Mr. Game & Watch (PM)

Mr. Game & Watch is a playable character in the Brawl mod Project M. Because of his rather low standing on the Melee tier list, he has been significantly buffed for his appearance in Project M. He ranks 6th out of 41 on the official tier list, placing him in the A tier and significantly above his placements in Melee and Brawl, where he ranks 19th out of 26 and 16th out of 38, respectively. He ranks much lower on the official Project + tier list, ranking 24th out of 42, near the top of B tier.
==Attributes==
Mr. Game & Watch falls under the general lightweight archetype, being nimble and weak, while having few powerful moves (such as his up smash) that possess high KO potential. He has received a lot of buffs from Brawl, and got a slight re-working of his Side-Special, Judge; adding a few small tweaks to the mechanics of the move to make it easier to predict.
Compared to some other characters, Game & Watch is not as easy to combo as them as a result of being light, small, and floaty.
His inability to be combo'd efficiently, however, is exchanged for being heavily susceptible to juggles and KOs as a result of his light weight (tied with as the third lightest) and relatively low falling speed, making him extremely easy to KO both horizontally and vertically.
==Changes from Melee to PM==
Mr. Game & Watch was significantly buffed from Melee to PM. Various issues he had in Melee such as his inability to L-cancel all of his aerials and his extremely small shield were fixed. Some (but not all) of the improvements he had in Brawl were retained while various moves in his moveset had various adjustments to make them more effective such as an increase in power or speed. His specials also received various improvements. Chef is much faster, Fire no longer leaves Mr. Game & Watch helpless and Judgment received various changes to make it more effective. Dots now appear above Judgment to show whether the next judge will be an odd or even number and judges 2-8 are significantly more effective. Judge also retains the advanced techniques it gained from Brawl.
Mr. Game & Watch only received a small number of minor nerfs from his Melee counterpart. He also lacks some of the improvements he had in Brawl such as the lower landing lag on his aerials and his parachute after using Fire. As well as this, he also maintains the grab release glitch he received in Brawl. 
Overall, Mr. Game & Watch is more effective than he was in both games and his tournament results are stronger than they have ever been in other Smash games.
===Attributes===
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===Ground attacks===
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===Special moves===
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==Revisions==
===v2.5b===
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===v2.6b===
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===v3.0===
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===v3.5===
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===v3.6b===
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==Moveset==
Up to date as of version 3.6.
 	 	Name 	Damage 	Description
Neutral attack 	Neutral attack 	 	3% 	Pulls out an insecticide pump and presses on it, shooting a puff of insecticide out. If the attack button is pressed rapidly, Mr. Game & Watch will fire the insecticide repeatedly, at which point the attack button may be held down to continue firing. This move can be hard to DI out of.
Neutral attack 	Neutral attack 	 	3% 	Pulls out an insecticide pump and presses on it, shooting a puff of insecticide out. If the attack button is pressed rapidly, Mr. Game & Watch will fire the insecticide repeatedly, at which point the attack button may be held down to continue firing. This move can be hard to DI out of.
Neutral attack 	Neutral attack 	 	3% (loop) 	Pulls out an insecticide pump and presses on it, shooting a puff of insecticide out. If the attack button is pressed rapidly, Mr. Game & Watch will fire the insecticide repeatedly, at which point the attack button may be held down to continue firing. This move can be hard to DI out of.
Forward tilt 	Forward tilt 	Lion 	13% (clean), 8% (late) 	Holds out a chair forward. This move has long range, but significant starting lag. Deals light horizontal knockback.
Up tilt 	Up tilt 	Flagman 	12% 	Waves a number one flag overhead. A good move for juggling.
Down tilt 	Down tilt 	Manhole 	12% (grounded), 10% (aerial) 	Flips a manhole cover in front of him. Has great range and good vertical knockback.
Dash attack 	Dash attack 	Helmet 	10% (clean), 9% (late) 	Slides his head along the ground while wearing a helmet. This move is slow and easy to punish.
Forward smash 	Forward smash 	Fire Attack 	Clean: (torch), (handle)Late: (flame), (handle)	Pulls out a torch and swings it forwards. Great base knockback and even greater knockback scaling with a hitbox that lasts longer than expected, making it hard to punish, being capable of KOing lightweights at 65% and heavyweights at 75%. Delivers flame element damage when sweetspotted.
Up smash 	Up smash 	Octopus 	 	With a diving helmet on, Mr. Game & Watch leans back and then swings his head forwards. This move has some start-up lag, but deals high damage and knockback. This move can KO as early as 60%. Mr. Game & Watch's head is intangible while the hitboxes are active.
Down smash 	Down smash 	Vermin 	(hammers), (handles) 	Takes out two hammers and slams them down simultaneously on both sides. Hitting at the sourspot deals less damage, but is a powerful semi-spike and can KO early when used on the edge against recovering opponents. Hitting at the sweetspot deals very powerful vertical knockback, being capable of KOing as early as 90%.
Neutral aerial 	Neutral aerial 	Parachute 	17% 	Mr. Game & Watch opens up a parachute. This move has good horizontal knockback and can KO as early as 100% on lightweights.
Forward aerial 	Forward aerial 	Mario Bros. 	16% (clean), 7% (late) 	Mr. Game & Watch swings a box forwards. If hit when it first comes out, it deals high damage and can KO as early as 125%, but if late, the deals minor damage with extremely low knockback. The box can also hit slightly above and behind Mr. Game & Watch during its windup due to its hitbox's interpolation.
Back aerial 	Back aerial 	Turtle Bridge 	4% (hits 1-5 & landing) 	Mr. Game & Watch thrusts a turtle backwards, which bites multiple times.
Up aerial 	Up aerial 	Spitball Sparky	9%, 6% (landing) 	Mr. Game & Watch blows upwards once. This move can be acted out of extremely quickly.
Down aerial 	Down aerial 	Donkey Kong Jr.	15% (clean), 14% (late), 6% (landing) 	Mr. Game & Watch pulls out a key and plunges downwards. If the opponent is under Mr. Game & Watch and gets hit right when the move comes out, it is a meteor smash. When it meteors an opponent into the ground at low percents, the landing hitbox can hit them again for additional damage.
Grab 	Grab 	 	— 	
Pummel 	Pummel 	Alarm 	3% 	Bashes the enemy with an alarm bell. Somewhat slow for a pummel.
Forward throw 	Forward throw 	Ball 	8% 	Juggles the enemy as a ball, then launches them forward. Looks exactly the same as his other throws, making it difficult to DI correctly.
Back throw 	Back throw 	Ball 	8% 	Juggles the enemy as a ball, then launches them backwards. Looks exactly the same as his other throws, making it difficult to DI correctly.
Up throw 	Up throw 	Ball 	8% 	Juggles the enemy as a ball, then launches them upwards. Looks exactly the same as his other throws, making it difficult to DI correctly.
Down throw 	Down throw 	Ball 	10% 	Juggles the enemy as a ball, then launches them onto the ground. Looks exactly the same as his other throws, making it difficult to DI correctly. Can be followed up with a smash, tilt, jab, Judge, or Fire, but only if the opponent fails to tech.
Floor attack (front)	Floor attack (front)	 	6% 	Gets out a hammer and quickly slams it in front of him, then behind him.
Floor attack (back) 	Floor attack (back) 	 	6% 	Identical to frontal floor attack, except the back hit comes out slightly faster.
Floor attack (trip) 	Floor attack (trip) 	 	5% 	Identical to frontal floor attack, but is slightly faster.
Edge attack (fast) 	Edge attack (fast) 	 	6% (body), 8% (bell) 	Climbs onto the ledge, and hits forwards with a bell.
Edge attack (slow) 	Edge attack (slow) 	 	8% (body), 9% (bell) 	Identical to his fast edge attack, but is slower.
Neutral special 	Neutral special 	Chef 	9% (pan), 5% (large pieces), 3% (small pieces) 	Flips a pan upward while a piece of meat flies out in a random direction out of 5 possible trajectories, dealing fire element damage on contact. The first two meats to appear on the stage are large and possess a very small amount of knockback. If one Mr. Game & Watch already has 2 of his own meats present on stage when using the move again he will only fling small pieces of meat that carry no hitstun, and will continue to fling "Mini-Meat™" until he has less than two meats of any size present. The pan has a hitbox at start up that does fire based damage and is a semi-spike. The threshold of random flight paths can be limited to the either the first 3 or last 3 of the 5 possible trajectories by holding the control stick up or down (respectively) during the brief period before the meat actually exits the pan.
Side special 	Side special 	Judge 	1-32% (Varies) 	Swings a hammer in front of him and holds up a digital display, with a random number from 1-9. The number displayed reflects the unique effect that the hammer strike will have. Above the digital display will be either 1 or 2 dots: 1 dot means that the next use of Judge will produce only odd numbers (1, 3, 5, 7, 9), and 2 dots means that the next Judge will be an even number (2, 4, 6, 8). Additionally, Judge cannot produce a number that was already displayed within the past two uses of the move, and a match begins with Judge acting as if the two past uses were a 2, then a 1 (meaning the first use will be neither a 2 nor a 1, and the second hit will be neither a 1 nor the number produced on the first use). This lets players know what to expect from the next Judge with up to 33% certainty and plan accordingly for it. Notably, every even number produces a devastating gimping effect, and every odd number produces a wide variety of mix-up options.
Up special 	Up special 	Fire 	8% (clean), 6% (mid), 4% (late) 	Jumps upwards off a trampoline held by two firemen. He will damage whatever he hits on the way up, but not on the way down. This move can be followed up with aerial attacks, but he will no longer be able to air dodge.
Down special 	Down special 	Oil Panic 	10-60% (Based on absorbed attacks) 	Mr. Game & Watch holds out a bucket that absorbs any incoming energy-based projectiles. The bucket can absorb up to three projectiles, after which the move turns into a powerful attack that can one-hit KO opponents depending on the strength of the projectiles absorbed. Taking out the bucket immediately halts all of Mr. Game & Watch's momentum once per air state, so the move can also be used to air-stall and recover, a technique known as Bucket Braking. However, the move will not cancel any momentum if the bucket is full.
Final Smash 	Final Smash 	Octopus 	16% 	Transforms into the large octopus that appears in its eponymous game, Octopus. Damage is dealt on contact and range can be increased by pressing the attack buttons. The move lasts about 17 seconds and grants Mr. Game & Watch infinite swimming time if he happens to enter a body of water.
Judge Damage Values
Number	Damage 	Description
#1 	1% 	A weak hit with deals no hitstun. This move causes 10% recoil damage—regardless of whether the attack hits or not.
#2 	8% 	Another weak attack that plants a flower on the opponent's head when it connects. Connecting this move on a grounded opponent stuns them, while connecting on an airborne opponent weakly spikes them.
#3 	15% 	A darkness attack that delivers decent knockback and sends the enemy behind Mr. Game & Watch. Also deals significant shield damage.
#4 	10% 	A slashing attack that semi-spikes enemies at the same angle as 's shine.
#5 	6% (hits 1-5)	An electric attack that hits multiple times.
#6 	14% 	A flame attack that delivers surprising high knockback and semi-spikes the opponent.
#7 	16% 	An attack that deals moderate knockback and produces an apple if it hits a foe. The apple heals 10% damage, which can be consumed by anyone. This move also heals Mr. Game & Watch 10% damage—regardless of whether the attack hits or not.
#8 	20% 	A freezing attack that deals low set knockback.
#9 	32% 	A very powerful attack that was designed to be similar to the Home-Run Bat. Deals strong knockback, but severely reduced compared to Melee.
==In competitive play==
===Notable players===
* - Formerly best Game & Watch player in the world. Ranked 8th on PMRank 2019 before switching to Ike, but still uses Game & Watch as a secondary. Currently ranked #17 on PMRank 2023.
* - The current best solo Game & Watch in the world. Ranked 25th on PMRank 2023.
* - Ranked #43 on PMRank 2023.
* - Formerly ranked 25th on PMRank 2019. Honorable mention on PMRank 2023.
* - Formerly ranked 11th on PMRank 2019.
* - Formerly the best Game & Watch player in the world. Placed 3rd at EVO 2015, 1st at Paragon Los Angeles 2015, and 1st at Smash 'N' Splash 2. Formerly ranked 6th on PMRank 2016.
* - Formerly ranked 35th on PMRank 2019.
* - Fprmerly ranked 47th on PMRank 2017
==Alternate costumes==
===Project M===
Mr. Game & Watch's alternate costumes are brighter than they were in Brawl. Additionally, he now has three new alternate costumes.
									
									
									
===Project+===
As of version 2.5.2, Mr. Game & Watch is the only character in Project+ to only get recolors rather then at least one alternate costume that changes the character's model. 
Black (default): Resembles the characters from the games Fire and Parachute. He has the general color of the LCD frames in most of the Game & Watch handhelds.
Red (Red Team #1): Resembles his Red Team color in Super Smash Bros. Brawl and is the reminiscent of characters and objects as depicted on the , though this color palette has become much brighter to match with the original Virtual Boy object-depicted screen colors since Project M.
Yellow
Blue (Blue Team #1): Resembles his Blue Team color in Super Smash Bros. Brawl, though this color palette has become much brighter since Project M.
Green (Green Team #1): Resembles his Green Team color in Super Smash Bros. Brawl, though this color palette has become much brighter since Project M.
Cyan (Blue Team #2): Resembles one of his colors in Super Smash Bros. Brawl and is the reminiscent of the backlit display of the , though the outline has been changed into the Teal color since Project M.
Gray: This color palette is based on one of the console color schemes.
Orange (Red Team #2)
Olive (Green Team #2): Resembles one of his colors in Super Smash Bros. Brawl and is the reminiscent of characters and objects as depicted on the original , though this color palette has been more green-ish and with a darker olive-green outline, to match with the original Game Boy screen color since Project+.
Maroon: Resembles his Red Team color in Super Smash Bros. Brawl and is the reminiscent of characters and objects as depicted on the , though this color palette has become slightly more pink-ish since Super Smash Bros. 4.
Brown
White: Reminiscent of the monochromatic LCD screen of the Game & Watch games, also appeared in Project M and Super Smash Bros. 4.
Pink (Red Team #3)
Lavender (Blue Team #3)
Teal (Green Team #3): Resembles one of his colors in Super Smash Bros. Brawl and is the reminiscent of the backlit display of the , though this color palette has become much darker and more saturated since Super Smash Bros. 4.
Secret costumes:
Z-Secret Costume: Rainbow Mr. Game & Watch
R-Secret Costume: Color-Inverted Mr. Game & Watch - Meant to be the opposite color palette of Mr. Game & Watch's default colors.
==External links==
*Frame data
*Labbing Discord Tech Post
Category:Mr. Game & Watch
Category:Characters (PM)