Now his attacks mimic the animations from his original appearance. For his side special, Judge, he pulls out a hammer and numbers 1-9 are displayed. If you pull off a 9 attack, it will really knock the opponent back. His Final Smash turns him into an octopus that can pull opponents off the stage!
Mr. Game & Watch's base model appears similar to the previous installment, however, the following moves temporarily alter his appearance to resemble the characters from the Game & Watch games they are based on:
Neutral Attack (Greenhouse), Forward Tilt (Lion), Up Tilt (Flagman), Down Tilt (Manhole), Forward Smash (Fire Attack), Down Smash (Vermin), Up Aerial (Spitfire Sparky), All Throws (Ball), Chef, Judge, Oil Panic.
Like in Melee, Mr. Game & Watch now makes a noise when getting KO'd.
Like all characters, Mr. Game & Watch's jumpsquat animation now takes takes three frames to complete.
Like all characters, Mr. Game & Watch can now cancel his taunts.
Forward Tilt has increased knockback, with potential to be a kill move.
Forward Tilt deals slightly higher damage.
Forward Tilt can be interrupted earlier, and its startup has been reduced.
Forward Tilt has a lingering hitbox.
Up Tilt not only has the 1 flag appear, but also the 2 flag; this increases its range and hits.
Up Tilt now acts faster, with both flags connecting consistently at mid to high percents.
Down Tilt has more knockback.
Down Tilt has reduced range, making it harder to hit opponents with it.
Down Tilt has significantly reduced ending lag and start-up lag.
Down Tilt's windbox has been removed. This disallows for juggling with windboxes, and potential recovering interruptions (such as when used against Quick Draw).
Forward Smash's sourspot hitbox has been made smaller.
Forward Smash's range has been slightly reduced, with a shorter handle.
However, this move is now more disjointed, as Mr. Game & Watch's hitbox has been altered to no longer lean ith the move.
Forward Smash has a linger hitbox.
Up Smash has slightly more start-up lag.
Up Smash's invincibility frames now cover Mr. Game & Watch's entire body.
Up Smash's invincibility frames now have been changed from before attacking, to during and after the attack.
Down Smash now has the ability to bury opponents if the move is sweetspotted.
Down Smash has slightly reduced startup.
Neutral Aerial now has drastically reduced ending lag.
Mr. Game & Watch has a new Forward Aerial (based on the Game & Watch game Safebuster) in which he holds a bomb in front of him and drops its downward shortly after execution. Uniquely, once activating move, the previously mentioned bomb is used as a projectile, as it is sent directly downwards, exploding on impact once hitting an opponent, stage, or about half a second. This significantly improves the move's range, and is much more useful for edgeguarding.
This significantly helps Mr. Game & Watch land, as his slow air acceleration made him vulnerable to juggling.
Grabs and Throws
Mr. Game & Watch's throwing animation briefly transforms the fighter into his respective stock icon before getting launched.
Octopus now flies on-screen, picks up opponents, and then carries them past the blast zones.
Neutral Attack: Sprays insecticide repeatedly and links to a finisher.
Forward Tilt: Throws out a chair.
Up Tilt: Waves his #1 and #2 flag above him.
Down Tilt: Flips a manhole cover in front of him, throwing the opponent horizontally.
Dash Attack: Dives sideways on the ground headfirst wearing a helmet.
Forward Smash: Attacks with a lit match that deals fire damage.
Up Smash: Puts on a diving helmet and bashes upwards with his head.
Down Smash: Takes two hammers and slams them down on both sides of him.
Floor Attack (Front): He gets out a hammer and slams it in front of him, then behind him.
Floor Attack (Back):
Floor Attack (Trip): He gets out a hammer and slams it in front of him, then behind him.
Ledge Attack: He climbs up the edge, then hits the opponent with his alarm bell.
Neutral aerial: Two fishes jump out of a fish bowl he is holding and attack the opponent, dealing up to four hits.
Forward aerial: Holds a bomb in front of him and drops it downward shortly after execution.
Back aerial: He takes out a turtle to hit opponents, dealing up to four hits.
Up aerial (Spitball Sparky): He releases a puff of air twice.
Down aerial: He takes out a key and attacks downwards and falls faster.
Grabs and Throws
Pummel: He takes out a bell and smacks the opponent with it.
Forward Throw: He juggles the opponent and throws them forward.
Back Throw: He juggles the opponent and throws them backward.
Up Throw: He juggles the opponent and throws them upward.
Down Throw: He juggles the opponent and throws them downward.