Super Smash Bros. 4

Mr. Game & Watch (SSB4)

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

Availability Unlockable
Final Smash Octopus
Tier F (35)
Mr. Game & Watch (SSB4)

Mr. Game & Watch (Mr.ゲーム&ウォッチ, Mr. Game & Watch) is a playable character in Super Smash Bros. 4. After making a cameo in Pac-Man's trailer, Mr. Game & Watch was formally revealed on October 23rd, 2014 alongside Bowser Jr. during the Super Smash Bros. for Wii U: 50-Fact Extravaganza. Like in Melee and Brawl, he uses Game & Watch-esque sound effects to represent his "voice".

Mr. Game & Watch currently ranks 35th out of 56 on the tier list, placing him in the F tier. This is a drop from his ranking in Brawl, where he was ranked 16th out of 38. Mr. Game & Watch's strengths include great combo and air games and, despite being a lightweight, and a high overall damage output. His overall mobility is also decent, with his recovery in particular being impressive due to Fire's long coverage, large ledge sweetspot, and general safety.

However, Mr. Game & Watch possesses notable weaknesses as well. He is the third lightest character in the game, making him prone to getting KO'd quite easily, which is further exacerbated by the loss of Bucket Braking. Due to his short stature, his range is mediocre overall, despite most of his hitboxes being disjointed. His moves also suffer from high ending lag despite their damage outputs and knockback. His grab game is also lackluster outside of down throw, as his pummel is one of the slowest in the game, and none of his other throws possess the utility that his down throw does, nor are they strong enough to KO at realistic percentages. His neutral game is also lacking, due to having no aerials that autocancel in a shorthop and his limited amount of safe options on shield. Some of his moves are considered to be situational, due to either needing luck (Judge) or needing the opponent to have an energy projectile (Oil Panic). Lastly, his biggest flaw is his surprising inability to kill, due to his finishers either being situational (Judge or Oil Panic), having large sourspots (Forward and Down Smash), minimal range (Up Smash), unreliability in connecting properly (Up air), high startup or cooldown, or just not being all that powerful (Forward and Down Tilt).

Overall, Mr. Game & Watch's pros are on par with his cons, and as such he has seen average tournament results. However, his tournament representation is poor due to his unpopularity in competitive play.

How to unlock

Super Smash Bros. for Nintendo 3DS

Mr. Game & Watch must then be defeated on Flat Zone 2.

Super Smash Bros. for Wii U

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

Mr. Game & Watch must then be defeated on Flat Zone X.

Attributes

Mr. Game & Watch's archetype as a lightweight slightly differs from the majority of them: he has the third lowest weight, the fifth lowest falling speed, below average gravity, low jumping prowess and is tied for the third lowest air acceleration. However, he is small, he has decent walking and dashing speeds, a low short hop and above average air speed. Overall, Mr. Game & Watch's speed when moving is quite exceptional for a lightweight, but his low acceleration while in the air and while falling can be somewhat detrimental. His short height also makes him difficult to hit, especially when crouching.

Hailing from the Game & Watch series, his moveset is based on moves from said series. Unlike most lightweights, Mr. Game & Watch has moves with disjointed hitboxes, with some of them reaching relatively far from him. His damage output is above average, and he has a good combo game, allowing him to easily rack up a decent amount of damage with few moves. His down throw is a reliable combo starter, being able to be followed by his up tilt (on floaty characters) or neutral attack (on fast-fallers) at low percents, Judge, up smash or Oil Panic from low to high percents, all aerials except down aerial from mid to high percents, and Fire at high percents. His combo game is further compounded by his great aerial game, with his neutral, forward, back and up aerials having good combo utility and being fairly damaging. His neutral aerial has pretty high range above him and does very high damage if all hits connect and the last hit has moderate knockback, making it difficult to punish, as well as being rarely escaped by SDI and able to be followed up by other moves. His forward aerial has decent range and knockback (when clean), making it useful for edgeguarding, and the late hit can be followed up by another attack when late despite the moves' ending lag. His back aerial, while less damaging than in Brawl, is still pretty useful due to its disjointed range and low knockback that allows it to be followed by another one, giving it effective wall of pain ability. His up and down aerials are mainly used for KOing. His up aerial is his strongest one, but its windbox can make it difficult to connect into the second hit, which carries all the knockback. Nevertheless, its windbox can also safely space the move and juggle opponents. Meanwhile, his down aerial is an effective meteor smash as well as being a stall-then-fall, giving Mr. Game & Watch an effective move for edgeguarding, ending a stock early, and getting out of juggles.

While he has fairly damaging moves, Mr. Game & Watch also has plenty of reliable and powerful finishers for his weight class, which can put him on par with some heavyweights. The most notable examples include his forward and down tilts at high percents, all of his smash attacks, his aerials, Judge 9 and Oil Panic. Finally, his special moveset is pretty decent, albeit polarized. His neutral special, Chef, is weak but can effectively stun players, as well as work as an efficient anti-pressure option from afar. His up special, Fire, grants exceptional vertical distance and deals average knockback, as well as slows his descent down after usage, giving Mr. Game & Watch an amazing recovery that is also difficult to edgeguard. His side special, Judge, is infamously polarized due to being luck-based; its effects range from causing no knockback while damaging Mr. Game & Watch himself (1) to inflicting extremely high knockback that can KO even at very low percents (9). Finally, Oil Panic can absorb three energy-based projectiles (or one extremely powerful energy-based projectile) before unleashing a powerful attack that can score a one-hit KO depending on how much damage it has absorbed. However, it only works on characters with absorbable projectiles such as Zelda and Samus, making it very situational and generally not that useful.

While Mr. Game & Watch does have many positive traits, he also possesses many notable weaknesses. He is one of the lightest characters in the game, which makes him susceptible to early KOs, especially vertically. He has a very short roll that is quite slow, often punishable even when used sparingly. His grab game is also very poor outside of grab combos: his grab still has very short reach, his pummel is quite slow and he has no useful throws other than his down throw. His attacks, despite possessing large, disjointed hitboxes that are far reaching from him, mostly have poor to mediocre reach. Their range was also nerfed from Brawl, with his attacks being much less wide and far. While the majority of his moveset has quick startup, it suffers from particularly high ending and landing lag in most of his attacks, allowing him to be easily punished when his moves are whiffed. Finally, some of his special moves are considered to be situational depending on the match-up, with Judge being an unsafe move in general due to its randomness, and Oil Panic being only useful when facing a character with an absorbable projectile.

Mr. Game & Watch has a few noteworthy custom moves. Short-Order Chef is weaker, but much faster, allowing him to space more easily. Chain Judge has no special effects but deals more damage the higher the number is, significantly improving the move's consistency and damage racking capabilities. Heavy Trampoline grants less distance at the cost of being stronger, while Trampoline Launch has no parachute at the cost of granting more distance and being stronger as well.

All in all, Mr. Game & Watch's pros are generally on par with his cons. Like his fellow lightweight Mewtwo, Mr. Game & Watch can be considered a glass cannon due to his impressive overall damage output and his ability to powerfully finish opponents, yet being very susceptible to being finished earlier than most characters. Due to his lack of tournament representation, he ranks below average in most tournaments and has very few players. Although small, Mr. Game & Watch's playerbase includes notable players such as GimR and Regi, who have managed to give him decent tournament results.

Changes from Brawl

Mr. Game & Watch was overall nerfed in his transition to SSB4, with the buffs he received failing to compensate for the more drastic nerfs to his important abilities. The changes to hitstun canceling indirectly removed Bucket Braking and momentum canceling, which were a huge part of his previous success, severely hinder his overall survivability, and many of his moves have more lag, such as his neutral, forward and back aerials no longer autocanceling in short hops, reducing his options to approach or punish opponents. However, the changes to hitstun canceling can be considered a double-edged sword, as this lets him combo his opponents better thanks to his down throw giving him new follow-up options, which can lead to highly damaging combos. His smash attacks, while becoming slightly weaker, are still viable options that reliably KO under 100%, and some of his other moves are still strong. While Oil Panic has had its valuable Bucket Braking ability removed, it also fills faster, letting Mr. Game & Watch use one of his most situational moves more frequently. His recovery has also been improved due to his increased air speed, Fire's increased vertical distance and a unique jump boosting mechanic in Oil Panic. As a result, some players such as GimR and Regi have shown he is still a decent character despite no longer being as viable as he was before.

Aesthetics

  •   Mr. Game & Watch's design has been changed. He now has a smaller and rounder nose, circular hands and smaller feet. His animations are also more choppy to better simulate the frame-by-frame movement within the Game & Watch games.
  •   Mr. Game & Watch has a new down taunt, where he sits down and sighs. This originates from the Game & Watch version of Mario Bros.

Attributes

  •   Mr. Game & Watch is smaller, giving him a slightly smaller hurtbox. However, several attacks now have smaller hitboxes as well, exacerbating one of his main problems from Brawl.
  •   Mr. Game & Watch's smaller size, when combined with the general change in size between smaller and larger characters, significantly improves his crouch's defensive potential for dodging attacks.
  •   Mr. Game & Watch walks faster (1.1 → 1.1242).
  •   Mr. Game & Watch dashes slower (1.553 → 1.5264).
  •   Mr. Game & Watch's air speed is faster (1.081 → 1.12).
  •   The lingering hitbox on most of Mr. Game & Watch's attacks, such as forward aerial and forward smash, has either been shortened or removed.
  •   Walk's animation has been changed. Mr. Game & Watch now walks more flippantly while he repeatedly looks back and forth. This originates from Helmet.

Ground attacks

  •   Neutral attack now transitions into a finisher, a larger blast of gas.
  •   Up tilt can now hit twice at very low percentages, which allows it to potentially deal more damage (8% → 14%). It also has less start-up (frame 13 → 10).
  •   Up tilt has more ending lag (8 frames → 14) and its hitboxes are noticeably smaller, being unable to effectively hit opponents in front of or above Mr. Game & Watch. As it now consists of two hits instead of one and the first hit lands at higher percents, this hinders up tilt's KO power overall.
  •   Forward tilt is stronger and has a longer duration (6 frames → 8).
  •   Forward tilt has slightly more ending lag (20 frames → 21).
  •   Down tilt is much stronger and has received a windbox outside its hitbox. The windbox deals little damage, no flinching and pushes upward, which affects both opponents and certain projectiles, such as Link's Bombs.
  •   Down tilt has significantly more ending lag (10 frames → 29).
  •   Dash attack deals 1% less damage (11% → 10%) and has more ending lag (8 frames → 19).
  •   Dash attack is stronger, despite its decreased damage output, now having light kill power at high percents with rage or freshness.
  •   Forward smash's sourspot takes priority over the sweetspot, making it much more difficult to land the sweetspot.
  •   Up smash deals 2% less damage (18% → 16%) and has less knockback, making the move much weaker. Its hitbox duration was also shortened (4 frames → 2) and it has more ending lag (10 frames → 14).
  •   Up smash now has partial invincibility on frames 4-25, giving the move more utility.
  •   Down smash has more range.
  •   Down smash has much more ending lag (33 FAF -> 42 FAF), and its sourspot is both larger and much weaker.

Aerial attacks

  •   Neutral and up aerials have more landing lag (9 frames → 12).
  •   Neutral aerial can no longer autocancel.
  •   Neutral aerial's first few hits connect together better and its last hit has more knockback, improving its launching ability and follow-up potential.
  •   Neutral aerial has more ending lag (35 FAF -> 43 FAF).
  •   Forward aerial deals 4.5% less damage (16% → 11.5%) and is much weaker, no longer KOing until beyond 150% outside of edgeguarding.
  •   Forward aerial has less landing lag (22 frames → 15).
  •   Back aerial deals 6% less damage (15% → 9%) and has more landing lag (12 frames → 19).
  •   Back aerial's hits connect together much better, improving its reliability.
  •   Both hits of up aerial have smaller hitboxes.
  •   Up aerial's second hit has more knockback, now being able to kill at high percents if timed properly.
  •   Down aerial deals less damage (14%/13%, 6% → 11%, 3.5%) and has significantly more landing lag (15 frames → 28).

Throws/other attacks

  •   All throws are much faster, allowing less time for the opponent to DI correctly.
  •   Down throw deals 2% less damage (6% → 4%).
  •   Down throw now launches at a higher angle, improving its combo potential. However, this means it can no longer meteor smash, removing its follow-up and tech-chase potentials.
  •   Front and back floor attacks deal 1% more damage (6% → 7%).

Special moves

  •   Judge can now have the same number appear consecutively, instead of having to wait three swings later. While this is more random overall, it eliminates the need to pull "dummy" hammers.
  •   Fire has faster start-up and more vertical distance.
  •   Fire's animation has slightly changed. After being used, the parachute descent tilts in a frame-by-frame movement rather than a smooth rotation.
  •   Grab release glitch has been fixed.
  •   The removal of the grab release glitch allows Mr. Game & Watch to re-use Fire if he has been grabbed in midair.
  •   Oil Panic can now fill up multiple units at once if a projectile is strong enough, significantly improving its reliability.
  •   Using Oil Panic in the air and right after a jump increases the jump's height and floatiness, granting it recovery potential.
  •   Oil Panic can no longer be used to stall in the air and also has significantly more ending lag.
  •   Oil Panic's momentum canceling has been fixed.
  •   The removal of momentum canceling removes Bucket Braking, significantly hindering Mr. Game & Watch's survivability.
  •   Octopus now has the Final Smash aura as an outline.
  •   Octopus's duration is 2 seconds shorter.

Update history

Mr. Game & Watch has received a mix of buffs and nerfs via game updates. The changes on shield mechanics in update 1.1.1 notably benefit him, as he is now capable of breaking shields easier due to a number of his moves hitting multiple times or having high damage outputs, hitstun and hitlag, most notably his forward and down smashes, back aerial and Judge 3 and 9. However, his potential in doubles play has been significantly weakened due to Oil Panic now dealing halved damage should he absorb a teammate's projectile.

  1.0.6

  •   All variations of Chef have had their pan's hitbox size increased: 5.76u → 6.76u.
  •   Up tilt's second hit's angle altered: 100° → 115°, hindering its combo potential.

  1.0.8

  •   Down tilt has increased knockback: 10 (base)/120 (scaling) → 40/125.
  •   Down tilt's windbox size increased: 9u → 10.5u.
  •   Back aerial's landing lag decreased: 24 frames → 19.

  1.1.3

  •   Oil Panic deals halved damage from absorbed teammates' projectiles.


Moveset

  Name Damage Description
Neutral attack   3% Rapidly presses an insecticide pump, pumping gas onto the opponent. Excellent for escaping pressure and hard to escape from. The last hit can KO at very high percents near the ledge. Originates from Green House.
1% (loop), 2% (last)
Forward tilt   10% (clean chair), 9% (clean body), 4% (late) Hits opponents with the legs of a chair. Launches opponents at a semi-spike angle at high percents. Full priority against other attacks due to lack of hurtbox. Light KO potential at high percents when clean, especially near the edge. Originates from Lion.
Up tilt   7% (hit 1), 7% (hit 2) Raises a flag labeled with the number 1. Good as a follow-up from down throw, but its very small hitboxes makes it inconsistent at connecting both hits in various situations. The second hit launches opponents upward and backward, which can combo into his back aerial at medium percents. Combos into itself with fast-fallers and heavyweights at lower percents. KOs at very high percents. Originates from Flagman.
Down tilt   6% (clean), 1% (late) Flips a manhole. Has a windbox capable of juggling enemies from above, as well as break or derail projectiles with proper timing. Strong horizontal knockback capable of KOing under 150% near the edge at a semi-spike trajectory. Very useful for pushing recovering opponents high up, especially against those who can't immediately grab the ledge with their special moves like Little Mac. Interestingly, the manhole lid is actually rendered in 3D, whereas all of the other objects used in his moveset are rendered in 2D. Originates from Manhole.
Dash attack   10% (clean), 6.5% (late) 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 very difficult to react to. This move is a tool for both approaching and punishing close by opponents. Low ending lag, good knockback, and decent range. It is a KOing option near the edge, and is useful for edgeguarding before an opponent can grab the ledge. Originates from Helmet.
Forward smash   18% (head), 14% (handle) Slams a lit torch against opponents. The sweetspot is at the fire, while the sourspot is at the torch. Disjointed hitbox with great base knockback and even greater knockback scaling, as well as coming out relatively quickly and having good interruptibility. Sweetspot KOs at 106%, sourspot KOs at 130%. Originates from Fire Attack.
Up smash   16% An upward headbutt while wearing a diving helmet. The hitbox extends a short way above the helmet. Has noticeable start-up lag, but a short invincibility frame window upon start-up. This lets Mr. Game & Watch perform a pseudo-counterattack against almost all attacks that hit him during start-up, which makes it good for interrupting aerial approaches or attacks. It also has low ending lag, making it a viable strategy to spam at KO percents. Can be used out of a down throw at very low percents on heavyweights. One of the strongest up smashes in the game, KOing at 102% uncharged and 60% fully charged. Originates from Octopus.
Down smash   15% (hammers), 13% (body) Swings two hammers downward. Solid range. Hammer heads deal vertical knockback while the handles semi-spike. When sweetspotted, this is one of the most powerful down smashes in the game, KOing at 105%. However, the sourspot cannot KO reliably below 150%. Its fast interrupting ability can surprise people by using it again after a missed one. It is effective at ledge guarding as the sourspot semi-spikes, and even though the sweetspot has vertical knockback, its great knockback can still KO a recovering opponent. Originates from Vermin.
Neutral aerial   5% (hit 1), 4% (hits 2-4) Tosses out a pair of fish from a bowl. Large hitboxes enable it to covers every area except below him. The last hit has moderate knockback KOing at high percents, but it only lasts 1 frame. Can combo out of a down throw at low to medium percents. However, the hits fail to connect together at high percents, and the opponent will fall out. Originates from Tropical Fish.
Forward aerial   11.5% (clean), 6% (late) Swings a boxed package. Long range and disjointed hitbox, as well as full priority against other attacks due to lack of hurtbox. Great for edgeguarding due to its strength and it can be used for a wall of pain on opponents at low to medium percents. Originates from the Game & Watch version of Mario Bros.
Back aerial   2% (hits 1-3), 3% (hit 4), 3% (landing) Swings a snapping turtle backward. Disjointed range and has full priority against other attacks due to lack of hurtbox. When being shielded, opponents often drop their shields too soon due to the turtle's hitlag causing it to have unexpected duration when it is landed. Interestingly, the landing hitbox knocks opponents upwards vertically while landing the final aerial hitbox knocks opponents away horizontally from Mr. Game & Watch. Because of the last aerial hitbox's properties, it can be used for a wall of pain on opponents like his forward aerial, but with better wall of pain potential. Originates from Turtle Bridge.
Up aerial   7% (hit 1), 9% (hit 2) Blows air upward twice, the second hit having high knockback. Notorious for its huge wind area outside the main hitbox, with the wind being more powerful the closer the opponent is to Mr. Game & Watch. Spamming this move can make it difficult for opponents to land. The wind hitbox can be used to help teammates with their vertical recovery, and can also be used to possibly gimp certain character's recoveries like Ness' or Lucas' should they not be ready to change the direction of PK Thunder's arc. At high percents, hitting with both blows when properly timed can KO at around 110%. Originates from Spitball Sparky.
Down aerial   11% (attack), 3.5% (landing) Drops downward with a key. A stall-then-fall, it meteor smashes powerfully on the first frames. Can be moved left or right a bit. While it can cause Mr. Game & Watch to self-destruct while using it off-stage, his effective recovery and the move being being slower than other stall-then-falls makes this unlikely. It a safe stall-then-fall when edgeguarding and has KO potential at high percents. Originates from the Game & Watch version of Donkey Kong Jr.
Grab   Reaches out to grab the opponent. Originates from Mario's Cement Factory.
Pummel   3.2% Hits the opponent with a bell. A slow pummel. Originates from the Game & Watch's alarm feature.
Forward throw   8% Juggles the opponent and releases them forward. Originates from Ball.
Back throw   8% Juggles the opponent and releases them backward. Originates from Ball.
Up throw   8% Juggles the opponent and releases them upward. Combos into Fire at 0%. Originates from Ball.
Down throw   4% Juggles the opponent and releases them downward. Deals half as much damage as the other throws, but makes up for this with its impressive combo ability. Combos include up tilt (on floaty characters) or neutral attack (on fast-fallers) at low percents, Judge, up smash or Oil Panic from low to medium percents, neutral and up aerials from medium to high percents, and Fire at high percents. Guaranteed follow-ups stop around 130%, though up aerial can KO at high percents if the opponent's reaction is read. Originates from Ball.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Gets out a hammer and slams it in front of him, then behind him. It is very fast. Originates from Vermin.
Floor attack (back)
Floor getups (back)
  7% Identical to frontal floor attack. Originates from Vermin.
Floor attack (trip)
Floor getups (trip)
  5% Identical to floor attacks, but slower. Originates from Vermin.
Edge attack
Edge getups
  7% Climbs up and hits opponents with a bell, creating an alarm noise. Originates from the Game & Watch's alarm feature.
Neutral special Default Chef 5% (pan), 4% (sausage), 4% (steak), 4% (shrimp), 4% (fish) Flips food out of a frying pan. Moves slowly through the air in varying arcs. 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 is much more rewarding when edgeguarding, however, as the pan can semi-spike and possibly gimp opponents with short recoveries like Ganondorf.
Custom 1 XXL Chef 2% (pan), 9% (sausage), 8% (steak), 7% (shrimp), 7% (fish) The food is bigger and stronger, but is a lot slower. Sausage has some vertical KO potential at very high percents.
Custom 2 Short-Order Chef 0.5% (pan), 2% (sausage), 1.5% (steak), 1% (shrimp), 1% (fish) Flips three weaker food out of a frying pan in front of the player very quickly, opening a zoning and approach option. Fish causes no hitstun.
Side special Default Judge 2%-32% (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 near one-hit KO. An infamous follow-up from his down throw, but timing for a true combo is very strict.
  • Judge 1: A weak hit that does not make the enemy flinch. Deals 12% recoil damage regardless of whether or not it hits.
  • Judge 2: Another weak attack, but deals small knockback. Has a 20% chance of tripping the opponent.
  • Judge 3: Another weak attack, although this one launches the opponent backward and causes significant shield damage.
  • Judge 4: A slashing attack that launches opponents diagonally forward.
  • Judge 5: An electric attack that hits multiple times.
  • Judge 6: A flame attack that semi-spikes. Has the second strongest knockback of all Judge attacks.
  • Judge 7: A moderate knockback attack that produces an apple if it hits the opponent. The apple heals 4%.
  • Judge 8: A freezing attack with very low knockback and makes the "PING!" sound that is usually associated with one-hit KOs.
  • Judge 9: An extremely powerful attack that deals massive knockback and makes the "PING!" sound like Judge 8. Similar in nature to a charged swing from the Home-Run Bat, but the hit's base knockback is much lower, generally unable to KO at extremely low percents.
Custom 1 Extreme Judge 5%/23% (Varies) Only chooses numbers 1 and 9, though with less extreme effects on each.
  • Judge 1: Deals 5% to both the opponent and Mr. Game & Watch.
  • Judge 9: Deals 23% to the opponent, but has much less knockback compared to the regular version.
Custom 2 Chain Judge 1%-28.4% (Varies) Instead of additional effects, the number displayed equals the number of hits the attack will deal.
Up special Default Fire 6% Trampolines upward, opening a fall-slowing parachute afterward. Capable of canceling into any move when falling. Has KO potential at high percentages 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. The move can also be used as a possible follow-up option after up throw at low percents against fast-fallers and heavyweights.
Custom 1 Heavy Trampoline 16% (clean), 10% (late) Less height on the jump, but with more damage.
Custom 2 Trampoline Launch 12% (near), 8% (far) More height on the jump, but has no parachute or lasting hitbox, though it does have KO potential at high damages, especially near the upper blast line.
Down special Default Oil Panic Based on absorbed attacks Collects energy-based attacks in an oil can and dumps them on opponents. Once three are absorbed, it turns into a powerful counterattack with almost no start-up lag that inflicts 2.8x the combined damage of the absorbed attacks, capping to 60%. OHKOs when it inflicts 60%. Despite its appearance, the oil spill is not a projectile and cannot be reflected.
Custom 1 Efficient Panic Based on absorbed attacks Fills in one shot, but subsequently weaker with less range. Has less ending lag when a projectile is absorbed.
Custom 2 Panic Overload Based on absorbed attacks The oil spill is bigger and slower. The absorption radius is smaller.
Final Smash Octopus 15% Turns into the large octopus that appears in its eponymous game, Octopus. Damage is dealt on contact and range can be increased by pressing the attack buttons. Lasts for 15 seconds.
Judge Damage Data
Numbers Judge Extreme Judge Chain Judge
1 2% 5% 1%
2 4% - 2% (hit 1), 3% (hit 2)
3 6% - 3% (hits 1-3)
4 8% - 2% (hits 1-3), 3% (hit 4)
5 3% (hits 1-4) - 3% (hits 1-5)
6 12% - 2% (hits 1-5), 3% (hit 6)
7 14% - 2.5% (hits 1-6), 4% (hit 7)
8 9% - 2.4% (hits 1-7), 4.2% (hit 8)
9 32% 23% 2.3% (hits 1-8), 10% (hit 9)
Oil Panic Data
Damage Needed to Fill Up the Bucket Oil Damage
Move Level 1 Level 2 Level 3 Minimum Maximum
Oil Panic < 10% > 10%, < 20% > 20% 18% 60%
Efficient Panic - - > 1% 10% 24%
Panic Overload < 10% > 10%, < 20% > 20% 15% 45%

On-screen appearance

  • Moves along a row of Game and Watch LCD frames until reaching the foreground.
 

Taunts

  • Up taunt: Rings his bell high. Originates from the Game & Watch's alarm feature.
  • Side taunt: Rings his bell low. Like 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.
Up taunt Side taunt Down taunt
     

Idle poses

  • Hops in place.
  • Briefly looks behind himself.
   

Crowd cheer

English Japanese
Cheer
Description Game and Watch! Game and Watch!
Pitch Group chant Group chant

Victory poses

A flourished, original medley directly from Brawl, based upon the typical bleeping noises that characters or other objects in a Game & Watch would make.
  • Moves around in different poses.
  • Rings his bell.
  • Jumps up and down in the air.
     

In competitive play

Official Custom Moveset Project

Character Custom sets available
  Mr. Game & Watch 3331 3321 3311 1331 1321
1311 3323 3131 2331 2311

Notable players

Trophies

Mr. Game & Watch
    Game & Watch was first released in 1980, making the series the father of the Game Boy and Nintendo DS. Or maybe an older sibling? Anyway...in Smash Bros., Mr. Game & Watch uses distinct retro moves to damage his foes. However, he's only two dimensional, so he's pretty easy to send flying.
    Game & Watch was a series of handheld video games that started in 1980, which pretty much makes Mr. Game & Watch the father of the Game Boy and Nintendo DS. Or maybe an older sibling? Anyway...in Smash Bros., Mr. Game & Watch uses distinct retro moves to damage his foes. However, he only has two dimensions, so he's pretty easy to send flying.
  Game & Watch was a series of handheld video games that started in 1980, before even the Game Boy. In this game, you can play as the guy who starred in them, moving about in his quirky, oh-so-retro little way. He can string together some pretty powerful attacks but, unfortunately, being 2D makes him very easy to launch.
Game & Watch (04/1980)
Mr. Game & Watch (Alt.)
Mr. Game & Watch's Oil Panic special catches shots and turns them into oil. After catching three, the bucket will be full and you'll be able to throw oil all over your enemies. Some shots, like Samus's fully powered Charge Shot, will fill the bucket in one go! Throwing the oil you get from a shot like that can KO your foes in a flash!
Game & Watch (04/1980)
Octopus
The Game & Watch title Octopus featured a hero collecting treasure while avoiding a bothersome giant octopus's tentacles. Activate Mr. Game & Watch's Final Smash to transform into that octopus! Ram into opponents, and use the attack button to extend the tentacles. The only thing you can't do is change the direction you're facing.

In Event Matches

Solo Events

  • All-Star Battle: Melee: Mr. Game & Watch is one of the opponents fought in this event. All opponents debuted in Melee and have appeared in the Super Smash Bros. series since then.
  • Great Fox Defense: Falco must defeat three Mr. Game & Watches with a varied amount of stock without allowing a single one to land on the stage.
  • That Elusive 9: Mr. Game & Watch must defeat a metal Mr. Game & Watch by getting a 9 using Judge.

Co-op Events

Alternate costumes

 
               

Gallery

Trivia

  • Mr. Game & Watch's official artwork in Super Smash Bros. 4 is the first in the series where he lacks his bell.
  • Mr. Game & Watch is the first and only veteran to be officially shown but not confirmed before Super Smash Bros. for Nintendo 3DS's release, due to him having been revealed in Pac-Man's trailer.
    • Mr. Game & Watch is one of three characters to have been teased before their official reveal, the other two being Dark Pit and Duck Hunt.
  • Mr. Game & Watch was the last veteran to be shown as a playable character by an official source, as Jigglypuff was shown off multiple times in the 50-Fact Extravaganza, while Mr. Game & Watch was not revealed until after the Direct was over.
  • As he has an outline of his own, Mr. Game & Watch does not use a black outline like the rest of the characters in Super Smash Bros. for Nintendo 3DS. As a result, it is his grey outline that changes colors to denote team affiliation and other such effects.
  • Unlike his other attacks, Mr. Game & Watch's down tilt is rendered in 3D. This was also the case in Brawl.
    • However, he has a 2D version, if Mr. Game & Watch uses the move at the edge of a stage/platform or in a flat stage (Flat Zone, Duck Hunt etc.)
  • Mr. Game & Watch has many various animations on Super Smash Bros. for Nintendo 3DS that are different aesthetically in comparison to Super Smash Bros. for Wii U.
  • In Super Smash Bros. for Nintendo 3DS, Mr. Game & Watch does a small jump on the spot, one of his idle poses, after choosing a path in Classic Mode, instead of taunting.
  • Mr. Game & Watch, Wii Fit Trainer, and Bayonetta are the only three characters to have special charging sounds for their smash attacks, with his being a low-pitched beeping noise.
    • He is also the only series veteran with this trait.
  • Mr. Game & Watch and R.O.B. are the only unlockable veterans in both versions to appear in a newcomer poster art.
    • Mr. Game & Watch, along with Lucina, are the only unlockable characters to appear in more than one newcomer poster art.