Super Smash Bros. Ultimate

Mr. Game & Watch (SSBU)

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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 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.

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, Up Smash remains one of the strongest of the whole cast. 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 inconsistent) combo from SSB4, dubbed the "Toot Toot", 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. Competitive reception of Mr. Game and Watch has been poor overall; many players, including ESAM, ZeRo, and Tweek, view him as a low tier character and worse than his SSB4 counterpart, citing his changes to forward aerial, up smash, and down throw as the primary reasons. In spite of this 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; as such, it's hard to tell whether or not Mr. Game and Watch has been truly buffed or nerfed.


Aesthetics

  • Change 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.
  • Change 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.
  • Change Mr. Game & Watch's walking animation has been changed; now looking less flippant.
  • Change 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.
  • Change Mr. Game & Watch's mouth is open during his clapping animation, similar to his Melee appearance.

Attributes

  • Buff Due to the universal buff to all characters, Mr. Game & Watch's jumpsquat animation now takes three frames to complete (down from 5).
  • Buff Mr. Game & Watch dashes faster (1.5264 → 1.679).
  • Buff Mr. Game & Watch walks slightly faster (1.1242 → 1.18).
  • Buff Mr. Game & Watch's air speed is slightly higher (1.12 → 1.176).
  • Nerf Mr. Game & Watch's new animations result in many of his moves having less favorable disjoint and hurtbox sizes.

Ground attacks

  • Neutral attack
    • Buff Neutral attack no longer pushes Mr. Game & Watch as far back as previously.
    • Buff Neutral attack can now jab reset.
    • Buff Rapid Jab Finisher deals more damage (2% → 3%), without full compensation to the knockback.
    • Nerf Rapid Finisher has more endlag (FAF 24 → 33).
  • Forward tilt:
    • Buff Forward tilt deals slightly higher damage all around (10%(clean chair)/9%(clean body)/4%(late) → 12%/10%/6%).
    • Buff Forward tilt comes out sooner, and has a longer duration (10-17 → 8-20).
    • Buff Forward tilt deals more knockback.
    • Nerf Forward tilt has reduced range.
  • Up tilt:
    • Buff Up tilt has intangibility on both hands.
    • Buff Up tilt has less endlag (FAF 36 → 34).
    • Change 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:
    • Buff Down tilt does more damage. (6% → 9%).
    • Nerf Down tilt's knockback has been reduced (Base 40 → 45, Growth 125 → 112).
      • Buff Despite this, the damage increase to Down tilt far outweighs this, and the move does significantly more knockback overall.
    • Nerf Down tilt has increased endlag (FAF 40 → 43).
    • Nerf Down tilt is no longer nearly as disjointed, and has significantly less range.
    • Nerf 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:
    • Buff Forward smash's sweetspot knockback growth increased (91 → 97), but base knockback reduced (48 → 46). Overall it's knockback is higher.
    • Change Forward smash sourspot angle is now slightly lower (53 → 48).
  • Up smash:
    • Buff Up smash has less start-up lag (frame 24 → 21).
    • Buff Up smash's invincibility frames now cover Mr. Game and Watch's entire body.
    • Buff Up smash deals slightly more knockback.
    • Nerf 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:
    • Buff Down smash now has the ability to bury opponents if the move is sweetspotted.
    • Buff Down smash has less startup lag (frame 15 → 12), and less endlag (FAF 42 → 38).

Aerial attacks

  • Buff 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:
    • Buff Neutral aerial's hitboxes linger for a significantly longer time.
    • Nerf Neutral aerial now deals less overall damage. (17% → 13%).
    • Change The final hit deals less knockback, however combined with the lower landing lag this allows for combos.
    • Buff It auto-cancels earlier (frame 44 → 43)..
  • Forward aerial:
    • Change 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.
    • Buff New forward aerial deals more damage when both hits connect (11.5% → 15%).
    • Buff Forward aerial's explosion deals more knockback.
    • Nerf Forward aerial has more landing lag (15 → 17 frames) and end lag (FAF 45 → 48)
    • Nerf It's initial auto-cancel window has been removed.
  • Back aerial:
    • Change 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.
    • Buff Back aerial's final hit is now stronger, being a more reliable KO move.
  • Up aerial:
    • Change Up aerial has been reworked: it now functions as a projectile, similar to Mega Man's up aerial, Air Shooter, and hits six times.
    • Buff Up aerial has increased range.
    • Buff 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.
    • Nerf Up aerial is significantly weaker, no longer being a reliable KO move.
    • Nerf Up aerial does less damage when all hits connect (16% → 12%).
    • Nerf Up aerial now comes out later (frame 6 → 9).
    • Nerf It auto-cancels later (frame 41 → 44) and no longer has an initial auto-cancel window.
  • Down aerial:
    • Buff Down aerial has increased knockback.
    • Buff 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

  • Nerf 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)).
  • Change When a character is thrown by Mr. Game & Watch, they will turn into their respective stock icon for the duration of the juggle.
  • Change Pummel is much faster, but is also much weaker overall (3% → 1.3%).
  • Change Forward throw and back throw launch at a lower angle
  • Buff Up throw deals considerably more damage (8% → 12%).
  • Down throw:
    • Change During the down throw animation, Mr. Game & Watch "drops" the character's icon.
    • Change 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:
    • Buff Chef deals significantly more damage (5% → 8% (pan), 3% → 5% (sausages)).
    • Buff Chef's food trajectory can be controlled.
    • Nerf Chef has more endlag (FAF 50 → 55).
  • Judge:
    • Change Judge's numbers now appear in a jumble, before settling on the decided number.
    • Change Judge can no longer roll the same number twice in a row.
    • Buff Judge 7 now spawns three apples instead of one, allowing him to heal significantly more health once using the move.
    • Change Judge 7 launches at a higher angle, and deals slightly more knockback.
    • Buff Judge 8 does more damage (9% → 13%), which makes the freeze effect last longer.
    • Change Judge 9 now triggers Special Zoom.
  • Fire:
    • Change Fire's windbox has been replaced with a frame 3 hitbox.
    • Buff Fire's new frame 3 hitbox gives it more potential as a out of shield option and combo breaker than before.
    • Buff Fire now transitions into the parachute slightly faster (FAF 41 → 37).
  • Oil Panic:
    • Buff Oil Panic now reflects physical projectiles in addition to absorbing energy-based projectiles.
    • Buff Oil Panic now begins absorbing 1 frame earlier (7 → 6).
    • Buff Oil Panic has reduced endlag (FAF 50 → 44).
    • Buff 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.
    • Buff 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.
      • Buff He also isn't put into the move's recovery animation, allowing him to act the moment intangibility ends.
    • Nerf Mr. Game & Watch can no longer absorb projectiles during the recovery animation of Oil Panic, making him unable to do lagless absorptions.
    • Nerf Oil Panic's damage multiplier has been reduced (2.8x → 2.0x).
    • Nerf Oil Panic's minimum and maximum damage has been reduced in both respects.
      • Minimum damage decreased (18% → 17%).
      • Maximum damage decreased (60% → 48%).
    • Nerf Oil Panic deals significantly less knockback, further hindering it's OHKO potential, and making it's less strong variants unsafe on hit.
    • Nerf Oil Panic's attack portion no longer has intangibility on frames 1-6.
    • Change Oil Panic triggers Special Zoom on any successful hit, and leaves the opponent covered in oil for a brief moment.
  • Change 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

Super Smash Bros. Ultimate 1.1.0

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

Super Smash Bros. Ultimate 2.0.0

  • Buff 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.
  • Buff 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.
  • Bug fix Up Aerial's location reassignment glitch has been removed.
  • Bug fix Oil Panic's grounded mobility glitch has been removed.
  • Bug fix 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. Its hitbox lingers, and the strong hit kills Mario at 110% by the ledge. 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 knockback at the expense of increased endlag and reduced range. Down tilt also loses its windbox, disallowing juggling and potential recovery interrupting. Very fast startup at frame 4 and kills at 95% by the ledge and 130% centre stage. 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 potent knockback, while not being particularly slow. Its sweetspot KOs middleweights at 65% by the ledge, while its sourspot KOs at 85%. 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, will bury opponents and lead to a follow up forward smash. Its sourspot sends opponents at a semi-spike angle and kills at 120% by the ledge. 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. 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. 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. Kills at 115% by the ledge. 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, 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.
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. Can kill starting at 15% and comes out extremely fast (frame 2 startup). 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 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

  • 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

Finding Mr. Game & Watch 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.

Fighter Battle

No. Image Name Type Power Stage Music
26
Mr. Game & Watch SSBU.png
Mr. Game & Watch Shield 7,500 Flat Zone X (Ω form) Flat Zone 2

Template:-

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.

In Spirit battles

As the main opponent

Spirit Battle parameters
No. Image Name Enemy Fighter(s) Type Power Stage Rules Conditions Music
98
Vivian Spirit.png
Vivian •Clear Mr. Game & Watch Mr. Game & Watch (SSBU) Shield 3,600 Luigi's Mansion (Battlefield form) N/A •The enemy is invisible Paper Mario Medley
113
Sidestepper.png
Sidestepper Mr. Game & Watch Team (×12) (Mr. Game & Watch (SSBU)x8, Mr. Game & Watch (SSBU)x4) Attack 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
Link Drawing Spirit.png
Wall-Merged Link Mr. Game & Watch Mr. Game & Watch (SSBU)
Young Link Young Link (SSBU)
Neutral 3,500 Flat Zone X N/A •Reinforcements will appear after an enemy is KO'd Lorule Main Theme
473
Unown.png
Unown •Tiny Mr. Game & Watch Mr. Game & Watch (SSBU) (×8) Grab 1,800 Temple (Battlefield form) N/A •Defeat an army of fighters Pokémon Red / Pokémon Blue Medley
489
Shedinja.PNG
Shedinja •Reflect Mr. Game & Watch Mr. Game & Watch (SSBU) Shield 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) •Giant Mr. Game & Watch Mr. Game & Watch (SSBU) Neutral 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 Mr. Game & Watch Mr. Game & Watch (SSBU) Attack 4,100 Luigi's Mansion (Battlefield form) •Hazard: Lava Floor •The floor is lava Battle! (Reshiram / Zekrom)
575 Buzz Buzz •Tiny Mr. Game & Watch Mr. Game & Watch (SSBU) Attack 2,900 Onett N/A •Timed battle (Opponent at 300% damage) Humoresque of a Little Dog
598
Octoman.png
Octoman Mr. Game & Watch Mr. Game & Watch (SSBU) Grab 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 Mr. Game & Watch Mr. Game & Watch (SSBU)
Pac-Man Pac-Man (SSBU)
Jigglypuff Jigglypuff (SSBU)
Kirby Kirby (SSBU)
Grab 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 Mr. Game & Watch Team Mr. Game & Watch (SSBU) (×4) Grab 4,100 Flat Zone X •Item: Special Flag •Timed battle
•The enemy favors up tilt attacks
Flat Zone 2
692 Fire Mr. Game & Watch Team Mr. Game & Watch (SSBU) (×4) Attack 9,800 Flat Zone X (hazards off) N/A •The enemy's up special has increased power
•Timed battle
Flat Zone 2
693
Judge Spirit.png
Judge Mr. Game & Watch Team Mr. Game & Watch (SSBU) (×8) Attack 9,400 Flat Zone X (hazards off) N/A •The enemy favors side specials
•Defeat an army of fighters
Flat Zone 2
694
Manhole Spirit.png
Manhole Mr. Game & Watch Mr. Game & Watch (SSBU) Shield 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.png
Lion Mr. Game & Watch Mr. Game & Watch (SSBU)
Incineroar Incineroar (SSBU)
Shield 3,600 Flat Zone X (Lion) N/A •Take your strongest team into this no-frills battle Flat Zone 2
700
Turtle Bridge.png
Turtle Bridge Mr. Game & Watch Mr. Game & Watch (SSBU)
Squirtle Squirtle (SSBU)
Morton Bowser Jr. (SSBU)
Bowser Bowser (SSBU)
Shield 1,700 Flat Zone X (hazards off) N/A •The enemy favors back air attacks Flat Zone
701 Fire Attack Mr. Game & Watch Team Mr. Game & Watch (SSBU) (×4) Shield 2,100 Flat Zone X N/A •The enemy favors side smash attacks Flat Zone
702
Oilpanic.png
Oil Panic Mr. Game & Watch Team Mr. Game & Watch (SSBU) (×4) Shield 3,900 Flat Zone X (Oil Panic) •Slippery Stage •The stage's platforms are very slippery Flat Zone
949
Turn to blue spirit.png
TURN-TO-BLUE Mr. Game & Watch Team Mr. Game & Watch (SSBU) (×4) Shield 2,600 Wrecking Crew N/A •Timed battle
•The enemy tends to avoid conflict
PAC-MAN
1,029
Lil Judd Spirit.png
Li'l Judd •Tiny Mr. Game & Watch Mr. Game & Watch (SSBU)
Inkling (×2) (Inkling (SSBU)Inkling (SSBU))
Attack 9,100 Moray Towers N/A •The enemy favors side specials Now or Never! (Splatfest Version) - Splatoon 2
1,108
SPI-Primid.png
Primid Mr. Game & Watch Team Mr. Game & Watch (SSBU) (x8) Neutral 1,800 Pokémon Stadium (hazards off) N/A •Defeat an army of fighters Boss Battle - Super Smash Bros. Brawl
1,109
Mites spirit.png
Mite •Tiny Mr. Game & Watch Team (x9) (Mr. Game & Watch (SSBU)Mr. Game & Watch (SSBU)Mr. Game & Watch (SSBU)Mr. Game & Watch (SSBU)Mr. Game & Watch (SSBU)Mr. Game & Watch (SSBU)Mr. Game & Watch (SSBU)Mr. Game & Watch (SSBU)Mr. Game & Watch (SSBU)) Attack 1,800 Shadow Moses Island N/A •Defeat an army of fighters Step: The Plain
1,112
Shadow Bugs Spirit.png
Shadow Bug Mr. Game & Watch Team Mr. Game & Watch (SSBU) (×4) Grab 4,300 Pokémon Stadium (Ω form) •Hazard: Poison Cloud •The stage is covered in a poisonous cloud Step: Subspace
1,228
Num Diddly Spirit.png
Num Diddly Mr. Game & Watch Team Mr. Game & Watch (SSBU) (×4) Shield 2,000 PictoChat 2 Assist Trophy Enemies (Dr. Kawashima) •Hostile assist trophies will appear Menu - Brain Age 2: More Training in Minutes a Day!

As a minion

Spirit Battle parameters Inspiration
No. Image Name Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
746
Princess Shokora.png
Princess Shokora Peach Peach (SSBU)
Mr. Game & Watch Mr. Game & Watch (SSBU)
Wario Wario (SSBU)
Shield 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 R.O.B. R.O.B. (SSBU)
Mr. Game & Watch Mr. Game & Watch (SSBU)
Grab 2,000 PictoChat 2 (Battlefield form) •Hazard: Zap Floor •The floor is electrified
•The enemy favors side specials
PictoChat

Alternate costumes

Palette swap (SSBU)
Mr. Game & Watch (SSBU) Mr. Game & Watch (SSBU) Mr. Game & Watch (SSBU) Mr. Game & Watch (SSBU) Mr. Game & Watch (SSBU) Mr. Game & Watch (SSBU) Mr. Game & Watch (SSBU) Mr. Game & Watch (SSBU)

Gallery

Character Showcase Video

Trivia

Fire Attack (G&W).jpgG&W fsmash update.jpg
Magnify-clip.pngMagnify-clip.png
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 alleged 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 supposed 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 three characters to use their default costumes in certain Spirit Battles, the others being Yoshi and Bowser Jr.
    • This is not counting Alph and female Corrin, who technically use their default costumes, but are themselves alternate characters.
  • 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 eyes, simply using his model and various alternate costumes with no alterations.

References