- This article is about Mr. Game & Watch's appearance in Super Smash Flash 2. For character in other contexts, see Mr. Game & Watch.
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| Mr. Game & Watch |
in Super Smash Flash 2
|Universe||Game & Watch|
Mr. Game & Watch is a playable veteran starter character in Super Smash Flash 2. He was revealed on the third day of the Apex 2015 stream. His moveset is a combination of his moveset in the Super Smash Bros. series. Unlike his usual appearance as an unlockable character in his appearances in all the Super Smash Bros. games released to date, he is made a starter instead in Super Smash Flash 2. His sprite design is based on his appearance in Super Smash Bros. Brawl while taking some attributes from his appearances in all the Super Smash Bros. games.
|Standard attack||Greenhouse||Pulls out an insecticide pump. Can continue by pressing attack button repeatedly.||3%|
|Down tilt||Manhole||Flips a manhole cover in front of him. Has a windbox that pushes opponents upwards.||10%|
|Down smash||Vermin||Takes out two hammers and slams them on the ground. Sourspot sends opponents horizontally while sweetspot sends opponents vertically.||14%|
|Side tilt||Lion||Thrusts a chair in front of him.||10%|
|Forward smash||Fire Attack||Attacks with a lit match.||15%|
|Up tilt||Flagman||Waves a flag with the number one above him.||7%|
|Up smash||Octopus||Makes his head becomes a diving helmet, then bashes upwards with his head.||18%|
|Dash attack||Helmet||Slides his head along the ground while wearing a helmet.||9%|
|Neutral aerial||Tropical Fish||Holds out a fish bowl with two fish in it, which hop out of the bowl and surround Mr. Game & Watch. Does 4 hits when fully connected.||5%|
|Forward aerial||Mario Bros.||Takes out a box and attacks with it. Damage depends on how long move last.||12%|
|Back aerial||Turtle Bridge||Takes out a turtle and attacks behind him. Does 3 hits when fully connected.||2%|
|Up aerial||Spitball Sparky||Raises a pump above him, blowing puffs of air above him twice. It pushes characters above him upwards if they are out of range of being damaged, the wind being more powerful closer to him.||7%|
|Down aerial||Donkey Kong Jr.||A stall-then-fall. Takes out a key and slams it downward. It is a meteor smash if the initial hitbox is landed and sweet spotted. Can be moved left or right.||11%|
|Grab||N/A||Reaches out. Short duration. Seems similar to how Mario pulls levers in Mario's Cement Factory.||N/A|
|Pummel||N/A||Bashes the enemy with his alarm bell, somewhat slowly.||3%|
|Forward throw||Ball||Juggles the enemy as a ball from back to front, then the opponent is launched forward.||8%|
|Back throw||Juggles the enemy as a ball from front to back, then the opponent is launched backwards.||8%|
|Up throw||Juggles the enemy as a ball from front to back, then the opponent is launched upwards.||8%|
|Down throw||Juggles the enemy as a ball from front to back, then launches the opponent towards the ground. Can set up tech chases.||8%|
|Ledge attack||N/A||Climbs up and hits opponents with a bell, creating an alarm noise. Based on the alarm feature of the Game & Watch units.||5%|
|100% ledge attack||N/A||Climbs up slowly and hits opponents with a bell, creating an alarm noise. Also based on the alarm feature of the Game & Watch units.||5%|
|Floor attack||Vermin||Gets out a hammer and slams it in front of him, then behind him.||6%|
|Standard special move||Chef||Mr. Game & Watch pulls out a frying pan and tosses food that flies through the air.||5%|
|Side special move||Judge||Mr. Game & Watch will attack with his hammer and hold up a digital display with a random number from 1 to 9 on it when used, each number has a different effect when hit. The effect for each number are the following:
|Up special move||Fire||Two firefighters will pop up launching Mr. Game and Watch into the air. He then deploys a parachute that slows his descent.||6%|
|Down special move||Oil Panic||Mr. Game & Watch pulls out a bucket that can absorb any energy based projectile. When the bucket is full, it can release a powerful projectile that is dependent on the damage that the projectiles would have inflicted and the charge can be kept throughout stocks.||Varies|
|On-screen appearance||Moves along a line of unlit Game & Watch LCD frames.|
|Taunts||Standard||Rings his bell high.|
|Side||Performs some sort of disco dance rising his finger from one side to the other. Based on this particular gif.|
|Down||Sits down and sighs.|
|Victory theme||A flourish that encompases various chip tunes from the Game & Watch units. Directly taken from Super Smash Bros. Brawl.|
|Victory poses||Rings his bell at low and high angle, simultaneously turning around.|
|Hops two times in the air.|
|Runs to the right, then turns to the left and finally trips.|
In competitive play
Tier placement history
- All of Mr. Game & Watch's moves use objects from games in the Game & Watch series, making him the only character to have every single move in his arsenal based on a game he appeared previously before.
- Mr. Game & Watch, Marth, Falco, Sonic, Luigi, and Ness are the only characters who had unlockable status in at least one of the Super Smash Bros. games to be a starter character in SSF2. While Captain Falcon and Jigglypuff are also starters, they had to be unlocked in the demo version they debuted in.
- Mr. Game & Watch and Falco are the only characters that have never been starters in the official games.
- Mr. Game & Watch is one of five characters to have his availability status swapped from unlockable to starter between his transition from SSF to SSF2, the other four are Jigglypuff, Luigi, Lloyd, and Naruto.
- Mr. Game & Watch has the highest number of palette swaps out of the entire known roster, numbering at seventeen, more than double that of the rest of the cast.
- Although Mr. Game & Watch's main palette swap is black, his default palette swap is actually red. This allows the developers to create varied palette swaps for the character, as grayscale colors like black cannot be changed by applying different hues.