Control |
Attack |
Info
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Wii U GamePad / Pro Controller |
Wii Remote + Nunchuk |
Wii Remote (sideways)
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Wii Classic Controller |
GameCube Controller |
Nintendo 3DS
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Chef
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Mr. Game & Watch flings out food from his frying pan, causing the food bits to rise and fall in random arcs. This move is Mr. Game & Watch's projectile, although it has some very odd properties for a projectile. Its range is nothing to write home about, and its arc is unpredictable, so it can't be used for long-distance harassment. What it is good at is mid-range zoning, as the random arcing trajectory of each piece of food is difficult to pass through unscathed. It is also good at edgeguarding, as the bits of food can fall below the stage, pestering recovering opponents. Directly striking foes with the frying pan results in nearly perfect horizontal knockback, which can be deadly to a recovering foe, but its hard to land due to the pan's small range and size.
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XXL Chef
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Mr. Game & Watch flings huge chunks of food which move slower but hit harder. This variant is mostly restricted for edgeguarding, as it is too slow for normal use. Even though the size of the food is larger, the slow firing rate of each projectile minimalizes the number of food bits on the screen at any given time, making it easier for overall for foes to evade the move. The large size of the projectiles does come in handy when your opponents are recovering, since they can't move as freely to evade massive chunks of food. Despite this, XXL Chef sacrifices too much versatility for specialization, and Mr. Game & Watch already has many other options for edgeguarding, causing it to be the least used custom Chef.
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Short-Order Chef
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Mr. Game & Watch flings out weak food bits that fly at high speed. This custom move fulfills the role of a traditional projectile, that is, long-range harassment. The arcs of the projectile are still fairly random, but are overall lower and wider than the default Chef, giving the attack greater range. You can also fire off food bits faster, launching a quick spread of food at your opponents. The altered arcs of the projectile makes them less effective at mid-range zoning, but a lot better at racking up chip damage from a distance. It also helps Mr. Game & Watch fight against projectile-heavy characters, letting him strike back without having to get close to his foe.
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Judge
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Mr. Game & Watch strikes with a hammer while holding up a number, which determines the strength and properties of the attack. Unlike in previous games, there is no hidden algorithm that determines the number you'll get; the results of each Judge are entirely random and independent of each other. The following is a list of numbers and their effects:
- Miniscule damage with no knockback or flinching and inflicts self-damage even if it misses. Absolutely disadvantageous to the user.
- Weak damage and knockback, with slight chance of tripping. You can still be punished even if you land the attack if your opponent is at low percent. However, if you can trip your opponent, you'll have the opportunity to get a free follow-up.
- Mild damage and launches foes backward. This attack chips away a huge chunk of your foe's shields, which can potentially lead to a shield break and a huge opening if you're lucky.
- Average damage and launches foes diagonally upward. An uninteresting but passable attack with no special features.
- Zaps foes up to 4 times while launching them slightly upward. Can lead to some potential follow-ups at low percents.
- Fire damage and horizontal knockback. This attack is actually the second strongest you can get out of Judge, making it a potentially deadly edgeguarding move or even KO move.
- Good damage and knockback. If you land the hit while grounded, it will spawn a lucky apple regardless of whether items are enabled or not. You can eat the apple to regain a bit of health, but so can other enemies.
- Freezes foes and deal weak vertical knockback. You can set up some powerful follow-ups off of this move while your foe is frozen.
- Heavy damage and knockback, effectively an OHKO on most stages. The infamous number 9 is the most sought after result of Judge. If you can land this attack, your target is likely getting KO'd. The power of this move has the potential to change the tide of battle.
Judge is such a volatile move that you can't rely on any consistent strategy to use it. Your only concern is with landing the hammer, then work with the random result. That said, Judge is not an easy attack to hit with, since it has obvious startup lag before Mr. Game & Watch brings down his hammer. The most common method is to combo it out of Down Throw, although, you can also use it as a risky punish. You're usually better off using more reliable moves for combos or punishes, but the small chance of a 9 hammer might be what it takes to turn a losing battle in your favor.
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Extreme Judge
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Mr. Game & Watch will only produce 1 or 9 attacks, with a greater chance of getting a 1. Number 1 attacks now deal slight knockback and has lowered self-damage. Meanwhile, number 9 attacks are weaker in power, but can still KO consistently under 40%. This variant embodies the concept of all-or nothing; you either get a good result or you don't. Having a higher chance of getting a 9 hammer certainly sounds appealing, but keep in mind that you'll get more 1s as well. The lack of other numbers mean that the self-damage from each 1 hammer can quickly add up, bringing you ever closer to KO range. It is a high risk, high reward choice for players willing to take the risk. Your other Judge variants are more tactically sound, but Extreme Judge is potentially the most deadly if you get very lucky.
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Chain Judge
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Mr. Game & Watch strikes foes multiple times with a swing of the hammer, with the number of hits corresponding to the number on the sign. This custom variant is by far the safest and most reliable of the three Judges, as just about every hit has similar properties and functions. Chain Judge is great at racking up damage, with higher numbers bringing you close to 20% total with a single use. It is also better at dishing out shield pressure due to its multiple hits. Lastly, even though the weakest of the three, the Chain Judge's 9 hammer is still strong enough to KO very early, and does an amazing amount of damage even if it doesn't KO.
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Fire
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Mr. Game & Watch launches off of a trampoline, striking foes while rising, then deploys a parachute to slow his fall. He can attack out of the parachute, which doesn't put him in a helpless state, but disables Fire until he lands again. This is Mr. Game & Watch's recovery move. Even though it mainly provides a height boost, the parachute combined with Mr. Game & Watch's high air speed gives him one of the best recoveries in the cast, and lets you attempt daring edgeguards further offstage. It is also a good out-of-shield attack due to its speed, as well as a combo follow-up that can lead into an aerial finisher.
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Heavy Trampoline
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Mr. Game & Watch is launched a lower height, but strikes foes that make contact harder. The Heavy Trampoline is built for damage over utility, but it doesn't sacrifice too much. It still gives you respectable height, but now you'll be doing more damage and knockback when you hit enemies. This results in higher damage output when you implement it in combos, and it serves as a nice combo finisher. The starting hit has mild KO potential for such a quick move, so you even gain a desperation KO attack. You will need to be more careful edgeguarding offstage, since your recovery isn't quite as good compared to using Fire.
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Trampoline Launch
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Mr. Game & Watch bounds extra high from the trampoline, but doesn't deploy a parachute afterward. This variant is very similar to Melee's version of his Up Special. This custom move also sacrifices recovery for strength, but it might be better than Heavy Trampoline at it. You can only strike foes at the start of your jump, but it is by far the strongest impact attack of the three Fire variants, with the sweetspot being a legitimate KO option. The increased height boost of Trampoline Launch still lets you pull off gutsy edgeguards, while Mr. Game & Watch's natural air speed makes up for the lack of a parachute when it comes to horizontal distance. The biggest drawback of this move is that its hard to hit, since the hitbox is only out briefly, and only the sweetspot has serious power.
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Oil Panic
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Mr. Game & Watch holds out a bucket, which can absorb up to 3 energy-based projectiles. Bucket charges carry over between lives, and stronger projectiles can fill up multiple portions of the bucket. Once the bucket is full, he can empty its contents in one powerful attack, the strength of which depends on the absorb projectiles. Oil Panic is a move that you'll seldom use, mainly because not every character has energy projectiles like the Charge Shot or Blaster. You can definitely try absorbing projectiles when facing characters with one, but be warned that they can still retaliate while your bucket is up. When emptying the bucket, the oil splatter is very strong and can likely KO, so you should definitely save this as a surprise KO move. Granted, experienced foes won't give you many opportunities to absorb projectiles or empty your bucket, so look for the significant openings that will let you punish with a heavy-hitting oil splatter, or try to land it on recovering opponents.
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Efficient Panic
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Mr. Game & Watch only needs 1 projectile to fill up the bucket, but the resulting oil splash is weaker. This custom variant is best used against foes with weak, spammable energy projectiles like Mega Man, since your oil splatter is unlikely to be very strong anyway. Efficient Panic is easier to setup and use, so you should be using it more liberally than you would with the other Oil Panic variants. Even without the extreme knockback, the oil splatter is still fairly big and has good reach. It can be especially good for edgeguarding due to its size, as even the lower knockback of the oil dump can be threatening to recovering enemies.
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Panic Overload
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The absorption radius of the bucket is smaller, but the size of the oil splash is greatly increased. This move is basically a more difficult but stronger version of Oil Panic. While it is generally advisable to try and use a hard but powerful attack over its weaker but easier variant, Panic Overload isn't really worth it. It is just as hard, if not harder, to set up than Oil Panic, just for a stronger and larger oil dump that already KOs consistently by default. Like Efficient Panic, it is best used against characters with spammable energy projectiles, as you'll be able to use the oil dump as a massive wall for zoning and edgeguarding.
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