Editing Mr. Game & Watch (SSBU)/Side special
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Mr. Game & Watch swings a hammer while holding up a sign that displays a number between 1 and 9. The move mostly relies on predictions to connect due to its sluggish startup, with the payoff varying, though it does have a [[Combo#Types_of_combos|invalid combo]] out of down throw. Upon a number being called, that number cannot be called the next time judge is used, with it being able to be called again after the next use. Every number that can be called has an equal chance to appear, except for at the last 5 seconds of a match, where 9 has a 50% chance of being called if it wasn't the last number called. Each number does the following: | Mr. Game & Watch swings a hammer while holding up a sign that displays a number between 1 and 9. The move mostly relies on predictions to connect due to its sluggish startup, with the payoff varying, though it does have a [[Combo#Types_of_combos|invalid combo]] out of down throw. Upon a number being called, that number cannot be called the next time judge is used, with it being able to be called again after the next use. Every number that can be called has an equal chance to appear, except for at the last 5 seconds of a match, where 9 has a 50% chance of being called if it wasn't the last number called. Each number does the following: | ||
'''1''': Completely useless, as it deals no | '''1''': Completely useless, as it deals no hitsun or knockback, as well as dealing low damage and giving Mr. Game & Watch 12% recoil regardless of it hitting or not. This makes it extremely dangerous and unsafe on hit, easily leading to a punish on Mr. Game & Watch. | ||
'''2''': Low knockback and damage, and is generally only helpful if it [[trip|trips]], though the trip chance is small. | '''2''': Low knockback and damage, and is generally only helpful if it [[trip|trips]], though the trip chance is small. | ||