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'''Mr. Game & Watch''' ({{ja|Mr. ゲーム&ウォッチ|Misutā Gēmu ando Uocchi}}, ''Mr. Game & Watch'') is a character in ''[[Super Smash Bros. Melee]]''. He was designed as a composite representation of various generic characters featured in the ''[[Game & Watch]]'' series, created by {{s|mariowiki|Gunpei Yokoi}} in 1980. He is the | '''Mr. Game & Watch''' ({{ja|Mr. ゲーム&ウォッチ|Misutā Gēmu ando Uocchi}}, ''Mr. Game & Watch'') is a newcomer playable character in ''[[Super Smash Bros. Melee]]''. He was designed as a composite representation of various generic characters featured in the ''[[Game & Watch]]'' series, created by {{s|mariowiki|Gunpei Yokoi}} in 1980. He is the final character to be [[unlockable character|unlocked]] in all of ''Melee''. Mr. Game & Watch lacks a voice actor, instead, emitting a variety of ''Game & Watch''-esque "beep boop" sound effects to represent his "voice." | ||
Mr. Game & Watch is | Mr. Game & Watch is ranked 19th in ''Melee''{{'}}s [[tier list]], at the bottom of the C- tier, which is his worst placement in the series. Mr. Game & Watch's positive attributes include his extremely powerful KO potential courtesy of his powerful finishers with long durations, as well as a slew of moderately effective [[special move]]s, two of which ([[Judge|Judgement]] and [[Oil Panic]]) can [[OHKO]]. Additionally, his aerial game is among the strongest in the game due to his excellent, powerful and quick set of aerials that have disjointed hitboxes. He also has a respectable [[grab]] game due to his throws being unpredictable and useful for [[chain grab]]bing. | ||
While Mr. Game & Watch's translation to ''Melee'' was well, however, this proves to become a severe disadvantage; his choppy and sluggish movement heavily hinders his approach, and outside of his grab game, his [[neutral game]] is rather predictable. His high [[hitstun]] and frailty also make him prone to getting comboed and KO'd early when combined with his light [[weight]]. Mr. Game & Watch also has the dubious distinction of being the only character in the game who cannot [[L-cancel]] most of his aerial attacks, and is widely considered to have the worst [[shield]] in the game, as it fails to completely cover his entire body after receiving even slight damage, hindering his prowess in high-level play. All of this gives him very poor matchups against a majority of the cast, especially against higher-tiered characters. | |||
==How to unlock== | ==How to unlock== | ||
Mr. Game & Watch | To unlock Mr. Game & Watch, the player must complete Classic Mode, Adventure Mode or Target Test with all of the other characters. | ||
Alternately, the player must play 1,000 VS. Matches to fight Mr. Game & Watch. | |||
Mr. Game & Watch | |||
Mr. Game & Watch must then be fought and defeated on [[Flat Zone]]. | |||
==Attributes== | ==Attributes== | ||
[[File:Game and Watch Shield SSBM.png|thumb|150px|Mr. Game & Watch's shield, which fails to cover all of his hurtboxes even at full power.]] | [[File:Game and Watch Shield SSBM.png|thumb|150px|Mr. Game & Watch's shield, which fails to cover all of his hurtboxes even at full power.]] | ||
Mr. Game & Watch | Mr. Game & Watch is generalized as a weak archetype intended to outspeed opponents; however, he does have a incredible slew of powerful KO options, most of which are slow (with the exception of his down tilt). Mr. Game & Watch's attributes tend to be scattered; he has an average [[falling speed]], an above-average [[air speed]], an average [[traction]], and the second-lightest [[weight]] in the game. As a result of these attributes, Mr. Game & Watch has a [[wavedash]] that grants decent distance and speed. | ||
Mr. Game & Watch is notable for possessing unorthodox properties in a majority of his moveset; his [[forward tilt]] and [[forward smash]], for instance, have properties of a [[sex kick]], damaging opponents even after the primary hitbox dissipates. Additionally, his [[up smash]] and [[neutral aerial]] have long hitboxes that do not run out of power, making them good KO options. Additionally, Mr. Game & Watch has several disjointed hitboxes in his attacks (particularly his down smash), giving him deceptively decent range for his small size. | |||
Mr. Game & Watch is | Mr. Game & Watch's aerial game is his strongest asset, as his aerials have large disjointed hitboxes, evident with his neutral aerial, often KO'ing opponents under 125%, while possessing a very large hitbox with incredible coverage. His [[forward aerial]] is his best approaching tool as it can be [[L-canceling|L-canceled]] and has rather quick startup, though it has heavy landing lag when not L-canceled. His [[back aerial]] is multi-hitting and has a disjointed hitbox, making it somewhat unpredictable to counter. His [[up aerial]] is a two-hit attack, with the second hit possessing high KO power. It can also be used to juggle fast-fallers and heavyweights, like {{SSBM|Fox}} and {{SSBM|Samus}}, respectively. Lastly, his [[meteor smash]]ing [[down aerial]] is effective at countering opponents from below and KO'ing (the sourspot is slightly weaker than the sweetspot and sends opponents on a diagonal trajectory). The down aerial's landing hitboxes add 5%-6% more damage, for a total of 19%-20% if the primary hitbox strikes first. | ||
Mr. Game & Watch's | Mr. Game & Watch's [[special move]]set also allows for significant power; [[Oil Panic]] can absorb energy-based projectiles and result in a powerful resulting projectile that is a one-hit KO when its power is maxed out, and [[Judge]] is infamously polarized due to being luck-based; it ranges from only [[recoil damage|damaging Mr. Game & Watch]] (1) to being an almost virtual one-hit KO (9). Mr. Game & Watch also has a respectable recovery from [[Fire]]; despite a lack of options and general predictability, it grants him significant vertical distance. The low hitstun and knockback, as well as an unpredictable trajectory gives [[Chef]] potential edgeguarding capability, and hitting with the pan will lead into gimps offstage. | ||
His [[grab]] game is also respectable, despite his unimpressive grabbing range. The resulting trajectories of his throws give him solid [[chain grab]]bing and combo potential, and as all his throws look identical, he can perform mindgames on opponents by challenging the player's perception of where they will end up. | |||
Mr. Game & Watch's | Mr. Game & Watch's primary flaw, however, is his awful approach. An awkward [[dash]], mediocre wavedash, and slow, weak tilts on the ground (excluding down tilt) results in him heavily struggling on the ground, causing him to be reliant on [[dash-dancing]] and [[fox-trotting]] to traverse stages at quick speeds. His tilts are not without their applications of utility, however: [[forward tilt]] is a decent spacing tool that can edgeguard and KO at high precents near the edge, while [[up tilt]]'s lack of ending lag makes it useful for follow-ups and its decent knockback at high precents allows it to KO at high precents and/or near the top blast zone. Nevertheless, their overall utility is completely outclassed by his down tilt. His aerial approach is equally poor; despite above-average falling and air speeds with an average short hop, he has among the worst [[SHFFL]]s in the game, primarily due to the fact that his aerials have significant ending lag, and that his neutral, back, and up aerials have the dubious distinction of lacking the ability to be L-cancelled due to a programming error that lists them as special moves. | ||
Another fatal flaw includes his almost non-existent defensive game, which is arguably considered the worst in ''Melee'' for a number of reasons; despite a relatively small size and a minimal [[crouch]], he is extremely easy to [[shield stab]] due to possessing the smallest maximum [[shield]] in ''Melee'' because of a coding error. Meanwhile, his remaining defensive capabilities are poor; he is burdened with short, slow rolling dodges and an especially short sidestepping dodge. To make matters worse, his sidestep is widely considered the worst in the entire game; it grants the least amount of [[intangibility]] across the entire cast, along with significant ending lag. Due to his slow tilts and smash attacks, along with mostly situational special moves, he also suffers from poor [[out of shield]] options. | |||
Mr. Game & Watch's | In addition, Mr. Game & Watch's only means of [[recovery]] is [[Fire]], which itself also suffers from being exploited easily; despite its respectable vertical distance and average horizontal distance, Fire is very predictable and easy to read due to its linearity, inviting [[edgeguarding]] or [[edgehogging]]. Mr. Game & Watch also suffers from a poor disadvantage state due to his vulnerability to combos; his light weight and high periods of hitstun makes him a viable target for combos and juggles, and his light weight also makes him very easy to KO, only making him more vulnerable. | ||
Mr. Game & Watch | Overall, Mr. Game & Watch is best described as a quintessential glass cannon; his excellent offensive game means the opponent will find it difficult to escape his wrath once he gains the advantage, by collectively racking up damage and easily KOing his opponents. By these same merits, Mr. Game & Watch's almost non-existent defensive game and poor endurance means he is vulnerable to getting finished off as early as he can finish his opponent off, and he himself lacks the ability to easily escape disadvantage due to his fraility. | ||
==Version history== | ==Version history== | ||
Line 277: | Line 281: | ||
===Tier placement and history=== | ===Tier placement and history=== | ||
Mr. Game & Watch has historically been considered to be a poor character in competitive play, with negative traits ranging from poor endurance, susceptibility to | Mr. Game & Watch has historically been considered to be a poor character in competitive play, with negative traits ranging from poor endurance, susceptibility to chain grabs and various KO setups (despite his light weight), inconsistent approaching options, laggy overall moveset, and the inability to L-cancel some of his aerials. While a small group of smashers discovered that Mr. Game & Watch had potential, such as his raw power and strong punish game that allowed for flashy combos, his flaws and bad matchups have hindered such showings at the highest levels of play. As a result of his flaws, he has consistently remained in the lower ends of tiers, failing to make significant rises. | ||
In recent years, however, {{Sm|Qerb}} has been noticeably successful with him, placing well in many major tournament series such as Super Smash Con as the sole representative of his character. Qerb achieved an honorable mention in the [[2019 MPGR]], indicating that he was considered close to Top 100 level even with a low-tiered character. Since many of the characters around Mr. Game & Watch on the tier list, such as {{SSBM|Link}} and {{SSBM|Donkey Kong}}, do not have many comparisons to contend with Qerb's level of results, some argue that he deserves to be placed slightly higher than his current rank. Other players such as {{Sm|Mew2King}} disagree, believing that his theoretical potential and matchup spread are still much worse than those characters. As it stands, however, he is generally agreed to be a low-tiered character who still possesses significant difficulty contending against many matchups. With a noticeable rise in Game & Watch players, as well as his metagame still being developed, he currently ranks 19th in the current tier list. | In recent years, however, {{Sm|Qerb}} has been noticeably successful with him, placing well in many major tournament series such as ''Super Smash Con'' as the sole representative of his character. Qerb achieved an honorable mention in the [[2019 MPGR]], indicating that he was considered close to Top 100 level even with a low-tiered character. Since many of the characters around Mr. Game & Watch on the tier list, such as {{SSBM|Link}} and {{SSBM|Donkey Kong}}, do not have many comparisons to contend with Qerb's level of results, some argue that he deserves to be placed slightly higher than his current rank. Other players such as {{Sm|Mew2King}} disagree, believing that his theoretical potential and matchup spread are still much worse than those characters. As it stands, however, he is generally agreed to be a low-tiered character who still possesses significant difficulty contending against many matchups. With a noticeable rise in Game & Watch players, as well as his metagame still being developed, he currently ranks 19th in the current tier list. | ||
==In 1-P Mode== | ==In 1-P Mode== |
Revision as of 05:54, March 8, 2024
Mr. Game & Watch in Super Smash Bros. Melee | |
---|---|
Universe | Game & Watch |
Other playable appearances | in Brawl in SSB4 in Ultimate |
Availability | Unlockable |
Tier | C- (19) (North America) G (19) (Europe) |
Mr. Game & Watch (Mr. ゲーム&ウォッチ, Mr. Game & Watch) is a newcomer playable character in Super Smash Bros. Melee. He was designed as a composite representation of various generic characters featured in the Game & Watch series, created by Gunpei Yokoi in 1980. He is the final character to be unlocked in all of Melee. Mr. Game & Watch lacks a voice actor, instead, emitting a variety of Game & Watch-esque "beep boop" sound effects to represent his "voice."
Mr. Game & Watch is ranked 19th in Melee's tier list, at the bottom of the C- tier, which is his worst placement in the series. Mr. Game & Watch's positive attributes include his extremely powerful KO potential courtesy of his powerful finishers with long durations, as well as a slew of moderately effective special moves, two of which (Judgement and Oil Panic) can OHKO. Additionally, his aerial game is among the strongest in the game due to his excellent, powerful and quick set of aerials that have disjointed hitboxes. He also has a respectable grab game due to his throws being unpredictable and useful for chain grabbing.
While Mr. Game & Watch's translation to Melee was well, however, this proves to become a severe disadvantage; his choppy and sluggish movement heavily hinders his approach, and outside of his grab game, his neutral game is rather predictable. His high hitstun and frailty also make him prone to getting comboed and KO'd early when combined with his light weight. Mr. Game & Watch also has the dubious distinction of being the only character in the game who cannot L-cancel most of his aerial attacks, and is widely considered to have the worst shield in the game, as it fails to completely cover his entire body after receiving even slight damage, hindering his prowess in high-level play. All of this gives him very poor matchups against a majority of the cast, especially against higher-tiered characters.
How to unlock
To unlock Mr. Game & Watch, the player must complete Classic Mode, Adventure Mode or Target Test with all of the other characters.
Alternately, the player must play 1,000 VS. Matches to fight Mr. Game & Watch.
Mr. Game & Watch must then be fought and defeated on Flat Zone.
Attributes
Mr. Game & Watch is generalized as a weak archetype intended to outspeed opponents; however, he does have a incredible slew of powerful KO options, most of which are slow (with the exception of his down tilt). Mr. Game & Watch's attributes tend to be scattered; he has an average falling speed, an above-average air speed, an average traction, and the second-lightest weight in the game. As a result of these attributes, Mr. Game & Watch has a wavedash that grants decent distance and speed.
Mr. Game & Watch is notable for possessing unorthodox properties in a majority of his moveset; his forward tilt and forward smash, for instance, have properties of a sex kick, damaging opponents even after the primary hitbox dissipates. Additionally, his up smash and neutral aerial have long hitboxes that do not run out of power, making them good KO options. Additionally, Mr. Game & Watch has several disjointed hitboxes in his attacks (particularly his down smash), giving him deceptively decent range for his small size.
Mr. Game & Watch's aerial game is his strongest asset, as his aerials have large disjointed hitboxes, evident with his neutral aerial, often KO'ing opponents under 125%, while possessing a very large hitbox with incredible coverage. His forward aerial is his best approaching tool as it can be L-canceled and has rather quick startup, though it has heavy landing lag when not L-canceled. His back aerial is multi-hitting and has a disjointed hitbox, making it somewhat unpredictable to counter. His up aerial is a two-hit attack, with the second hit possessing high KO power. It can also be used to juggle fast-fallers and heavyweights, like Fox and Samus, respectively. Lastly, his meteor smashing down aerial is effective at countering opponents from below and KO'ing (the sourspot is slightly weaker than the sweetspot and sends opponents on a diagonal trajectory). The down aerial's landing hitboxes add 5%-6% more damage, for a total of 19%-20% if the primary hitbox strikes first.
Mr. Game & Watch's special moveset also allows for significant power; Oil Panic can absorb energy-based projectiles and result in a powerful resulting projectile that is a one-hit KO when its power is maxed out, and Judge is infamously polarized due to being luck-based; it ranges from only damaging Mr. Game & Watch (1) to being an almost virtual one-hit KO (9). Mr. Game & Watch also has a respectable recovery from Fire; despite a lack of options and general predictability, it grants him significant vertical distance. The low hitstun and knockback, as well as an unpredictable trajectory gives Chef potential edgeguarding capability, and hitting with the pan will lead into gimps offstage.
His grab game is also respectable, despite his unimpressive grabbing range. The resulting trajectories of his throws give him solid chain grabbing and combo potential, and as all his throws look identical, he can perform mindgames on opponents by challenging the player's perception of where they will end up.
Mr. Game & Watch's primary flaw, however, is his awful approach. An awkward dash, mediocre wavedash, and slow, weak tilts on the ground (excluding down tilt) results in him heavily struggling on the ground, causing him to be reliant on dash-dancing and fox-trotting to traverse stages at quick speeds. His tilts are not without their applications of utility, however: forward tilt is a decent spacing tool that can edgeguard and KO at high precents near the edge, while up tilt's lack of ending lag makes it useful for follow-ups and its decent knockback at high precents allows it to KO at high precents and/or near the top blast zone. Nevertheless, their overall utility is completely outclassed by his down tilt. His aerial approach is equally poor; despite above-average falling and air speeds with an average short hop, he has among the worst SHFFLs in the game, primarily due to the fact that his aerials have significant ending lag, and that his neutral, back, and up aerials have the dubious distinction of lacking the ability to be L-cancelled due to a programming error that lists them as special moves.
Another fatal flaw includes his almost non-existent defensive game, which is arguably considered the worst in Melee for a number of reasons; despite a relatively small size and a minimal crouch, he is extremely easy to shield stab due to possessing the smallest maximum shield in Melee because of a coding error. Meanwhile, his remaining defensive capabilities are poor; he is burdened with short, slow rolling dodges and an especially short sidestepping dodge. To make matters worse, his sidestep is widely considered the worst in the entire game; it grants the least amount of intangibility across the entire cast, along with significant ending lag. Due to his slow tilts and smash attacks, along with mostly situational special moves, he also suffers from poor out of shield options.
In addition, Mr. Game & Watch's only means of recovery is Fire, which itself also suffers from being exploited easily; despite its respectable vertical distance and average horizontal distance, Fire is very predictable and easy to read due to its linearity, inviting edgeguarding or edgehogging. Mr. Game & Watch also suffers from a poor disadvantage state due to his vulnerability to combos; his light weight and high periods of hitstun makes him a viable target for combos and juggles, and his light weight also makes him very easy to KO, only making him more vulnerable.
Overall, Mr. Game & Watch is best described as a quintessential glass cannon; his excellent offensive game means the opponent will find it difficult to escape his wrath once he gains the advantage, by collectively racking up damage and easily KOing his opponents. By these same merits, Mr. Game & Watch's almost non-existent defensive game and poor endurance means he is vulnerable to getting finished off as early as he can finish his opponent off, and he himself lacks the ability to easily escape disadvantage due to his fraility.
Version history
NTSC 1.02
- Fixed the Item pickup glitch.
- Bucket and oil from Oil Panic no longer turn invisible upon landing on the ground.
Moveset
For a gallery of Mr. Game & Watch's hitboxes, see here.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | Greenhouse (グリーンハウス) | 3% | Pulls out an insecticide pump and presses on it, shooting a puff of insecticide out. If the button is mashed, Mr. Game & Watch will fire the insecticide repeatedly. Originates from Greenhouse. | |
3% (loop) | ||||
Forward tilt | Lion (ライオン) | 10% | Thrusts a chair forwards. Has a long range, but significant starting lag. Originates from Lion. | |
Up tilt | Flag Man (フラッグマン) | 9% | Pulls out a number one flag and waves it upwards. A good move for juggling. Originates from Flagman. | |
Down tilt | Manhole (マンホール) | 12% (grounded), 9% (aerial) | Flips a manhole cover in front of him. Good vertical knockback, dealing more damage and knockback on a grounded opponent. Valuable combo starter at low percentages, and can KO above 100%. Originates from Manhole. | |
Dash attack | Helmet (ヘルメット) | 9% | Puts on a helmet and charges forwards. Low knockback and sends opponents behind him. Good for racking up damage. Originates from Helmet. | |
Forward smash | Fire Attack (ファイアアタック) | 18% (torch clean), 14% (body clean), 6% (late) | Pulls out a torch and swings it forwards. Very powerful, often KO'ing lightweights at 70%. In terms of knockback (not KO percentage), it is the third most powerful side smash in the game (along with Captain Falcon). Otherwise (due to its diagonal knockback), it is the 11th most powerful side smash in the game. This is Mr. Game & Watch`s most reliable smash attack, as it is faster and stronger than his other two smash attacks. The move lasts for a second after it is executed, where the opponent can still get hit. Originates from Fire Attack. | |
Up smash | Octopus (オクトパス) | 18% | With a diving helmet on, leans backwards, then swings his head forwards. Has some start-up lag but also has high knockback, as well as a long duration. Mr. Game & Watch's head is intangible while the hitboxes are active, however due to a developer oversight his nose lacks intangibility, making the head intangibility useless. Originates from Octopus. | |
Down smash | Vermin (バーミン) | 16% (hammers), 10% (handles) | Pulls out two hammers and swings them down on both of his sides. If the opponent is hit on the tips of the hammers, the opponent is hit upwards with high knockback (sweetspot), but if the enemy is hit with the handles, they are very feebly propelled horizontally. Its power is comparable to Bowser`s down smash. Originates from Vermin. | |
Neutral aerial | Parachute (パラシュート) | 16% | Opens up a parachute. High horizontal knockback (can KO under 125%), but comes with a bit of start-up lag. Its hitbox covers all sides of Mr. Game & Watch. This attack cannot be L-canceled, though its landing lag is rather short (15 frames). Overall the most powerful neutral aerial in Melee and is one the most powerful aerials in the game. Originates from Parachute. This was fused with his recovery, Fire in later games. | |
Forward aerial | Cement Factory (セメントファクトリー) | 16% (clean), 6% (late) | Pulls out a box in front of himself. If the initial hit connects, it has high damage, but only the lingering sourspot hits, the opponent will only receive minor damage with very low knockback. According to the official Melee website, this move originates from Mario's Cement Factory. However, the object looks closer to the boxes from the Game & Watch version of Mario Bros. | |
Back aerial | Turtle Bridge (タートルブリッジ) | 5% (4 hits), 3% (landing) | Thrusts a river turtle backwards, which bites many times. A multi-hitting move, with all hits dealing light knockback. Like his neutral and up aerials, cannot be L-canceled. All hits deal approximately up to 18.65% due to stale move negation. Originates from Turtle Bridge. | |
Up aerial | Spit Ball Sparky (スピットボールスパーキー) | 7% (hit 1), 9% (hit 2) | Blows upwards twice. The second hit has medium knockback. The first hit has knockback growth, which makes it less likely to lead into the second hit at higher percentages. However, the second hit can be landed without the first hit, if timed correctly. Like his neutral and back aerial, cannot be L-canceled. Both hits deal approximately 15.19% if they connect. Originates from Spitball Sparky. | |
Down aerial | Donkey Kong Jr. (ドンキーコングJr.) | 14% (sweetspot), 13% (sourspot), 6% (landing) | 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. Originates from the Game & Watch version of Donkey Kong Jr. | |
Grab | Grab (つかみ) | — | ||
Pummel | Alarm (アラーム) | 3% | Pulls out a bell and hits the opponent with it. Somewhat slow for a pummel. Originates from the Game & Watch's alarm feature. | |
Forward throw | Forward Ball (フォワードボール) | 8% | Juggles the enemy as a ball, then launches the opponent forwards. Originates from Ball. | |
Back throw | Backward Ball (バックワードボール) | 8% | Juggles the enemy as a ball, then launches the opponent backwards. Originates from Ball. | |
Up throw | Vertical Ball (垂直ボール) | 8% | Juggles the enemy as a ball, then launches the opponent upwards. Can chaingrab fastfallers. Originates from Ball. | |
Down throw | Drop Ball (ドロップボール) | 8% | Juggles the enemy as a ball, then launches the opponent a short distance in the air. Can chaingrab fastfallers. Originates from Ball. | |
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
6% | Pulls out a hammer and slams it in front of him, then behind him. Originates from Vermin. | ||
Floor attack (back) Floor getups (back) |
6% | Identical to frontal floor attack, except the back hit comes out slightly faster. Originates from Vermin. | ||
Edge attack (fast) Edge getups (fast) |
6% (body), 8% (bell) | Climbs onto the ledge, and hits forwards with a bell. Strangely, this ledge attack has knockback scaling, so it may be able to KO at extremely high damages, such as 300%. | ||
Edge attack (slow) Edge getups (slow) |
6% (body), 8% (bell) | Same as above, but slower. This attack also has knockback scaling. | ||
Neutral special | Chef | 5% (pan), 4% (sausage) | Mr. Game & Watch's main projectile. Pulls out a frying pan and tosses sausages, which fly erratically through the air. The sausages do low amounts of damage, but they can be used to deter angled attacks. Can toss up to 5 sausages at a time. If an opponent touches the pan, the attack will deal extra fire damage. | |
Side special | Judgment | 2-32% (Varies) | Attacks with his hammer and holds up a digital display with a random number on it. Effects change depending on the number shown. | |
Up special | Fire | 6% | Jumps upwards off a trampoline. | |
Down special | Oil Panic | 12%+ (1.5x +5 multiplier) | Pull out a bucket in front of himself. The bucket can absorb up to three energy-based projectiles, which then turns into a powerful counterattack that can one-hit KO opponents depending on which projectile gets absorbed. |
Number | Damage | Description |
---|---|---|
#1 | 2% | A weak hit with no knockback. Causes 12% recoil damage. |
#2 | 4% | Has very weak knockback. |
#3 | 6% | Another weak knockback attack, although this one causes significant shield damage. Opponents are launched backwards towards Mr. Game & Watch. |
#4 | 8% | A slashing attack that launches foes diagonally forward. |
#5 | 3% (hits 1-4) | An electric attack that hits multiple times. Deals approximately up to 11.19% if all hits connect. |
#6 | 12% | A flame attack that semi-spikes. Has the second strongest knockback of all Judgment attacks. |
#7 | 14% | A moderate knockback attack that produces food if it hits a foe. |
#8 | 4% | A freezing attack with low knockback. |
#9 | 32% | A very, very high knockback attack that was designed to be similar to the home-run bat. While this attack is not a OHKO move, it can KO foes with single digit damages. The attack does, however, have a smaller hitbox. |
Stats
NTSC
Stats | Weight | Dash speed | Walk speed | Traction | Air friction | Air speed | Air acceleration | Gravity | Falling speed | Jumpsquat | Jump height | Double jump height |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Value | 60 | 1.5 – Initial dash 1.5 – Run |
1.1 | 0.06 | 0.016 | 1 | 0.02 – Base 0.03 – Additional |
0.095 | 1.7 – Base 2.3 – Fast-fall |
4 | 29 - Base 11.025 - Short hop |
26.7 |
PAL
Stats | Weight | Dash speed | Walk speed | Traction | Air friction | Air speed | Air acceleration | Gravity | Falling speed | Jumpsquat | Jump height | Double jump height |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Value | 60 | 1.5 – Initial dash 1.5 – Run |
1.1 | 0.06 | 0.016 | 1 | 0.02 – Base 0.03 – Additional |
0.095 | 1.7 – Base 2.3 – Fast-fall |
4 | 29 - Base 11.025 - Short hop |
26.7 |
Announcer call
Taunt
- Leans forward and rings his bell in front of him.
Idle pose
- Looks back with an opened mouth.
File:Mr. Game & Watch Idle Pose Melee.png |
---|
Crowd cheer
English | Japanese | |
---|---|---|
Cheer | File:Mr. Game & Watch Cheer NTSC Melee.ogg | File:Mr. Game & Watch Cheer JP Melee.ogg |
Description | Game-And-Watch! | Game-Watch! |
Pitch | Group chant | Male |
Victory poses
- Rings his bell to the right, then to the left, then faces the right.
- Bows to the right, then to the left.
- Jumps in the air twice.
In competitive play
Most historically significant players
- See also: Category:Mr. Game & Watch players (SSBM)
- DireOnFire - An old-school Mr. Game & Watch player from the Golden Age; he retired from Melee, and later reappeared in the Smash 4 and Ultimate scenes. Placed 9th at Cataclysm 3 and EVO East.
- Kuya - Co-mains Mr. Game & Watch with Link. Considered to be the current best Mr. Game & Watch player in the world. Placed 17th at DreamHack Atlanta 2019 and CEO Dreamland 2020. Currently Power Ranked 15th in the Florida Power Rankings.
- Qerb - Considered to be the best Mr. Game & Watch player in the world prior to hiatus from competition. Placed 17th at Get On My Level 2019, 25th at Pound 2019, and 33rd at Super Smash Con 2019 with wins over La Luna, SloX, Cool Lime, and htwa; Qerb was also ranked as an honorable mention on the MPGR 2019, the only Mr. Game & Watch player to receive such a distinction on a global ranking.
- Snap - Old-school player from 2005 who returned to competition in 2019, co-mains Mr. Game & Watch with Fox. Placed 17th at DreamHack Montreal 2019 and 33rd at Mainstage with both Fox and Mr. Game & Watch.
- Squeachu - Widely considered the best Mr. Game & Watch player in Europe. Placed 1st at Storm, 7th at Myth, 9th at Short Hop Pear 5, and 25th at Valhalla Online. Currently ranked 8th on the United Kingdom Power Rankings, with notable wins over Skerzo, Fat Tino, and abbe.
Tier placement and history
Mr. Game & Watch has historically been considered to be a poor character in competitive play, with negative traits ranging from poor endurance, susceptibility to chain grabs and various KO setups (despite his light weight), inconsistent approaching options, laggy overall moveset, and the inability to L-cancel some of his aerials. While a small group of smashers discovered that Mr. Game & Watch had potential, such as his raw power and strong punish game that allowed for flashy combos, his flaws and bad matchups have hindered such showings at the highest levels of play. As a result of his flaws, he has consistently remained in the lower ends of tiers, failing to make significant rises.
In recent years, however, Qerb has been noticeably successful with him, placing well in many major tournament series such as Super Smash Con as the sole representative of his character. Qerb achieved an honorable mention in the 2019 MPGR, indicating that he was considered close to Top 100 level even with a low-tiered character. Since many of the characters around Mr. Game & Watch on the tier list, such as Link and Donkey Kong, do not have many comparisons to contend with Qerb's level of results, some argue that he deserves to be placed slightly higher than his current rank. Other players such as Mew2King disagree, believing that his theoretical potential and matchup spread are still much worse than those characters. As it stands, however, he is generally agreed to be a low-tiered character who still possesses significant difficulty contending against many matchups. With a noticeable rise in Game & Watch players, as well as his metagame still being developed, he currently ranks 19th in the current tier list.
In 1-P Mode
In Classic Mode
Mr. Game & Watch can appear as an ally in the team battle and the giant battle. However, he only appears as an opponent in the multi-character battle, where he is fought on Flat Zone.
In Adventure Mode
Adventure Mode makes no concessions to Mr. Game & Watch when he is unlocked.
In All-Star Mode
In All-Star Mode, Mr. Game & Watch appears as the final character the player fights against; his battle is the only one guaranteed to occur at the end, and he does not ally with any other character. The player must fight against a team of twenty-five Mr. Game & Watches, five at a time, on Flat Zone. Defeating all of them allows the player to complete the mode.
In Event Matches
Mr. Game & Watch appears in the following event matches:
- Event 40: All-Star Match 4: Mr. Game & Watch is the last opponent fought in this series of staged battles. The selected character battles him on the Flat Zone stage with a stock of 2 while Mr. Game & Watch has 1. With a timer of four minutes, the player must defeat him and the other four characters one-by-one with the overall time and damage: Marth, Luigi, Jigglypuff, and Mewtwo.
- Event 45: Game & Watch Forever!: Mr. Game & Watch is the player's character, going up against twenty five other Mr. Game & Watches, similar to the final battle of All-Star Mode. However, the player's Mr. Game & Watch, while having three lives, is also light, allowing him to be KO'd easily.
Ending images
Trophies
In addition to the normal trophy about Mr. Game & Watch as a character, there are two trophies about him as a fighter that are unlocked by completing the Adventure and All-Star modes on any difficulty with Mr. Game & Watch.
- Mr. Game & Watch
- First appearing in 1980, the Game & Watch series is the father of all portable liquid crystal games. The main character is simple and monochrome but has a timeless individuality. There are 39 different games in the series and they've sold over 43 million units worldwide. Pictured at left is the particularly popular Fire model.
- Game & Watch (1980)
- Mr. Game & Watch SMASH
- A resident of a totally flat world, Mr. Game & Watch's frame-by-frame movement is distinctive. His image is known far and wide, and respected by gamers everywhere. In Super Smash Bros. Melee, he hurls sausages with his Chef technique. The random strength of his Judgment is determined by the number displayed; food appears on lucky 7.
- B: Chef
- Smash B: Judgment
- B: Chef
- Smash B: Judge
- Mr. Game & Watch SMASH
- A man of great stature in the world of Nintendo characters, Mr. Game & Watch is a comparatively light fellow and doesn't feature many powerful attacks. When he's in danger of falling, Fire calls out a rescue brigade to send him skyward once more. He can also catch missile weapons with Oil Panic; once he's caught three, he can dump the bucket on his foes.
- Up & B: Fire
- Down & B: Oil Panic
Alternate costumes
Gallery
Using his neutral attack on Green Greens.
Using his dash attack on Yoshi's Island.
Using his forward tilt on Temple.
Using his down tilt on Princess Peach's Castle.
Using his forward smash on Green Greens.
Using his up smash on Yoshi's Island.
Using his down smash on Princess Peach's Castle.
Using his neutral aerial on Corneria.
Using his forward aerial on Princess Peach's Castle.
Using his back aerial on Green Greens.
Using his up aerial on Yoshi's Island.
Using his down aerial on Temple.
Using Chef on Temple.
Using Judgment 7 on Corneria.
Using Fire on Princess Peach's Castle.
Using Oil Panic on Yoshi's Island.
Using Judgment 6 on Fox on Temple.
Using Oil Panic on Pikachu's Thunder Jolt on Pokémon Stadium.
Multiple Mr. Game & Watches on Flat Zone.
Trivia
- Mr. Game & Watch, along with Roy, Donkey Kong and Pichu, are the only characters in Melee to have an attack that causes recoil damage. Kirby also counts, if he copies Roy's or Pichu's neutral special moves.
- Mr. Game & Watch's and Jigglypuff's "head sprites" are the only ones to show their entire bodies. Melee also marks the only time Mr. Game & Watch's head sprite shows his whole body. Starting with Brawl, his head sprite only shows just his head.
- Melee reads Mr. Game & Watch's neutral, back, and up aerials as special moves, not as aerial attacks; this explains why they cannot be L-canceled. This error was fixed in Brawl.
- Despite his animations looking like 2D sprites, Mr. Game & Watch actually uses a fully-rendered 3D model, with the values for the z-axis set to zero, thus flattening him (the same method which flattens other characters on Flat Zone.) Mr. Game & Watch's dimensions can best be seen when he's turning while using a Hammer or when he is being grabbed and pummeled.
- However, even when he does appear to be 3D, he is still flattened out, and moving the camera will not give the player a three-dimensional view of him.
- Mr. Game & Watch, Captain Falcon and Young Link are the only characters in Melee that don't finish their defeat noises upon being KO'd horizontally or falling.
- Despite not being a clone, Mr. Game & Watch curiously shares many movement attributes with Mario, namely walking speed, falling speed, fast falling speed, traction, and gravity.
- Coincidentally, multiple Game & Watch games such as Donkey Kong; Mario Bros.; and Mario's Cement Factory featured Mario in a form more closely resembling Mr. Game & Watch, and the Game & Watch Gallery series featured alternate versions of classic Game & Watch games with Mario characters.
- Mr. Game & Watch is the only unlockable character in Melee who has four, rather than three, unlock methods.
- This is the only game where Mr. Game & Watch's down tilt is rendered in 2D instead of 3D.
- Mr. Game & Watch is the only character to use their default color in All Star, as well as the only character to use their default color in their Smash Blue trophy.
External links
- Mr. Game & Watch's page at Smabura-Ken
- Mr. Game & Watch's moveset page at Smabura-Ken
- Translation
- Moveset Translation
- Nintendorks' page on Mr. Game & Watch (archive)
Fighters in Super Smash Bros. Melee | |
---|---|
Veterans | Captain Falcon · Donkey Kong · Fox · Jigglypuff · Kirby · Link · Luigi · Mario · Ness · Pikachu · Samus · Yoshi |
Newcomers | Bowser · Dr. Mario · Falco · Ganondorf · Ice Climbers · Marth · Mewtwo · Mr. Game & Watch · Peach · Pichu · Roy · Young Link · Zelda (Sheik) |
Game & Watch universe | |
---|---|
Fighter | Mr. Game & Watch (SSBM · SSBB · SSB4 · SSBU) |
Stages | Flat Zone · Flat Zone 2 · Flat Zone X |
Trophies, Stickers and Spirits | Trophies (SSBM · SSBB · SSB4) · Stickers · Spirits |
Music | Flat Zone · Flat Zone 2 |