Mr. Game & Watch (SSBU): Difference between revisions

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|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
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'''Mr. Game & Watch''' ({{ja|Mr.ゲーム&ウォッチ|Misutā Gēmu ando Wotchi}}, ''Mr. Game & Watch'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was confirmed alongside {{SSBU|Greninja}} and the rest of the returning roster on June 12th, 2018 during E3 2018. Mr. Game & Watch is classified as [[Fighter number|Fighter #26]], the last fighter number of the ''[[Melee]]'' [[veteran]]s.
'''Mr. Game & Watch''' ({{ja|Mr.ゲーム&ウォッチ|Misutā Gēmu ando Wotchi}}, ''Mr. Game & Watch'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was confirmed alongside {{SSBU|Greninja}} and the rest of the returning roster on June 12th, 2018 during E3 2018. Mr. Game & Watch is classified as [[Fighter number|Fighter #26]], the last fighter number of the [[veteran|veterans]] from ''[[Melee]]''.


As in his ''[[Smash 4]]'' incarnation, Mr. Game & Watch reuses his sound effects from ''Melee'' and ''[[Brawl]]'' for ''Ultimate''.
As in his incarnation from ''[[Smash 4]]'', Mr. Game & Watch reuses his sound-effects from ''Melee'' and ''[[Brawl]]'' for ''Ultimate''.


==How to unlock==
==How to unlock==
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==Attributes==
==Attributes==
Mr. Game & Watch is a short, [[weight|lightweight]] character that has some typical attributes of characters in his weight class, and is also a character of extremes. He has fast [[air speed]], excellent [[air acceleration]], a small size, and a very low crouch that allows him to evade many attacks like {{SSBU|Marth}}'s [[Shield Breaker]] and {{SSBU|Simon}}'s forward tilt. However, his jumps are very low and he has fairly average [[walk]]ing and [[dash|running]] speeds although his initial dash is decently fast.
Mr. Game & Watch is a short, [[weight|lightweight]] character that has some typical attributes of characters in his weight class, and is also a character of extremes. He has fast [[air speed]], excellent [[air acceleration]], a small size, and a very low crouch that allows him to evade many attacks like {{SSBU|Marth}} and {{SSBU|Lucina}}'s [[Shield Breaker|shield breaker]] and {{SSBU|Simon}}'s forward tilt. However, his jumps are very low, but he has fast [[walk|walking]] and [[dash|running]] speeds, although his initial dash is decently faster.


Unlike most other lightweights, Mr. Game & Watch possesses attacks with large disjointed hitboxes and has numerous, powerful KO options. All of his [[smash attack]]s have very high power and low ending 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, with the sweetspot being safe on shield. [[Up smash]] is very strong, and comes with full body invincibility while the hitboxes are active. 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 [[bury|buries]] opponents long enough to lead into a forward smash, even at medium percents. It also has a very large hitbox, allowing it to easily 2-frame many recoveries, and acts as an excellent punish option on rolls. Like his other smash attacks, down smash is safe on shield when spaced properly. Overall, Mr. Game & Watch possesses an excellent arsenal of smash attacks.
Unlike most other lightweights, Mr. Game & Watch possesses attacks with large disjointed hitboxes and has numerous, powerful KO options, which is his greatest strength in his attributes. All of his [[smash attack|smash attacks]] have very high power and low ending 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, with the sweetspot being safe on shield. [[Up smash]] is also very powerful, and comes with full-body [[invincibility]] while the hitboxes are active. 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 [[bury|buries]] opponents long enough to lead into a forward smash, even at medium percents. It also has a very large hitbox, allowing it to easily 2-frame many recoveries, and acts as an excellent punish option on rolls. Like his other smash attacks, down smash is safe on shield when spaced properly. Overall, Mr. Game & Watch possesses an excellent arsenal of smash attacks.


Outside of his smash attacks, Mr. Game & Watch's other moves have strong KOing potential. [[Forward tilt]] comes out quickly, has a lingering hitbox, and kills under 120% by the ledge, sending characters at a semi-spike. [[Down tilt]] lowers Mr. Game & 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 [[edgeguard]]s 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 KO below 100% offstage. The clean hit on down aerial boasts a powerful meteor smash that can KO below 65%, and the late hit also deals good knockback that can KO near 130%, and even sooner if it connects near the top blast zone, courtesy of the move's upward launch angle. The move's low ending lag allows as to be used as a potent edgeguarding and landing option, giving him a deadly mixup game in the air at all times.
Outside of his smash attacks, Mr. Game & Watch's other moves have strong KOing potential. [[Forward tilt]] comes out quickly, has a lingering hitbox, and kills under 120% by the ledge, sending characters at a semi-spike. [[Down tilt]] lowers Mr. Game & Watch's hurtbox to match his crouch, allowing him to whiff-punish certain attacks. It also possesses high power and [[semi-spike|semi-spikes]] opponents off-stage, leading to [[edgeguard]]s 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 KO below 100% offstage. The clean hit on [[down aerial]] boasts a powerful [[meteor smash]] that can KO below 65%, and the late hit also deals good knockback that can KO near 130%, and even sooner if it connects near the top blast zone, courtesy of the move's upward launch angle. The move's low ending-lag allows as to be used as a potent edgeguarding and landing option, giving him a deadly mixup game in the air at all times. Also, Mr. Game & Watch's [[grab]] and [[throw]] game is also the deadliest; and he possesses one of the most disjointed-ranged grabs in the game (standing grab is the only one that does not have this trait), as all of his throws use the same animation, which makes his throws rather unpredictable. While up throw and down throw are strong combo starters, down throw is Mr. Game & Watch's strongest throw, since it has strong launch-power to push opponents to the blast zone, KOing all characters at around 170% or lower precents if the opponent has extreme lightweight status.


Oil Panic is used as Mr. Game & Watch's primary defense against camping and projectiles, as it both absorbs energy hit boxes from moves such as Mega Buster and [[PK Fire]], and reflects items like {{SSBU|King K. Rool}}'s [[Blunderbuss]] and {{SSBU|Peach}}'s [[Turnip]]s. This can lead to massive advantages against certain characters—{{SSBU|Ness}}, {{SSBU|Snake}}, {{SSBU|Olimar}}, {{SSBU|Mega Man}}, and {{SSBU|Pikachu}} have notable difficulty fighting Mr. Game & 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 & 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 & 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. [[Oil Panic]] is also a potent combo finisher with nearly instantaneous startup lag, with its fairly large, lingering 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). It is also notably difficult to defend against a fully charged use of it, as the lingering hitbox can still hit spot dodges if timed even slightly off, and a powerful enough charge can break a full shield, allowing Mr. Game & Watch to punish with one of his powerful smash attacks.
Oil Panic is used as Mr. Game & Watch's primary defense against camping and projectiles, as it both absorbs energy-based [[projectile|projectiles]] from several attacks: such as Mega Buster, [[Ray of Punishment / Chroma Dust|Ray of Punishment/Chroma Dust]] and [[PK Fire]], and reflects items like {{SSBU|King K. Rool}}'s [[Blunderbuss]], {{SSBU|Pyra}}/{{SSBU|Mythra}}'s blades, and {{SSBU|Peach}}'s [[Turnip|Turnips]]. This can lead to massive advantages against certain characters - {{SSBU|Ness}}, {{SSBU|Snake}}, {{SSBU|Olimar}}, {{SSBU|Mega Man}}, Pyra/Mythra, {{SSBU|Pichu}}, and {{SSBU|Pikachu}} have notable difficulty fighting Mr. Game & Watch as it severely limits their playstyles 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 & Watch to store energy into Oil Panic merely by standing close to just the edge of any energy-based hitbox. However, Oil Panic has the glaring weakness of being filled with extremely weak attacks; such as {{SSBU|Fox}}'s blaster and {{SSBU|Ice Climbers}}'s [[blizzard]]. This causes Mr. Game & 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. [[Oil Panic]] is also a potent combo-finisher with nearly instantaneous startup lag, with its fairly large, lingering 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). It is also notably difficult to defend against a fully charged use of it, as the lingering hitbox can still hit spot dodges if timed even slightly off, and a powerful-enough charge can break a full [[shield]], allowing Mr. Game & Watch to punish and even KO with one of his powerful smash attacks, or even punish with Judge.


Mr. Game & Watch also has a very potent combo and aerial 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 & Watch to follow up with a grab, neutral aerial, forward tilt, dash attack, and even Judge. Up tilt, though having worse range, deals high damage and combos into neutral aerial and Judge at low percentages. Once Mr. Game & Watch has his opponents above him, he can juggle them for massive damage using his up and neutral aerials. His up air acts similar to Megaman's up air, pushing opponents upwards, albeit with much less force. All in all, Mr. Game & Watch's strong KO power is also paired with highly damaging combos and juggles.
Mr. Game & Watch also has a very potent combo and aerial 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 {{SSBU|Ganondorf}} or {{SSBU|Mario}}. Not only does Chef deal massive damage, but landing the move allows Mr. Game & Watch to follow up with a grab, neutral aerial, forward tilt, dash attack, and even Judge. Up tilt, though having worse range, deals high damage and combos into neutral aerial and Judge at low percentages. Once Mr. Game & Watch has his opponents above him, he can juggle them for massive damage using his up and neutral aerials. His up air acts similar to {{SSBU|Megaman}}'s up air, pushing opponents upwards, albeit with much less force. Despite the lack of its complete KO power, it has decent launch-power to push opponents vertically at the blast zone, allowing for early off-stage KOs, granting him back his "Toot-Toot" KO confirm, but can only be used at the highest portion of the stage. All in all, Mr. Game & Watch's strong KO power is also paired with highly damaging combos and juggles.


Lastly, Mr. Game & 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 on its initial hitbox, and decent launch power horizontally, allowing for early off stage kills if it hits opposite the blast zone. This makes it deadly, as it can stage spike unwary opponents while also easily gimping characters with poor recoveries, like {{SSBU|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, long lasting 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 & 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 & Watch himself. Overall, Mr. Game & Watch is extremely deadly off the stage and at the ledge to all characters, even those with great recoveries like {{SSBU|Pit}}, {{SSBU|Rosalina}}, and even himself.
Lastly, Mr. Game & Watch possesses a fantastic recovery option, as well as large, long-lasting and disjointed aerials that can also [[auto-canceling|autocancel]] in a short hop. 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 on its initial hitbox, and decent launch-power horizontally, allowing for early off-stage KOs if it hits opposite the [[blast line|blast zone]]. This makes it deadly, as it can [[stage spike]] unwary opponents while also easily gimping characters with poor recoveries, like {{SSBU|Chrom}}, Pyra/Mythra and {{SSBU|Ike}}. It is also an extremely useful combo breaker and one of the game's best [[out of shield|out-of-shield]] options due to its fast startup and invincibility. His [[back aerial]], Turtle Bridge, is a large, long-lasting disjointed multi-hit move that has high knockback at the final hit. The move's 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 off-stage, as the move lingers long enough to shift the opponent closer to the blast zone before dealing the final knockback on the last hit. His [[down aerial]], 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 & Watch to follow up with neutral aerial and force the opponent back off-stage. His new forward aerial can be comboed into with Chef and has strong KO potential on its own. His [[down aerial]], his giant key, is an extremely powerful [[spike]], having the great power to instantly KO opponents, and has very high KO potential at high precents if the late hit is used. It is also a powerful stage spike; compared to Fire and back aerial. 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 & Watch himself. All of these traits make Mr. Game & Watch the most mobile character in the air, and even the ground. Overall, Mr. Game & Watch is extremely deadly off the stage and at the ledge to all characters, even those with great recoveries like {{SSBU|Pit}}, {{SSBU|Rosalina & Luma}}, and even himself.


Despite these strengths, Mr. Game & Watch possesses a few notable weaknesses. He is tied with {{SSBU|Squirtle}} being the third lightest character in the game, which along with his floaty movement and average speed, make 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. Characters with swords like {{SSBU|Marth}} and {{SSBU|Cloud}} are able to easily keep Mr. Game & Watch at arm's length and stop his approaches. 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 & 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 & Watch's [[down throw]] and [[up throw]] are good at starting combos, Mr. Game & Watch's [[throws]] don't KO until very high percents, with his strongest throw, down throw, KOing at around 200%. He also has mediocre defensive attributes, possessing slow and short-reaching spot dodges and rolls.
Despite these strengths, Mr. Game & Watch possesses a few notable weaknesses. He is tied with {{SSBU|Squirtle}} being the [[weight|third-lightest character in the game, which, along with his floaty movement and average speed, make 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. Several characters with swords like {{SSBU|Marth}} and {{SSBU|Cloud}} are able to easily keep Mr. Game & Watch at arm's length and stop his approaches. 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 & 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. Due to this, he has a somewhat lackluster neutral game and a rather poor approach. While Mr. Game & Watch's [[down throw]] and [[up throw]] are good at starting combos, Mr. Game & Watch's [[throws]] don't KO until very high percents, with his strongest throw, down throw, KOing at around 200%. He also has mediocre defensive attributes, possessing slow and short-reaching spot dodges and rolls.


All in all, Mr. Game & 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, and possibly the series. He possesses extremely high damage output and powerful KO options while being very vulnerable himself, but is compensated for his extremely light weight and mediocre approach and defensive options with an incredible recovery, a brutal combo and juggling game, great edgeguarding, oppressive offstage presence, and explosive power through his smash attacks and Oil Panic. Overall his strengths considerably outweigh his weaknesses, making Mr. Game & Watch one of the most fragile characters, but also one of the most powerful in all of ''Smash''.
All in all, Mr. Game & 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, and possibly the series. He possesses extremely high damage output and powerful KO options, as well as for large disjointed and long-lasting hitboxes in most of his attacks; which does give him rather a significant approach, and while being very vulnerable himself, but is compensated for his extremely light weight and overall mediocre approach and defensive options with an incredible recovery, a brutal combo and juggling game, a great edgeguarding game, oppressive off-stage presence, and explosive power through his smash attacks and Oil Panic. Overall, his strengths considerably outweigh his weaknesses, making Mr. Game & Watch one of the most fragile characters, but also one of the most powerful in all of ''Smash'', as many players either consider him a high-tier or top-tier character with most considering him top-tier. He is also one of the most disliked characters in [[neutral game|competitive play]], having a reputation for being one of the most frustrating characters to deal with; due to his amazing out of shield options, brutal combo game, strong off-stage presence and powerful low-laggy smash attacks which makes him very difficult to punish and allows him to deal large damage and close out stocks quickly in a short amount of time..


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
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|neutral1dmg=3% (first and last hit)
|neutral1dmg=3% (first and last hit)
|neutral2dmg=0.8% (loop)
|neutral2dmg=0.8% (loop)
|neutraldesc=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''.
|neutraldesc=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 opponents at the ledge at around 120%, and starts KOing middleweights at the ledge at around 150%. 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''.
|ftiltname=Lion ({{ja|ライオン|Raion}})
|ftiltname=Lion ({{ja|ライオン|Raion}})
|ftiltdmg=12% (clean chair), 10% (clean body), 6% (late)
|ftiltdmg=12% (clean chair), 10% (clean body), 6% (late)
|ftiltdesc=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''.
|ftiltdesc=Jabs forth with a chair to strike with its legs. Relatively fast (frame 8) and extremely powerful, KOing at around 100% by the ledge and KOing at 110% center-stage. The move's hitbox also lingers, making it effective at catching [[spot dodge|spot dodges]] and [[ledge|ledge options]]. Changes Mr. Game & Watch's model into his appearance from ''Lion''.
|utiltname=Flagman ({{ja|フラッグマン|Furagguman}})
|utiltname=Flagman ({{ja|フラッグマン|Furagguman}})
|utiltdmg=7% (hits 1 and 2)
|utiltdmg=7% (hits 1 and 2)
|utiltdesc=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''.
|utiltdesc=Mr. Game & Watch swings a flag in front of him, and a flag behind him. He swings both flags in a style of an arc. 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 opponents at around 130%, and KOs middleweights at around 160%. His arms and hands gain [[intangibility]] during the frames of the move. Changes Mr. Game & Watch's model into his appearance from ''Flagman''.
|dtiltname=Manhole ({{ja|マンホール|Manhōru}})
|dtiltname=Manhole ({{ja|マンホール|Manhōru}})
|dtiltdmg=9%
|dtiltdmg=9%
|dtiltdesc=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 (making it the strongest down tilt in the game knockback-wise), 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''.
|dtiltdesc=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 (making it the strongest down tilt in the game knockback-wise), killing as early as 90% by the ledge and 120% center-stage. It also [[semi-spike|semi-spikes]] opponents, leading to edgeguards and potentially gimping characters with poor recoveries, while acting as a hard punish to any shielded [[ledge attack]]. Changes Mr. Game & Watch's model into his appearance from ''Manhole''.
|dashname=Helmet ({{ja|ヘルメット|Herumetto}})
|dashname=Helmet ({{ja|ヘルメット|Herumetto}})
|dashdmg=10% (clean), 6.5% (late)
|dashdmg=10% (clean), 6.5% (late)
|dashdesc=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''.
|dashdesc=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. KOs opponents at 115% by the ledge, and KOs at 150% center-stage. Originates from ''Helmet''.
|fsmashname=Fire Attack ({{ja|ファイアアタック|Faia Atakku}})
|fsmashname=Fire Attack ({{ja|ファイアアタック|Faia Atakku}})
|fsmashdmg={{ChargedSmashDmgSSBU|14}} (handle), {{ChargedSmashDmgSSBU|18}} (flame)
|fsmashdmg={{ChargedSmashDmgSSBU|14}} (handle), {{ChargedSmashDmgSSBU|18}} (flame)
|fsmashdesc=Swings a lit torch downward. The sweetspot is at the flame, while the sourspot is at the torch. While this move has moderate startup, coming out on frame 17, it has very little cooldown, is fully disjointed, and its sweetspot is safe on shield. While the sourspot has underwhelming knockback, the sweetspot is powerful, making it one of the stronger forward smashes. Changes Mr. Game & Watch's model to the character from ''Fire Attack''.  
|fsmashdesc=Takes out a lit torch and thursts it forwards. The sweetspot is at the flame, while the sourspot is at the torch. While this move has moderate startup, coming out on frame 17, it has very little cooldown, is fully disjointed, and its sweetspot is safe on shield. While the sourspot deals underwhelming knockback, the sweetspot is powerful, making it one of the stronger forward smashes. The sweetspot KOs opponents at around 70%, while the sourspot KOs opponents at around 90%. Deals strong [[shield]] damage, and charging up the smash attack will cause a shield-break. Changes Mr. Game & Watch's model to the antagonists from ''Fire Attack''.  
|usmashname=Octopus Headbutt ({{ja|オクトパスヘッドバット|Okutopasu Heddobatto}})
|usmashname=Octopus Headbutt ({{ja|オクトパスヘッドバット|Okutopasu Heddobatto}})
|usmashdmg={{ChargedSmashDmgSSBU|16}}
|usmashdmg={{ChargedSmashDmgSSBU|16}}
|usmashdesc=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 the frames the hitboxes are active. The 12th strongest up smash in the game, KOing middleweights at 90% uncharged and 60% fully charged. Originates from ''Octopus''.
|usmashdesc=Performs an upward-arcing 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 the frames the hitboxes are active. His head possesses [[intangibility]] at the active frames of the moves. The 12th strongest up smash in the game, KOing middleweights at 90% uncharged and 60% fully charged. Deals powerful [[shield]] damage, and charging up the smash attack will cause a shield-break. Originates from ''Octopus''.
|dsmashname=Vermin ({{ja|バーミン|Bāmin}})
|dsmashname=Vermin ({{ja|バーミン|Bāmin}})
|dsmashdmg={{ChargedSmashDmgSSBU|13}} (body), {{ChargedSmashDmgSSBU|15}} (hammers)
|dsmashdmg={{ChargedSmashDmgSSBU|13}} (body), {{ChargedSmashDmgSSBU|15}} (hammers)
|dsmashdesc=Swings two hammers downward and on both of his sides. Has the fastest start-up of all of Mr. Game & Watch's smash attacks, coming out on frame 12, and possesses very 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, Oil Panic, or Judge. 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 & Watch's most reliable KO'ing options and is regarded by many to be the best down smash in the game. Changes Mr. Game & Watch's model into the character from ''Vermin''.
|dsmashdesc=Takes out a pair of hammers and slams them on the ground simultaneously. Has the fastest start-up of all of Mr. Game & Watch's smash attacks, coming out on frame 12, and possesses very 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, up smash, down tilt, Oil Panic, or Judge. The sourspot launches opponents at a [[semi-spike]] angle and kills at 120% by the ledge. The move's aerial sweetspot is one of the strongest down smashes in the game, KOing opponents at around 75%. As a result, down smash has become one of Mr. Game & Watch's most reliable KO'ing options and is regarded by many to be the best down smash in the game. Deals powerful [[shield]] damage, and charging up the smash attack will cause a shield-break. Changes Mr. Game & Watch's model into the character from ''Vermin''.
|nairname=Tropical Fish ({{ja|トロピカルフィッシュ|Toropikaru Fisshu}})
|nairname=Tropical Fish ({{ja|トロピカルフィッシュ|Toropikaru Fisshu}})
|nairdmg={{ShortHopDmgSSBU|3}} (hits 1-3), {{ShortHopDmgSSBU|4}} (hit 4)
|nairdmg={{ShortHopDmgSSBU|3}} (hits 1-3), {{ShortHopDmgSSBU|4}} (hit 4)
|nairdesc=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 & 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''.
|nairdesc=Tosses out a pair of fish from a fishbowl, hitting up to four times. Multiple hitboxes enable it to cover every area except below him. Has the fastest start-up of all of Mr. Game & 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. The final hit KOs opponents at 120%. Originates from ''Tropical Fish''.
|fairname=Bombs Away ({{ja|ボンアウェイ|Bon Auei}})
|fairname=Bombs Away ({{ja|ボンアウェイ|Bon Auei}})
|fairdmg={{ShortHopDmgSSBU|3}} (bomb), {{ShortHopDmgSSBU|12}} (explosion)
|fairdmg={{ShortHopDmgSSBU|3}} (bomb), {{ShortHopDmgSSBU|12}} (explosion)
|fairdesc=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''.
|fairdesc=Gets out an igniting bomb and holds it 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. KOs at 115% by the ledge and center-stage. Seems to originate from ''Mario's Bombs Away'', ''Safebuster'', or ''Bomb Sweeper''.
|bairname=Turtle Bridge ({{ja|タートルブリッジ|Tātoru Burijji}})
|bairname=Turtle Bridge ({{ja|タートルブリッジ|Tātoru Burijji}})
|bairdmg={{ShortHopDmgSSBU|2}} (hits 1-3), {{ShortHopDmgSSBU|3}} (hit 4)
|bairdmg={{ShortHopDmgSSBU|2}} (hits 1-3), {{ShortHopDmgSSBU|3}} (hit 4)
|bairdesc=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''.
|bairdesc=Takes out a snapping turtle and holds it behind himself as it bites. Has moderate start-up, but is also fully disjointed, hits up to four times (can hit up to five times upon reaching the foreground), 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 cannot combo into itself anymore at higher percentages, the final hit is much stronger, making it a more reliable KO move. Starts KOing opponents at around 100%, and starts KOing middleweights at around 130%. Originates from ''Turtle Bridge''.
|uairname=Spitball Sparky ({{ja|スピットボールスパーキー|Supittobōru Supākī}})
|uairname=Spitball Sparky ({{ja|スピットボールスパーキー|Supittobōru Supākī}})
|uairdmg={{ShortHopDmgSSBU|1.8}} (hits 1-5), {{ShortHopDmgSSBU|3}} (hit 6)
|uairdmg={{ShortHopDmgSSBU|1.8}} (hits 1-5), {{ShortHopDmgSSBU|3}} (hit 6)
|uairdesc=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''.
|uairdesc=Transforms his nose into a pump-shooter and shoots out a single puff of air upwards from it. Similar to {{SSBU|Mega Man}}'s up aerial, it acts as a [[projectile]], hitting up to five times, and pushes opponents upward as it rises. It has much more damage-racking and juggling capabilities than his up aerial from ''[[SSB4]]'', 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''.
|dairname=Donkey Kong Jr. ({{ja|ドンキーコングJr.|Donkī Kongu Junia}})
|dairname=Donkey Kong Jr. ({{ja|ドンキーコングJr.|Donkī Kongu Junia}})
|dairdmg={{ShortHopDmgSSBU|11}} (key), {{ShortHopDmgSSBU|3.5}} (landing)
|dairdmg={{ShortHopDmgSSBU|11}} (key), {{ShortHopDmgSSBU|3.5}} (landing)
|dairdesc=Drops downward while holding a key beneath himself. A [[stall-then-fall]], it [[meteor smash]]es 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. While the move has rather high landing lag, the landing hitbox can make it tricky to punish on whiff. 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.''
|dairdesc=Takes out a giant key and performs a diving thrust downwards while holding it beneath himself. A [[stall-then-fall]], it [[meteor smash|meteor smashes]] powerfully on the first frames. It is among the powerful [[spike]] in the game, KOing reliably belw 65%. This move is a deadly [[stage spike]] at high precents; compared to [[Fire]] and back aerial. It can be moved left or right slightly during his 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. While the move has rather high landing lag, the landing hitbox can make it tricky to punish on whiff. It is a safe option when edgeguarding and has KO potential at high percents, killing at 130%. Originates the key feature from the ''Game & Watch'' version of ''Donkey Kong Jr.''
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=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.
|grabdesc=Mr. Game & Watch reaches out his right hand in front of himself. The style originates from how Mr. Game & Watch pulls levers from ''Mario's Cement Factory''. While standing grab has poor range, both his dash and pivot grabs have a massively disjointed range; judging by the length of his arm increasing. All of his grabs are also among the fastest in the game.
|pummelname=Alarm ({{ja|アラーム|Arāmu}})
|pummelname=Alarm ({{ja|アラーム|Arāmu}})
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=Hits the opponent with a bell. Originates from the alarm feature on the "Wide Screen" and "Multi Screen" Game & Watch series.
|pummeldesc=Smashes the opponent with an alarm bell. Originates from the alarm feature on the "Wide Screen" and "Multi Screen" Game & Watch series.
|fthrowname=Ball (Front) ({{ja|ボール(前)|Bōru (Mae)}})
|fthrowname=Ball (Front) ({{ja|ボール(前)|Bōru (Mae)}})
|fthrowdmg=8%
|fthrowdmg=8%
|fthrowdesc=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''.
|fthrowdesc=Juggles the opponent as a ball from back to front, and then tosses them forwards. Has little utility beyond throwing the opponent off-stage. Although it is not as versatile as back throw in terms of throwing the opponent off-stage, it is an effective KO throw off-stage, since it has decent launch-power to push the opponents towards the [[blast line|blast zone]]. Changes Mr. Game & Watch's model into the character from ''Ball''.
|bthrowname=Ball (Back) ({{ja|ボール(後)|Bōru (Ato)}})
|bthrowname=Ball (Back) ({{ja|ボール(後)|Bōru (Ato)}})
|bthrowdmg=8%
|bthrowdmg=8%
|bthrowdesc=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''.
|bthrowdesc=Juggles the opponent as a ball from front to back, and then tosses them backwards. Has little utility beyond throwing the opponent off-stage; due to its decent launch-power that is strong enough to push the opponents towards the [[blast line|blast zone]], it is an effective KO throw off-stage. Changes Mr. Game & Watch's model into the character from ''Ball''.
|uthrowname=Ball (Above) ({{ja|ボール(上)|Bōru (Ue)}})
|uthrowname=Ball (Above) ({{ja|ボール(上)|Bōru (Ue)}})
|uthrowdmg=12%
|uthrowdmg=12%
|uthrowdesc=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''.
|uthrowdesc=Juggles the opponent as a ball from front to back, and then tosses them upwards. Although it is not as versatile as down throw in terms of follow-up and KO potential, it is an effective KO throw at higher precents, killing at around 200%. It is also 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''.
|dthrowname=Ball (Below) ({{ja|ボール(下)|Bōru (Shita)}})
|dthrowname=Ball (Below) ({{ja|ボール(下)|Bōru (Shita)}})
|dthrowdmg=4%
|dthrowdmg=5%
|dthrowdesc=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''.
|dthrowdesc=Juggles the opponent as a ball from front to back, and then drops them on the ground behind him, and then launches the opponent upwards. Mr. Game & Watch’s only KO throw, killing reliably below 165%. However, it still does not KO middleweights until around 200%. Despite its low damage output, it KOs most of the cast earlier than up throw. At low-to-mid percents, it is 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''.
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
|floorfdesc=Swings a hammer downward in front of himself and then behind himself. Originates from ''Vermin''.
|floorfdesc=Slams a hammer in front of himself and then behind himself. Originates from ''Vermin''.
|floorbname= 
|floorbname= 
|floorbdmg=7%
|floorbdmg=7%
|floorbdesc=Swings a hammer downward behind himself and then in front of himself. Originates from ''Vermin''.
|floorbdesc=Slams a hammer behind himself and then in front of himself. Originates from ''Vermin''.
|floortname= 
|floortname= 
|floortdmg=5%
|floortdmg=5%
|floortdesc=Swings a hammer downward in front of himself and then behind himself. Originates from ''Vermin''.
|floortdesc=Slams a hammer in front of himself and then behind himself. Originates from ''Vermin''.
|edgename= 
|edgename= 
|edgedmg=9%
|edgedmg=9%
|edgedesc=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.
|edgedesc=Takes out an alarm bell and thrusts it forwards. Originates from the Game & Watch's alarm feature on the "Wide Screen" and "Multi Screen" Game & Watch series.
|nsname=Chef
|nsname=Chef
|nsdmg=5% (food), 8% (frying pan)
|nsdmg=5% (food), 8% (frying pan)
|nsdesc=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''.
|nsdesc=Tosses various "food" [[projectile|projectiles]] 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|burning]] damage, and launches opponents at a [[semi-spike]] angle. Mr. Game & Watch's model changes into his appearance from ''Chef''.
|ssname=Judge
|ssname=Judge
|ssdmg=Varies
|ssdmg=Varies
|ssdesc=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''.
|ssdesc=Swings a hammer in front of him in an arc, and raises a digital display 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 #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 #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 #3: A weak swing that 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 #4: A decent swing that has a [[slash|slashing]] effect and launches opponents diagonally forwards.
*Judge 5: A swing that has an [[electric]] effect and hits multiple times.
*Judge #5: A decent swing that has an [[electric|electrocutes]] opponents up to five 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 #6: A strong swing that has a [[flame|burning]] effect and launches opponents at a [[semi-spike]] angle. Has the second strongest knockback of all Judge attacks.
*Judge 7: A swing that deals moderate knockback and produces 3 [[food|apples]] if it hits the opponent. Each apple heals 4%.
*Judge #7: A strong swing that deals moderate knockback and produces 3 [[food|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 KO]]s.
*Judge #8: A strong swing that has a [[freeze|freezing]] effect and deals very low knockback. Emits the "[[ping]]" sound effect that is usually associated with [[one-hit KO]]s.
*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.
*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% anywhere around the stage. It also deals significant shield damage, like Judge #3.
|usname=Fire
|usname=Fire
|usdmg=3% (trampoline; firemen), 6% (ascent)
|usdmg=3% (trampoline; firemen), 6% (ascent)
|usdesc=Jumps off a trampoline and then descends while wearing a parachute. Has the second-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. Because Mr. Game & Watch becomes intangible during his ascent and both hitboxes have good knockback, Fire is a good edgeguarding move offstage and a deadly [[Stage spike|stage spike]] when recovering low. It is Mr. Game & Watch's most effective [[OoS]] option, and is considered the best in the game. Originates from ''Fire''.
|usdesc=Two firefighters appear, utilizing a trampoline to launch Mr. Game & Watch to the air. At the apex of the jump, he deploys a parachute to slow his descent. Has the second-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. This move is a great off-stage KO move vertically and horizontally, since it has strong launch-power to push opponents to the [[blast line|blast zone]]. Capable of canceling into any move when falling. Because Mr. Game & Watch becomes intangible during his ascent and both hitboxes have good knockback, Fire is a good edgeguarding move off-stage and a deadly [[Stage spike|stage spike]] when recovering low. It is Mr. Game & Watch's most effective [[OoS]] option, and is considered the best in the game. Originates from ''Fire''.
|dsname=Oil Panic
|dsname=Oil Panic
|dsdmg=16%-48% (2x multiplier)
|dsdmg=16%-48% (2x multiplier)
|dsdesc=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''.
|dsdesc=Takes out an oil drum, which absorbs energy-based [[projectile|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 maxed-out power of Oil Panic will almost certainly OHKO all characters 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''.
|fsname=Octopus
|fsname=Octopus
|fsdmg=4.9% (grabbed), 15% (body), 30% (slam)
|fsdmg=4.9% (grabbed), 15% (body), 30% (slam)
|fsdesc=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.
|fsdesc=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 off-screen to the blast zone 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. If the opponent is at 100% or at higher precents, they will get instantly KO'd upon getting trapped into the tentacles, in a similar style to {{SSBU|Zelda}}'s [[Triforce of Wisdom]]. After reaching the blast line, Mr. Game & Watch will return back to his previous position.
}}
}}


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===Oil Panic scaling===
===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]]. <ref>[https://docs.google.com/spreadsheets/d/1Ipe2apITYqGCJ89QNRyH4kXzrFTDG-0v8ePDBc-lwYs/edit?usp=sharing Oil Panic Resource]</ref>
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]]. <ref>https://docs.google.com/spreadsheets/d/1Ipe2apITYqGCJ89QNRyH4kXzrFTDG-0v8ePDBc-lwYs/edit?usp=sharing Oil Panic Resource</ref>


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.
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.
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*'''Up Taunt''': Rings his bell at a high angle. Similar to his side taunt, it originates from the Game & Watch's alarm feature.
*'''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.
*'''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.
*'''Down Taunt''': Sits down and sighs/catches his breath. Originates from the ''Game & Watch'' version of ''Mario Bros.'', when [[Mario]] and [[Luigi]] finished a level.
<gallery>
<gallery>
SSBUMrGame&WatchTaunt1.gif|Mr. Game & Watch's up taunt.
SSBUMrGame&WatchTaunt1.gif|Mr. Game & Watch's up taunt.
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===[[Victory pose]]s===
===[[Victory pose]]s===
*'''Left:''' Rings his bell to his left, then his right. Afterwards, he continues to ring his bell to his left.
*'''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.
*'''Up:''' Pounces around the screen in erratic poses, tripping halfway, before [[teeter]]ing on his left foot. He then proceeds to jump back and forth, landing on his left foot, then his head.
*'''Right:''' Juggles 3 balls while in his appearance from ''Ball''.
*'''Right:''' Juggles 3 balls while in his appearance from ''Ball''.
[[File:G&WTheme.ogg|thumb|An original melody with an energetic tempo, based upon the typical bleeping noises that characters or other objects in a {{s|wikipedia|Game & Watch}} would make.]]
[[File:G&WTheme.ogg|thumb|An original melody with an energetic tempo, based upon the typical bleeping noises that characters or other objects in a {{s|wikipedia|Game & Watch}} unit would make.]]
<gallery>
<gallery>
MrGame&WatchVictoryPose1SSBU.gif
MrGame&WatchVictoryPose1SSBU.gif
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==Role in [[World of Light]]==
==Role in [[World of Light]]==
[[File:WoL-26MrGame&Watch.jpg|thumb|Finding Mr. Game & Watch in World of Light|left]]
[[File:WoL-26MrGame&Watch.jpg|thumb|Finding Mr. Game & Watch in World of Light|left]]
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 {{SSBU|Kirby}}) when Galeem unleashed his beams of light.
Although Mr. Game & Watch made an absence in the opening cutscene of ''[[World of Light]]'', he was vaporized and later imprisoned under [[Galeem]]'s control, alongside the rest of the fighters (sans {{SSBU|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 [[List of spirits (Super Mario series)|Sidestepper]] and [[Nikki]] [[List of spirits (Others)#Nikki|spirits]] blocking him.
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 [[List of spirits (Super Mario series)|Sidestepper]] and [[Nikki]] [[List of spirits (Others)#Nikki|spirits]] blocking him.
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==Trivia==
==Trivia==
{{ImageCaption|File:Fire Attack (G&W).jpg|File:G&W fsmash update.jpg|width1=200px|width2=200px|caption=Mr. Game & Watch's forward smash, derived from Fire Attack, pre-patch and post-patch.}}
{{ImageCaption|File:Fire Attack (G&W).jpg|File:G&W fsmash update.jpg|width1=200px|width2=200px|caption=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 {{for3ds}}.
*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 ''{{for3ds}}''.
**In-game, however, Mr. Game & Watch changes his appearance to match the character in ''Flagman'', rather than using his own appearance.
**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.
*Mr. Game & Watch's render pose somewhat resembles his render from ''[[Smash 4]]'', 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.
**It is also the first time in the series where his render pose shows him facing right instead of left.
*Mr. Game & Watch, {{SSBU|Jigglypuff}}, {{SSBU|Ike}}, {{SSBU|Ganondorf}}, {{SSBU|Yoshi}}, {{SSBU|Link}}, {{SSBU|Ness}}, {{SSBU|Lucas}}, and {{SSBU|King Dedede}} are the only characters in ''Ultimate'' who have kept the same falling speed for three games in a row.
*Mr. Game & Watch, {{SSBU|Jigglypuff}}, {{SSBU|Ike}}, {{SSBU|Ganondorf}}, {{SSBU|Yoshi}}, {{SSBU|Link}}, {{SSBU|Ness}}, {{SSBU|Lucas}}, and {{SSBU|King Dedede}} are the only characters in ''Ultimate'' who have kept the same falling speed for three games in a row.
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**The screenshot of 4 Mr. Game & Watches on Flat Zone X has an old animation from ''Smash 4'' on the building, in which Mr. Game & Watch retains his regular form when using his neutral attack. In the final game, Mr. Game & Watch instead changes his appearance into that of the main character of ''Greenhouse''.
**The screenshot of 4 Mr. Game & Watches on Flat Zone X has an old animation from ''Smash 4'' on the building, in which Mr. Game & Watch retains his regular form when using his neutral attack. In the final game, Mr. Game & Watch instead changes his appearance into that of the main character of ''Greenhouse''.
**The ''{{h2|List of spirits (Game & Watch series)|Fire Attack}}'' [[spirit]] also had its artwork altered in the same patch as well, removing the feather.
**The ''{{h2|List of spirits (Game & Watch series)|Fire Attack}}'' [[spirit]] also had its artwork altered in the same patch as well, removing the feather.
*Although Mr. Game & Watch has no visible eyes in his neutral animation, the loading screen, which temporarily lights up 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.
*Although Mr. Game & Watch has no visible eyes in his neutral animation, the loading screen, which temporarily lights up the selected character's eyes, makes Mr. Game & Watch glow where his eyes would be. The same applies to his activation picture for his [[Final Smash]], as well as for when [[parrying]] his shield, which focuses on where his eyes would be, as with the other characters.
**While some of his moves cause him to resemble characters from the ''Game & Watch'' series with eyes, they are not affected by parrying.
**While some of his moves cause him to resemble characters from the ''Game & Watch'' series with eyes, they are not affected by parrying.
*Along with {{SSBU|Samus}} and {{SSBU|Dark Samus}}, Mr. Game & Watch is one of the few characters in ''Ultimate'' to lack voice clips in the [[Sound Test]], despite {{SSBU|Duck Hunt}} and {{SSBU|R.O.B.}} being included. This is probably because the game considers his various beeps as sound effects instead.
*Along with {{SSBU|Samus}} and {{SSBU|Dark Samus}}, Mr. Game & Watch is one of the few characters in ''Ultimate'' to lack voice-clips in the [[Sound Test]], despite {{SSBU|Duck Hunt}} and {{SSBU|R.O.B.}} being included. This is probably because the game considers his various bleep-bloops as [[Sound Effects|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".
*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 {{SSBU|Captain Falcon}}, {{SSBU|Zero Suit Samus}}, {{SSBU|Pokémon Trainer}}, {{SSBU|Wii Fit Trainer}}, {{SSBU|Rosalina & Luma}}, the {{SSBU|Mii Fighter}}s, {{SSBU|Piranha Plant}} and {{SSBU|Banjo & Kazooie}}.
*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 {{SSBU|Captain Falcon}}, {{SSBU|Zero Suit Samus}}, {{SSBU|Pokémon Trainer}}, {{SSBU|Wii Fit Trainer}}, {{SSBU|Rosalina & Luma}}, the {{SSBU|Mii Fighter}}s, {{SSBU|Piranha Plant}} and {{SSBU|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 "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 {{SSBU|Pac-Man}}’s, as both characters fight retro video game characters from the NES era for opponents.
*Mr. Game & Watch’s route in ''[[Classic Mode]]'' is vaguely similar to {{SSBU|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''.
**Coincidentally, they are chronologically the oldest fighters in ''Ultimate'', with Mr. Game & Watch being older than Pac-Man by one month.
*The two Judge sprites that appear on the celebration screen for Mr. Game & Watch's Classic Mode route carry a 3 and 9, which is {{s|wikipedia|goroawase}} for "san-kyu", or "thank you".
*The two Judge sprites that appear on the celebration screen for Mr. Game & Watch's route in ''Classic Mode'' carry a 3 and 9, which is {{s|wikipedia|goroawase}} for "san-kyu", or "thank you".
*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 {{SSBU|Yoshi}}, {{SSBU|Bowser Jr.}}, and R.O.B.
*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 {{SSBU|Yoshi}}, {{SSBU|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.
**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.
**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.
*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 given by [[Galeem]] and [[Dharkon]], simply using his classic 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.
**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.
*Mr. Game & Watch is one of few characters who has two moves that trigger special zoom, being Judge and Oil Panic.
*Mr. Game & Watch is one of few characters who has two moves that trigger special zoom, being Judge and Oil Panic.