Mr. Game & Watch (SSBD)

Mr. Game & Watch is a retro character, who debuted during the Game & Watch era. He is just 2D Black silhouette, and he moves in Frame-by-Frame movement. He also only makes beeping noises, as that was the only sounds the Game & Watch could support. Mr. Game & Watch has a rebellious son named Jr. Rock & Watch, who cares for his Rock Music more than he cares for his dad. Mr. Game & Watch has appeared in a more updated form in many recent games. 
In the tier list, Mr. Game & Watch is ranked 3RD in the SS tier in "Super Smash Bros. Dispute". This is a striking improvement from his 40TH out of 58TH ranking in Smash 4, and by far his best placement in the entire series, as well as the only time he is ranked something other then a Lower-Mid, or Low tier. Mr. Game & Watch possesses one of the longest overall disjointed ranges in the game, along with Captain N and Ike. When combined with his impressive movement speed, high jumps and surprisingly fast frame data relative to his range and overall power, Mr. Game & Watch is one of the most effective characters at spacing, approaching, and zoning. His aerials, combined with his air mobility, also grant him a particularly dangerous air game, as most of them are relatively safe on shield with proper spacing; back aerial possesses tremendous reach and decent damage output, and up aerial and down aerial are noteworthy for having large initial hitboxes, long-lasting lingering hitboxes, and very generous autocancel windows. Mr. Game & Watch also possesses Judge, which, when the number in nine, it can instant K.O no matter what percentage you are at. This bolsters Mr. Game & Watch's maneuverability further and gives him more powerful, single-use versions of his special moves, making him one of the most dangerous characters in the game once he has reached nine. He also has a decent recovery option with Fire. He also obtains a very amazing projectile move with Oil Panic.
However, Mr. Game & Watch does have notable drawbacks. He is a lightweight, which makes him very easy to K.O. His Judge mechanic makes his playstyle fluctuate constantly, as nine takes some time to appear. Mr. Game & Watch's moveset is also inconsistent at KOing without Judge or edgeguarding, with his more powerful attacks being risky to use due to their ending lag and his aerials requiring good positioning to KO effectively, especially off-stage, as he might not be able to get back if he goes too far off the stage. Mr. Game & Watch's grab game is also poor: his grabs have very short ranges and his forward, back and up throws grant little reward due to their ending lag preventing them from being used as combo starters and their knockback scaling being unfavorable for KOing. His ground attacks are also unsafe on shield, rendering him unable to effectively pressure shielding opponents, while also leaving him fewer options to escape shield pressure himself. Regardless, Mr. Game & Watch's potent Judge and fundamentally sound attributes outweigh his cons and have resulted in him being regarded highly on the tier list due to his popularity as a pocket character and perceived ease of use. While Mr. Game & Watch has been somewhat nerfed since the first tier list was created, several characters perceived as top-tier have undergone more severe nerfs, which positively affects his matchups against said characters. As such, many professionals believe him to be one of the best characters in the game and deserving of his current placing on the tier list. Although it is uncommon for Mr. Game & Watch to achieve top 17 placings at super national tournaments, his overall results are nonetheless very strong in both singles and doubles play, as shown with Komorikiri and Tweek placing 3rd and 13th, respectively, at The Big House 6. 
==Special Attacks==
Special Move 	Title 	Description 	Damage
Neutral Special	Chef 	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, however, as the pan is a semi-spike and can thus possibly gimp opponents with short-ranged recoveries, such as Ganondorf.	7% (pan), 5% (bacon/steak/shrimp/fish)
Side Special 	Judge 	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. 
*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.
*Judge 2: A weak swing that deals minimal knockback. It has a 20% chance of tripping the opponent.
*Judge 3: A weak swing, although it launches the opponent backward. It deals significant shield damage.
*Judge 4: A swing that has a slash effect and launches opponents diagonally forward.
*Judge 5: A swing that has an electric effect and hits multiple times.
*Judge 6: A swing that has a flame effect and is a semi-spike. Has the second strongest knockback of all Judge attacks.
*Judge 7: A swing that deals moderate knockback and produces an apple if it hits the opponent. The apple heals 4%.
*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.
*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.	3%-70% (Varies)
Up Special 	Fire 	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 heavyweights. 	7%
Down Special 	Oil Panic	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%. This attack is now a projectile move. 	7%
Final Smash 	Octopus 	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. 	17%
==Taunts==
*Up taunt: Rings his bell at a high angle. Originates from the Game & Watch's alarm feature.
*Side taunt: Rings his bell at a low angle. Like his up taunt, it originates from the Game & Watch's alarm feature.
*Down taunt: Sits down and sighs. Originates from the Game & Watch version of Mario Bros. when Mario and Luigi finished a level.
===Character Selection Screen===
*Beeping sounds are heard
===On Screen Appearance===
*Moves along a row of Game and Watch LCD frames until reaching the foreground.
===Victory Animations===
*Moves around in different poses
*Rings his bell.
*Jumps up and down in the air.
===Fan Cheer===
Male/female cheer "GAME AND WATCH!"
===Losing Animations===
-
===Victory Theme===
Game & Watch Victory Theme 
Category:SS Tier Characters
Category:Super Smash Bros. Dispute