McLeodGaming Wiki
McLeodGaming Wiki
This article is about Mr. Game & Watch's appearance in Super Smash Flash 2. For general information about the character, see Mr. Game & Watch.
Mr. Game & Watch
in Super Smash Flash 2
SSF2 Mr. Game & Watch.png
Game & Watch symbol.svg
Mr. Game & Watch's official artwork.
Universe Game & Watch
Stock icon SSF2 Mr. Game & Watch stock icon.png
Availability Starter
Final Smash Octopus
Tier B (28)

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 Super Smash Bros. 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 28 on the current Tier List. Mr. Game & Watch is a medium-speedy, yet floaty character. Mr. Game & Watch has fairly average attributes all around, running slightly slower and jumping slightly lower than Mario, but runs more faster than the lightest characters. He has good air speed and is on the floatier side of the cast. His only really notable trait is his light weight, being tied for third-lightest in the game.

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. Many of his attacks, including forward tilt, up tilt, and all of his aerials, are disjointed, which gives him an advantage in spacing, 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. By far Mr. Game & Watch's greatest weakness is his lack of horizontal approach options. His run speed isn't fast enough to catch many opponents, and his only fast horizontal aerial is his back air, which does a mere 6% and is difficult to combo with. His grab has very little range, and none of his moves are very strong on shield, with the possible exception of a spaced forward air or forward tilt. Despite this, 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. 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 Kirby and Samus. 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, 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, 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. 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. 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 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. 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, 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. 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.

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.


Ground attacks

Attack Description Damage
Standard attack Presses an insecticide pump to pump gas outward, then repeatedly presses it, ending by leaning forward to pump it. The player can continue the move by repeatedly pressing or holding the attack button after the second hit. Based on Greenhouse. 3%
Side tilt Thrusts a chair in front of him. It launches horizontally and can be used as an edgeguarding tool. Based on Lion. 10%
Up tilt Waves a flag with the number one above him. Good juggling capabilities, and can combo into itself or into neutral aerial. Based on Flagman. 7%
Down tilt Flips a manhole cover in front of him. Good combo starter. Based on Manhole. 10%
Dash attack Slides his head along the ground while wearing a helmet. The attack is mostly used as a combo starter. Based on Helmet. 9%
Forward smash Swings a lit torch forward. It has a sweetspot at the end and deals strong knockback. Based on Fire Attack. 14%
Up smash Performs an upward-arcing headbutt while wearing a diving helmet. It has moderate startup lag but great KO capability, as well as very high priority. His head is intangible during its active frames. Based on Octopus. 18%
Down smash Takes out two hammers and slams them on the ground. The sour spot in the center sends opponents horizontally while sweetspot sends opponents vertically. Based on Vermin. 13%

Aerial attacks

Attack Description Damage
Neutral aerial Holds out a fish bowl with two fish in it, which hop out of the bowl around him, hitting four times. Possesses great juggling capability and high damage output. Based on Tropical Fish. 3%
Forward aerial Swings a boxed package in front of him. Based on Mario Bros. Can be used for wall of pain. 10%
Back aerial Holds a snapping turtle behind him as it bites, hitting three times. This move can string into itself, but it does not have a great KOing ability unless used off-stage. Based on Turtle Bridge. 2%
Up aerial Blows puffs of air above him twice. It pushes characters above him upwards if they are out of range of being damaged, the wind being more powerful closer to him. Based on Spitball Sparky. 7%
Down aerial Takes out a key and thrusts it downward. A stall-then-fall, it meteor smashes if the initial hitbox is landed and sweetspotted. Can be moved left or right as he descends. Based on Donkey Kong Jr.. 11%

Grab and throws

Attack Description Damage
Grab Reaches out with a hand. Based on Mario's Cement Factory. N/A
Pummel Bashes the opponent with his alarm bell, somewhat slowly. Based on the alarm feature of Game & Watch units. 3%
Forward throw Juggles the opponent as a ball from back to front, then launches them forward. Based on Ball. 8%
Back throw Juggles the opponent as a ball from front to back, then launches them backwards. Based on Ball. 8%
Up throw Juggles the opponent as a ball from front to back, then launches them upwards. This move can combo into neutral aerial at lower percents for juggling and racking up damage, or up aerial at higher percents for KOing opponents. Based on Ball. Can also chain grab fast-fallers and heavyweight characters, and sets up for Oil Panic remarkably well if filled. 8%
Down throw Juggles the enemy as a ball from front to back, then launches them towards the ground. Can also launch them off the ledge if used on the opponents near the ledge. Can set up tech chases and can also buy enough time to use his smash attacks. Based on Ball. 8%

Other attacks

Attack Description Damage
Floor attack Gets out a hammer and slams it in front of him, then behind him. Based on Vermin. 6%
Ledge attack Climbs up and swings a bell in front of him, making an alarm noise. Based on the alarm feature of Game & Watch units. 6%

Special moves

Special move Name Description Damage
Neutral special move Chef Pulls out a frying pan and tosses food that flies through the air at various trajectories. 5%
Side special move Judge Attacks with his hammer and holds up a digital display with a random number from 1 to 9 on it. Each number has a different effect when hit. The effects for each number are the following:
  1. Does not cause flinching on the opponent and deals 12% recoil.
  2. Deals weak knockback. Can lock the opponent.
  3. Sends opponents backwards, can lock the opponent. Capable of breaking shields.
  4. Hits with a slashing effect.
  5. Hits with electric effect, can hit up to five times.
  6. Burns the opponent and sends them at a semi-spike angle.
  7. Generates a random Food on hit.
  8. Freezes the opponent.
  9. Deals huge knockback.
Up special move Fire Two firefighters appear, utilizing a trampoline to launch Mr. Game & Watch into the air. This move has very little startup lag and a hitbox as he rises. At the apex of his jump, he deploys a parachute to slow his descent. Capable of KOing opponents if used on them off-stage. 6%
Down special move Oil Panic Pulls out a bucket that can absorb any energy based projectile. Once it is filled, using the move will release a projectile forwards. The attack's damage varies greatly, depending on the absorbed projectiles. The charge can be kept throughout stocks. This is capable of breaking shields and KOing opponents at all damage-precents. Varies
Final Smash Octopus Transforms into a huge octopus, extending its tentacles in and out to attack. 16%


Misc. Description
On-screen appearance Moves along a line of unlit Game & Watch LCD frames.
Taunts Standard Rings his bell high.
Side Performs some sort of disco dance, raising his finger from behind to in front of him. Based on a "DJ Game & Watch" gif by ralaro.
Down/Up Sits down and sighs. Has a windbox.
Idle poses Hops in place or briefly looks behind himself.
Victory theme A flourish that encompasses various chip tunes from the Game & Watch units. Directly taken from Super Smash Bros. Brawl.
Victory pose Rings his bell at low and high angle, simultaneously turning around.
Hops two times in the air.
Runs to the right, then turns to the left and finally trips.

Changes and revisions

MG icon.svg Main article: Mr. Game & Watch (Super Smash Flash 2)/Changelog

Mr. Game & Watch was mostly directly buffed, although bugs related to down throw severely hurt his KO power, outweighing most of the buffs done. Below is a list of the major changes done in v1.1.

  • Buff Neutral aerial last hit deals more hitstun and has increased angle, improving combo ability.
  • Buff Judge #7 will always spawn food.
  • Nerf Parachute now will go to heavy land on contact with the ground.
  • Nerf Down throw is now much easier to SDI, making it effectively useless.

In competitive play

Match ups

Notable players

Tier placement history



SSF2 Mr. Game & Watch Costumes.png




Mr. Game & Watch's artwork when metal.

  • It is possible for Mr. Game & Watch to be a true "silent character", along with Sandbag, Chibi-Robo, Mega Man, PAC-MAN, and Bomberman.
  • Due to Mr. Game & Watch having a strong moveset in the game, he should have been ranked 1st of S in the Tier List by other players. The same can be said for Rayman and PAC-MAN.
  • All of Mr. Game & Watch's moves use objects from games in the Game & Watch series, making him the only character to have every single move in his arsenal based on a game he appeared previously before.
  • 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, along with Rayman, Yoshi, Zero Suit Samus, Tails, Jigglypuff, Mega Man, and Luffy, are the only characters so far 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 bell.
  • Since Beta 1.2, Mr. Game & Watch was the most popular character in the game, along with Rayman and PAC-MAN.
    • Prior to Beta 1.2 and 1.1, in which costumes were simple filters and hues, Mr. Game & Watch's sprites were red by default, and Mr. Game & Watch's costumes had different colors that were scrapped before the release of Beta 1.2. 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.