Mr. Game & Watch (SSB4)
Mr. Game & Watch in Super Smash Bros. 4 | |
---|---|
Universe | Game & Watch |
Other playable appearances | in Melee in Brawl |
Availability | Unlockable |
Final Smash | Octopus |
Tier | F (35) |
Mr. Game & Watch (Mr.ゲーム&ウォッチ, Mr. Game & Watch) is a playable character in Super Smash Bros. 4. Following the launch of the 3DS version, he was officially confirmed on October 23rd, 2014 alongside Bowser Jr. during the Super Smash Bros. for Wii U: 50-Fact Extravaganza, while teased forehand in Pac-Man's trailer (Red, Blue, Yellow). The same sound effects from Brawl are reused to represent his "voice". Example: BEEP BEEP BITCH!
Mr. Game & Watch currently ranks 1st out of 56 characters in the tier list due to the fact that the Gimz always winz. Mr. Game & Watch's strengths include a good comboing ability thanks to his down throw and great aerial game. He possesses a high damage and knockback output on his attacks despite being a lightweight, as well as decent mobility. His recovery in Fire is also great and safe due to its long distance and large ledge sweetspot. 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, 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. His grab game is also lackluster outside of down throw, as none of his other throws are strong enough to KO at realistic percentages. Lastly, some of his moves are considered to be situational, due to either needing luck or needing the opponent to have an energy projectile. 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
- Play 90 VS Matches.
- Complete Classic Mode 10 times.
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 of games, 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 jab (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, powerful finishers for his weight class, on par with heavyweights like Ganondorf, most notably forward and down tilt 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 working as an efficient "get off me" option from afar. His up special, Fire, has exceptional height and average knockback, as well as slowing his descent down after usage, giving Mr. Game & Watch an amazing recovery that is also difficult to edgeguard. His side special, Judge, however, is based on luck, as it has many different effects ranging from causing no knockback while damaging Mr. Game and Watch himself (#1), to inflicting extremely high knockback that can even KO 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 even OHKO 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 matchup, 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, but is stronger. Trampoline Launch has no parachute, but gives more distance and is stronger as well.
All in all, Mr. Game & Watch's pros are generally on par with his cons. He can be considered as a glass cannon, being able to string together great combos and finish off powerfully, though he tends to be finished earlier than most characters. Due to his lack of tournament representation, however, he ranks below average in most tournaments, and has very few players, though players such as GimR and Regi have managed to give Mr. Game & Watch 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 removal/bugfix of Bucket Braking, and most importantly, hitstun 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 autocancelling in short hops, reducing his options to approach or punish opponents. However, the removal of 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, although he is no longer as viable as he was before, some players such as GimR and Regi have shown he is still a decent character despite his nerfs.
Aesthetics
- He has been changed aesthetically from Brawl, such as having a smaller nose and circular hands. His animations are also more choppy, to simulate the frame by frame movement of the original character.
- Mr. Game & Watch has a new down taunt, where he sits down and sighs. This taunt originates from Mario Bros.
Attributes
- Mr. Game & Watch is smaller in size, giving him a slightly smaller hurtbox. However, several attacks now have a smaller hitbox due to his smaller size, exacerbating one of his main problems from Brawl..
- This change in size combined with the general change in size between smaller and larger characters makes his crouch a much more viable option for dodging attacks.
- Mr. Game & Watch's air speed is slightly faster (1.081 → 1.12).
- Mr. Game & Watch walks slightly faster (1.1 → 1.1242).
- Walk animation is more flippant, with his head repeatedly looking back and forth. This detail originates from Helmet.
- Mr. Game & Watch dashes slightly slower (1.553 → 1.5264).
- The lingering hitbox on most of his attacks (such as forward aerial and forward smash) are either shortened or removed.
Ground attacks
- Neutral attack now transitions into a finisher, making it much safer overall.
- Up tilt has less start-up (frame 13 → frame 10) and does more damage (8% → 14%).
- Up tilt has more ending lag (8 frames → 14 frames) and its hitboxes are noticeably smaller, being unable to effectively hit opponents in front of or above Mr. Game & Watch.}. It also consists of two hits instead of one. Due to only the first hit connecting at higher percents, this nerfs up tilt's KO power overall.
- Forward tilt is stronger. It also has a longer duration (6 frames → 8 frames)
- Forward tilt has slightly more ending lag (20 frames → 21 frames).
- Down tilt is much stronger, and it now produces wind outside its damaging range, dealing little damage with no flinch. This also pushes opponents upward and enables it to negate certain projectiles (such as Link's bombs), giving him more coverage. It also has much more horizontal range, now being his most ranged melee attack.
- Down tilt has significantly more ending lag (10 frames → 29 frames).
- Dash attack is stronger.
- Dash attack has much more ending lag (8 frames → 19 frames), deals slightly less damage (11% → 10%) and can no longer stage spike.
- Forward smash has a longer reach and a seemingly larger hitbox.
- Forward smash's sourspot is larger and takes priority over the sweetspot, making it much more difficult to sweetspot this move.
- Down smash has bigger hammers, increasing its range.
- Down smash has more ending lag, and the sourspot is larger and weaker.
- Up smash has partial invincibility on frames 4 to 25 and better horizontal range.
- Up smash has less range overall, is weaker and deals less damage (18% → 16%). Its duration has been decreased (5 frames → 2 frames) and has more ending lag (10 frames → 14 frames).
Aerial attacks
- Neutral aerial has slightly more landing lag (9 frames → 12 frames) and no longer auto-cancels in a short hop.
- Neutral aerial's hits link together better, has better launch ability and has improved followup knockback.
- Forward aerial has less landing lag (22 frames → 15 frames).
- Forward aerial is much weaker, no longer KOing until well beyond 150%. It also deals less damage (16% → 11.5%).
- Back aerial deals less damage (15% → 9%) and has more landing lag (12 frames → 19 frames).
- Back aerial's hits link much better, now being nearly impossible to escape.
- Up aerial has slightly more landing lag (9 frames → 12 frames). The second hit takes longer to start up and both hits have a smaller hitbox.
- Up aerial has windboxes on both hits, making it harder to land both hits but giving Mr. Game and Watch different combat opportunities.
- Down aerial has more knockback.
- Down aerial deals less damage (14%/13%, 6% → 11%, 3.5%) and has much more landing lag (15 frames → 28 frames).
Throws/other attacks
- All of Mr. Game and Watch's throws are much faster, allowing less time to DI correctly.
- Down throw now has a higher trajectory on release, allowing it to combo into moves other than down smash, but it deals less damage and can no longer meteor smash, removing its guaranteed follow-ups and tech-chase abilities.
- Floor attacks deal more damage.
Special moves
- Judge can now have the same number appear consecutively, instead of having to wait for three swings later. While this is more random overall, it eliminates the need to pull "dummy" hammers.
- Fire starts up quicker and has more vertical distance.
- After using Fire, the parachute descent tilts in a frame-by-frame matter as opposed to smooth rotation.
- Grab release glitch has been fixed, allowing 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, letting it fill faster. Using Oil Panic in the air and using it in the air again right after a jump makes the jump a lot higher and floatier, opening a new recovery option.
- Oil Panic's momentum cancelling has been fixed.
- This removes Bucket Braking and thus cripples his survivability. It can no longer be used to stall in the air and also has significantly more ending lag after filling the bucket.
- Octopus now has the Final Smash aura as an outline.
- Octopus lasts 2 seconds shorter.
Update history
Mr. Game & Watch has received a mix of buffs in game updates. The changes on shield mechanics in 1.1.0 and 1.1.1 benefit him as he is now capable of breaking shields easier due to his moves having multi-hit nature, dealing high damage and/or hitstun and hitlag, most notably his forward smash, down smash, back aerial and Judge #3 and #9. However, his potential in doubles play has been significantly nerfed due to Oil Panic now dealing halved damage should he absorb a teammate's projectile, reducing its utility.
- Forward tilt base knockback increased: 20 → 30.
- Chef (all variations) pan size increased: 5.76 → 6.76.
- Up tilt second hit angle changed from 100 to 115, reducing its combo ability
- Down tilt knockback increased (10 base/120 growth → 40 base/125 growth).
- Down tilt size increased: 9.0 → 10.5.
- Back aerial landing lag decreased: 24 frames → 19 frames.
- Oil Panic deals halved damage from absorbed teammate's projectiles.
Moveset
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 3% | Rapidly presses an insecticide pump, pumping gas into 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 Greenhouse. | ||
1% (loop), 2% (last) | ||||
Forward tilt | 10% (clean chair), 9% (clean body), 4% (late) | Hits opponents with the legs of a chair facing forward. Launches opponents at a semi-spike angle at high percentages. Full priority against other attacks due to lack of hurtbox. Light KO potential at high percentages when clean, especially near the edge. Originates from Lion. | ||
Up tilt | 7% (hit 1), 7% (hit 2) | Raises a flag labeled 1. Good for comboing out of a down throw. Has very small hitboxes, making it inconsistent to connect both hits in various situations. The second hit sends opponents upwards and backwards, comboing into his back aerial at mid percentages. Combos into itself with fast-fallers and heavyweights at lower percentages. KOs at very high percentages. 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. Originates from Manhole. Interestingly enough, the manhole lid is actually a 3-D object, unlike any of his other moves, which are all 2D objects. | ||
Dash attack | 10% (clean), 6.5% (late) | A headfirst slide while wearing a helmet. It has good range and is very fast, sliding Mr. Game & Watch forward in a choppy frame-by-frame manner. This makes the move fantastic for both approaching and punishing opponents. Low ending lag and great knockback, making it a decent KO move near the edge. Originates from Helmet. | ||
Forward smash | 18% (head), 14% (handle) | Shoves a lit torch at opponents. Sweetspot is at the fire, sourspot is at the torch. Disjointed hitbox with great base knockback and even greater knockback growth, 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% | Mr. Game & Watch's head becomes a diving helmet and headbutts quickly from back to front, with the hitbox extending 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 "counterattack" almost all attacks that hit him during startup 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 percent 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 downwards. 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 ledgeguarding 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, hitting multiple times with a great sum of damage. Large hitboxes, covers every area except below him. The last hit has moderate knockback KO'ing at high percentages, but it only lasts 1 frame. Can combo out of a down throw at low to medium percentages. The hits fail to link together at high percentages, and the opponent will fall out. Originates from Tropical Fish. | ||
Forward aerial | 11.5% (clean), 6% (late) | Swings a non-descript box. Long range and disjointed hitbox, as well as full priority against other attacks due to lack of hurtbox . Great for edgeguarding with its strength and it can be used for a "wall of pain" on opponents at low to mid percentages. Originates from Mario Bros. | ||
Back aerial | 2% (hits 1-3), 3% (hit 4), 3% (landing) | Holds a snapping turtle facing backwards. Disjointed range, 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 final aerial hitbox's properties, it can be used for a wall of pain on opponents like his forward aerial, but with better WoP potential. Originates from Turtle Bridge. | ||
Up aerial | 7% (hit 1), 9% (hit 2) | Blows air upwards 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's or Lucas's should they not be ready to change the direction of PK Thunder's arc. At high percentage, hitting with both blows when properly timed can KO at around 110%. Originates from Spitball Sparky. | ||
Down aerial | 11% (attack), 3.5% (landing) | Drops downwards 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 offstage, his effective recovery and slower falling speed than other stall-then-falls makes this unlikely. It a safe stall-then-fall when edgeguarding and has KO potential at high percents; although Bayonetta's down air is much more efficient and powerful. Originates from Donkey Kong Jr. | ||
Grab | — | Reaches out. Originates from Mario's Cement Factory. | ||
Pummel | 3.2% | Hits opponent with a bell. A slow pummel. Originates from the Game & Watch's alarm feature. | ||
Forward throw | 8% | Juggles opponent as a ball and releases them forwards. Originates from Ball. | ||
Back throw | 8% | Same as other throws, with backwards knockback. Originates from Ball. | ||
Up throw | 8% | Same as other throws, with vertical knockback. Combos into Up-B at 0%. Originates from Ball. | ||
Down throw | 4% | Same as up throw, but weaker with a slightly more diagonal trajectory. Ideal for combos and setups, can be comboed into Flagman (on floaty characters) or Greenhouse (on fast-fallers) at low percents, Judge, his up smash or Oil Panic from low to mid ones, Tropical Fish and Spitball Sparky from mid to high ones and Fire at high ones. Guaranteed follow-ups stop at about 130%, though Spitball Sparky can KO at high percentages 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 OHKO. Can be comboed out of a down throw, but timing for a true combo is very strict.
|
Custom 1 | Extreme Judge | 5%/23% (Varies) | Only chooses the 1 or 9 numbers, though with less extreme effects on each.
| |
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% | Jumps upwards, opening a fall-slowing parachute afterwards. Capable of canceling into any move when falling. Has KO potential at high damages 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 an up throw at low percentages 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 startup lag that inflicts 2.8 times the combined damage of the absorbed attacks, capping to 60%. OHKOs when it inflicts 60%. Despite the appearence, the dumped oil 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 endlag when a projectile is absorbed. | |
Custom 2 | Panic Overload | Based on absorbed attacks | Oil 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. |
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) |
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 he reaches the foreground.
Taunts
- Up taunt: Rings his bell high. Originates from the Game & Watch's alarm feature.
- Side taunt: Rings his bell low. (same as Melee) Like his up taunt, it originates from the Game & Watch's alarm feature.
- Down taunt: Sits down on the floor and sighs. Originates from Mario Bros, when Mario and Luigi would finish the 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
- 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 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.
- Game&WatchTrophy3DS.png
Classic (3DS)
- Game&WatchAllStarTrophy3DS.png
Alt. (3DS)
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.
- Great Fox Defense: Falco must defeat 3 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
- Keep 'Em off the Ship!: Fox and Falco must team up to prevent a larger wave of Mr. Game & Watches from falling on the stage.
- Secret Smash: Duck Hunt and Mr. Game & Watch must defeat another Duck Hunt and Mr. Game & Watch in a stock battle.
- The Ultimate Battle: Two players select a character and must defeat the entire roster.
Alternate costumes
Gallery
Mr. Game & Watch's amiibo.
Hitting King Dedede with a number 9 Judge.
Oil Panic with Fox.
Netural attack finisher on Mega Man.
Using Octopus in water.
Using Fire while surrounded by fire.
Forward tilt with all Mii Fighter types wearing Lion Hats in Flat Zone 2.
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 and Watch is the first and only veteran character to be officially shown but not confirmed before Super Smash Bros. for Nintendo 3DS's release (being in Pac-Man's trailer).
- 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 the 3DS version. 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.
- 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.
- Mr. Game & Watch's up special's parachute animation spreads further out in 3DS than in Wii U.
- When using up-air, his head visibly inflates then deflates in 3DS and remains stagnant in Wii U.
- His hands on the Nintendo 3DS version are spread out when running, but on the Wii U version, his hands are in a fist-like position.
- On a side note, when Mr. Game & Watch uses his taunts, his hands change back to their Brawl form. This only occurs in the Wii U version.
- In Super Smash Bros. for Nintendo 3DS, Mr. Game and 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.
Fighters in Super Smash Bros. 4 | |
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Veterans | Bowser · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Dr. Mario · Falco · Fox · Ganondorf · Ike · Jigglypuff · King Dedede · Kirby · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Sonic · Toon Link · Wario · Yoshi · Zelda · Zero Suit Samus |
Newcomers | Bayonetta · Bowser Jr. · Cloud · Corrin · Dark Pit · Duck Hunt · Greninja · Little Mac · Lucina · Mega Man · Mii Fighter (Mii Brawler · Mii Gunner · Mii Swordfighter) · Pac-Man · Palutena · Robin · Rosalina & Luma · Ryu · Shulk · Villager · Wii Fit Trainer |
Game & Watch universe | |
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Fighter | Mr. Game & Watch (SSBM · SSBB · SSB4 · SSBU) |
Stages | Flat Zone · Flat Zone 2 · Flat Zone X |
Trophies, Stickers and Spirits | Trophies (SSBM · SSBB · SSB4) · Stickers · Spirits |
Music | Flat Zone · Flat Zone 2 |