Mr. Game & Watch (Super Smash Flash 2)

Mr. Game & Watch is a veteran starter character in Super Smash Flash 2. He was revealed on the third day of the APEX 2015 stream. His moveset and sprite design are taken from Super Smash Bros. Brawl. Unlike his usual appearance as an unlockable character in all the official  games released to date and the previous game, he was made a starter instead in Super Smash Flash 2.

Mr. Game & Watch is currently placed at 28th of B tier on the current tier list, currently residing in mid-tier. Mr. Game & Watch has strong KO moves in his disjointed smash attacks, all aerial attacks (excluding back aerial), and, as well as his potentially strong Judge and Oil Panic. Due to his high air speed, he has an amazing air game, along with fast and high priority aerial attacks that provide good spacing and edgeguarding tools, with his able to meteor smash if landed on the initial hitbox. His relatively slow falling speed allows him to break out of juggles, and combined with Fire, he has one of the best vertical recoveries in the game. Since forward aerial has good and slightly disjointed range and has slow falling speed, this helps in Mr. Game & Watch's great edgeguarding tactic in the wall of pain.

Despite these strengths, Mr. Game & Watch possesses a few notable weaknesses. He is tied with and  for being the third-lightest character in the game, which makes his survivability very weak. Despite possessing disjointance in the hitboxes of his attacks which makes his overall range excellent, his overall range is mediocre, allowing sword-wielding characters to keep him away. Additionally, while Mr. Game & Watch's up throw and down throw are strong combo starters, none of his throws tend to KO until opponents are at very high percents of damage or else used off-stage, with his back throw being the strongest and his only KO throw. His strongest special moves, Judge and Oil Panic, are also very situational, with Judge having a random effect with each use and Oil Panic only being useful against opponents with absorbable energy-based projectiles, however, the number #9 on Judge is a OHKO attack that deals huge knockback, along with Oil Panic releasing a huge projectile that will deal huge knockback and OHKO opponents.

Attributes
Mr. Game & Watch is a medium-speedy, yet floaty third-lightweight character who has a movest of disjointed attacks. Mr. Game & Watch has fairly average attributes all around, running slightly slower and jumping slightly lower than, but runs faster and jumps higher than most of the other characters like and , mainly the lightest characters, such as  and. He has good air speed and is on the floatier side of the cast. His most notable attribute is his light weight, being tied for the third-lightest character in the game, which almost makes him a combo-oriented character, and his very low crouch to evade various attacks: like 's forward smash, 's up smash, 's side special and 's shield breaker, being one of the characters to have the lowest crouch in the game.

His only other notable attributes are his dashing speeds, being tied with Black Mage, Bomberman, Jigglypuff, Luigi, Mario, Simon and Waluigi, and being tied for the twentieth-fastest character in the game, and his jumping speeds being tied with Naruto, along with his jumping height being tied with a few other characters like Rayman, but his walking speeds (tied with Bomberman and ) and falling speeds are slow to compensate (tied with Marth and Rayman).

Overall, Mr. Game & Watch has a fairly unorthodox moveset focused on vertical combos. He possesses a very strong juggle game, with his neutral air having a large vertical hitbox and combo ability, his up special allowing him to quickly reach opponents above him, and his up air being able to keep opponents in the air with its windbox effect, which results in a KO if used on them off-stage. Many of his attacks, including forward tilt, up tilt, and all of his aerials, are disjointed, which gives him an advantage in spacing and also increases his KO power in the game, and possessing disjointance in most of his attacks may result in the hitboxes awkwardly increasing which can still hit opponents if it misses and having very excellent reach, making his KO power potentially strong and also laggy out of the other characters in the game and is by far his greatest strength, but many of his attacks, especially those with horizontal hitboxes, are either slow or have awkward properties that make them difficult to use in the neutral game, but has rather very strong attacks in his moveset that will grant opponents potent offence and harsh punishment, making him more like a high-tier or top-tier character to have numerous, yet powerful and potent KO options. By far Mr. Game & Watch's greatest weakness is his lack of horizontal approach options. His running speed isn't fast enough to catch many opponents, with the expection of lightweight opponents or characters at below-average running speeds or is tied with him, and his only fast horizontal aerial is his back air, which does a mere 6% and is difficult to combo with, however, using smash attacks and his forward aerial, his other fast horizontal aerial, will catch running opponents since it has good reach. His grab possesses little range (along with slightly slow pummel), but is not tied with Pichu's grab range, however, his grabbing range is somewhat laggy and disjointed, being able to grab opponents behind him or even if he misses grabbing opponents in front of him.

Mr. Game & Watch has decent grab and throw game, with his up throw and back throw being arguably the best and strongest throws in the game, with the latter KOing opponents reliably under 100% of damage with the former not KOing well beyond 200% of damage, which is tied with Rayman's forward throw, although he possesses one of the small-ranged grabs in the game, but his throws also possess lag, with forward and back throw launching the opponent in a potentially fast vertical or horizontial angle, immediately KOing high-damaged opponents (can mainly happen during a windbox effect; like in Dream Land, if the opponent is around 100-200% of damage), and his down throw pushing a high-damaged opponent away from him at a horizontial angle on the ground. Most of his moves are very strong on shield, especially with a spaced forward air or forward tilt. Along with these, charging up smash attacks, using Judge if the number hits 3 or 9, using Oil Panic or repeatedly using standard, down, or up tilt attacks on the opponent's shield is very strong on shield, almost resulting in the point of the shield breaking, which is counted as shield breakers. Chef also deals more shield damage. As such, he has a difficult time getting much of anything started, and struggles against characters that can outbox him on the ground, like and, however, due to having disjointance in his attacks, he can be able to outbox various characters on the ground, especially lightweight ones. He also has trouble with some zoners, as his down special only absorbs energy-based projectiles. He sometimes struggles to KO due to his slow smash attacks (but they possess disjointance in their hitboxes, being able to hit opponents behind and in front of him at the same time which counts as multi-KO attacks, despite struggling to KO), leaving him with few KO options outside of random forward airs, combos into up air (which is inconsistent), or his grab KO confirm. Mr. Game & Watch also has a hard time landing (with the expection of using down aerial), due to his floatiness and lack of a good option to hit below him outside of down air, which has hefty landing lag.

When he does get in, though, Mr. Game & Watch can deal a lot of damage to opponents. His neutral air, up tilt, up special, and down air are all powerful combo tools that have the ability to link into each other, and forward air and up air are good combo finishers that can net a KO at high percents, along with his standard attack able to rack up damage due to being used repeatedly on opponents, the last hit also KOing opponents reliably under 200% since Beta 1.3. Mr. Game & Watch's neutral air can also drag the opponent down, leading to a grab or even a smash attack if timed just right. Mr. Game & Watch has an amazing set of smash attacks that will deal huge knockback and KO opponents relaibly under 40% of damage, especially when charged up. Mr. Game & Watch also has a potentially deadly grab game, with his up throw setting up for a juggle. Back throw is Mr. Game & Watch's best and strongest throw for being good for setting up edge guards (since he has forward air and down air for meteor-smashing), where it can lead to KOing every opponents, even around 100% or less damage, his down throw forcing the opponent into a tech chase scenario and can also send the opponent off the ledge if used near the ledge and also can buy enough time to use one of his smash attacks, and his forward throw comboing into neutral air at low percents, forward air at high percents for a KO confirm, or even his potentially deadly side special, Judge — an attack that can KO at almost all percentages if the number strikes to 9 —, it is extremely easy to KO if hitting 9 both vertically and horizontally, due to his floatiness, combined with his somewhat lightweight status, along with his potentially deadly down special, Oil Panic, which will absorb energy-based projectiles (like Bomberman's bombs and Ness's up special), and if filled, it will release a large and yet disjointed-hitboxed projectile that will OHKO opponents, even at 0% of damage. Mr. Game & Watch also has a strong edgeguarding game, with his high aerial mobility, ability to put out a large number of falling projectiles with his neutral special, long-lasting aerials, and ability to quickly react to opponents trying to jump over him with his up special. His down air is also an extremely strong spike, instantly KOing high-damaged opponents if used as a meteor-smash attack, and its disjointed hitbox allows it to beat out or trade with nearly every recovery move in the game, severely punishing opponents that have to recover low, like Jigglypuff or. His down air is also very strong on opponents at higher precents of damage, making other characters vunerable to it off-stage. Mr. Game & Watch has a strong recovery himself, with a fast up special that covers a long distance, the ability to mix up his recovery after his up special with aerials, and his ability to retain his double jump after using his up special. Mr. Game & Watch is almost never at a disadvantage offstage, as up special will KO opponents off-stage.

Since Mr. Game & Watch has mostly strongest attacks, Mr. Game & Watch is described as a "bait and punish", which is a character that possesses a potent offense, and can deal a lot of damage. Mainly, he can forcibly punish other lightweight characters, since most of his attacks are fairly powerful and has lots of great combos, along with outboxing other slowfallers or lightweight characters while on the ground, like Kirby, Jigglypuff or Bandana Dee, making him more like a high-tier or top-tier character.

Overall, Mr. Game & Watch had a few differences in Beta 1.1 in terms of moveset, such as his down air meteor-smashing without a sweetspot or hitting the inital hitbox, his forward air somewhat sending the opponent upwards, resulting in an apparent Star or Screen KO to opponents who are around 100% damage, and lastly his down attack pushing the opponents who are above it upwards, like his up aerial. Because of this, Mr. Game & Watch was once again the most popular character.

Changes and revisions
Mr. Game & Watch was mostly directly buffed, which means he has very potential and powerful KO power and a numerous amount of combos, although bugs related to down throw severely hurt his KO power, outweighing most of the buffs done, but has the least nerfs out of the other characters in the game (excluding ), fairly making his survivability strong and almost making him to be a top-tier character. Below is a list of the major changes done in v1.1.

Trivia

 * Mr. Game & Watch,, , , , and are currently the only true "silent characters" in the game, however, his sound effects (simply known as "bleep bloops" that were heard from the Game & Watch series) are most likely the sounds of his "actual talking".
 * Mr. Game & Watch and Naruto are the only characters to have more than 3 victory poses in the game, however, Mr. Game & Watch has 3 poses, and Naruto has 2.
 * All of Mr. Game & Watch's moves use objects from games in the  series, making him the only character to have every single move in his arsenal based on a game he appeared previously before.
 * Mr. Game & Watch's Ball form when thrown by another Mr. Game & Watch is simply a giant black circle for his head since he does not have a visible nose or a mouth if facing the screen, resembling the other balls thrown.
 * Overall, Mr. Game & Watch inclusively takes his appearance of the several replicas of himself from Fire and Parachute in the Game & Watch series, where they jump out of a burning building to a parachute two firefighters have, and they deploy a parachute to land on a boat, as this was accompained in his up special.
 * That being said, Mr. Game & Watch's jumping animations are similar to those of how the replicas of himself jump from the buring building in Fire.
 * Although Mr. Game & Watch's appearance mainly consists of two flat colors, his appearance when metal consists of multiple shades of gray. To accomplish this, his default sprites are actually the same sprites he uses when metal, which are then recolored for his costumes.
 * Mr. Game & Watch,, , Jigglypuff, , Mega Man, Rayman, and are currently the only characters who do not go into a helpless state under normal circumstances.
 * Mr. Game & Watch's artwork is based on this official pose he makes in Super Smash Bros. Melee, ringing his alarm bell.
 * Prior to Beta 1.2, in which costumes were simple filters and hues, Mr. Game & Watch's sprites were red by default. This was due to the fact that it allowed for more varied costumes for the character, as grayscale colors like black cannot be changed by applying different hues.