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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
Mr. Game & Watch SSBU.png
Game&WatchSymbol.svg
Universe Game & Watch
Other Smash Bros. appearances in Melee
in Brawl
in SSB4
Availability Unlockable
Final Smash Octopus
MrGame&WatchHeadSSBU.png
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 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.

As in his Smash 4 incarnation, Mr. Game & Watch reuses his sound effects from Brawl for Ultimate.

How to unlock[edit]

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 6th 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.

Attributes[edit]

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[edit]

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.

Aesthetics[edit]

  • Change Mr. Game & Watch's appearance is largely unchanged from SSB4, though his outline is thicker and a darker gray and his feet are slightly larger.
  • Change The following moves temporarily alter Mr. Game & Watch's 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 This significantly changes most of Mr. Game & Watch's attack animations both functionally and aesthetically, and it makes him more expressive overall.
  • Change Mr. Game & Watch's walking animation has been changed; now looking less flippant.
  • 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 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[edit]

  • Buff Like all characters, Mr. Game & Watch's jumpsquat takes 3 frames to complete (down from 5).
  • Buff Mr. Game & Watch runs faster (1.5264 → 1.679).
  • Buff Mr. Game & Watch walks slightly faster (1.1242 → 1.18).
  • Buff Mr. Game and Watch's traction has been significantly increased (0.06 → 0.131), now tied for the 5th highest in the entire game.
  • Buff Mr. Game & Watch's air speed is slightly higher (1.12 → 1.176).
  • Nerf Forward roll has more ending lag (FAF 30 → 31) and grants less intangibility (frames 4-16 → 4-15).
  • Nerf Back roll has more startup with less intangibility (frames 4-16 → 5-16), and more ending lag (FAF 30 → 36).
  • Nerf Spot dodge has more startup (frame 2 → 3).
  • Nerf Air dodge has more startup (frame 2 → 3) and significantly more ending lag (FAF 32 → 60).
  • Buff Air dodge grants more intangibility (frames 2-26 → 3-28).
  • Buff The reintroduction of directional air dodges improves Mr. Game & Watch's recovery more than other characters', as due to Fire not causing helplessness, he can get additional distance with a directional air dodge after using it.
  • Change Mr. Game and Watch has his hurtboxes modeled to match the new animation changes made to his attacks. This increases his hurtbox size for some of his attacks (notably Chef and up tilt), but reduces it for others (notably down tilt and neutral attack).

Ground attacks[edit]

  • Neutral attack:
    • Buff The first hit transitions into the neutral infinite faster (frame 12 → 7).
    • Buff The first hit and infinite have altered angles to keep opponents closer to Mr. Game & Watch (83°/85° → 361°/180° (hit 1), 74°/40° → 361° (infinite)), and the latter has gained a hitstun modifier of 4, allowing the move to lock opponents and connect better.
    • Buff The infinite's finisher deals more damage (2% → 3%), with its knockback scaling not fully compensated (180 → 160).
    • Buff The infinite has gained a shieldstun multiplier of 10×. This allows it to lock opponents into their shields between each hit, and thus pressure them more effectively, without allowing opponents to cancel shieldstun like other neutral infinites, as the move pushes them out of range before they can shield 10 hits.
    • Buff The finisher has a larger hitbox (5.5u/4u → 6u/4u), and its farthest hitbox is placed higher (Y offset: 8.5u → 9.5u), improving its vertical range.
    • Nerf The first hit has smaller hitboxes (5.5u/4u/3u → 3.8u/4.3u), with the hitbox that reached behind Mr. Game & Watch being removed.
    • Nerf The first hit has a higher hitlag multiplier (1× → 1.5×), making it easier to SDI.
    • Nerf The infinite deal less damage per hit (1% → 0.8%).
    • Nerf The infinite no longer uses set knockback (5/10 set/100 scaling → 12 base/20 scaling), causing it to connect less reliably at high percents.
    • Nerf The finisher has considerably more ending lag (FAF 24 → 35).
    • Change The first hit no longer uses set knockback (5/10/20 set/100 scaling → 25/20 base/22/15 scaling). At high percents, this causes it to connect less reliably into the infinite, but gives it a guaranteed jab cancel followup into Fire thanks to the latter's faster startup.
    • Change The infinite has a higher hitlag multiplier (0.5× → 0.7×), but a lower SDI multiplier (1× → 0.8×).
  • Forward tilt:
    • Buff Forward tilt has less startup with a longer hitbox duration (frames 10 (clean)/11-17 (late) → 8-9/10-20).
    • Buff It deals more damage (10%/9% → 12%/10% (clean), 4% → 6% (late)) with knockback partially compensated only on the clean sweetspot (100 → 96), improving its KO potential.
    • Buff The late hit has significantly more knockback scaling (100 → 135/120). Combined with its increased damage, this grants it KO potential.
    • Nerf The move has smaller hitboxes (4.8u/4u → 4u/3.5u (clean), 4.5u/3.5u → 3.3u/2.8u (late)), the sourspot does not extend as far (Z offset: 5u-16u → 7u-12u, Y offset: 4u → 4.5u), and the sweetspot has been moved towards Mr. Game and Watch and does not extend as far vertically (Z offset: 16u → 15u, Y offset: 4u-7u → 4.5u-6.5u). This reduces its range overall.
  • Up tilt:
    • Buff Up tilt has less ending lag (FAF 36 → 34).
    • Buff It grants intangibility on Mr. Game & Watch's hands throughout the entire move, as well as his raised arm during each hit's active frames, allowing it to beat out opposing attacks more effectively.
    • Buff The first hit uses weight-independent set knockback (20 base/125/127 scaling → 60/80 set/100 scaling) and launches opponents at lower angles (100°/115° → 170°/145°), now being specifically designed to connect into the second hit. This allows the move to consistently deal its full damage and provide a higher frame advantage over the opponent.
    • Buff The second hit launches at a more vertical angle (115° → 75°). In combination with the move's reduced ending lag, consistent two-hit nature, and Mr. Game & Watch's faster jumpsquat, this considerably improves its combo potential.
    • Buff The second hit has more base knockback (30 → 50), but less knockback scaling (127/125 → 117), improving its KO potential overall.
    • Nerf Both hits' flags have smaller hitboxes (5.5u → 4.5u).
    • Change The flags appear on each side of Mr. Game & Watch instead of above. This increases the move's horizontal range, but reduces its vertical range.
  • Down tilt:
    • Buff Down tilt deals more damage (6% → 9%) with knockback not fully compensated (40 base/125 scaling → 45/112), drastically improving its KO potential to the point it is the strongest down tilt at the edge (KOing at around 90%), and one of the strongest down tilts from center stage (KOing at around 130%).
    • Buff The hitbox is placed higher, and it has gained an additional hitbox that extends much farther vertically (Y offset: 1.5u → 2.1u-9.3u), improving its coverage in front of Mr. Game & Watch.
    • Nerf The move has more ending lag (FAF 40 → 43).
    • Nerf It has a shorter hitbox duration (frames 6-11 → 6-8).
    • Nerf The windbox has been removed. This deprives the move of its juggling capabilities and potential recovery interruptions (such as when used against Ike's Quick Draw), and it can no longer hit aerial opponents as a result.
    • Nerf The hitboxes are much smaller (2.5u → 1.2u/1.2u), and extend farther horizontally, but are placed closer to Mr. Game & Watch (Z offset: 12u-18u → 6.7u-16.8u). This reduces their horizontal range overall, and gives them a much less favorable disjoint due to Mr. Game and Watch leaning in further during the attack.
  • Dash attack:
    • Nerf The hitbox has been moved closer to Mr. Game & Watch (Z offset: 6u → 5u), reducing its horizontal range.
  • Forward smash:
    • Buff The sweetspot deals more knockback overall (48 base/91 scaling → 46/97), and launches at a lower angle (52° → 48°), improving its KO potential.
    • Buff The move has gained an additional sweetspot hitbox inbetween the sourspot and existing sweetspot (5.3u → 2.9u/5.3u), while the sourspot has been slightly reduced to compensate (3u → 2.6u). This makes the sweetspot easier to land.
    • Nerf The sourspot has less base knockback (44 → 42).
    • Change All hitboxes have been moved closer to Mr. Game and Watch (Z offset: 11u → 7.8u (sourspot), 17u → 12u/16u (sweetspot)) and upwards (Y offset: 3.5u → 5.3u (sourspot), 7.2u → 6.8u/7.8u (sweetspot)). Additionally, he doesn't lean forward as much. This reduces the move's horizontal range, but increases its vertical range and gives it a more favorable disjoint.
    • Change The sourspot no longer has a sound effect on hit.
  • Up smash:
    • Buff Up smash has less startup with a longer hitbox duration (frames 24-25 → 21-25), matching its Brawl counterpart.
    • Buff It grants full invincibility to Mr. Game & Watch, rather than only to his head and frontal limbs.
    • Buff It has more knockback scaling (93 → 98), improving its KO potential.
    • Nerf It has a significantly shorter invincibility period, matching the duration of the hitboxes (frames 4-25 → 21-25). This prevents it from negating opposing attacks much earlier than the hitbox comes out, as well as during the whole period it is charged.
    • Change The hitbox has been moved lower (Y offset: 12u-10u → 9.5u-8u), but also extends farther horizontally (Z offset: −3u-6u → −6u-5.5u). This noticeably reduces its vertical range, but increases its horizontal range, especially behind Mr. Game and Watch.
    • Change Mr. Game & Watch faces away from the camera when using his up smash to the left. He also slightly flashes white during the move's invincibility frames.
  • Down smash:
    • Buff Down smash has less startup (frame 15 → 12) and ending lag (FAF 42 → 38).
    • Buff The sweetspots bury grounded opponents, allowing them to followup into several other moves, including stronger finishers at high percents.
    • Buff The sourspot has significantly more knockback scaling (65 → 80), allowing it to KO under 150% from the center of Final Destination.
    • Buff All hitboxes extend farther to both sides (Z offset: -4.8u-4.8u → -5u-5u (sourspot), -12u/12u → -14.2u-−12.2u/14.2u-12.2u (sweetspots)), increasing the move's horizontal range and making the sweetspots easier to land.
    • Nerf The sweetspots are smaller (5u → 4.5u), slightly reducing their vertical range.

Aerial attacks[edit]

  • Buff Neutral, back, and down aerial have less landing lag (12 → 7 frames (neutral), 19 → 18 (back), 28 → 22 (down)).
  • Neutral aerial:
    • Buff Neutral aerial auto-cancels earlier (frame 44 → 42).
    • Buff All hits have significantly longer durations (frames 7/12/17/22 → 7-10/12-15/17-20/22-23), much like the move's Brawl iteration.
    • Buff All of the move's hitboxes except the first hit's fish hitboxes are stretched horizontally (Z offset: 1.8u → −1u-6u/−1u-6u (hit 1), −9.5u/9.8u/1.8u → 9.6u-10.8u/−7.5u-−8.8u/−1u-6u/−1u-6u (hit 2), −11u/13u/1.8u → 13.3u-13.6u/−9.9u-−9.7u/−1-6u/−1-6u (hit 3), −11u/12.7u → −10.2u-10u/1.8u-3.4u (hit 4)) and vertically (Y offset: 17.9u/21u → 20.7u-21u/17.9u-18.3u (hit 2), 11u/12.5u → 12.4u-13.6u/11u-12u (hit 3), 1u/1.5u → 1.5u-2.9u/2.4u-1u (hit 4)), increasing the range of each hitbox.
    • Buff Due to its reduced landing lag, it has greatly improved combo potential, even allowing the multi-hits to set up into moves such as down tilt and forward tilt at KO percents.
    • Buff The first three hits have a lower hitlag multiplier (1× → 0.8×), making them harder to SDI out of.
    • Buff The first three hits launch at different angles, with the first two using autolink angles (160°/160°/90° → 165°/165°/367°/105° (hit 1), 160°/150°/367°/105° (hit 2), 145°/140°/120°/120° (hit 3)), and all of their hitboxes deal weight-independent set knockback (30/30/0 → 30/30/30/45 (hit 1), 30/30/20/20 (hit 2), 30/30/15/15 (hit 3)), improving their linking ability and preventing opponents from falling out at higher percents.
    • Nerf The move deals less damage (5% (hit 1), 4% (hits 2-3) → 3%; 17% total → 13%).
    • Nerf The last hit has a higher hitlag multiplier (1× → 2×), making it easier to DI.
    • Change The first three hit have had their large hitbox replaced by two small ones (5u → 2.5u/2.5u (hit 1), 5u → 3u/3u (hits 2-3)).
  • Forward aerial:
    • Change Mr. Game & Watch has a new forward aerial: he holds a bomb in front of him and drops it straight down, resembling Mario's Bombs Away, Safebuster, or Bomb Sweeper. Uniquely, the bomb functions as a projectile, exploding half a second (30 frames) after it is dropped or when it hits the stage. The move consists of both hits; one in front of Mr. Game & Watch when he drops the bomb, which deals 3% damage, and the other on the bomb's explosion, which deals 12%. The bomb does not explode upon hitting an opponent, and any attack that hits it will cause it to disappear.
    • Buff It deals more damage if both hits connect (11.5% → 15%).
    • Buff The explosion has significantly more knockback scaling (86 → 101), which alongside its higher damage output than the previous forward aerial improves its KO potential.
    • Buff Due to its new properties, it has increased vertical range below Mr. Game and Watch.
    • Buff The delayed explosion significantly improves the move's safety as a landing option against shielding opponents, to the point it is nearly impossible to punish after shielding it, despite its increased landing lag. It also grants the move combo potential, and allows it to hit offstage opponents below the ledge.
    • Buff The explosion has a much larger hitbox (5.5u → 10u).
    • Nerf The move has more ending lag (FAF 45 → 48) and landing lag (15 frames → 17).
    • Nerf Its initial auto-cancel window has been removed.
    • Nerf The hit in front of Mr. Game & Watch has a much smaller hitbox (5.5u → 2u), noticeably smaller than the bomb. This drastically reduces its range, despite being placed slightly farther horizontally (Z offset: 9u → 9.3u).
    • Nerf Both the initial hit and explosion have a much shorter duration (frames 10-25 → 10-13 (bomb), 44-45 (explosion)), and the bomb's ability to be canceled out by opposing attacks leaves Mr. Game and Watch completely vulnerable if it trades with an opposing attack. This makes the move significantly less effective for attacking and approaching directly.
    • Change Both hits have a lower hitlag multiplier (1× → 0.5×).
    • Change The initial hit uses set knockback (30/10 base/86/80 scaling → 30 set/50 scaling) and a hitstun modifier of 5, in order to link consistently into the explosion when close to the ground.
    • Change The explosion launches at a higher angle (361° → 45°). This further improves its combo potential, but makes it less effective for edgeguarding.
  • Back aerial:
    • Buff The looping hits consistently use an autolink angle (366°/25° → 367°/367°), allowing them to connect reliably, despite the outermost hitbox dealing more knockback overall and the innermost hitbox no longer using set knockback (30/0 base/0/40 set/40/100 scaling → 0 base/100 scaling).
    • Buff The looping hits have a lower hitlag multiplier (1.5× → 0.9×), allowing them to transition faster.
    • Buff The last hit has more knockback scaling (170 → 185), improving its KO potential.
    • Nerf The move can no longer be frame canceled. Its reduced landing lag does not compensate, hindering its combo potential and safety on shield.
    • Nerf The landing hit launches at a lower angle (68° → 58°) and deals much less knockback overall (90 base/120 scaling → 95/60). In combination with the removal of frame canceling, this removes both its combo potential and its ability to KO at realistic percents.
    • Change The move has a slightly altered animation where Mr. Game and Watch has his legs positioned to the side of his body rather than below it.
  • Up aerial:
    • Change Up aerial has been reworked: it shoots a single puff of air that functions as a projectile, flying straight up and hitting multiple times, much like Mega Man's up aerial.
    • Buff Due to its new properties, it has much more vertical range, making it a more reliable followup option.
    • Buff It has a much longer duration (frames 6-12/20-22 → 9-14/15-20/21-26/27-32/33-36/37-42), significantly improving its juggling potential.
    • Buff The looping hits launch opponents more inward (94° → 97°) and use set knockback (20 base/60 scaling → 63/55/40 set/100 scaling), and the move no longer causes hitlag (1× → 0×). This allows for all hits to connect more reliably and makes them nearly impossible to escape.
    • Nerf The move has more startup (frame 6 → 9), with its total duration increased as well (FAF 40 → 43), being interruptibile just after the hitboxes cease.
    • Nerf It auto-cancels later (frame 41 → 44) and no longer has an initial auto-cancel window.
    • Nerf It deals less damage (7% (hit 1), 9% (hit 2) → 1.8% (hits 1-5), 3% (hit 6); 16% total → 12%).
    • Nerf The hitbox is much smaller overall (6.5u/4.3u → 3.8u (hits 1-5), 4.3u (hit 6)), reducing its horizontal range.
    • Change It no longer possesses windboxes, allowing it to hit consistently without pushing opponents out of range, but removing the ability to juggle opponents during vulnerable states (such as helplessness).
    • Change The last hit deals significantly less knockback (55 base/98 scaling → 65/35). This removes its KO potential, but in combination with its longer duration and multi-hit nature, this allows it to combo far more effectively into other moves, including another up aerial to carry the opponent closer to the top blast line.
  • Down aerial:
    • Buff The removal of teching for grounded meteor smashes improves down aerial's combo potential onstage, compounded further by its reduced landing lag.
    • Buff It auto-cancels earlier (frame 51 → 49), matching its interruptibility, and allowing it to auto-cancel after a full hop and Fire.
    • Buff The late hit deals much more knockback (20 base/106 scaling → 22/117), improving its KO potential.
    • Change The move can no longer be frame canceled; however, this is compensated by its reduced landing lag.
    • Change The key is larger, matching the vertical range of the sourspot more closely.

Throws and other attacks[edit]

  • Grabs:
    • Nerf All grabs have more ending lag (FAF 30 → 35 (standing), 37 → 43 (dash), 35 → 37 (pivot)).
    • Buff Dash grab and pivot grab have increased range, especially dash grab (Z2 offset: 11.1u → 13.5u (dash), -14.8u → −15.6u (pivot)).
    • Nerf Dash and pivot grab have more startup (frame 8 → 9 (dash), 9 → 10 (pivot)).
  • Change When a playable character is thrown by Mr. Game & Watch, they turn into their respective stock icon for the duration of the juggle; combined with the new, more flatter look of stock icons, it greatly resembles a ball in the original game. Grabbable Assist Trophies still uses Smash 4's grab animation.
  • Pummel:
    • Buff Pummel deals more hitlag (5 frames → 14), but has significantly less startup (frame 13 → 1), and ending lag (FAF 30 → 7), greatly shortening its duration and making it more reliable for racking up damage.
    • Nerf It deals much less damage (3% → 1.3%).
  • Forward throw:
    • Buff Forward throw launches at a lower angle (58° → 52°), making it more effective for getting opponents offstage.
  • Back throw:
    • Buff Back throw launches at a lower angle (58° → 52°), making it more effective for getting opponents offstage.
  • Up throw:
    • Buff Up throw deals much more damage (8% → 12%), with its knockback scaling compensated (40 → 29).
    • Buff It has increased combo ability due to Mr. Game and Watch's faster jumpsquat and jump speed; in addition to Fire, it can combo into neutral aerial and up aerial at low percents.
  • Down throw:
    • Nerf Down throw releases the opponent later (frame 26 → 35), with its total duration increased as well (FAF 41 → 50), giving the opponent more time to DI.
    • Change It has significantly more base knockback (35 → 70). This worsens its combo potential at mid to high percents, and when combined with the changes to up aerial, effectively removes the "Toot-Toot" KO confirm he could pull off in Smash 4. However, this also increases its combo potential at low to mid percents in combination with Mr. Game & Watch faster jumpsquat, and grants it KO potential at around 200%.
    • Change Mr. Game & Watch "drops" the character's icon during the animation.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves[edit]

  • Chef:
    • Buff Chef deals more damage (5% → 8% (pan), 4% → 5% (food)) without compensation for knockback, although the food deals negative shield damage to compensate (0 → -1).
    • Buff The food's trajectory can be controlled by tilting the control stick horizontally, rather than being randomized, improving its consistency as a ledge-trapping and zoning option.
    • Nerf The move has more ending lag (FAF 50 → 55).
    • Change It shoots food at a slower rate when not tapping the special move button repeatedly (23 frames → 32).
    • Change The pan hitbox has been replaced with two smaller ones (6.76u → 3.5u/4.2u).
  • Judge:
    • Buff Judge 5's first three hits have less knockback (40 base/80 scaling → 15/25 base/60/70 scaling), making it easier to hit opponents multiple times at higher percents.
    • Buff Judge 7 spawns three apples on hit instead of one, allowing Mr. Game & Watch to heal significantly more health after using the move.
    • Buff Judge 7 deals more base knockback (30 → 45), making it safer on hit at low percents.
    • Buff Judge 8 does more damage (9% → 13%), which also causes the freeze effect to last longer.
    • Buff Judge 8 deals less set knockback (70 → 60), slightly improving its gimping potential.
    • Buff Judge 9 has a larger hitbox (3u/4u → 3u/6u), matching the rest of the numbers.
    • Nerf Judge 2 no longer has a bonus trip chance of 20%, removing its situational followups.
    • Nerf Judge 7 launches at a higher angle (361° → 45°), removing its ability to lock opponents at low percents.
    • Nerf Judge 9 has a much higher SDI multiplier (0× → 2×), allowing the opponent to manipulate their launch position to improve their chances of surviving, and shift their position when shielding the move to make it easier to punish, due to its high hitlag.
    • Change Judge can no longer roll the same number twice in a row.
    • Change During startup, the numbers appear in a jumble before settling on the decided number.
    • Change Judge 9 triggers a Special Zoom on hit.
  • Fire:
    • Buff Fire's windbox has been removed, instead possessing a new hit on frames 3-4 when the firemen appear, which links into Mr. Game & Watch's own hitbox. This hit deals 3% damage, launches opponents vertically (83° (grounded), 75° (aerial)) and has very high base knockback (132 base/36 scaling (grounded), 100/70 (aerial)), with a hitstun modifier of 10 on the grounded version. This new hit effectively reduces the move's startup (frame 9 → 3) and increases its horizontal range, giving it immense utility as an out of shield and disadvantage option, and due to the grounded version's high hitstun, it has also gained combo potential, leading into a neutral aerial at low percents and an up aerial until high percents.
    • Buff It transitions into the parachute faster (FAF 41 → 37).
  • Oil Panic:
    • Buff Oil Panic reflects projectiles that aren't absorbable, increasing its utility.
    • Buff It begins absorbing projectiles earlier (frame 7 → 6).
    • Buff The absorbing portion does not need to be held for as long (30 frames → 25), reducing its ending lag if not held (FAF 50 → 44).
    • Buff The absorbing portion's loop has been standardized, allowing Mr. Game & Watch to immediately go into the ending animation if the button is released after frame 30.
    • Buff Mr. Game & Watch is no longer forced into another loop after absorbing a projectile if the button is not being held. He also isn't put into the ending animation, allowing him to act the moment intangibility ends.
    • Nerf The move's damage multiplier has been significantly reduced (2.8× → 2×).
    • Nerf The attack portion no longer has intangibility on frames 1-6.
    • Nerf The attack's minimum and maximum damage are lower, especially the latter (18%-60% → 16%-48%), and it deals less knockback (30 base/80 scaling → 25/80 (clean), 25/78 (mid), 25/76 (late)). This makes it significantly weaker, removing its one-hit KO ability, and further reduces its safety on hit at low percents when absorbing weak projectiles.
    • Nerf The attack has slightly smaller hitboxes overall (3.36u/4.8u/8.16u → 3.4u/4.5u/8u).
    • Change Oil Panic triggers Special Zoom on hit, and briefly leaves the opponent covered in oil.
  • Octopus:
    • Change Octopus's functionality has been altered. Instead of being controllable, the octopus automatically rears back and charges forward, grabs opponents who touch its tentacles, and drags them offscreen, akin to Ganondorf's Ganon, The Demon King. The main body deals damage instead of the tentacles. This allows the move to KO earlier, but makes it more polarized overall, as escaping the grab frees the opponent of any punishment.
    • Change A greenish-beige backdrop similar to that of a Game & Watch game temporarily appears during the Final Smash.

Update history[edit]

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.

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.

Super Smash Bros. Ultimate 3.0.0

  • Buff Octopus traps opponents for a longer period of time.
  • Change Several basic animations, such as idle and crouch animations, have been adjusted.

Super Smash Bros. Ultimate 3.1.0

  • Buff Up tilt's first hit deals weight-independent set knockback, allowing it to connect more reliably into the second hit, even against lightweights.

Super Smash Bros. Ultimate 4.0.0

  • Change Down aerial no longer has its downward movement disabled when used out of hitstun.
  • Bug fix Fixed an issue that resulted Game & Watch to do a T-Pose with Fire upon hitting opponents off screen by their last stock.

Super Smash Bros. Ultimate 7.0.0

  • Buff Overall shield size has been increased by 1.125×.

Super Smash Bros. Ultimate 8.0.0

  • Buff Pummel has a larger hitbox (5u → 6u), allowing it to connect more consistently.

Moveset[edit]

For a gallery of Mr. Game & Watch's hitboxes, see here.

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

  Name Damage Description
Neutral attack   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. The first hit can combo into a grab, Fire, and even Oil Panic at high percents; the finisher starts KOing middleweights at the ledge at around 150% on Final Destination. The finisher possesses a considerable amount of endlag, and is very punishable if shielded. Changes Mr. Game & Watch's model into his appearance from Greenhouse.
0.8% (loop)
Forward tilt   12% (clean chair), 10% (clean body), 6% (late) Thrusts a chair forward to hit with its legs. Relatively fast (frame 8) and extremely powerful, KOing at around 100% by the ledge. Its hitbox also lingers, making it effective at catching spot dodges and ledge options. Changes Mr. Game & Watch's model into his appearance from Lion.
Up tilt   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 and has low ending lag, giving it combo potential at low to mid percents. However, it has noticeable start-up for a tilt attack, and it has poor reach both horizontally and vertically. 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. The second hit KOs middleweights at around 160%. Changes Mr. Game & Watch's model into his appearance from Flagman.
Down tilt   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 has also lost its windbox, disallowing juggling and potential recovery interrupting, and it can no longer hit aerial opponents. Has fast startup at frame 6 and possesses extremely high knockback for a tilt of its type, killing as early as 90% by the ledge and 120% center stage. It also semi spikes leading to edge guards and potentially gimping characters with poor recovery, while acting as a hard punish to any shielded ledge attack. Changes Mr. Game & Watch's model into his appearance from Manhole.
Dash attack   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. It also lowers Mr. Game and Watch's hurtbox, allowing it to low-profile many attacks. 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 2-framing opponents by the ledge. Originates from Helmet.
Forward smash   14% (handle), 18% (flame) Swings a lit torch downward. The sweetspot is at the flame, while the sourspot is at the torch. While this move has poor startup, coming out on frame 17, it has very little cooldown, is fully disjointed, and its sweetspot is safe on shield. One of the strongest forward smashes in the game when sweetspotted, KOing most characters at 60% uncharged by the ledge and 35% fully charged. Changes Mr. Game & Watch's model to the character from Fire Attack.
Up smash   16% Performs an upward headbutt while wearing a diving helmet. The move has noticeable start-up, coming out on frame 21, but has an extremely low cool down of only 13 frames and a deceptively long duration of 5 frames, making it a reliable baiting tool. Useful for shield break setups with Oil Panic due to its safety and even advantage on shield. It also has combo potential into his neutral air, up air, and fire. While his whole body gains invincibility, it only lasts during and after the move. The 12th strongest up smash in the game, KOing middleweights at 90% uncharged and 60% fully charged. Originates from Octopus.
Down smash   13% (body), 15% (hammers) Swings two hammers downward and on both of his sides. Has the fastest start-up of all of Mr. Game and Watch's smash attacks, coming out on frame 12, and possesses extremely fast interruptibility, with only 21 frames of cooldown. It is rather disjointed for a down smash, and when sweetspotted, it will bury opponents, which can be followed up with a forward smash, down tilt, or forward tilt. Its sourspot sends opponents at a semi-spike angle and kills at 120% by the ledge. Its aerial sweetspot is one of the strongest down smashes in the game, KOing around 95%. As a result, down smash has become one of Mr. Game and Watch's most reliable KO'ing options and is undeniably the best down smash in the game. Changes Mr. Game & Watch's model into the character from Vermin.
Neutral aerial   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. Has the fastest start-up of all of Mr. Game and Watch's aerials (frame 7), launches opponents upward, has relatively low ending lag, and has the lowest landing lag of all of his aerials. Using the move to combo into itself and/or up aerial at low percents can deal upwards of 60% in a single combo or string. The first hit can be used as KO confirm into forward tilt or down tilt when landing with it. As a result, it has become one of Mr. Game and Watch's most effective damage-racking options and is one of his best tools for approaching. Originates from Tropical Fish.
Forward aerial   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 that deals set knockback, disallowing it to kill at any percentage. Hitting grounded opponents with the first hit will set them up to be hit by the second. Even if an opponent is hit from behind, the explosion always launches them whichever direction Mr. Game & Watch is facing. Compared to his old forward aerial, it functions more as a poking/spacing tool than an approach option. Kills at 115% by the ledge. Seems to originate from Mario's Bombs Away, Safebuster, or Bomb Sweeper.
Back aerial   2% (hits 1-3), 3% (hit 4) Swings a snapping turtle behind himself. Has moderate start-up, but is also fully disjointed, hits multiple times, and has low ending lag; compounded with Mr. Game and Watch's high air acceleration, this makes it effective as an edgeguarding option and a spacing tool. It has high landing lag, however, making it easy to punish if not spaced well. Although it can't combo into itself anymore at higher percentages, its 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. It has much more damage-racking and juggling capabilities than his SSB4 up aerial at the expense of losing all of its KO power. Despite its complete lack of KO potential, it is notorious for being an incredible juggling tool due to its very long range, decent damage, low knockback, and low commitment, making it a core part of Mr. Game & Watch's combo game and can be a big contributing factor to many of his best matchups due to how difficult it is for many opponents to escape. The move now has Mr. Game & Watch's model look more like his appearance in Spitball Sparky.
Down aerial   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 its low endlag and the move 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. While standing grab has poor range, both his dash and pivot grabs have a massively disjointed range. All of his grabs are also among the fastest in the game.
Pummel   1.3% Hits the opponent with a bell. Originates from the alarm feature on the "Wide Screen" and "Multi Screen" Game & Watch series.
Forward throw   8% Juggles the opponent and tosses them forward. Has little utility beyond throwing the opponent offstage. Changes Mr. Game & Watch's model into the character from Ball.
Back throw   8% Juggles the opponent and tosses them backward. Has little utility beyond throwing the opponent offstage. Changes Mr. Game & Watch's model into the character from Ball.
Up throw   12% Juggles the opponent and tosses them upward. Although it's not as versatile as down throw in terms of follow-up potential, it's an effective combo starter, and can be followed up with up aerial or neutral aerial at low percents or Fire at high percents. Changes Mr. Game & Watch's model into the character from Ball.
Down throw   4% Juggles the opponent and drops them on the ground behind him. Launches opponents upward. Mr. Game & Watch’s only KO throw, but still does not KO middleweights until around 200%. At low to mid percents, it's a reliable combo starter, and can be followed up with neutral air, Judge, Fire, or up air. Changes Mr. Game & Watch's model into the character from Ball.
Floor attack (front)   7% Swings a hammer downward in front of himself and then behind himself. Originates from Vermin.
Floor attack (back)   7% Swings a hammer downward in behind himself and then in front of himself. Originates from Vermin.
Floor attack (trip)   5% Swings a hammer downward in front of himself and then behind himself. Originates from Vermin.
Edge attack   9% Swings a bell forward while climbing up. Originates from the Game & Watch's alarm feature on the "Wide Screen" and "Multi Screen" Game & Watch series.
Neutral special Chef 5% (food), 8% (frying pan) Flips various food items 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 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. It sends opponents in the opposite direction from where Mr. Game & Watch is facing. 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 prevents it from being a true OHKO. When used fresh with enough rage, it will KO every character in the game at 0% at the edge of Final Destination.
Up special Fire 3% (trampoline; firemen), 6% (ascent) Jumps off a trampoline and then descends while wearing a parachute. Has the fastest start-up of all of Mr. Game and Watch's attacks (frame 3), hits behind and in front of him, and launches opponents directly upward, granting the move combo potential, even at high percents. Capable of canceling into any move when falling. Its frame 9 hitbox has KO potential at high percents near the left and right blast lines, and is very good at stage spiking, due to out-prioritizing most aerials because it being basically invincible on startup, and dealing strong knockback, making Mr. Game & Watch very difficult to edgeguard. It has become Mr. Game and Watch's most effective out-of-shield option, and is among the best OoS options in the game. Originates from Fire.
Down special Oil Panic 16%-48% (2x multiplier) Holds an oil drum, which absorbs energy-based projectiles, and reflects physical ones. Projectiles reflected will not be amplified, sped up, or have their duration refreshed. 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. A max power Oil Panic will almost certainly OHKO and destroy full shields, while the least powerful Oil Panic can KO middleweights at the ledge around 95%. Comes out on frame 2, and with these traits Oil Panic is an incredibly dangerous move. 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[edit]

Numbers Damage
1 2%
2 4%
3 6%
4 8%
5 3% (hits 1-4)
6 12%
7 14%
8 13%
9 32%

Oil Panic scaling[edit]

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. [1]

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.

On-screen appearance[edit]

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

Taunts[edit]

  • 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[edit]

  • Hops in place.
  • Briefly looks behind himself.

Victory poses[edit]

  • Left: Rings his bell to his left, then his right. Afterwards, he continues to ring his bell to his left.
  • Up: 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.
  • Right: 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[edit]

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.

Notable players[edit]

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[edit]

Mr. Game & Watch's congratulations screen.

Mr. Game & Watch fights classic characters on retro stages. They are fought in reverse order of release dates.

Round Opponent Stage Music Notes
1 Kirby KirbyHeadWhiteSSBU.png Dream Land GB Green Greens Kirby has his 6th alternate costume equipped, referencing his monochromatic appearance in Kirby's Dream Land.
2 Pac-Man Pac-ManHeadSSBU.png Pac-Land PAC-MAN
3 Duck Hunt DuckHuntHeadSSBU.png Duck Hunt Famicom Medley
4 Mario MarioHeadSSBU.png and Luigi LuigiHeadSSBU.png Mario Bros. Ground Theme - Super Mario Bros. Free-for-All
5 Donkey Kong DonkeyKongHeadRedSSBU.png 75m 25m Theme Mario MarioHeadSSBU.png is a CPU ally, likely a reference to Mario appearing in the original Donkey Kong.
6 Mr. Game & Watch Team (x6) MrGame&WatchHeadRedSSBU.pngMrGame&WatchHeadYellowSSBU.pngMrGame&WatchHeadBlueSSBU.pngMrGame&WatchHeadTealSSBU.pngMrGame&WatchHeadCyanSSBU.pngMrGame&WatchHeadGreenSSBU.png Flat Zone X Flat Zone Horde Battle. If the player chose any alternate costume shown in this battle, the default Mr. Game & Watch MrGame&WatchHeadSSBU.png replaces the enemy with said alternate costume.
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.

Credits roll after completing Classic Mode. Completing it as Mr. Game & Watch has Flat Zone 2 accompany the credits.

Role in World of Light[edit]

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 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.

Fighter Battle[edit]

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


Spirits[edit]

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[edit]

As the main opponent[edit]

Spirit Battle parameters
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music
98
Vivian Spirit.png
Vivian Paper Mario Series •Clear Mr. Game & Watch MrGame&WatchHeadBlueSSBU.png
Shield
3,600 Luigi's Mansion (Battlefield form) N/A •The enemy is invisible Paper Mario Medley
113
Sidestepper.png
Sidestepper Mario Bros. Series Mr. Game & Watch Team (×12) (MrGame&WatchHeadRedSSBU.pngx8, MrGame&WatchHeadBlueSSBU.pngx4)
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 The Legend of Zelda Series Mr. Game & Watch MrGame&WatchHeadSSBU.png
Young Link YoungLinkHeadOrangeSSBU.png
Neutral
3,500 Flat Zone X N/A •Reinforcements will appear after an enemy is KO'd Lorule Main Theme
473
Unown.png
Unown Pokémon Series •Tiny Mr. Game & Watch MrGame&WatchHeadSSBU.png Team (×8)
Grab
1,800 Temple (Battlefield form) N/A •Defeat an army of fighters Pokémon Red / Pokémon Blue Medley
489
Shedinja.PNG
Shedinja Pokémon Series •Reflect Mr. Game & Watch MrGame&WatchHeadYellowSSBU.png
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 Spirit.png
Giratina (Altered Forme) Pokémon Series •Giant Mr. Game & Watch MrGame&WatchHeadWhiteSSBU.png
Neutral
9,500 Spear Pillar (hazards off) •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 Spirit.png
Chandelure Pokémon Series Mr. Game & Watch MrGame&WatchHeadBlueSSBU.png
Attack
4,100 Luigi's Mansion (Battlefield form) •Hazard: Lava Floor •The floor is lava Battle! (Reshiram / Zekrom)
575
Buzz Buzz Spirit.png
Buzz Buzz EarthBound Series •Tiny Mr. Game & Watch MrGame&WatchHeadTealSSBU.png
Attack
2,900 Onett (hazards off) N/A •Timed battle (Opponent at 300% damage) Humoresque of a Little Dog
598
Octoman.png
Octoman F-Zero Series Mr. Game & Watch MrGame&WatchHeadRedSSBU.png
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 Spirit.png
Ball Game & Watch Series Mr. Game & Watch MrGame&WatchHeadSSBU.png
Pac-Man Pac-ManHeadBlackSSBU.png
Jigglypuff JigglypuffHeadRedSSBU.png
Kirby KirbyHeadWhiteSSBU.png
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 Spirit.png
Flagman Game & Watch Series Mr. Game & Watch Team MrGame&WatchHeadSSBU.png (×4)
Grab
4,100 Flat Zone X •Item: Special Flag •Timed battle
•The enemy favors up tilt attacks
Flat Zone 2
692
Fire Spirit.png
Fire Game & Watch Series Mr. Game & Watch Team MrGame&WatchHeadSSBU.png (×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 Game & Watch Series Mr. Game & Watch Team MrGame&WatchHeadSSBU.png (×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 Game & Watch Series Mr. Game & Watch MrGame&WatchHeadSSBU.png
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 Game & Watch Series Mr. Game & Watch MrGame&WatchHeadSSBU.png
Incineroar IncineroarHeadOrangeSSBU.png
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 Game & Watch Series Mr. Game & Watch MrGame&WatchHeadSSBU.png
Squirtle SquirtleHeadPurpleSSBU.png
Morton BowserJrHeadMortonSSBU.png
Bowser BowserHeadGreySSBU.png
Shield
1,700 Flat Zone X (hazards off) N/A •The enemy favors back air attacks Flat Zone
701
Fire Attack Spirit Update.png
Fire Attack Game & Watch Series Mr. Game & Watch Team MrGame&WatchHeadSSBU.png (×4)
Shield
2,100 Flat Zone X N/A •The enemy favors side smash attacks Flat Zone
702
Oilpanic.png
Oil Panic Game & Watch Series Mr. Game & Watch Team MrGame&WatchHeadSSBU.png (×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 PAC-MAN Series Mr. Game & Watch Team MrGame&WatchHeadBlueSSBU.png (×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 Splatoon Series •Tiny Mr. Game & Watch MrGame&WatchHeadSSBU.png
Inkling (×2) (InklingHeadYellowSSBU.pngInklingHeadCyanSSBU.png)
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 Super Smash Bros. Series Mr. Game & Watch Team MrGame&WatchHeadTealSSBU.png (×8)
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 Super Smash Bros. Series •Tiny Mr. Game & Watch Team (×9) (MrGame&WatchHeadYellowSSBU.pngMrGame&WatchHeadBlueSSBU.pngMrGame&WatchHeadTealSSBU.pngMrGame&WatchHeadCyanSSBU.pngMrGame&WatchHeadGreenSSBU.pngMrGame&WatchHeadWhiteSSBU.pngMrGame&WatchHeadSSBU.pngMrGame&WatchHeadRedSSBU.pngMrGame&WatchHeadYellowSSBU.png)
Attack
1,800 Shadow Moses Island N/A •Defeat an army of fighters Step: The Plain
1,112
Shadow Bugs Spirit.png
Shadow Bug Super Smash Bros. Series Mr. Game & Watch Team MrGame&WatchHeadBlueSSBU.png (×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 Make 10: A Journey of Numbers Mr. Game & Watch Team MrGame&WatchHeadWhiteSSBU.png (×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!
1,341
Jinjos Spirit.png
Jinjos Banjo-Kazooie Series •Giant Mr. Game & Watch MrGame&WatchHeadBlueSSBU.png
Mr. Game & Watch Team (×3) (MrGame&WatchHeadTealSSBU.pngMrGame&WatchHeadYellowSSBU.pngMrGame&WatchHeadRedSSBU.png)
Neutral
3,800 Summit (Ω form) N/A •The enemy can deal damage by dashing into you
•Reinforcements will appear after an enemy is KO'd
Freezeezy Peak
1,346
Tockles Spirit.png
Tockles Dragon Quest Series •Tiny Mr. Game & Watch Team (×8) (MrGame&WatchHeadRedSSBU.pngMrGame&WatchHeadYellowSSBU.pngMrGame&WatchHeadBlueSSBU.pngMrGame&WatchHeadWhiteSSBU.png×3,MrGame&WatchHeadTealSSBU.pngMrGame&WatchHeadCyanSSBU.png)
Neutral
9,200 Yggdrasil's Altar •Invisibility •The enemy is invisible
•Reinforcements will appear after an enemy is KO'd
•The enemy starts the battle with a Beam Sword
The Hero Goes Forth with a Determination

As a minion[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
746
Princess Shokora.png
Princess Shokora Wario Land Series Peach PeachHeadFireSSBU.png
Mr. Game & Watch MrGame&WatchHeadSSBU.png
Wario WarioHeadRedSSBU.png
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 Spirit.png
Ando Kensaku And-Kensaku R.O.B. ROBHeadCyanSSBU.png
Mr. Game & Watch MrGame&WatchHeadGreenSSBU.png
Grab
2,000 PictoChat 2 (Battlefield form) •Hazard: Zap Floor •The floor is electrified
•The enemy favors side specials
PictoChat
1,401
KingDice.jpeg
King Dice Cuphead •Giant Mii Swordfighter MiiSwordfighterHeadSSBU.png (Chibi-Robo Hat, Butler Outfit)
•Tiny Mr. Game & Watch Team (×6) MrGame&WatchHeadWhiteSSBU.png
Grab
2,300 WarioWare, Inc. N/A •Defeat the main fighter to win
•The enemy has super armor but moves slower
Jungle Level Jazz Style (for 3DS / Wii U) Row of cards
Floral Fury[2]

Alternate costumes[edit]

Mr. Game & Watch Palette (SSBU).png
MrGame&WatchHeadSSBU.png MrGame&WatchHeadRedSSBU.png MrGame&WatchHeadYellowSSBU.png MrGame&WatchHeadBlueSSBU.png MrGame&WatchHeadTealSSBU.png MrGame&WatchHeadCyanSSBU.png MrGame&WatchHeadGreenSSBU.png MrGame&WatchHeadWhiteSSBU.png

Gallery[edit]

Character Showcase Video[edit]

Trivia[edit]

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). It also resembles his Alt. trophy in Super Smash Bros. for Nintendo 3DS.
    • 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.
  • Mr. Game & Watch, Jigglypuff, Ike, Ganondorf, Yoshi, Link, Ness, Lucas, and King Dedede are the only characters in Ultimate who have kept the same falling speed for three games in a row.
  • 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.
  • In Pikachu's showcase trailer, Mr. Game & Watch is seen using his forward smash animation from Smash 4. However, it was later changed to reference its origin game (Fire Attack) like some of his other moves. This change attracted criticism for its portrayal of a Native American stereotype (itself sourced from the original version of Fire Attack); Nintendo of America responded to the criticism by apologizing for the outdated imagery and promising to alter it by removing the feather from Mr. Game & Watch's model,[3] matching a change seen in the Game & Watch Gallery 4 version of Fire Attack.
    • The Fire Attack spirits 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.
    • However, his Jab, Up Tilt, Down Tilt, Forward Smash, Down Smash, Up Aerial, Throws, and Final Smash make him resemble characters from the Game and Watch series with eyes. However, they are not affected by parrying.
  • Along with Samus and Dark Samus, Mr. Game & Watch is one of the few characters in Ultimate to lack voice clips in the Sound Test, despite Duck Hunt and R.O.B. being included. 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".
  • On the character selection screen, the icon in the Japanese version show Mr. Game & Watch's name within only one row, while in the English version it is shown with two rows. He shares this trait with Captain Falcon, Zero Suit Samus, Pokémon Trainer, Wii Fit Trainer, Rosalina & Luma, the Mii Fighters, Piranha Plant and Banjo & Kazooie.
  • Mr. Game & Watch's "transformation" into other Game & Watch characters are fully 2-D, unlike his regular model, although the manhole in his down tilt is still rendered in 3-D. This can be seen when under the effect of a metal box.
  • Mr. Game & Watch’s Classic Mode route is vaguely similar to Pac-Man’s, as both characters fight retro video game characters from the NES era for opponents.
    • Coincidentally, they are chronologically the oldest fighters in Ultimate.
  • In the form of all Game & Watch series spirits, Mr. Game & Watch is one of the only characters to use their default costumes in a spirit battle present at the game’s initial launch, the others being Yoshi, Bowser Jr., and R.O.B.
    • Mr. Game & Watch is also one of two of these characters to use his default costume in more than one spirit battle, the other being Bowser Jr., and the only one of those four to do so at launch.
    • Alongside Yoshi and Bowser Jr., Mr. Game & Watch is one of the few characters with a spirit battle where all of his alternate costumes appear.
  • 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 or purple eyes, simply using his model and various alternate costumes with no alterations.
    • Pac-Man, Samus, and Dark Samus also share this distinction, though it is only through the spirit battle previews, where they, along with Mr. Game & Watch, do not emit red-flashing eyes.
  • If Mr. Game & Watch's forward air is based on Safebuster, that would make it the first Western-exclusive game to represented in gameplay and the fifth Western-exclusive game to be represented overall, following Elite Beat Agents, Kid Icarus: Of Myths and Monsters (at the time of Brawl's release), Egg, and Rusty's Real Deal Baseball.
  • Mr. Game & Watch is one of few characters who has two moves that trigger special zoom.
  • Due to a programming oversight, the sweetspots of Mr. Game & Watch's down smash do not cause any hit effect to appear on aerial or downed targets. This is due to the effect being misspelled as "noamal" in the scripts.
  • When a character becomes a ball in Mr. Game & Watch's throws, they are considered a UI element instead of a part of the foreground, and as such will appear over Windy Hill Zone's grass.

References[edit]

  1. ^ https://docs.google.com/spreadsheets/d/1Ipe2apITYqGCJ89QNRyH4kXzrFTDG-0v8ePDBc-lwYs/edit?usp=sharing Oil Panic Resource
  2. ^ This alternative occurs when the corresponding DLC has been purchased and downloaded.
  3. ^ https://twitter.com/AllSourceGaming/status/1060056482664927232