Mr. Game & Watch (SSBU)
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 alongside Greninja and the rest of the returning roster on June 12th, 2018 during E3 2018. Mr. Game & Watch is classified as fighter #26, the last fighter number of the Melee veterans.
How to unlock
Complete one of the following:
With the exception of the third method, Mr. Game & Watch must then be defeated on Flat Zone X.
Mr. Game and Watch is a short, lightweight character that has some typical attributes of characters in his weight class. He has fast air speed, a small size, and a very low crouch that allows him to evade many attacks like Marth and Lucina's Shield Breaker and Simon's forward tilt. However, he has fairly average walking and running speeds.
Unlike most other lightweights, Mr. Game and Watch possesses attacks with large disjointed hitboxes and has very powerful KO options. All of his smash attacks have very high power and low lag throughout, with each of them possessing unique attributes. Forward smash is among the strongest in the game if sweetspotted while having low endlag and good range. Its sweetspot is also safe on shield. Up smash is also very strong, and comes with full body invincibility during and after its duration. While it has slow startup, it has minimal endlag and is completely safe on shield. Down smash sends opponents at an awkward semi-spike angle offstage, while its sweetspot buries opponents long enough to lead into a forward smash. It also has a very large hitbox, allowing it to easily 2-frame many recoveries. Like his other smash attacks, down smash is safe on shield when spaced properly. This is arguably the best down smash in the game, as it buries, 2-frames, has fast startup, semi-spikes, and is safe on shield, Overall, Mr. Game and Watch possesses an excellent set of smash attacks.
Outside of his smash attacks, Mr. Game and Watch's other moves have strong KOing potential. Forward tilt comes out quickly, has a lingering hitbox, and kills under 120% by the ledge. Down tilt lowers Mr. Game and Watch's hurtbox to match his crouch, allowing him to whiff-punish certain attacks. It also possesses high power and semi-spikes opponents offstage, leading to edgeguards and killing outright at 100%. His new forward aerial's explosion kills opponents at 115% by the ledge, while his down aerial has been strengthened to become a viable kill move around 130%. Similarly, his back aerial now sends at a flatter angle, and the final hit possesses enough power to kill at 100% by the ledge. Oil Panic is a potent combo finisher with practically instantaneous startup lag, with its fairly large hitbox coming out on just frame 2, as well as extreme knockback that can kill at single digit percents when at max power (power is dependent on projectiles absorbed). Compared to most characters and even compared to his previous iterations, Mr. Game and Watch possesses very strong KOing power.
Oil Panic is used as Mr. Game and Watch's primary defence against camping and projectiles, as it both absorbs energy hit boxes from moves such as Mega Buster and PK Fire, and also reflecting items like King K. Rool's Cannonball and Peach's Turnips. This can lead to massive advantages against certain characters- Ness, Snake, Olimar, and Mega Man have notable difficulty fighting Mr. Game and Watch as it severely limits their play styles and movesets. Oil Panic also has the notable ability of carrying over the charge to subsequent stocks, which can be used as a lethal finisher and even mind games. The area in which Oil Panic can absorb projectiles is also deceptively large, which allows Mr. Game and Watch to store energy into Oil Panic merely by standing close to just the edge of any energy hit box. However, Oil Panic has the glaring weakness of being filled with extremely weak moves such as Fox's blaster. This causes Mr. Game and Watch to fill Oil Panic extremely quickly, rendering its defensive value useless, and forces him to either hold onto a weak use of it, or dump it without purposefully damaging the opponent in order to use it again as a defensive tool.
Mr. Game and Watch also has a very potent combo and juggling game. Down throw combos into Oil Panic, Judge, and neutral air at low percentages. Chef can deal massive damage if multiple 'food' items hit, allowing it to get around 30-40% off of a single edgeguard. The pan also hits opponents into the stream of meat through a semi spike, and at high percents can launch opponents fast enough to miss the food entirely and lead to more ledge trapping. Chef's speed and pattern makes it extremely difficult for certain characters to recover, such as Ganondorf or Mario. Not only does Chef deal massive damage, but landing the move allows Mr. Game and Watch to follow up with a grab, forward aerial, forward tilt, or dash attack. Up tilt, though having worse range, deals high damage and combos into neutral aerial and Judge at low percentages. Once Mr. Game and Watch has his opponents above him, he can juggle them for massive damage using his up and neutral aerials. All in all, Mr. Game and Watch's strong KO power is also paired with highly damaging combos and juggles.
Lastly, Mr. Game and Watch possesses a fantastic recovery option, as well as large, disjointed aerials. This means that he is a formidable edgeguarder and is extremely hard to gimp himself. His up special, Fire, has frame 3 startup, invincibility in its early frames, and a strong upwards hitbox. This makes it deadly, as it can stage spike unwary opponents while also easily gimping characters with poor recoveries, like Chrom. It is also an extremely useful combo breaker and one of the game's best out-of-shield options due to its fast startup and invincibility. His back air, Turtle Bridge, is a large and disjointed multi-hit move that has high knockback at the final hit. Its large disjoint beats out a lot of recoveries that have hitboxes, and the multi-hit nature of the move makes it hard to tech for stage spikes and often drags opponents stuck in the move closer to the blast zone. For many characters, getting hit with Turtle Bridge is often fatal offstage, as the move lingers long enough to shift the opponent closer to the blast zone before dealing the final knock back on the last hit. On the ledge, Chef punishes ledge hangers and covers getup attack and rolls (hit by the pan), forcing opponents to jump. This can easily allow Mr. Game and Watch to follow up with neutral aerial and force the opponent back offstage. His new forward aerial can be comboed into with Chef and has strong KO potential on its own. Lastly, his up air has the notable quality of having no set limit on its distance, which can lead to interesting interactions when reflected by opponents, and subsequently by Mr. Game and Watch himself. Overall, Mr. Game and Watch is extremely deadly off the level and at the ledge to all characters, even those with great recoveries like Pit, Rosalina, and even himself.
Despite these strengths, Mr. Game and Watch possesses a few notable weaknesses. He is tied with Squirtle being the third lightest character in the game, which makes his horizontal and vertical endurance terrible. In addition, despite having disjointed hitboxes, his overall range is mediocre. This is worsened by the fact that many of his disjointed moves like down tilt, up tilt, and forward smash have underwhelming range for a disjoint. This makes characters like Ike and Cloud able to easily keep Mr. Game and Watch at arm's length. Also, while his new forward air possesses more damage and knockback, it has very low priority, so any move can hit the bomb and make it disappear. This makes it unsuitable for approaching and forces Mr. Game and Watch to approach with his back air instead. It is also a much more situational move in general, due to its higher lag and delayed hitbox, as the bomb will only explode upon touching the ground or waiting for half a second. Also, none of his aerials can autocancel in a short hop. Due to this, he has a somewhat lackluster neutral game and a rather poor approach. While Mr. Game and Watch's down throw and up throw are good at starting combos, Mr. Game and Watch's throws don't KO until very high percents, with his strongest throw, down throw, KOing at around 200%. He also has a mediocre defensive game, possessing slow and short-reaching spot dodges and rolls.
All in all, Mr. Game and Watch is a very powerful glass cannon with unique properties to a majority of his moves, and is viewed by many to be the most potent glass cannon character in the game. He possesses extremely high damage output and powerful KO options while being very vulnerable himself, but is compensated for his light weight and poor defensive options with an incredible recovery, a brutal combo and juggling game, great edgeguarding, oppressive offstage presence, and explosive power through Judge and Oil Panic. Overall his strengths considerably outweigh his weaknesses, making Mr. Game and Watch one of the most fragile characters, but also one of the most powerful in all of Smash.
Changes from Super Smash Bros. 4
Having been regarded as a lower mid-tier character in SSB4 (39th out of 55), Mr. Game and Watch has been drastically buffed in his transition to Ultimate. In a similar fashion to Link, Mr. Game and Watch has undergone a massive overhaul in his moveset that goes beyond changes to aesthetic appearances; a majority of his moves have been altered in range, damage, knockback, lag, or have been completely reworked altogether in their purpose and utility. As a result, Mr. Game and Watch has undergone a plethora of buffs and nerfs in his transition to Ultimate, arguably the most out of any other returning veteran. While these changes have weakened his most powerful tools and set-ups from SSB4, they have also greatly improved several of his more underwhelming moves in his toolkit from the previous game.
Mr. Game and Watch's KO potential has been improved. A majority of his regular moves, including forward tilt and down tilt, have much stronger knockback, with the latter now capable of KOing as early as 100%. The ability to run cancel improves the utility of these attacks further, and now gives Mr. Game and Watch quick KO options he didn't have access to SSB4. To further add to this, his smash attacks are stronger as well. Down smash was significantly improved as it now has much less startup lag and is also capable of burying opponents when sweetspotted. This can lead to a forward smash for early guarantee KO setups. Forward smash also has improved knockback, and is easier to sweetspot, making it a more potent punishing move. Lastly, up smash has increased knockback scaling, a longer duration, and now has Mr. Game and Watch completely invincible during the attack. Mr. Game and Watch has gained a new forward aerial: an attack in which he drops a bomb in front of him, a move that seems to be based off of either Mario's Bombs Away, Bomb Sweeper, or Safebuster, all of which featured similar bombs. Compared to his old aerial, the move's explosion has stronger knockback and damage output, making it a better KO move than his old forward aerial.
Mr. Game and Watch's edgeguarding potential has also been buffed considerably. Back aerial and down aerial are stronger, leading them to become stronger options to punish opponents who are offstage. Chef's trajectory can now be controlled, which makes it much 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 ledge trapping option than his old forward aerial.
Additionally, Mr. Game and Watch now possesses much stronger out of shield options and juggling tools. Changes to neutral aerial's landing lag and lingering hitboxes allow it to catch opponents above him more effectively, this can allow it to combo into itself at lower percents. Mr. Game and Watch has gained a new up air, in which he shoots a projectile upwards in the form of a single puff, functioning very similarly to Mega Man's up air. This projectile has much more vertical range than his old up air, and is more reliable for keeping opponents trapped in it, improving its juggling potential considerably. Fire now has a frame 3 hitbox that replaces its windbox from SSB4; it launches opponent directly upwards, and can even be followed up with a neutral aerial or up aerial to keep opponents in the air for even longer. Because of this, it is now near-universally considered as the best out-of-shield option in the entire game.
Mr. Game and Watch's attacks have increased utility overall: Mr. Game and Watch's new forward aerial possesses more versatility than his old forward aerial; it can be used as a combo starter, a shield pressuring tool, and a landing option, as it is much safer on block in comparison. Neutral aerial's landing weak hits can now be used as a KO confirm at higher percents (particularly into down tilt), forward tilt has a much longer duration, making it an effective option for both 2-framing and spotdodging, and up tilt's hits connect into each other much more reliably, improving its consistency. Mr. Game and Watch now sports a much more disjointed dash and pivot grab, giving it effective reach. Lastly, Oil Panic can now reflect physical projectiles in addition to absorbing energy-based projectiles, and Judge's numbers 5, 7, 8, and 9 have improved.
However, Mr. Game and Watch has also 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 its follow-up potential at higher percents; compounded with the changes to his up aerial, which has lost all of its KO potential, this effectively removes his strong (though inconsistent) down-throw-to-up-aerial KO confirm from SSB4, dubbed the "Toot Toot". Despite the startup reduction and increased knockback to up smash, it has lost all of its invincibility frames during the move's startup, making it much less effective as an anti-air, and allows opponents to challenge it easier. While his new forward aerial possesses more utility than his old forward aerial, it has much weaker priority to the point that the bomb disappears if it gets hit and the hitbox does not completely cover it, making it a riskier option to challenge opponents in the air with. Additionally, many of Mr. Game and Watch's new animations have resulted in hitbox reductions for several of his attacks, including forward tilt, up aerial, up tilt, and most notably, his down tilt, the latter of which is now incapable of hitting aerial opponents altogether. This reduces Mr. Game and Watch's deceptive reach, and requires him to be closer towards opponents more often than before. Judge's number 9 is also less effective since instead of not having SDI at all, it now has a double SDI multiplier, which combined with its high hitlag makes it much easier to escape and reduces its effectiveness for early KOs. Lastly, despite his improvements, Mr. Game and Watch retains some of the same issues from his SSB4 counterpart, notably his poor endurance, limited reach outside of back aerial, and a lack of reliable approach options, with the buffs to his neutral aerial and Chef failing to fully address this issue.
Overall, while Mr. Game and Watch generally retains much of his bait-and-punish playstyle from SSB4, the adjustments and increased utility he received to several of his attacks have led him to become more of a jack-of-all-trades type of character, much like Mario or Pit. Though competitive reception of Mr. Game and Watch was initially negative overall (with ZeRo in particular highlighting Mr. Game and Watch as the 2nd worst character in the game), he has shown very strong success in the tournament scene thanks to the efforts of players including Regi, Notty, Extra, and especially Maister, the latter of which has defeated numerous top level players and has placed very highly at majors and supermajors. This has garnered Mr. Game and Watch a significantly more positive competitive reception overall, where most players regard him as at least an upper high tier or even a top tier character. Notably, ZeRo views him as a top tier character, indicating that Mr. Game and Watch was better than first realized. In the end, this incarnation of Mr. Game and Watch is near universally considered to be his best iteration in the series yet.
Throws and other attacks
Mr. Game and Watch has been slightly buffed via updates; in patch update 2.0.0, forward aerial's explosion had its range increased to match the visual explosion and down aerial auto-cancels slightly earlier to match its interruptibility. 3.0.0 now has Octopus trap opponents for longer periods of time, and in patch 3.1.0, up tilt's first hit now deals weight independent set knockback, allowing it to always connect into the second hit, even at higher percents, and in 7.0.0 his shield size has been significantly increased.
For a gallery of Mr. Game & Watch's hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
Oil Panic scaling
The greater damage an absorbed energy-based projectile is supposed to deal, the higher damage the oil spill will deal. Oil Panic will multiply the damage per unit by 2, though the result is capped at 16%. As a result, the maximum damage Oil Panic deals is 48%. So for example, if 20%, 12% and 4% enter Oil Panic, the result will be 40% dealt not considering factors such as the 1v1 multiplier and stale-move negation. 
Strong projectiles can fill two to three bucket units at once. If a move deals 10% (eg. PK Flash without charge), it will fill the bucket by two units. However, if a move deals 20% (Shadow Ball at max charge), it will fill by two. For each additional unit filled in one go, 8% is deducted from the previous unit, making it deal less damage overall.
Hero's special move Snooze launches an energy-based projectile that can be absorbed despite not dealing any damage. Absorbing it fills the bucket by one unit and adds 6.7% damage to the bucket.
In competitive play
Upon the release of Ultimate, Mr. Game and Watch's competitive reception was mostly poor; this was because many players considered the nerfs he received - particularly the lack of priority on his new forward aerial, the reduction of invincibility frames on his up smash, and the loss of his "Toot-Toot" KO confirm - as significant enough to outweigh the buffs he was given. Likely as a result, most players considered him a low tier or even a bottom tier character. It later became clear that the buffs were far more significant than the nerfs. In particular, Mr. Game and Watch has a strong aerial juggle game, an amazing out of shield option (as his up special is invincible on startup), and low ending lag on his smash attacks; down smash burying opponents allows for easy kills as well. Mr. Game and Watch also sports one of the strongest matchup spreads in the game, countering certain top tiers such as Pikachu, Peach, Snake, Fox, Inkling, and Mario.
Initial results with the character were sparse. Over time, however, Mr. Game and Watch began to show strong signs of success at both a local and national level; Snickeldorf, Extra, Regi, and Skylar have made respectable placements in each of their respective regions, with Regi in particular placing 7th at Smash Factor 8. On a larger scale, however, Maister has made very strong strides on both a regional and national level, placing top 3 at several major events including Combo Breaker 2019, Ragnarok, Full Bloom 5, The Big House 9, 2GG: Kongo Saga, Smash Factor 8 and Frostbite 2020. In the process of doing so, he has also taken sets off of high-level players including Light, ESAM, Dark Wizzy, MVD, yeti, Abadango, Javi, Glutonny, Dabuz, Tweek, and Samsora. Samsora and ESAM in particular have struggled against Maister, with them being 0-4 and 0-5 against Maister in sets, respectively. Maister was able to go from being unranked in the first PGRU to top 10 status in the second PGRU while solo-maining the character.
Due to Maister's strong success with the character, Mr. Game and Watch has earned a drastically more positive reception from the community, as most competitive players view him as a upper high or top tier character, with Shuton going as far to say he might be the best character in the game.
In the online metagame, Mr. Game and Watch is much better as he benefits from the increased lag, making his already notoriously strong aerials, smash attacks, and out of shield game much safer in neutral and in advantage. Several Mr. Game & Watch players, including Maister, Regi Shikimi, and Frido, have performed well at major online tournaments; all 3 of them are currently ranked on the Wi-Fi Warrior Rank v5.
Any number following the Smasher name indicates placement on the Fall 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from July 13th, 2019 to December 15th, 2019.
Classic Mode: A Long Legacy
Mr. Game & Watch fights classic characters on retro stages. They are fought in reverse order of release dates.
Role in World of Light
Although Mr. Game & Watch does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (sans Kirby) when Galeem unleashed his beams of light.
Mr. Game & Watch is unlocked in the area reminiscent of PAC-MAZE of the Light Realm. He can be found by going through the teleporters to find the correct path. After finding the correct path through the maze, the player must defeat the Sidestepper and Nikki spirits blocking him.
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
As a minion
Character Showcase Video