Mr. Game & Watch has many tools that make him somewhat obnoxious to play against… at least in Smash’s competitive scene. An excellent out of shield option, an fast down air that helps him return to the stage… problem is, in the context of amiibo training, almost none of that works. This is a recurring theme in our metagame: a character’s best tools against human players generally aren’t best against AI players. Mr. Game & Watch is no exception, and today, we’re going to talk about what makes this character tick.
By all accounts, Mr. Game & Watch is a risky pick. For one, he’s incredibly light, making him especially susceptible to being KOed early. It doesn’t help that his range and attack speed are slow, not to mention his lack of kill throws. Fortunately, he has enough advantages to keep him afloat in such a fast-paced environment.
Mr. Game & Watch may be a lightweight fighter (and he is), but his attacks pack a punch. His smashes are among the strongest of their kind, particularly when sweetspotted, meaning he has little trouble KOing a weakened opponent. His recovery is difficult to intercept and grants impressive vertical distance; its horizontal distance can then be extended via an air dodge.
It’s been several years since the release of Super Smash Bros. Ultimate, and one thing is for certain: it takes a very specific kind of trainer to succeed with Mr. Game & Watch. He requires quite a bit of effort to properly train, but don’t give up! We’d love to see this character represented more often, and your training could provide exactly that!
If you’d like to set your amiibo up with some Spirits, you should do so sooner rather than later. They actually change an FP’s personality and move priority, and this may water down any training already saved to the figure. If your Mr. Game & Watch amiibo is already Level 50 and you don’t want to reset it, no worries: just play a few matches against it afterwards.
In a totally unsurprising twist of fate, Mr. Game & Watch likely works best with Armor Knight and Trade-Off Ability ↑. If you’re looking to train an FP specifically to take on human players, you might want to consider Instadrop. Mr. Game & Watch can be trained to use his up special out of shield before zipping back down to the stage unharmed. Do note, though, that he should not be using his up special offensively at all if he is being trained to enter amiibo tournaments.
Other options include Physical Attack ↑, Landing Lag ↓, and Hyper Smash Attacks. Mr. Game & Watch is fairly versatile in his bonus setups, so feel free to experiment! In terms of stat points, a balanced (2100 / 2100) or defensive one (1000 / 3200) could work. Again, this character is a versatile one, so feel free to test multiple builds.
As with all fighters, you should mirror match your Mr. Game & Watch amiibo until it reaches Level 50. If you notice any quirks or habits during training, don’t worry about them until after the FP hits its maximum level. These tendencies can be ironed out with additional training.
Despite his weight class, Mr. Game & Watch has more than a few tricks up his sleeve. His forward tilt is one of his best neutral options: it’s got speed and power, and is capable of swatting opponents away at close range. Down tilt is a bit stronger, but lacks range, so only use this one infrequently. Mr. Game & Watch’s forward and up smashes are strong, and can be used either to rack up damage or go for the kill.
In general, Mr. Game & Watch wants to stay on the ground. If he’s knocked into the air, he risks being juggled by up airs and up smashes. Given his light weight, this could spell doom at medium-to-high percentages. But if he is knocked into the air, he can use his neutral air to keep enemies away or return to the stage with a down air. Mr. Game & Watch’s excellent recovery means he can afford to go off-stage, where either a back or forward aerial can gimp an opponent.
In terms of throws, Mr. Game & Watch has a few options. His down throw leads into a side special (and, might I add, Judge should only be used after a down throw), which can be devastating depending on his luck. Up throw can lead into an up air juggle; opposing AI can’t always escape the projectile and occasionally fall into up smash range.
There are a few moves to avoid, too. The AI likes to use its neutral special, Chef, to edgeguard; unfortunately, it sometimes uses the move too often or for too long and leaves itself vulnerable. Don’t use Chef during training, and try not to get hit by the FP’s sausages. The other problematic move is down smash; the AI rarely punishes its bury effect properly and may spam it at high levels.
Mr. Game & Watch hasn’t seen much action between Smash 4 and Smash Ultimate, but his representation has been picking up a bit as of late. If you’ve got an hour or two to spare, now’s a great time to start training your own! And if you have any additional questions before you start, feel free to join our Discord server and ask — we’ll be happy to help! Thanks again to Penne for contributing the training information, and thank you for reading! Happy training!
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