Mr. Game & Watch

Grounded

Down Smash

Start

15

End

19

Total

34 frames

Notesshield stun for weak hit is 6 frames

Forward Smash

Start

13

End

33

Total

44 frames

IASA42
Notesnon fire hitbox 14% damage, weak hit frames 17-33 with 4 frames shieldstun

Dashattack

Start

6

End

29

Total

37 frames

Up Smash

Start

24

End

28

Total

44 frames

IASA40

Jab 1

Start

4

End

6

Total

17 frames

IASA16

Tilt

Forward Tilt

Start

13

End

30

Total

44 frames

IASA42

Up Tilt

Start

9

End

29

Total

0 frames

Down Tilt

Start

6

End

13

Total

29 frames

IASA26

Air

Forward Air

Start

10

End

32

Total

44 frames

Auto Cancel Before3
Auto Cancel After44
L-Canceled Land Lag12
Land Lag25
Notesweak hit frames 13-32, with 4 frames shieldstun

Back Air

Start

10

End

24

Total

39 frames

Auto Cancel Before10
Auto Cancel After39
Land Lag18
Notes5 total hits, frame windows 10-12, 13-15, 16-18, 19-21, 22-24

Up Air

Start

7

End

22

Total

39 frames

Auto Cancel Before7
Auto Cancel After39
Land Lag15
Notesweak hit frames 7-16, strong hit frames 21-22

Down Air

Start

12

End

38

Total

49 frames

Auto Cancel Before6
Auto Cancel After49
L-Canceled Land Lag10
Land Lag20
Notesweak hit frames 13-38

Neutral Air

Start

20

End

29

Total

44 frames

Auto Cancel Before3
Auto Cancel After44
Land Lag15

Special

Chef

Start

18

End

21

Total

49 frames

Notespan 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

NotesThe 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

Fire

Start

1

End

37

Total

39 frames

Land Lag40

Oil Panic

Start

2

End

37

Total

49 frames

Notespercent 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

Judgement (Air)

Start

16

End

29

Total

49 frames

NotesThe 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

Fire (Air)

Start

1

End

37

Total

39 frames

Land Lag40

Oil Panic (Air)

Start

2

End

37

Total

49 frames

Notespercent 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

Throw

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

Roll forwards

Start

4

End

19

Total

35 frames

Roll backwards

Start

4

End

19

Total

35 frames

Spotdodge

Start

2

End

12

Total

32 frames

Airdodge

Start

0

End

Total

49 frames

Uncategorised

Edge attack

There is no GIF available

Start

End

Total

0 frames

Pummel

There is no GIF available

Start

End

Total

0 frames

unknown

There is no GIF available

Start

End

Total

0 frames

Grab

Start

7

End

8

Total

30 frames

Dashgrab

Start

11

End

12

Total

40 frames

Rapid Jabs

Start

End

Total

0 frames

Tech-Roll Forward

There is no GIF available

Start

End

Total

40 frames

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

Tech-Roll Backward

There is no GIF available

Start

End

Total

40 frames

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

Getup-Attack (Back)

There is no GIF available

Start

End

Total

49 frames

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

Getup-Attack (Stomach)

There is no GIF available

Start

End

Total

49 frames

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

Getup-Roll Forward (Back)

There is no GIF available

Start

End

Total

35 frames

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

Getup-Roll Forward (Stomach)

There is no GIF available

Start

End

Total

35 frames

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

Getup-Roll Backward (Back)

There is no GIF available

Start

End

Total

35 frames

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

Getup-Roll Backward (Stomach)

There is no GIF available

Start

End

Total

35 frames

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

Tech-Neutral

There is no GIF available

Start

End

Total

26 frames

NotesInvincible: 1-20

Tech-Wall

There is no GIF available

Start

End

Total

31 frames

IASA6
NotesInvincible: 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

IASA1