Super Smash Bros. Ultimate

Mr. Game & Watch (SSBU)

Revision as of 12:20, February 25, 2019 by Mikoro (talk | contribs) (→‎Victory poses: that was correct from our standpoint, but not his)
This article is about Mr. Game & Watch's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Mr. Game & Watch.
Mr. Game & Watch
in Super Smash Bros. Ultimate
https://www.ssbwiki.com/images/thumb/c/cb/Mr._Game_%26_Watch_SSBU.png/250px-Mr._Game_%26_Watch_SSBU.png
Game&WatchSymbol.svg
Universe Game & Watch
Other playable appearances in Melee
in Brawl
in SSB4
Availability Unlockable
Final Smash Octopus
Mr. Game & Watch (SSBU)
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 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.

The sound effects used for Mr. Game & Watch have been reused from Brawl and SSB4.

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 sixth 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.

Changes from Super Smash Bros. 4

Mr. Game and Watch - in a similar fashion to characters such as Zelda and Link - has received an overhaul in his entire moveset that goes beyond changes to aesthetic appearances. A majority of his moves have been altered in range, damage, knock back, lag, or have been completely reworked altogether, leading to a majority of buffs, along with a few major nerfs.

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 dash 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 has significantly improved as it now has much less start-up 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, Mr. Game and Watch has gained a new forward aerial: An attack in which he drops a bomb in front of him, a move based off of his game Mario's Bombs Away. Compared to his old aerial, the move's explosion has stronger knockback and damage output, making it a more reliable 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, and the bomb itself is good to use against an opponent offstage.

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 range than his old up air, and is more reliable for keeping opponents trapped in it, making them stay longer in the air. Fire now has a frame 3 hitbox that replaces its windbox from SSB4, making it a much stronger OoS, and can even be followed up with a neutral air or up air to keep opponents in the air for even longer. Lastly, a few of his attacks have more utility overall: Oil Panic can now reflect physical projectiles in addition to absorbing energy-based projectiles, and Judge's numbers 7 and 8 have improved.

However, Mr. Game and Watch received a few 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 a lot of its follow-ups at higher percents; this, combined with the change to his up aerial, effectively removes his strong (though inconsistently wonky) "toot-toot" combo from SSB4, where he would follow up a down throw with an up air. 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. Lastly, Mr. Game and Watch has now received in increase in lag on a few of his attacks, including forward aerial, down tilt, and Chef, making it easier for opponents to punish them.

Overall, Mr. Game and Watch has received buffs that increase the utility of many of his attacks that were generally undertuned in SSB4, while also receiving nerfs that worsen his key strengths from the previous game, leading to a much more balanced character than his previous iteration. Mr. Game and Watch's tournament results have been above average, and has amassed a large playerbase, where notable mains - including Maister, Regi, Paper, twerkmastr, and Dingus Joe - have all achieved success with him; this implies that Mr. Game and Watch has been buffed overall, but to what extent is unknown.


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:
    • Neutral attack (Greenhouse), forward tilt (Lion), up tilt (Flagman), down tilt (Manhole), forward smash (Fire Attack), down smash (Vermin), up aerial (Spitball Sparky), all throws (Ball), Chef, Judge and Oil Panic.
  •   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 walks slightly faster (1.1242 → 1.18).
  •   Mr. Game & Watch's air speed is slightly higher (1.12 → 1.176).
  •   Mr. Game & Watch's new animations result in many of his moves having less favorable disjoint and hurtbox sizes.

Ground attacks

  • Neutral attack
    •   Neutral attack no longer pushes Mr. Game & Watch as far back as previously.
    •   Neutral attack can now jab reset.
    •   Rapid Finisher has more endlag (FAF 24 → 33).
  • Forward tilt:
    •   Forward tilt deals slightly higher damage all around (10%(clean chair)/9%(clean body)/4%(late) → 12%/10%/6%).
    •   Forward tilt comes out sooner, and has a longer duration (10-17 → 8-20).
    •   Forward tilt deals more knockback.
    •   Forward tilt has reduced range.
  • Up tilt:
    •   Up tilt has intangibility on both hands.
    •   Up tilt has less endlag (FAF 36 → 34).
    •   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 does more damage. (6% → 9%).
    •   Down tilt's knockback has been increased significantly, now capable of KOing middleweights at around 100% by the ledge.
    •   Down tilt has increased endlag (FAF 40 → 43).
    •   Down tilt is no longer nearly as disjointed, and has significantly less range.
    •   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).
  • Forward smash:
    •   Forward smash's range has been slightly reduced, with a shorter handle.
    •   Forward smash's sweetspot now takes priority over the sourspot, making it easier to land.
    •   Forward smash sweetspot's knockback has been increased.
  • Up smash:
    •   Up smash has less start-up lag (frame 24 → 21).
    •   Up smash's invincibility frames now cover Mr. Game and Watch's entire body.
    •   Up smash's invincibility frames have now been changed from before attacking, to during the active attack frames (frames 4-25 → 21-25). This reduces its use as an effective anti-air.
  • Down smash:
    •   Down smash now has the ability to bury opponents if the move is sweetspotted.
    •   Down smash has less startup lag (frame 15 → 12), and less endlag (FAF 42 → 38).

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:
    •   Neutral aerial's hitboxes linger for a significantly longer time.
    •   Neutral aerial now deals less overall damage. (17% → 13%).
    •   It auto-cancels earlier (frame 44 → 43)..
  • Forward aerial:
    •   Mr. Game & Watch has a new forward aerial (based on the Game & Watch game Mario's Bombs Away) 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. This significantly improves the move's range and gives another edgeguarding option. 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 has more landing lag (15 → 17 frames) and end lag (FAF 45 → 48)
    •   It's initial auto-cancel window has been removed.
  • Back aerial:
    •   Back aerial's landing hit now sends more horizontally, while he can no longer link another back aerial, sending targets into an edgeguarding scenario is now easier.
    •   Back aerial's final hit is now stronger, being a more reliable KO move.
  • 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 range.
    •   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 is significantly weaker, no longer being a reliable KO move.
    •   Up aerial does less damage when all hits connect (16% → 12%).
    •   Up aerial now comes out later (frame 6 → 9).
    •   It auto-cancels later (frame 41 → 44) and no longer has an initial auto-cancel window.
  • Down aerial:
    •   Down aerial has increased knockback.
    •   It auto-cancels earlier (frame 51 → 49).

Throws/other attacks

  •   Dash grab and pivot grab have increased start-up lag (frame 8 → 9 (dash), frame 9 → 10 (pivot)), and all grabs have increased ending lag (FAF 30 → 35 (standing), FAF 37 → 43 (dash), FAF 35 → 37 (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 is much faster, but is also much weaker overall (3% → 1.3%).
  •   Up throw deals considerably more damage (8% → 12%).
  • Down throw:
    •   During the down throw animation, Mr. Game & Watch "drops" the character's icon.
    •   Down throw deals significantly more knockback, giving it worse follow-up potential. However, due to this, down throw is now a KO option at higher percents.

Special Moves

  • Chef:
    •   Chef deals significantly more damage (5% → 13% (pan), 3% → 5% (sausages)).
    •   Chef's trajectory can be controlled.
    •   Chef has more endlag (FAF 50 → 55).
  • 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 7 now spawns three apples instead of one, allowing him to heal significantly more health once using the move.
    •   Judge 8 does more damage (9% → 13%), which makes the freeze effect last longer.
    •   Judge 9 now triggers Special Zoom.
  • Fire:
    •   Fire's windbox has been replaced with a frame 3 hitbox.
    •   Fire's new frame 3 hitbox gives it more potential as a out of shield option and combo breaker than before.
    •   Fire now transitions into the parachute slightly faster (FAF 41 → 37).
  • Oil Panic:
    •   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 reduced (2.8x → 2.0x).
    •   Oil Panic's minimum and maximum damage has been reduced in both respects.
      • Minimum damage decreased (18% → 17%).
      • Maximum damage decreased (60% → 48%).
    •   Oil Panic deals significantly less knockback, further hindering it's OHKO potential, and making it's less strong variants unsafe on hit.
    •   Oil Panic's attack portion no longer has intangibility on frames 1-6.
    •   Oil Panic triggers Special Zoom on any successful hit, and leaves the opponent covered in oil for a brief moment.
  •   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

  1.1.0

  •   The feather from Mr. Game and Watch's forward smash animation was removed.

  2.0.0

  •   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.

Moveset

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack Green House 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. Changes Mr. Game & Watch's model into his appearance from Greenhouse.
0.8% (loop)
Forward tilt Lion 12% (clean chair), 10% (clean body), (6% (late) Thrusts a chair forward to hit with its legs. Changes Mr. Game & Watch's model into his appearance from Lion.
Up tilt Flagman 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. While the horizontal range has increased, it effectively loses any anti-air potential it had previously. 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. Changes Mr. Game & Watch's model into his appearance from Flagman.
Down tilt Manhole 9% Pushes an angled manhole in front of himself. Does more damage than in the previous game and has much more knoackback at the expense of increased endlag and reduced range. Down tilt also loses its windbox, disallowing juggling and potential recovery interrupting. Changes Mr. Game & Watch's model into his appearance from Manhole.
Dash attack Helmet 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 edgeguarding before an opponent can grab the edge. Originates from Helmet.
Forward smash Fire Attack 14% (handle), 18% (flame) Swings a lit torch downward. The sweetspot is at the flame, while the sourspot is at the torch. Has a disjointed hitbox with great base knockback and even greater knockback scaling, as well as coming out relatively quickly and having good interruptibility. Its sweetspot KOs middleweights at 90%, while its sourspot KOs at 110%. Changes Mr. Game & Watch's model to the character from Fire Attack. As of update 1.1.0, the feather on his head was removed.
Up smash Octopus 16% Performs an upward headbutt while wearing a diving helmet. While his whole body gains invincibility, it only lasts during and after the move. Extremely high knockback KOing middleweights at 85% uncharged and 60% fully charged. Originates from Octopus.
Down smash Vermin 13% (body), 15% (hammers) Swings two hammers downward and on both of his sides. When sweetspoted, can bury opponents. Changes Mr. Game & Watch's model into the character from Vermin.
Neutral aerial Tropical Fish 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. Originates from Tropical Fish.
Forward aerial Bombs Away 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. The size of the explosion's hitbox is smaller than the actual explosion. 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. Even at 999%, the weak hit has no KO power. Hitting grounded opponents with the first hit will set them up to be hit by the second. Originates from Mario's Bombs Away.
Back aerial Turtle Bridge 2% (hits 1 - 3), 3% (hit 4) Swings a snapping turtle behind himself. A fully disjointed hitbox that hits multiple times. Although it can't combo into itself anymore, it's 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. The move now has Mr. Game & Watch's model look more like his appearance in Spitball Sparky.
Down aerial Donkey Kong Jr. 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 it's 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. 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.
Pummel Alarm 1.3% Hits the opponent with a bell. Originates from the Game & Watch's alarm feature.
Forward throw Forward Ball 8% Juggles the opponent and tosses them forward. Changes Mr. Game & Watch's model into the character from Ball.
Back throw Backward Ball 8% Juggles the opponent and tosses them backward. Changes Mr. Game & Watch's model into the character from Ball.
Up throw Vertical Ball 12% Juggles the opponent and tosses them upward. Changes Mr. Game & Watch's model into the character from Ball.
Down throw Drop Ball 4% Juggles the opponent and drops them on the ground behind him. Launches opponents upward. 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), 13% (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 a is strong enough to be a virtual one-hit KO. Mr. Game & Watch's model changes into his appearance from Judge.
  • Judge 1: An extremely weak swing that does not make the opponent flinch. It is the least damaging Judge attack and deals 12% recoil damage regardless of whether or not it hits.
  • Judge 2: A weak swing that deals minimal knockback. It has a 20% chance of tripping the opponent.
  • Judge 3: A weak swing, although it launches the opponent backward. It deals significant shield damage.
  • Judge 4: A swing that has a slash effect and launches opponents diagonally forward.
  • Judge 5: A swing that has an electric effect and hits multiple times.
  • Judge 6: A swing that has a flame effect and is a semi-spike. Has the second strongest knockback of all Judge attacks.
  • Judge 7: A swing that deals moderate knockback and produces 3 apples if it hits the opponent. Each apple heals 4%.
  • Judge 8: A swing that has a freeze effect and deals very low knockback. Emits the "ping" sound effect that is usually associated with one-hit KOs.
  • Judge 9: An extremely powerful swing that deals very high knockback. It is the most damaging Judge attack and emits the "ping" sound effect like Judge 8. Similar in nature to a charged swing from the Home-Run Bat, but the hit's base knockback is much lower, which makes it generally unable to KO at extremely low percents.
Up special Fire 3% (trampoline; firemen), 6% (ascent) Jumps off a trampoline and then descends while wearing a parachute. Capable of canceling into any move when falling. Has KO potential at high percents near the left and right blast lines. Very good at stage spiking, due to out-prioritizing most aerials and dealing strong knockback, making Mr. Game & Watch very difficult to edgeguard. Originates from Fire.
Down special Oil Panic Based on absorbed attacks 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. 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.
Judge Damage
Numbers Damage
1 2%
2 4%
3 6%
4 8%
5 3% (hits 1-4)
6 12%
7 14%
8 13%
9 32%

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 sighs. 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

  • Rings his bell to his left, then his right. Afterwards, he continues to ring his bell to his left.
  • 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.
  • Juggles 3 balls while in his appearance from Ball.
An original melody with an energetic tempo, based upon the typical bleeping noises that characters or other objects in a Game & Watch would make.

In competitive play

Notable players

Classic Mode: A Long Legacy

Mr. Game & Watch fights classic characters on retro stages.

Round Opponent Stage Music Notes
1 Kirby Dream Land GB Green Greens
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.
5 Donkey Kong 75m 25m Mario is a CPU ally.
6 Mr. Game & Watch Team Flat Zone X Flat Zone
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.

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 maze area of the Light Realm. After finding the correct path through the maze, the player must defeat the Sidestepper and Nikki spirits in front of his unlock battle.

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.

Alternate costumes

 
               

Gallery

Character Showcase Video

Trivia

  
Mr. Game & Watch's forward smash, derived from Fire Attack, pre-patch and post-patch.
  • 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).
    • 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.
  • Mr. Game & Watch's stock icon in Ultimate bears a strong resemblance to his stock icon from Super Smash Bros. 4.
  • His official art, apart from looking like his old up tilt, also resembles his Alt. trophy in Super Smash Bros. for Nintendo 3DS.
  • 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. This can be seen when under the effect of a metal box.
    • Despite this, the manhole in Mr. Game & Watch's down tilt is still rendered in 3-D.
  • Mr. Game & Watch is one of two characters to use their default costumes in certain Spirit Battles, the other being Bowser Jr.
    • This is not counting Corrin, who does not use the default male costume in any spirits battles, but does use the default female colors in a few spirit battles.
  • As a consequence of not having eyes, Mr. Game & Watch is the only character with puppet fighters in World of Light that lack their signature red eyes, simply using his model and various alternate costumes with no alterations.

References