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!
All throw animations use the same animation, making for unpredictable throws.
Has good recovery.
Small body frame and low crouch, allowing him to avoid more attacks.
Less fluid animations on all attacks to simulate the frame-by-frame movements of his original games, thus making him more unpredictable.
Up Aerial and Down Tilt can occasionally "super jump" opponents and delay down aerial moves.
Fire can move opponents away from Mr Game & Watch if used correctly and does not go helpless.
Judge #9 can 0% KO players if used correctly. It will always KO if the target hit has 40% or higher damage. In addition, each Judge has various effects, such as freezing or inflicting high shield damage.
Oil Panic can also 0% KO players, but this depends on their location and the power of the projectiles that was absorbed. It also carries over stocks, so Mr. Game & Watch does not have to refill the bucket again if he gets KO'ed.
Chef can knock back opponents if hit at point-blank range and has enough strength to stop most attacks.
Down Smash gives decent range and if sweetspotted either launches opponents straight up or to the sides.
Up Smash provides invincibility frames provided that the hits are hitting the scuba helmet and not anywhere else.
Down Throw provides the most available and interesting mindgames.
Has decent edgeguarding attacks with Down Smash and Dash Attack.
All of his throws use the same animation regardless of where he is throwing them.
Extremely light and therefore very easy to launch.
Spamming Judge can result in harsh punishment as it is very predictable. Hitting a "1" will also deal 12% damage to Mr. Game & Watch, regardless if it hits the opponent or not.
Down Aerial can only spike at the start of the move. If Mr. Game & Watch was not hit when starting this move, the downward momentum is extremely fast and can cause self-destructs. However, if hit the Stall-Then-Fall effect can be used to a greater extent in addition to creating interesting mindgames.
Oil Panic cannot be used when facing against a non-energy projectile user, reducing the amount of offence he has in matches. In addition, the bucket must be completely full in order to be used.
Somewhat weak throws and rather slow attack speed with grabs.
Changes from SSBWU/3DS
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 and Oil Panic.
Like in Melee, Mr. Game & Watch now makes a noise when getting KO'd.
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 with 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 it 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 upon hitting an opponent, stage, or after falling for 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 their respective stock icon before getting launched.
Octopus now flies on-screen, picks up opponents, and then carries them past the blast zones unless the opponent mashes out of it
Down special also works as a reflector for non-absorbable projectiles.
Neutral Attack: Mr. Game and Watch sprays insecticide repeatedly and links to a finisher.
Forward Tilt: Mr. Game and Watch jabs forth with a chair.
Up Tilt: Mr. Game and Watch waves a flag overhead.
Down Tilt: Mr. Game and Watch flips a manhole cover in front of him, throwing the opponent horizontally.
Dash Attack: Mr. Game and Watch dives forwards on the ground headfirst wearing a helmet.
Forward Smash: Mr. Game and Watch attacks with a lit torch that deals fire damage.
Up Smash: Mr. Game and Watch puts on a diving helmet and bashes upwards with his head.
Down Smash: Mr. Game and Watch 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: Mr. Game and Watch takes out a fish bowl from which water and two fish are thrown.
Forward aerial: Mr. Game and Watch holds a bomb in front of him and drops it downwards; the bomb explodes upon hitting an enemy or after falling for a brief time.
Back aerial: Mr. Game and Watch takes out a turtle to hit opponents, dealing up to four hits.
Up aerial (Spitball Sparky): Mr. Game and Watch releases a puff of air that moves upwards.
Down aerial: Mr. Game and Watch takes out a key and attacks downwards while descending.
Grabs and Throws
Pummel: Mr. Game and Watch takes out a bell and smacks the opponent with it.
Forward Throw: Mr. Game and Watch juggles the opponent and throws them forward.
Back Throw: Mr. Game and Watch juggles the opponent and throws them backward.
Up Throw: Mr. Game and Watch juggles the opponent and throws them upward.
Down Throw: Mr. Game and Watch juggles the opponent and throws them downward.