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|adesc=Mr. Game & Watch takes out an insecticide pump and pumps gas repeatedly, finishing with a final strong puff. This move is a fast ground option with decent reach and thus a good poke or interrupting attack. It gets some competition for Strong Side Attack due to their similar uses, but Mr. Game & Watch's Standard Attack is better suited for defending yourself after missing with a low lag attack, which can catch players trying to punish the aftermath. End the repeated combo quickly, as your foe can escape the combo fairly easily due to its gradual vertical knockback.
|adesc=Mr. Game & Watch takes out an insecticide pump and pumps gas repeatedly, finishing with a final strong puff. This move is a fast ground option with decent reach and thus a good poke or interrupting attack. It gets some competition for Strong Side Attack due to their similar uses, but Mr. Game & Watch's Standard Attack is better suited for defending yourself after missing with a low lag attack, which can catch players trying to punish the aftermath. End the repeated combo quickly, as your foe can escape the combo fairly easily due to its gradual vertical knockback.
|fa=Lion Tamer
|fa=Lion Tamer
|fadesc=Mr. Game & Watch stabs forward with a chair. This attack is one of Mr. Game & Watch's best ground moves. It is decently fast, but has awesome range and knockback as well as a great disjoint since the attack extends far from your hurtbox. This makes it a pretty good poke or spacing tool, as well as a strong move for punishing landings or stuffing approaches. It also deals nice knockback, which will keep you safe from retaliation if you hit.
|fadesc=Mr. Game & Watch stabs forward with a chair.
|ua=Flagman
|ua=Flagman
|uadesc=Mr. Game & Watch swings a flag over him. This move is pretty awkward due to its small hitbox and lackluster speed. It can be used to juggle foes or set up combos, but the tiny flag makes it unreliable for chaining repeated hits, and you have better options to start combos with. It is also overshadowed as an anti-air due to Up Smash's partial invincibility and power. This is not an attack you'll find yourself using often.
|uadesc=Mr. Game & Watch swings a flag over him.
|da=Upset Manhole
|da=Upset Manhole
|dadesc=Mr. Game & Watch flips a manhole cover. The manhole cover itself deals moderate horizontal knockback, but there is also a damaging windbox created above the manhole cover that pushes foes upward. This upward gust is both a nice perk and a major downfall of the move. The attack is one of Mr. Game & Watch's fastest ground options and has great reach, and its horizontal knockback makes it a deadly onstage edgeguard tool. However, the wind often hits your target before the cover, which blows them upward instead of off the stage, therefore limiting the range and utility of the move. The wind itself can still be used for edgeguarding though, as it can push recovering foes aiming for the ledge over it and force them into freefall, where you get the opportunity to punish them and resume edgeguarding.
|dadesc=Mr. Game & Watch flips a manhole cover.
|dasha=2D Dive
|dasha=2D Dive
|dashadesc=Mr. Game & Watch dive tackles the opponent headfirst. This move is rather standard for a Dash Attack, being quick to come out and shifting Mr. Game & Watch forward. However, it turns out to be one of Mr. Game & Watch's stronger ground options. Its quick speed can catch foes offguard surprisingly often, and can be used as a quick punish when your enemies are just out of range. The later, weak hit of the move can even combo into your aerials, making it a pretty useful move overall. It's inadvisable to spam it though, as it is easy to punish if you get too predictable with the move.
|dashadesc=Mr. Game & Watch dive tackles the opponent headfirst.
|hanga=
|hanga=
|hangadesc=Mr. Game & Watch gets up and strikes with his bell.
|hangadesc=Mr. Game & Watch gets up and strikes with his bell.
|fsmash=Fire Attack
|fsmash=Fire Attack
|fsmashdesc=Mr. Game & Watch swings down a burning torch in front of him. This move is Mr. Game & Watch's strongest smash attack, but only if you strike with the sweetspot, which is the fire at the tip. As such, it is an obvious KO move for Mr. Game & Watch. Unfortunately, as with many other strong attacks, this move suffers from noticeable startup lag during which your foe can respond and defend against the attack. It has also lost the lingering hitbox in the transition from previous games to its current iteration. Nevertheless, it is still a very strong KO option, just one that requires a lot of effort to land successfully.
|fsmashdesc=Mr. Game & Watch swings down a burning torch in front of him.
|usmash=Diving Helmet
|usmash=Diving Helmet
|usmashdesc=Mr. Game & Watch headbutts above him wearing a helmet. This attack is an amazing anti-air, as the diving helmet blocks all attacks aimed at Mr. Game & Watch's head. This protection causes it to beat out just about every aggressive approach from the air, so it is a great option to counter any aerial rushdown from your foes. It is also a powerful KO move with fair range due to Mr. Game & Watch's back to front motion, although the strength of the attack does diminish from move staling if you use it often. It's up to you whether you want to spam it for protection against aerial approaches or save it for the ideal KO opportunity.
|usmashdesc=Mr. Game & Watch headbutts above him wearing a helmet.
|dsmash=Vermin Crush
|dsmash=Vermin Crush
|dsmashdesc=Mr. Game & Watch hammers in either direction. The front hammer deals more knockback, while the back hammer has a nearly horizontal knockback trajectory. Both hammers have their uses for netting KOs. When it comes to strength, Down Smash isn't much weaker than Up Smash, so it can still be a viable backup KO option. However, where it truly shines is the major horizontal knockback of the backward hammer, which is excellent at edgeguarding. It has good range and comes out pretty fast as well. Since it hits in both directions, it can also be used to punish opponents trying to roll past you.
|dsmashdesc=Mr. Game & Watch hammers in either direction.
|aira=Fishbowl
|aira=Fishbowl
|airadesc=Mr. Game & Watch holds out a spilling fishbowl. This move has a large hitbox, comes out quickly and can lengthen or finish combos, making it a great all-around attack. The hitbox covers a large part of Mr. Game & Watch, so it can be used to approach, as an Out-of-Shield option or to help you land safely. It also does a ton of damage if all hits connect, which makes it one of the best combo follow-ups you can use for racking damage.
|airadesc=Mr. Game & Watch holds out a spilling fishbowl. This move has a large hitbox, comes out quickly and can lengthen or finish combos, making it a great all-around attack. The hitbox covers a large part of Mr. Game & Watch, so it can be used to approach, as an Out-of-Shield option or to help you land safely. It also does a ton of damage if all hits connect, which makes it one of the best combo follow-ups you can use for racking damage.
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