|This article is currently under construction.
- 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
Mr. Game & Watch's official artwork.
|Universe||Game & Watch|
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 has fairly average attributes all around, running slightly slower and jumping slightly lower than Mario. 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. 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 kill 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 kill 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 kill 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, his down throw forcing the opponent into a tech chase scenario, and his forward throw comboing into neutral air at low percents for a combo, forward air at high percents for a kill confirm, or even his potentially deadly side special, Judge. 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.
Overall, Mr. Game & Watch was seen as an extremely weak character in Beta 1.1, due to his difficulty in the neutral game, poor disadvantaged state, light weight, and inconsistency of multihit moves like neutral air, up air, and back air, even being ranked as the absolute worst character in the game. However, he seems to have improved somewhat in version 1.2, with the most notable change being greatly increased consistency of important multihit moves like neutral air, back air, and up air, significantly improving his aerial combo game. However, it is unclear how significantly these changes have benefited him, and he still suffers from severe weaknesses.
|Standard attack||Greenhouse||Pulls out an insecticide pump. Can continue by pressing attack button repeatedly.||3%|
|Down tilt||Manhole||Flips a manhole cover in front of him. Has a windbox that pushes opponents upwards.||10%|
|Down smash||Vermin||Takes out two hammers and slams them on the ground. Sourspot sends opponents horizontally while sweetspot sends opponents vertically.||14%|
|Side tilt||Lion||Thrusts a chair in front of him.||10%|
|Forward smash||Fire Attack||Attacks with a lit match.||15%|
|Up tilt||Flagman||Waves a flag with the number one above him.||7%|
|Up smash||Octopus||Makes his head becomes a diving helmet, then bashes upwards with his head. Has invincibility frames.||18%|
|Dash attack||Helmet||Slides his head along the ground while wearing a helmet.||9%|
|Neutral aerial||Tropical Fish||Holds out a fish bowl with two fish in it, which hop out of the bowl and surround Mr. Game & Watch. Does 4 hits when fully connected. Most used to start combos due to its multi-hit properties.||5%|
|Forward aerial||Mario Bros.||Takes out a box and attacks with it. Damage depends on how long the move lasts.||12%|
|Back aerial||Turtle Bridge||Takes out a turtle and attacks behind him. Does 3 hits when fully connected.||2%|
|Up aerial||Spitball Sparky||Raises a pump above him, blowing 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.||7%|
|Down aerial||Donkey Kong Jr.||A stall-then-fall. Takes out a key and slams it downward. It is a meteor smash if the initial hitbox is landed and sweet spotted. Can be moved left or right.||11%|
|Grab||Mario's Cement Factory||Reaches out. Short duration. Seems similar to how Mario pulls levers in Mario's Cement Factory.||N/A|
|Pummel||N/A||Bashes the enemy with his alarm bell, somewhat slowly.||3%|
|Forward throw||Ball||Juggles the enemy as a ball from back to front, then the opponent is launched forward.||8%|
|Back throw||Juggles the enemy as a ball from front to back, then the opponent is launched backwards.||8%|
|Up throw||Juggles the enemy as a ball from front to back, then the opponent is launched upwards.||8%|
|Down throw||Juggles the enemy as a ball from front to back, then launches the opponent towards the ground. Can set up tech chases.||8%|
|Floor attack||Vermin||Gets out a hammer and slams it in front of him, then behind him.||6%|
|Ledge attack||N/A||Climbs up and hits opponents with a bell, creating an alarm noise. Based on the alarm feature of the Game & Watch units.||5%|
|Standard special move||Chef||Mr. Game & Watch pulls out a frying pan and tosses food that flies through the air.||5%|
|Side special move||Judge||Mr. Game & Watch will attack with his hammer and hold up a digital display with a random number from 1 to 9 on it when used, each number has a different effect when hit. The effects for each number are the following:
|Up special move||Fire||Two firefighters will pop up launching Mr. Game and Watch into the air. He then deploys a parachute that slows his descent.||6%|
|Down special move||Oil Panic||Mr. Game & Watch pulls out a bucket that can absorb any energy based projectile. When the bucket is full, it can release a powerful projectile that is dependent on the damage that the projectiles would have inflicted and the charge can be kept throughout stocks.||Varies|
|Final Smash||Octopus||Mr. Game & Watch transforms into a huge octopus.||15-16% (per hit)|
|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 rising his finger from one side to the other. Based on this particular gif.|
|Down/Up||Sits down and sighs. Has a windbox.|
|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
- Main article: Mr. Game & Watch (Super Smash Flash 2)/Changelog
- Neutral aerial last hit deals more hitstun and has increased angle, improving combo ability.
- Judge #7 will always spawn food.
- Parachute now will go to heavy land on contact with the ground.
- Down throw is now much easier to SDI, making it effectively useless.
In competitive play
Tier placement history
- 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.
- 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.