Super Smash Bros. Brawl/Mr. Game & Watch


 * Mr. Game & Watch needs to be unlocked.

The man from the land of 2D gaming makes his Second Appearance in the Smash Bros. Series.

Mr. Game and Watch's up-B move does damage, is very fast, and is one of the few recovery moves that doesn't make you vulnerable. He can cancel the attack into any smash attack or even quickly fall to the ground. This opens up many options.

Another good tactic is his downward throw combo. You can use many attacks after his downward throw, including Judge. His other throws can also lead into aerial attacks.

If you're fighting a 1-on-1 with a projectile user whose projectiles can be absorbed by Oil Panic, then at the start of the match back away slightly and your opponent's first instinct is to open fire. Absorb as many attacks as you can before they realize that their tactic won't work against you, then blast them with Oil Panic.

Mr. Game and Watch is 2D, which makes him one of the lightest characters in the game. During a battle where there is little time to KO people (e.g. in a free for all), generally Mr. Game and Watch will be picked on because he flies so far. Be careful of his weight weakness, and keep to the air where you can take on enemies one at a time.

Mr. Game and Watch is very light, but has some powerful attacks. He has very good offense if used correctly, and decent defense with Oil Panic. His projectile does minimal damage, and his Final Smash is decent. His throws aren't great, but can initiate combos, and he moves at an average pace. However, his backwards air is a great approach option.

Basic Attacks

 * He pulls out a match, holds it over his head, then brings it down. This is one of Game-and-Watch's best KO moves because of its deceptively quick start-up and huge launch speed.
 * He does an upward head attack with a diving helmet on. This is powerful, but much too slow. Jump and use aerials instead.
 * He does a double hammer attack on the ground. It is reasonably fast, but pales in comparison to most of Game-and-Watch's A-moves.
 * He holds a bowl of goldfish over his head and damaging fish jump out. It has a very small range, but is decent for enemies above you.
 * He holds out a square object (box? cake?) that hits people as he falls down. It has very high knockback and is good on foes ahead of you or diagonally below you on the ground.
 * He holds a turtle behind him, which waggles its damaging head. Its range and speed are very good, and it usually traps people and hits them multiple times.
 * He stops, pulls out a key, and jams it down into the ground. This is one of Game-and-Watch's best moves because of its very high speed and meteor smash capability. It has a small start-up lag, but it is very hard for foes on the ground below you to dodge.
 * }
 * He does a double hammer attack on the ground. It is reasonably fast, but pales in comparison to most of Game-and-Watch's A-moves.
 * He holds a bowl of goldfish over his head and damaging fish jump out. It has a very small range, but is decent for enemies above you.
 * He holds out a square object (box? cake?) that hits people as he falls down. It has very high knockback and is good on foes ahead of you or diagonally below you on the ground.
 * He holds a turtle behind him, which waggles its damaging head. Its range and speed are very good, and it usually traps people and hits them multiple times.
 * He stops, pulls out a key, and jams it down into the ground. This is one of Game-and-Watch's best moves because of its very high speed and meteor smash capability. It has a small start-up lag, but it is very hard for foes on the ground below you to dodge.
 * }
 * He holds out a square object (box? cake?) that hits people as he falls down. It has very high knockback and is good on foes ahead of you or diagonally below you on the ground.
 * He holds a turtle behind him, which waggles its damaging head. Its range and speed are very good, and it usually traps people and hits them multiple times.
 * He stops, pulls out a key, and jams it down into the ground. This is one of Game-and-Watch's best moves because of its very high speed and meteor smash capability. It has a small start-up lag, but it is very hard for foes on the ground below you to dodge.
 * }
 * He stops, pulls out a key, and jams it down into the ground. This is one of Game-and-Watch's best moves because of its very high speed and meteor smash capability. It has a small start-up lag, but it is very hard for foes on the ground below you to dodge.
 * }
 * He stops, pulls out a key, and jams it down into the ground. This is one of Game-and-Watch's best moves because of its very high speed and meteor smash capability. It has a small start-up lag, but it is very hard for foes on the ground below you to dodge.
 * }

Special Attacks

 * Chef||Same in Melee; blows up blast boxes and burns foes up close because of frying pan
 * Judge|| Produces a random number between 1 and 9, causing an increasing relative amount of damage to an adjacent. Some numbers have special effects (e.g. 9 scores a critical hit, similar to Ness's bat attack).
 * Fire||Game and Watch bounces up in the air on a trampoline damaging opponents. At the peak, he releases a parachute and descends slowly (which can also damage an opponent). You can remove the parachute by attacking or air dodging. Effective against lightweight, occupied (already fighting another player and thus not ready to counter) or heavily damaged opponents on a platform above. Also useful for escaping from an enemy-dense area quickly.
 * Oil Panic||By holding out a bucket, Oil Panic can absorb up to 3 projectiles that will increase the power of the attack when released. His best skill with the bucket is that after he is hit, he can do a neutral air to cancel his hitstun and immediately down-b. This stops his momentum completely. No matter what is percent is or what he was hit with. If he buckets he will not die.
 * }
 * Judge|| Produces a random number between 1 and 9, causing an increasing relative amount of damage to an adjacent. Some numbers have special effects (e.g. 9 scores a critical hit, similar to Ness's bat attack).
 * Fire||Game and Watch bounces up in the air on a trampoline damaging opponents. At the peak, he releases a parachute and descends slowly (which can also damage an opponent). You can remove the parachute by attacking or air dodging. Effective against lightweight, occupied (already fighting another player and thus not ready to counter) or heavily damaged opponents on a platform above. Also useful for escaping from an enemy-dense area quickly.
 * Oil Panic||By holding out a bucket, Oil Panic can absorb up to 3 projectiles that will increase the power of the attack when released. His best skill with the bucket is that after he is hit, he can do a neutral air to cancel his hitstun and immediately down-b. This stops his momentum completely. No matter what is percent is or what he was hit with. If he buckets he will not die.
 * }
 * Oil Panic||By holding out a bucket, Oil Panic can absorb up to 3 projectiles that will increase the power of the attack when released. His best skill with the bucket is that after he is hit, he can do a neutral air to cancel his hitstun and immediately down-b. This stops his momentum completely. No matter what is percent is or what he was hit with. If he buckets he will not die.
 * }
 * Oil Panic||By holding out a bucket, Oil Panic can absorb up to 3 projectiles that will increase the power of the attack when released. His best skill with the bucket is that after he is hit, he can do a neutral air to cancel his hitstun and immediately down-b. This stops his momentum completely. No matter what is percent is or what he was hit with. If he buckets he will not die.
 * }

Judge attacks

 * 1) Attack strength 1 or 2%. An attack that won’t even cause your opponent to flinch, and causes G&W to receive a little damage.
 * 2) Attack strength 4%. A weak attack without any special characteristics.
 * 3) Attack strength 6%. An attack with the same characteristics of a fan, meaning it pierces defenses.
 * 4) Attack strength 8%. A slashing attack that functions like a Beam sword. It launches opponents diagonally.
 * 5) Attack strength 4%x3. Three electrical charges zap the opponent and temporarily stuns them.
 * 6) Attack strength 12%. A flame attack.
 * 7) Attack strength 14%. A food item will also appear in honour of the lucky #7.
 * 8) Attack strength 9%. An attack that freezes foes. Take advantage of the opening to attack again.
 * 9) Attack strength 32%. A massive attack!! The opponent will be launched as if hit with the Home-run Bat!

Taunts

 * He holds a bell high and rings it.
 * He holds a bell out and rings it.
 * He makes a short hop.
 * }
 * He holds a bell out and rings it.
 * He makes a short hop.
 * }
 * He makes a short hop.
 * }
 * }

Final Smash
Octopus: one of the longest final smashes in the game, Mr. Game & Watch temporarily transforms into a giant octopus and attacks with his expanding and retracting tentacles, which are controlled by pressing buttons. Also, Mr. Game & Watch can double jump while in this form, however, if he falls off the stage, the final smash ends.

Bowser
Bowser is one big foe to face against much due to powerful standard attacks and special attacks.

When he tries to blow fire at you use your special down b to absorb it and once full throw oil back at him.

Lucas
Lucas has PK Frost, which is relatively slow and easy to catch, but if your only strategy is to just catch it with oil panic, it will usually result in a ton of damage to you.

Ness
Similar to Lucas, but has a different PK attack. Using oil panic to "counter" Ness' PK Fire is a good strategy if the bucket is empty, and depending on the timing will completely fill it.

Snake
Snake's missiles are useless with oil panic. Watch out for mines and other explosives, such as mortars, firing into ground. etc.