Mr. Game & Watch (SSF2)/Up smash

"Not to be confused with his Final Smash, Octopus."Octopus is Mr. Game & Watch 's recurring up smash in both games of the series Super Smash Flash and Super Smash Flash 2; making a return and comeback from the previous game. Like his other smash attacks, the attack is performed when pressing the attack-button and the up-button simultaneously.

Description
When performed, Mr. Game & Watch will equip a heavy scuba-diving helmet, leans backward and then charges his forehead forwards with accessive force to perform a powerful headbutt above himself, in front of him and behind him while wearing it; thumping his scuba-diving helmet onto the opponent/bashing his head to foes with accessive force to launch them vertically upward (arguably one of the most deadliest headbutts in the game), referencing his orignial game, Octopus. Similar to, , , in terms of appearance. The move is one of the most powerful of its kind; dealing high damage and knockback which makes it a viable KO option and it also has a mostly outlarged and lingering hitbox, giving it deceptive range. The attack's startup is rather high as it comes out on the 21st frame, but in contrast; the attack's ending lag is extremely low as it only has 13 frames of cooldown, which is excellent for baiting the opponent and makes it very difficult to whiff-punish. In addition to its very low endlag, Mr. Game & Watch's full body (including the diving helmet itself; and his head) possesses invincibility during the hitbox-frames (along with the rest of the period when charging the move), which makes challenging the move extremely risky as the opponent could potentially get themselves KO'd while Mr. Game & Watch remains completely untouched.

Lastly, the move has two more strengths. The first of these is its combo starting potential at low percents. Due to the low cooldown, the move can lead into combo extending moves such as neutral aerial, up aerial, or Fire. The second is its extreme safety on shield. Due to the move's high startup and low cooldown as well as its relatively high shield-stun, it is -6% on shield when fresh which is very safe for a smash attack. Also, the size of his head extends at the last frame of the move before releasing to attack; for example, his head's size will all of a sudden extend if headbutting an opponent behind him or at adjacent range. It also deals powerful shield damage, allowing it to fataly break shields if the attack is utilized more than 3 times.

Overall, it is considered to be one of the best up-smashes in the game; and is tied for being the 12th most strongest up smash in the game, due to the move's high power, very low ending lag, lingering and extending hitboxes, invincibility, combo-starting potential, and safety on shield which makes it a very useful tool in Mr. Game & Watch's kit, although its relatively slow startup can make it difficult to land sometimes.

Trivia

 * Noticeably, at the very final of the initial frames of 's up smash, his heavy scuba-diving helmet (as well as for his head) will grow into a massive size at the very last initial frame of the attack; referencing how it functioned in Super Smash Bros. Ultimate. Also, his diving helmet; along with his head; will suddenly grow into a vast size if the opponents are headbutted behind himself, or at closer ranges.
 * Prior to Beta 1.2, Mr. Game & Watch's diving helmet (as well as for his head itself) and his frontal limbs gain intangibility instead, but then they gained invincibility after Beta 1.3; in order to avoid interruptibility. Afterwards, his full body gains invincibility at the final of the initial frames, and the initial of the releasing frames; in order to avoid interruptibility; referencing how he comes with full-body invincibility in the same attack in Super Smash Bros. Ultimate.