Mr. Game & Watch (Super Smash Bros. Brawl)


 * This article is about Mr. Game & Watch's appearance in Super Smash Bros. Brawl. For other uses, see Mr. Game & Watch.

Mr. Game & Watch (, Misutā Gēmu ando Uocchi) is a character in Super Smash Bros. Brawl. Mr. Game & Watch was indirectly revealed from a leaked copy of the game. One of the leaked screenshots shows his Final Smash, in which Mr. Game & Watch transforms into an octopus.

He was officially confirmed on the Smash Bros. DOJO!! website on March 10, 2008 one day after the game came out in the USA.

How to Unlock
With the exception of the last method listed above, you’ll need to face Mr. Game & Watch in a brawl and beat him after satisfying the above conditions to unlock him.
 * Fight in 250 Brawls
 * Clear Target Smash with 30 different characters on any single difficulty level
 * Have Mr. Game & Watch join your party in The Subspace Emissary

Pros:

 * Can catch three projectiles with his Oil Panic, which turns them into a powerful attack.
 * Fire has great vertical height, can give decent distance through the parachute, and can attack out of.
 * Quick and effective down and up tilts.
 * Strong attacks, in both damage and knockback.
 * Good priority on most attacks.
 * Down air is a Stall-Then-Fall aerial, allowing it to negate vertical knockback and can spike in the initial falling frames. It is also the only Stall-Then-Fall aerial that can be directed slightly.
 * Small target.
 * Many multi-hit attacks.
 * Up aerial and, at closer range, Fire push up characters above Mr. Game & Watch who aren't hit by the attacks.
 * Back aerial is an incredible multi-hit approach.
 * Down throw sets up for a tech chasing game.
 * Judge "9" is a powerful launcher and often can kill even at 0%.
 * Chef can disrupt recoveries, limit an opponent's forms of approach, and can be used to stall.
 * All aerials and most ground attacks use some form of disjointed hitbox.
 * One of the best chasers in the game with Down Throw and Up Special.
 * Most moves last for a long time, allowing you to disrupt many approaches.
 * Forward Smash has huge knockback, and a bigger hitbox than it seems.
 * His down smash's 'sour spot' will not hit opponents into the air, making it nearly impossible for characters like Mario to recover, and harder for others, and its sweet spot is a powerful vertical launch.
 * All aerials but down are powerful and have virtually no ending lag.
 * His Oil Panic can actually suck projectiles from body's length away.
 * Can duck under many projectiles
 * Rolling back and forth or using Chef or using Fire and down air or repeated back air can all set up decent mind-games.
 * Erratic, instant movement make him nearly impossible to predict.

Cons:

 * Second lightest character in the game.
 * Projectiles from Chef have a random trajectory making it somewhat unreliable.
 * Roll and dash attack are rather poor.
 * Judge is luck-based: Judge "1" causes Mr. Game & Watch to hurt himself, and "2" and "3" are also rather weak.
 * Oil Panic only absorbs energy projectiles.
 * The apex of Fire is easily predicted and leaves Mr. Game & Watch briefly vulnerable.

Changes from Melee to Brawl

 * Down tilt has more horizontal range and sends enemies forward weakly. In Melee it was a powerful vertical launch.
 * Chef throws out other foods.
 * Mr. Game & Watch uses a parachute after performing Fire, making him fall more slowly, and can attack after.
 * New neutral air: Tropical Fish.
 * Down air propels him downwards.
 * Much easier to sweetspot with Down Smash, while the sourspot is also improved.
 * Shield fully covers Mr. Game & Watch.
 * Up air and Parachute pushes characters above Mr. Game & Watch upwards if they are far enough from being damaged.
 * Slightly larger than he was in Melee.
 * His outline around him is brighter and thicker.
 * Judge "7" will generate food regardless of item configuration and only if it hits an opponent.
 * Overall faster and stronger than in Melee (considered by many players to be the most improved veteran character).
 * His edge recovery attack with his bell makes the same ringing sound as his taunt when he uses it.
 * A similar ringing sound will also play if Mr. G&W should get a "9" with his Judge attack.
 * In Melee he is always the last character you unlock, yet in Brawl he doesn't have to be your last unlocked character.

Role in the Subspace Emissary
Snake, Meta Knight and Lucario come on to the bridge of the Halberd to discover a gang of Mr. Game & Watches are piloting the ship. Snake quickly charges at them and defeats them, knocking them out the window down to the deck in front of Sheik, Fox, and Peach, who were having some tea. The clones then revert to Shadow Bugs and form into a giant metal monster called Duon. Snake and Lucario jump down to help, along with Falco who ejects from an Arwing. Once the monster is defeated, the shadow bugs float away, leaving behind Mr. Game & Watch's trophy. Fox prepares to shoot it with his blaster, but Peach revives him. Upon being revived, Mr. Game & Watch wonders where he is until Peach scolds him, causing him to look down in shame. Then Peach gives him her parasol to cheer him up. Upon encountering Tabuu, Mr. Game & Watch, along with the rest of the heroes, are turned into trophies, but later revived thanks to Luigi, Ness, King Dedede, and Kirby. After that, he accompanies the heroes throughout the rest of the story and helps them take down Tabuu.

Mr. Game & Watch is the only playable character to not have his name displayed when he is introduced. In addition, his Shadow Bug clones do not have the purplish flames or yellow eyes that the other clones do. Then again, Mr. Game & Watch doesn't have eyes anyway...

According to a trophy, Mr. Game & Watch embodies a limitless supply of Shadow Bugs, a substance which can replicate characters or even create new creatures. Tabuu discovered this and captured Mr. Game & Watch, using the Shadow Bugs to build the Subspace Army.

It was confirmed on the "DOJO!!" that the reason Mr. Game & Watch was manipulated so easily by Tabuu is that he has no understanding of good or evil.

Ground Attacks
Normal Smash
 * Standard attack - Greenhouse: Mr. Game & Watch presses an insecticide pump rapidly.
 * Dash attack - Helmet: Mr. Game & Watch falls down "slides" while wearing a helmet. Can be held down for a strong attack. Takes a long time to finish.
 * Forward Tilt - Lion: Mr. Game & Watch thrusts a chair in front of him.
 * Down Tilt - Manhole: Mr. Game & Watch flips a manhole cover in front of him.
 * Up Tilt - Flagman: Mr. Game & Watch waves a flag above him. Good for comboing at low percentages.
 * Forward Smash - Fire Attack: Mr. Game & Watch attacks with a lit match. An effective finisher.
 * Up Smash - Octopus: Mr. Game & Watch's head becomes a diving helmet and bashes the enemy with his head. Lots of start-up lag, but is a very powerful finisher.
 * Down Smash - Vermin: Mr. Game & Watch takes out two hammers and slams it on both sides. Does less damage if it hits the enemy by the handle, although when held down, it can inflict more damage to opponents (if the damage is 50%), causing them to be Star KO'd.

Aerial Attacks

 * Neutral Aerial - Tropical Fish: Two fishes will come out of both sides of a bowl, hitting multiple times. The last hit does knockback.
 * Up Aerial - Spitball Sparky: Mr. Game & Watch raises a pump above him, blowing puffs of air above him twice. Up it pushes characters above Mr. Game & Watch upwards if they are far enough from being damaged. This can actually push a player out of Ike's Great Aether.
 * Forward Aerial - Cement Factory: Mr. Game & Watch takes out a cement brick and attacks with it. It must be sweetspotted to maximize the damage and knockback. It can do damage regardless of exactly which side of his body the enemy is hit by.
 * Back Aerial - Turtle Bridge: Mr. Game & Watch takes out a turtle and attacks behind him. Hits multiple times.
 * Down Aerial - Donkey Kong Jr.: Mr. Game & Watch takes out a key and slams it downward. This attack propels Mr. Game & Watch downwards and can be used as a Meteor Smash if it's used close enough. If used while halfway through a thin platform (after hitting down so he falls through it), he will move upwards and land on top of the platform, without the animation changing.

Other Attacks

 * Get-up Attack - Vermin 2: Mr. Game & Watch gets out a hammer and slams it in front of him, then behind him.
 * Ledge Grab Attack - Alarm: Mr. Game & Watch climbs up the ledge, then hits the opponent with his alarm bell.

Grabs and Throws

 * Pummel: Alarm: Mr. Game & Watch hits the enemy with the alarm bell.
 * Forward Throw - Ball: Mr. Game & Watch juggles the enemy as a ball and then the enemy is launched forward.
 * Up Throw - Ball: Mr. Game & Watch juggles the enemy as a ball and then the enemy is launched upward.
 * Back Throw - Ball: Mr. Game & Watch juggles the enemy as a ball and then the enemy is launched backward.
 * Down Throw - Ball: Mr. Game & Watch juggles the enemy as a ball and then the enemy is launched downward.

Color Changes
Mr. Game & Watch's color changes change the entire color of himself and the color of his outline.


 * Black (Original)
 * Red
 * Blue
 * Yellow
 * Green
 * Sky Blue

Strategies
WHEN PLAYING AS


 * The hitbox's on most of Mr. Game & Watch's attacks are actually bigger then they first appear, meaning one does not have to always aim properly to hit an opponent.
 * All of Mr. Game & Watch's throws look the exact same, making it hard for the opponent to know what to do.
 * When using Mr. Game & Watch's Down Air, it is possible to steer him as he moves down. His down air can also be used to stop trajectory.
 * Using Mr. Game & Watch's Standard Special Move (Chef), and hitting someone with the pan will cause fire based damage, and knock them back, allowing for Mr. Game & Watch to keep hitting the enemy with projectiles.
 * When playing against characters like Pikachu, one should always be ready to use Mr. Game & Watch's Down Special Move (Oil Panic)
 * Mr. Game & Watch can easily stop opponents from recovering by crouching at the edge the opponent was knocked off, and constantly using his down tilt to stop edge grabbing and most other forms of recovery.
 * The properties of his Standard Special Move (Chef), Side Special Move (Judge), and his throws allow Mr. Game & Watch to use a very unpredictable style, to keep his opponents guessing.
 * Creating a key wall (short hop to a direct D-air) is good for setting up direct air combos and ruining an enemy's plan.
 * Mr. Game & Watch's Up Special (Fire) move allows him to use air moves once the parachute has been deployed, this should be abused because it's really quick and useful start to an air juggle.
 * Given proper timing the best way to properly start a match against somebody is using a reverse aerial rush (RAR) with the turtle because of its disjointed hitbox. Doing so can rack up an easy percentage and allow Mr. Game & Watch some time to attack.
 * Immediately after Mr. G&W throws a foe downward to prevent the foe from fleeing use the up smash to rack up some easy damage.
 * A way to get a KO at the beginning of the match is to down throw and then immediately forward special. It very often becomes a 9 and if done right is an instant KO.
 * Another way is to down throw and then use the down smash. With great timing you will hit with the sour spot and they will fly sideways defeating most marios and other simalar recoveries.

WHEN PLAYING AGAINST


 * When playing against skilled players or high-level CPU's, refrain from using energy based attacks as much as possible.
 * Almost all of Mr. Game & Watch's attacks have a slight delay time before they start. When Mr. G&W lifts up his arms, be ready to dodge and counter.
 * His recovery can easily be stopped if you attack him during the early animation.
 * When he uses Judge, quickly use a long ranged, non energy based attack. If he gets a "7", you will then be able to eat the food.
 * Long ranged attacks are good, as long as their not energy based.
 * Mr. Game & Watch suffers from his low KO percentage, although not easy the player has to keep a proper distance and not allow his air attacks to hit him. A key wall should be either shielded or dodged to prevent his air game.
 * Although incredibly risky, many of Mr. G&W's smashes are slow once the animations ends, dodging these attacks can easily punish him.

Mr. Game & Watch's strongly counters Pikachu. Pikachu has many attacks which are energy based, and can be absorbed and countered with Oil Panic. Even though his recovery move can be angled around Mr. Game & Watch if he is using his down tilt to stop recovery, he is usually hit by it anyways.

Stickers
Ground Attacks

Standard A combo - This attack is considered weapon based damage.

Forward tilt - This attack is considered weapon based damage.

Down tilt - This attack is considered weapon based damage.

Up tilt - This attack is considered weapon based damage.

Smashes

Side smash - This attack does weapon and Fire based damage.

Up smash - This attack does Head based damage.

Down smash - This attack does weapon based damage.

Air attacks

Neutral Air - this attack does weapon based damage.

Forward Air - This attack does weapon based damage.

Back Air - This attack does weapon based damage.

Up Air - This attack does weapon based damage.

Down air - This attack does weapon based damage.

Other Attacks Ledge grab attack - This attack does weapon based damage.

Get up attack - This attack does weapon based damage.

Exclusive Stickers
These stickers can only be used by Mr. Game & Watch or a select few including him:


 * Chef (Game & Watch): [Specials: Indirect] Attack +25
 * Donbe: [Slash] Resistance +26
 * Duck: Launch Resistance +20
 * F-Type: [Throwing] Attack +22
 * Flag Man: [Specials: Indirect] Attack +4
 * Lion: [Specials: Direct] Attack +13
 * Vermin: [Weapon] Attack +15
 * Wild Gunman: [Specials: Indirect] Attack +5
 * Yakuman Player: [Electric] Resistance +28

Taunts
Up: Rings his bell high. (Note: His bell can be rung repeatedly by continuously pressing up on the D-pad.

Side: Rings his bell low.

Down: Jumps once, opening his hands. (Note: Some players joke that he is actually flipping off the others with both hands.)

On-Screen Appearance
Moves across a row of Game & Watch LCDs.

Victory Pose

 * Victory Theme: Mr. Game & Watch
 * Jumps up and down in the air
 * Does a bizarre form of disco dancing
 * Rings his bell

Wii Remote Choice
Makes three similarly sounding beeping sounds, then a louder, different sounding beep, then a normal beep.

Credits Music

 * Flat Zone 2

Trivia

 * Mr.Game & Watch is the only character who is 2-D in appearance.
 * The manhole that Mr. Game & Watch's down tilt creates is actually 3-D, although it looks 2-D at first.
 * All of Mr. G&W's moves come from a game.
 * Mr. G&W's position in his artwork is essentially identical to his Melee artwork. The most noticeable change and perhaps the only one is the addition of a gray outline, although this outline was present in-game in both games.
 * When Mr. Game & Watch is swallowed by Kirby, Kirby's Chef has a 3-D pan, which is easy to spot if Kirby is metal.
 * Mr. Game & Watch and Pit are the only characters who use the hammer in a retro fashion, similar to the use in Donkey Kong.
 * He lets out two high pitched beeps when Star KO'd.
 * Mr. Game & Watch, Captain Falcon, and Meta Knight are the only ones to not have a final smash where it first zooms in to the character.
 * Mr. Game & Watch first appeared in 1980 as Nintendo's first video game character, being the oldest character in Brawl's roster.
 * Mr. Game & Watch is actually 3-D, but squashed like all characters are in Flat Zone 2 and Hanenbow. This can be seen easily by using a metal box, or the shadow version of him in The Great Maze.