SSBU/Mr. Game & Watch

From Dragdown


Overview

Mr. Game & Watch
Weight:75
Spotdodge:The duration and intangibility of this character's on-spot dodges.25F (3~17F intangible)
Air Dodge:The intangibility of this character's air dodges, both neutral and directional.3~29F intangible (Neutral)
3~21F intangible (Directional)
Unique Recovery Options:Recovery options that this character may have other than their Up Special."Bucket Jumping"
Fastest OOS:Fire (3F)
Grab (6F)
N-Air (10F)
Overview
Mr. Game & Watch (G&W/GnW) is a small floaty character built of extremes, and the volatile nature of his attacks fundamentally changes how one approaches most aspects of the game compared to the rest of the characters. For example, while he boasts incredible moves, namely U-Smash, D-Smash, N-Air, U-Air, and Fire (Up-B), all of them (including the rest of his toolkit) function wildly differently from any others of their category, and due to this uniqueness it may be hard to learn him coming from another character. Backing up his bizarre moveset are Mr. Game & Watch’s above average movement stats, which are crucial in allowing him to weave in and out of threats on the ground and in the air during neutral, additionally provoke opponents into swinging, and punishing opponents who’ve exhausted their resources trying to land during juggle situations or getting back to stage.

Fire is Mr. Game & Watch’s premier move. No thought of this character passes without it. Sitting in shield won’t get Mr. Game & Watch anywhere though, it gives opponents time to think about how they want to deal with it. Learning how to use his movement and other tools to bait the opponent into hitting shield is vital, as it grants immediate advantage state, and if the pressure is kept up, a stock.

Mr. Game & Watch doesn’t come without drawbacks however. His ludicrously light weight forces him to respect certain options more than other characters would, and, on top of considering his aforementioned learning difficulty, the absence of any effective kill confirms at higher percents force him to make riskier choices. Guessing wrong as a light character spells doom.

If you want a character that can drift in and out of combat and play like no other, look no further than Mr. Game & Watch.

Summary
Mr. Game & Watch means to abuse his mobility and dominant disjointed attacks to provoke the opponent, then punishing their responses accordingly.
Pros Cons
  • Drifty: Mr. Game & Watch has impressive aerial movement, and combining this with fast falling, B-Reversing, and Bucket Jumping gives him multiple quick ways to move about the screen and run into or out of his opponent’s comfort range.
  • Raw Power: A handful of attacks are shockingly strong for Mr. Game & Watch’s floaty design, frequently killing under 100% from most places onstage.
  • Wide Screen, Small Frame: With his poor weight comes the blessing of a small hurtbox, making Mr. Game & Watch particularly difficult to hit, and that’s not even mentioning crouch. Since spacing attacks against his shield is crucial to dealing with Fire, this ends up emphasizing the importance of spacing even more to opponents.
  • Ambiguous Animation: Mr. Game & Watch has very few frames of animation, which ends up buffing a few of his moves by making their tells more difficult to distinguish, such as his smash attacks, throws, and especially ledge jump.
  • Gatekeeper: His overall toolkit is very versatile, and has many options for what his opponent throws at him.
  • Featherweight: Due to... creative liberties, Mr. Game & Watch is tied with Squirtle for the title of 3rd lightest character. Living past 90% against most of the cast is rare.
  • Lacking Kill Confirms: Compared to other higher ranking characters that Mr. Game & Watch sits with, he has far less ways to secure a stock, with D-Smash and Chef (Neutral-B) being the only moves that universally confirm into a kill at higher percents. If the opponent is capable enough to avoid those moves, or if their character is difficult to edgeguard, then they may be living to upwards of ~200% each stock until down throw starts to kill.
  • Scissors Beats Paper: While he does have a vast array of disjointed attacks, they become less of a threat to characters with longer reach, namely swordieShorthand for "sword character", but typically used to refer to Fire Emblem characters in particular.s.



Normal Moves

Jab

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Jab 1 3.0 4~5 16 361 / 180 -8 to -7 N/A
Rapid Jab 0.8 6 16 361 N/A N/A
Jab Finisher 3.0 2 35 50 -28 N/A

Surprising range for a Jab, even farther than Roy and Chrom's. Good at checking in scramble situations. Excellent on shield, and at baiting options out of them.

The low endlag on Jab 1 allows for some mixups on shield if you have a good idea of what your opponent's habits are, and is completely safe against Out of Shield options that are frame 7 or slower. This trait also means a direct combo into Fire or a filled Oil Panic when buffered on hit.

Rapid Jab is not safe on shield, but has far lower pushback than others of its kind. Opponents caught with it near ledge take upwards of 20% even with SDI.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Jab 1 25 / 20 22 / 15 N/A N/A 4
Rapid Jab 12 20 N/A N/A 8
Jab Finisher 60 160 N/A N/A 4


Forward Tilt

/ +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Clean 12.0 / 10.0 8-9 38 361 -18/-19 N/A
Late 6.0 10~20 38 361 -21 N/A

Generous lingering disjointed hitbox. Lightning quick startup, and little endlag. F-Tilt is one of G&W's quickest and least committal grounded punish tools. His resource-sapping juggles and speed makes this move devastating when covering landings.

Frame 8 startup and Pivot Canceling can lead to a true combo from a successful Chef ledgetrap, and even allows it to serve as a burst option alongside Dash Attack.

The sweetspot on the initial hit is incredibly powerful, killing middleweights around 100% at the ledge with the lingering sourspot not too far behind, killing at 130%. It can even be combo’d into out of a landing N-Air for a kill confirm.

It can also 2-Frame and hit ledge outright, but this is character dependent.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Clean 35 96/100 N/A N/A 11/10
Late 35 / 30 135 / 120 N/A N/A 6


Up Tilt

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hit 1 7.0 10~12 34 170 / 145 -16 to -14 Hand Intangible 1~33
Hit 2 7.0 20~22 34 75 -6 to -4 Hand Intangible 1~33
  • Second hit is pretty safe

Unfortunately considered to be the least useful move in his entire toolkit. This attack is supposed to function as both a combo tool and an anti-air, but it performs pretty poorly at both with a long 10 frame start-up, bad risk/reward ratio with its 34 total frames, and intangibility on both of his hands... but not his head.

The one (other) niche use this move has is its -6 shield safety, which ends up being overshadowed by more than half of G&W's other moves considering its low range and the 20 frames before the second hit comes out.

Overall, let's just say it's pretty difficult to find an instance of a professional Mr. Game & Watch using U-Tilt intentionally.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hit 1 60 Fixed / 80 Fixed 100 N/A N/A 7
Hit 2 50 117 N/A N/A 7


Down Tilt

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
9.0 6~8 43 30 -27 to -25 N/A
  • Low profiles
  • Can't hit airborne opponents

Starting up on Frame 6 and having great knockback, D-Tilt is one of Mr. Game & Watch's best tools to whiff punish and KO opponents, as it easily takes stocks under 100%, sometimes even under 80% near ledge. This speed and power also allows it to serve as an alternative burst option in neutral.

This attack also low profiles effectively, which compliments his low crouch very well, allowing him to duck under certain projectiles or grabs and quickly punish with D-Tilt's devastating power.

Be mindful that, despite D-Tilt's fantastic qualities, it has far more recovery frames than F-Tilt, making it much riskier to throw out, and is completely unable to hit opponents that aren't grounded. Only use this move if you KNOW it will land.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
45 112 N/A N/A 9


Dash Attack

while dashing or running

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Clean 10.0 6~9 39 50 -22 to -19 N/A
Late 6.5 10~19 39 50 -21 to -12 N/A
  • Low profile during the slide
  • Can 2-frame with long active frames


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Clean 70 70 N/A N/A 10
Late 70 70 N/A N/A 7


Smash Attacks

Forward Smash

/ +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
14.0/18.021/27 charged 17-18 43 48 -15 to -14/-13 to -12-11 to -10/-8 to -7 charged N/A

One of his strongest kill moves, and kicks off the trend of G&W having abnormally powerful, disjointed, and safe Smash Attacks for a character of his stature.

This attack is extremely deceptive in its range, going pretty far past the flame graphic. The range of the sweetspot and decent pushback improves shield safety tenfold.

Couple the deceptively long reach with deceptively low endlag and you get a crazy difficult Smash Attack to punish, allowing G&W to throw this move out frequently with little risk on the off-chance it catches the opponent and robs their stock under 80% from center stage.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
42/46 100/97 N/A N/A 10/125/6 charged


Up Smash

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
16.024 charged 21-25 39 83 -6 to -2-2 to 2 charged all invincible 21-25
  • Fully invincible during the active frames only
  • Only 13 frames of recovery, making it hard to whiff punish
  • Surprisingly safe on shield for a Smash Attack

Very good pre-emptive anti-air. Although it has slow startup at 21 frames, it has a good amount of active frames and very little recovery frames. Often spammed to coerce the opponent into making a move, then punish them. It is also one of the stronger U-Smashes in the game.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
40 98 N/A N/A 115 charged


Down Smash

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Sour/Sweet Spot 13.0/15.019.5/22.5 charged 12-16 38 20/80 -16 to -12/-15 to -11-12 to -8/-10 to -6 charged N/A

12 frame simultaneous startup on both sides, 5 frame lingering hitbox, and 22 frames of endlag. The sweetspots on the hammer heads bury which combos into imagination, and the sourspot on the handles send at a gnarly semi-spike angle. This move is very concise, but earns its right as one of G&W’s most infamous attacks.

Landing the sweetspot confirms into a charged F-Smash or U-Smash, as well as the rest of his toolkit, which gives G&W a multitude of options when it comes to kill confirms. If the opponent is good at mashing then an F-Tilt can catch them before they get out, or if you’re confident in your edgeguarding then you can use D-Tilt’s low launch angle to set up for one.

The only arguable weakness is its vulnerability to aerial approaches, making it limited towards grounded approaches. This could still be used as an effective conditioner though, as opponents getting too comfortable with aerial approaches gives G&W the perfect opportunity to start his almost impassable juggle game.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Sour/Sweet Spot 30/20/60 80/55/85 N/A N/A 9/105/5 charged


Aerials

Neutral Aerial

Airborne

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hit 1 3.0 7-10 43 165/367/105 -5 N/A
Hit 2 3.0 12-15 43 160/150/367/105 -5 N/A
Hit 3 3.0 17-20 43 145/140/120 -5 N/A
Hit 4 4.0 22~23 43 70 -4 N/A
  • N-Air does nearly everything you could want. It is a safe, disjointed, lingering aerial that sets up into Mr. Game & Watch's high damage combos. It is one of his best air to airs as well as shield pressure tools.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hit 1 30 FKB/45 FKB 100 7 ? 2
Hit 2 30 FKB/20 FKB 100 7 ? 2
Hit 3 30 FKB/15 FKB 100 7 ? 2
Hit 4 40 150 7 ? 3


Forward Aerial

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Bomb 3.0 10~13 48 361 -15 N/A
Explosion 12.0 44 48 45 -4 N/A
  • Placeholder


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Bomb 30 Fixed 50 17 ? 2
Explosion 30 101 17 ? 4


Back Aerial

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hits 1~3 2.0 10~21 40 367 -16 N/A
Hit 4 3.0 22 40 361 -16 N/A
Landing 3.0 1 19 58 -13 N/A
  • Placeholder


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hits 1~3 0 100 18 ? 2
Hit 4 35 185 18 ? 2
Landing 95 60 N/A N/A 4


Up Aerial

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hit 1 1.8 9-14 43 97 -11 N/A
Hit 2 1.8 15-21 43 97 -11 N/A
Hit 3 1.8 22-35 43 97 -11 N/A
Hit 4 3.0 37-41 43 80 -11 N/A

A great tool for GnW to rack up damage. GnW can spam multiple U-Airs in a row at an airborne opponent, and they will struggle to be dodge.

U-Air also works somewhat well to harrass opponents above taller platforms like Battlefield's topmost platform, though be mindful that it only autocancels from FH's.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hit 1 63 FKB 100 12 ? 2
Hit 2 55 FKB 100 12 ? 2
Hit 3 40 FKB 100 12 ? 2
Hit 4 65 35 12 ? 2


Down Aerial

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Early 11.0 12-13 50 270 -18 N/A
Clean 11.0 14-38 50 60 -18 N/A
Landing 3.5 1-2 23 40 -17 to -16 N/A
  • Placeholder


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Early 20 106 22 ? 4
Clean 22 117 22 ? 4
Landing 60 50 N/A N/A 4


Specials

Chef

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
8.0 18 - 20/50 - 52/81 - 83/112 - 114/18 - 20/50 - 52/81 - 83/112 - 114 176 10 NaN N/A
5.0 N/A 2 70 NaN N/A
  • The faster you tap , the faster food to comes out.
  • Control stick can be tilted to change the angle it comes out at.

Good, safe edgeguarding tool. Because the food lasts for so long and drops at a vertical angle, it can hinder opponents who mainly rely on vertical recovery options.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
60 30 N/A N/A 8
20 50 N/A N/A 3


Judge

/ +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
1 2.0 16-23 50 361 -30 to -23 N/A
2 4.0 16-23 50 361 -28 to -21 N/A
3 6.0 16-23 50 140 -27 to -20 N/A
4 8.0 16-23 50 40 -25 to -18 N/A
5 Hits 1-3 3.0 16-24 50 75 -29 to -21 N/A
5 Hit 4 3.0 25-27 50 75 -20 to -18 N/A
6 12.0 16-23 50 20 -22 to -15 N/A
7 14.0 16-23 50 45 -20 to -13 N/A
8 13.0 16-23 50 80 -21 to -14 N/A
9 32.0 16-23 50 361 -6 to 1 N/A

GnW pulls out a hammer to hit the opponent, with varying effects. Because of it's RNG nature and the fact that most options are very minus on shield, GnW rarely uses this move, except for styling on their opponent.

There are however, ways to bend the RNG in GnW's favour. Since he can't roll the same number twice in a row, there is an effectively 1 in 8 chance of getting a number that GnW hasn't hit before, so you can "pre roll" the dice to get odds that better favour you. Additionally, if the match is in last 5 seconds and you has less stocks than your opponent, you will get 50% chance of getting 9.

  • If the match is in last 5 seconds and you has less stocks than your opponent, you will get 50% chance of getting 9
  • Combos from D-Throw from low to mid percents

Judge 1

This move might be contender for the worst move in the game. Does a whopping 2 percent and no knockback. It's also very minus on HIT, meaning GnW will be be punished for hitting this move. If that's not enough, Judge 1 also does 12 percent self-damage. Just an awful move, pray you don't get it.


Judge 2

Not much better either. Instead of being only very minus on hit, you're now only slightly less minus on hit with a bit more knockback. At least this move doesn't inflict self-damage.


Judge 3

Now we're getting somewhere. This move actually does bonus damage on shield, meaning GnW could potentially set up shield breaks. If the opponent's shield doesn't break, GnW is still minus enough on shield to eat a Smash Attack.


Judge 4

Still pretty mediocre. Shares similar problems with Judge 3, except it doesn't even do bonus shield damage.

  • Launches the opponent diagonally on hit.

Judge 5

Produces 4 electrical charges that launch the opponent slightly upwards. Still, there are better Judge results.


Judge 6

Actually quite decent. Sends the opponent at a semi-spike angle, which can then allow GnW to set up edgeguard offstage.

  • 2nd highest knockback of all the Judge moves.

Judge 7

Drops 3 Apples and allows GnW to heal up. It's not a lot, but it's better than nothing considering GnW's weight.


Judge 8

Freezes the opponent with a PING sound, and launches them upwards. Because of the freeze effect, it can be used to gimp opponents off stage.


Judge 9

The infamous. You rolled the RNG and won. Every GnW main's dream of hitting.

On hit, this move has absurd killpower, killing at extremely low percents or even at 0 percent.

On shield, opponents aren't safe either. It does an insane amount of shield damage meaning it can lead to shield breaks. What's more, because of the amount of pushback from the move, GnW is basically safe on shield unless parried.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
1 0 0 N/A N/A 3
2 10 40 N/A N/A 5
3 45 50 N/A N/A 6
4 50 40 N/A N/A 8
5 Hits 1-3 15/25 60/70 N/A N/A 4
5 Hit 4 40 80 N/A N/A 4
6 30 80 N/A N/A 11
7 45 50 N/A N/A 13
8 60 FKB 100 N/A N/A 12
9 100 80 N/A N/A 27


Fire

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Ground Hit 1 3.0 3-4 37 83 -29 to -28 all intangible 5-13
Ground Hit 2 6.0 9-18 37 361 -21 to -12 all intangible 5-13
Aerial Hit 1 3.0 3-4 25 75 -17 to -16 all intangible 5-13
Aerial Hit 2 6.0 9-18 25 361 -9 to 0 all intangible 5-13
  • At mid percents, combos into N-Air or B-Air
  • THE OoS Option
  • Unsafe when shielded
  • Great recovery tool

Privileged Up-B that does almost everything a character can ask for, and if for some reason you don't have enough verticality to reach a ledge you can just go of the left stick and airdodge upwards.

With its blazing fast startup of 3F and large hitbox, Up-B is the game's best out of shield option. No opponent fears hitting shield without fear of this move coming out to punish it. Combined with intangibility into the later active frames, Fire will also hit almost every attempt to jump in with an aerial, or at least trade with it. Don't get too predictable with it though, because Fire is quite unsafe on shield. However, because the move goes so high up in the air, characters with poor air options will struggle to punish it.

At low to mid percents, Up-B can combo into N-Air or B-Air, which can then put GnW into a favourable position to pressure the opponent. It is also good at ending combos after juggling the opponent. Lastly, Up-B can also gimp opponents by hitting them under the stage into a stage spike, which can turn a disadvantage stage for GnW into a free stock.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Ground Hit 1 132 36 N/A N/A 4
Ground Hit 2 60 80 N/A N/A 6
Aerial Hit 1 100 70 N/A N/A 4
Aerial Hit 2 60 80 N/A N/A 6


Oil Panic

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Bucket Reflector N/A undefined-undefined 2 N/A N/A N/A
Bucket Absorber N/A 2 NaN N/A
Hit 1 1.0 2~7 50 361 -45 N/A
Hit 2 1.0 8-14 50 361 -39 to -33 N/A
Hit 3 1.0 15-26 50 361 -32 to -21 N/A
  • Energy projectiles are absorbed, while physical projectiles are reflected.
  • Absorbs up to 3 energy projectiles. Once filled up, GnW can use his bucket to deal 2x the damage of the strongest move absorbed.
  • Does a minimum of 16%,, with a maximum damage of 48%.
  • Bucket charge remains after losing a stock.

GnW's anti-zoning tool, and a very good one at that. Depending on the character, this move is either free damage to use on the opponent, or a move that will kill the opponent at mid-early percents.

Once filled, the bucket attack comes out starting frame 2 and has a massive disjointed hitbox. Jab 1 > Down-B is an easy way to get a kill confirm on opponents at around 70 percent, though this is dependent on what the strongest projectile absorbed was.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Bucket Reflector N/A N/A N/A N/A N/A
Bucket Absorber N/A N/A NaN
Hit 1 25 80 N/A N/A 2
Hit 2 25 78 N/A N/A 2
Hit 3 25 76 N/A N/A 2


Grabs & Throws

Grab

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
N/A 6-7 35 N/A N/A N/A
Dash N/A 9-10 43 N/A N/A N/A
Pivot N/A 10-11 38 N/A N/A N/A
Pummel 1.3 1 7 361 -2 N/A
Standing Grab

Dash Grab ( or > )

Pivot Grab ( > + )

Pummel ( > )


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
N/A N/A N/A N/A N/A
Dash N/A N/A N/A N/A N/A
Pivot N/A N/A N/A N/A N/A
Pummel 30 FKB 100 N/A N/A 3


Forward Throw

>

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
8.0 26 41 52 N/A all invincible 1-26

Sets up edgeguards for GnW


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
100 40 N/A N/A N/A


Back Throw

>

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
8.0 26 41 52 N/A all invincible 1-26

Sets up edgeguards for GnW


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
100 40 N/A N/A N/A


Up Throw

>

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
12.0 26 41 90 N/A all invincible 1-26
  • GnW's most damaging throw
  • Combo's into N-Air and U-Air at low percents and Up-B at mid percents


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
100 29 N/A N/A N/A


Down Throw

>

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
4.0 35 50 80 N/A all invincible 1-35
  • Combo Starter

Can combo into N-Air or U-Air to rack up damage at low to mid percents, then Fire at higher percents.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
70 120 N/A N/A N/A


Misc. Attacks

Ledge Attack

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
9.0 24-26 56 45 -22 to -20 all intangible 1-26
  • PlaceHolder


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
90 20 N/A N/A 9


Getup Attack

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Up 7.0 16-22 46 48 -22 to -16 all intangible 1-22
Down 7.0 16-22 46 48 -22 to -16 all intangible 1-22
  • PlaceHolder


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Up 80 48 N/A N/A 7
Down 80 48 N/A N/A 7


Trip Attack

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
5.0 19-30 50 361 -24 to -13 all intangible 1-7
  • PlaceHolder


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
60 50 N/A N/A 6


Navigation

To edit frame data, edit values in SSBU/Mr. Game & Watch/Data.
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