]] || 9% (pan), 5% (large pieces), 3% (small pieces) || Flips a pan upward while a piece of meat flies out in a random direction out of 5 possible trajectories, dealing fire element damage on contact. The first two meats to appear on the stage are large and possess a very small amount of knockback. If one Mr. Game & Watch already has 2 of his own meats present on stage when using the move again he will only fling small pieces of meat that carry no hitstun, and will continue to fling "Mini-Meat™" until he has less than two meats of any size present. The pan has a hitbox at start up that does fire based damage and is a [[semi-spike]]. The threshold of random flight paths can be limited to the either the first 3 or last 3 of the 5 possible trajectories by holding the control stick up or down (respectively) during the brief period before the meat actually exits the pan.
Flips a pan upward while a piece of meat flies out in a random direction out of 5 possible trajectories, dealing fire element damage on contact. The first two meats to appear on the stage are large and possess a very small amount of knockback. If one Mr. Game & Watch already has 2 of his own meats present on stage when using the move again he will only fling small pieces of meat that carry no hitstun, and will continue to fling "Mini-Meat™" until he has less than two meats of any size present. The pan has a hitbox at start up that does fire based damage and is a [[semi-spike]]. The threshold of random flight paths can be limited to the either the first 3 or last 3 of the 5 possible trajectories by holding the control stick up or down (respectively) during the brief period before the meat actually exits the pan.
 
|-
|-
!Side special
! colspan=2 | Side special
| [[Judge]] || Varies ||  
| [[Judge]] || 1-32% (Varies) || Swings a hammer in front of him and holds up a digital display, with a random number from 1-9. The number displayed reflects the unique effect that the hammer strike will have. Above the digital display will be either 1 or 2 dots: 1 dot means that the next use of Judge will produce only odd numbers (1, 3, 5, 7, 9), and 2 dots means that the next Judge will be an even number (2, 4, 6, 8). Additionally, Judge cannot produce a number that was already displayed within the past two uses of the move, and a match begins with Judge acting as if the two past uses were a 2, then a 1 (meaning the first use will be neither a 2 nor a 1, and the second hit will be neither a 1 nor the number produced on the first use). This lets players know what to expect from the next Judge with up to 33% certainty and plan accordingly for it. Notably, every even number produces a devastating [[gimping]] effect, and every odd number produces a wide variety of mix-up options.
Mr. Game & Watch attacks in front of him with his hammer and holds up a digital display with a random number from 1 through 9 on it when used. The number displayed reflects the unique effect that the hammer strike will have. Above the digital display will be either 1 or 2 dots: 1 dot means that the next use of Judge will produce only odd numbers (1, 3, 5, 7, 9), and 2 dots means that the next Judge will be an even number (2, 4, 6, 8). Additionally, Judge cannot produce a number that was already displayed within the past two uses of the move, and a match begins with Judge acting as if the two past uses were a 2, then a 1 (meaning the first use will be neither a 2 nor a 1, and the second hit will be neither a 1 nor the number produced on the first use). This lets players know what to expect from the next Judge with up to 33% certainty and plan accordingly for it. Notably, every even number produces a devastating [[gimping]] effect, and every odd number produces a wide variety of mix-up options.
 
|-
|-
!
! colspan=2 | Up special
| Judge {1} || 1% ||  
| [[Fire]] || 8% (clean), 6% (mid), 4% (late) || Jumps upwards off a trampoline held by two firemen. He will damage whatever he hits on the way up, but not on the way down. This move can be followed up with aerial attacks, but he will no longer be able to air dodge.
No hitstun or knockback. Causes 10% to user regardless of successful strike. It produces a sound effect identical to that of a [[Green Shell]] or [[Vegetable]] on a successful hit.
 
|-
|-
!
! colspan=2 | Down special
| Judge {2} || 12-17% ||  
| [[Oil Panic]] || 10-60% (Based on absorbed attacks) || Mr. Game & Watch holds out a bucket that absorbs any incoming energy-based projectiles. The bucket can absorb up to three projectiles, after which the move turns into a powerful attack that can one-hit KO opponents depending on the strength of the projectiles absorbed. Taking out the bucket immediately halts all of Mr. Game & Watch's momentum once per air state, so the move can also be used to air-stall and recover, a technique known as [[Bucket Braking]]. However, the move will not cancel any momentum if the bucket is full.
12% damage dealt on initial strike and produces a [[flower]] on the target's head that deals 1% up to 5 times for a total of 17%. On a grounded hit, the target is stunned. On an aerial hit, the target is weakly [[spike|spiked]]. There is a separate hitbox for the flower effect that is slightly smaller than the actual hammer strike, which can sometimes result in the flower effect not being produced. It produces a sound effect identical to that of [[Lip's Stick]], but only on a successful grounded hit and when the flower effect is present (grounded non-flower hit produces no sounds). An aerial hit produces the [[Slash|slashing]] sound effect, but not the visual effect.
 
|-
|-
!
! colspan=2 | Final Smash
| Judge {3} || 15% ||  
| [[Octopus]] || 16% || Transforms into the large octopus that appears in its eponymous game, ''Octopus''. Damage is dealt on contact and range can be increased by pressing the attack buttons. The move lasts about 17 seconds and grants Mr. Game & Watch infinite swimming time if he happens to enter a body of water.
Delivers decent knockback that sends the the target in the opposite direction, frequently catching them in bad [[Directional influence|DI]]. Produces a [[fan]] slap sound effect and the [[darkness]] visual effect on a successful hit.
|}


{| class=wikitable width=70%
|+Judge Damage Values
!width=5% |Number
!width=5% |Damage
!width=60% | Description
|-
|-
!
| #1 || 1% || A weak hit with deals no hitstun. This move causes 10% [[recoil damage]]—regardless of whether the attack hits or not.
| Judge {4} || 10% ||  
Delivers good knockback and semi-spikes at a diagonal angle. Produces a slashing sound and visual effect on a successful hit.
 
|-
|-
!
| #2 || 8% || Another weak attack that plants a flower on the opponent's head when it connects. Connecting this move on a grounded opponent [[stun]]s them, while connecting on an airborne opponent weakly [[spike]]s them.
| Judge {5} || 6-30% ||  
Delivers 5 hits of 6% over the normal duration of the attack (not visually distinguishable) for a total of 30%. The amount of hits the target takes depends on how long they remain in contact with the hammer, and the last hit has very weak knockback. Produces an [[electric|electrical]] sound and visual effect in addition to brief[[freeze frames]] on each successful hit.
 
|-
|-
!
| #3 || 15% || A [[darkness]] attack that delivers decent knockback and sends the enemy behind Mr. Game & Watch. Also deals significant [[shield damage]].
| Judge {6} || 14% ||  
Delivers surprising knockback with fire element damage that semi-spikes at the same angle that a Chef pan hit would. The base knockback is high and has the potential to KO extremely early.
 
|-
|-
!
| #4 || 10% || A [[Slash|slashing]] attack that [[semi-spike]]s enemies at the same angle as {{PM|Fox}}'s [[Reflector|shine]].
| Judge {7} || 16% ||  
Delivers horizontal knockback with great scaling. Produces a [[food|consumable]] apple (heals 10% instead of the usual 5%) in front of Mr. Game & Watch on a successful hit of either a shield or a , which can be consumed by anyone. This move also heals Mr. Game & Watch for 10% regardless of whether the attack hits or not. Only one apple can be produced per use.
 
|-
|-
!
| #5 || 6% (hits 1-5) || An [[electric]] attack that hits multiple times.
| Judge {8} || 20% ||  
Delivers set knockback and [[freeze|freezes]] the target for approximately 3 and a half seconds, which is long enough to incapacitate the target entirely as they plummet offstage, making this move incredibly deadly when used to [[edgeguard]] or gimp. This duration is a result of its set knockback, so if the target is in a state that prevents knockback (such as a state of [[super armor]]) they will not be frozen at all. As with all frozen states, it can be ended early by fire element damage. This attack also features a variation of the [[Ping]] sound effect on a successful hit, identical to that of a [[Freezie]].
 
|-
|-
!
| #6 || 14% || A [[flame]] attack that delivers surprising high knockback and semi-spikes the opponent.
| Judge {9} || 32% ||  
Delivers extremely powerful horizontal knockback capable of KOing at single-digit percentages in some situations. When the move is used, Mr. Game & Watch is surrounded by electrical visual effects and the same bell-jingle that accompanies his up-taunt. Produces the Ping sound effect and a long freeze frame on a successful hit.
 
|-
|-
!Up special
| #7 || 16% || An attack that deals moderate knockback and produces an [[food|apple]] if it hits a foe. The apple heals 10% damage, which can be consumed by anyone. This move also heals Mr. Game & Watch 10% damage—regardless of whether the attack hits or not.
| [[Fire]] || 8% (clean) 6% (middle) 4% (late) || Two firefighters holding a fire rug will pop up, allowing him to jump higher. He will damage whatever he hits on the way up, but not on the way down. This move then can be followed up with other attacks, but he will no longer be able to air dodge.
|-
|-
!Down special
| #8 || 20% || A [[Frozen|freezing]] attack that deals low set knockback.
| [[Oil Panic]] || 12-36% ||  
Holds out a bucket that absorbs any incoming energy-based projectile that it makes contact with, as well as most elementally-based attacks. Each absorbed attack adds a bar to represent how full the bucket is, and 3 bars fills the bucket completely. The contents of the bucket can be released by using a special attack while the bucket is held, which results in an attack directly in front of Mr. Game & Watch. The damage, knockback and range of the attack depends on how many bars the bucket had when it was released, with each bar representing 12%. A full bucket attack has a massive hitbox that deals 36% damage with stronger knockback than Judge {9}, and also only requires one use of down special to empty. Mr. Game & Watch is invulnerable to all moves that he can absorb as long as the bucket is held and not already full. Taking out the bucket also immediately removes all horizontal momentum as well as some vertical momentum once per air state, so it can also be used to air-stall and recover.
 
|-
|-
!Final Smash
| #9 || 32% || A very powerful attack that was designed to be similar to the [[Home-Run Bat]]. Deals strong knockback, but severely reduced compared to ''Melee''.
| [[Octopus]] || 16% || Turns into a giant octopus while the screen lights up a bit for the duration of the move, which then can be moved around slowly while the tentacles hit the enemy. Tentacle attack speed can be momentarily increased by pressing A or moving the C-stick. Enemies will pass through the octopus. The move lasts about 17 seconds.
|}
|}


==In [[competitive play]]==
==In [[competitive play]]==
===Notable players===
===Notable players===
*{{Sm|Bidooof|Canada}}
{{cleanup|[[SmashWiki:Cleanup of the Notable Players sections|Needs to be updated to fit these guidelines]]}}
*{{Sm|Dakpo|USA}}
*{{Sm|Pikmon|USA}} - Formerly best Game & Watch player in the world. Ranked 8th on [[PMRank 2019]] before switching to Ike, but still uses Game & Watch as a secondary. Currently ranked #17 on [[PMRank 2023]].
*{{Sm|Nintendude|USA}}
*{{Sm|Ellipsis|USA}} - The current best solo Game & Watch in the world. Ranked 25th on [[PMRank 2023]].
*{{Sm|Oracle|USA}}
*{{Sm|Rise|USA}} - Ranked #43 on [[PMRank 2023]].
*{{Sm|Strong Bad|USA}}
*{{Sm|Mr.Watch&Learn|USA}} - Formerly ranked 25th on [[PMRank 2019]]. Honorable mention on [[PMRank 2023]].
*{{Sm|UTDZac|USA}}
*{{Sm|Drugfreechu|USA}} - Formerly ranked 11th on [[PMRank 2019]].
*{{Sm|MrLz|USA}} - Formerly the best Game & Watch player in the world. Placed 3rd at [[EVO 2015]], 1st at [[Paragon Los Angeles 2015]], and 1st at [[Smash 'N' Splash 2]]. Formerly ranked 6th on [[PMRank 2016]].
*{{Sm|Nezergy|USA}} - Formerly ranked 35th on [[PMRank 2019]].
*{{Sm|Loyal|USA}} - Fprmerly ranked 47th on [[PMRank 2017]]


==Alternate costumes==
==Alternate costumes==
===Project M===
Mr. Game & Watch's alternate costumes are brighter than they were in ''Brawl''. Additionally, he now has three new alternate costumes.
Mr. Game & Watch's alternate costumes are brighter than they were in ''Brawl''. Additionally, he now has three new alternate costumes.
[[Image:Mr. Game & Watch Palette (PM).png|frame|center|Mr. Game & Watch's alternate costumes in PM]]
{|style="margin:1em auto 1em auto;text-align:center"
|-
|colspan=10|[[File:Mr. Game & Watch Palette (PM).png|frame|center|Mr. Game & Watch's alternate costumes in PM]]
|-
|colspan=2|[[File:MrGame&WatchHeadSSBB.png]]
|colspan=2|[[File:MrGame&WatchHeadRedSSBB.png]]
|colspan=2|[[File:MrGame&WatchHeadYellowSSBB.png]]
|colspan=2|[[File:MrGame&WatchHeadBlueSSBB.png]]
|colspan=2|[[File:MrGame&WatchHeadGreenSSBB.png]]
|-
|
|colspan=2|[[File:MrGame&WatchHeadCyanSSBB.png]]
|colspan=2|[[File:MrGame&WatchHeadWhitePM.png]]
|colspan=2|[[File:MrGame&WatchHeadPinkPM.png]]
|colspan=2|[[File:MrGame&WatchHeadPurplePM.png]]
|
|}
 
===Project+===
[[File:Mr. Game & Watch Palette (P+).png|800px|thumb|center|Mr. Game & Watch's alternate costumes in P+]]
 
As of version 2.5.2, Mr. Game & Watch is the only character in Project+ to only get recolors rather then at least one alternate costume that changes the character's model.
 
'''Black''' ''(default)'': Resembles the characters from the {{s|wikipedia|Game & Watch}} games ''Fire'' and ''Parachute''. He has the general color of the LCD frames in most of the Game & Watch handhelds.
 
'''Red''' ''(Red Team #1)'': Resembles his Red Team color in [[Super Smash Bros. Brawl]] and is the reminiscent of characters and objects as depicted on the {{s|wikipedia|Virtual Boy}}, though this color palette has become much brighter to match with the original Virtual Boy object-depicted screen colors since [[Project M]].
 
'''Yellow'''
 
'''Blue''' ''(Blue Team #1)'': Resembles his Blue Team color in [[Super Smash Bros. Brawl]], though this color palette has become much brighter since [[Project M]].
 
'''Green''' ''(Green Team #1)'': Resembles his Green Team color in [[Super Smash Bros. Brawl]], though this color palette has become much brighter since [[Project M]].
 
'''Cyan''' ''(Blue Team #2)'': Resembles one of his colors in [[Super Smash Bros. Brawl]] and is the reminiscent of the backlit display of the {{s|bulbapedia|Game Boy Light}}, though the outline has been changed into the Teal color since [[Project M]].
 
'''Gray''': This color palette is based on one of the {{s|wikipedia|Game & Watch}} console color schemes.
 
'''Orange''' ''(Red Team #2)''
 
'''Olive''' ''(Green Team #2)'': Resembles one of his colors in [[Super Smash Bros. Brawl]] and is the reminiscent of characters and objects as depicted on the original {{s|wikipedia|Game Boy}}, though this color palette has been more green-ish and with a darker olive-green outline, to match with the original Game Boy screen color since [[Project+]].
 
'''Maroon''': Resembles his Red Team color in [[Super Smash Bros. Brawl]] and is the reminiscent of characters and objects as depicted on the {{s|wikipedia|Virtual Boy}}, though this color palette has become slightly more pink-ish since [[Super Smash Bros. 4]].
 
'''Brown'''
 
'''White''': Reminiscent of the monochromatic LCD screen of the Game & Watch games, also appeared in [[Project M]] and [[Super Smash Bros. 4]].
 
'''Pink''' ''(Red Team #3)''
 
'''Lavender''' ''(Blue Team #3)''
 
'''Teal''' ''(Green Team #3)'': Resembles one of his colors in [[Super Smash Bros. Brawl]] and is the reminiscent of the backlit display of the {{s|bulbapedia|Game Boy Light}}, though this color palette has become much darker and more saturated since [[Super Smash Bros. 4]].
 
'''Secret costumes:'''
 
[[File:G&W R_P+.png|160px]]
 
'''Z-Secret Costume''': Rainbow Mr. Game & Watch
 
'''R-Secret Costume''': Color-Inverted Mr. Game & Watch - Meant to be the opposite color palette of Mr. Game & Watch's default colors.


==External links==
==External links==
*[http://projectmgame.com/en/characters/game-and-watch Project M character page]
*[http://smashboards.com/threads/i-see-every-pixel-the-hitbox-frame-data-thread.387100/ Frame data]
*[https://www.reddit.com/r/SSBPM/comments/p63ago/labbing_discord_results_mr_game_watch/ Labbing Discord Tech Post]


{{Project M}}
{{Project M}}
[[Category:Mr. Game & Watch]]
[[Category:Mr. Game & Watch]]
[[Category:Characters (PM)]]
[[Category:Characters (PM)]]

Latest revision as of 22:09, August 21, 2024

Mr. Game & Watch
in Project M and Project+
Mr. Game & Watch SSBB.jpg
PPlus Game and Watch.png

Game&WatchSymbol.svg
Universe Game & Watch
Base game appearance Brawl
Moveset inspiration Mr. Game & Watch (SSBM), Mr. Game & Watch (SSBB)
Mr. Game & Watch (SSBB)

Mr. Game & Watch is a playable character in the Brawl mod Project M. Because of his rather low standing on the Melee tier list, he has been significantly buffed for his appearance in Project M. He ranks 6th out of 41 on the official tier list, placing him in the A tier and significantly above his placements in Melee and Brawl, where he ranks 19th out of 26 and 16th out of 38, respectively. He ranks much lower on the official Project + tier list, ranking 24th out of 42, near the top of B tier.

Attributes[edit]

Mr. Game & Watch falls under the general lightweight archetype, being nimble and weak, while having few powerful moves (such as his up smash) that possess high KO potential. He has received a lot of buffs from Brawl, and got a slight re-working of his Side-Special, Judge; adding a few small tweaks to the mechanics of the move to make it easier to predict.

Compared to some other characters, Game & Watch is not as easy to combo as them as a result of being light, small, and floaty.

His inability to be combo'd efficiently, however, is exchanged for being heavily susceptible to juggles and KOs as a result of his light weight (tied with Fox as the third lightest) and relatively low falling speed, making him extremely easy to KO both horizontally and vertically.

Changes from Melee to PM[edit]

Mr. Game & Watch was significantly buffed from Melee to PM. Various issues he had in Melee such as his inability to L-cancel all of his aerials and his extremely small shield were fixed. Some (but not all) of the improvements he had in Brawl were retained while various moves in his moveset had various adjustments to make them more effective such as an increase in power or speed. His specials also received various improvements. Chef is much faster, Fire no longer leaves Mr. Game & Watch helpless and Judgment received various changes to make it more effective. Dots now appear above Judgment to show whether the next judge will be an odd or even number and judges 2-8 are significantly more effective. Judge also retains the advanced techniques it gained from Brawl.

Mr. Game & Watch only received a small number of minor nerfs from his Melee counterpart. He also lacks some of the improvements he had in Brawl such as the lower landing lag on his aerials and his parachute after using Fire. As well as this, he also maintains the grab release glitch he received in Brawl.

Overall, Mr. Game & Watch is more effective than he was in both games and his tournament results are stronger than they have ever been in other Smash games.

Attributes[edit]

  • Buff He is significantly heavier weighing the same as he did in Brawl (60 → 75), no longer being as light as Jigglypuff and is now tied with Fox in weight.
  • Buff His Shield is larger now covering his whole body.
  • Nerf Grab release glitch from Brawl has not been removed.

Ground attacks[edit]

  • Buff Forward tilt has less startup lag with a longer duration (frames 13-30 → 10-34), can be interrupted as quickly as the hitbox diminishes (frame 42 → 35), and its sweetspot deals more damage (10% → 13%) improving its KO potential.
  • Nerf Forward tilt now has a weaker late hit (10% → 8%).
  • Buff Up tilt deals more damage (9% → 12%) improving its KO potential.
  • Buff Down tilt has its range from Brawl and its knockback from Melee, and its aerial hitbox deals more knockback and damage (9% → 10%).
  • Buff Dash attack deals more knockback (70 (base), 30 (scaling) → 60/50), has less startup lag with a longer duration (frames 6-29 → 3-28) and its clean hit deals more damage (10% → 9%).
  • Buff Dash attack is now cancelable, allowing Mr. Game & Watch to DACUS. Unlike in Brawl where his DACUS covered no distance, his DACUS covers a decently long distance being the third longest DACUS in Project M.
  • Change Mr. Game & Watch uses a previously unused smash attack charge sound from Brawl whenever a smash attack is charged.
  • Buff Forward smash has increased base knockback (44 → 50) and less ending lag (frame 42 → 41).
  • Nerf Forward smash has a slightly shorter duration (frames 13-33 → 13-32).
  • Buff Up smash deals more damage (18% → 21%) and has increased knockback growth (96 → 100) making it the second strongest up smash in Project M.
  • Nerf Up smash has more ending lag (frame 40 → 44).
  • Buff Down smash's sourspot retains its power from Brawl (10% → 13%) (10 (base), 50 (scaling) → 50/66) and the sweetspot deals more damage (16% → 17%) and knockback growth (90 → 132 (grounded), 100 (aerial).

Aerial attacks[edit]

  • Buff All of Mr. Game & Watch's aerials can now be L-cancelled.
  • Buff Neutral aerial deals more damage (16% → 17%).
  • Nerf Neutral aerial has more landing lag (15 frames → 17).
  • Buff Forward aerial has less staartup lag (frame 10 → 9) and its sweetspot deals more knockback and the sourspot deals more damage (6% → 7%).
  • Buff Back aerial's hitboxes link better into each into other. It also has a longer duration (frames 10-21 → 10-22) and deals more damage due to changes to stale move negation (18% → 20%).
  • Nerf Back aerial has more landing lag (18 frames → 20).
  • Buff Up aerial now only consists of one hit. Because of this, it has drastically less ending lag (frame 40 → 18), and it can be used rapidly for juggling. It also has less startup lag (frame 7 → 3) and it now has a landing hit. It can now auto-cancel in a short hop and be performed twice in a short hop.
  • Change Up aerial uses its sound effects from Brawl.
  • Nerf Up aerial is significantly weaker dealing less damage (7% (hit 1), 9% (hit 2), 15% (total) → 9%).
  • Buff Down aerial has less ending lag (frame 50 → 42) and its meteor hitbox deals 1% more damage (14% → 15%).
  • Buff Down aerial's landing hitbox now spike-bounces.

Throws[edit]

  • Buff Down throw deals more damage (8% → 10%) and meteor smashes opponents akin to its Brawl counterpart allowing Mr. Game & Watch to tech-chase his opponents with it.

Special moves[edit]

  • Buff Mr. Game & Watch maintains his ability to B-reverse Chef and Judgment. He also retains his edge momentum shift technique (although he can no longer perform it with Chef).
  • Buff Chef has less startup (frame 16 → 8) and ending lag (frame 50 → 39) and it cancels on landing, similar to Falco's lasers.
  • Buff Judgment numbers 2 through 8 are significantly more powerful. Numbers now also show one or two lights above them, indicating whether the next number will be even or odd - one dot means it will be odd, two dots means it will be even.
    • Buff #2 stuns foes and causes flowering.
    • Buff #3 deals significant shield damage.
    • Buff #4 now semi-spikes with high fixed knockback.
    • Buff #5 hits more fluidly and deals higher damage.
    • Buff #6 is a stronger semi-spike.
    • Buff #7 is a significantly stronger KO move with more knockback scaling than his uncharged up smash and has the potential to heal 20% (10% for the move itself, and another 10% for the apple).
    • Buff #8 does more than double the damage and freezes for longer.
  • Buff Fire no longer causes helplessness and allows Mr. Game & Watch to act with any action afterwards (except an air dodge), like in Brawl but without the parachute and ability to air dodge.
  • Change Fire no longer deals consistent damage (6% → 8%/6%/4%).
  • Nerf Fire has a shorter duration (frames 1-37 → 1-29).
  • Buff Oil Panic has less ending lag (frame 50 → 44) after catching a projectile, and will usually OHKO when it is full. It can also now be used as an attack despite the amount of oil in the bucket. A full bucket attack now has intangibility during its first 6 frames.
  • Buff Oil Panic's damage output is retained after Mr. Game & Watch gets KO'd
  • Nerf Oil Panic's maximum damage is now capped at 60%, greatly reducing its damage potential against more damaging projectiles.
    • Change As a result the Kamikaze glitch is mostly removed outside of damage modifications such as from the Super Mushroom.
  • Nerf Oil Panic has more startup lag (frame 5 → 6) and a full bucket attack has a shorter duration (frames 2-37 → 2-26).

Revisions[edit]

v2.5b[edit]

  • Buff Weight increased from Melee and is now the same as NTSC Melee Kirby's.
  • Buff Rapid Jab IASA is earlier to match the IASA on Jab 1.
  • Buff Up smash damage and knockback increased.
  • Buff Neutral aerial parachute positioning better matched to Melee to have much better coverage on the sides and underneath.
  • Buff Forward aerial knockback growth increased.
  • Buff Forward and back throws have less endlag.
  • Buff Judgment hammers 2-8 adjusted in various ways to reward Mr. Game & Watch a lot more.
  • Buff Fire is able to IASA into all moves at the peak that he can normally do while falling after using Fire rather than aerials only, can do so slightly earlier, and can use air mobility during that time.
  • Buff Oil Panic attack IASA is earlier.
  • Nerf Oil Panic minimum damage is decreased slightly.
  • Nerf Oil Panic absorb collision is decreased in size.
  • Buff Rapid Jab modified to not loop twice (4 hits) easily when trying to only loop once (2 hits).
  • Buff Dash Attack hit duration is slightly increased, base knockback reduced a bit, and growth increased.
  • Change Forward tilt timing of when the chair is out and when it hits corrected to match.
  • Change Forward tilt and up tilt sound effects timing fixed.
  • Bug fix Forward aerial had a misplaced hitbox during the back hit that was fixed, now allowing it to hit much further above and behind him.
  • Buff Up aerial has an added landing hitbox identical to the aerial one except slightly less damage.
  • Buff Down aerial upper and lower hitboxes both meteor on the initial hit instead of only the top.
  • Change Up throw has much less base knockback and more growth.
  • Bug fix Quick edge jump works properly on sloped edges.
  • Bug fix Chef getting stuck in autofire bug has been fixed.
  • Change Aerial Neutral B pan hitbox is lower and matches its position on the ground.
  • Buff Chef pan hitbox does more damage, less base knockback, and much more growth.
  • Buff Judgment maintains more horizontal momentum when used.
  • Buff Judgment hit windows increased to match Melee, and added stronger sound effects to some of them.
  • Buff Judgment adjusted so that the 1st hammer of the match cannot be a 1 or a 2, and the 2nd hammer cannot be a 1.
  • Bug fix Fire falls more naturally and doesn't tug backwards at the peak when angled.
  • Change Fire is stronger early in the attack, weaker near the end, and the knockback is reversible.
  • Buff Oil Panic minimum hold time slightly reduced and is much more consistent, always releasing immediately if it has been held for that amount of time already.
  • Buff Oil Panic initial horizontal momentum slightly increased.
  • Buff Oil Panic attack can be activated by pressing B at any time the bucket is being held out with a charge in it, with more charges resulting in a larger attack area.

v2.6b[edit]

  • Buff Teching while rolling and standing are slightly delayed at the start to be harder to read, while keeping its invincibility, distance, and total durations as before.
  • Buff Forward smash is capable of hitting multiple times.
  • Buff Down smash sweetspot on the hammers is now a meteor against grounded opponents with compensated knockback, allowing for combos at low damage.
  • Buff Down throw does slightly more damage.
  • Nerf Chef foods do slightly less damage at normal size.
  • Change Dash attack has a hitbox at the very start of the move that sends enemies forward.
  • Nerf Forward tilt's late hit is weaker, sends more vertically, and is slightly smaller in size.
  • Change Down aerial is interruptible sooner in the air.
  • Change All throws appear identical in animation until the opponent is released.
  • Change All Chef foods are fire element and able to melt ice, instead of only Shrimp.
  • Buff Chef depending on frequency of use has a chance of launching large foods that spin slower, are more damaging, and stun longer than normal. Damage scales a little bit on each with Sausage<Shrimp<Fish<Steak.
  • Buff Chef foods random trajectories can be limited to the upper or lower three by holding up or down.
  • Nerf Chef pan hit window is a bit shorter.
  • Buff Judgment has new graphical effects to indicate whether the next judgment hammer will be an odd or even number.

v3.0[edit]

  • Buff Weight slightly increased.
  • Nerf Chef has 4 frames of landing lag instead of instantly switching to wait upon landing.
  • Nerf Judgement #3's shield damage reduced.
  • Buff Dash lengthened.
  • Change Forward smash loop hitboxes removed, now possesses a weaker late flub hitbox.
  • Change Super food is removed.

v3.5[edit]

  • Buff Rapid jab has increased range.
  • Buff Up tilt's hitbox comes out earlier.
  • Nerf Up smash causes less damage, does less knockback, and has more endlag.
  • Buff Forward aerial's flub hit damage increased and has increased knockback growth.
  • Change Up aerial's knockback value has been altered.
  • Buff All throw speeds have increased.
  • Buff Meat from Chef causes more damage.
    • Nerf However, continuous use causes the pieces of meat to be smaller and weaker.
  • Buff Judgement #2 now stuns opponents along with giving them a flower effect.
  • Buff Judgement #3 is more powerful and deals more knockback.
    • Change It now deals darkness damage.
  • Buff Judgement #4 deals more damage.
  • Nerf Judgement #9 deals less Knockback.
  • Nerf Using Oil Panic now stalls Mr. Game & Watch only once per time he's is in the air.
  • Nerf Energy projectiles absorbed by Oil Panic now cause a flat 12% damage, instead of it being based on the projectile absorbed.

v3.6b[edit]

  • Nerf Up smash endlag increased.
  • Nerf Fire's hitbox comes out on frame 3 rather than frame 1.
  • Buff Oil Panic's damage is back to being based on the projectile(s) absorbed.

Moveset[edit]

Up to date as of version 3.6.

Name Damage Description
Neutral attack 3% Pulls out an insecticide pump and presses on it, shooting a puff of insecticide out. If the attack button is pressed rapidly, Mr. Game & Watch will fire the insecticide repeatedly, at which point the attack button may be held down to continue firing. This move can be hard to DI out of.
3%
3% (loop)
Forward tilt Lion 13% (clean), 8% (late) Holds out a chair forward. This move has long range, but significant starting lag. Deals light horizontal knockback.
Up tilt Flagman 12% Waves a number one flag overhead. A good move for juggling.
Down tilt Manhole 12% (grounded), 10% (aerial) Flips a manhole cover in front of him. Has great range and good vertical knockback.
Dash attack Helmet 10% (clean), 9% (late) Slides his head along the ground while wearing a helmet. This move is slow and easy to punish.
Forward smash Fire Attack Clean: 18% (torch), 14% (handle)
Late: 10% (flame), 8% (handle)
Pulls out a torch and swings it forwards. Great base knockback and even greater knockback scaling with a hitbox that lasts longer than expected, making it hard to punish, being capable of KOing lightweights at 65% and heavyweights at 75%. Delivers flame element damage when sweetspotted.
Up smash Octopus 21% With a diving helmet on, Mr. Game & Watch leans back and then swings his head forwards. This move has some start-up lag, but deals high damage and knockback. This move can KO as early as 60%. Mr. Game & Watch's head is intangible while the hitboxes are active.
Down smash Vermin 17% (hammers), 13% (handles) Takes out two hammers and slams them down simultaneously on both sides. Hitting at the sourspot deals less damage, but is a powerful semi-spike and can KO early when used on the edge against recovering opponents. Hitting at the sweetspot deals very powerful vertical knockback, being capable of KOing as early as 90%.
Neutral aerial Parachute 17% Mr. Game & Watch opens up a parachute. This move has good horizontal knockback and can KO as early as 100% on lightweights.
Forward aerial Mario Bros. 16% (clean), 7% (late) Mr. Game & Watch swings a box forwards. If hit when it first comes out, it deals high damage and can KO as early as 125%, but if late, the deals minor damage with extremely low knockback. The box can also hit slightly above and behind Mr. Game & Watch during its windup due to its hitbox's interpolation.
Back aerial Turtle Bridge 4% (hits 1-5 & landing) Mr. Game & Watch thrusts a turtle backwards, which bites multiple times.
Up aerial Spitball Sparky 9%, 6% (landing) Mr. Game & Watch blows upwards once. This move can be acted out of extremely quickly.
Down aerial Donkey Kong Jr. 15% (clean), 14% (late), 6% (landing) Mr. Game & Watch pulls out a key and plunges downwards. If the opponent is under Mr. Game & Watch and gets hit right when the move comes out, it is a meteor smash. When it meteors an opponent into the ground at low percents, the landing hitbox can hit them again for additional damage.
Grab
Pummel Alarm 3% Bashes the enemy with an alarm bell. Somewhat slow for a pummel.
Forward throw Ball 8% Juggles the enemy as a ball, then launches them forward. Looks exactly the same as his other throws, making it difficult to DI correctly.
Back throw Ball 8% Juggles the enemy as a ball, then launches them backwards. Looks exactly the same as his other throws, making it difficult to DI correctly.
Up throw Ball 8% Juggles the enemy as a ball, then launches them upwards. Looks exactly the same as his other throws, making it difficult to DI correctly.
Down throw Ball 10% Juggles the enemy as a ball, then launches them onto the ground. Looks exactly the same as his other throws, making it difficult to DI correctly. Can be followed up with a smash, tilt, jab, Judge, or Fire, but only if the opponent fails to tech.
Floor attack (front) 6% Gets out a hammer and quickly slams it in front of him, then behind him.
Floor attack (back) 6% Identical to frontal floor attack, except the back hit comes out slightly faster.
Floor attack (trip) 5% Identical to frontal floor attack, but is slightly faster.
Edge attack (fast) 6% (body), 8% (bell) Climbs onto the ledge, and hits forwards with a bell.
Edge attack (slow) 8% (body), 9% (bell) Identical to his fast edge attack, but is slower.
Neutral special Chef 9% (pan), 5% (large pieces), 3% (small pieces) Flips a pan upward while a piece of meat flies out in a random direction out of 5 possible trajectories, dealing fire element damage on contact. The first two meats to appear on the stage are large and possess a very small amount of knockback. If one Mr. Game & Watch already has 2 of his own meats present on stage when using the move again he will only fling small pieces of meat that carry no hitstun, and will continue to fling "Mini-Meat™" until he has less than two meats of any size present. The pan has a hitbox at start up that does fire based damage and is a semi-spike. The threshold of random flight paths can be limited to the either the first 3 or last 3 of the 5 possible trajectories by holding the control stick up or down (respectively) during the brief period before the meat actually exits the pan.
Side special Judge 1-32% (Varies) Swings a hammer in front of him and holds up a digital display, with a random number from 1-9. The number displayed reflects the unique effect that the hammer strike will have. Above the digital display will be either 1 or 2 dots: 1 dot means that the next use of Judge will produce only odd numbers (1, 3, 5, 7, 9), and 2 dots means that the next Judge will be an even number (2, 4, 6, 8). Additionally, Judge cannot produce a number that was already displayed within the past two uses of the move, and a match begins with Judge acting as if the two past uses were a 2, then a 1 (meaning the first use will be neither a 2 nor a 1, and the second hit will be neither a 1 nor the number produced on the first use). This lets players know what to expect from the next Judge with up to 33% certainty and plan accordingly for it. Notably, every even number produces a devastating gimping effect, and every odd number produces a wide variety of mix-up options.
Up special Fire 8% (clean), 6% (mid), 4% (late) Jumps upwards off a trampoline held by two firemen. He will damage whatever he hits on the way up, but not on the way down. This move can be followed up with aerial attacks, but he will no longer be able to air dodge.
Down special Oil Panic 10-60% (Based on absorbed attacks) Mr. Game & Watch holds out a bucket that absorbs any incoming energy-based projectiles. The bucket can absorb up to three projectiles, after which the move turns into a powerful attack that can one-hit KO opponents depending on the strength of the projectiles absorbed. Taking out the bucket immediately halts all of Mr. Game & Watch's momentum once per air state, so the move can also be used to air-stall and recover, a technique known as Bucket Braking. However, the move will not cancel any momentum if the bucket is full.
Final Smash Octopus 16% Transforms into the large octopus that appears in its eponymous game, Octopus. Damage is dealt on contact and range can be increased by pressing the attack buttons. The move lasts about 17 seconds and grants Mr. Game & Watch infinite swimming time if he happens to enter a body of water.
Judge Damage Values
Number Damage Description
#1 1% A weak hit with deals no hitstun. This move causes 10% recoil damage—regardless of whether the attack hits or not.
#2 8% Another weak attack that plants a flower on the opponent's head when it connects. Connecting this move on a grounded opponent stuns them, while connecting on an airborne opponent weakly spikes them.
#3 15% A darkness attack that delivers decent knockback and sends the enemy behind Mr. Game & Watch. Also deals significant shield damage.
#4 10% A slashing attack that semi-spikes enemies at the same angle as Fox's shine.
#5 6% (hits 1-5) An electric attack that hits multiple times.
#6 14% A flame attack that delivers surprising high knockback and semi-spikes the opponent.
#7 16% An attack that deals moderate knockback and produces an apple if it hits a foe. The apple heals 10% damage, which can be consumed by anyone. This move also heals Mr. Game & Watch 10% damage—regardless of whether the attack hits or not.
#8 20% A freezing attack that deals low set knockback.
#9 32% A very powerful attack that was designed to be similar to the Home-Run Bat. Deals strong knockback, but severely reduced compared to Melee.

In competitive play[edit]

Notable players[edit]

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Alternate costumes[edit]

Project M[edit]

Mr. Game & Watch's alternate costumes are brighter than they were in Brawl. Additionally, he now has three new alternate costumes.

Mr. Game & Watch's alternate costumes in PM
MrGame&WatchHeadSSBB.png MrGame&WatchHeadRedSSBB.png MrGame&WatchHeadYellowSSBB.png MrGame&WatchHeadBlueSSBB.png MrGame&WatchHeadGreenSSBB.png
MrGame&WatchHeadCyanSSBB.png MrGame&WatchHeadWhitePM.png MrGame&WatchHeadPinkPM.png MrGame&WatchHeadPurplePM.png

Project+[edit]

Mr. Game & Watch's alternate costumes in P+

As of version 2.5.2, Mr. Game & Watch is the only character in Project+ to only get recolors rather then at least one alternate costume that changes the character's model.

Black (default): Resembles the characters from the Game & Watch games Fire and Parachute. He has the general color of the LCD frames in most of the Game & Watch handhelds.

Red (Red Team #1): Resembles his Red Team color in Super Smash Bros. Brawl and is the reminiscent of characters and objects as depicted on the Virtual Boy, though this color palette has become much brighter to match with the original Virtual Boy object-depicted screen colors since Project M.

Yellow

Blue (Blue Team #1): Resembles his Blue Team color in Super Smash Bros. Brawl, though this color palette has become much brighter since Project M.

Green (Green Team #1): Resembles his Green Team color in Super Smash Bros. Brawl, though this color palette has become much brighter since Project M.

Cyan (Blue Team #2): Resembles one of his colors in Super Smash Bros. Brawl and is the reminiscent of the backlit display of the Game Boy Light, though the outline has been changed into the Teal color since Project M.

Gray: This color palette is based on one of the Game & Watch console color schemes.

Orange (Red Team #2)

Olive (Green Team #2): Resembles one of his colors in Super Smash Bros. Brawl and is the reminiscent of characters and objects as depicted on the original Game Boy, though this color palette has been more green-ish and with a darker olive-green outline, to match with the original Game Boy screen color since Project+.

Maroon: Resembles his Red Team color in Super Smash Bros. Brawl and is the reminiscent of characters and objects as depicted on the Virtual Boy, though this color palette has become slightly more pink-ish since Super Smash Bros. 4.

Brown

White: Reminiscent of the monochromatic LCD screen of the Game & Watch games, also appeared in Project M and Super Smash Bros. 4.

Pink (Red Team #3)

Lavender (Blue Team #3)

Teal (Green Team #3): Resembles one of his colors in Super Smash Bros. Brawl and is the reminiscent of the backlit display of the Game Boy Light, though this color palette has become much darker and more saturated since Super Smash Bros. 4.

Secret costumes:

G&W R P+.png

Z-Secret Costume: Rainbow Mr. Game & Watch

R-Secret Costume: Color-Inverted Mr. Game & Watch - Meant to be the opposite color palette of Mr. Game & Watch's default colors.

External links[edit]