Super Smash Bros. Galaxy Deluxe/Mr. Game & Watch Moveset

Mr. Game & Watch (Mr.ゲーム＆ウォッチ, Mr. Game & Watch) is a playable character in Super Smash Bros. Ultimate. He was confirmed alongside Greninja and the rest of the returning roster on June 12th, 2018 during E3 2018. Mr. Game & Watch is classified as Fighter #26, the last fighter number of the Super Smash Bros. Melee veterans.
As in his Super Smash Bros. 4 incarnation, Mr. Game & Watch reuses his sound effects from Melee and Super Smash Bros. Brawl for Ultimate. 
Mr. Game & Watch is ranked 18th out of 82 on the Ultimate current tier list, placing him in S- tier. This is a drastic improvement from his ranking in Smash 4, where he was ranked 38th out of 54, and is his best placement in the series. Mr. Game & Watch's most notable strength is his unrivaled out of shield game. His up special, Fire, is the undisputed most effective and uncontested out-of-shield option in the game, as it possesses extremely quick startup with large hitboxes that are positioned on both sides of Mr. Game & Watch, allowing him to punish moves that are the slightest bit misspaced. It also functions as a combo starter due to the grounded version's high hitstun, a combo breaker due to its intangibility on start-up, a KO and edgeguarding option due to the ascending hitbox's strong knockback, and an incredible recovery due to its considerable vertical distance, adjustable horizontal distance, and not sending Mr. Game & Watch into helplessness, making it one of the best moves in the entire game. In addition, Mr. Game & Watch also possesses a strong combo that complements his high damage output as well as great KO potential thanks to the low lag on his smash attacks, especially his up smash and down smash. Finally, his down special, Oil Panic, provides him with an excellent defense against characters with projectile-heavy playstyles due to it functioning as both a reflector and an absorption-based move, granting him an incredibly quick and powerful KO option depending on the projectiles absorbed.
However, Mr. Game & Watch possesses some notable weaknesses, the most significant of which is his extremely poor endurance. He is tied with Squirtle for being the third-lightest character in the game, making him extremely easy to KO. This is further burdened with rage, as opponents can take advantage of it against him to KO him eariler, while Mr. Game & Watch himself cannot endure long enough to benefit from his own rage at higher precents. Despite his strong out-of-shield game, his other defensive options are rather poor, with slow and short-reaching rolls and dodges. Although he has disjointed hitboxes in his attacks, his range is still rather lackluster, giving him notorious trouble against characters that can outrange him, especially swordfighters.
Overall, Mr. Game & Watch's strengths considerably outweigh his weaknesses, and he has achieved great success in competitive play due to the efforts of players such as Miya and Maister.
== Moveset ==
 	 	Name 	Damage 	Description
Neutral attack 	Neutral attack 	Greenhouse (グリーンハウス) / Greenhouse (Barrage) (グリーンハウス（連打）) / Greenhouse (Finish) (グリーンハウス（フィニッシュ）) 	3% (first and last hit) 	Rapidly presses an insecticide pump, pumping gas onto the opponent. The first hit can combo into a grab, Fire, and even Oil Panic at high percents; the finisher starts KOing middleweights at the ledge at around 150% on Final Destination. The finisher possesses a considerable amount of endlag, and is very punishable if shielded. Changes Mr. Game & Watch's model into the appearance of Stanley from Greenhouse.
Neutral attack 	Neutral attack 	Greenhouse (グリーンハウス) / Greenhouse (Barrage) (グリーンハウス（連打）) / Greenhouse (Finish) (グリーンハウス（フィニッシュ）) 	0.8% (loop) 	Rapidly presses an insecticide pump, pumping gas onto the opponent. The first hit can combo into a grab, Fire, and even Oil Panic at high percents; the finisher starts KOing middleweights at the ledge at around 150% on Final Destination. The finisher possesses a considerable amount of endlag, and is very punishable if shielded. Changes Mr. Game & Watch's model into the appearance of Stanley from Greenhouse.
Forward tilt 	Forward tilt 	Lion (ライオン) 	12% (clean chair), 10% (clean body), 6% (late)	Thrusts a chair forward to hit with its legs. Relatively fast (frame 8) and extremely powerful, KOing at around 100% by the ledge. Its hitbox also lingers, making it effective at catching spot dodges and ledge options. Changes Mr. Game & Watch's model into a zookeeper from Lion.
Up tilt 	Up tilt 	Flagman (フラッグマン) 	7% (hits 1 and 2) 	Mr. Game & Watch swings a flag in front of him, and a flag behind him. The first hit knocks the opponent into the second one and has low ending lag, giving it combo potential at low to mid percents. However, it has noticeable start-up for a tilt attack, and it has poor reach both horizontally and vertically. No matter what side he faces, Flag 1 and Flag 2 will always be on the left and right sides, respectively. If this move is used twice in succession, with the second use facing the opposite as the first, the numbers (albeit being mirrored) will switch sides. The second hit KOs middleweights at around 160%. His hands gain intangibility during the move. Changes Mr. Game & Watch's model into the character from Flagman.
Down tilt 	Down tilt 	Manhole (マンホール) 	9% 	Pushes an angled manhole in front of himself. Does more damage than in the previous game and has much more knockback at the expense of increased endlag and reduced range. Down tilt has also lost its windbox, disallowing juggling and potential recovery interrupting, and it can no longer hit aerial opponents. Has fast startup at frame 6 and possesses extremely high knockback for a tilt of its type (making it the strongest down tilt in the game knockback-wise), killing as early as 90% by the ledge and 120% center-stage. It also semi-spikes opponents, leading to edgeguards and potentially gimping characters with poor recoveries, while acting as a hard punish to any shielded ledge attack. Changes Mr. Game & Watch's model into the main character from Manhole.
Dash attack 	Dash attack 	Helmet (ヘルメット) 	10% (clean), 6.5% (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. It also lowers his hurtbox, allowing it to low-profile many attacks. 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 2-framing opponents by the ledge, though the clean hit has trouble KOing from center stage until well past 180%. Originates from Helmet.
Forward smash 	Forward smash 	Fire Attack (ファイアアタック) 	14% (handle), 18% (flame) 	Swings a lit torch downward. The sweetspot is at the flame, while the sourspot is at the torch. While this move has moderate startup, coming out on frame 17, it has very little cooldown, is fully disjointed, and its sweetspot is safe on shield. While the sourspot has underwhelming knockback, the sweetspot is powerful and KOs around 90%, making it one of the stronger forward smashes. Changes Mr. Game & Watch's model to an antagonist from Fire Attack.
Up smash 	Up smash 	Octopus Headbutt (オクトパスヘッドバット) 	16% 	Performs an upward headbutt while wearing a diving helmet. The move has noticeable start-up, coming out on frame 21, but has an extremely low cool down of only 13 frames and a deceptively long duration of 5 frames, making it a reliable baiting tool. Useful for shield break setups with Oil Panic due to its safety and even advantage on shield. It also has combo potential into his neutral air, up air, and fire. While his whole body gains invincibility, it only lasts during the frames the hitboxes are active. The 12th strongest up smash in the game, KOing middleweights at 90% uncharged and 60% fully charged. Originates from Octopus.
Down smash 	Down smash 	Vermin (バーミン) 	13% (body), 15% (hammers) 	Swings two hammers downward and on both of his sides. Has the fastest start-up of all of Mr. Game & Watch's smash attacks, coming out on frame 12, and possesses very fast interruptibility, with only 21 frames of cooldown. It is rather disjointed for a down smash, and when sweetspotted, it will bury opponents, which can be followed up with a forward smash, down tilt, Oil Panic, or Judge. Its sourspot sends opponents at a semi-spike angle and kills at 120% by the ledge. Its aerial sweetspot is one of the strongest down smashes in the game, KOing around 95%. As a result, down smash has become one of Mr. Game & Watch's most reliable KO'ing options and is regarded by many to be the best down smash in the game. Changes Mr. Game & Watch's model into the character from Vermin.
Neutral aerial 	Neutral aerial 	Tropical Fish (トロピカルフィッシュ) 	3% (hits 1-3), 4% (hit 4) 	Tosses out a pair of fish from a fishbowl. Multiple hitboxes enable it to cover every area except below him. Has the fastest start-up of all of Mr. Game & Watch's aerials (frame 7), launches opponents upward, has relatively low ending lag, and has the lowest landing lag of all of his aerials. Using the move to combo into itself and/or up aerial at low percents can deal upwards of 60% in a single combo or string. The first hit can be used as KO confirm into forward tilt or down tilt when landing with it. As a result, it has become one of Mr. Game & Watch's most effective damage-racking options and is one of his best tools for approaching. Originates from Tropical Fish.
Forward aerial 	Forward aerial 	Bombs Away (ボンアウェイ) 	3% (bomb), 12% (explosion) 	Holds a bomb in front of him, dropping it downward shortly after execution. The dropped bomb acts as a projectile, as it is sent directly downwards, exploding on a half a second afterwards or when it hits the stage. As of update 2.0.0, the entirety of the explosion's radius contains the hitbox. The bomb does not explode upon hitting an opponent, and any attack that hits it will cause it to disappear. There is a weak hitbox on the bomb (shortly before Mr. Game & Watch drops it) that slightly pushes midair opponents downward that deals set knockback, disallowing it to kill at any percentage. Hitting grounded opponents with the first hit will set them up to be hit by the second. Even if an opponent is hit from behind, the explosion always launches them whichever direction Mr. Game & Watch is facing. Compared to his old forward aerial, it functions more as a poking/spacing tool than an approach option. KOs at 115% by the ledge. Originates from Mario's Bombs Away.
Back aerial 	Back aerial 	Turtle Bridge (タートルブリッジ) 	2% (hits 1-3), 3% (hit 4) 	Swings a snapping turtle behind himself. Has moderate start-up, but is also fully disjointed, hits multiple times, and has low ending lag; compounded with Mr. Game & Watch's high air acceleration, this makes it effective as an edgeguarding option and a spacing tool. It has high landing lag, however, making it easy to punish if not spaced well. Although it can't combo into itself anymore at higher percentages, its final hit is much stronger, making it a more reliable KO move off-stage. Originates from Turtle Bridge.
Up aerial 	Up aerial 	Spitball Sparky (スピットボールスパーキー) 	1.8% (hits 1-5), 3% (hit 6) 	Shoots a single puff of air upward. Similar to Mega Man's up aerial, it acts as a projectile, hits multiple times, and pushes opponents upward as it rises. It has much more damage-racking and juggling capabilities than his SSB4 up aerial at the expense of losing all of its KO power. Despite its complete lack of KO potential, it is notorious for being an incredible juggling tool due to its very long range, decent damage, low knockback, and low commitment, making it a core part of Mr. Game & Watch's combo game, and can be a big contributing factor to many of his best matchups due to how difficult it is for many opponents to escape. The move now has Mr. Game & Watch's model look more like the character from Spitball Sparky.
Down aerial 	Down aerial 	Donkey Kong Jr. (ドンキーコングＪｒ．) 	11% (key), 3.5% (landing) 	Drops downward while holding a key beneath himself. A stall-then-fall, it meteor smashes powerfully on the first frames. It can be moved left or right slightly during descent. While it can potentially cause Mr. Game & Watch to self-destruct while using it off-stage, his effective recovery, coupled with its low endlag and the move being slower than other stall-then-falls makes this unlikely. While the move has rather high landing lag, the landing hitbox can make it tricky to punish on whiff. It is a safe option when edgeguarding and has KO potential at high percents, killing at 130%. The meteor smash is strong enough to directly KO as low as 65%, or even less depening on the opponent's recovery options. Originates from the Game & Watch version of Donkey Kong Jr.
Grab 	Grab 	Grab (つかみ) 	— 	Mr. Game & Watch reaches in front of himself. While standing grab has poor range, both his dash and pivot grabs have massively disjointed range. All of his grabs are also among the fastest in the game, but has moderate ending lag. Originates from how Mario pulls levers in Mario's Cement Factory.
Pummel 	Pummel 	Alarm (アラーム) 	1.3% 	Hits the opponent with a bell. Originates from the alarm feature on the "Wide Screen" and "Multi Screen" Game & Watch series.
Forward throw 	Forward throw 	Ball (Front) (ボール（前）) 	8% 	Juggles the opponent and tosses them forward. Has little utility beyond throwing the opponent offstage. Changes Mr. Game & Watch's model into the character from Ball.
Back throw 	Back throw 	Ball (Back) (ボール（後）) 	8% 	Juggles the opponent and tosses them backward. Has little utility beyond throwing the opponent offstage. Changes Mr. Game & Watch's model into the character from Ball.
Up throw 	Up throw 	Ball (Above) (ボール（上）) 	12% 	Juggles the opponent and tosses them upward. Although it's not as versatile as down throw in terms of follow-up potential, it's an effective combo starter, and can be followed up with up aerial or neutral aerial at low percents or Fire at high percents. Changes Mr. Game & Watch's model into the character from Ball.
Down throw 	Down throw 	Ball (Below) (ボール（下）) 	4% 	Juggles the opponent and drops them on the ground behind him. Launches opponents upward. Mr. Game & Watch's only KO throw, but still does not KO middleweights until around 200%. At low to mid percents, it's a reliable combo starter, and can be followed up with neutral air, Judge, Fire, or up air. Changes Mr. Game & Watch's model into the character from Ball.
Floor attack (front)	Floor attack (front)	 	7% 	Swings a hammer downward in front of himself and then behind himself. Originates from Vermin.
Floor attack (back) 	Floor attack (back) 	 	7% 	Swings a hammer downward behind himself and then in front of himself. Originates from Vermin.
Floor attack (trip) 	Floor attack (trip) 	 	5% 	Swings a hammer downward in front of himself and then behind himself. Originates from Vermin.
Edge attack 	Edge attack 	 	9% 	Swings a bell forward while climbing up. Originates from the Game & Watch's alarm feature on the "Wide Screen" and "Multi Screen" Game & Watch series.
Neutral special 	Neutral special 	Chef 	5% (food), 8% (frying pan) 	Flips various food-shaped projectiles out of a frying pan, moving slowly through the air. The trajectory can be controlled by tilting the stick forward and/or backward. By tapping the button, the food will be flung at a faster frequency. 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 deals flame damage, and acts as a semi-spike. Mr. Game & Watch's model changes into the character from Chef.
Side special 	Side special 	Judge 	Varies 	Swings a hammer in front of him in an arc, and raises a digital display 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 strong enough to almost always be a one-hit KO. Mr. Game & Watch's model changes into a character from 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.
* Judge 2: A weak swing that deals minimal knockback. Can lock and has a 20% chance of tripping the opponent.
* Judge 3: A weak swing. It sends opponents in the opposite direction from where Mr. Game & Watch is facing. It deals 25% 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 up to 4 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 3 apples if it hits the opponent. Each 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 prevents it from being a true OHKO. When used fresh with enough rage, it will KO every character in the game at 0% at the edge of Final Destination.
Up special 	Up special 	Fire 	3% (trampoline; firemen), 6% (ascent) 	Jumps off a trampoline and then descends while wearing a parachute. Has the second-fastest start-up of all of Mr. Game & Watch's attacks (frame 3), hits behind and in front of him, and launches opponents directly upward, granting the move combo potential, even at high percents. Capable of canceling into any move when falling. Because Mr. Game & Watch becomes intangible during his ascent and both hitboxes have good knockback, Fire is a good edgeguarding move offstage and a deadly stage spike when recovering low. It is Mr. Game & Watch's most effective OoS option, and is considered the best in the game. Originates from Fire.
Down special 	Down special 	Oil Panic 	16%-48% (2x multiplier) 	Takes out a bucket, which absorbs energy-based projectiles, and reflects physical ones. Projectiles reflected will not be amplified, sped up, or have their duration refreshed. Once three units are absorbed, it turns into a powerful attack consisting of Mr. Game & Watch sending out a large splash of oil from his oil drum. No matter the strength of the oil, this move will always trigger Special Zoom. A max power Oil Panic will almost certainly OHKO and destroy full shields, while the least powerful Oil Panic can KO middleweights at the ledge around 95%. Comes out on frame 2, and with these traits Oil Panic is an incredibly dangerous move. Any opponent hit will be covered in oil for a brief moment. Mr. Game & Watch's model changes into the playable character from Oil Panic.
Final Smash 	Final Smash 	Octopus 	4.9% (grabbed), 15% (body), 30% (slam) 	Transforms into the large octopus that appears in its eponymous game, Octopus, rears back and charges forward. The octopus can move up or down, only. Any opponents who touch its tentacles will be grabbed and dragged offscreen by the octopus, taking gradual damage. Touching the main body will just deal damage. Just like in the previous game, pressing the attack button will extend the length of the tentacles. By button-mashing, however, opponents can escape. The octopus can also go through walls and stages; any grabbed opponents who make contact with walls or floors will take damage and be launched. After reaching the blast line, Mr. Game & Watch will return back to his previous position.
== Appearing ==
Moves along a row of Game & Watch LCD frames until reaching the foreground.
== Taunt ==
Up Taunt: Rings his bell at a high angle. Similar to his side taunt, it originates from the Game & Watch's alarm feature.
Side Taunt: Rings his bell at a low angle. Similar to his up taunt, it originates from the Game & Watch's alarm feature.
Down Taunt: Sits down and catches his breath. Originates from the Game & Watch version of Mario Bros., when Mario and Luigi finished a level.
== Idle ==
Hops in place.
Briefly looks behind himself.
== Victory Pose ==
Left: Rings his bell to his left, then his right. Afterwards, he continues to ring his bell to his left.
Up: Hops about in choppy poses, tripping halfway, before teetering on one foot. He then proceeds to jump back and forth, landing on his feet, then his head.
Right: Juggles 3 balls while in his appearance from Ball.
== Victory Theme ==
Mr. Game & Watch: Game & Watch Victory Theme
== Classic Mode: A Long Legacy ==
Round 	Opponent 	Stage 	Music 	Notes
1 	Kirby 	Dream Land GB	Kirby Retro Medley (Green Greens)	Kirby has his white alternate costume equipped, referencing his monochromatic appearance in Kirby's Dream Land.
2 	Pac-Man 	Pac-Land 	PAC-MAN 	
3 	Duck Hunt 	Duck Hunt 	Famicom Medley 	
4 	Mario and  Luigi 	Mario Bros. 	Ground Theme - Super Mario Bros. 	Free-for-All.
5 	Donkey Kong 	75m 	25m Theme 	Mario is a CPU ally, as a reference to him appearing in the original Donkey Kong. Donkey Kong's red costume references his appearance in said game.
6 	Mr. Game & Watch (×6)	Flat Zone X 	Flat Zone 	Horde Battle.
If any of these costumes are being used by the player, the  default Mr. Game & Watch will substitute for that costume.
Bonus Stage	Bonus Stage 	Bonus Stage 	Bonus Stage 	Bonus Stage
Final 	Chaos Kin 	Chaos Vortex 	Chaos Island 	References Octopus.
== Palutena's Guidance ==
: Pit: Hey, it's a Shadow Bug!
: Palutena: No, that's just Mr. Game & Watch.
: Viridi: Watch out for number nine, Pit.
: Pit: Uh, what are you talking about?
: Palutena: Mr. Game & Watch's Judge attack displays random numbers. And when it displays "9," the attack is devastating.
: Viridi: Getting hit with a nine will knock out any fighter with a single strike, no matter who it is. When his back is against the wall, Mr. Game and Watch might try his luck with a Judge attack.
: Pit: Leaving victory up to luck doesn't seem like the best strategy.
: Palutena: Well, luck is part of every victory.
: Viridi: So you'd better watch yourself, Pit.
== Color ==
* Original
* Red
* Green
* Blue
* Cyan
* Light-Blue
* Dark Green
* White
* Rainbow
== Story Mode ==
Mr. Game & Watch Was Vaporized By Oleander When She unleashed Her beams of stars. and imprisoned alongside the rest of the fighters, with the exception of Girl & Dog.
In Opening Scene, He And Paper Mario Tries Using Fire Attack And Hammer Bash But They Vaporized vaporized and placed under Oleander's imprisonment alongside the other fighters (except for Girl & Dog).
No.	Name 	Type 	Power	Stage 	Music
26 	Mr. Game & Watch	Shield	7,500	Flat Zone X (Ω form)	Flat Zone 2
== Spirit ==
Category:Character Movesets