Mr. Game & Watch (SSBU)
Mr. Game & Watch in Super Smash Bros. Ultimate | |
---|---|
Universe | Game & Watch |
Other playable appearances | in Melee in Brawl in SSB4 |
Availability | Unlockable |
Final Smash | Octopus |
“ | When using his side special, Judge, this fighter pulls out a hammer and the numbers 1-9 are displayed. If you pull off a 9 attack, it will really knock the opponent back. His Final Smash turns him into an octopus that can pull opponents off the stage! | ” |
—Super Smash Blog, Super Smash Bros. Ultimate Official Site |
Mr. Game & Watch (Mr.ゲーム&ウォッチ, Mr. Game & Watch) is a playable character in Super Smash Bros. Ultimate. He was confirmed on June 12th, 2018. Mr. Game & Watch is classified as fighter #26.
As in his Smash 4 incarnation, Mr. game & watch reuses his sound effects from Brawl for Ultimate.
How to unlock
Complete one of the following:
- Play VS. matches, with Mr. Game & Watch being the 52nd character to be unlocked.
- Clear Classic Mode with Pikachu or any character in its unlock tree, being the 6th character unlocked after Isabelle.
- Have Mr. Game & Watch join the player's party in World of Light.
With the exception of the third method, Mr. Game & Watch must then be defeated on Flat Zone X.
Attributes
Mr. Game and Watch is a short, lightweight character that has some typical attributes of characters in his weight class. He has fast air speed, a small size, and a very low crouch that allows him to evade many attacks like Marth and Lucina's Shield Breaker and Simon's forward tilt. However, he has fairly average walking and running speeds.
Unlike most other lightweights, Mr. Game and Watch possesses attacks with large disjointed hitboxes and has very powerful KO options. All of his smash attacks have very high power and low lag throughout, with each of them possessing unique attributes. Forward smash is among the strongest in the game if sweetspotted while having low endlag and good range. Its sweetspot is also safe on shield. Up smash is also very strong, and comes with full body invincibility during and after its duration. While it has slow startup, it has minimal endlag and is completely safe on shield. Down smash sends opponents at an awkward semi-spike angle offstage, while its sweetspot buries opponents long enough to lead into a forward smash. It also has a very large hitbox, allowing it to easily 2-frame many recoveries. Like his other smash attacks, down smash is safe on shield when spaced properly. This is arguably the best down smash in the game, as it burries, 2-frames, has fast startup, semi-spikes, and is safe on shield, Overall, Mr. Game and Watch possesses a excellent set of smash attacks
Outside of his smash attacks, Mr. Game and Watch's other moves have strong KOing potential. Forward tilt comes out quickly, has a lingering hitbox, and kills under 120% by the ledge. Down tilt lowers Mr. Game and Watch's hurtbox to match his crouch, allowing him to whiff-punish certain attacks. It also possesses high power and semi-spikes opponents offstage, leading to edgeguards and killing outright at 100%. His new forward aerial's explosion kills opponents at 115% by the ledge, while his down aerial has been strengthened to become a viable kill move around 130%. Similarly, his back aerial now sends at a flatter angle, and the final hit possesses enough power to kill at 100% by the ledge. Oil Panic is a potent combo finisher with practically instantaneous startup lag, with its fairly large hitbox coming out on just frame 2, as well as extreme knockback that can kill at single digit percents when at max power. Compared to most characters and even compared to his previous iterations, Mr. Game and Watch possesses very strong KOing power.
Mr. Game and Watch also has a very potent combo and juggling game. Down throw combos into Oil Panic, Judge, and neutral air at low percentages. Chef can deal massive damage if multiple 'food' items hit, allowing it to get around 30-40% off of a single edgeguard. The pan also hits opponents into the stream of meat. Not only does Chef deal massive damage, but landing the move allows Mr. Game and Watch to follow up with a grab, forward aerial, forward tilt, or dash attack. Up tilt, though having worse range, deals high damage and combos into neutral aerial and Judge at low percentages. Once Mr. Game and Watch has his opponents above him, he can juggle them for massive damage using his up and neutral aerials. All in all, Mr. Game and Watch's strong KO power is also paired with highly damaging combos and juggles.
Lastly, Mr. Game and Watch possesses a fantastic recovery option, as well as large, disjointed aerials. This means that he is a formidable edgeguarder and is extremely hard to gimp himself. His up special, Fire, has frame 3 startup, invincibility in its early frames, and a strong upwards hitbox. This makes it deadly, as it can stage spike unwary opponents while also easily gimping characters with poor recoveries, like Chrom. It is also an extremely useful combo breaker and out-of-shield option due to its fast startup and invincibility. His back air, Turtle Bridge, is a large and disjointed multi-hit move that has high knockback at the final hit. Its large disjoint beats out a lot of recoveries that have hitboxes, and the multi-hit nature of the move makes it hard to tech for stage spikes and often drags opponents stuck in the move closer to the blast zone. For many characters, getting hit with Turtle Bridge is often fatal offstage. On the ledge, Chef punishes ledge hangers and covers getup attack and rolls (hit by the pan), forcing opponents to jump. This can easily allow Mr. Game and Watch to follow up with neutral aerial and force the opponent back offstage. His new forward aerial can be comboed into with Chef and has strong KO potential on its own. Overall, Mr. Game and Watch is extremely deadly off the level and at the ledge to all characters.
Despite these strengths, Mr. Game and Watch possesses very large weaknesses. He is tied with Squirtle being the third lightest character in the game, which makes his horizontal and vertical endurance terrible. In addition, despite having disjointed hitboxes, his overall range is mediocre. This is worsened by the fact that many of his disjointed moves like down tilt, up tilt, and forward smash have subpar range for a disjoint. This makes characters like Ike and Cloud able to easily keep Mr. Game and Watch at arm's length. Also, while his new forward air possesses more damage and knockback, it has very low priority, so any move can hit the bomb and make it disappear. This makes it unsuitable for approaching and forces Mr. Game and Watch to approach with his back air instead. It also a much more situational move in general, due to its higher lag and delayed hitbox, as the bomb will only explode upon touching the ground or waiting for half a second. Also, none of his aerials can autocancel in a short hop and he lacks effective out of shield options outside of Fire. Due to this, he has a lackluster neutral game and a poor approach. His grab and throw game is below average: his down throw is his only throw that can KO below 200%, and it has lost its combo potential beyond low percents, while his other throws are not good for KOing or combos. He also has a poor defensive game, possessing slow and short-reaching spotdodges and rolls.
All in all, Mr. Game and Watch is a very powerful glass cannon. He possesses extremely high damage output and powerful KO options while being very vulnerable himself.
Changes from Super Smash Bros. 4
Mr. Game and Watch, in a similar fashion to Link, has received a major overhaul in his moveset that goes beyond changes to aesthetic appearances; a majority of his moves have been altered in range, damage, knockback, lag, or have been completely reworked altogether. As a result, Mr. Game and Watch has undergone a plethora of buffs and nerfs in his transition to Ultimate - arguably more than any other returning veteran - but has been considerably buffed overall.
Mr. Game and Watch's KO potential has been improved. A majority of his regular moves, including forward tilt and down tilt, have much stronger knockback, with the latter now capable of KOing as early as 100%. The ability to run cancel improves the utility of these attacks further, and now gives Mr. Game and Watch quick KO options he didn't have access to SSB4. To further add to this, his smash attacks are stronger as well. Down smash was significantly improved as it now has much less start-up lag and is also capable of burying opponents when sweetspotted. This can lead to a forward smash for early guarantee KO setups. Forward smash also has improved knockback, and is easier to sweetspot, making it a more potent punishing move. Lastly, up smash has increased knockback scaling, a longer duration, and now has Mr. Game and Watch completely invincible during the attack. Mr. Game and Watch has gained a new forward aerial: an attack in which he drops a bomb in front of him, a move that seems to be based off of either Mario's Bombs Away, Bomb Sweeper, or Safebuster, all of which featured similar bombs. Compared to his old aerial, the move's explosion has stronger knockback and damage output, making it a better KO move than his old forward aerial.
Mr. Game and Watch's edgeguarding potential has also been buffed considerably. Back aerial and down aerial are stronger, leading them to become stronger options to punish opponents who are offstage. Chef's trajectory can now be controlled, which makes it easier to catch opponents who are trying to reach for the ledge and is now more effective keeping control of neutral. Lastly, Mr. Game and Watch's new forward aerial's explosion can cover the entire ledge of a stage, making it a more potent option than his old forward aerial.
Additionally, Mr. Game and Watch now possesses stronger OoS options and juggling tools. Changes to neutral aerial's landing lag and lingering hitboxes allow it to catch opponents above him more effectively, and can even it allow it to combo into itself at lower percents. Mr. Game and Watch has gained a new up air, in which he shoots a projectile upwards in the form of a single puff, functioning very similarly to Mega Man's up air. This projectile has much more vertical range than his old up air, and is more reliable for keeping opponents trapped in it, improving its juggling potential considerably. Fire now has a frame 3 hitbox that replaces its windbox from SSB4; it launches opponent directly upwards, and can even be followed up with a neutral aerial or up aerial to keep opponents in the air for even longer. Because of this, it is now regarded as one of the best out-of-shield options in the entire game.
Mr. Game and Watch's attacks have increased utility overall: Mr. Game and Watch's new forward aerial possesses more versatility than his old forward aerial; it can be used as a combo starter, a shield pressuring tool, and a landing option, as it is much safer on block in comparison. Neutral aerial's landing weak hits can now be used as a KO confirm at higher percents (particularly into down tilt), forward tilt has a much longer duration, making it an effective option for both 2-framing and spotdodging, and up tilt's hits connect into each other much more reliably, improving its consistency and combo potential. Mr. Game and Watch now sports a much more disjointed dash and pivot grab, giving it effective reach. Lastly, Oil Panic can now reflect physical projectiles in addition to absorbing energy-based projectiles, and Judge's numbers 5, 7, 8, and 9 have improved.
However, Mr. Game and Watch has received notable nerfs. His two most potent strengths from SSB4 - his up smash and down throw setups - have been toned down considerably. Down throw now deals much more knockback, removing its follow-up potential at higher percents; compounded with the changes to his up aerial, which has lost all of its KO potential, this effectively removes his strong (though inconsistent) down-throw-to-up-aerial KO confirm from SSB4, dubbed the "Toot Toot". Despite the start-up reduction to up smash, it has lost all of its invincibility frames during the move's start-up, making it much less effective as an anti-air, and allows opponents to challenge it easier. While his new forward aerial possesses more utility than his old forward aerial, it has much weaker priority to the point that the bomb disappears if it gets hit and the hitbox does not completely cover it, making it a riskier option to challenge opponents in the air with. Additionally, many of Mr. Game and Watch's new animations have resulted in hitbox reductions for several of his attacks, including forward tilt, up aerial, up tilt, and most notably, his down tilt, the latter of which is now incapable of hitting aerial opponents altogether. This reduces Mr. Game and Watch's deceptive reach, and requires him to be closer towards opponents more often than before. Judge's number 9 is also less effective since instead of not having SDI at all, it now has a double SDI multiplier, which combined with its high hitlag makes it much easier to escape and reduces its effectiveness for early KOs. Lastly, despite his improvements, Mr. Game and Watch retains some of the same issues from his SSB4 counterpart, notably his poor endurance, limited reach outside of back aerial, and a lack of reliable approach options, with the buffs to his neutral aerial and Chef failing to fully address this issue.
Overall, while Mr. Game and Watch generally retains much of his bait-and-punish playstyle from SSB4, the adjustments and increased utility he received to several of his attacks have led him to become more of a jack-of-all-trades type of character. Though competitive reception of Mr. Game and Watch was initially negative (with ZeRo in particular highlighting Mr. Game and Watch as the 2nd worst character in the game), he has shown strong success in the tournament scene thanks to the efforts of players including Maister, Regi, Notty, and Extra. Maister in particular has defeated top level players such as ESAM, MVD, yeti, Abadango, Glutonny, VoiD and Light. This is while placing 1st at Combo Breaker 2019, 3rd at Full Bloom 5, 3rd at Smash Factor 8, 17th at EVO 2019, and 5th at Super Smash Con 2019 and Port Priority 5. This has garnered Mr. Game and Watch a significantly more positive competitive reception overall, where players such as Leffen, Dabuz, Cosmos, Armada, and VoiD now regard him as a solid high tier character. Notably, ZeRo also views him as a high tier character, indicating that Mr. Game and Watch was better than first realized. All in all, Mr. Game and Watch is considered to fare better than both his SSB4 and Melee counterparts, and is even arguably superior to his Brawl counterpart, arguably making this incarnation his best iteration in the series yet.
Aesthetics
- Mr. Game & Watch's base model is unaltered from the previous installment; however, the following moves temporarily alter his appearance to resemble the characters from the Game & Watch games they are based on:
- Like in Melee, Mr. Game & Watch now makes a noise when getting KOed, and he also has a new sound for getting Star KOed. Both use the sound of his up and side taunts.
- Mr. Game & Watch's walking animation has been changed; now looking less flippant.
- Mr. Game & Watch has a new victory animation where he juggles balls using his appearance from Ball. This replaces the victory pose where he jumps up and down.
- Mr. Game & Watch's mouth is open during his clapping animation, similar to his Melee appearance.
Attributes
- Due to the universal buff to all characters, Mr. Game & Watch's jumpsquat animation now takes three frames to complete (down from 5).
- Mr. Game & Watch dashes faster (1.5264 → 1.679).
- Mr. Game & Watch's initial dash is significantly faster (1.5 → 1.98).
- Mr. Game & Watch walks slightly faster (1.1242 → 1.18).
- Mr. Game and Watch's traction has been significantly increased (0.06 → 0.131), now tied for the 5th highest in the entire game.
- Mr. Game & Watch's air speed is slightly higher (1.12 → 1.176).
- Spotdodge has slightly increased start-up lag (frames 2-16 → 3-17).
- Forward roll has slightly more endlag (FAF 30 → 31), and a shorter duration (frames 4-16 → 4-15).
- Backward roll has more endlag (FAF 30 → 36), slightly increased start-up lag, and a shorter duration (frames 4-16 → 5-16).
- Neutral air dodge has slightly increased start-up lag (frame 2 → 3) and significantly increased endlag (FAF 32 → 60).
- Neutral air dodge has a slightly longer duration (frames 2-26 → 3-28).
- Neutral air dodge has less landing lag (22 → 10 frames).
- The re-introduction of directional airdodges improves Mr. Game and Watch's recovery, as he can airdodge after using Fire to gain slightly more distance.
- Mr. Game and Watch now has his hurtbox modeled to match the new animation changes made to his attacks. This increases his hurtbox size for some of his attacks (notably Chef and up tilt), but reduces his hurtbox size for some of his other attacks (notably down tilt and neutral attack).
Ground attacks
- Neutral attack
- Neutral attack no longer pushes Mr. Game & Watch as far back as previously.
- Neutral attack can now jab reset.
- Neutral attack can now true combo into Fire at higher percents due to the latter's added frame 3 hitbox.
- Rapid Jab Finisher deals more damage (2% → 3%), without full compensation to the knockback (180 scaling → 160).
- Rapid Jab Finisher has a slightly bigger hitbox (5.5u/4.0u → 6.0u/4.0u).
- Rapid Jab Finisher's farthest hitbox has been moved upward (Y offset: 8.5u → 9.5u), improving its vertical range.
- Rapid jab's infinite hits have a reduced SDI multiplier (1x → 0.8x), use the Sakurai angle (70° → 361°), and inflict an additional 4 frames of hitstun, making it harder to escape from.
- Rapid jab's infinite hits have gained a shieldstun multiplier of 10×, improving its shield pressure.
- Rapid jab's infinite hits deal less damage (1% → 0.8%).
- Rapid Jab Finisher has considerably more endlag (FAF 24 → 35).
- Neutral attacks' first hit and rapid Jab's infinite hits have increased hitlag multipliers (1× → 1.5× (neutral attack 1), 0.5× → 0.7× (rapid jab)), giving opponents more time to SDI each hit.
- Neutral attack's first hit has smaller hitboxes, with its body hitbox removed altogether (5u/4u/3u → 3.8u/4.3u).
- Forward tilt:
- Forward tilt deals more damage (10%(clean chair)/9%(clean body)/4%(late) → 12%/10%/6%) with knockback only partially compensated on the clean chair (100 scaling → 96), improving its KO potential.
- The late hit has significantly increased knockback scaling (100 → 120 (against aerial opponents), 100 → 135 (against grounded opponents)).
- Forward tilt has reduced startup lag (frame 10 → 8).
- Forward tilt has a longer duration (frames 10 (clean)/11-17 (late) → 8-9/10-20).
- Forward tilt's hitboxes are smaller (4.8u → 4u (clean chair), 4u → 3.5u (clean body), 4.5u/3.5u → 3.3u/2.8u (late)) and have altered hitbox placements (Z offset: 16u/5u → 15u/7u, Y offset: 4u/4u → 4.5u/4u) and stretch offsets (Z2 offset: 16u/12u → 15u/7u, Y2 offset: 7u/4u → 6.5u/4u). This generally reduces its range overall.
- Up tilt:
- Up tilt has intangibility on both hands.
- Up tilt has less endlag (FAF 36 → 34).
- Up tilt's first hit now has weight independent set knockback (20 base/ 125/127 scaling → 60/80 set/100 scaling) and launches opponents into the second hit (100°/115° → 170°/145°), allowing it to connect into the second hit much more reliably.
- Up tilt's second hit launches at a more favorable angle for combos (115° → 75°).
- Up tilt's second hit deals altered knockback (30 base/127 scaling → 50/117), improving its KO potential overall.
- Up tilt's flags have smaller hitboxes (5.5u → 4.5u).
- Up tilt has Flag 1 and Flag 2 appear on each side of Mr. Game & Watch instead of above. While this increases its horizontal range, it effectively removes any anti-air potential it had.
- Down tilt:
- Down tilt has increased base knockback (40 → 45) and deals more damage (6% → 9%) without full compensation for its knockback scaling (125 → 112), drastically increasing its knockback to a point where it's now the strongest down tilt in the game.
- Down tilt has increased endlag (FAF 40 → 43).
- Down tilt has a shorter duration (frames 6-11 → 6-8).
- Down tilt's windbox has been removed. This disallows for juggling with windboxes, and potential recovery interruptions (such as when used against Ike's Quick Draw).
- It can no longer hit aerial opponents.
- Down tilt's hitbox has been replaced with two smaller ones (2.5u → 1.2u/1.2u), and have altered hitbox placements (Z offset: 12u → 6.7u, Y offset: 1.4u → 2.1u/9.3u) and stretch offsets (Z2 offset: 18u → 17u).
- This improves its coverage in front of Mr. Game and Watch, now partially covering his body.
- It has slightly less range and Mr. Game and Watch leans in much further during the attack, giving it a much less favorable disjoint overall.
- Smash attacks:
- Due to Mr. Game & Watch not being animated while charging his smash attacks, the new smash attack charging mechanics make it difficult to tell when they are fully charged.
- Forward smash:
- Forward smash's sweetspot deals altered knockback (48 base/91 scaling → 46/97) and launches at a lower angle (52° → 48°), improving its KO potential.
- Forward smash has gained an additional sweetspot hitbox in between the sourspot and sweetspot (5.3u → 2.9u/5.3u), while the sourspot has been slightly reduced to compensate (3.0u → 2.6u).
- Forward smash's sourspot has slightly less base knockback (44 → 42).
- Forward smash's sourspots and sweetspots have been moved closer to Mr. Game and Watch (Z offset: 11.0u → 7.8u (sourspot), 17.0u → 16.0u (sweetspot)) and upwards (Y offset: 3.5u → 5.3u (sourspot), 7.2u → 7.8u (sweetspot)).
- This increases its vertical range and Mr. Game and Watch doesn't lean in as much, giving it a more favorable disjoint.
- Sourspot's pushed back hitbox, coupled with the newly added sweetspot hitbox, makes the sweetspot much easier to land.
- This also slightly reduces the horizontal range of the sweetspot.
- Up smash:
- Up smash has less startup lag (frame 24 → 21).
- Up smash has a longer duration (frames 24-25 → 21-25), much like its Brawl iteration.
- Up smash's invincibility frames now cover Mr. Game and Watch's entire body.
- Up smash's knockback scaling has been increased (93 → 98), improving its KO potential.
- Up smash's invincibility frames have now been changed from before attacking, to during the active attack frames (frames 4-25 → 21-25), noticeably hindering its effectiveness as an anti-air option.
- Up smash has altered hitbox placements (Y offset: 12u → 9.5u, Z offset: -3u → -6u) and stretch offsets (Y2 offset: 10u → 8u, Z2 offset: 6u → 5.5u). This noticeably reduces its vertical range, but it also noticeably increases its horizontal range, especially behind Mr. Game and Watch.
- Mr. Game & Watch faces away from the camera when using his up smash to the left.
- Down smash:
- Down smash now has the ability to bury opponents if the move is sweetspotted.
- Down smash's sourspot has significantly more knockback scaling (65 → 80).
- Down smash has less startup lag (frame 15 → 12), and less endlag (FAF 42 → 38).
- Down smash's sweetspots have been moved farther from Mr. Game and Watch (Z offset: 12.0u/-12.0u → 14u/-14u) and now use stretch offsets (Z2 offset: 14u/-14u → 12.2u/-12.2u), increasing the horizontal range of the sweetspots and making them easier to land.
- Down smash's sweetspots are smaller (5u → 4.5u), slightly reducing its vertical range.
- Dash attack:
- Dash attack's hitboxes have been moved closer to Mr. Game and Watch (Z offset: 6.0u/6.0u → 5.0u/5.0u), reducing its horizontal range.
Aerial attacks
- Neutral aerial, back aerial, and down aerial have less landing lag (12 → 7 frames (neutral), 19 → 18 frames (back), 28 → 22 frames (down)).
- Neutral aerial:
- All of neutral aerial's hits have significantly longer durations (frames 7/12/17/22 → 7-10/12-15/17-20/22-23), much like its Brawl iteration.
- It auto-cancels earlier (frame 44 → 42).
- Neutral aerial has a slightly reduced hitlag multiplier (1x → 0.8x), making it harder to escape from.
- Neutral aerial's multihits launch at different angles (160°/160°/90° → 165°/165°/367°/105° (hit 1), 160°/160°/90° → 160°/150°/367°/105° (hit 2), 160°/160°/90° → 145°/140°/120°/120° (hit 3)), and all of its hitboxes now deal weight-independent set knockback (30/30/0 → 30/30/30/45 (hit 1), 30/30/0 → 30/30/20/20 (hit 2), 30/30/0 → 30/30/15/15 (hit 3)), improving its linking ability and preventing opponents from falling out of the hits at higher percents.
- Neutral aerial's reduced landing lag allows the landing multihits to set-up up for many attacks, including down tilt and forward tilt at KO percents.
- The final hit's largest hitbox is slightly larger (7u → 7.5u), and all of the move's hitboxes except the first two fish hitboxes use Z stretch and/or Y stretch offsets, increasing the range of each hitbox.
- Neutral aerial's multihits deal less damage (5% (hit 1)/4% (hit 2)/4%(hit 3)/4% (hit 4)/17% (overall) → 3%/3%/3%/4%/13%).
- The final hit has an increased hitlag multiplier (1× → 2×).
- Every hit except the final hit has had their large hitbox replaced with two smaller ones (5u → 2.5u/2.5u (hit 1), 5u → 3u/3u (hits 2-3)).
- Forward aerial:
- Mr. Game & Watch has a new forward aerial (potentially based on Mario's Bombs Away, Safebuster, or Bomb Sweeper) in which he holds a bomb in front of him and drops it downward shortly after execution. Uniquely, once activating the move, the previously mentioned bomb is used as a projectile, as it is sent directly downwards, exploding on a half a second afterwards or when it hits the stage. The bomb does not explode upon hitting an opponent, and any attack that hits it will cause it to disappear.
- New forward aerial deals more damage when both hits connect (11.5% → 15%).
- Forward aerial's explosion on its own deals more damage (11.5% → 12%) and has significantly more knockback scaling (86 → 101), improving its KO potential.
- Forward aerial has increased vertical range below Mr. Game and Watch.
- Forward aerial's delayed explosion significantly improves its safety as a landing option against shielding opponents and improves its combo potential.
- Because forward aerial works more like a projectile, its reliability as a poking tool has been improved overall.
- Forward aerial's explosion has a much bigger hitbox (5.5u → 10u).
- Forward aerial has increased landing lag (15 frames → 17) and endlag (FAF 45 → 48).
- Its initial auto-cancel window has been removed.
- Forward aerial's bomb has a much smaller hitbox (5.5u → 2u), noticeably smaller than the actual bomb itself.
- The bomb's weaker priority renders Mr. Game and Watch completely invulnerable if it disappears or if its hitboxes cease, making the move significantly more punishable and much worse for approaching as a result.
- Both the bomb and explosion have a much shorter duration (frames 10-25 → 10-13 (bomb), 44-45 (explosion)), significantly hindering the move's offstage capability.
- The explosion launches at a higher angle (361° → 45°) that is less effective for edgeguarding.
- Forward aerial's bomb hit deals less hitlag (1× → 0.5×).
- Back aerial:
- Back aerial's landing hit launches at a more horizontal angle (68° → 58°). While he can no longer link another back aerial, sending targets into an edgeguarding scenario is now easier.
- All the multihits' hitboxes use an autolink angle (366°/25° → 367°/367°) and only have knockbacking scaling (30 base/40 scaling → 0/100, 40 set/100 scaling → 0/100), improving its linking ability overall.
- Back aerial's final hit has more knockback scaling (170 → 185), improving its KO potential.
- Back aerial's multihits have a reduced hitlag multiplier (1.5× → 0.9×), making it harder to escape from.
- Up aerial:
- Up aerial has been reworked: it now functions as a projectile, similar to Mega Man's up aerial, Air Shooter, and hits six times.
- Up aerial has increased vertical range since it moves upwards, making it a more reliable follow-up option.
- Up aerial has a significantly longer duration (frames 6-12/20-22 → 9-14/15-20/21-26/27-32/33-36/37-42), considerably improving its juggling potential.
- Up aerial is a single puff of air, making it easier to land, since the opponent can't be juggled out of the second finishing hit.
- Up aerial's multihits use set knockback (20 base/60 scaling → 63/55/40 set/100 scaling), allowing them to connect more reliably.
- Up aerial no longer causes hitlag (1x → 0x), making it much harder to escape from.
- Up aerial does less damage when all hits connect (7% (hit 1)/9% (hit 2)/16% (total) → 1.8% (hits 1-5)/3% (hit 6)/12%), and the final hit deals much less knockback (55 base/98 scaling → 65/35), removing its KO potential.
- However, its reduced knockback allows it to combo for longer into itself or Fire, even at high percents.
- Up aerial has increased startup lag (frame 6 → 9) and endlag (FAF 40 → 43), now interruptibile just after the hitboxes cease.
- It auto-cancels later (frame 41 → 44) and no longer has an initial auto-cancel window.
- Up aerial's windbox has been removed, preventing the ability to juggle opponents when they are helpless.
- Up aerial's hitbox is much smaller overall (6.5u/4.3u → 3.8u (hits 1-5)/4.3u (hit 6)), reducing its horizontal range.
- Up aerial has different launch angles (94°/90° → 97°/80°).
- Down aerial:
- Down aerial's sourspot deals noticeably increased knockback (20 base/106 scaling → 22/117), improving its KO potential.
- It auto-cancels earlier (frame 51 → 49), matching the move's interruptibility and allowing the move to auto-cancel after a full hop + Fire.
Throws/other attacks
- Grab:
- Dash grab and pivot grab have slightly increased start-up lag (frame 8 → 9 (dash), frame 9 → 10 (pivot)).
- All grabs have increased endlag (FAF 30 → 35 (standing), FAF 37 → 43 (dash), FAF 35 → 37 (pivot)).
- Dash grab and pivot grab have increased range, especially dash grab (Z2 offset: 11.1u → 13.5u (dash), -14.8u → -15.6u (pivot)).
- When a character is thrown by Mr. Game & Watch, they will turn into their respective stock icon for the duration of the juggle.
- Pummel:
- Pummel has significantly reduced start-up (13 frames → 1), and ending lag (FAF 30 → 6).
- It deals much less damage (3% → 1.3%).
- Forward throw:
- Forward throw launches at a more favorable angle for edgeguarding (58° → 52°).
- Back throw:
- Back throw launches at a more favorable angle for edgeguarding (58° → 52°).
- Up throw:
- Up throw deals considerably more damage (8% → 12%) with its knockback scaling compensated (40 → 29).
- Down throw:
- During the down throw animation, Mr. Game & Watch "drops" the character's icon.
- Down throw's animation change has Mr. Game and Watch release the opponent later (frame 26 → 35) with its duration not fully compensated (FAF 43 → 50), decreasing its ending lag by 2 frames.
- Down throw has significantly more base knockback (35 → 70); this worsens its follow-up potential at mid to high percents, and when combined with the changes to up aerial, effectively removes the "Toot-Toot" KO confirm he could pull off in SSB4. However, it also increases its combo potential at low to mid percents, and grants it KO potential, albeit not until percents around 200% or higher.
- During the down throw animation, Mr. Game & Watch "drops" the character's icon.
Special Moves
- Chef:
- Chef deals more damage (5% → 8% (pan), 4% → 5% (sausages)) without compensation for knockback (although the shield damage of the sausages was compensated (0 → -1)), improving the pan's semi-spike and the sausage's hitstun and follow-up potential.
- Chef's food trajectory can be controlled.
- Chef has more endlag (FAF 50 → 55).
- Chef spans sausages at a slower rate when not tapping the special button repeatedly (23 frames → 32).
- Chef's pan hitbox has been replaced with two smaller ones (6.76u → 3.5u/4.2u).
- Judge:
- Judge's numbers now appear in a jumble, before settling on the decided number.
- Judge can no longer roll the same number twice in a row.
- Judge 2 no longer has a bonus trip chance.
- Judge 5's first 3 hits have less knockback (40 base/80 scaling → 15/25 / 60/70), making it easier to hit opponents multiple times at higher percents.
- Judge 7 now spawns three apples instead of one, allowing him to heal significantly more health once using the move, although the opponent can potentially heal on block or armored hit.
- Judge 7 launches at a higher angle (361° → 45°), and deals more base knockback (30 → 45), making it safer on hit at low percents.
- Judge 7 now cannot occur again with 150 frames of it last being rolled.
- Judge 8 does more damage (9% → 13%), which makes the freeze effect last longer.
- Judge 8 deals less set knockback (70 → 60), slightly improving its gimping potential.
- Judge 9 has a larger hitbox (3u/4u → 4u/6u), now in line with the rest of the Judge numbers.
- Judge 9 now causes SDI and has a much higher SDI multiplier (0 → 2), allowing the opponent to manipulate their launch position to improve their chances of surviving, thanks to the move's high hitlag.
- Judge 9 now triggers Special Zoom.
- Fire:
- Fire's windbox has been replaced with a frame 3 hitbox, significantly improving its capabilities as an out-of-shield option and combo breaking tool. Its newly added hitbox also launches opponents directly upward and inflicts an additional 10 frames of hitstun, granting the move combo potential, even at high percents.
- Fire now transitions into the parachute slightly faster (FAF 41 → 37).
- Oil Panic:
- Bucket Jumping returns from the previous title, increasing Mr. Game & Watch's horizontal recovery.
- Oil Panic now reflects physical projectiles in addition to absorbing energy-based projectiles.
- Oil Panic now begins absorbing 1 frame earlier (7 → 6).
- Oil Panic has reduced endlag (FAF 50 → 44).
- Oil Panic's loop has been standardized, allowing Mr. Game & Watch to immediately go into the recovery animation when the B button is released after frame 30.
- Mr. Game & Watch is no longer forced into another loop of Oil Panic after absorbing a projectile if the B button is not being held.
- He also isn't put into the move's recovery animation, allowing him to act the moment intangibility ends.
- Mr. Game & Watch can no longer absorb projectiles during the recovery animation of Oil Panic, making him unable to do lagless absorptions.
- Oil Panic's damage multiplier has been significantly reduced (2.8x → 2.0x).
- Oil Panic's minimum and maximum damage has been reduced in both respects.
- Minimum damage decreased (18% → 16%).
- Maximum damage decreased (60% → 48%).
- Oil Panic has less base knockback (30 → 25) and less knockback scaling on the later hits (80 → 78/76), further hindering its OHKO potential, and making its less strong variants unsafe on hit at lower percents.
- Oil Panic's attack portion no longer has intangibility on frames 1-6.
- Oil Panic's attack has slightly smaller hitboxes overall (3.36u/4.8u/8.16u → 3.4u/4.5u/8u).
- Oil Panic triggers Special Zoom on any successful hit, and leaves the opponent covered in oil for a brief moment.
- Octopus:
- Octopus's use has been altered. The octopus now rears back and charges forward, grabs opponents who touch its tentacles, and drags them offscreen. The main body deals damage instead of the tentacles. While this increases its KO potential, it also reduces its range, mobility and duration. A greenish-beige backdrop similar to that of a Game & Watch game temporarily appears during this Final Smash.
Update History
Mr. Game and Watch has been slightly buffed via updates; in patch update 2.0.0, forward aerial's explosion had its range increased to match the visual explosion and down aerial auto-cancels slightly earlier to match its interruptibility. 3.0.0 now has Octopus trap opponents for longer periods of time, and in patch 3.1.0, up tilt's first hit now deals weight independent set knockback, allowing it to always connect into the second hit, even at higher percents.
- The feather from Mr. Game and Watch's forward smash animation was removed.
- Forward aerial's explosion hitbox has increased range, matching the visual explosion more closely and allowing the move to catch opponents from below the ledge. This improves its edgeguarding potential.
- Down aerial auto-cancels earlier (frame 51 → 49), matching the move's interruptibility and allowing the move to auto-cancel after a full hop + Fire.
- Up Aerial's location reassignment glitch has been removed.
- Oil Panic's grounded mobility glitch has been removed.
- Down Taunt's air puff now correctly vanishes and reappears when interrupted.
- Octopus now keeps opponents trapped for a longer period of time.
- Several basic animations, such as idle and crouch animations, have been adjusted.
- Up tilt’s first hit deals weight independent set knockback, allowing it to connect more reliably into the second hit, even against lightweights.
- Fixed an issue that resulted Game and Watch to do T-Pose with Fire upon hitting an opponent off screen by their last stock.
- Mr. Game and Watch now immediately descends with down aerial after being launched.
Moveset
Note: All numbers are listed as base damage, without the 1v1 multiplier.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 3% (first and last hit) | Rapidly presses an insecticide pump, pumping gas onto the opponent. Unlike other characters, Mr. Game & Watch's rapid jab slightly pushes the opponent away. The first hit can combo into a grab or Fire at high percents; the finisher starts KOing middleweights at the ledge at around 150% on Final Destination. Changes Mr. Game & Watch's model into his appearance from Greenhouse. | ||
0.8% (loop) | ||||
Forward tilt | 12% (clean chair), 10% (clean body), (6% (late) | Thrusts a chair forward to hit with its legs. Relatively fast for its strength (frame 8), KOing at percents around 105% by the ledge, and its hitbox lingers, making it effective at catching spotdodges. Changes Mr. Game & Watch's model into his appearance from Lion. | ||
Up tilt | 7% (hits 1 and 2) | Mr. Game & Watch swings a flag in front of him, and a flag behind him. The first hit knocks the opponent into the second one and has low ending lag, giving it combo potential at low to mid percents. However, it has noticeable start-up for a tilt attack, and it has poor reach both horizontally and vertically. No matter what side he faces, Flag 1 and Flag 2 will always be on the left and right sides, respectively. If this move is used twice in succession, with the second use facing the opposite as the first, the numbers (albeit being mirrored) will switch sides. The second hit KOs middleweights at around 160%. Changes Mr. Game & Watch's model into his appearance from Flagman. | ||
Down tilt | 9% | Pushes an angled manhole in front of himself. Does more damage than in the previous game and has much more knockback at the expense of increased endlag and reduced range. Down tilt also loses its windbox, disallowing juggling and potential recovery interrupting. The strongest down tilt in the game, with fast startup at frame 6 and killing as early as 90% by the ledge and 120% center stage. It also semi spikes leading to edge guards and potentially gimping characters with poor recovery. Changes Mr. Game & Watch's model into his appearance from Manhole. | ||
Dash attack | 10% (clean), 6.5% (late) | Performs a sliding headbutt while wearing a helmet. It has good range and is very fast, sliding Mr. Game & Watch forward in a choppy frame-by-frame manner, making it difficult to react to. This move is a tool for both risky approaching and safe punishing. Low ending lag, good knockback, and high amount of active frames make it a decent KOing option near the edge and useful for 2-framing opponents by the ledge. Originates from Helmet. | ||
Forward smash | 14% (handle), 18% (flame) | Swings a lit torch downward. The sweetspot is at the flame, while the sourspot is at the torch. While this move has poor startup, coming out on frame 17, it has very little cooldown and its sweetspot is safe on shield. It is also extremely strong, being comparable in knockback to Captain Falcon's Forward Smash. Its sweetspot KOs middleweights at 65% uncharged and 40% fully charged by the ledge. Changes Mr. Game & Watch's model to the character from Fire Attack. | ||
Up smash | 16% | Performs an upward headbutt while wearing a diving helmet. The move has noticeable start-up, coming out on frame 21, but has an extremely low cool down of only 13 frames and a deceptively long duration of 5 frames, making it a reliable baiting tool. While his whole body gains invincibility, it only lasts during and after the move. The 12th strongest up smash in the game, KOing middleweights at 90% uncharged and 60% fully charged. Originates from Octopus. | ||
Down smash | 13% (body), 15% (hammers) | Swings two hammers downward and on both of his sides. Has the fastest start-up of all of Mr. Game and Watch's smash attacks, coming out on frame 12, and possesses extremely fast interruptibility, ending on frame 37. It is rather disjointed for a down smash, and when sweetspoted, it will bury opponents, which can be followed up with a forward smash, down tilt, or forward tilt. Its sourspot sends opponents at a semi-spike angle and kills at 120% by the ledge. Its aerial sweetspot is one of the strongest down smashes in the game, KOing around 95%. As a result, down smash has become one of Mr. Game and Watch's most reliable KO'ing options and is arguably the best down smash in the game. Changes Mr. Game & Watch's model into the character from Vermin. | ||
Neutral aerial | 3% (hits 1-3), 4% (hit 4) | Tosses out a pair of fish from a bowl. Multiple hitboxes enable it to cover every area except below him. Has the fastest start-up of all of Mr. Game and Watch's aerials (frame 7), launches opponents upward, has relatively low ending lag, and has the lowest landing lag of all of his aerials. Using the move to combo into itself and/or up aerial at low percents can rack up damage percentages as high as 60%. As a result, it has become one of Mr. Game and Watch's most effective damage-racking options and is one of his primary approaching tools. Originates from Tropical Fish. | ||
Forward aerial | 3% (bomb), 12% (explosion) | Holds a bomb in front of him, dropping it downward shortly after execution. The dropped bomb acts as a projectile, as it is sent directly downwards, exploding on a half a second afterwards or when it hits the stage. As of update 2.0.0, the entirety of the explosion's radius contains the hitbox. The bomb does not explode upon hitting an opponent, and any attack that hits it will cause it to disappear. There is a weak hitbox on the bomb (shortly before Mr. Game & Watch drops it) that slightly pushes midair opponents downward that deals set knockback, disallowing it to kill at any percentage. Hitting grounded opponents with the first hit will set them up to be hit by the second. Compared to his old forward aerial, it functions more as a poking/spacing tool than an approach option. Kills at 115% by the ledge. Seems to originate from Mario's Bombs Away, Safebuster, or Bomb Sweeper. | ||
Back aerial | 2% (hits 1-3), 3% (hit 4) | Swings a snapping turtle behind himself. Has moderate start-up, but is also fully disjointed, hits multiple times, and has low ending lag; compounded with Mr. Game and Watch's high air acceleration, this makes it effective as an edgeguarding option and a spacing tool. It has high landing lag, however, making it easy to punish if not spaced well. Although it can't combo into itself anymore at higher percentages, its final hit is much stronger, making it a more reliable KO move. Originates from Turtle Bridge. | ||
Up aerial | Spitball Sparky | 1.8% (hits 1-5), 3% (hit 6) | Shoots a single puff of air upward. Similar to Mega Man's up aerial, it acts as a projectile, hits multiple times, and pushes opponents upward as it rises. It has much more damage-racking and juggling capabilities than his SSB4 up aerial at the expense of losing all of its KO power. The move now has Mr. Game & Watch's model look more like his appearance in Spitball Sparky. | |
Down aerial | 11% (key), 3.5% (landing) | Drops downward while holding a key beneath himself. A stall-then-fall, it meteor smashes powerfully on the first frames. It can be moved left or right slightly during descent. While it can potentially cause Mr. Game & Watch to self-destruct while using it off-stage, his effective recovery, coupled with its low endlag and the move being being slower than other stall-then-falls makes this unlikely. It is a safe option when edgeguarding and has KO potential at high percents, killing at 130%. Originates from the Game & Watch version of Donkey Kong Jr. | ||
Grab | — | Mr. Game & Watch reaches in front of himself. Originates from Mario's Cement Factory. While standing grab has poor range, both his dash and pivot grabs have a massively disjointed range. | ||
Pummel | 1.3% | Hits the opponent with a bell. Originates from the Game & Watch's alarm feature. | ||
Forward throw | 8% | Juggles the opponent and tosses them forward. Has little utility beyond throwing the opponent offstage. Changes Mr. Game & Watch's model into the character from Ball. | ||
Back throw | 8% | Juggles the opponent and tosses them backward. Has little utility beyond throwing the opponent offstage. Changes Mr. Game & Watch's model into the character from Ball. | ||
Up throw | 12% | Juggles the opponent and tosses them upward. Can be followed up with up aerial at low percents or Fire at higher percents. Changes Mr. Game & Watch's model into the character from Ball. | ||
Down throw | 4% | Juggles the opponent and drops them on the ground behind him. Launches opponents upward. Mr. Game & Watch’s only KO throw, but still does not KO middleweights until around 200%. At low to mid percents, it's a reliable combo starter, and can be followed up with neutral air, Judge, Fire, or up air. Changes Mr. Game & Watch's model into the character from Ball. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | Swings a hammer downward in front of himself and then behind himself. Originates from Vermin. | ||
Floor attack (back) Floor getups (back) |
7% | Swings a hammer downward in behind himself and then in front of himself. Originates from Vermin. | ||
Floor attack (trip) Floor getups (trip) |
5% | Swings a hammer downward in front of himself and then behind himself. Originates from Vermin. | ||
Edge attack Edge getups |
9% | Swings a bell forward while climbing up. Originates from the Game & Watch's alarm feature. | ||
Neutral special | Chef | 5% (food), 8% (frying pan) | Flips food out of a frying pan, moving slowly through the air. The trajectory can be controlled by tilting the stick forward and/or backward. By tapping the button, the food will be flung at a faster frequency. The food can be used defensively to cancel attack animations of opponents as a zoning tool as well as to prevent aerial approaches and can be used for edgeguarding against opponents with linear recoveries. Hitting with the pan itself deals flame damage, and acts as a semi-spike. Mr. Game & Watch's model changes into his appearance from Chef. | |
Side special | Judge | Varies | Swings a hammer in front of him, and raises a flag with a random number from 1-9 with his other hand. It can have any one of 9 effects, which vary based on number; 1 only damages himself, while 9 is strong enough to be a virtual one-hit KO. Mr. Game & Watch's model changes into his appearance from Judge.
| |
Up special | Fire | 3% (trampoline; firemen), 6% (ascent) | Jumps off a trampoline and then descends while wearing a parachute. Has the fastest start-up of all of Mr. Game and Watch's attacks (frame 3), hits behind and in front of him, and launches opponents directly upward, granting the move combo potential, even at high percents. Capable of canceling into any move when falling. Its frame 9 hitbox has KO potential at high percents near the left and right blast lines, and is very good at stage spiking, due to out-prioritizing most aerials because it being basically invincible on startup, and dealing strong knockback, making Mr. Game & Watch very difficult to edgeguard. It has become Mr. Game and Watch's most effective out-of-shield option, and is the best OoS options in the game. Originates from Fire. | |
Down special | Oil Panic | 16%-48% | Holds an oil drum, which absorbs energy-based projectiles, and reflects physical ones. Once three units are absorbed, it turns into a powerful attack consisting of Mr. Game & Watch sending out a large splash of oil from his oil drum. No matter the strength of the oil, this move will always trigger Special Zoom. A max power Oil Panic will almost certainly OHKO, while the least powerful Oil Panic can KO middleweights at the ledge around 95%. Comes out on frame 2, and with these traits Oil Panic is an incredibly dangerous move. Any opponent hit will be covered in oil for a brief moment. Mr. Game & Watch's model changes into his appearance from Oil Panic. | |
Final Smash | Octopus | 4.9% (grabbed), 15% (body), 30% (slam) | Transforms into the large octopus that appears in its eponymous game, Octopus, rears back and charges forward. The octopus can move up or down, only. Any opponents who touch its tentacles will be grabbed and dragged offscreen by the octopus, taking gradual damage. Touching the main body will just deal damage. Just like in the previous game, pressing the attack button will extend the length of the tentacles. By button-mashing, however, opponents can escape. The octopus can also go through walls and stages; any grabbed opponents who make contact with walls or floors will take damage and be launched. After reaching the blast line, Mr. Game & Watch will return back to his previous position. |
Numbers | Damage |
---|---|
1 | 2% |
2 | 4% |
3 | 6% |
4 | 8% |
5 | 3% (hits 1-4) |
6 | 12% |
7 | 14% |
8 | 13% |
9 | 32% |
Oil-Panic scaling
The greater damage absorbed energy-based projectile were supposed to deal, the higher damage and knockback the oil spill will deal.
Strong projectiles can fill two to three bucket units at once.
Hero's special move Snooze launches a energy-based projectile that can be absorbed despite not dealing any damage.
Absorbing it fills the bucket by one unit and adds 6.7% damage power to the bucket.
On-screen appearance
- Moves along a row of Game & Watch LCD frames until reaching the foreground.
Taunts
- Up Taunt: Rings his bell at a high angle. Similar to his side taunt, it originates from the Game & Watch's alarm feature.
- Side Taunt: Rings his bell at a low angle. Similar to his up taunt, it originates from the Game & Watch's alarm feature.
- Down Taunt: Sits down and catches his breath. Originates from the Game & Watch version of Mario Bros. when Mario and Luigi finished a level.
Idle poses
- Hops in place.
- Briefly looks behind himself.
Victory poses
- Left: Rings his bell to his left, then his right. Afterwards, he continues to ring his bell to his left.
- Up: Hops about in choppy poses, tripping halfway, before teetering on one foot. He then proceeds to jump back and forth, landing on his feet, then his head.
- Right: Juggles 3 balls while in his appearance from Ball.
In competitive play
In the beginning of Ultimate, Mr. Game and Watch's competitive reception was poor, as the nerfs he received in his transition to Ultimate were thought to outweigh his buffs. The lack of priority on his new forward aerial, the reduction of invincibility frames on his up smash, and the loss of his "Toot-Toot" KO confirm were seen as drastic enough nerfs to consider Mr. Game and Watch a low or even bottom tier character.
Over time, however, Mr. Game and Watch has begun to show strong signs of success at both a local and national level; Snickeldorf, Regi, and Skylar have made respectable placements in each of their respective regions, with Regi in particular placing 7th at Smash Factor 8. On a larger scale, however, Maister has made very strong strides on both a regional and national level, placing top 3 at several major events including Combo Breaker 2019, Ragnarok, Full Bloom 3, and Smash Factor 8. In the process of doing so, he has also taken games off of high-level players including ESAM, MVD, yeti, Abadango, Javi and Glutonny. Due to this increase in results, Mr. Game and Watch has earned a significantly stronger reception from the community, as most competitive players view him as a high tier character.
Notable players
- Dingus Joe - Placed 2nd at The Grind 64 and 25th at Glitch 6. Has wins over ZD, Daybreak, Ling Ling, and Pathoran.
- Extra - The best Mr. Game & Watch player in Australia. Placed 1st at Melbourne Esports Open, 2nd at Battle Arena Melbourne 11, 4th at Expand Gong 4, and 9th at Phantom 2019. He has expressed interest in dropping the character, but is currently still using him.
- Frido - Placed 1st at Smash Chile - Civil War and 25th at Smash Factor 8.
- Maister - The best Mr. Game & Watch player in the world. He won Combo Breaker 2019, Ragnarok, WeTecThose 9, and Little Big House 5 and has placed 2nd at Retro Arena 64, 3rd at Full Bloom 5 and Smash Factor 8, 5th at Super Smash Con 2019 and Port Priority 5, and 17th at EVO 2019, while having wins over Shuton, Abadango, Prodigy, Glutonny, 8BitMan, Puppeh, ESAM, yeti, and MVD.
- Notty - One of the best Mr. Game & Watch players in Japan. Placed 9th at KVOxTSB 2019, 17th at Sumabato SP 2 and Sumabato SP 4, and 25th at Sumabato SP 8.
- Regi Shikimi - One of the best Mr. Game & Watch players in the world. Placed 13th at Ragnarok, 33rd at GENESIS 6, and 7th at Smash Factor 8.
- Skylar - The best Mr. Game & Watch player in Arizona. Placed 5th at Ascension II, 7th at Ascension, Ascension V, and Emerald City 8, and 9th at Ascension IV. He has defeated SilentRain, MiSaiki, and BassMage. Ranked 6th on the Arizona Ultimate Power Rankings.
- Snickeldorf - Placed 5th at Emerald City 8, 17th at Battle of BC 3, and 25th at Don't Park on the Grass 2018.
- Songn - One of the best Mr. Game & Watch players in Japan. Placed 17th at Umebura SP and 33rd at Umebura SP 2.
Classic Mode: A Long Legacy
Mr. Game & Watch fights classic characters on retro stages. They are fought in reverse order of release dates.
Round | Opponent | Stage | Music | Notes |
---|---|---|---|---|
1 | Kirby | Dream Land GB | Green Greens | Kirby has his 6th alternate costume equipped, referencing his monochromatic appearance in Kirby's Dream Land. |
2 | Pac-Man | Pac-Land | PAC-MAN | |
3 | Duck Hunt | Duck Hunt | Famicom Medley | |
4 | Mario and Luigi | Mario Bros. | Ground Theme - Super Mario Bros. | Free-for-All |
5 | Donkey Kong | 75m | 25m Theme | Mario is a CPU ally. |
6 | Mr. Game & Watch Team (x6) | Flat Zone X | Flat Zone | Horde Battle. If the player chose any alternate costume shown in this battle, the default Mr. Game & Watch replaces the enemy with said alternate costume. |
Bonus Stage | ||||
Final | Master Hand | Final Destination | Master Hand (Less than 7.0 intensity) Master Hand / Crazy Hand (7.0 or higher intensity) |
On intensity 7.0 and higher, Crazy Hand fights alongside Master Hand. |
Credits roll after completing Classic Mode. Completing it as Mr. Game & Watch has Flat Zone 2 accompany the credits.
Role in World of Light
Although Mr. Game & Watch does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (sans Kirby) when Galeem unleashed his beams of light.
Mr. Game & Watch is unlocked in the area reminiscent of PAC-MAZE of the Light Realm. He can be found by going through the teleporters to find the correct path. After finding the correct path through the maze, the player must defeat the Sidestepper and Nikki spirits blocking him.
Fighter Battle
No. | Image | Name | Type | Power | Stage | Music |
---|---|---|---|---|---|---|
26 | Mr. Game & Watch | Shield | 7,500 | Flat Zone X (Ω form) | Flat Zone 2 |
Spirits
Mr. Game & Watch's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Mr. Game & Watch in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.
- GW Spirit.png
689. Mr. Game & Watch
- Ball Spirit.png
690. Ball
- Flagman Spirit.png
691. Flagman
- Chef Spirit.png
699. Chef
In Spirit battles
As the main opponent
Spirit | Battle parameters | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music |
98 | Vivian | Paper Mario series | •Clear Mr. Game & Watch | 3,600 | Luigi's Mansion (Battlefield form) | N/A | •The enemy is invisible | Paper Mario Medley | ||
113 | Sidestepper | Mario Bros. series | •Mr. Game & Watch Team (×12) (x8, x4) | 1,900 | Mario Bros. | •Move Speed ↑ | •The enemy has increased move speed after a little while •The enemy can deal damage by dashing into you •Reinforcements will appear after an enemy is KO'd |
Mario Bros. | ||
233 | Wall-Merged Link | The Legend of Zelda series | •Mr. Game & Watch •Young Link |
3,500 | Flat Zone X | N/A | •Reinforcements will appear after an enemy is KO'd | Lorule Main Theme | ||
473 | Unown | Pokémon series | • Mr. Game & Watch Team (×8) | 1,800 | Temple (Battlefield form) | N/A | •Defeat an army of fighters | Pokémon Red / Pokémon Blue Medley | ||
489 | Shedinja | Pokémon series | •Reflect Mr. Game & Watch | 4,000 | Luigi's Mansion | •Temporary Invincibility | •The enemy reflects projectiles •The enemy will occasionally be invincible •Stamina battle (Opponent has 1 HP) |
Battle! (Wild Pokémon) - Pokémon Ruby / Pokémon Sapphire | ||
512 | Giratina (Altered Forme) | Pokémon series | •Giant Mr. Game & Watch | 9,500 | Spear Pillar | •Hazard: Screen Flip | •The screen will suddenly flip after a little while •Only certain Pokémon will emerge from Poké Balls (Giratina) •The enemy is giant |
Battle! (Dialga/Palkia) / Spear Pillar | ||
523 | Chandelure | Pokémon series | •Mr. Game & Watch | 4,100 | Luigi's Mansion (Battlefield form) | •Hazard: Lava Floor | •The floor is lava | Battle! (Reshiram / Zekrom) | ||
575 | Buzz Buzz | Earthbound series | •Tiny Mr. Game & Watch | 2,900 | Onett | N/A | •Timed battle (Opponent at 300% damage) | Humoresque of a Little Dog | ||
598 | Octoman | F-Zero series | •Mr. Game & Watch | 3,700 | Port Town Aero Dive (Battlefield form) | •Sudden Final Smash | •The enemy will suddenly have a Final Smash •The enemy's FS Meter charges quickly |
Planet Colors | ||
690 | Ball | Game & Watch series | •Mr. Game & Watch •Pac-Man •Jigglypuff •Kirby |
3,900 | Flat Zone X (hazards off) | •Item: Balls | •The enemy favors grabs and throws •The enemy's throwing type items have increased power |
Flat Zone 2 | ||
691 | Flagman | Game & Watch series | •Mr. Game & Watch Team (×4) | 4,100 | Flat Zone X | •Item: Special Flag | •Timed battle •The enemy favors up tilt attacks |
Flat Zone 2 | ||
692 | Fire | Game & Watch series | •Mr. Game & Watch Team (×4) | 9,800 | Flat Zone X (hazards off) | N/A | •The enemy's up special has increased power •Timed battle |
Flat Zone 2 | ||
693 | Judge | Game & Watch series | •Mr. Game & Watch Team (×8) | 9,400 | Flat Zone X (hazards off) | N/A | •The enemy favors side specials •Defeat an army of fighters |
Flat Zone 2 | ||
694 | Manhole | Game & Watch series | •Mr. Game & Watch | 3,900 | Flat Zone X | •Item Tidal Wave •Item: Pitfall |
•The enemy favors down tilt attacks •Items will be pulled toward the enemy •Certain items will appear in large numbers |
Flat Zone 2 | ||
696 | Lion | Game & Watch series | •Mr. Game & Watch •Incineroar |
3,600 | Flat Zone X (Lion) | N/A | •Take your strongest team into this no-frills battle | Flat Zone 2 | ||
700 | Turtle Bridge | Game & Watch series | •Mr. Game & Watch •Squirtle •Morton •Bowser |
1,700 | Flat Zone X (hazards off) | N/A | •The enemy favors back air attacks | Flat Zone | ||
701 | Fire Attack | Game & Watch series | •Mr. Game & Watch Team (×4) | 2,100 | Flat Zone X | N/A | •The enemy favors side smash attacks | Flat Zone | ||
702 | Oil Panic | Game & Watch series | •Mr. Game & Watch Team (×4) | 3,900 | Flat Zone X (Oil Panic) | •Slippery Stage | •The stage's platforms are very slippery | Flat Zone | ||
949 | TURN-TO-BLUE | Pac-Man series | •Mr. Game & Watch Team (×4) | 2,600 | Wrecking Crew | N/A | •Timed battle •The enemy tends to avoid conflict |
PAC-MAN | ||
1,029 | Li'l Judd | Splatoon series | •Tiny Mr. Game & Watch •Inkling (×2) () |
9,100 | Moray Towers | N/A | •The enemy favors side specials | Now or Never! (Splatfest Version) - Splatoon 2 | ||
1,108 | Primid | Super Smash Bros. series | •Mr. Game & Watch Team (x8) | 1,800 | Pokémon Stadium (hazards off) | N/A | •Defeat an army of fighters | Boss Battle - Super Smash Bros. Brawl | ||
1,109 | Mite | Super Smash Bros. series | •Tiny Mr. Game & Watch Team (x9) () | 1,800 | Shadow Moses Island | N/A | •Defeat an army of fighters | Step: The Plain | ||
1,112 | Shadow Bug | Super Smash Bros. series | •Mr. Game & Watch Team (×4) | 4,300 | Pokémon Stadium (Ω form) | •Hazard: Poison Cloud | •The stage is covered in a poisonous cloud | Step: Subspace | ||
1,228 | Num Diddly | Make 10: A Journey of Numbers | •Mr. Game & Watch Team (×4) | 2,000 | PictoChat 2 | •Assist Trophy Enemies (Dr. Kawashima) | •Hostile assist trophies will appear | Menu - Brain Age 2: More Training in Minutes a Day! | ||
1,341 | Jinjos | Banjo-Kazooie series | •Giant Mr. Game & Watch •Mr. Game & Watch Team (×3) () |
3,800 | Summit (Ω form) | N/A | •The enemy can deal damage by dashing into you •Reinforcements will appear after an enemy is KO'd |
Freezeezy Peak |
As a minion
Spirit | Battle parameters | Inspiration | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music | Character |
746 | Princess Shokora | Wario Land series | •Peach •Mr. Game & Watch •Wario |
2,900 | Mushroom Kingdom II | •Item: Transforming Types | •Defeat the main fighter to win •Timed battle •The enemy tends to avoid conflict |
Ruins - Wario Land: Shake It! | Item Shopkeeper | ||
1,248 | Ando Kensaku | And-Kensaku | •R.O.B. •Mr. Game & Watch |
2,000 | PictoChat 2 (Battlefield form) | •Hazard: Zap Floor | •The floor is electrified •The enemy favors side specials |
PictoChat |
Alternate costumes
Gallery
Mr. Game and Watch's up taunt on Town and City.
Being attacked by Ryu on Suzaku Castle.
Using his down smash on King Dedede and Sheik on Yoshi's Story.
Using Judge 1 on Duck Hunt on Tortimer Island.
Four of Mr. Game and Watch's alternate costumes on Flat Zone X.
Using Chef near Pac-Man on Tortimer Island.
Hitting Mario with Judge 9 on Pictochat 2
Character Showcase Video
Trivia
- This is the first game in the series where Mr. Game & Watch is portrayed holding an object different than his signature bell in his official art, instead being shown holding the flag from Flagman (the same one as his up tilt). It also resembles his Alt. trophy in Super Smash Bros. for Nintendo 3DS.
- In-game, however, Mr. Game & Watch changes his appearance to match the character in Flagman, rather than using his own appearance.
- Mr. Game & Watch's render pose somewhat resembles his Smash 4 render, although mirrored, and the positioning of his legs has been mirrored.
- It is also the first time in the series where his render pose shows him facing right instead of left.
- During the launch of Ultimate's official website, Mr. Game & Watch's name was erroneously labeled as "Mr. GAME & WATACH" exclusively on the mobile variant of his fighter page. The typo was later corrected.
- In Pikachu's showcase trailer, Mr. Game & Watch is seen using his forward smash animation from Smash 4. However, it was later changed to reference its origin game (Fire Attack) like some of his other moves. This change attracted criticism for its portrayal of a Native American stereotype (itself sourced from the original version of Fire Attack); Nintendo of America responded to the criticism by apologizing for the outdated imagery and promising to alter it by removing the feather from Mr. Game & Watch's model,[1] matching a change seen in the Game & Watch Gallery 4 version of Fire Attack.
- The Fire Attack spirit also had its artwork altered in the same patch as well, removing the feather.
- Although Mr. Game & Watch has no visible eyes in his neutral animation, the loading screen, which temporarily glows the selected character's eyes, makes Mr. Game & Watch glow where his eyes would be. The same applies to his Final Smash activation picture, which focuses on where his eyes would be, as with other characters.
- Mr. Game & Watch is one of the few characters in Ultimate to lack voice clips in the Sound Test. This is probably because the game considers his various beeps as sound effects instead.
- In spite of other languages having a translated word for the term "Mr.", no other language uses it in Ultimate for Mr. Game & Watch's name except for Russian, appropriately using "Г-н".
- Mr. Game & Watch's "transformation" into other Game & Watch characters are fully 2-D, unlike his regular model, although the manhole in his down tilt is still rendered in 3-D. This can be seen when under the effect of a metal box.
- In the form of all Game & Watch series spirits, Mr. Game & Watch is one of the few characters to use their default costumes in certain spirit battles, the others being Yoshi, Bowser Jr., Peach, Mario, Luigi, R.O.B., Inkling, Joker, Robin, Hero, and Banjo & Kazooie.
- Out of all of these characters, Bowser Jr., Yoshi, Mr. Game & Watch, and R.O.B. are the only ones who used their default costumes in spirit battles through one of the 1297 spirits available when the game first launched.
- Mr. Game & Watch is also one of two of these characters to use his default costume in more than one spirit battle, the other being Bowser Jr, and the only one of those three to do so at launch.
- Alongside Yoshi and Bowser Jr., Mr. Game & Watch is one of the few characters with a spirit battle where all of his alternate costumes appear.
- As a consequence of not having visible eyes, Mr. Game & Watch is the only character with puppet fighters in World of Light that lack their signature red or purple eyes, simply using his model and various alternate costumes with no alterations.
- If Mr. Game & Watch's forward air is based on Safebuster, that would make it the first Western-exclusive game to represented in gameplay and the fourth Western-exclusive game to be represented overall following Elite Beat Agents, Kid Icarus: Of Myths and Monsters (at the time of Brawl's release), and Rusty's Real Deal Baseball.
References
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 |