Mr. Game & Watch

*Are you searching for Mr. Game & Watch's Ball form, Mr. Juggler?*

Everyone in the *Five Nights at Sonic's* and *Five Nights at Freddy's* and *Five Nights at Treasure Island* and *Cuphead* franchise
Everyone in *Super Smash Bros. Ultimate*
Everyone in *Disney World*
Bomberman
Black Mage
And More!

### Enemies

The PowerPuff Girls
The Devil (from Cuphead)
Children and the teacher from school
Dr. Golden
The Toymare
Nightmare Golden Sonic
'17 Golden Sonic
'27 Golden Sonic
'15 Golden Sonic
Shadow Sonic
Nightmaric

### Brothers

Stickboy
Sticky
Stickercup (pronouned "Sticker" for short)
Stick-Stick
Mighty Stickles (pronouned "Stickles" for short)
Rayman
PAC-MAN

### Role

* Titular Main Protagonist of the *Game & Watch* franchise.
* Senary protagonist of *The PowerPuff Sticks* series.
* The Senary Member of the Big Group.

## Colors

### Colors

Black body, monochrome color-scheme, white eyes with black pupils, a red tongue

### Eye Color

Black. (inside)
White. (outside)

### Powers/Skills

Flight
Double-jumping
Teleportation
Invisibilization
Invincibility
Levitation
Laser vision
Finger-gun shooting
Super Arts/Final Smashes
Smoke Bomb
Dashing
Superhuman Speed
High Intelligence
Superhuman Strength
Jumpscare expert
Superhuman Durability
Limited Invulnerability
Superhuman Stamina
Flight
Heat Vision
Ability to breathe and survive in space
Energy projection
Headbutt-performance
Super senses
Night Vision
Tornado Generation
Fire generation
X-ray vision
Immunity to extreme cold and heat
Sound Manipulation and Control
Supersonic Screams
Supersonic Waves
Supersonic Bursts
Shapeshifting
Self-duplication
Hammer-wielding
Juggle
Cooking
Lion-Taming
Parachute
And More Powers!

## Origins/First Appearances

### Origin

*Game & Watch* Series
The *PowerPuff Sticks* Series

## Character's Body

### Occupation

Anthropomorphic Stick Human
"Master of Two Dimensions"
*Game and Watch* Mascot
Firefighter
Chef
Judge
Juggler
Parachutist
Submariner

## Personality

### Hobbies

Playing games
Relaxing
Saving the day and destroying the villains
Defeating The PowerPuff Girls
Exercising
Training
And More!

### Goals

Defeat The PowerPuff Girls. (succeeded)
Escape school The PowerPuff Girls dragged him and his brothers into. (succeeded)
Escape and beat any video games he and his brothers got sucked into. (succeeded)
Defeat the villains and save the day. (succeeded, for a while)
Live a normal and happy life (succeeded, not for long due to The PowerPuff Girls)

### Likes

Video Games
Cute Children/Creatures
Sticky
Stickercup (pronouned "Sticker" for short)
Stick-Stick
Mighty Stickles (pronouned "Stickles" for short)
Rayman
PAC-MAN
Cuphead
Mugman
Puphead (or Cuppet)
Ms. Chalice
Everyone in the *Five Nights at Sonic's* and *Five Nights at Freddy's* and *Five Nights at Treasure Island* and *Cuphead* franchise
Everyone in *Super Smash Bros. Ultimate*
Everyone in *Disney World*
Bomberman
Black Mage
And More!

### Dislikes

The PowerPuff Girls
Villains
Characters who go against him
School
Annoying Kids/Children
The Devil (from Cuphead)
Horrible types of games
Nightmares

## Related Pages

### Third

Rayman

"I usually make these sound-effects, "Beep, Boop, Beep, Boop", but now I'm capable of ordinary speech, so don't always think i'm from the 1980s."

—Mr. Game & Watch's speech to *The PowerPuff Sticks*.

"You may think I was always 2D-featured, but now look at me, i'm 3D like everybody else around the world."

—Mr. Game & Watch, his first time being 3D.

**Mr. Game & Watch**, also known as Mr.ゲーム＆ウォッチ, *Misutā Gēmu ando Wotchi* in japanese, is the senary protagonist of the entire series of *The PowerPuff Sticks*, and is the titular main protagonist and an amalgamation of the handheld series of video-games by the same name. While he is the most popular of the big group, he first appeared in the official trailer of the the upcoming series titled *The PowerPuff Sticks* which was published on 15th June, 2020, and the second trailer was published on 14th April, 2021, and the series were successfully published on TV in 30th April, 2021, and the movie was later published in 10th June, 2021. Mr. Game & Watch, alongside Stickboy, Sticky, Stickercup, Stick-Stick and Mighty Stickles, later appeared in *Super Smash Bros. Ultimate* as the final unlockable characters, alongside Rayman. He is also one of the many favorite cartoon characters in the world, and was one of the replacements of The PowerPuff Girls. Mr. Game & Watch was created for the *Super Smash Bros.* series, with an intention of representing the *Game & Watch* collection, as the consoles had no main mascot, rather characters designed for the minigames. He debuted in *Super Smash Bros. Melee*, and every other future title, including *Super Smash Bros. Brawl*, *Super Smash Bros. for Nintendo 3DS and Wii U*, and *Super Smash Bros. Ultimate*. Mr. Game & Watch has made an appearance as a cameo in several other Nintendo games, such as *Donkey Kong Country Returns*, *WarioWare: Touched!*, *Rhythm Heaven Fever* and *Super Mario Odyssey*.

Mr. Game & Watch is currently placed at 6th of S tier on the current tier list, residing at the middle of top-tier. Mr. Game & Watch has strong KO moves in his disjointed smash attacks, all aerial attacks, a brutal combo and juggling game, amazing out of shield options, a potentially deadly grab and throw game, with all throws being strong combo-starters and back and down throw being his strongest and KO throws to opponents at higher precents of damage, and Fire, as well as his potentially strong special attacks, Judge and Oil Panic, with Judge having various strong effects (such as Judge #9 being an OHKO attack, #3 being a potent shield breaker, #6 burning the opponent, #7 generating food to heal himself, and #8 freezing the opponent), and Oil Panic absorbing energy-based projectiles and releasing a large projectile that will OHKO opponents, depending on the strength upon the projectile that is absorbed. He also possesses a very strong combo and juggling game, a strong edgeguarding game, amazing out of shield options, and a potentially deadly grab and throw game. 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 being an extremely strong 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 (which makes his overall range excellent) and has slow falling speed, this helps in Mr. Game & Watch's great edgeguarding tactic in the wall of pain.

## Biography

Starting with The PowerPuff Girls drawing six copies of black stick-esque humans and one magical and non-limbed humanoid creature, they went to show them to Professor Utonium, until they accidentally tumble themselves into his lab and land the artworks into a pot of magical liquid, and break the potion of liquid called, Chemical X, which made the big group of the one and only PowerPuff Sticks. The girls were very suprised, but later they did the same jobs as the girls do so, and they get their jealousy. Not only the girls think they stole the girls' job, they stole their fans, the attention and love too. Therefore, The PowerPuff Sticks were now one of the most favorite heroes in the earth and townsville (including Rayman), and then, Townsville also proclaimed that the girls didn't do anything to save the day, so they destroy their house and everything that they own, and they even beat the girls down, leaving them nothing but remaining toys to be left from their destroyed house.

Meanwhile, The PowerPuff Sticks were rewarded with a very huge house, even bigger than the PowerPuff Girls' house, and they had infinite money. The PowerPuff Sticks lived the best life in the world, while the girls lived a very miserable life. Worst of all, the townsville didn't even care about them and they were the most hatred.

The PowerPuff Sticks had amazing and crazy adventures, and they played games althrough their lives, and they did nothing but anything fun than ever before.

## Appearance

Sharing the exact same details of his appearance from the *Game & Watch* series created from 1980, Mr. Game & Watch is protrayed as a more anthropomorphic man-esque stick human (more likely a silhouette) with a monochrome color-scheme, with a fully black body and a red tongue, and a white mouth, like his twin brother Stickboy. He also wears black shoes, along with a black sweater for his full body. Sometimes, Mr. Game & Watch has circular stubs for hands, somewhat similar to The PowerPuff Girls, as seen in *Super Smash Bros. Ultimate*.

Typically, Mr. Game & Watch is seen with his signature bell that is used for attacking opponents, smacking opponents with it or taunting with it, which is likely based on the alarm features of the *Game & Watch* units. He is also seen with it in official artworks, but does not have his bell in his official artworks in *Super Smash Bros. Melee*, *Super Smash Bros. For Nintendo 3DS/Wii U* and *Super Smash Bros. Ultimate*. That being said, he is also seen with his iconic hammer that can be used for attacking, slamming or whacking opponents with it.

During his final smash, he transforms into a giant octopus that can either hit or trap opponents into it. This is based on *Octopus*. He also has a multi-colored glow around his body and gains yellow eyes. This trait is shared with The PowerPuff Sticks, Mr. Juggler and Rayman.

In his dead condition, he has eyes in form of an **X**, and his colors are in fully grayscale, and his whole design consists him being a ghost without legs, and also a black hailo on top of his head.

In his evil or "nightmare" or "aggressive" condition, he gains glowing-red eyes with black pupils and orange irises. He also gains sharp teeth and conceals sharp claws, and sometimes devil-esque ears and a tail on his back. In *Super Smash Bros. Ultimate*, since he has no visible eyes, his body was red or darker colours.

To emulate the way Mr. Game & Watch was depicted throughout the series of *Game & Watch* mini-games, his designs were inconsistent, as these were also introduced in *Super Smash Bros. Ultimate*, since Mr. Game & Watch can shapeshift:

### Ball

> *Main articles: Mr. Juggler, Ball*
>
>

In his *Ball* form, Mr. Game & Watch has a somewhat erratic appearance, since he has his arms and legs levitating around his body, in a similar style of Rayman. His body and head appears to be a shape of a circle, and also has thinner limbs, taking the same appearance from the first *Game & Watch* video-game.

Some of his body parts (such as his legs and arms) are detached from his body and separated in two, but that doesn't apply for his legs, and he also has a large straight pointy nose. He has circular eyes with circular pupils and ears. He is also seen juggling three balls.

### Spitball Sparky

> *Main article: Spitball Sparky*
>
>

In his *Spitball Sparky* form, Mr. Game & Watch has two small circular eyes and his nose is replaced with a large puffshooter, along with wearing masculine shoes. Typically, he is seen blowing or shooting puffs of air above him from his puffshooter for his nose, and can be able to shoot puffs of air upwards or forwards, which is used for attacking opponents.

### Octopus

> *Main article: Octopus*
>
>

In his *Octopus* form, Mr. Game & Watch wears a diving helmet that is used for attacking opponents, performing an upward-arcing headbutt towards opponents, evidently with **LOTS** of force to launch them upwards to KO them.

In one of Mr. Game & Watch's artworks by the fans, the symbol on the center of his diving helmet is stylized as the Smash Ball from the *Super Smash Bros.* series.

### Fire Attack

> *Main article: Fire Attack*
>
>

In his *Fire Attack* form, Mr. Game & Watch appears be a somewhat-looking caveman (also known as a Native American stereotype) with an angered look, a fire match being held by a disjointed arm, along with wearing caveman-esque clothes.

Another form of Mr. Game & Watch in *Fire Attack* is seen, with Mr. Game & Watch in a fedora hat and in cowboy-esque clothes, along with a hammer being held by two disjointed arms.

### Helmet

> *Main article: Helmet*
>
>

In his *Helmet* form, Mr. Game & Watch simply wears a helmet which is used for attacking opponents, performing a sliding headbutt towards the opponents along the ground. This is also worn for avoiding falling objects.

### Fire and Parachute

> *Main articles: Fire, Parachute*
>
>

In his *Fire* form, several replicas of Mr. Game & Watch are bounced upwards from a trampoline, utilized by a pair of firefighters, and then they are bounced into a fire truck.

In *The PowerPuff Sticks* series and *Super Smash Bros.* series, the two firefighters appear beside him out of nowhere, utilizing a trampoline underneath him, helping Mr. Game & Watch to get launched very high for a great recoveries.

In his *Parachute* form, Mr. Game & Watch deploys a big parachute that can allow him to make soft landings, especially when landing on a boat around the ocean by another form of Mr. Game & Watch in the *Game & Watch* series. His parachute is very helpful is slow his descent and make soft landings around the series.

### Tropical Fish

> *Main article: Tropical Fish*
>
>

In his *Tropical Fish* form, Mr. Game & Watch holds a fish bowl which a pair of fish tosses themselves out of it, and Mr. Game & Watch has to put the fish back to the bowl, as introduced from the *Game & Watch* series. During the minigame, Mr. Game & Watch protrayed to have a more human-like look, like in *Greenhouse*.

This is also used for attacking opponents, being a flurry of multi-hits.

### Turtle Bridge

> *Main article: Turtle Bridge*
>
>

In his *Turtle Bridge* form, Mr. Game & Watch (with a pair of eyes and in masculine clothes, holding a boomerang/parachute given by another version of Mr. Game & Watch seen in *Turtle Bridge* with a pair of large eyes and a furry hat and a disjointed arm) walks or jumps over turtles in the water as a bridge to get to the other side. This is also used for attacking opponents, biting opponents via the turtle for 4 times.

Another form of Mr. Game & Watch in *Turtle Bridge* is seen, with Mr. Game & Watch, with disjonted arms, wearing masculine clothes and a furry hat. He is seen at the other side during the minigame, where he is waiting for the other version of Mr. Game & Watch to give the boomerang/parachute.

### Greenhouse

> *Main article: Stanley*
>
>

In his *Greenhouse* form, otherwise known as Stanley, Mr. Game & Watch has a pair of straight small eyes, and two fronds of hair, a pair of ears, a smaller nose, a fumigator hat and fumigator clothes; such as white gloves and boots, and a white strip on his body. He is also seen holding a gas-shooter.

In one of the official *Greenhouse* artworks, Stanley depicted to have a more human-like look.

### Vermin

> *Main article: Vermin*
>
>

In his *Vermin* form, Mr. Game & Watch has a somewhat corresponding appearance to Mr. Juggler, with the expections of the lack of a nose, blank white eyes and the same-colored mouth, and his legs are attached to his body, along with a pair of ears.

He is seen holding a pair of disjointed hammers, which can be slammed on the ground to bury opponents, in case of being used for attacking opponents.

### Manhole

> *Main article: Manhole*
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>

In his *Manhole* form, Mr. Game & Watch (with a neck and fingers, a pair of stitched eyes, fresh human-like teeth, and a somewhat big body similar to Mr. Juggler, along with a non-visible nose) holds out a bridge for other multi-clones of Mr. Game & Watch or other characters to pass by. This was first introduced in one of the *Game & Watch* minigames, *Manhole*.

The real version of Mr. Game & Watch is seen sprinting above the platform. In one of the official *Manhole* artworks, Mr. Game & Watch and Manhole were protrayed to have a more human-like look instead of being black-colored.

### Flagman

> *Main article: Flagman*
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>

In his *Flagman* form, Mr. Game & Watch appears to wear a somewhat-looking farmer outfit, while he has small blank white eyes and a large white smile on his face, along with a neck, fingers and ears, a non-visible nose, and disjointed arms and legs. He is typically seen holding a pair of flags that shows either number, 1 or 2, and sometimes sticks his feet out that shows either number, 3 or 4.

Mr. Game & Watch's official artwork in *Super Smash Bros. Ultimate* shows him waving a flag that shows the number 1, which is based on *Flagman*.

### Lion

> *Main article: Lion*
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>

In his *Lion* form, Mr. Game & Watch wears a police-like hat while thrusting a chair towards lions or opponents, making him more like a officer version of Mr. Game & Watch. This form can also be referred as *Lion Attack*.

This can also be used for attacking opponents, thrusting a chair towards opponents.

### Judge

> *Main article: Judge*
>
>

In his *Judge* form, Mr. Game & Watch appears with a pair of big straight eyes, the same body-style of Mr. Juggler, disjointed arms and legs, and multiple fresh teeth. His shoes are similar to those of Mr. Juggler, with the expections of being smaller and thinner. Typically, he is seen holding a hammer seperated from his hand and a number sign that shows a random number from 1-9.

The number 9 deals strong knockback via electricity to opponents, in case of being used for attacking opponents.

### Oil Panic

> *Main article: Oil Panic*
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>

In his *Oil Panic* form, Mr. Game & Watch is seen wearing a helmet, a pair of large eyes, non-visible clothes, a smaller nose, a pair of fresh human-like teeth, a pair of masculine shoes, and a disjointed arm. He is typically seen with a large bucket that can be filled with oil.

Four other characters in *Oil Panic* are seen, such as Mr. Game & Watch with a large white smile and sewed eyes in a working outfit (a fedora hat and a bowtie).

Another character of Mr. Game & Watch is seen in *Oil Panic*, with a smaller nose, a large body and ears, and is typically seen holding a large bucket where it can be filled with oil.

A female version of Mr. Game & Watch is seen in *Oil Panic*, known as Mrs. Game & Watch, with a ponytail for hair, a long dress, a pointy nose, a pair of small circular eyes and a pair of heels.

An officer/police version of Mr. Game & Watch is seen in *Oil Panic*, wearing a police outfit, also having a neck and a disjointed arm, which is holding a bell similar to the bell tha belongs to the real version of Mr. Game & Watch.

### Chef

> *Main article: Chef (Game & Watch)*
>
>

In his *Chef* form, Mr. Game & Watch is seen in a chef outfit and a smaller and thinner nose, along with fingers and a pair of sewed eyes. He is typically seen with a frying pan, which he can toss food out of it for other characters to eat, such as Ice Climbers, Kirby and Jigglypuff.

## Attributes

### Super Smash Bros. Ultimate

Mr. Game & Watch is a short, speedy, yet floaty lightweight character that has some typical attributes of characters in his weight class, and is also a character of extremes. Out of all lightweights in the series, Mr. Game & Watch has the most outstanding mobility, with his aerial mobility being the greatest; he contains the 18th-fastest air speed, the 13th-highest air acceleration, the 21st-lowest gravity on par with Yoshi and Snake, and the 6th-slowest falling speed. Comparatively, he contains the 4th-highest traction, a high jumping height, a small size, and one of the lowest crouches that allows him to evade various attacks: like Marth and Lucina's shield breaker, and Simon's forward tilt, and he has above-average walking and running speeds (being tied as the 15th-fastest character in the game), although his initial dash is decently faster, making his grounded mobility the best. Overall, Mr. Game & Watch's movement speed is quite exceptional for a lightweight, but his slow falling speed can be somewhat detrimental. His short size also makes him difficult to hit, especially when crouching.

Unlike most other lightweights, Mr. Game & Watch possesses several attacks with large disjointed and long-lasting hitboxes and has a numerous amount of powerful KO options, which is his greatest strength in his attributes. All of his smash attacks have very high power and low ending lag throughout, with each of them possessing unique attributes. Forward smash is among the strongest in the game if sweetspotted while having low endlag and startup and good range, with the sweetspot being safe on shield. His up smash, Octopus Headbutt, is also very powerful; even being tied as the 12th most potent up smash in the game, and comes with full-body invincibility while the hitboxes are active. While it has slow startup, it has minimal endlag and is completely safe on shield. Down smash sends opponents at an awkward semi-spike angle off-stage, while the sweetspot buries opponents long enough to lead into a forward smash, even at medium percents. It also has a very large hitbox, allowing it to easily 2-frame many recoveries, and acts as an excellent punish option on rolls. Like his other smash attacks, down smash is safe on shield when spaced properly. Overall, Mr. Game & Watch possesses an excellent arsenal of smash attacks.

Outside of his smash attacks, Mr. Game & Watch's other moves have strong KOing potential. Forward tilt comes out quickly, contains a lingering hitbox, and kills under 100% by the ledge, sending characters at a semi-spike. Down tilt lowers Mr. Game & Watch's hurtbox to match his crouch, allowing him to whiff-punish certain attacks. It also possesses high power and semi-spikes opponents off-stage, leading to edgeguards and killing outright at 100%. His new forward aerial's explosion kills opponents at 115% by the ledge and center-stage, while his down aerial has been strengthened to become a viable kill-move around 130%. Similarly, his back aerial now sends at a flatter angle, and the final hit possesses enough power to KO below 100% offstage. The clean hit on down aerial boasts a powerful meteor smash that can KO below 65% or lower precents, and the late hit also deals good knockback that can KO near 130%, and even sooner if it connects near the top blast zone, courtesy of the move's vertical launch angle. The move's low ending-lag and reduced landing-lag allows as to be used as a potent edgeguarding and landing option, giving him a deadly mixup game in the air at all times.

Mr. Game & Watch's approach game is among the greatest in the game (both vertically and horizontally); a fast-enough running speed, fast and long-ranged and lingering tilts, non-laggy and disjointed, long-lasting smash attacks and aerials; along with dash attack being relatively fast and containing good range. His grab possesses extreme disjointed forward range (although it is somewhat laggy by itself). Also, Mr. Game & Watch's defensive game is arguably his best property, along with a relatively small size and the lowest crouch, he is immune from shield-stabs due to containing one of the largest max-shield (compared to his small body-size); out of all characters in the game, and he also possesses fast sidesteps and air dodges and rolls while gaining decent distance.

Oil Panic is used as Mr. Game & Watch's primary defense against camping and projectiles, as it both absorbs energy-based projectiles from several attacks: such as Mega Buster, Ray of Punishment/Chroma Dust and PK Fire, and reflects items like King K. Rool's Blunderbuss, Pyra/Mythra's blades, and Peach's Turnips. This can lead to massive advantages against certain characters—Ness, Snake, Olimar, Mega Man, Pyra/Mythra, Pichu, and Pikachu and the rest of the fighters with projectiles have notable difficulty fighting Mr. Game & Watch as it severely limits their playstyles and movesets. Oil Panic also has the notable ability of carrying over the charge to subsequent stocks, which can be used as a lethal finisher and even mind-games. The area in which Oil Panic can absorb projectiles is also deceptively large, which allows Mr. Game & Watch to store energy into Oil Panic merely by standing close to just the edge of any energy-based hitbox. However, Oil Panic has the glaring weakness of being filled with extremely frail attacks; such as Fox's blaster and Ice Climbers's blizzard. This causes Mr. Game & Watch to fill Oil Panic extremely quickly, rendering its defensive value useless, and forces him to either hold onto a weak use of it, or dump it without purposefully damaging the opponent in order to use it again as a defensive tool. Oil Panic is also a potent combo-finisher with nearly instantaneous startup lag, with its fairly large, lingering hitbox coming out on just frame 2, as well as extreme knockback that can kill at single digit percents when at max-power (power is dependent on projectiles absorbed). It is also notably difficult to defend against a fully charged use of it, as the lingering hitbox can still hit spot dodges if timed even slightly off, and a powerful-enough charge can break a full shield, allowing Mr. Game & Watch to punish and even KO with one of his powerful smash attacks, or even punish with Judge.

Mr. Game & Watch also has a very potent combo and aerial juggling game. Down throw combos into Oil Panic, Judge, and neutral air at low percentages. Chef can deal massive damage if multiple 'food' items hit, allowing it to get around 30-40% off of a single edgeguard. The pan also hits opponents into the stream of meat through a semi-spike, and at high percents can launch opponents fast enough to miss the food entirely and lead to more ledge trapping. Chef's speed and pattern makes it extremely difficult for certain characters to recover, such as Ganondorf or Mario. Not only does Chef deal massive damage, but landing the move allows Mr. Game & Watch to follow up with a grab, neutral aerial, forward tilt, dash attack, and even Judge. His up tilt, Flagman, though containing worse range, deals high damage and combos into neutral aerial and Judge at low percentages. Once Mr. Game & Watch has his opponents above him, he can juggle them for massive damage using his up and neutral aerials. His up air acts similar to Mega Man's up aerial, pushing opponents upwards, albeit with much less force. Despite the lack of its complete KO power, it has decent launch-power to push opponents vertically at the blast zone, allowing for early off-stage KOs, granting him back his "Toot-Toot" KO confirm, but can only be used at the highest part of the stage. All in all, Mr. Game & Watch's strong KO power is also paired with highly damaging combos and juggles.

Comparatively, Mr. Game & Watch sports a formidable grab and throw game; possessing one of the longest grabs in the game, and his pummel is one of the fastest and damaging in the game. His up throw and down throw are simple combo throws; easily comboing into neutral aerial or up aerial for juggling opponents rapidly, or even his potentially deadly special moves, Judge and Oil Panic. Also, his back throw and forward throw are very useful at sending the opponents off-stage (due to their high scale and low angle), allowing Mr. Game & Watch to set up edgeguards, and they can easily KO at higher precents by ledges, especially if DI'd, and back throw and especially forward throw can combo into Judge, Oil Panic, forward aerial, back aerial and down aerial for a combo breaker or finisher. Down throw is Mr. Game & Watch's strongest throw (though dealing the lowest damage output), being able to KO most characters as early as below 150%. Also, up throw is Mr. Game & Watch's best throw; dealing the highest damage output of all throws, functions the same as down throw, and is strengthened enough to become a viable KO throw at high precents, killing reliably below 160%.

Lastly, Mr. Game & Watch possesses a fantastic recovery option, as well as large, long-lasting and disjointed aerials that can also auto-cancel in a short hop. This means that he is a formidable edgeguarder and is extremely hard to gimp himself. His up special, Fire, contains frame-3 startup, invincibility in its early frames, and a strong vertical hitbox on its initial hitbox, and decent launch-power horizontally, allowing for early off-stage KOs if it hits opposite the blast zone. This makes it deadly, as it can stage spike unwary opponents while also easily gimping characters with poor recoveries, like Chrom, Jigglypuff, Pyra/Mythra and Ike. It is also an extremely useful combo breaker and one of the game's best out-of-shield options, due to its fast startup and invincibility. His back aerial, Turtle Bridge, is a large, long-lasting disjointed multi-hit move that has high knockback at the final hit. The move's large disjoint beats out a lot of recoveries that have hitboxes, and the multi-hit nature of the move makes it hard to tech for stage-spikes and often drags opponents stuck in the move closer to the blast zone. For many characters (including DLCs), getting striked with Turtle Bridge is often fatal off-stage, as the move lingers long enough to shift the opponent closer to the blast zone before dealing the final knockback on the last hit. On the ledge, Chef punishes ledge hangers and covers getup attacks and rolls (hit by the pan), forcing opponents to jump. This can easily allow Mr. Game & Watch to follow up with neutral aerial and force the opponent back off-stage. His new forward aerial can be comboed into with Chef and has strong KO potential on its own. His down aerial, his giant key, is an extremely powerful spike, having the great power to instantly KO opponents, and has very high KO potential at high precents if the late hit is used. It is also a powerful stage spike; compared to Fire and back aerial. Lastly, his up air has the notable quality of having no set limit on its distance, which can lead to interesting interactions when reflected by opponents, and subsequently by Mr. Game & Watch himself. All of these traits make Mr. Game & Watch the most mobile character in the air and even the ground. Overall, Mr. Game & Watch is extremely deadly off the stage and at the ledge to all characters, even those with great recoveries like Pit, Rosalina & Luma, and even himself.

While Mr. Game & Watch is strengthened enough to be a viable fighter, Mr. Game & Watch possesses a few notable weaknesses. Thanks to his two-dimensional nature, he is tied with Squirtle being the third-lightest character in the game, which, along with his floaty movement and average speed, make his horizontal and vertical endurance mostly terrible. In addition, despite possessing disjointed hitboxes, his overall range is mediocre. This is worsened by the fact that many of his disjointed attacks like down tilt, up tilt, and forward smash have underwhelming range for favourable disjoints. This allows sword-wielding characters like Marth and Cloud to easily keep Mr. Game & Watch at arm's length. Also, while his new forward aerial, Bombs Away, possesses more damage and knockback, alongside higher KO potential, it contains very low priority, so any move, including Mr. Game & Watch's moves himself, can hit the bomb and make it disappear. This makes it unsuitable for approaching and forces Mr. Game & Watch to approach with his back aerial instead. It is also a much more situational move in general, due to its higher lag and delayed hitbox, as the bomb will only explode upon touching the ground or waiting for half a second. Due to this, he has a somewhat lackluster neutral game and a rather poor approach. While Mr. Game & Watch's down throw and up throw are good at starting combos, Mr. Game & Watch's throws are unable to KO until very high percentages, with his strongest throws, down throw and up throw, KOing at around 200%.

All in all, Mr. Game & Watch is a very powerful glass cannon (with the properties of an all-rounder) with unique properties to a majority of his moves, and is viewed by many to be the most potent glass cannon character in the game, and possibly the series, as he can do very well in both offensive and defensive play, and even the neutral game. He possesses extremely high damage output and powerful KO options to outbox almost every character in the game, even the strongest characters, while being very vulnerable himself due to his extremely light weight, as well as for having disjointed, lingering and long-lasting hitboxes upon various attacks that assists him a powerful approach and a superior neutral game, amazing overall range, great spacing abilities, and overall impressive horizontal and vertical endurances, strong KO throws, as well as for amazing defensive attributes. Overall, his strengths considerably outweigh his weaknesses, making Mr. Game & Watch one of the most fragile characters, but also one of the most powerful in all of *Smash*, as many players either consider him a high-tier or top-tier character, with most considering him top-tier. He is also one of the most disliked characters in competitive play, having a reputation for being one of the most frustrating characters to deal with; due to his amazing out of shield options, brutal combo and juggling game, an oppressive off-stage presence and powerful low-laggy smash attacks which makes him very difficult to punish and allows him to deal large damage and close out stocks quickly in a short amount of time. These traits make him likely the most offensive and violent character in the game in terms of fighting to all characters, especially the strongest characters, all top-tiers and DLCs.

## Alternate Costumes

 Red
 Yellow
 Blue
 Teal
 Cyan
 Green
 White
 Orange
 Lime
 Indigo
 Gray
 Pink
 Purple
 Brown

## Moveset

### Ground attacks

* **Standard attack**: Takes out an insecticide pump, rapidly shoots out puffs of spray from it. The finisher depicts Mr. Game & Watch leaning forwards to forcefully shoot a massive puff of smoke outwards. Originates from *Greenhouse*.
* **Side tilt**: Jabs a chair forwards to strike his opponents with its legs or its primary body. Originates from *Lion*.
* **Up tilt**: Swipes a pair of flags with respective numbers (1 and 2) straight overhead in a low arc. Originates from *Flagman*.
* **Down tilt**: Whilst crouching, he pushes an angled manhole-cover in front of himself. Originates from *Manhole*.
* **Dash attack**: Equips a helmet, then performs a slide-tackling headbutt while proceeding to slide flat on his face along the ground. Originates from *Helmet*.

### Smash attacks

* **Forward smash**: Takes out a flaming torch, then performs a one-handed aggressive thrust with it. The sourspot is located at the torch-handle, while the sweetspot is located at the flame. Originates from *Fire Attack*.
* **Up smash**: Performs an upward-arcing headbutt while wearing a diving helmet; equips a heavy scuba-diving helmet, leans backward, then bashes his forehead skywards. His head is intangible, and Mr. Game & Watch's entire self becomes invincible during the frames where the hitboxes activate. Originates from *Octopus*.
* **Down smash**: Takes out a pair of hammers, then simultaneously slams them onto the ground at each sides. The sourspot at the handles and under Mr. Game & Watch's body awkwardly semi-spike his opponents, while the sweetspot at the hammer-heads start burying and launching his opponents into the air. Originates from *Vermin*.

### Aerial attacks

* **Neutral aerial**: Tosses out a pair of fish from a fishbowl, which simultaneously hop out of the bowl in a high arc. Hits multiple times, and auto-cancels in a short hop and a full jump. Originates from *Tropical Fish*.
* **Forward aerial**: Takes out an igniting bomb, then flings it forwards; dropping it downward to the ground shortly after execution. The bomb will start to explode after touching a part of the stage or after half a second. Auto-cancels in a short hop and a full jump. It possesses unorthodox properties for a forward aerial by its kind. Seems to originate from *Mario's Bombs Away*, *Safebuster*, or *Bomb Sweeper*.
	+ Previously, he takes out a boxed package, shoves it in front of himself. According to the official melee website, this move originates from *Mario's Cement Factory*, however, the object looks closer to the boxes from *Game & Watch* version of *Mario Bros.*
* **Back aerial**: Holds a snapping turtle behind himself as it bites. Hits multiple times, and auto-cancels in a short hop and a full jump. Originates from *Turtle Bridge*.
* **Up aerial**: Equips a pump for his nose, then shoots out a single puff of air upwards. It functions similar to Megaman's up aerial; hits up to multiple times and drags the opponents into the air as the projectile rises. Auto-cancels in a short hop and a full jump. Originates from *Spitball Sparky*.
* **Down aerial**: A stall-then-fall. Takes out a giant key; initially gains a negligible vertical boost, then dives straight downward whilst thrusting it below himself. It meteor smashes powerfully during the few initial frames. Auto-cancels in a full jump and after Fire. Originates from the *Game & Watch* version of *Donkey Kong Jr.*

### Grab and throws

* **Grab**: Reaches forwards right-handed. Its range is noticeably disjointed for any type of grab by its kind. All grabs are among the fastest and long-ranged in the game. Originates from how Mr. Game & Watch switches levers from *Mario's Cement Factory*.
* **Pummel**: Smacks the opponent with an alarm bell. Originates from the alarm feature throughout the *Game & Watch* units.
* **Forward throw**: Juggles the opponent as a ball from back to forth, then tosses them forward. Possesses utility beyond throwing the opponent off-stage. Originates from *Ball*.
* **Back throw**: Juggles the opponent as a ball from forth to back, then tosses them backwards. Possesses utility beyond throwing the opponent off-stage. Originates from *Ball*.
* **Up throw**: Juggles the opponent as a ball from forth to back, then tosses them upwards in the air. Deals the highest damage of all his throws. Has the second-strongest knockback of all throws, being able to KO middleweights reliably under 190%. Originates from *Ball*.
* **Down throw**: Juggles the opponent as a ball from forth to back, then accidentally drops them onto the gronud by his left side. After a short delay, the opponent gets launched in the air. Deals half as much damage his other throws deal. Mr. Game & Watch's only true KO throw, and it can KO middleweights as early as 180%. Under low-to-mid precents, it is a reliable combo starter. Originates from *Ball*.

### Other attacks

* **Floor attack (front)**: Gets out a hammer, then slams it onto the ground in front of, then behind himself. Originates from *Vermin*.
* **Floor attack (back)**: Gets out a hammer, then slams it onto the ground behind, then in front of himself. Originates from *Vermin*.
* **Trip attack**: Thrusts a hammer forwards and backwards. Originates from *Vermin*.
* **Edge attack**: Climbs up, then swings an alarm bell forwards. Originates from the alarm feature throughout the *Game & Watch* units.

### Special moves

* **Chef**: Flings various food-sized projectiles out of a frying pan. The trajectory can be controlled by tilting the stick forward or backward. By tapping the button, the food will being flung at a faster frequency.
* **Judge**: 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 be a virtual one-hit KO.
	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. A weak swing that deals minimal knockback. Can lock and has a 20% chance of tripping the opponent.
	3. A weak swing that slaps and drags the opponents in the opposite direction from where Mr. Game & Watch is facing. It deals 25% shield damage.
	4. A decent swing that slashes and launches opponents diagonally forwards.
	5. A decent swing that electrocutes the opponents up to five times, a multi-hit effect.
	6. A strong swing that burns and semi-spikes the opponents. Has the second-strongest knockback of all Judge attacks. KOs at high precents by the ledge.
	7. A strong swing that deals moderate knockback and produces 3 apples if it hits the opponent. Each apple heals 4%.
	8. A strong swing that freezes and deals very low knockback. Emits the "ping" sound effect that is typically associated with one-hit KOs.
	9. An extremely powerful swing that deals huge knockback. It is the most damaging Judge attack and emits the "ping" sound effect is typically associated with one-hit KOs; like Judge #8. Overall, it is similar in nature to a charged swing from the Home-Run Bat.
* **Fire**: Two firefighters appear on the stage beside Mr. Game & Watch, utilizing a trampoline to bounce Mr. Game & Watch in the air. Mr. Game & Watch becomes briefly intangible during the initial frames. At the apex of the jump, he deploys a parachute to drastically slow down his descent and make soft landings; similar to Rayman's Helicopter Hair.
* **Oil Panic**: 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 counterattack consisting of Mr. Game & Watch sending out a large splash of oil from his oil drum.
* **Final Smash (Octopus)**: Transforms into a giant octopus that originates from its eponymous game *Octopus*, rears backward then charges at what direction Mr. Game & Watch was facing, extends its tentacles to drag his opponents off the stage. Once finishing the move, Mr. Game & Watch will transform back to his original form.

## Personality

Mr. Game & Watch has fairly standard and typical terms of personality all around, being the strongest and wackiest and most-prepared, yet also the third-lightest character in the series and games with his weight being tied with Squirtle, Kirby and Bandana Dee, and is on the floatier side of the cast.

Out of all the members of the big group (excluding Rayman), Mr. Game & Watch appears to be the most expert compared to the stick characters and Rayman. His nature is extremely epic, yet heroic, easygoing and confident, although he seems to be a daredevil like his twin brother Stickboy. That being said, Mr. Game & Watch also has a mostly unfriendly relationship with The PowerPuff Girls, because of sassing them most of the time and most likely using his weapons against them as an assault.

Due to his flatness and being the master of two dimensions (however, he is still three-dimensional), Mr. Game & Watch has the lowest crouch in the series and has "flat like paper" powers to evade opponents with various attacks and final smashes.

Mr. Game & Watch is rather already prepared for a fight instead of tending to overprepare or practicing combos and KOing-abilities, due to having all sorts of items as weapons for use to attack, are as follows: Mr. Game & Watch a pump-shooter, a bell that he smacks opponents with, a giant keyblade, a spitball-puff-shooter, a fish bowl, a snapping turtle, a litting fire match, a diving helmet to headbutt or bash opponents with evidently lots of force to send them upwards, a pair of hammers, a boed package to swing it towards opponents, along with a bomb to explode opponents, a manhole cover, a pair of flags, a simple helmet to slide-headbutt opponents, a chair for thrusting it to opponents, and his potentially deadly special weapons, Judge and Oil Panic, with the former having each number from 1-9 having a different effect, but the first number causes recoil damage to himself, and the higher the number is, the stronger the effect will be, as the number 8 will freeze the opponent, and the number 3 will significantly destroy the opponent's shield, making it as a shield breaker, along with the number 9, which causes potential shield damage and will OHKO opponents via its electricity, and Oil Panic absorbing energy-based projectiles and reflecting physical-based projectiles, hitting opponents instead of him, and will splash out a large projectile of oil out of the bucket that will OHKO opponents and cause oil stains on characters, and his upward special move with a pair of firefighters appearing, utilizing a trampoline to launch Mr. Game & Watch into the air to push/shove opponents off the stage and can OHKO opponents off-stage. At the apex of his jump, he deploys a parachute to slow his descent, which is used for helping other characters for a super jump.

Sometimes, Mr. Game & Watch can be a little wacky, as accompanied in one of his victory poses in *Super Smash Bros. Ultimate* and *The PowerPuff Sticks* series of video-games; where he jumps around the screen in eccentric positions, tripping halfway, before beginning his balance by teetering on his left foot, then proceeds to jump back and forth, landing on a single foot and his head.

Deep down like the other members of the big group, Mr. Game & Watch seems to be an expert of any games, and one of the most popular characters in the world, along with the stick characters. Formerly, instead of being capable of normal speech, he "speaks" in the sounds of bleep bloops instead.

## Trivia

* It is possible for Mr. Game & Watch to be a true "silent character" in the game *Super Smash Flash 2*, since he was never heard talking in the game and simply uses a concatenation of "bleep blooping" sounds heard originally from the *Game & Watch* series, along with Sandbag, Chibi-Robo, Mega Man, PAC-MAN, and Bomberman.
* 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 attacks 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's Ball form when thrown by another Mr. Game & Watch is simply a giant black circle for his head since he does not have a visible nose or a mouth if facing the screen, resembling the other balls thrown. In *Super Smash Bros. Ultimate*, Mr. Game & Watch's Ball version is simply his stock icon.
* Overall, Mr. Game & Watch inclusively has a smiliar appearance of the several replicas of himself from *Fire* and *Parachute* in the *Game & Watch* series, where they jump out of a burning building to a parachute two firefighters have, and they deploy a parachute for soft landings, as this was accompained in his up special.
* That being said, Mr. Game & Watch's jumping frames are similar to these poses of how the replicas of himself jump from the buring building in *Fire*.
* Although Mr. Game & Watch's appearance mainly consists of two flat monochrome colors (a black body and a light gray outline), his appearance when in his metal form 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 costumes.
* Mr. Game & Watch, along with Yoshi, Zero Suit Samus, Jigglypuff, Tails, Mega Man, Rayman, and Luffy, is one of the only current characters who do not go into a helpless state under normal circumstances.
* Mr. Game & Watch's artwork in *SSF2* is based on his official pose in *Super Smash Bros. Melee*, ringing his alarm bell.
* In Beta 1.0.0-1.2, as costumes were simple filters and hues at the time, Mr. Game & Watch had a few extra costumes with different colors (such as lime, indigo, pure white and light gray), and they became scrapped onwards in the latest updates of Beta 1.2, as the costumes were changed to recolored versions instead of simple tints/hues and hues.
* Prior to Beta 1.2, in which costumes were simple filters and hues as opposed of recolors, Mr. Game & Watch's sprites were red by default. 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.
* Mr. Game & Watch and Samus are the only two characters to have the lack of visible eyes in the game, and he is overall the only true "silent character" to have this trait in *Super Smash Flash 2*.
* Alongside Rayman, Mr. Game & Watch is one of the two protagonists to be the most popular of the series.
* Mr. Game & Watch is one of the three protagonists in the series to have a fully black-colored body, the others being Stickboy and Mr. Juggler.
	+ However, although that Mr. Game & Watch and Stickboy are the only first two to be completely black since the first episode of the series, there is a new foe that joined the group called Mr. Juggler who is also a completely black character, who makes his first appearance in the episode *Time to make some friends!*, alongside PAC-MAN.
* Mr. Game & Watch is the creator of Mr. Juggler.
* While Mr. Game & Watch is capable of ordinary speech in *The PowerPuff Sticks* series, he is incapable of normal speech and instead still uses the sounds of bleep bloops as a "speech," as this was still used in *Super Smash Bros. Ultimate*.
* Mr. Game & Watch also appears as the final unlockable character in said game *Super Smash Bros. Ultimate*.
* Mr. Game & Watch hails and originates from the 1980 **Game & Watch** series, where Mr. G&W was a completely flat 2D character and was not 3D. However, in the *The PowerPuff Sticks* series, he appears to be 3D instead.
	+ That being said, while Mr. Juggler has a pair of eyes and ears from the **G&W** Series to the **PPS** series, Mr. Game & Watch didn't have any eyes or ears from the **Game & Watch** series until the **PPS** series, where he was protrayed with eyes and somehow hidden ears (like the other powerpuff sticks).

* Mr. Game & Watch can shapeshift into Mr. Juggler. This was introduced from *Super Smash Bros. Ultimate* and the PPS series.
* His standard attack, in the *Super Smash Bros.* *series* and the update 1.3 of *Super Smash Flash 2*, can be used to now break the opponent's shield because this is a multi-hit attack to be a strong move on the opponent's shield, while the last hit can KO the opponents who have the most damage up to 300% (200, 100% or lower if used off-stage).
* Alongside the other members of The PowerPuff Sticks, Kirby, Rayman, Jigglypuff, Bandana Dee, Sonic, Ness, Pikachu, Pichu, Mario, Luigi and more, Mr. Game & Watch is the third of the many characters to have the lowest crouch in the game, avoiding more various attacks from other characters.
* As a consequence of the lack of visible eyes in *World of Light*, Mr. Game & Watch is the only fighter with puppet fighters to not have their signature red and purple eyes, instead simply using his ordinary model and other various costumes (such as red, yellow and dark green) with no alternations, however, in the loading screen, he seems to have his eyes glowing in the dark, this is possibly because of having eyes in his other incarnations, like his *Ball* form.
* He also might share this trait with Mr. Juggler, with the expections of having signature red and purple eyes.
	+ Pac-Man, Samus, and Dark Samus also share this distinction, though it is only through the spirit battle previews, where they, along with Mr. Game & Watch, do not emit red-flashing eyes.

* If Mr. Game & Watch's forward air is based on *Safebuster*, that would make it the first Western-exclusive game to be represented in gameplay and the fifth Western-exclusive game to be represented overall, following *Elite Beat Agents*, *Kid Icarus: Of Myths and Monsters* (at the time of *Brawl's* release), *Egg*, and *Rusty's Real Deal Baseball*.
* Mr. Game & Watch is one of few characters who has two moves that trigger special zoom, being Judge and Oil Panic.
* Due to a programming oversight, the sweetspots of Mr. Game & Watch's down smash do not cause any hit effect to appear on aerial or downed targets. This is due to the effect being misspelled as "noamal" in the scripts.
* When a character becomes a ball in Mr. Game & Watch's throws, they are considered a UI element instead of a part of the foreground, and as such will appear over Windy Hill Zone's grass.
* Oddly, Mr. Game & Watch cannot angle his shield directly forward as doing so will cause the shield to reset to neutral position.
* *Super Smash Bros. Ultimate* and *The PowerPuff Sticks* are the first games in the series where Mr. Game & Watch is portrayed holding an object different than his signature bell in his official artwork, instead being shown holding the flag from *Flagman* (the same one as his up tilt). It also resembles his Alt. trophy in *Super Smash Bros. for Nintendo 3DS*.
	+ In-game, however, Mr. Game & Watch changes his appearance to match the character in *Flagman*, rather than using his own appearance.
* Mr. Game & Watch's render-pose in *Ultimate* somewhat resembles his render in *Smash 4*, although mirrored, and the positioning of his legs have been mirrored.
	+ It is also the first time in the series where his render-pose shows him facing right instead of left.
* Mr. Game & Watch, Jigglypuff, Ike, Ganondorf, Yoshi, Link, Ness, Lucas, and King Dedede are the only characters in *Ultimate* who have kept the same falling speed for three games in a row.
* During the launch of *Ultimate*'s official website, Mr. Game & Watch's name was erroneously labeled as "Mr. GAME & WAT**A**CH" exclusively on the mobile variant of his fighter page. The typo was later corrected.
* In Pikachu's showcase trailer, Mr. Game & Watch is seen using his forward smash animation from *Smash 4*. However, it was later changed to reference its origin game (*Fire Attack*) like some of his other moves. This change attracted criticism for its portrayal of a Native American stereotype (itself sourced from the original version of *Fire Attack*); Nintendo of America responded to the criticism by apologizing for the outdated imagery and promising to alter it by removing the feather from Mr. Game & Watch's model, matching a change seen in the *Game & Watch Gallery 4* version of *Fire Attack*.
	+ The screenshot of 4 Mr. Game & Watches on Flat Zone X has an old animation from *Smash 4* on the building, in which Mr. Game & Watch retains his regular form when using his neutral attack. In the final game, Mr. Game & Watch instead changes his appearance into that of the main character of *Greenhouse*.
	+ The *Fire Attack* spirit also had its artwork altered in the same patch as well, removing the feather.
* Although Mr. Game & Watch has no visible eyes in his neutral animation, the loading screen, which temporarily lights up the selected character's eyes, makes Mr. Game & Watch glow where his eyes would be. The same applies to his activation picture for his Final Smash, which focuses on where his eyes would be, as with other characters. This is possibly because most of his incarnations like his *Ball*, *Manhole*, *Judge*, *Oil Panic*, *Fire Attack*, *Vermin* and *Spitball Sparky* forms have eyes due to shapeshifting, which may indicate where his actual eyes are in his neutral animation, which has invisible eyes.
	+ This is also because Mr. Game & Watch takes his overall appearance from his appearance in *Fire*, *Parachute* and *Helmet*, where he doesn't represent eyes at, although he may have true eyes deep down in reality, although invisible, that doesn't mean that he always have an eyeless trait.
	+ While some of his moves cause him to resemble characters from the *Game & Watch* series with eyes, they are not affected by parrying.

* Along with Samus and Dark Samus, Mr. Game & Watch is one of the few characters in *Ultimate* to lack voice-clips in the Sound Test, despite Duck Hunt and R.O.B. being included. This is probably because the game considers his various beeps as sound-effects instead.
	+ However, Mr. Game & Watch was voiced by Dan Worren in *Ultimate*, despite only using various bleep bloops for sound-effects in the game.
* In-spite of other languages having a translated word for the term "Mr.", no other language uses it in *Ultimate* for Mr. Game & Watch's name except for Russian, appropriately using "Г-н".
* On the character-selection screen, the icon in the Japanese version show Mr. Game & Watch's name within only one row, while in the English version it is shown with two rows. He shares this trait with Captain Falcon, Zero Suit Samus, Pokémon Trainer, Wii Fit Trainer, Rosalina & Luma, the Mii Fighters, Piranha Plant and Banjo & Kazooie.
* Mr. Game & Watch's "transformation" into other Game & Watch characters are fully 2-D, unlike his regular model, although the manhole in his down tilt is still rendered in 3-D. This can be seen when under the effect of a metal box.
* Mr. Game & Watch’s route in *Classic Mode* is vaguely similar to Pac-Man’s, as both characters fight retro video game characters from the NES era for opponents.
	+ Coincidentally, they are chronologically the oldest fighters in *Super Smash Bros. Ultimate*, with Mr. Game & Watch being older than Pac-Man.

* The two Judge sprites that appear on the celebration screen for Mr. Game & Watch's Classic Mode route carry a 3 and 9, which is goroawase for "san-kyu", or "thank you".
* In the form of all *Game & Watch* series spirits, Mr. Game & Watch is one of the only characters to use their default costumes in a spirit battle present at the game’s initial launch, the others being Yoshi, Bowser Jr., and R.O.B.
	+ Mr. Game & Watch is also one of two of these characters to use his default costume in more than one spirit battle, the other being Bowser Jr., and the only one of those four to do so at launch.
	+ Alongside Yoshi and Bowser Jr., Mr. Game & Watch is one of the few characters with a spirit battle where all of his alternate costumes appear.

* In *The PowerPuff Sticks* series, Mr. Game & Watch had signature red and purple eyes, along with simply using his ordinary model and other various costumes (such as red, yellow and dark green), since he had eyes in said series and video-games. He also shares this trait with Mr. Juggler.

## References

1. ↑ https://nintendo.fandom.com/wiki/Tropical\_Fish
2. ↑ https://www.redbubble.com/i/ipad-skin/Stanley-The-Fumigator-From-Greenhouse-Nintendo-Game-and-Watch-by-RandomNumberGuy/34935292.MHP6F
3. ↑ https://nintendo.fandom.com/wiki/Manhole