User:Steamboat Williy/Mr. Game & Watch (SSF2)

"This article is about Mr. Game & Watch's appearance in Super Smash Flash 2. For general information about the character, see Mr. Game & Watch."

Mr. Game & Watch is a veteran starter character in Super Smash Flash 2. He was revealed on the third day of McLeodGaming's APEX 2015 stream. His playstyle is an amalgamation of the Super Smash Bros. series. His moveset and overall designs for his sprite are taken from Super Smash Bros. Brawl, and retains his voice-clips from the same game. Contrary to his traditional appearance throughout the official Super Smash Bros. series released to date and the original Super Smash Flash; where Mr. Game & Watch made his appearance as an unlockable character, he makes his available appearance as a starter instead in Super Smash Flash 2. Once again, his voice-clips are consisted of Game & Watch-esque sound effects heard from the classic retro-based series created by Nintendo from 1980, in order to represent his "voice".

Mr. Game & Watch is currently ranked at 2nd of SS tier on the current tier list. This was a drastically massive leap from the bottom of the entire tier list, at 40th of F tier, placing him at the bottom of F tier. Mr. Game & Watch possesses formidable KO moves in his disjointed smash attacks, all aerial attacks, back throw, up throw, down throw, and Fire, as well as his potentially tremendous special moves, Judge and Oil Panic. He also possesses an oppressive juggling game and a solid aerial game; with moderately-swift, long-ranged, disjointed and long-lasting aerials that can all auto-cancel in a short hop, and are all capable of comboing into each-other. He also possesses among the most impressive recovery himself, with his up special, Fire, possessing negligible startup and covers impressive vertical distance, intangibility on Mr. Game & Watch initally (allowing him to recover more easily than the other figthers and makes him immune to gimps), and slows down his descent in order to perform soft landings (further exacerbatted by his fast air speed, which allows him to easily sway back and forth while wearing the parachute). Mr. Game & Watch's strengths also include great combo and aerial games as mentioned above; as well as overall oppressive damage output; in-spite of his size and weight. His overall mobility is also fantastic; with his recovery particularly being impressive, due to Fire's long-ranged vertical distance, large edge-sweetspot, intangibility on Mr. Game & Watch during the early frames, and general safety, rather improving his defensive game.

Mr. Game & Watch is also among the most formidable edgeguarders in the game; thanks to his impressive recovery, combined with Chef, his moderately-fast, disjointed and long-ranged aerials, and especially his moderately-swift, impressive-ranged and disjointed smash attacks possessing great ability to give his opponents a hard time landing back onto the stage, while Mr. Game & Watch is extremely difficult to edgeguarding and gimp himself. His landing lag, while supplemented by auto-cancels, is actually quite low and is among the best in the game in terms of the total amount of frames in an aerial-moving lag upon landing. His neutral game is also winning: due to possessing a tremendous arsenal of aerials that can all auto-cancel in a short hop, unlimited amount of safe options on shield, versatile defensive attributes, a superiority state, an oppressive off-stage survivability, and extremely gigantic range for any type of small-sized figther by his type.

Due to his excellent air speed, he has an amazing aerial game; along with fast and high-prioritied aerials that provide good spacing and edgeguarding tools - with his down aerial being able to spike powerfully at the first few frames of the move, and forward aerial being able to catch the opponents below the stage. His relatively slow falling speed allows him to break out of juggles and combos, and combined with Fire, he has one of the best vertical recoveries in the game. Since forward aerial and back aerial possess outlarged and disjointed range and he has slow falling speed, this helps in Mr. Game & Watch's great edgeguarding tactic in the wall of pain. Lastly, Mr. Game & Watch has among the most versatile defensive game; a gigantic shield (shrinking slower than the other fighters), one of the fastest set of long-distancing rolls, sidesteps and directional air dodges which all have long amount of intangibility than the other fighters, thus makes him less vulnerable and improves his survivability more than the rest of the lightweights or the fighters in his weight class, despite his third-lightest weight.

By these same merits, Mr. Game & Watch is harmed by a plethora of remarkable flaws too. Due to his two-dimensional nature, he is tied with and  for being the third-lightest character in the game. Combined with his overall average mobility and floatiness at best, he is easily knocked out just as quickly before 50% by a sufficently powerful set of attacks. While he possesses surprsingly fantastic range for his small size, he still possesses shorter range than a handful of the cast, like, , , and. Additionally, while Mr. Game & Watch's up throw and down throw are formidable combo starters, none of his throws tend to KO until very high percentages, with his strongest throws, up, down and back throws, KOing at around 200%. Several of his attacks are considered to be situational - with his formidable special moves being situational, as a handful amount of his attacks are either slow, laggy and sluggish (up smash), sometimes hard to land (down aerial), short-ranged (down tilt), or possess awkward properties to make them difficult to have utility in he neutral game (down throw); with Judge being required to be a luck-based attack - thanks to its randomness, and Oil Panic only possessing utility against opponents with projectile-based playstyles. Lastly, Oil Panic has the glaring weakness of being filled with extremely fragile attacks by various characters, which will fill it a lot faster, and will deal mediocre knockback and small damage; rendering its defensive value useless.

Mr. Game & Watch has a small playerbase, but an overall effective presentation in online tournaments. His tournament representation is overall impressive; due to his noticeable and unorthodox pros for a lightweight, and great popularity in competitive play (considerably ranking him at around top-tier in terms of competitive play), he has achieved great tournament-results; most notable players place him at either top-tier, high-tier, or upper-mid tier. The only notable competitive player of Mr. Game & Watch is Byllant, who is currently active and possesses active utility with him, alongside, and , in tournaments. Though his notable weaknessess are failed to be overshadowed, his strengths drastically underestimate the aforementioned flaws. As such, he resides at the middle of god-tier.

Attributes
Mr. Game & Watch is a character of extremes. He is notable for being a speedy, yet floaty lightweight and very combo-oriented character that possesses several typical attributes of characters in his weight class. Mr. Game & Watch has outstanding mobility: he has fast running and walking speeds (along with a relatively fast initial dash), high jumps, a nice height in his short hop, while his falling speeds are slow to compensate. He possesses fast air speed, excellent air acceleration, a small size, and is on the floatier side of the cast; improving his air mobility. He also has one of the lowest crouches in the game which allows him to evade various attacks from other characters. The most notable understanding attribute is his light weight, being tied for third-lightest character in the game. In the end, Mr. Game & Watch's mobility is quite exceptional and overall great for a lightweight, as the other lightweights' mobility are overall average at best.

Mr. Game & Watch possesses a fairly unorthodox playstyle focused on vertical combos. As such, he is a fairly unorthdox character in terms of playstyle; a character who focuses fighting with a variety of items as weapons derived from the original series. He possesses a very strong juggling game, with his neutral aerial possessing a large vertical hitbox and combo abilities, his up throw setting up juggles, his up special allowing him to quickly reach opponents above him, his up tilt possessing great vertical range to catch opponents above him, and his up aerial being able to keep opponents in the air with its windbox effect, while also being a strong KO move and giving the opponents a hard time landing. He has a strong arsenal of smash attacks that deal huge knockback and KO opponents relatively early, especially when charged up. Overall, his smash attacks are among the most powerful in the game, even outnumbering 's Warlock Punch, and the sweetspots in his down smash and forward smash are mostly larger than the sourspots; due to the hitboxes' disjoints, and his smash attacks KO opponents reliably under 30% when charged up. Mr. Game & Watch's greatest strength is the disjointed and considerable large range upon several of his attacks. Many of his attacks, including his tilt attacks, smash attacks, aerials, and special moves, are disjointed with somewhat intangibilities, long durations and lingering hitboxes, which gives him an advantage in spacing abilities and also increases his KO power, as well as for having a great ability of reaching opponents further away from him or behind him; unlike most other lightweights; in a similar style of and, but many of his other attacks, especially those with disjointed hitboxes and horizontal hitboxes, are also either slow or possess awkward properties that make them difficult to use in the neutral game. Many of his other attacks, especially a spaced forward aerial and forward tilt, are potent on shield, and are powerful enough to cause a potential shield-break. This also grants him a great neutral game and an impressive vertical and horizontal approach. He possesses various strong attacks in his moveset that grant potent offence and harsh punishment (and also most of his moves cause significant shield damage and pressure, and they are powerful enough to destroy a full shield and shield-stab), and they are powerful enough to outbox nearly all characters on the ground and at the air in the game, (especially his brutal smash attacks, all of which can reliably KO under 50%, while none being particularly slow), but they are somewhat slow in the process.

Mr. Game & Watch possesses among the most formidable grounded game. Mr. Game & Watch's smash attacks possess 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 ending lag and good range, with the sweetspot being safe on shield. His up smash is also among the most powerful and fully disjointed; being tied as the 12th strongest up smash in the game, with an enlarged and lingering hitbox around his body and head, and comes with intangibility on his entire body while charging the move up, making it tricky for opponents to punish and deal with and also whiff-punishing several attacks (also scoring jank-KOs), and comes with full-body invincibility at the frames where the hitboxes activate; granting him apparent Super Armor. Down smash is also the most unique smash attack, the sourspot at the handles launch the opponents at a powerful semi-spike angle, while the sweetspot starts burying them long enough to follow up with a smash attack, Judge or Oil Panic. Down smash is among the strongest if utilized at the sweetspot aerially. 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.

Mr. Game & Watch's strongest asset is his formidable aerial game. All of his aerial attacks have lingering and disjointed hitboxes and, in the case of neutral aerial and up aerial, multiple hits. Their duration is the primary reason Mr. Game & Watch is deceptively difficult to challenge in the air and even the ground, as opponents will most likely collide within an attack's final frames. All of his aerials also have enough range to be spaced correctly; thanks to Mr. Game & Watch's excellent aerial mobility, allowing it to zone and approach opponents safely in the air and the ground. Each of Mr. Game & Watch's aerials also have their own distinct strengths: his neutral aerial, Tropical Fish, is his fastest aerial, a fairly powerful multi-hit move, even when stale, and can easily gimp poor recoveries; due to its late hitbox being sufficiently strong enough to do so. Due to its speed and power, it also works as a good out-of-shield or approaching option, and its long duration allows her to break combos. His forward aerial, Bombs Away, is Mr. Game & Watch's second-strongest aerials, which this grants it good combo potential in return. It can also easily put opponents off-stage, and is the primary component of the wall of pain technique: once an opponent with a poor recovery is launched off-stage, Mr. Game & Watch can follow up with several other forward aerials until they reach the blast zone, where Mr. Game & Watch can finish the opponent off with another forward or a neutral aerial. His back aerial, Turtle Bridge, is Mr. Game & Watch's strongest aerial, an effective KOing option, and has a remarkable range, given Mr. Game & Watch's small size; similarly to, and , the move also has the interesting trait of completely turning Mr. Game & Watch around after its use. It is also safe on shield; due to its high damage output and above-average hitlag, and it is also Mr. Game & Watch's third-fastest aerial, making it a bit unpredictable. His up aerial, Spitball Sparky, his third-strongest aerial, has a deceptively long-lasting hitbox and long range, which can be problematic for any opponent that has issues dealing with juggling, and it is also a powerful finisher near the upper blast line. Lastly, down aerial, Mr. Game & Watch's second-fastest and second-strongest aerial, a fairly powerful keyblade sex kick-thrust, can be utilized as a highly damaging out of shield or pressuring option, and has low ending lag. It can sometimes also work as an anti-airing and anti-juggling option against characters with slow aerial mobility or moves, and boasts among the strongest spike in the game that can KO as early as 55% or lower precents, while easily gimping many recoveries. As well, landing with it can lead into various other moves, especially a smash attack, a tilt, forward aerial, Judge and Oil Panic, which allows Mr. Game & Watch to take stocks incredibly early.

Mr. Game & Watch's second-greatest strength is his fast horizontal and vertical approach options. His running speed is fast enough to catch many opponents and his jumping height is high enough to catch many opponents in the air, coupled with his excellent recovery, Fire, and his fast horizontal aerials is his neutral air, forward air, down air and back air, with the latter dealing little damage (such as a mere 6%), but is simple to combo with. His forward aerial, Bombs Away, possesses great range and covers a long distance to catch further opponents with the bomb or the explosion. His dashing grab possesses good forward range, but it is somewhat laggy by itself, but surprisingly has slightly disjointed range behind him, below him and above him, despite having small range. As such, he has a simple time getting much of anything started and outpaces against several characters he can outbox on the ground, like and. He never has trouble with some zoners, as his down special absorbs energy-based projectiles and reflects physical ones. He never struggles to KO due to his speedy and powerful smash attacks, leaving opponents with a few KO options outside of random forward aerials, inconsistent combos into up aerial, or their grab KO confirms. Mr. Game & Watch also has a simple time making a landing, due to his floatiness allowing him to break out of juggles and attacks, combined with his recovery, Fire, and he does not have the lack of good options to hit anything below him outside of down air, which is very useful for niche landing, although it has hefty landing lag.

When he does get in, though, Mr. Game & Watch can deal a lot of damage to opponents. His neutral aerial, up tilt, up special, and down aerial are all powerful combo tools that have the ability to link into each other, and forward aerial, back aerial, up aerial, down air, up throw, back throw and down throw are good combo finishers and breakers that can net a KO at high percents, along with his standard attack being able to quickly rack up damage, and the finisher will net a KO at higher precents. Mr. Game & Watch's neutral air can also drag the opponent down, leading to a grab or even a smash attack if timed properly.

Mr. Game & Watch sports a potentially deadly grab and throw game. For example, he possesses among the longest and fastest grab in the game; even outspacing 's Tractor Beam. His up throw is a potent juggling starter, and his down throw forces the opponent into a tech chase scenario and can also send the opponent off the ledge if used near it (which has the deadliest properties of a spike), and also allows Mr. Game & Watch to punish with one of his smash attacks. It is also a combo and followup-potential throw which can follow up to down air, a smash attack, Judge or Oil Panic, however, down throw is Mr. Game & Watch's most effective KO throw out of all his strongest throws, and becomes fatal at higher precents, killing reliably below 100%. Back throw also launches the farthest of his throws. As a result, this is Mr. Game & Watch's strongest and best KO throw, being able to kill most characters at around 100%. His up throw is also strengthened enough with high knockback-scale to be a viable KO throw at higher precents, killing at around 140% or lower precents. His back throw and forward throw are very useful for setting up edgeguards. His forward throw and especially his up throw are combo throws that can follow up into aerial attacks such as his forward air or up air for KO confirms, or even his potentially deadly side special, Judge, which can KO at even low percentages if the number strikes 9. The same can be said for his other potentially deadly down special, Oil Panic — an attack that can KO opponents at all percentages —. It will absorb energy-based projectiles and reflect physical ones, and if filled, it will release a large and disjointed projectile that can one-hit KO opponents and will destroy a full shield if the power is maxed out, allowing Mr. Game & Watch to punish or even KO with one of his powerful smash attacks, depending on the strength of the projectiles absorbed. Mr. Game & Watch also has a strong edgeguarding game, with his high aerial mobility, ability to put out a large number of falling projectiles with his neutral special, long-lasting aerials, down smash pushing ledge-hangers away with its semi-spike and gimping several fighters with vulnerable recoveries, and the ability to quickly react to opponents above him with his up special. His down air, his giant key, is an extremely powerful spike, and is also a powerful stage spike, and its disjointed hitbox allows it to beat out or trade with nearly every recovering move in the game, severely punishing and gimping opponents that have to recover low, such as Jigglypuff or Bandana Dee. His forward aerial, Bombs Away, is also a strong meteor-smash if the bomb lands on an opponent directly below it, and the direction of the bomb can be chosen where it can be tossed, and the explosion is strengthened enough to kill at vast precents, such as below 65%. Mr. Game & Watch has a strong recovery himself, with a fast up special that covers a long vertical distance, slows his descent after rising, can be canceled with another attack, retains his midair jump, and has a hitbox when rising. Because of this, Mr. Game & Watch is almost never at a disadvantage off-stage, as up special is capable of KOing opponents that are off the stage, which makes him more dangerous off-stage. Overall, Mr. Game & Watch is extremely deadly off-stage and at the ledge to all characters, even those with great recoveries like, , and even himself.

Mr. Game & Watch's defensive game is quite among of the best in the game; possessing swift and long-reaching rolls, sidesteps and air dodges, a noticeable large size in his shield (in comparison to his small size; noticeably larger than the other fighters' shields, which shrinks slower than the others), coupled with his effective recovery, his relatively small size and the lowest crouch. Because of this, Mr. Game & Watch is protected from shield-stabbing.

Mr. Game & Watch has good KO power in his smash attacks, all throws (with the slight exception of forward throw), aerials and special moves, with his aerials and special moves being fast for their decent power. Mr. Game & Watch also has a significant neutral game, with his neutral special sending out multiple "food" projectiles to prevent vertical and horizontal recoveries which makes it a very reliable edgeguarding tool, up special covering a long distance with a hitbox when rising and slowing his descent greatly, his side special having several weak-to-strong effects, with #9 being the strongest virtual OHKO effect, and down special absorbing energy-based projectiles and releasing out a large and disjointed projectile that will OHKO opponents and destroy full shields.

All in all, Mr. Game & Watch is described as a very powerful glass cannon with the properties of an all-rounder (while also being viewed as the most potent glass cannon in the game), a character possessing a potent offense while being very vulnerable himself, as well as having great potential against much of the cast. He has high KO potential, dealing extremely high damage-output and having a strong combo and juggling game. By these same particular merits, Mr. Game & Watch can easily be knocked out just as quickly before his opponent does due to his third-lightest weight. He is also assisted by a great horizontal and vertical approach, incredible defensive attributes, and his overall fast and long-ranged attacks and overall slow and short-ranged attacks are paired with each other, which can be made up for with his disjointed and long-lasting hitboxes, high shield pressure, and strong air game backed by an excellent recovery. Overall, his strengths drastically outweigh the apparent weaknesses, making Mr. Game & Watch one of the most fragile characters, but one of the most powerful characters throughout the game, as players either consider him to be a high-tier or top-tier character, with most considering 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.

Moveset
All of Mr. Game & Watch's moves and attacks depict Mr. Game & Watch utilizing objects as weapons to focus on fighting, and they originate from a variety of original games in the Game & Watch series and franchise, making him the only character to possess every single attack in his arsenal basically originating on various types of games derived from the original series Mr. Game & Watch made an appearance previously before.

Changes and revisions from Beta 1.0 to 1.4
"Main article: Mr. Game & Watch (SSF2)/Changelog" Shortly after Mr. Game & Watch's release from the APEX 2015 stream in Super Smash Flash 2, Mr. Game & Watch was seen as an extremely incapacitated character from previous patches of the game; due to his difficulty in competitive play, poor disadvantaged state, and inconsistency of multi-hit attacks like neutral air, up air, and back air, as well as for his lightweight status; and his indirect nerfs and bugs related to down throw massively outweigh the aformentioned buffs and are enough to cause him to be ranked as the worst character in the game and make the character overall very unviable in a competitive setting, the 2nd worst character was.

However, Mr. Game & Watch began to show a strong sign of success of being one of the most powerful characters from previous patches of the game, so he received a big amalgamation of buffs and indirect or minor nerfs. Mr. Game & Watch's attacks became stronger at recent patches of the game, his overall range has been greatly increased, and most of his attacks have less startup and ending lag, and he seems to have somewhat improved in v1.2, with the most notable change being greatly increased consistency of important multi-hit attacks like neutral air, back air, and up air, significantly improving his aerial combo game. However, it is unclear how significantly these changes have benefited him, and he eases from severe strengths, but still suffers from severe weaknesses.

At later patches of the game, Mr. Game & Watch became significally a much more buffed character, which means he has very potential and powerful KO power and a numerous amount of combos, along with a massively buffed neutral game, although indirect nerfs and bugs related to down throw still massively outweigh the aforementioned buffs, but buffs related to his smash attacks drastically outnumber the aforementioned nerfs, making the character overall very viable in a competitive setting, leaving him in A tier in the most recent tier list. With these positive changes being greater than his notable nerfs, Mr. Game & Watch was seen as a much more effective character than in v1.1, which made him have a huge leap from bottom-tier to high-tier.

Later on at v1.3, Mr. Game & Watch has became infamous for being the most potent character in the game; due to his simplicity in competitive play, superior advantaged state, His severe buffs and strengths related to his smash attacks granting full-body invinciblity and having great abilities of injuring invincible and intangible opponents (during their floor attacks and ledge attacks), down air being an instant spike at the late hit, down special capable of reflecting physical projectiles and absorbing energy-based projectiles, and a lot more buffs that significally make him severely stronger (even against top-tiered characters) are enough to massively outweigh and outnumber the rest of his nerfs.

In a similar fashion to, Mr. Game and Watch has undergone a massive overhaul in his moveset that goes beyond changes to aesthetic appearances; a majority of his moves have been altered in range, damage, knockback, lag, or have been completely reworked altogether in their purpose and utility. Mr. Game and Watch has some of the most noticeable changes in the transition to the game, as several of his animations have been altered to change his appearance to the games they originate from when he performs them. This has led to a massive overhaul in his moveset that goes beyond changes to aesthetic appearances, as many of these moves have been mechanically altered and, in some cases, completely reworked altogether in their purpose and utility. As a result, Mr. Game and Watch has undergone a plethora of buffs and nerfs in his transition to Beta 1.4, arguably the most out of any other returning veterans.

In the end, Mr. Game & Watch has become one of the top-tier characters in the game, and is significally considered to be ranked as the absolute best character in the game; thanks to his severe strengths and buffs that are enough to outweigh the aformentioned nerfs and bugs from previous patches of the game, and his incarnation in v1.3 is widely agreed to be his best iteration of all updates in the game, and will become even more better from later patches of the game. Because of this, Mr. Game & Watch is ranked by every players to be the absolute best character in all of Super Smash Flash 2, and also shares this distinction with and. Below is a list of the major changes done in v1.0-1.3.

Aesthetics

 * Standard attack (Greenhouse), forward tilt (Lion), up tilt (Flagman), down tilt (Manhole), forward smash (Fire Attack), down smash (Vermin), up aerial (Spitball Sparky), all throws (Ball), neutral special (Chef), side special (Judge) and down special (Oil Panic).
 * Standard attack (Greenhouse), forward tilt (Lion), up tilt (Flagman), down tilt (Manhole), forward smash (Fire Attack), down smash (Vermin), up aerial (Spitball Sparky), all throws (Ball), neutral special (Chef), side special (Judge) and down special (Oil Panic).

Ground attacks

 * Standard attack:
 * Forward tilt:
 * Up tilt:
 * Down tilt:
 * Dash attack:
 * Forward smash:
 * Up smash:
 * Down smash:
 * Forward tilt:
 * Up tilt:
 * Down tilt:
 * Dash attack:
 * Forward smash:
 * Up smash:
 * Down smash:
 * Up tilt:
 * Down tilt:
 * Dash attack:
 * Forward smash:
 * Up smash:
 * Down smash:
 * Down tilt:
 * Dash attack:
 * Forward smash:
 * Up smash:
 * Down smash:
 * Down tilt:
 * Dash attack:
 * Forward smash:
 * Up smash:
 * Down smash:
 * Dash attack:
 * Forward smash:
 * Up smash:
 * Down smash:
 * Dash attack:
 * Forward smash:
 * Up smash:
 * Down smash:
 * Forward smash:
 * Up smash:
 * Down smash:
 * Up smash:
 * Down smash:
 * Up smash:
 * Down smash:
 * Up smash:
 * Down smash:
 * Up smash:
 * Down smash:
 * Down smash:
 * Down smash:
 * Down smash:
 * Down smash:
 * Down smash:
 * Down smash:

Aerial attacks

 * Neutral aerial:
 * Forward aerial:
 * Back aerial:
 * Up aerial:
 * Down aerial:
 * Forward aerial:
 * Back aerial:
 * Up aerial:
 * Down aerial:
 * Forward aerial:
 * Back aerial:
 * Up aerial:
 * Down aerial:
 * Back aerial:
 * Up aerial:
 * Down aerial:
 * Back aerial:
 * Up aerial:
 * Down aerial:
 * Back aerial:
 * Up aerial:
 * Down aerial:
 * Back aerial:
 * Up aerial:
 * Down aerial:
 * Back aerial:
 * Up aerial:
 * Down aerial:
 * Up aerial:
 * Down aerial:
 * Up aerial:
 * Down aerial:
 * Up aerial:
 * Down aerial:
 * Down aerial:
 * Down aerial:
 * Down aerial:
 * Down aerial:
 * Down aerial:
 * Down aerial:
 * Down aerial:
 * Down aerial:
 * Down aerial:
 * Down aerial:
 * Down aerial:
 * Down aerial:
 * Down aerial:

Throws and other attacks

 * Grabs:
 * Pummel:
 * Forward throw:
 * Back throw:
 * Up throw:
 * Down throw:
 * Floor attack:
 * Ledge attack:
 * Forward throw:
 * Back throw:
 * Up throw:
 * Down throw:
 * Floor attack:
 * Ledge attack:
 * Up throw:
 * Down throw:
 * Floor attack:
 * Ledge attack:
 * Down throw:
 * Floor attack:
 * Ledge attack:
 * Floor attack:
 * Ledge attack:
 * Floor attack:
 * Ledge attack:
 * Floor attack:
 * Ledge attack:
 * Ledge attack:
 * Ledge attack:

Special moves

 * Chef:
 * Judge:
 * Fire:
 * Oil Panic:
 * Octopus:
 * Judge:
 * Fire:
 * Oil Panic:
 * Octopus:
 * Fire:
 * Oil Panic:
 * Octopus:
 * Fire:
 * Oil Panic:
 * Octopus:
 * Fire:
 * Oil Panic:
 * Octopus:
 * Fire:
 * Oil Panic:
 * Octopus:
 * Fire:
 * Oil Panic:
 * Octopus:
 * Oil Panic:
 * Octopus:
 * Oil Panic:
 * Octopus:
 * Octopus:
 * Octopus:
 * Octopus:
 * Octopus:
 * Octopus:
 * Octopus:
 * Octopus:
 * Octopus:
 * Octopus:
 * Octopus:

In competitive play
Mr. Game & Watch is most likely a superior in the neutral game, although he is 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 extremely high KO potential, several strong attacks with disjointed and lingering hitboxes, powerful but somewhat-laggy smash attacks, a very strong juggling and combo game, as well as for a strong edgeguarding game and a potentially deadly grab and throw game, a strong presence off-stage, and high damage output, 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.

Notable players

 * Byllant

Tier placement history
Mr. Game & Watch was first ranked 24th of B- tier, placing him at the 3rd-top of the B- tier list, but then made a considerable drop to being ranked 28th of C tier, currently residing at the middle of the lower mid-tier list, but then made a significant drop to being ranked 40th of F tier, being ranked as at the worst character in the game, being ranked 40th out of the 39 characters in the previous SSF2 Beta tier list since Beta 1.0, making him the first bottom-tier character in the Beta 1.0.0 metagame, the second bottom-tier character in the metagame is Black Mage. However, he rose to becoming 2nd and overall 17th in the mid-tier list, being ranked 28th of B tier in the tier list, and then made a huge leap all the way to 17th out of 39 in A- tier of the current tier list, residing at high-tier, which was his best and highest placement in the series. However, according to the fans of Mr. Game & Watch, he was most directly one of the most popular characters to be more played than the other characters, making him to be considerably ranked 1st high-tier or top-tier character in the game.

Costumes
Note: Mr. Game & Watch's wielding objects and projectiles (as well as for the firefighters and the tramploine they utilize in his up special, and his Final Smash, Octopus) focus on the utilized costumes Mr. Game & Watch has currently equipped in-game.

Trivia

 * SSF2 Mr. Game & Watch - Metal.png.]]Although Mr. Game & Watch's appearance primarily consists of two flat colors, his appearance when in his metallic form consists of multiple shades of gray. To accomplish this, his base sprites are actually the same sprites he uses in his metallic form, which are then recolored for his costumes.
 * Before the current coloration of the costume-palette was discovered, Mr. Game & Watch's base sprites were actually red, as this color was more versatile for costume variety, as opposed to his regular black coloration.
 * As a consequence of the lack of visible eyes in Super Smash Flash 2, Mr. Game & Watch is the only character to possess the lack of representation of visible eyes throughout all of the game, and is the only character with this trait, as well as for the only veteran fighter to represent this distinction.
 * The same distinction is shared with, but judging by the fact that is actually wearing Samus' outfit, this makes it unlikely for her to have an eyeless trait.
 * Although Mr. Game & Watch has no eyes in his neutral animation, the activation picture for his Final Smash, which temporaily lights up the selected character's eyes, glow up where Mr. Game & Watch's eyes could be, as with the other characters.
 * Mr. Game & Watch,, , , PAC-MAN, and are currently the only true "silent characters" in the game.
 * However, it is significantlly unclear why he is a true "silent character", because Mr. Game & Watch was never heard using ordinary speech, and "talks" in a series of bleep bloops from the original series to replace his speech. Under irregular circumstances, Mr. Game & Watch's bleep bloops are considered to be his "speech," so this makes him unlikely to be a true "silent character" in the game.
 * Mr. Game & Watch,, the and  are currently the only characters to have more than one victory pose in the game, with Mr. Game & Watch and the  being the only ones to have three, and  and , two.
 * All of Mr. Game & Watch's moves use objects from a variety of original games in the Game & Watch series, making him the only character to have every single move in his arsenal based on a game he made an appearance previously before.
 * Mr. Game & Watch,, , Jigglypuff, , Mega Man, Rayman, and are currently the only characters who do not go into a helpless state under normal circumstances.
 * Prior to Beta 1.2.0, in which the costume variety was currently consisted as simple filters and hues or tints before the new palette was discovered, Mr. Game & Watch's default sprites were red . This was due to the fact that the costume variety allowed for more varied costumes for Mr. Game & Watch, as grayscale colors like black cannot be changed by applying different hues or tints.
 * Therefore, this color was more versatile for his palette swap, which contrast with his consistent black incarnation.
 * Mr. Game & Watch, Black Mage, Pikachu, Pichu and Sandbag are currently the only five characters to have unique sleeping animations, as all other characters currently use their stunned animations under the sleeping effect.
 * G&W scrapped costume.png.]]Prior to Beta 1.0, Mr. Game & Watch possessed a noticeable easter egg; whilst in his white costume, once under the effect of a Metal Box, Mr. Game & Watch will equip a retro-based white costume resembling his white one in Beta 1.2, only with the outline being significantlly darkened to being black. It effectively resembles a metailic form in previous patches of the game. It was then removed after the release of Beta 1.2.0.2.
 * Mr. Game & Watch and are the only two characters to have four taunts instead of three, the number of taunts all characters typically and usually have in the game, referencing how he retained a different version of his up taunt in Super Smash Bros. Brawl. Prior to Beta 1.3, Mr. Game & Watch only had three taunts, which was the normal amount of taunts every character has in the game.
 * During the effect of the Metal Box, Mr. Game & Watch still retains his sound effects when he utilitizes most of his moves in his metallic form.
 * Mr. G&W metal white costume comparison.png and his metalic form.]]Mr. Game & Watch's 8th costume, known as his white costume, is based on his metallic form. The same can be said for his second-last filtered costume from previous patches of the game.
 * However, the only main differences between Mr. Game & Watch's metallic form and his white costume is that his costume represents the primary light gray color for his white costume, and his metallic incarnation consists of multiple shades of gray.