Mr. Game & Watch

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Please note that frame-by-frame hitbox animations for Mr. Game and Watch are a little wonkie because the frames where he doesn't move are merged.

Ground Attacks

Hitbox Image
Jab
4
15
--
Transitions to rapid jab as early as 7.
3.0
7
4
--
-7
4—5
10
Hitbox Image
Rapid Jab
5/11/17...
--
--
--
0.8
4
-
--
--
**
--
Hitbox Image
Rapid Jab Finisher
2
34
--
--
3.0
11
4
--
-28
2
32
Hitbox Image
Forward Tilt
8
37
--
--
12.0/10.0/6.0
9
11
Early Far/Early Close/Late
-18
8—9(10—20)
17
Hitbox Image
Up Tilt
10/20
33
--
--
7.0/7.0
7/7
7/7
--
-16/-6
10—12/20—22
11
Hitbox Image
Down Tilt
6
42
--
Can only hit grounded opponents. More info.
9.0
7
9
--
-27
6—8
34
Hitbox Image
Dash Attack
6
38
--
--
10.0/6.5
8/6
10/7
Early/Late
-21
6—9(10—19)
19
Hitbox Image
Forward Smash
17
42
--
Charge hold is frame 7
14.0/18.0
10/11
10/12
Close/Far
-15/-13
17—18
24
Hitbox Image
Up Smash
21
38
--
Invincible on frame 21-25. Charge hold is frame 15
16.0
10
11
--
-6
21—25
13
Hitbox Image
Down Smash
12
37
--
Charge hold is frame 6, hammer heads ground the opponent.
13.0/15.0
9/10
9/10
Close/Far
-16/-15
12—16
21

Aerial Attacks

Hitbox Image
Neutral Air
7/12/17/22
42
7
Autocancels on frame 1-2 and 40 onward
3.0/4.0
5/11
2/3
Multi/Final
-5/-4
7—10/12—15/17—20/22—23
FH
FH
19
Hitbox Image
Forward Air
10/44
47
17
Bomb leaves his hands on 14, exploding automatically on 44 or upon touching ground. Autocancels on frame 42 onward. Advantage assumes landing on the same frame as bomb.
3.0/12.0
5/9
2/5
--
-3
10—13/**
FH
FH
--
NormalHitbox Image LandingHitbox Image
Back Air
10/14/18/22
39
18
Landing hit on frame 1. Autocancels on frame 1-9 and 38 onward. The turtle's name is Augustus Philippe.
2.0/3.0/3.0
4/13/5
2/2/4
Multi/Final/landing
-13
10—13/14—17/18—21/22/1
FH
FH
17
Hitbox Image
Up Air
9/15/21/27/33/37
42
12
Attack is a projectile. Autocancels on frame 44 onward
1.7/3.0
3/3
0/0
Multi/Final
**
9/15/21/27/33/37—41
FH
FH
1
NormalHitbox Image LandingHitbox Image
Down Air
12
49
22
landing hit on frame 1. Autocancels on frame 1-5 and 50 onward
11.0/3.5
8/5
4/4
Meteor/Late/Landing
-17
12—13/14—38/1—2
FH
FH
11

Special Attacks

HitHitbox Image ProjectilesHitbox Image
Neutral B (Chef)
18
54
--
Projectile and melee attack generate on same frame. Generates new sausage every 32 frames
5.0/13.0
6/7
3/8
Sausage/Pan
-28
18—20/**
--
1Hitbox Image 2Hitbox Image 3Hitbox Image 4Hitbox Image 5Hitbox Image 6Hitbox Image 7Hitbox Image 8Hitbox Image 9Hitbox Image
Side B (Judge)
16
49
--
Judge 1: Deals 12.0 recoil and no knockback.
Judge 3: Deals bonus shield damage.
Judge 5: Hits on frame 16/19/22/25.
Judge 7: Spawns three food items.
Judge 8: Freezes the opponent.
1: 2.0, 2: 4.0, 3: 6.0, 4: 8.0, 5: 3.0, 6: 12.0, 7: 14.0, 8: 13.0, 9: 32.0
4, 5, 6, 7, 7, 9, 10, 9, 21
3, 5, 6, 8, 4, 11, 13, 12, 27
--
-30, -28, -27, -25, -20, -22, -20, -21, -6
16—23
(Judge 5: 16—18/19—21/22—24/25—27)
22
GroundHitbox Image AirHitbox Image
Up B (Fire)
3/9
--
7
Invulnerable frame 5-13 Takes 7 frames to exit parachute by pressing down and avoiding landing lag. Can cancel directly with attacks as well. Opens parachute on frame 37.
3.0/6.0
7/6
4/6
Early/Late
**
3—4/9—18
--
Hitbox Image
Down B (Oil Panic)
6 (Start of Absorb/Reflect)
43
--
Begins absorbing/reflecting on frame 6. Takes 13 frames to put away bucket after extended usage. Has a 2x Damage Multiplier per unit. Maximum Damage of 16% per unit, this is also the minimum damage output. If an attack deals more than 10% it fills 2 Units, 20% for 3. Takes 6F to turn around.
--
--
--
--
--
6—30 (absorb)
--
Hitbox Image
Oil Panic, Overload
2
49
--
Successful absorbs incur a 24 frame animation that is completely invulnerable.
16.0—48.0
**
**
Early/Late/Later
**
2—7(8—14/15—26)
23

Grabs / Throws

Hitbox Image
Grab
6
34
--
--
--
6—7
27
Hitbox Image
Dash Grab
9
42
--
--
--
9—10
32
Hitbox Image
Pivot Grab
10
37
--
--
--
10—11
26
Hitbox Image
Pummel
1
19
Total frames includes 13 frames of hitlag.
--
1.3
Hitbox Image
Forward Throw
26
40
--
--
8.0
Hitbox Image
Backward Throw
26
40
--
--
8.0
Hitbox Image
Up Throw
26
40
--
--
12.0
Hitbox Image
Down Throw
35
49
--
--
4.0

Dodges / Rolls

Spot Dodge
21/25
--
Intangible on frame 3-17.
Forward Roll
30
--
Intangible on frame 4-15.
Backward Roll
35
--
Intangible on frame 5-16.
Neutral Air Dodge
59
10
Intangible on frame 3-28.
Air Dodge, Down
84
11-19
Intangible on frame 3-21.
Air Dodge, Diagonally Down
93
11-19
Intangible on frame 3-21.
Air Dodge, Left/Right
100
11-19
Intangible on frame 3-21.
Air Dodge, Diagonally Up
123
11-19
Intangible on frame 3-21.
Air Dodge, Up
132
11-19
Intangible on frame 3-21.

Misc Info

Stats
Weight — 75
Gravity — 0.080
Walk Speed — 1.18
Run Speed — 1.679
Initial Dash — 1.98
Air Speed — 1.176
Total Air Acceleration — 0.1
SH / FH / SHFF / FHFF Frames — 36 / 51 / 25 / 36
Fall Speed / Fast Fall Speed — 1.24 / 1.984
Out of Shield, Up B — 3 frames
Out of Shield, Down B(Air) — 5 frames
Out of Shield, Neutral Air — 10 frames
Shield Grab (Grab, post-Shieldstun) — 10 frames
Shield Drop — 11 frames (universal)
Jump Squat (pre-Jump frames) — 3 frames (universal)
Ledge Grab
NormalHitbox Image
Ledge Hang
Hitbox Image
Getup Attacks
Facing UpHitbox Image Facing DownHitbox Image TripHitbox Image LedgeHitbox Image