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Part 38
Super Smash Bros. Brawl

Part 38

Unlock the full potential of Mr. Game & Watch in Super Smash Bros. Brawl! Discover his devastating moves, powerful aerials, and killer combos in this in-depth guide.

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Unlock the full potential of Mr. Game & Watch in Super Smash Bros. Brawl! Discover his devastating moves, powerful aerials, and killer combos in this in-depth guide.

Alright, let's dive into Part 38 of our Super Smash Bros. Brawl guide, focusing on a character who's really come into his own: Mr. Game & Watch. He might have been a bit of an underdog in Melee, but trust me, he's a serious contender in Brawl, and if you play him right, he can absolutely dominate. He's super fast, hits like a truck, has incredible reach, can shut down projectiles like a boss, and his recovery is amazing. Plus, he's got a move that can wreck shields in a heartbeat. His only real downside is being pretty light, but honestly, it barely matters when you see how powerful he is.

On the ground, Mr. Game & Watch has some seriously strong attacks. His down smash is probably his best move for getting KOs – it's super quick, hits on both sides, and you can use it multiple times if you miss. The hammers have great range, and a well-timed hit can take opponents out below 100%. Just try not to let it get stale! His forward smash is also a solid kill move, and it sticks around for a long time, catching opponents who try to dodge or grab. The up smash hits harder than the down smash but has a smaller area, so use it when you've got a clear shot. For poking and getting under shields, his down tilt is fantastic; you can string them together to keep faster characters like Sonic on their toes. His forward tilt is pretty quick with good knockback, but watch out for the lag. His running attack is decent as a follow-up to his down throw, but otherwise, it's a bit risky. The up tilt hits all around him, but it's hard to find a good use for it with so many other great options. His jab combo, though? Yeah, let's just forget about that one – it's pretty bad.

Where Mr. Game & Watch really shines, though, is in the air. His back aerial, the turtle attack, is arguably one of the best moves in the entire game. It's fast, safe, does insane damage, and just demolishes shields. If your spacing is good, you can approach with this move and pretty much guarantee a hit. Seriously, use it constantly! His forward aerial has some lag if you land with it, so be careful, but it’s a strong kill move if you hit with the initial part. The down aerial is a cool key plunge attack where he dives down. It has high priority, making it safe against opponents attacking from below, and you can even control your direction to land behind them, avoiding shield grabs. Just be mindful of the landing lag. His neutral aerial is a quick fishbowl that racks up damage nicely when you're juggling opponents. Lastly, his up aerial has a small hit area but a cool upward push effect that doesn't grant opponents their jumps back, letting you reposition them for another attack.

When it comes to throws, his down throw is the only one worth mentioning. It plants the opponent right in front of you. They can try to influence the landing to end up behind you, and skilled players might even tech the landing. If they don't tech and land in front, you can follow up with a down tilt or even Oil Panic. If they tech roll away and spot dodge, you might get nothing, but that timing is tough. If they don't tech but roll, you can chase them down with a grab. If they just stand up or use a get-up attack, a running attack or running grab can work. If they shield, you just grab them again. For opponents who stand still or roll without shielding, a running attack will connect. Also, remember that his up smash out of shield is a great way to catch opponents pressing too close, potentially snagging a low-percent kill!

Mr. Game & Watch's special moves are a bit of a mixed bag. His Judgment Hammer (down special) is honestly one of the worst specials in the game. While there's a small chance of getting an instant kill with the number 9, the risk just isn't worth it. Hammers 2 through 6 are weak and don't accomplish much, and even the number 7 hammer is weak, though it does spawn some food.

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