Mr. Game & Watch

Grounded

Jab 1

Start

4

End

6

Total

17 frames

IASA

16

Rapid Jabs

Start

End

Total

0 frames

Dashattack

Start

6

End

29

Total

37 frames

Up Smash

Start

24

End

28

Total

44 frames

IASA

40

Forward Smash

Start

13

End

33

Total

44 frames

IASA

42

Down Smash

Start

15

End

19

Total

34 frames

Tilt

Forward Tilt

Start

13

End

30

Total

44 frames

IASA

42

Up Tilt

Start

9

End

29

Total

0 frames

Down Tilt

Start

6

End

13

Total

29 frames

IASA

26

Air

Neutral Air

Start

20

End

29

Total

44 frames

Auto Cancel Before

3

Auto Cancel After

44

Land Lag

15

Up Air

Start

7

End

22

Total

39 frames

Auto Cancel Before

7

Auto Cancel After

39

Land Lag

15

Back Air

Start

10

End

24

Total

39 frames

Auto Cancel Before

10

Auto Cancel After

39

Land Lag

18

Forward Air

Start

10

End

32

Total

44 frames

Auto Cancel Before

3

Auto Cancel After

44

L-Canceled Land Lag

12

Land Lag

25

Down Air

Start

12

End

38

Total

49 frames

Auto Cancel Before

6

Auto Cancel After

49

L-Canceled Land Lag

10

Land Lag

20

Special

Chef

Start

18

End

21

Total

49 frames

Notes

pan hit is the strong hit, sausages are the weak hits. can throw more sausage every 20-34 frames. sausage lasts 80 frames total

Judgement

Start

16

End

29

Total

49 frames

Notes

The first hammer in a match cannot be a 1 or 2. The second hammer in a match cannot be a 2. Any number the hammer displays cannot be obtained again until after 2 more hammers. A death (fall or SD) will reset the rules currently applied to #3. So long as the forward B animation starts, it will count as the next number. In other words: If you input forward B on frame 1 and are hit on frame 2, it'll still count as the number coming out. 9 Hitbox is smaller than the other hitboxes check https://i.fightcore.gg/mrgame&watch/sideb9.gif

Judgement (Air)

Start

16

End

29

Total

49 frames

Notes

The first hammer in a match cannot be a 1 or 2. The second hammer in a match cannot be a 2. Any number the hammer displays cannot be obtained again until after 2 more hammers. A death (fall or SD) will reset the rules currently applied to #3. So long as the forward B animation starts, it will count as the next number. In other words: If you input forward B on frame 1 and are hit on frame 2, it'll still count as the number coming out. 9 Hitbox is smaller than the other hitboxes check https://i.fightcore.gg/mrgame&watch/sideb9.gif

Oil Panic

Start

2

End

37

Total

49 frames

Notes

percent damage is max damage game & watch can do. absorb stats: active frames 5-37, ends frame 49. will loop every 32 frames until b is let go

Oil Panic (Air)

Start

2

End

37

Total

49 frames

Notes

percent damage is max damage game & watch can do. absorb stats: active frames 5-37, ends frame 49. will loop every 32 frames until b is let go

Fire

Start

1

End

37

Total

39 frames

Land Lag

40

Fire (Air)

Start

1

End

37

Total

39 frames

Land Lag

40

Grab/Throw

Grab

Start

7

End

8

Total

30 frames

Dashgrab

Start

11

End

12

Total

40 frames

Pummel

There is no GIF available

Start

End

Total

0 frames

Forward throw

There is no GIF available

Start

0

End

0

Total

27 frames

Back throw

There is no GIF available

Start

0

End

0

Total

66 frames

Up throw

There is no GIF available

Start

0

End

0

Total

39 frames

Down throw

There is no GIF available

Start

0

End

0

Total

39 frames

Dodge

Spotdodge

Start

2

End

12

Total

32 frames

Airdodge

Start

0

End

Total

49 frames

Roll backwards

Start

4

End

19

Total

35 frames

Roll forwards

Start

4

End

19

Total

35 frames

Getups/Techs

Getup-Attack (Back)

There is no GIF available

Start

End

Total

49 frames

Notes

Hit: 20-21 (Front), 33-34 (Behind) Invincible: 1-34

Getup-Attack (Stomach)

There is no GIF available

Start

End

Total

49 frames

Notes

Hit: 20-21 (Front), 32-33 (Behind) Invincible: 1-33

Getup-Roll Forward (Back)

There is no GIF available

Start

End

Total

35 frames

Notes

Horizontal Movement At: 5 Distance: 8.6 ft Invincible: 1-21

Getup-Roll Forward (Stomach)

There is no GIF available

Start

End

Total

35 frames

Notes

Horizontal Movement At: 5 Distance: 8.8 ft Invincible: 1-19

Getup-Roll Backward (Back)

There is no GIF available

Start

End

Total

35 frames

Notes

Horizontal Movement At: 5 Distance: 8.4 ft Invincible: 1-22

Getup-Roll Backward (Stomach)

There is no GIF available

Start

End

Total

35 frames

Notes

Horizontal Movement At: 5 Distance: 9 ft Invincible: 1-24

Tech-Wall

There is no GIF available

Start

End

Total

31 frames

IASA

6

Notes

Invincible: 1-14 Input an upwards direction anywhere on 1-4 for walljump tech on 6)

Tech-Wall Jump

There is no GIF available

Start

End

Total

40 frames

IASA

1

Tech-Neutral

Start

End

Total

26 frames

Notes

Invincible: 1-20

Tech-Roll Forward

Start

End

Total

40 frames

Notes

Horizontal Movement At: 7 Distance: 9.8 ft Invincible: 1-20

Tech-Roll Backward

Start

End

Total

40 frames

Notes

Horizontal Movement At: 7 Distance: 9.6 ft Invincible: 1-20

Uncategorised

unknown

There is no GIF available

Start

End

Total

0 frames