Super Smash Bros. Obliteration/Mr. Game & Watch

Mr. Game & Watch is the Main Protagonist/Mascot of the Game & Watch series of games, and a Unlockable Character 
in Super Smash Bros. Obliteration. In Mr Game & Watches World everything around him is completely flat for this black hero. Now having made his 4th consecutive Smash Appearance, mr. Game & Watch is ready to flatten everything in the competition once more, as he defeats multiple opponents in his path, in an attempt to climb the Mountain of Smashers. Equipped with an extremely diverse (and bizzare) moveset based around, Pumps, Chairs, Manhole's Battering Weapons, Headbutts, Fish, Household equipment and a signature Octopus Final Smash, Mr. Game & Watch is ready to flatten the contest once more, and deflate any opponent who crosses him, in a true fight for the ages.
== Attacks ==
Type 	Name 	Damage 	Description
Neutral 	 	(3% = pump, 1% = loop, 2% = last, 6% = total). 	Rapidly presses an insecticide pump, pumping gas onto the opponent. Excellent for escaping pressure
and hard to escape from. The last hit can KO at very high percents near the edge. Originates from 
Green House.
Forward Tilt 	 	(10% = clean chair, 9% = clean body, 4% = late).	Thrusts a chair forward to hit with its legs. It is a semi-spike and the chair is a fully
disjointed hitbox. Has decent KO potential at high percents when clean, especially near the edge,
Originates from Lion,
Up Tilt 	 	(7% = both hits, 14% = total). 	Swings a flag overhead. Good as a follow-up from down throw, but its very small hit-boxes make it inconsistent at connecting both hits. The second hit launches opponents upward and backward,
which can combo into his back aerial at medium percents. Combos into itself with fast-fallers and 
heavyweights at lower percents. KOs at very high percentages. Originates from Flagman.
Down Tilt 	Manhole Hazard	5% = clean, 2% = late). 	Flips a manhole. Has a windbox capable of juggling opponents from above, as well as destroy or derail projectiles with proper timing. It is a semi-spike and deals strong horizontal knockback, making it capable of KOing under 150% near the edge. Very useful for pushing recovering opponents high up, especially against those who cannot immediately grab the edge with their special moves, such as Little Mac and Cloud. Originates from Manhole.
Forward Smash	 	(18% = flame, 14% = handle). 	Swings a lit torch downward. The sweetspot is at the flame, while the sourspot is at the torch,has a disjointed hitbox with great base knockback and even greater knockback scaling, as well as coming out relatively quickly and having good interruptibility. Its sweetspot KOs at 106%, while its sourspot KOs at 130%, Originates from Fire Attack.
Up Smash 	 	(16%) 	Performs an upward headbutt while wearing a diving helmet. The hitbox extends a short way above the helmet,Has noticeable start-up lag, but a short invincibility frame window upon start-up. This lets Mr. Game & Watch perform a pseudo-counterattack against almost all attacks that hit him during start-up, which makes it good for interrupting aerial approaches or attacks. It also has low ending lag, making it a viable strategy to spam at KO percents, One of the strongest up smashes in the game, KOing at 102% uncharged and 60% fully charged, Originates from Octopus.
Down Smash 	 	(15% = hammers, 13% = body) 	Swings two hammers downward and on both of his sides. Solid range. Hammer heads deal vertical knockback while the handles semi-spike. When sweetspotted, this is one of the most powerful down smashes in the game, KOing at 105%. However, the sourspot cannot KO reliably below 150%. Its fast interrupting ability can surprise people by using it again after a missed one. It is effective at edgeguarding as the sourspot semi-spikes, and even though the sweetspot has vertical knockback, its great knockback can still KO a recovering opponent. Originates from Vermin.
== Aerial Attacks ==
Type 	Name	Damage 	Description
Neutral	 	(5% = hit 1, 4% = hits 2-4, 17% = total). 	Tosses out a pair of fish from a bowl. Large hitboxes enable it to covers every area except below him, The last hit has moderate knockback, allowing it to KO at high percents, but only lasts for 1 frame. Can combo out of a down throw at low to medium percents. However, the hits fail to connect together at high percents, and the opponent will fall out, originates from Tropical Fish.
Forward	 	(12% = clean, 6% = late). 	Swings a boxed package. Long range and the box is a fully disjointed hitbox. Great for edgeguarding due to its strength and it can be used for a wall of pain on opponents at low to medium percents. Originates from the Game & Watch version of Mario Bros.
Back 	 	(2% = hits 1-3, 3% = hit 4, 3% = landing, 10% = total). 	Swings a snapping turtle. Disjointed range and the turtle is a fully disjointed hitbox. If shielded, opponents often drop their shields too soon due to the turtle's hitlag causing it to have unexpected duration when it is landed. Interestingly, the landing hitbox launches opponents vertically, while landing the final aerial hitbox launches opponents horizontally. Because of the last aerial hitbox's properties, it can be used for a wall of pain on opponents like his forward aerial, but with better
wall of pain potential. Originates from Turtle Bridge.
Up 	 	(7% = hit 1, 8% = hit 2, 15% = total). 	Lows air upward twice. Notorious for its huge wind area outside the main hitbox, with the wind being more powerful the closer the opponent is to Mr. Game & Watch, while its second hit has high knockback. Spamming this move can make it difficult for opponents to land. The wind hitbox can be used to help teammates with their vertical recovery, and can also be used to possibly gimp certain character's recoveries like Ness or Lucas' should they not be ready to change the direction of PK Thunder's arc. Connecting both hits can KO around 110%, although hitting the second hit is difficult. Originates from Spitball Sparky.
Down 	 	(11% = attack, 5% = landing, 2% = shockwave, 18% = total)	Drops downward while holding a key beneath himself. A stall-then-fall, it meteor smashes powerfully on the first frames. Can be moved left or right a bit. While it can cause Mr. Game & Watch to self-destruct while using it off-stage, his effective recovery and the move being being slower than other stall-then-falls makes this unlikely. It is a safe option when edgeguarding and has KO potential at high percents. Originates from the Game & Watch version of Donkey Kong Jr, this attack is Mr Game & Watch's strongest aerial attack and features a shockwave which can damage adjacent opponents on the ground.
== Other Attacks ==
Type 	Name	Damage 	Description
Floor Attack (Front)	 	(6%) 	Quickly Swings Hammer In Both Forward/Back Directions, while Climbing Up.
Floor Attack (Back) 	 	(5%) 	Same As Front Attack, Just With Less Power.
Floor Attack (Trip) 	 	(6%) 	Quickly Swings Hammer In Both Forward/Back Directions, Near The Ground.
Ledge Attack 	 	(7%) 	Swings a bell forward while climbing up. Originates from the Game & Watch's alarm feature.
Dash Attack 	 	(10% = clean, 8% = late).	Performs a sliding headbutt while wearing a helmet. It has good range and is very fast,
sliding Mr. Game & Watch forward in a choppy frame-by-frame manner, making it difficult 
to react to. This move is a tool for both risky approaching and safe punishing.Low ending 
lag, good knockback, and high amount of active frames make it a decent KOing option near 
the edge and useful for edgeguarding before an opponent can grab the edge, originates 
directly from Helmet.
== Grabs/Throws ==
Type 	Name	Damage 	Description
Grab 	 	(N/A) 	Grabs An Opponent.
Pummel 	 	(3.5%) 	Hits the opponent with a bell. Slow, but one of the most damaging pummels in
the game, Originates from the Game & Watch's alarm feature.
Forward	 	(4% = hit 1, 2% = throw, 6% = total). 	Juggles the opponent and tosses them forward, originates from Ball.
Back 	 	(6% = hit 1, 2% = throw, 8% = total). 	Juggles the opponent and tosses them backward, originates from Ball.
Up 	 	(5% = hit 1, 2% = throw, 7% = total). 	Juggles the opponent and tosses them upward. Combos into Fire, as well
as up aerial and rarely neutral aerial at low percents. This makes it good 
for short, high damage burst combos early on, originates from Ball.
Down 	 	(9% = hit 1, 3% = throw, 12% = total).	Juggles the opponent and drops them downward. Deals more damage than the other throws, but
makes up for this with its impressive combo potential. Combos include neutral attack 
(on fast-fallers), forward tilt, up tilt (on floaty characters) and down tilt from 0% to low 
percents, up smash, Judge, and Oil Panic from low to medium percents, neutral and up aerials 
from medium to high percents, and Fire at high percents.Guaranteed follow-ups stop around 130%, 
though up aerial can KO at high percents if the opponent's reaction is read. Despite its lower 
damage output, it KOs most of the cast earlier than his up throw does on Final Destination, 
Originates from Ball,
== Taunts ==
Up = Rings his bell at a high angle. Originates from the Game & Watch's alarm feature.
Side = Rings his bell at a low angle. Like his up taunt, it originates from the Game & Watch's 
alarm feature.
Down = Sits down and sighs. Originates from the Game & Watch version of Mario Bros, when Mario 
and Luigi finished a level.
== Special Moves ==
Type 	Name 	Damage 	Description
Neutral Special	Chef 	(5% = pan, 4% = bacon/steak/shrimp/fish, 9% = total).	Flips food out of a frying pan. Moves slowly through the air in varying arcs. The food can be used defensively to cancel attack animations of opponents as a zoning tool as well as to prevent aerial approaches and can be used for edgeguarding against opponents with linear recoveries. Hitting with the pan itself is much more rewarding when edgeguarding, as the pan is a semi-spike and can gimp opponents with short-ranged recoveries, such as Ganondorf.
Side Special 	Judge 	(Judge 1 = An extremely weak swing that does not make the opponent flinch,
It is the least damaging Judge attack and deals 12% recoil damage regardless 
of whether or not it hits, (2%, 12% = recoil).
(Judge 2 = A weak swing that deals minimal knockback. It has a 20% chance of 
tripping the opponent, (4%).
(Judge 3 = A weak swing, although it launches the opponent backward,
It deals significant shield damage, (7%).
(Judge 4 = A swing that has a slash effect and launches opponents 
diagonally forward, (11%).
(Judge 5 = A swing that has an electric effect and hits seven times,
(2% = hits 1-6, 3% = last hit, 15% = total).
(Judge 6 = A swing that has a flame effect and is a semi-spike,
Has the second strongest knockback of all Judge attacks,
(15% = hit 1, 6% = flame, 21% = total)
(Judge 7 = A swing that deals moderate knockback and produces an apple 
if it hits the opponent, contacts twice while The apple heals 4%,
(10% = hit 1, 14% = hit 2, 24% = total).
(Judge 8 = A swing that has a freeze effect and deals very low knockback,
Emits the "ping" sound effect that is usually associated with 
one-hit KOs, (20% = hit 1, 8% = freeze, 28% = total).
(Judge 9 = An extremely powerful swing that deals very high knockback, It is 
the most damaging Judge attack and emits the "ping" sound effect like Judge 8,
Similar in nature to a charged swing from the Home-Run Bat, but the hit's base 
knockback is much lower, which makes it generally unable to KO at 
extremely low percents, (13% = hit 1, 22% = "ping", 35% = total).	Swings a hammer in front of him, and raises a flag with a random number from 1-9 with his other hand. It can have any one of 9 effects, which vary based on number; 1 only damages himself, while 9 is a is strong enough to be a virtual one-hit KO. An infamous follow-up from his down throw, but timing for a true combo is very strict.
Up Special 	Fire 	(5%) 	Jumps off a trampoline and then descends while wearing a parachute. Capable of canceling into any move when falling. Has KO potential at high percents near the left and right blast lines. Very good at stage spiking, due to out-prioritizing most aerials and dealing strong knockback, making Mr. Game & Watch very difficult to edgeguard. The move can also be used as a possible follow-up option after up throw at low percentages against fast-fallers and mostheavyweights.
Down Special 	Oil Panic	(Based = On Absorbed Attacks). 	Holds an oil drum, which absorbs energy-based projectiles. Once three units are absorbed, it turns into a powerful counterattack with very minimal start-up lag that inflicts 2.8x the combined damage of the absorbed attacks, capping to 60%. OHKOs when it inflicts 60%. Despite its appearance, the oil spill is not a projectile and thus cannot be reflected,
== Final Smash ==
Type 	Name 	Damage 	Description
Final Smash	Octopus	(15% = Per Hit)	Transforms into the large octopus that appears in its eponymous game, Octopus. It lasts for 15 seconds and damage is dealt on contact, while its range can be increased by pressing the attack button.
Category:Characters
Category:Playable Characters
Category:Super Smash Bros. (series)
Category:Super Smash Bros. Characters
Category:Game & Watch (series)
Category:Game & Watch Characters
Category:Males