User:Quickity

Mr. Game & Watch is a character of extremes. He is remarkable for being a short, speedy, and floaty lightweight character that has some typical attributes of characters in his weight class. His mobility is overall very fantastic, in this case of his aerial mobility: he possesses the 18th-fastest air speed, the 13th-highest air acceleration, the 21st-lowest gravity on par with and, and the 6th-slowest falling speed. Outside of his acceptable aerial mobility, his grounded mobility is very exceptional: aside from his jumps and his short hop being both the 13th-lowest, he possesses fairly swift walking and running speeds, the 5th-highest traction, a small size, and among the lowest crouch in the game that allows him to evade multiple attacks: like and 's shield breaker, and 's forward tilt. He also possesses a unique crawling ability with his dash attack, because it lowers Mr. Game & Watch's hurtbox in order to low-profile certain attacks. Overall, Mr. Game & Watch's mobility is quite exceptional for a lightweight, but his low falling speed can be somewhat detrimental. His short size also makes him difficult to strike, especially when crouching.

Unlike most other lightweights, Mr. Game & Watch possesses multiple attacks with large, disjointed and lingering hitboxes, and, additionally. possesses a numerous amount of powerful KO options. All of his smash attacks have very high power, low ending lag and are moderately fast throughout, with each of them possessing unique attributes and their own distinctive strengths: Forward smash is among the strongest in the game if sweetspotted while having low endlag and good range, with the sweetspot being safe on shield, and is also fully disjointed and noticeably long-ranged, allowing it to space out opponents effectively, given Mr. Game & Watch's minimal size; as opposed to the other figthers, it also has the interesting trait of allowing Mr. Game & Watch to turn around controllably during its initial frames after its use; similarily to, , , and 's back aerial. His up smash is also extremely formidable to challenge, and comes out with full-body invincibility while the hitboxes are active, as this makes it extremely difficult to challenge and this can potentially cause the opponents to get themselves knocked out relatively early if the move is charged up while Mr. Game & Watch remains completely untouched. It also possesses a large and long-distancing hitbox that lingers for a fair amount of time, making it a raw anti-airing and juggling move, with the latter being used against fast-fallers and heavyweights at low-to-mid precents. While it has the slowest startup of all smash attacks, it has minimal endlag and is completely safe on shield. Down smash sends opponents at an awkward semi-spike angle offstage, while its sweetspot buries opponents long enough to lead into a forward smash, even at low-to-medium percentages. It also has a very large hitbox, allowing it to easily 2-frame several recoveries, and acts as an excellent punishment-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 powerful smash attacks, and all of which can KO relatively early if charged up.

Outside of his smash attacks, Mr. Game & Watch's other attacks throughout his playstyle have strong KOing potential. Forward tilt comes out quickly; has a lingering hitbox (allowing it to catch rolls and spot dodges if timed slightly off), and kills under 100% by the ledge, sending characters at a semi-spike, and can easily gimp characters with vulnerable recoveries, as the late hitbox is powerful enough to do so. Down tilt lowers Mr. Game & Watch's hurtbox to match his crouch, allowing him to whiff-punish certain attacks. It also possesses high power and semi-spikes opponents off the stage; leading to edgeguards and killing outright at 100%. His new forward aerial's explosion kills opponents at 115% by the ledge and 125% center-stage, while his down aerial has been strengthened to become a viable KO-move at around 130%. Similarly, his back aerial now sends at a flatter angle, and the final hit possesses enough power to KO below 100% off-stage. The clean hit on down aerial boasts a powerful meteor smash that can KO reliably below 65%, and the late hit also deals good knockback that can KO near 130%, and even sooner if it connects near the top blast zone, courtesy of the move's upward launch angle. The move's low ending lag allows as to be used as a potent edgeguarding and landing option, giving him a deadly mixup game in the air at all times.

Mr. Game & Watch also possesses a trump-card in his down special, Oil Panic, which is utilized as Mr. Game & Watch's primary defense against camping and projectiles, as it both absorbs energy-based projectiles from several attacks: such as Mega Buster, Ray of Punishment/Chroma Dust and PK Fire, and reflects physical projectiles like 's Blunderbuss, 's Blazing End, and 's Turnips. This can lead to massive advantages against certain characters—,, , , /, , and and the rest of the fighters with projectiles have notable difficulty fighting Mr. Game & Watch as it severely limits their playstyles and movesets. Oil Panic also has the notable ability of carrying over the charge to subsequent stocks, which can be used as a lethal finisher and even mind-games. The area in which Oil Panic can absorb projectiles is also deceptively large, which allows Mr. Game & Watch to store energy into Oil Panic merely by standing close to just the edge of any energy-based hitbox. However, Oil Panic possesses the glaring weakness of being filled with extremely frail attacks: such as 's and 's blizzard. This causes Mr. Game & Watch to fill Oil Panic extremely quickly, rendering its defensive value useless, and forces him to either hold onto a weak use of it, or dump it without purposefully damaging the opponent in order to use it again as a defensive tool. Oil Panic is also a potent combo-finisher with nearly instantaneous startup lag, with its fairly large, lingering hitbox coming out on just frame 2, as well as extreme knockback that can kill at single digit percents when at max-power (power is dependent on projectiles absorbed). It is also notably difficult to defend against a fully charged use of it, as the lingering hitbox can still hit spot dodges if timed even slightly off, and a powerful-enough charge can break a full shield, allowing Mr. Game & Watch to punish with one of his powerful smash attacks, or even with Judge, his most infamous and signature move; Judge #9 deals extremly powerful knockback at all percentages, to the point where it can reliably OHKO any character reliably below 25% or lower precents, but OHKOs most characters at as early as 0% if used with fresh enough rage and at adjacent range, making it an incredible punishment tool, and it additionally provides several different effects with powerful distinctive strengths; such as Judge #3 infilicting high shield damage, #2 possessing a 20% chance of tripping the opponent, #6 semi-spiking the opponent powerfully, and #7 healing Mr. Game & Watch by 4% will 3 apples. The threat of Judge forces his opponents to be very careful when using laggy attacks; especially due to Mr. Game & Watch's ability to perform an occasionally situational true combo into it. One of the best ways to confirm a Judge is with down throw: using a down throw, and comboing into a neutral aerial will lead into an unavoidable Judge, which becomes even more potent if used in the air or with high rage. Depending on the opponent's falling speed, a jump may be necessary to reach them. Another reliable way to confirm one is by landing with a down aerial: should Mr. Game & Watch land immediately after meteor smashing the opponent with it, Judge can be landed without fail. This combo works optimally on platforms; due to its limited-percentage range and Judge #9's ability to KO as low as 20% or lower precents at closer range.

Mr. Game & Watch's strongest strength 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, 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 powerful 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 him to break combos. His forward aerial (Bombs Away) is Mr. Game & Watch's second-strongest aerial, which this grants it good combo and edgeguarding 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 and back aerials until they reach the blast zone, where Mr. Game & Watch can finish the opponent off with another forward or a back aerial, or even Fire, the greatest finisher of the wall of pain; due to its ascending hitbox being powerful enough to KO off-stage incredibly early. 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; thanks to his low jumping height, this is one of the most useful components of Mr. Game & Watch's notorious wall of pain. It is also safe on shield if spaced correctly; due to its high damage-output, the ability to auto-cancel out of a short hop and above-average hitlag, and it is also Mr. Game & Watch's fourth-fastest aerial, making it a bit unpredictable. His up aerial (Spitball Sparky) is his third-fastest 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, somewhat granting back his "Toot-Toot" KO confirm. Lastly, down aerial, Mr. Game & Watch's second-fastest and third-strongest aerial, a fairly powerful keyblade sex kick-esque thrust, can be utilized as a highly damaging OoS or pressuring option, and has low ending lag and landing lag. It can sometimes also work as an anti-airing and anti-juggling option against characters with slow aerial mobility or moveset, and boasts among the strongest spike in the game that can KO as early as 55% or lower precents, while easily gimping multiple recoveries. As well, landing with it can lead into various other moves, especially a smash attack, a tilt, Judge or Oil Panic, which allows Mr. Game & Watch to take stocks incredibly early.

Mr. Game & Watch also has a very potent combo and aerial juggling game. Down throw combos into Oil Panic, Judge, and neutral aerial at low percentages. Chef can deal massive damage if multiple food-sized projectiles hit, allowing it to get around 30-40% off of a single edgeguard. The pan also hits opponents into the stream of meat through a semi-spike, and at high percents can launch opponents fast enough to miss the food entirely and lead to more ledge trapping. Chef's speed and pattern makes it extremely difficult for certain characters to recover, such as or. Not only does Chef deal massive damage, but landing the move allows Mr. Game & Watch to follow up with a grab, neutral aerial, forward tilt, dash attack, and even Judge. His up tilt (Flagman), though possessing worse range of all attacks, deals high damage and combos into neutral aerial and Judge at low percentages. Once Mr. Game & Watch has his opponents above him, he can juggle them for massive damage using his up and neutral aerials. His up aerial (Spitball Sparky) acts similar to 's up aerial, pushing opponents upwards, albeit with much less force. Despite the lack of its complete KO power, it has decent launch-power to push opponents vertically at the blast zone, allowing for early off-stage KOs, granting him back his "Toot-Toot" KO confirm, but can only be used off the top of the stage. All in all, Mr. Game & Watch's strong KO power is also paired with highly damaging combos and juggles. Because of this, Mr. Game & Watch possesses an oppressive neutral game.

Comparatively, Mr. Game & Watch sports a formidable grab and throw game; possessing one of the longest grabs in the game, and his pummel is one of the fastest and damaging in the game. His up throw and down throw are simple combo throws; easily comboing into neutral aerial or up aerial for juggling opponents rapidly, or even his potentially deadly special moves, Judge and Oil Panic. Also, his back throw and forward throw are very useful at sending the opponents off-stage (due to their high scale and low angle), allowing Mr. Game & Watch to set up edgeguards, and they can easily KO at higher precents by ledges, especially if DI'd, and back throw and especially forward throw can combo into Judge, Oil Panic, forward aerial, back aerial and down aerial for a combo breaker or finisher. Down throw is Mr. Game & Watch's strongest throw (though dealing the lowest damage output), being able to KO most characters as early as below 150%. Also, up throw is Mr. Game & Watch's best throw; dealing the highest damage output of all throws, functions the same as down throw, and is strengthened enough to become a viable KO throw at high precents, killing reliably below 160%.

Lastly, Mr. Game & Watch's unmatched floatiness, extreme air speed, decent jumps, an incredible recovery and oppressive aerial game gives him a tremendous off-stage presence. Mr. Game & Watch possesses a fantastic recovery option, as well as large, long-lasting, swift, long-ranged and disjointed aerials. This means that he is a formidable edgeguarder and is extremely hard to gimp himself. His up special, Fire, has frame 3 startup, invincibility in its early frames, and a strong upwards hitbox on its initial hitbox, and decent launch power horizontally, allowing for early off-stage KOs if it hits opposite the blast zone. This makes it deadly, as it can stage spike unwary opponents while also easily gimping characters with poor recoveries, like. It is also an extremely useful combo breaker and one of the game's best out-of-shield options due to its fast startup and invincibility. His back aerial, Turtle Bridge, is a large, long-lasting disjointed multi-hit move that has high knockback at the final hit. The move's large disjoint beats out a lot of recoveries that have hitboxes, and the multi-hit nature of the move makes it hard to tech for stage-spikes and often drags opponents stuck in the move closer to the blast zone. For many characters, getting hit with Turtle Bridge is often fatal off-stage, as the move lingers long enough to shift the opponent closer to the blast zone before dealing the final knockback on the last hit. On the ledge, Chef punishes ledge hangers and covers getup attack and rolls (hit by the pan), forcing opponents to jump. This can easily allow Mr. Game & Watch to follow up with neutral aerial and force the opponent back off-stage. His new forward aerial can be comboed into with Chef and has strong KO potential on its own. Lastly, his up air has the notable quality of having no set limit on its distance, which can lead to interesting interactions when reflected by opponents, and subsequently by Mr. Game & Watch himself. Overall, Mr. Game & Watch is extremely deadly off the stage and at the ledge to all characters, even those with great recoveries like, , and even himself.