Mr.G&W attacks with a can of bug spray. A real weak attack. So weak in fact that a character at 999% will barely move when hit by this attack.
A A
Greenhouse rapid fire. Same attack power as the normal one.
Forward + A
Holds a chair in front of him for a second. Knocks back opponents a bit.
Dash + A
Dons a helmet and slides forward head first
Down + A
Mr.G&W throws the lid of a manhole off the ground. Fast, and knocks opponents high in the air, making it good for starting combos, as well as for killing lighter opponents at higher percentages. A staple of G&W's ground game.
Up + A
Swings a flag above him. Relatively quick and decent knockback, but only hits above G&W.
Smash Forward + A
Torch enemies with a.. torch. Charge it up for a poweful attack. An average forward smash.
Smash Down + A
G&W lays the smackdown with two hammers. Knocks opponents in the air with its sweet spot, has minimal knockback if the opponent is too close.
Smash Up + A
G&W dons a helmet to smack people with. Sends opponents skyward. Slow and pathetic range.
A (While lying down)
G&W gets up, and jabs his hammer in front of him, then behind him
A (Hanging off a ledge)
G&A gets up, then swings his bell (The one from his taunt) in front of him.
G&W deploys a parachute brefily. All parts of G&W's body and parachute do damage. Slow (especially for a neutral air) but somewhat powerful.
Forward + A
Reveal a damaging box of some sort. There is a slight delay in the attack, although it has good knockback and reasonable damage.
Back + A
Swings a turtle behind him. Hits three times, minimal knockback.
Down + A
GAW deploys a key, and shoots downward. He puts away the key after a second, so make sure the enemy is right below him. He's also left slightly vulnerable if he hits the ground with the key.
Up + A
GAW exhales two blasts of damaging air. The second blast deals more damage than the first, so time it so the second hits the enemy (the first will knock your opponent upwards, keeping them away from the second blast).
Throw five sausages at varrying angles from a pan.
Up + B
Fire
Two firefighters carrying a stretcher appear out of nowhere and launch Mr. Game and Watch upward. He can damage enemies on the way up.
Down + B
Oil Panic
G&W reveals a bucket for about a second. The bucket can be used to catch energy attacks, such as Fox/Falco's lasers, Samus charge shot, or Pikachu/Pichu's thunderjolts (not, for example, Samus's missiles). When the bucket contains three projectlies, a powerful blast can be projected from the bucket, damage and knockback proportional to what went into the bucket. The bucket will retain it's "oil" even if Game and Watch is KO'd
Forward + B
Judgement
Game and Watch slams a gavil forward and holds up a sign with the number 1 to 9 on it. 1 = Mr. Game and Watch takes 12% damage and the enemy 1%; 2 = enemy takes 2% damage; 3 = enemy takes 3% damage; 4 = enemy takes 4% damage; 5 = enemy is electrocuted, takes 10% damage, and shot upwards; 6 = enemy is set on fire, takes 10% damage, shot far away, and might be KO'ed; 7 = food appears plus enemy takes 15% damage; 8 = enemy is frozen and takes 2-3% damage; 9 = Home Run Bat-equivalent damage, instant KO even at 0% damage, can even KO metal Giga Bowser with a super mushroom.