26 Mr. Game & Watch
Ball (1980 - Game & Watch)
Mr. Game & Watch is a fun and surprising character who allies randomness with his hammer and devastating technical combos. Furthermore, he has lots of terrifying moves and really good out of shield options which make of him a character who can highly punish an inattentive or an opponent in a hurry.
- Good in avantage
- Huge damages
- Great in defense
- Light weight
- Small range
- Struggles to kill
- Platforms to combo
- Kills faster from above
- Too big and hard to kill on it
- Less possible combos
Mr Game & Watch possesses a move with a big part of random. His side B, the hammer allows him to perform a less or more powerful attack depeding on the number you get, 9 being the strongest attack. Note that two numbers can't come up in a row. Another interesting special move, his down B allows him to absorb or to reflect some projectiles. Depending of the power of what he absorbs, Game & Watch can fill his bucket less or more rapidly in order to empty it on his opponent when it is fulled. A move that can stay charged from a stock to another if it is not used.
It’s Game & Watc's signature move. It is used everywhere and for everything, either as an out of shield option, at the beginning or at the end of a combo, in order to break your opponent’s combo or to prevent the opponent’s to recover. It’s a wonderful move, notably thanks to his excellent frame data.
It’s his main combo tool. The move deals a lot of damages and greatly punishes an opponent’s jump. The Neutral Air is interesting in a combo phase when it is preceded by an Up B, by instance, as an out of shield option, or at the beginning of a combo when it hits when you are landing.
It’s Game & Watch's best tool to stay away from his opponent. The move has a good range, low lag in the air, and has a landing hitbox, which makes it hard to punish. It’s also a very good tool for edgeguarding.
It’s the best move to kill the opponent. In addition of having low lag and good range, hitting with the tip of the hammer can bury your opponent. After 70/80 % it’s a guaranteed death because it can generally be followed by a Forward Smash.