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|weight = Light
 
|weight = Light
 
|final = [[Octopus]]
 
|final = [[Octopus]]
|tier = B
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|tier = A-
|ranking = 28
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|ranking = 18
 
}}
 
}}
'''Mr. Game & Watch''' is a veteran [[Starter character|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 ''{{S|Super Smash Bros.|universe}}'' games released to date and [[Super Smash Flash|the previous game]], he was made a starter instead in ''Super Smash Flash 2''.
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'''Mr. Game & Watch''' is a veteran [[Starter character|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 ''{{W|Super Smash Bros. Brawl}}''. Unlike his usual appearance as an [[unlockable character]] in all the official ''{{S|Super Smash Bros.|universe}}'' games released to date and the original ''[[Super Smash Flash]]'', he was made a starter instead in ''Super Smash Flash 2''.
  +
  +
Mr. Game & Watch is placed at 18th of A- tier on the current [[tier list]]. Mr. Game & Watch has strong KO moves in his disjointed [[smash attack]]s, all [[aerial attack]]s (excluding [[back aerial]]), and {{S|Fire|Mr. Game & Watch}}, 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 [[down aerial]] 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 [[Recovering|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]].
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  +
Despite these strengths, Mr. Game & Watch possesses a few notable weaknesses. He is tied with {{SSF2|Kirby}} and {{SSF2|Bandana Dee}} for being the [[weight|third-lightest]] character in the game, which makes his survivability very weak. Despite possessing disjointed hitboxes, 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 very high percentages of damage. 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 projectiles.
   
 
== Attributes ==
 
== Attributes ==
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{{See also|Mr. Game & Watch (Super Smash Flash 2)/Hard data}}
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 {{SSF2|Mario}}, but runs more faster and jumps more higher 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.
 
  +
Mr. Game & Watch is a medium-speedy, yet floaty third-lightweight and very combo-oriented character that has some typical attributes of characters in his weight class, and is a character who possesses a moveset of disjointed attacks. He has a fast [[running]] speed and a high [[jumping]] height, while his falling speeds and [[Walking|walking speeds]] are slow to compensate.
   
 
Mr. Game & Watch has fairly average attributes all around, running slightly slower and jumping slightly lower than {{SSF2|Mario}}, but runs faster and jumps higher than most of the other characters like {{SSF2|Luigi}} and {{SSF2|Bowser}}, mainly the lightest characters, such as {{SSF2|Kirby}} and {{SSF2|Jigglypuff}}. 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, as well as one of the lowest crouches in the game which allows him to evade various attacks from other characters.
Overall, Mr. Game & Watch has a fairly unorthodox moveset focused on vertical [[combo]]s. 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 attack|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 {{SSF2|Kirby}} and {{SSF2|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.
 
   
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Mr. Game & Watch has a fairly unorthodox playstyle focused on vertical [[combo]]s. He possesses a very strong juggling game, with his [[Neutral aerial|neutral air]] having a large vertical hitbox and combo ability, his [[Up special move|up special]] allowing him to quickly reach opponents above him, his [[up tilt]] having great upward range to catch opponents above him, and his up air being able to keep opponents in the air with its [[Wind|windbox]] effect, while also being a strong KO move and giving the opponents a hard time landing. He has a strong arsenal of [[Smash attack|smash attacks]] that deal huge knockback and KO opponents relatively early, especially when charged up. Mr. Game & Watch's greatest strength is the disjointed and considerable large range upon several of his attacks. Many of his attacks, including his [[tilt attack]], smash attacks, aerials, and [[special move]]s, are disjointed with somewhat long durations and lingering hitboxes, which gives him an advantage in spacing and also increases his KO power, as well as for having a great ability of reaching opponents further away from him or behind him, in a similar style of {{SSF2|Luffy}} and {{SSF2|Rayman}}. This also grants him a great [[neutral game]] and a strong approach. He possesses various strong attacks in his moveset that grant potent offence and harsh punishment, and they are powerful enough to outbox nearly all characters on the ground and at the air in the game, but they are rather slow in the process.
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 [[KO|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 attack|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.
 
   
 
Mr. Game & Watch's greatest weakness is his lack of horizontal approach options. His running speed is not fast enough to catch many opponents, and his only fast horizontal aerial is his back air, which does little damage and is difficult to combo with. His grab possesses little forward range and is somewhat laggy, but surprisingly has slightly disjointed range behind him and above him, despite having small range. Many of his other attacks, especially those with disjointed hitboxes and horizontal hitboxes, are also either slow or have awkward properties that make them difficult to use in the neutral game. As such, he has a difficult time getting much of anything started and struggles against characters that can outbox him on the ground, like {{SSF2|Kirby}} and {{SSF2|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 which have either high [[Lag|startup]] or have more amount of time before releasing to attack, leaving him with a few KO options outside of forward aerial, combos into up air (which is inconsistent), or his grab KO confirms. Mr. Game & Watch also has a hard time landing, due to his floatiness and the lack of good options to hit below him outside of down air, which has hefty landing lag.
Since Mr. Game & Watch has mostly strongest attacks, Mr. Game & Watch is described as a "[[Character archetypes|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.
 
   
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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 [[neutral attack]] being able to quickly rack up damage. Mr. Game & Watch's neutral air can also drag the opponent down, leading to a grab or even a smash attack if timed properly.
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 [[KO|Star]] or [[KO|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.
 
   
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Mr. Game & Watch has a decent and potentially deadly grab and throw game, as his down throw forces the opponent into a [[Tech|tech chase scenario]] and can also send the opponent off the ledge if used near it (which makes it the most deadliest [[spike]]), and also allows Mr. Game & Watch to punish with one of his smash attacks. [[Back throw]] launches the farthest of his throws. As a result, this is Mr. Game & Watch's strongest and best KO throw, being able to kill most characters at around 100%. His back throw and forward throw are very useful for setting up edgeguards. His forward throw and especially his up throw are combo throws that can follow up into aerial attacks such as his forward air or up air for KO confirms, or even his potentially deadly side special, Judge, which can KO at even low percentages if the number strikes 9. The same can be said for his other potentially deadly down special, Oil Panic — an attack that can KO opponents at all percentages —. It will absorb energy-based projectiles, and if filled, it will release a large and disjointed projectile that can one-hit KO opponents and will destroy a full [[shield]] if the power is maxed out, allowing Mr. Game & Watch to punish or even KO with one of his powerful smash attacks, depending on the strength of the projectiles absorbed. 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, [[down smash]] having the ability of hitting opponents below him, and the ability to quickly react to opponents above him with his up special. His down air is also a strong meteor smash, 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, such as Jigglypuff or {{SSF2|Bandana Dee}}. Mr. Game & Watch has a strong recovery himself, with a fast up special that covers a long vertical distance, slows his descent after rising, can be canceled with another attack, retains his [[Midair jumping|midair jump]], and has a hitbox when rising. Because of this, Mr. Game & Watch is almost never at a disadvantage offstage, as up special is capable of KOing opponents that are off the stage, which makes him more dangerous off-stage. Overall, Mr. Game & Watch is extremely deadly off-stage and at the [[ledge]] to all characters, even those with great recoveries like {{SSF2|Pit}}, {{SSF2|Isaac}}, and even himself.
== Moveset ==
 
   
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Overall, Mr. Game & Watch is described as a very powerful [[Character archetypes|glass cannon]] (while also being viewed as the most potent glass cannon in the game), possessing a potent offense while being very vulnerable himself. He has high KO potential, dealing high damage and having a strong combo and juggling game, while also being easily KO'd himself due to his extremely light weight. He is also held back by a weak approach and overall slow and short-ranged attacks, which can be made up for with his disjointed and long-lasting hitboxes, high shield pressure, and strong air game backed by an excellent recovery, making Mr. Game & Watch one of the most fragile characters, but one of the most powerful characters throughout the game, as players either consider him to be a high-tier or top-tier character.
  +
 
== Moveset ==
 
=== [[Ground attack]]s ===
 
=== [[Ground attack]]s ===
 
{|class="wikitable"
 
{|class="wikitable"
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!width="10"|Damage
 
!width="10"|Damage
 
|-
 
|-
|rowspan="3"|{{SSF2|Standard attack}}
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|rowspan="3"|[[Neutral attack]]
|rowspan="3"|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''.
+
|rowspan="3"|Presses an insecticide pump to shoot gas outward, then repeatedly presses it, ending by leaning forward to shoot it outwards with potential force. The player can continue the move by repeatedly pressing or holding the attack button after the second hit. Can [[Forced getup|force getup]] the opponent. Based on ''Greenhouse''.
 
|align="center"|{{Mousetext|3%|First hit}}
 
|align="center"|{{Mousetext|3%|First hit}}
 
|-
 
|-
|align="center"|{{Mousetext|0%-1%|Infinite, per hit}}
+
|align="center"|{{Mousetext|0.5%|Infinite, per hit}}
 
|-
 
|-
 
|align="center"|{{Mousetext|3%|Final hit}}
 
|align="center"|{{Mousetext|3%|Final hit}}
 
|-
 
|-
|[[Side tilt]]
+
|rowspan="2"|[[Forward tilt]]
|Thrusts a chair in front of him. It launches horizontally and can be used as an [[edgeguarding]] tool. Based on ''Lion''.
+
|rowspan="2"|Thrusts a chair in front of him. It launches horizontally and can be used as an [[edgeguarding]] tool. Strong ground attack and has great horizontal KO potential on opponents at higher damages. Based on ''Lion''.
|align="center"|10%
+
|align="center"|{{Mousetext|9%|Sour spot}}
  +
|-
  +
|align="center"|{{Mousetext|10%|Sweetspot}}
 
|-
 
|-
 
|[[Up tilt]]
 
|[[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''.
+
|Waves a flag with the number one above him in an arc. Good juggling capabilities, and can combo into itself or into neutral aerial. Based on ''Flagman''.
 
|align="center"|7%
 
|align="center"|7%
 
|-
 
|-
 
|[[Down tilt]]
 
|[[Down tilt]]
|Flips a manhole cover in front of him. Good combo starter. Based on ''Manhole''.
+
|Flips a manhole cover in front of him. Good combo starter and has a disjointed hitbox at the right tip of the cover. Based on ''Manhole''.
 
|align="center"|10%
 
|align="center"|10%
 
|-
 
|-
 
|[[Dash attack]]
 
|[[Dash attack]]
|Slides his head along the ground while wearing a helmet. The attack is mostly used as a combo starter. Based on ''Helmet''.
+
|Performs a sliding headbutt along the ground while wearing a helmet. The attack lasts considerably long and is mostly used as a combo starter. Based on ''Helmet''.
 
|align="center"|9%
 
|align="center"|9%
 
|-
 
|-
 
|rowspan="2"|[[Forward smash]]
 
|rowspan="2"|[[Forward smash]]
|rowspan="2"|Swings a lit torch forward. It has a sweetspot at the end and deals strong knockback. Based on ''Fire Attack''.
+
|rowspan="2"|Swings a lit torch forward. The sourspot at the handle deals underwhelming knockback, while the sweetspot at the flame that deals strong knockback, KOing opponents reliably at low damage, as well as decent shield damage. Has a disjointed hitbox at the sweetspot. Based on ''Fire Attack''.
|align="center"|{{Mousetext|14%|Sour spot, 19%-20% when fully charged}}
+
|align="center"|{{Mousetext|14%|Sour spot, 19.60% when fully charged}}
 
|-
 
|-
|align="center"|{{Mousetext|18%|Sweetspot, 25%-26% when fully charged}}
+
|align="center"|{{Mousetext|18%|Sweetspot, 25.2% when fully charged}}
 
|-
 
|-
 
|[[Up smash]]
 
|[[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 [[Invincibility#Intangibility|intangible]] during its active frames. Based on ''Octopus''.
+
|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]] and strong knockback. His head is [[Invincibility#Intangibility|intangible]] during its active frames, and the hitbox is disjointed at the front of his head. Based on ''Octopus''.
|align="center"|18%
+
|align="center"|{{Mousetext|16%|22.4% when fully charged}}
 
|-
 
|-
 
|rowspan="2"|[[Down smash]]
 
|rowspan="2"|[[Down smash]]
|rowspan="2"|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''.
+
|rowspan="2"|Takes out two hammers and slams them on the ground. The sour-spot in the center sends opponents horizontally at a [[semi-spike]] angle, while the sweetspot directly below a hammer sends opponents vertically. The hitboxes at each hammer are disjointed. Based on ''Vermin''.
|align="center"|{{Mousetext|13%|Sour spot, 18%-19% when fully charged}}
+
|align="center"|{{Mousetext|13%|Sour spot, 18.2% when fully charged}}
 
|-
 
|-
 
|align="center"|{{Mousetext|15%|Sweetspot, 21% when fully charged}}
 
|align="center"|{{Mousetext|15%|Sweetspot, 21% when fully charged}}
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|-
 
|-
 
|rowspan="2"|[[Neutral aerial]]
 
|rowspan="2"|[[Neutral aerial]]
|rowspan="2"|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''.
+
|rowspan="2"|Holds out a fish bowl with two fish in it, which hop out of the bowl around him, hitting four times, counting as a multi-hit drill. Possesses great juggling capability and high damage output, along with good reach. Based on ''Tropical Fish''.
 
|align="center"|{{Mousetext|3%|First hit}}
 
|align="center"|{{Mousetext|3%|First hit}}
 
|-
 
|-
|align="center"|{{Mousetext|4%|Second, third, and final hits, per hit}}
+
|align="center"|{{Mousetext|4%|Final three hits, per hit}}
 
|-
 
|-
 
|rowspan="2"|[[Forward aerial]]
 
|rowspan="2"|[[Forward aerial]]
|rowspan="2"|Swings a boxed package in front of him. Based on ''Mario Bros.'' Can be used for [[wall of pain]].
+
|rowspan="2"|Swings a boxed package in front of him with the properties of a [[sex kick]]. Has good disjointed reach. Great [[edgeguarding]] tool and a component of [[wall of pain]] techniques. Has a shiny effect during the start of its active frames before hitting opponents with it. Based on ''Mario Bros.''.
 
|align="center"|{{Mousetext|10%|Early hit}}
 
|align="center"|{{Mousetext|10%|Early hit}}
 
|-
 
|-
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|-
 
|-
 
|rowspan="2"|[[Back aerial]]
 
|rowspan="2"|[[Back aerial]]
|rowspan="2"|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''.
+
|rowspan="2"|Holds a snapping turtle behind him as it bites, hitting three times. This move can string into itself. Based on ''Turtle Bridge''.
 
|align="center"|{{Mousetext|2%|Per hit}}
 
|align="center"|{{Mousetext|2%|Per hit}}
 
|-
 
|-
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|-
 
|-
 
|rowspan="2"|[[Up aerial]]
 
|rowspan="2"|[[Up aerial]]
|rowspan="2"|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''.
+
|rowspan="2"|Blows puffs of air above him twice. Has a [[Wind|windbox]] effect that pushes opponents above him upwards if they are out of range of being damaged, the wind being more powerful closer to him. Has great KO capability. Based on ''Spitball Sparky''.
 
|align="center"|{{Mousetext|7%|First hit}}
 
|align="center"|{{Mousetext|7%|First hit}}
 
|-
 
|-
|align="center"|{{Mousetext|9%|Second hit}}
+
|align="center"|{{Mousetext|9%|Final hit}}
 
|-
 
|-
|rowspan="3"|{{SSF2|Down aerial}}
+
|rowspan="3"|[[Down aerial]]
|rowspan="3"|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.''.
+
|rowspan="3"|Takes out a large key and raises it for half a second before thrusting it downwards to the opponents. A [[stall-then-fall]], it [[meteor smash]]es opponents if the initial hitbox is landed and sweetspotted, which will result in apparent KO. Deals average knockback if he descends with his key before hitting opponents with it. Can be moved left or right as he descends. Has a little shiny effect at the tip of his key before descending. Based on ''Donkey Kong Jr.''.
 
|align="center"|{{Mousetext|11%|Early hit}}
 
|align="center"|{{Mousetext|11%|Early hit}}
 
|-
 
|-
Line 123: Line 133:
 
|-
 
|-
 
|[[Grab]]
 
|[[Grab]]
|Reaches out with a hand. Based on ''Mario's Cement Factory''.
+
|Reaches out to grab with a single hand. Small range. Based on ''Mario's Cement Factory''.
 
|{{N/A}}
 
|{{N/A}}
 
|-
 
|-
 
|[[Pummel]]
 
|[[Pummel]]
|Bashes the opponent with his alarm bell, somewhat slowly. Based on the alarm feature of Game & Watch units.
+
|Smacks the opponent with his alarm bell. Based on the alarm feature of Game & Watch units.
 
|align="center"|3%
 
|align="center"|3%
 
|-
 
|-
Line 135: Line 145:
 
|-
 
|-
 
|[[Back throw]]
 
|[[Back throw]]
|Juggles the opponent as a ball from front to back, then launches them backwards. Based on ''Ball''.
+
|Juggles the opponent as a ball from front to back, then launches them backwards. Strong throw, and capable of KOing opponents at higher damages or otherwise [[weight|lightweight]] or used off-stage. Based on ''Ball''.
 
|align="center"|8%
 
|align="center"|8%
 
|-
 
|-
 
|[[Up throw]]
 
|[[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 [[kill confirm combo|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.
+
|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. Can also [[chain grab]] fast-fallers and heavyweight characters, and sets up for Oil Panic remarkably well if filled. Based on ''Ball''.
 
|align="center"|8%
 
|align="center"|8%
 
|-
 
|-
 
|[[Down throw]]
 
|[[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''.
+
|Juggles the opponent as a ball from front to behind him, then launches them towards the ground. Can also launch them off the ledge if used on the opponents near the ledge. Another [[chain grab]]. Can set up tech chases and can also buy enough time to use his smash attacks and set up time for Oil Panic (if filled) at high percentages of damage. Based on ''Ball''.
 
|align="center"|8%
 
|align="center"|8%
 
|}
 
|}
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|[[Floor attack]]
 
|[[Floor attack]]
 
|Gets out a hammer and slams it in front of him, then behind him. Based on ''Vermin''.
 
|Gets out a hammer and slams it in front of him, then behind him. Based on ''Vermin''.
|align="center"|6%
+
|align="center"|{{Mousetext|6%|Per hit}}
 
|-
 
|-
 
|[[Ledge attack]]
 
|[[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.
+
|Swings a bell in front of him while climbing up the ledge. Based on the alarm feature of Game & Watch units.
 
|align="center"|6%
 
|align="center"|6%
 
|}
 
|}
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!width="10"|Damage
 
!width="10"|Damage
 
|-
 
|-
|[[Neutral special move]]
+
|rowspan="2"|[[Neutral special move]]
|align="center"|[[Chef]]
+
|rowspan="2"|[[Chef]]
|Pulls out a frying pan and tosses food that flies through the air at various trajectories.
+
|rowspan="2"|Pulls out a frying pan and tosses food [[projectile]]s that fly through the air at various trajectories. The food travels slowly in an arc and deals weak knockback, making it useful as an anti-air, zoning, or edgeguarding tool. Hitting with the pan instead launches at a semi-spike angle. Excellent for racking up damage, as well as high priority.
|align="center"|5%
+
|align="center"|{{Mousetext|5%|Food}}
 
|-
 
|-
 
|align="center"|{{Mousetext|5%|Pan}}
|[[Side special move]]
 
  +
|-
|align="center"|[[Judge]]
 
 
|rowspan="9"|[[Side special move]]
|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:
 
  +
|rowspan="9"|[[Judge]]
 
|rowspan="9"|Swings a hammer in front of him and holds up a digital display with a random number from 1-9 on it. Each number has a different effect when hit, but the higher the number is, the stronger the knockback increases to deal on opponents. It also has very high [[priority]]. The effects for each number are the following:
   
#Does not cause flinching on the opponent and deals 12% recoil.
+
# Deals extremely weak knockback that does not make the opponent flinch. It is the least damaging Judge attack and deals 12% recoil, regardless of whether or not it hits.
#Deals weak knockback. Can [[forced getup|lock]] the opponent.
+
# Deals minimal knockback. It has a 20% chance of tripping the opponent. Can also [[Forced getup|lock]] the opponent.
#Sends opponents backwards, can lock the opponent. Capable of breaking shields.
+
# Sends opponents in the opposite direction from where Mr. Game & Watch is facing, can lock the opponent. It deals significant shield damage, resulting it to be a shield breaker.
#Hits with a slashing effect.
+
# Deals knockback with a slashing effect and launches opponents diagonally forward.
#Hits with [[Electric|electric effect]], can hit up to five times.
+
# Produces an [[electric]] effect. A multi-hit attack, dealing five hits.
  +
# Deals high knockback with a [[flame]] effect and launches opponents at a strong [[semi-spike]] angle. Has the second strongest knockback of all Judge attacks. Can KO high-damaged opponents.
#[[Flame|Burns]] the opponent and sends them at a semi-spike angle.
 
#Generates a random [[Food]] on hit.
+
# Deals moderate knockback and produces a random [[food]] item if it hits the opponent.
  +
# Freezes the opponents and deals very high upward-angled knockback.
#[[Freeze]]s the opponent.
 
  +
# Deals very high knockback. It is the most damaging Judge attack and will KO opponents at low percentages.
#Deals huge knockback.
 
|align="center"|{{Mousetext|Varies|Depends on the number}}
+
|align="center"|{{Mousetext|2%|1}}
  +
|-
  +
|align="center"|{{Mousetext|4%|2}}
  +
|-
  +
|align="center"|{{Mousetext|6%|3}}
  +
|-
  +
|align="center"|{{Mousetext|8%|4}}
  +
|-
  +
|align="center"|{{Mousetext|3%|5}}
  +
|-
  +
|align="center"|{{Mousetext|12%|6}}
  +
|-
  +
|align="center"|{{Mousetext|14%|7}}
  +
|-
  +
|align="center"|{{Mousetext|9%|8}}
  +
|-
  +
|align="center"|{{Mousetext|32%|9}}
 
|-
 
|-
 
|[[Up special move]]
 
|[[Up special move]]
|align="center"|{{S|Fire|Mr. Game & Watch}}
+
|{{S|Fire|Mr. Game & Watch}}
|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 [[KO|KOing opponents]] if used on them off-stage.
+
|Two firefighters appear beside him, using 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. One of the best [[recovering|recovery]] options in the game, as well as an effective [[stage spike]] tool and his most effective out of shield option.
 
|align="center"|6%
 
|align="center"|6%
 
|-
 
|-
|[[Down special move]]
+
|rowspan="2"|[[Down special move]]
|align="center"|[[Oil Panic]]
+
|rowspan="2"|[[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 [[KO|KOing opponents]] at all damage-precents.
+
|rowspan="2"|Pulls out a bucket that can absorb energy-based projectiles. Once it is filled, using the move will release a projectile forwards. The attack deals 1.5 times the damage of the three projectiles combined. The charge can be kept throughout stocks. This is capable of being a shield breaker (since it has decently high shield-damage) and OHKOing opponents, as well as high priority.
|align="center"|{{Mousetext|Varies|Absorbs 1.5x damage}}
+
|align="center"|{{Mousetext|15%|Minimum damage}}
  +
|-
  +
|align="center"|{{Mousetext|60%|Maximum damage}}
 
|-
 
|-
 
|[[Final Smash]]
 
|[[Final Smash]]
|align="center"|[[Octopus]]
+
|[[Octopus]]
 
|Transforms into a huge octopus, extending its tentacles in and out to attack.
 
|Transforms into a huge octopus, extending its tentacles in and out to attack.
 
|align="center"|{{Mousetext|16%|Per hit}}
 
|align="center"|{{Mousetext|16%|Per hit}}
Line 214: Line 244:
 
|-
 
|-
 
|rowspan="3" align="center"|[[Taunt]]s
 
|rowspan="3" align="center"|[[Taunt]]s
|align="center"|Standard
+
|align="center"|Neutral
|Rings his bell high.
+
|Rings his bell in a horizontal angle.
 
|-
 
|-
 
|align="center"|Side
 
|align="center"|Side
Line 221: Line 251:
 
|-
 
|-
 
|align="center"|Down/Up
 
|align="center"|Down/Up
|Sits down and sighs. Has a windbox.
+
|Sits down and sighs, blowing out a huge puff of air. Has a [[Wind|windbox]]. Based on the Game & Watch version of ''Super Mario Bros.''.
 
|-
 
|-
 
|align="center"|[[Idling|Idle poses]]
 
|align="center"|[[Idling|Idle poses]]
Line 227: Line 257:
 
|-
 
|-
 
|align="center"|[[Victory theme]]
 
|align="center"|[[Victory theme]]
|colspan="3"|A flourish that encompasses various chip tunes from the Game & Watch units. Directly taken from ''Super Smash Bros. Brawl''.
+
|colspan="3"|A flourish that encompasses various chip-tunes from the Game & Watch units. Directly taken from ''Super Smash Bros. Brawl''.
 
|-
 
|-
 
|rowspan="3" align="center"|[[Victory pose]]
 
|rowspan="3" align="center"|[[Victory pose]]
|colspan="3"|Rings his bell at low and high angle, simultaneously turning around.
+
|colspan="3"|Rings his alarm bell at a low and high angle, simultaneously turning around.
 
|-
 
|-
|colspan="3"|Hops two times in the air.
+
|colspan="3"|Hops in the air twice with his arms outstretched.
 
|-
 
|-
|colspan="3"|Runs to the right, then turns to the left and finally trips.
+
|colspan="3"|Sprints to the right in choppy positions, making a grabbing stance halfway, then turns to the left and finally trips, landing on a single hand and his nose.
 
|}
 
|}
   
 
== Changes and revisions ==
 
== Changes and revisions ==
 
{{Main|Mr. Game & Watch (Super Smash Flash 2)/Changelog}}
 
{{Main|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 [[Super Smash Flash 2 Demo/Beta 1.1|v1.1]].
+
Mr. Game & Watch was mostly directly buffed, which means he has very potential and powerful [[KO]] power and a numerous amount of [[Combo|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 {{SSF2|Rayman}}), fairly making his survivability strong. Below is a list of the major changes done in [[Super Smash Flash 2 Demo/Beta 1.1|v1.1]].
 
*{{Buff|Neutral aerial last hit deals more [[hitstun]] and has increased angle, improving combo ability.}}
 
*{{Buff|Neutral aerial last hit deals more [[hitstun]] and has increased angle, improving combo ability.}}
 
*{{Buff|Judge #7 will always spawn [[food]].}}
 
*{{Buff|Judge #7 will always spawn [[food]].}}
  +
*{{Buff|Down aerial will [[Meteor smash|meteor-smash]] opponents rather instantly as opposed of doing so if the initial hitbox is landed, making characters who are [[weight|lightweight]] or at the ledge vulnerable to it.}}
  +
*{{Buff|Judge #9 has a very disjointed and large hitbox, making it hit opponents backwards.}}
  +
*{{Buff|Forward smash will mainly send opponents upwards if sweetspotted, and can also damage opponents during their [[Invincibility|invincibility frames]] of their [[ledge attack|ledge attacks]] and [[floor attack|floor attacks]]. The latter can be said for up smash and down smash.}}
  +
*{{Buff|Forward air can send opponents upwards if sweetspotted.}}
  +
*{{Buff|Down tilt has a large upward windbox effect to opponents who are above it.}}
 
*{{Nerf|Parachute now will go to heavy land on contact with the ground.}}
 
*{{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.}}
 
*{{Nerf|Down throw is now much easier to SDI, making it effectively useless.}}
   
 
== In competitive play ==
 
== In competitive play ==
  +
 
=== Match ups ===
 
=== Match ups ===
   
Line 251: Line 288:
   
 
=== Tier placement history ===
 
=== Tier placement history ===
  +
Mr. Game & Watch was first placed 40th out of the 39 characters in the previous ''SSF2'' Beta tier list since [[Super Smash Flash 2 Demo/Beta 1.0|Beta 1.0]], making him the first bottom-tier character in the Beta 1.0.0 metagame, the second bottom-tier character in the metagame is [[Black Mage (Super Smash Flash 2)|Black Mage]]. However, he rose to becoming 2nd and overall 17th in the mid tier list, being ranked 28th in the tier list, however, according to the fans of Mr. Game & Watch, he was most directly one of the most popular characters to be more played than the other characters, making him to be considerably ranked 1st high-tier or top-tier character in the game.
   
 
== Gallery ==
 
== Gallery ==
 
=== [[List of costumes in Super Smash Flash 2#Mr. Game & Watch|Costumes]] ===
 
=== [[List of costumes in Super Smash Flash 2#Mr. Game & Watch|Costumes]] ===
 
[[File:SSF2 Mr. Game & Watch Costumes.png|center|500px]]
 
[[File:SSF2 Mr. Game & Watch Costumes.png|center|500px]]
  +
  +
=== Artwork ===
  +
<gallery>
  +
File:Mr. Game & Watch Beta.png|Mr. Game & Watch's first artwork, used from Beta 1.0 and 1.1.0.1.
  +
</gallery>
   
 
=== Screenshots ===
 
=== Screenshots ===
Line 270: Line 313:
 
SSF2 - Classic mode - Mr. Game & Watch.png|Mr. Game & Watch's [[congratulations screen]] on [[Classic]] mode.
 
SSF2 - Classic mode - Mr. Game & Watch.png|Mr. Game & Watch's [[congratulations screen]] on [[Classic]] mode.
 
SSF2 - All-Star mode - Mr. Game & Watch.png|Mr. Game & Watch's congratulations screen on [[All-Star]].
 
SSF2 - All-Star mode - Mr. Game & Watch.png|Mr. Game & Watch's congratulations screen on [[All-Star]].
G&W aerials.png|Mr. Game & Watch's old aerials. Notice his [[Super Smash Bros. Melee|''Melee'']] neutral aerial.
+
G&W aerials.png|Mr. Game & Watch's old aerials. Note his ''{{W|Super Smash Bros. Melee}}'' neutral aerial.
G&W Gets His Game On.jpg|Mr. Game & Watch's splash art.
+
Splash screen - Mr. Game & Watch.jpg|Mr. Game & Watch's splash art.
 
</gallery>
 
</gallery>
   
 
== Trivia ==
 
== Trivia ==
[[File:SSF2 Mr. Game & Watch - Metal.png|thumb|Mr. Game & Watch's artwork when [[Metal Box|metal]].]]
+
[[File:SSF2 Mr. Game & Watch - Metal.png|thumb|Mr. Game & Watch's base render, which is also used when [[Metal Box|metal]].]]
 
*Although Mr. Game & Watch's appearance mainly consists of two flat colors, his real base sprites are actually him on his metallic form, which are then recolored for his [[costume]]s.
*It is possible for Mr. Game & Watch to be a true "silent character", along with [[Sandbag (Super Smash Flash 2)|Sandbag]], [[Chibi-Robo (Super Smash Flash 2)|Chibi-Robo]], [[Mega Man (Super Smash Flash 2)|Mega Man]], [[PAC-MAN (Super Smash Flash 2)|PAC-MAN]], and [[Bomberman (Super Smash Flash 2)|Bomberman]].
 
  +
**Before the current costumes coloration was discovered, Mr. Game & Watch's base sprites were actually red as this color was more versatile for costume variety as opposed to his regular black coloration.
*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 (Super Smash Flash 2)|Rayman]] and [[PAC-MAN (Super Smash Flash 2)|PAC-MAN]].
 
  +
*Mr. Game & Watch, {{SSF2|Sandbag}}, {{SSF2|Chibi-Robo}}, {{SSF2|Mega Man}}, {{SSF2|PAC-MAN}}, and {{SSF2|Bomberman}} are currently the only true "silent characters" in the game.
  +
*Mr. Game & Watch and {{SSF2|Naruto}} are currently the only characters to have more than one [[victory pose]] in the game, with Mr. Game & Watch being the only one to have three.
 
*All of Mr. Game & Watch's moves use objects from games in the ''{{S|Game & Watch|universe}}'' series, making him the only character to have every single move in his arsenal based on a game he appeared previously before.
 
*All of Mr. Game & Watch's moves use objects from games in the ''{{S|Game & Watch|universe}}'' 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, {{SSF2|Yoshi}}, {{SSF2|Zero Suit Samus}}, Jigglypuff, {{SSF2|Tails}}, Mega Man, Rayman, and {{SSF2|Luffy}} are currently the only characters who do not go into a [[helpless]] state under normal circumstances.
*Although Mr. Game & Watch's appearance mainly consists of two flat colors, his appearance when [[Metal Box|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 [[costume]]s.
 
*Mr. Game & Watch, along with [[Rayman (Super Smash Flash 2)|Rayman]], [[Yoshi (Super Smash Flash 2)|Yoshi]], [[Zero Suit Samus (Super Smash Flash 2)|Zero Suit Samus]], [[Tails (Super Smash Flash 2)|Tails]], [[Jigglypuff (Super Smash Flash 2)|Jigglypuff]], [[Mega Man (Super Smash Flash 2)|Mega Man]], and [[Luffy (Super Smash Flash 2)|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 [https://static.wikia.nocookie.net/ssb/images/9/94/Mrgameandwatch_-_Super_Smash_Bros._Melee.png/revision/latest?cb=20140227140531 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 (Super Smash Flash 2)|Rayman]] and [[PAC-MAN (Super Smash Flash 2)|PAC-MAN]].
 
**Prior to [[Super Smash Flash 2 Demo/Beta 1.2|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.
 
   
 
{{SSF2 Characters}}
 
{{SSF2 Characters}}

Latest revision as of 19:28, 5 March 2023

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 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 original Super Smash Flash, he was made a starter instead in Super Smash Flash 2.

Mr. Game & Watch is placed at 18th of A- tier on the current tier list. Mr. Game & Watch has strong KO moves in his disjointed smash attacks, all aerial attacks (excluding back aerial), and Fire, 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 down aerial 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 Kirby and Bandana Dee for being the third-lightest character in the game, which makes his survivability very weak. Despite possessing disjointed hitboxes, 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 very high percentages of damage. 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 projectiles.

Attributes[]

MG icon See also: Mr. Game & Watch (Super Smash Flash 2)/Hard data

Mr. Game & Watch is a medium-speedy, yet floaty third-lightweight and very combo-oriented character that has some typical attributes of characters in his weight class, and is a character who possesses a moveset of disjointed attacks. He has a fast running speed and a high jumping height, while his falling speeds and walking speeds are slow to compensate.

Mr. Game & Watch has fairly average attributes all around, running slightly slower and jumping slightly lower than Mario, but runs faster and jumps higher than most of the other characters like Luigi and Bowser, mainly the lightest characters, such as Kirby and Jigglypuff. 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, as well as one of the lowest crouches in the game which allows him to evade various attacks from other characters.

Mr. Game & Watch has a fairly unorthodox playstyle focused on vertical combos. He possesses a very strong juggling game, with his neutral air having a large vertical hitbox and combo ability, his up special allowing him to quickly reach opponents above him, his up tilt having great upward range to catch opponents above him, and his up air being able to keep opponents in the air with its windbox effect, while also being a strong KO move and giving the opponents a hard time landing. He has a strong arsenal of smash attacks that deal huge knockback and KO opponents relatively early, especially when charged up. Mr. Game & Watch's greatest strength is the disjointed and considerable large range upon several of his attacks. Many of his attacks, including his tilt attack, smash attacks, aerials, and special moves, are disjointed with somewhat long durations and lingering hitboxes, which gives him an advantage in spacing and also increases his KO power, as well as for having a great ability of reaching opponents further away from him or behind him, in a similar style of Luffy and Rayman. This also grants him a great neutral game and a strong approach. He possesses various strong attacks in his moveset that grant potent offence and harsh punishment, and they are powerful enough to outbox nearly all characters on the ground and at the air in the game, but they are rather slow in the process.

Mr. Game & Watch's greatest weakness is his lack of horizontal approach options. His running speed is not fast enough to catch many opponents, and his only fast horizontal aerial is his back air, which does little damage and is difficult to combo with. His grab possesses little forward range and is somewhat laggy, but surprisingly has slightly disjointed range behind him and above him, despite having small range. Many of his other attacks, especially those with disjointed hitboxes and horizontal hitboxes, are also either slow or have awkward properties that make them difficult to use in the neutral game. 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 which have either high startup or have more amount of time before releasing to attack, leaving him with a few KO options outside of forward aerial, combos into up air (which is inconsistent), or his grab KO confirms. Mr. Game & Watch also has a hard time landing, due to his floatiness and the lack of good options 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 neutral attack being able to quickly rack up damage. Mr. Game & Watch's neutral air can also drag the opponent down, leading to a grab or even a smash attack if timed properly.

Mr. Game & Watch has a decent and potentially deadly grab and throw game, as his down throw forces the opponent into a tech chase scenario and can also send the opponent off the ledge if used near it (which makes it the most deadliest spike), and also allows Mr. Game & Watch to punish with one of his smash attacks. Back throw launches the farthest of his throws. As a result, this is Mr. Game & Watch's strongest and best KO throw, being able to kill most characters at around 100%. His back throw and forward throw are very useful for setting up edgeguards. His forward throw and especially his up throw are combo throws that can follow up into aerial attacks such as his forward air or up air for KO confirms, or even his potentially deadly side special, Judge, which can KO at even low percentages if the number strikes 9. The same can be said for his other potentially deadly down special, Oil Panic — an attack that can KO opponents at all percentages —. It will absorb energy-based projectiles, and if filled, it will release a large and disjointed projectile that can one-hit KO opponents and will destroy a full shield if the power is maxed out, allowing Mr. Game & Watch to punish or even KO with one of his powerful smash attacks, depending on the strength of the projectiles absorbed. 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, down smash having the ability of hitting opponents below him, and the ability to quickly react to opponents above him with his up special. His down air is also a strong meteor smash, 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, such as Jigglypuff or Bandana Dee. Mr. Game & Watch has a strong recovery himself, with a fast up special that covers a long vertical distance, slows his descent after rising, can be canceled with another attack, retains his midair jump, and has a hitbox when rising. Because of this, Mr. Game & Watch is almost never at a disadvantage offstage, as up special is capable of KOing opponents that are off the stage, which makes him more dangerous off-stage. Overall, Mr. Game & Watch is extremely deadly off-stage and at the ledge to all characters, even those with great recoveries like Pit, Isaac, and even himself.

Overall, Mr. Game & Watch is described as a very powerful glass cannon (while also being viewed as the most potent glass cannon in the game), possessing a potent offense while being very vulnerable himself. He has high KO potential, dealing high damage and having a strong combo and juggling game, while also being easily KO'd himself due to his extremely light weight. He is also held back by a weak approach and overall slow and short-ranged attacks, which can be made up for with his disjointed and long-lasting hitboxes, high shield pressure, and strong air game backed by an excellent recovery, making Mr. Game & Watch one of the most fragile characters, but one of the most powerful characters throughout the game, as players either consider him to be a high-tier or top-tier character.

Moveset[]

Ground attacks[]

Attack Description Damage
Neutral attack Presses an insecticide pump to shoot gas outward, then repeatedly presses it, ending by leaning forward to shoot it outwards with potential force. The player can continue the move by repeatedly pressing or holding the attack button after the second hit. Can force getup the opponent. Based on Greenhouse. 3%
0.5%
3%
Forward tilt Thrusts a chair in front of him. It launches horizontally and can be used as an edgeguarding tool. Strong ground attack and has great horizontal KO potential on opponents at higher damages. Based on Lion. 9%
10%
Up tilt Waves a flag with the number one above him in an arc. 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 and has a disjointed hitbox at the right tip of the cover. Based on Manhole. 10%
Dash attack Performs a sliding headbutt along the ground while wearing a helmet. The attack lasts considerably long and is mostly used as a combo starter. Based on Helmet. 9%
Forward smash Swings a lit torch forward. The sourspot at the handle deals underwhelming knockback, while the sweetspot at the flame that deals strong knockback, KOing opponents reliably at low damage, as well as decent shield damage. Has a disjointed hitbox at the sweetspot. Based on Fire Attack. 14%
18%
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 and strong knockback. His head is intangible during its active frames, and the hitbox is disjointed at the front of his head. Based on Octopus. 16%
Down smash Takes out two hammers and slams them on the ground. The sour-spot in the center sends opponents horizontally at a semi-spike angle, while the sweetspot directly below a hammer sends opponents vertically. The hitboxes at each hammer are disjointed. Based on Vermin. 13%
15%

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, counting as a multi-hit drill. Possesses great juggling capability and high damage output, along with good reach. Based on Tropical Fish. 3%
4%
Forward aerial Swings a boxed package in front of him with the properties of a sex kick. Has good disjointed reach. Great edgeguarding tool and a component of wall of pain techniques. Has a shiny effect during the start of its active frames before hitting opponents with it. Based on Mario Bros.. 10%
6%
Back aerial Holds a snapping turtle behind him as it bites, hitting three times. This move can string into itself. Based on Turtle Bridge. 2%
3%
Up aerial Blows puffs of air above him twice. Has a windbox effect that pushes opponents above him upwards if they are out of range of being damaged, the wind being more powerful closer to him. Has great KO capability. Based on Spitball Sparky. 7%
9%
Down aerial Takes out a large key and raises it for half a second before thrusting it downwards to the opponents. A stall-then-fall, it meteor smashes opponents if the initial hitbox is landed and sweetspotted, which will result in apparent KO. Deals average knockback if he descends with his key before hitting opponents with it. Can be moved left or right as he descends. Has a little shiny effect at the tip of his key before descending. Based on Donkey Kong Jr.. 11%
7%
4%

Grab and throws[]

Attack Description Damage
Grab Reaches out to grab with a single hand. Small range. Based on Mario's Cement Factory. N/A
Pummel Smacks the opponent with his alarm bell. 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. Strong throw, and capable of KOing opponents at higher damages or otherwise lightweight or used off-stage. 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. Can also chain grab fast-fallers and heavyweight characters, and sets up for Oil Panic remarkably well if filled. Based on Ball. 8%
Down throw Juggles the opponent as a ball from front to behind him, then launches them towards the ground. Can also launch them off the ledge if used on the opponents near the ledge. Another chain grab. Can set up tech chases and can also buy enough time to use his smash attacks and set up time for Oil Panic (if filled) at high percentages of damage. 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 Swings a bell in front of him while climbing up the ledge. 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 projectiles that fly through the air at various trajectories. The food travels slowly in an arc and deals weak knockback, making it useful as an anti-air, zoning, or edgeguarding tool. Hitting with the pan instead launches at a semi-spike angle. Excellent for racking up damage, as well as high priority. 5%
5%
Side special move Judge Swings a hammer in front of him and holds up a digital display with a random number from 1-9 on it. Each number has a different effect when hit, but the higher the number is, the stronger the knockback increases to deal on opponents. It also has very high priority. The effects for each number are the following:
  1. Deals extremely weak knockback that does not make the opponent flinch. It is the least damaging Judge attack and deals 12% recoil, regardless of whether or not it hits.
  2. Deals minimal knockback. It has a 20% chance of tripping the opponent. Can also lock the opponent.
  3. Sends opponents in the opposite direction from where Mr. Game & Watch is facing, can lock the opponent. It deals significant shield damage, resulting it to be a shield breaker.
  4. Deals knockback with a slashing effect and launches opponents diagonally forward.
  5. Produces an electric effect. A multi-hit attack, dealing five hits.
  6. Deals high knockback with a flame effect and launches opponents at a strong semi-spike angle. Has the second strongest knockback of all Judge attacks. Can KO high-damaged opponents.
  7. Deals moderate knockback and produces a random food item if it hits the opponent.
  8. Freezes the opponents and deals very high upward-angled knockback.
  9. Deals very high knockback. It is the most damaging Judge attack and will KO opponents at low percentages.
2%
4%
6%
8%
3%
12%
14%
9%
32%
Up special move Fire Two firefighters appear beside him, using 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. One of the best recovery options in the game, as well as an effective stage spike tool and his most effective out of shield option. 6%
Down special move Oil Panic Pulls out a bucket that can absorb energy-based projectiles. Once it is filled, using the move will release a projectile forwards. The attack deals 1.5 times the damage of the three projectiles combined. The charge can be kept throughout stocks. This is capable of being a shield breaker (since it has decently high shield-damage) and OHKOing opponents, as well as high priority. 15%
60%
Final Smash Octopus Transforms into a huge octopus, extending its tentacles in and out to attack. 16%

Misc.[]

Misc. Description
On-screen appearance Moves along a line of unlit Game & Watch LCD frames.
Taunts Neutral Rings his bell in a horizontal angle.
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, blowing out a huge puff of air. Has a windbox. Based on the Game & Watch version of Super Mario Bros..
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 alarm bell at a low and high angle, simultaneously turning around.
Hops in the air twice with his arms outstretched.
Sprints to the right in choppy positions, making a grabbing stance halfway, then turns to the left and finally trips, landing on a single hand and his nose.

Changes and revisions[]

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

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 Rayman), fairly making his survivability strong. 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.
  • Buff Down aerial will meteor-smash opponents rather instantly as opposed of doing so if the initial hitbox is landed, making characters who are lightweight or at the ledge vulnerable to it.
  • Buff Judge #9 has a very disjointed and large hitbox, making it hit opponents backwards.
  • Buff Forward smash will mainly send opponents upwards if sweetspotted, and can also damage opponents during their invincibility frames of their ledge attacks and floor attacks. The latter can be said for up smash and down smash.
  • Buff Forward air can send opponents upwards if sweetspotted.
  • Buff Down tilt has a large upward windbox effect to opponents who are above it.
  • 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[]

Mr. Game & Watch was first placed 40th out of the 39 characters in the previous SSF2 Beta tier list since Beta 1.0, making him the first bottom-tier character in the Beta 1.0.0 metagame, the second bottom-tier character in the metagame is Black Mage. However, he rose to becoming 2nd and overall 17th in the mid tier list, being ranked 28th in the tier list, however, according to the fans of Mr. Game & Watch, he was most directly one of the most popular characters to be more played than the other characters, making him to be considerably ranked 1st high-tier or top-tier character in the game.

Gallery[]

Costumes[]

SSF2 Mr. Game & Watch Costumes

Artwork[]

Screenshots[]

Misc.[]

Trivia[]

SSF2 Mr

Mr. Game & Watch's base render, which is also used when metal.

  • Although Mr. Game & Watch's appearance mainly consists of two flat colors, his real base sprites are actually him on his metallic form, which are then recolored for his costumes.
    • Before the current costumes coloration was discovered, Mr. Game & Watch's base sprites were actually red as this color was more versatile for costume variety as opposed to his regular black coloration.
  • Mr. Game & Watch, Sandbag, Chibi-Robo, Mega Man, PAC-MAN, and Bomberman are currently the only true "silent characters" in the game.
  • Mr. Game & Watch and Naruto are currently the only characters to have more than one victory pose in the game, with Mr. Game & Watch being the only one to have three.
  • 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.
  • Mr. Game & Watch, Yoshi, Zero Suit Samus, Jigglypuff, Tails, Mega Man, Rayman, and Luffy are currently the only characters who do not go into a helpless state under normal circumstances.