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Super Smash Bros. 4

Mr. Game & Watch (SSB4): Difference between revisions

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==Moveset==  
==Moveset==  
 
{{MovesetTable
{|class="wikitable"
|game=SSB4
! !!Name!!Damage!!Description
|neutralcount=1
|-
|neutralinf=y
!Neutral attack
|neutralname=Greenhouse
| || 3% || Rapid jab with a finishing hit that does 2% and increased knockback with a larger hitbox.
|neutral1dmg=3%
|-
|neutralinfdmg=1% (loop), 2% (last)
!Forward tilt
|neutraldesc=Pumps gas into the opponent.
| || 10% ||
|ftiltname=Lion
|-
|ftiltdmg=10%/9% (clean), 4% (late)
!Up tilt
|ftiltdesc=Hits opponents with a chair.
| || 10% ||
|utiltname=Flagman
|-
|utiltdmg=7% (hit 1), 7% (hit 2)
!Down tilt
|utiltdesc=Raises a flag.
| || 6% ||
|dtiltname=Manhole
<!--Crawl attack-->
|dtiltdmg=6% (clean), 1% (late)
|-
|dtiltdesc=Flips a manhole.
!Dash attack
|dashname=Helmet
| || 10% sweet spot, 6% sour spot ||  
|dashdmg=10% (clean), 6.5% (late)
|-
|dashdesc=A headfirst slide.
!Forward smash
|fsmashname=Fire Attack
| || 18-24% sweet spot, 14-19% sour spot ||  
|fsmashdmg={{ChargedSmashDmgSSB4|18}} (head), {{ChargedSmashDmgSSB4|14}} (handle)
|-
|fsmashdesc=Shakes a lit torch at opponents.
!Up smash
|usmashname=Octopus Diver
| || 16-22% ||  
|usmashdmg={{ChargedSmashDmgSSB4|16}}
|-
|usmashdesc=Headbutts with a diving mask.
!Down smash
|dsmashname=Double Vermin
| || 15-21% sweet spot, 13-18% sour spot ||  
|dsmashdmg={{ChargedSmashDmgSSB4|15}} (hammers), {{ChargedSmashDmgSSB4|13}} (body)
|-
|dsmashdesc=Swings two hammers downwards.
!Neutral aerial
|nairname=Tropical Fish
| || ?% ||
|nairdmg=5% (hit 1), 4% (hits 2-4)
|-
|nairdesc=Tosses out a pair of fish from a bowl.
!Forward aerial
|fairname=Mario Bros. Box
| || 11% sweetspot, 6% sourspot ||  
|fairdmg=11.5% (clean), 6% (late)
|-
|fairdesc=Swings a nondescript box.
!Back aerial
|bairname=Turtle Bridge
| || ?% ||
|bairdmg=2% (hits 1-3), 3% (hit 4), 3% (landing)
|-
|bairdesc=Holds a turtle backwards.
!Up aerial
|uairname=Spitball Sparky
| || 7% first hit, 9% second hit ||
|uairdmg=7% (hit 1), 9% (hit 2)
|-
|uairdesc=Blows air upwards twice. Notorious for its huge wind area outside the main hitbox.
!Down aerial
|dairname=DK Jr. Key
| || 11%, then 3% ||
|dairdmg=11% (attack), 3.5% (landing)
|-
|dairdesc=Drops downwards with a key.
!Grab
|grabname=&nbsp;
| ||&mdash;||
|grabdesc=&nbsp;
|-
|pummelname=Grasp Alarm
!Pummel
|pummeldmg=3.2%
| || ?% ||
|pummeldesc=Hits opponent with a bell.
|-
|fthrowname=Front Ball
!Forward throw
|fthrowdmg=8%
|rowspan="4"| ||rowspan="4"| 8% ||
|fthrowdesc=Juggles opponent and releases them forwards.
|-
|bthrowname=Back Ball
!Back throw
|bthrowdmg=8%
|
|bthrowdesc=Juggles opponent and throws them backwards.
|-
|uthrowname=Up Ball
!Up throw
|uthrowdmg=8%
|
|uthrowdesc=Juggles opponent and throws them upwards.
|-
|dthrowname=Down Ball
!Down throw
|dthrowdmg=4%
|
|dthrowdesc=Juggles opponent and releases them upwards.
|-
|floorfname=Front Vermin
!Floor attack (front)
|floorfdmg=7%
|rowspan="3"| || ?% ||
|floorfdesc=
|-
|floorbname=Back Vermin
!Floor attack (back)
|floorbdmg=7%
| ?% ||
|floorbdesc=
|-
|floortname=Trip Vermin
!Floor attack (trip)
|floortdmg=5%
| ?% ||
|floortdesc=
|-
|edgename=Edge Alarm
!Edge attack
|edgedmg=7%
| || ?% ||
|edgedesc=
|-
|nsdefname=Chef
!Neutral special
|nsdefdmg=5% (pan), 4% (sausage), 4% (steak), 4% (shrimp), 4% (fish)
| [[Chef]] || 4%, 5% pan || Flings food from a frying pan with a random trajectory. Opponents hit by the pan itself take fire damage.
|nsdefdesc=Flips food out of a frying pan.
|-
|nsc1name=XXL Chef
!Neutral special custom 1
|nsc1dmg=2% (pan), 9% (sausage), 8% (steak), 7% (shrimp), 7% (fish)
| XXL Chef/Iron Chef || 7% fish, 8% steak, 9% sausage, 2% pan || Food is much bigger, but is slower and has less range.
|nsc1desc=The food produced is much larger and slower.
|-
|nsc2name=Short-Order Chef
!Neutral special custom 2
|nsc2dmg=0.5% (pan), 2% (sausage), 1.5% (steak), 1% (shrimp), 1% (fish)
| Short-Order Chef/Fast Food Chef || 1-2% || Food is smaller and comes out faster with longer range. However, it causes hardly any or no flinching.
|nsc2desc=The food produced is much faster weaker.
|-
|ssdefname=Judge
!Side special
|ssdefdmg=2% (#1), 4% (#2), 6% (#3), 8% (#4), 3%*4 (#5), 12% (#6), 14% (#7), 9% (#8), 32% (#9)
| [[Judge]] || Varies || Swings a hammer and randomly chooses a number between 1 and 9. The move becomes increasingly powerful with a higher number. Unlike in Brawl, this is entirely random and a number may be picked multiple times.
|ssdefdesc=A hammer that can have any one of 9 effects.
'''1''' - 2% damage with no hitstun. 12% damage to self.<br/>
|ssc1name=Extreme Judge
'''2''' - 4% damage and may cause a trip.<br/>
|ssc1dmg=5% (#1), 23% (#9)
'''3''' - 6% damage and knocks the opponent toward you. Does significant shield damage.<br/>
|ssc1desc=Only chooses the 1 or 9 numbers, though with less extreme effects on each.<!--Reminder to tech guys: #6 isn't blank for this like other numbers, investigate.-->
'''4''' - 8% slashing damage with diagonal knockback.<br/>
|ssc2name=Chain Judge
'''5''' - 4 hits of electrical damage totalling 12%.<br/>
|ssc2dmg=1% (#1), 3%,2% (#2), 3%*2,3% (#3), 3%*3,2% (#4), 3%*4,3% (#5), 3%*5,2% (#6), 2.5%*6,4% (#7), 2.4%*7,4.2% (#8), 2.25%*8,10% (#9)
'''6''' - 12% fire damage and minor knockback.<br/>
|ssc2desc=Instead of additional effects, the number of hits matches the number displayed.
'''7''' - 14% damage with some knockback. Spawns an apple which heals 4% on consumption.<br/>
|usdefname=Fire
'''8''' - 9% damage and freezes the opponent.<br/>
|usdefdmg=6%
'''9''' - 32% damage and very high knockback, can KO very early.
|usdefdesc=Jumps upwards, opening a fall-slowing parachute afterwards.
|-
|usc1name=Heavy Trampoline
!Side special custom 1
|usc1dmg=16% (clean), 10% (late)
| Extreme Judge/Hyperbolic Judge || Varies || Will only pick between numbers 1 and 9. 1 will only do 5% damage to both the opponent and to Mr. Game & Watch. 9 does only 23% damage and has lesser, but still significant, knockback.
|usc1desc=Less height on the jump, but with more damage.
|-
|usc2name=Trampoline Launch
!Side special custom 2
|usc2dmg=12% (near), 8% (far)
| Chain Judge/Multi Judge || Varies || No additional effects, but hits the number of times displayed. The final hit of higher numbers has higher knockback. You won't take self-damage if you get a 1.
|usc2desc=More height on the jump, but has no parachute or lasting hitbox.
'''1''' - 1 hit of 1%.<br/>
|dsdefname=Oil Panic
'''2''' - 2 hits: 3% then 2%. Total 5%.<br/>
|dsdefdmg=Based on absorbed attacks
'''3''' - 3 hits of 3%. Total 9%.<br/>
|dsdefdesc=Collects absorbable attacks and dumps them on opponents.
'''4''' - 4 hits: 3 hits of 3%, then 2%. Total 11%.<br/>
|dsc1name=Efficient Panic
'''5''' - 5 hits of 3%. Total 15%.<br/>
|dsc1dmg=Based on absorbed attacks
'''6''' - 6 hits: 5 hits of 3%, then 2%. Total 17%.<br/>
|dsc1desc=Fills in one shot, but subsequently weaker with less range.
'''7''' - 7 hits: 6 hits of 3%, then 4%. Total 22%.<br/>
|dsc2name=Panic Overload
'''8''' - 8 hits: 7 hits of 3%, then 5%. Total 26%.<br/>
|dsc2dmg=Based on absorbed attacks
'''9''' - 9 hits: 8 hits of 3%, then 10%. Total 34%. Very high knockback, lesser than standard Judge.
|dsc2desc=Oil is bigger and slower.
|-
|fsname=Octopus
!Up special
|fsdmg=15%
| [[Fire]] ||6%|| A pair of firemen appear under Mr. Game & Watch with a trampoline and launch him into the air. At the top of the jump, he activates a parachute that can be cancelled out of into any aerial attack.
|fsdesc=Turns into a large octopus.
|-
}}
!Up special custom 1
| Heavy Trampoline/Heavy Fire || 10%, 16% if hit at the start || Less vertical recovery, but is faster and has a powerful hitbox on the way up. Includes the parachute.
|-
!Up special custom 2
| Trampoline Launch/High Fire || 12% || More vertical recovery, but only has a hitbox at the very beginning of the launch (not on the way up) and doesn't include a parachute.
|-
!Down special
| [[Oil Panic]] || Varies || Mr. Game & Watch holds out a bucket, which can collect up to 3 energy projectiles. Using the move again will result in Mr. Game & Watch throwing oil from the bucket on opponents.
|-
!Down special custom 1
| Efficient Panic/Shallow Bucket || Varies || The bucket now fills up with just one projectile, but the oil thrown is smaller with less range.
|-
!Down special custom 2
| Panic Overload/Long Range Bucket || Varies || Oil thrown from the bucket is bigger and has more range, but is slower.
|-
!Final Smash
| [[Octopus]] || Varies ||
|}


==[[Alternate costume (SSB4)#Mr. Game & Watch|Alternate costumes]]==
==[[Alternate costume (SSB4)#Mr. Game & Watch|Alternate costumes]]==

Revision as of 10:21, December 18, 2014

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This article is about Mr. Game & Watch's appearance in Super Smash Bros. 4. For the character in other contexts, see Mr. Game & Watch.
Mr. Game & Watch
in Super Smash Bros. 4
Mr. Game & Watch
Game&WatchSymbol.svg
Universe Game & Watch
Other playable appearances in Melee
in Brawl

Availability Unlockable
Final Smash Octopus
Mr. Game & Watch (SSB4)

Mr. Game & Watch is a playable character in Super Smash Bros. 4, as confirmed by a leaker's Twitch stream. He was later officially confirmed on October 23, 2014 alongside Bowser Jr..

He has been changed aesthetically from Brawl, such as having a smaller nose and circular hands. His animations are also more choppy, to simulate the frame by frame movement of the original character. During his walking (but not dashing) animation, his head repeatedly looks back and forth.

How To Unlock

Super Smash Bros. for Nintendo 3DS

Mr. Game & Watch must then be fought on Flat Zone 2, where victory results in unlocking Mr. Game & Watch.

Super Smash Bros. for Wii U

  • Play 80 VS Matches.
  • Clear Classic Mode on Intensity 2.0 or higher with 5 characters.

Mr. Game & Watch must then be fought on Flat Zone X before being unlocked.

Changes from Brawl

It is unknown whether Mr. Game and Watch was buffed, nerfed, or unchanged from Brawl, having received buffs and nerfs that appear to balance each other out.

Aesthetics

  • Change Walk animation is more flippant.

Attributes

  • Buff Mr. Game and Watch dashes slightly faster.
  • Buff Mr. Game and Watch is smaller in size, giving him a smaller hurtbox.

Ground attacks

  • Buff Like all characters, neutral infinite has a finisher.
  • Buff Up tilt has less ending lag and deals higher damage.
  • Nerf Up tilt's hitboxes are noticeably smaller.
  • Buff Down tilt now produces wind outside its damaging range.
  • Nerf Down tilt has reduced knockback.
  • Buff Dash attack has less ending lag.
  • Nerf Dash attack deals slightly less damage.
  • Buff Forward smash has a longer reach and a seemingly larger hitbox.
  • Nerf Forward smash does less damage.
  • Buff Down smash has bigger hammers, increasing range.

Aerial attacks

  • Nerf Neutral aerial has 1 less hit. It also has slightly more landing lag.
  • Buff Forward air has less landing lag.
  • Nerf Back aerial has more landing lag.
  • Buff Down aerial is stronger.
  • Nerf Down aerial deals less damage. It also has more landing lag.

Throws/other attacks

  • Buff All of Mr. Game and Watch's throws are much faster, allowing less time to DI correctly.
  • Buff Down throw now has a higher trajectory on release, allowing it to combo into moves other than Down smash.
  • Nerf Down throw deals less damage and is no longer a meteor smash, removing its guaranteed follow-ups and tech-chase abilities.

Special moves

  • Nerf Chef pan deals 1% less damage.
  • Buff Judge can now have the same number appear consecutively, instead of having to wait for three swings later.
  • Buff Fire starts up quicker and has more vertical distance.
  • Change After using Fire, the parachute descent tilts in a frame-by-frame matter as opposed to smooth rotation.
  • Buff Oil Panic can now fill up multiple units at once if a projectile is strong enough, letting it fill faster.
  • Nerf Oil Panic's momentum cancelling has been fixed, removing Bucket Braking.
  • Change Octopus now has the Final Smash aura as an outline.
  • Change Down taunt changed to Mr. Game & Watch sitting down and sighing.

Moveset

  Name Damage Description
Neutral attack Greenhouse 3% Pumps gas into the opponent.
1% (loop), 2% (last)
Forward tilt Lion 10%/9% (clean), 4% (late) Hits opponents with a chair.
Up tilt Flagman 7% (hit 1), 7% (hit 2) Raises a flag.
Down tilt Manhole 6% (clean), 1% (late) Flips a manhole.
Dash attack Helmet 10% (clean), 6.5% (late) A headfirst slide.
Forward smash Fire Attack 18% (head), 14% (handle) Shakes a lit torch at opponents.
Up smash Octopus Diver 16% Headbutts with a diving mask.
Down smash Double Vermin 15% (hammers), 13% (body) Swings two hammers downwards.
Neutral aerial Tropical Fish 5% (hit 1), 4% (hits 2-4) Tosses out a pair of fish from a bowl.
Forward aerial Mario Bros. Box 11.5% (clean), 6% (late) Swings a nondescript box.
Back aerial Turtle Bridge 2% (hits 1-3), 3% (hit 4), 3% (landing) Holds a turtle backwards.
Up aerial Spitball Sparky 7% (hit 1), 9% (hit 2) Blows air upwards twice. Notorious for its huge wind area outside the main hitbox.
Down aerial DK Jr. Key 11% (attack), 3.5% (landing) Drops downwards with a key.
Grab    
Pummel Grasp Alarm 3.2% Hits opponent with a bell.
Forward throw Front Ball 8% Juggles opponent and releases them forwards.
Back throw Back Ball 8% Juggles opponent and throws them backwards.
Up throw Up Ball 8% Juggles opponent and throws them upwards.
Down throw Down Ball 4% Juggles opponent and releases them upwards.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
Front Vermin 7%
Floor attack (back)
Floor getups (back)
Back Vermin 7%
Floor attack (trip)
Floor getups (trip)
Trip Vermin 5%
Edge attack
Edge getups
Edge Alarm 7%
Neutral special Default Chef 5% (pan), 4% (sausage), 4% (steak), 4% (shrimp), 4% (fish) Flips food out of a frying pan.
Custom 1 XXL Chef 2% (pan), 9% (sausage), 8% (steak), 7% (shrimp), 7% (fish) The food produced is much larger and slower.
Custom 2 Short-Order Chef 0.5% (pan), 2% (sausage), 1.5% (steak), 1% (shrimp), 1% (fish) The food produced is much faster weaker.
Side special Default Judge 2% (#1), 4% (#2), 6% (#3), 8% (#4), 3%*4 (#5), 12% (#6), 14% (#7), 9% (#8), 32% (#9) A hammer that can have any one of 9 effects.
Custom 1 Extreme Judge 5% (#1), 23% (#9) Only chooses the 1 or 9 numbers, though with less extreme effects on each.
Custom 2 Chain Judge 1% (#1), 3%,2% (#2), 3%*2,3% (#3), 3%*3,2% (#4), 3%*4,3% (#5), 3%*5,2% (#6), 2.5%*6,4% (#7), 2.4%*7,4.2% (#8), 2.25%*8,10% (#9) Instead of additional effects, the number of hits matches the number displayed.
Up special Default Fire 6% Jumps upwards, opening a fall-slowing parachute afterwards.
Custom 1 Heavy Trampoline 16% (clean), 10% (late) Less height on the jump, but with more damage.
Custom 2 Trampoline Launch 12% (near), 8% (far) More height on the jump, but has no parachute or lasting hitbox.
Down special Default Oil Panic Based on absorbed attacks Collects absorbable attacks and dumps them on opponents.
Custom 1 Efficient Panic Based on absorbed attacks Fills in one shot, but subsequently weaker with less range.
Custom 2 Panic Overload Based on absorbed attacks Oil is bigger and slower.
Final Smash Octopus 15% Turns into a large octopus.

Alternate costumes

Mr. Game & Watch Palette (SSB4).png
Mr. Game & Watch (SSB4) Mr. Game & Watch (SSB4) Mr. Game & Watch (SSB4) Mr. Game & Watch (SSB4) Mr. Game & Watch (SSB4) Mr. Game & Watch (SSB4) Mr. Game & Watch (SSB4) Mr. Game & Watch (SSB4)

Trophies

Super Smash Bros. for Nintendo 3DS trophy descriptions

Mr. Game & Watch's regular trophy can be obtained by completing Classic Mode with him and his alternative trophy can be obtained by completing All-Star mode with him.

Mr. Game & Watch
NA: Game & Watch was first released in 1980, making the series the father of the Game Boy and Nintendo DS. Or maybe an older sibling? Anyway...in Smash Bros., Mr. Game & Watch uses distinct retro moves to damage his foes. However, he's only two dimensional, so he's pretty easy to send flying.
PAL: Game & Watch was a series of handheld video games that started in 1980, before even the Game Boy. In this game, you can play as the guy who starred in them, moving about in his quirky, oh-so-retro little way. He can string together some pretty powerful attacks but, unfortunately, being 2D makes him very easy to launch.
Mr. Game & Watch (Alt.)
Mr. Game & Watch's Oil Panic special catches shots and turns them into oil. After catching three, the bucket will be full and you'll be able to throw oil all over your enemies. Some shots, like Samus's fully powered Charge Shot, will fill the bucket in one go! Throwing the oil you get from a shot like that can KO your foes in a flash!

Gallery

Trivia

  • This is Mr. Game & Watch's only Smash Bros. appearance where his official artwork lacks his bell.
  • Mr. Game and Watch is the first and only veteran character to be shown but not confirmed before Super Smash Bros. for Nintendo 3DS's release (being in Pac-Man's trailer), not including Ganondorf, who was accidentally shown.
    • He is one of three characters to have been teased before their official reveal, the other two being Dark Pit and Duck Hunt.
  • As he has a "natural outline" of his own, Mr. Game & Watch does not use a black outline like the rest of the characters in the 3DS version. As a result, it is his grey outline that changes colours to denote team affiliation and other such effects.
  • Mr. Game & Watch was the last veteran to be shown as a playable character by an official source, as Jigglypuff was shown off multiple times in the 50-Fact Extravaganza, while Mr. Game & Watch wasn't revealed until after the Direct was over.