SSBM/Mr. Game and Watch

From SuperCombo Wiki


Introduction

Mr. Game & Watch is currently ranked 19th in Melee's tier list. Mr. Game & Watch's positive attributes include extremely powerful killers that can last a long time and a slew of moderately effective special moves, one of which can give a OHKO. Surprisingly Mr. Game & Watch also has a great wavedash and an amazing fastfalling and traction attributes. However, Mr. Game & Watch's flaws are due to how he was translated to Melee; he has a bad approach due to his slow overall speed, and he generally is rather predictable. His high hitstun and low weight also make him an easy target for combos. Mr. Game & Watch also has the dubious distinction of being the only character in the game who cannot L-cancel most of his aerial attacks (only Fair and Dair cancellable); all of this gives him very poor matchups against a majority of the cast and define his weak points.

Strengths Weaknesses
  • Disjointed hitboxes - All of Game & Watch moves can outrange most of the melee cast, with the only exception being Marth and Roy.
  • Good Combo Game - Mr. Game & Watch' moveset mixes well enough to allow him to rack up easy percent combos at low percent, while being notoriously great against fast fallers like Fox and Falco. His combo game is accentuated with his ability to chaingrab all of the cast in vast stages.
  • Decent Kill Power - In combination to his combo game, Mr. Game & Watch can finish off his opponents well enough in good interactions. It can be through a grab combo finisher, EdgeguardThe act of preventing the opponent from safely returning to the stage. sequences, powerful smash attacks, or a straight aerial kill on any stage' corners.
  • Very Light - Being the second light weight character in the game along with Jigglypuff (both of them being behind Pichu), Mr. Game & Watch has a very hard time surviving against dangerous hits without proper DI.
  • Mediocre Defensive Tools - Mr. Game & Watch has an agglomeration of many wrong, and strange, attributes that results into his mediocre defense on stage. First, he cannot L cancel most of his aerial attacks. Second, he has the worst shield in the game, which only covers the center of his body and leaves his head, feet, and hands exposed. In consequences, he is very susceptible to shield poke in many situations. Light shield compensates for that problem, it has more inconveniencies itself such as prolonging hitlag and having a lot of pushback when hit by an opponent.
  • Linear Toolset - While his tool kit makes his pros, Mr. Game & Watch is very predictable in terms of approaches in many important matchups. His safe, main approaching tools are Fair, Dair, and down tilt. While good, they can easily be avoided and exploited by an experienced player.
  • Below Average Frame Data - Although his moves have amazing range and long lasting hitboxes, his startup frames on many moves are very slow. While forward air and down air can be L canceled, their startup frames are okay to barely bad. His grounded tilts and smash attacks suffers the same, down tilt and jab being the fastest tools available to him.
  • Easy to Combo - His low weight in combination with high hitstun makes him susceptible to also get easy combos on him.
  • Average Speed - Mr. Game & Watch has a good wavedash and traction, but his dash, runspeed, and acceleration is average. Therefore, he can't outrun or keep up with top speed characters like fox, falco, falcon, and jigglypuff in the air.
SSBM Mr. Game and Watch Portrait.png
Physics
Weight 60 (24th)
Fall Speed 1.7/Fast 2.3 (16th)
Gravity 0.095 (14th)
Ground Movement
Walk Speed 1.1 (12th)
Initial Dash Speed 1.5 (9th)
Initial Dash Length 9f (23rd)
Run Speed 1.5 (25th)
Traction 0.06 (15th)
Jumping
Jumpsquat 4f (8th)
Jump Height Full 29/Short 11.025/Air 26.7 (21st/17th/11th)
Air Speed 1 (6th)
Air Acceleration 0.05 (12th)

Ground moves

Normal
Jab 1/7A
A
SSBM G&W jab.png
SSBM G&W jab hitbox.png
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First Active Active Recovery IASA Landing Lag Autocancel
4 3 11 16 N/A N/A
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 3 / Rapid Jab: 3 0 100 70 Normal -10

Mr. Game & Watch attacks with an insecticide pump. Press A again to transition to a Rapid Jab (window for next blast = 3-16). This move originated from the Green House Game and Watch.


Dash Attack
Forward + A
SSBM G&W dash attack.png
SSBM G&W dash attack hitbox.png
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First Active Active Recovery IASA Landing Lag Autocancel
6 24 8 N/A N/A N/A
Damage Base Knockback Knockback Growth Angle Effect On Shield
9 70 30 120 Normal -25

Mr. Game & Watch trips forward with an helmet on. Knockback sends opponents behind Mr. Game and Watch, leading to some situational uses in combos as a filler or as a tech trap. This move originated from the Helmet Game and Watch.


fTilt
Take a seat
t.6a
SSBM G&W ftilt.png
SSBM G&W ftilt hitbox.png
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First Active Active Recovery IASA Landing Lag Autocancel
13 28 14(12) 42 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
10 10 100 361 normal -22

Mr. Game & Watch shoves a chair forward to attack his opponent. All around bad, but can be useful for EdgeguardThe act of preventing the opponent from safely returning to the stage. and sometimes oblivious attacks. This move originated from the Lion Game and Watch.


uTilt
We're Number 1!
t.8a
SSBM G&W utilt1.png
SSBM G&W utilt2.png
SSBM G&W utilt1 hitbox.png
SSBM G&W utilt2 hitbox inbetween.png
SSBM G&W utilt2 hitbox.png
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First Active Active Recovery IASA Landing Lag Autocancel
9 21 0 30 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
9 30 127 100 normal -

Mr. Game & Watch weaves a number one flag upwards. Left to right if he's facing left, and right to left if he's facing right. Great anti-air tool and combo starter. The hitbox is active until the end of the animation, causing this move to have no endlag/recovery frames. This move originated from the Flagman Game and Watch.


dTilt
t.2a
SSBM G&W dtilt.png
SSBM G&W dtilt hitbox.png
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First Active Active Recovery IASA Landing Lag Autocancel
6 8 16(13) 26 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
Grounded: 12 / Airborne: 9 Grounded: 65 / Airborne: 80 40 Clean: 85 / Late: 361 normal -16

Mr. Game and Watch flips a manhole cover plate from the ground. This is by far the best of all Mr. Game and Watch's grounded moves. The two hits of this move are distinct for grounded and aerial opponents, unlike most moves with multiple hits, which are usually clean/late. This unique property makes this move extremely good at both killing/comboing grounded opponents with its almost 90 degree trajectory, and edgeguarding airborne/offstage opponents with its very horizontal trajectory. This move originated from the Manhole Game and Watch.


fSmash
s.6/4a
SSBM G&W fsmash.png
SSBM G&W fsmash hitbox.png
SSBM G&W fsmash hitbox3.png
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First Active Active Recovery IASA Landing Lag Autocancel
13 21 11(9) 42 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 18 / Late: 6 44 100 Clean: 55 / Late: 55 Flame (normal if body hitbox) -

Mr. Game & Watch swings a torch forward to attack. Great kill move. Decently fast for a forward smash, and has better utility for grounded EdgeguardThe act of preventing the opponent from safely returning to the stage. and sometimes surprise kills. Safe on shield. This move originated from the Fire Attack Game and Watch. Note: Charge Frame: 8


uSmash
s.8a
SSBM G&W usmash.png
SSBM G&W usmash2.png
SSBM G&W usmash1 hitbox.png
SSBM G&W usmash2 hitbox.png
SSBM G&W usmash3 hitbox.png
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First Active Active Recovery IASA Landing Lag Autocancel
24 5 16(14) 40 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
18 40 96 83 normal -5

Mr. Game & Watch swings his head from back to front with a diving helmet. Decent option for shield friendly opponents with practically no endlag since Mr. Game and watch can act as soon as frame 40. Safe on shield due to pushback. This move originated from the Octopus Game and Watch. Note: Head invincible: 24-28. his nose is not intangible. Charge Frame: 18


dSmash
s.2a
SSBM G&W dsmash.png
SSBM G&W dsmash hitbox.png
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First Active Active Recovery IASA Landing Lag Autocancel
15 5 15 35 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
Sweetspot: 16 / Sourspot: 10 Sweetspot: 60 / Sourspot: 10 Sweetspot: 80 / Sourspot: 50 Sweetspot: 80 / Sourspot: 20 normal -13

Mr. Game & Watch pulls two hammer, side to side, and swing them to the ground. Situational kill move, but difficult to space and very punishable on hit if the hammer sweetspot doesn't hit the opponent. This move originated from the Vermin Game and Watch. Note: Charge Frame: 8


Aerial Moves

nAir
j.5a
SSBM G&W Nair.png
SSBM G&W Nair hitbox.png
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First Active Active Recovery IASA Landing Lag Autocancel
20 10 14 N/A 15

L-cancelled: N/A

1-2
Damage Base Knockback Knockback Growth Angle Effect On Shield
16 20 100 361Sakurai Angle, grounded hit sends at 0° under 32 KB, 44° above 32.1 KB; and always sends at 45° on aerial hit. normal -6

Mr. Game and Watch pulls a parachute. Active frames are when the parachute fully expands. Overall the most powerful neutral aerial in Melee and is one the most powerful aerials in the game. Massive hitbox that covers the entire parachute as well as all of Mr. Game and watch except the bottom ~3/4 of his feet. Can be combo'd into by many of Mr. Game and Watch's kit, such as dtilt, utilt, uthrow, and dthrow to name a few. This move originates from Parachute.


fAir
j.6a
SSBM G&W fair.png
SSBM G&W fair hitbox.png
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First Active Active Recovery IASA Landing Lag Autocancel
10 hit 1: 3/hit 2: 19 12 N/A 25

L-cancelled: 12

1-2
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 16/Late: 6 30/10 80 361Sakurai Angle, grounded hit sends at 0° under 32 KB, 44° above 32.1 KB; and always sends at 45° on aerial hit./361Sakurai Angle, grounded hit sends at 0° under 32 KB, 44° above 32.1 KB; and always sends at 45° on aerial hit. normal -3

Mr. Game and Watch smacks the opponent with a cement block. Very disjointed from Mr. Game and Watch, this move is very good at anti-approach, and, with good air-control, can be deceptively safe, even in neutral. Very useful overall tool, for combos, kills, and edgeguards. Certainly one of Mr. Game and Watch's best moves. This move originates from Mario's Cement Factory, however the object looks closer to the boxes from Game & Watch version of Mario Bros.


bAir
Go get 'em Franklin!
j.4a
SSBM G&W bair.png
SSBM G&W bair landing.png
SSBM G&W bair hitbox.png
SSBM G&W bair landing hitbox.png
Show Hitboxes
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First Active Active Recovery IASA Landing Lag Autocancel
hit 1: 10/

hit 2: 13/ hit 3: 16/ hit 4: 19/ landing hit: 1 (of landing animation)

hit 1: 2/

hit 2: 2/ hit 3: 2/ hit 4: 2/ landing hit: 1

17 N/A 18

L-cancelled: N/A

1-10
Damage Base Knockback Knockback Growth Angle Effect On Shield
5/5/5/5/3 (hits always alternate 5-4-5-4-etc)/ 18-21 total (depending on hitting landing hit) - - 361Sakurai Angle, grounded hit sends at 0° under 32 KB, 44° above 32.1 KB; and always sends at 45° on aerial hit. normal -14

Mr. Game and Watch pulls out a river turtle to bite his opponents. Although this move cannot be L-cancelled, it is quite disjointed from Mr. Game and Watch, making it a good anti-approach move. Due to the way that the landing hit works - as in, no matter where you are in the animation, landing will cancel the current animation and play the landing animation - it is possible to hit opponents in a way that cannot be crouch-cancelled. This, along with the moves somewhat high damage, makes this a pretty effective anti-crouch-cancel tool, especially against tall or large-bodied characters. This move originates from Turtle Bridge. The turtle is colloquially known as "Franklin"


uAir
j.8a
SSBM G&W Uair.png
SSBM G&W Uair hitbox.png
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First Active Active Recovery IASA Landing Lag Autocancel
hit 1: 7

hit 2: 21

hit 1: 10

hit 2: 2

17 N/A 15

L-cancelled: N/A

1-6
Damage Base Knockback Knockback Growth Angle Effect On Shield
9/7 12/55 100/100 94/90 normal -13/-12

Mr. Game and Watch blows two air blasts upward. Niche combo extender, due it being difficult to land the second hit and the amount of landing lag, due to not being able to L-cancel the move. can be quite useful against floaties at lower-mid percents and on fastfallers at mid-higher percents in certain situations. This move originates from Spitball Sparky.


dAir
j.2a
SSBM G&W dair.png
SSBM G&W dair landing.png
SSBM G&W dair hitbox.png
SSBM G&W dair landing hitbox.png
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First Active Active Recovery IASA Landing Lag Autocancel
Clean: 12/Late: 13

Landing hit: 1

Clean: 1/Late: 25

Landing hit: 1-2 (Depending on L-cancelled or not)

11 N/A 20

L-cancelled: 10

1-5
Damage Base Knockback Knockback Growth Angle Effect On Shield
16/13/6 - - - normal -5

Mr. Game and Watch pulls out a key to hit below him. This move is quite versatile, being active for a whopping 26 frame, the first of which is a meteor smash. Has a lot of combo use, the meteor smash hitbox being able to set combo true into nair at kill percent for almost every character in the cast, and the late hit is quite strong itself at both comboing and killing. This move also gets a consistent -5 due to the landing hit, and it can be tricky to punish as fastfalling or not can change the timing that the landing hit comes out. This move originates from Donkey Kong Jr.

Special Moves

Chef
5b
(AIR OK)
SSBM G&W neutral b.png
SSBM G&W sausage.png
SSBM G&W neutral b hitbox.png
SSBM G&W sausage hitbox.png
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First Active Active Recovery IASA Landing Lag Autocancel
18 Pan: 4

Sausage: 80

28 N/A - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
Pan: 5

Sausage: 4

Pan: 60

Sausage: 20

Pan: 30

Sausage: 50

Pan: 10

Sausage: 70

Pan: flame

Sausage: normal

-27

Mr. Game & Watch pulls out a pan and flings sausages at random angles. Situational projectile, used mostly as an edgeguarding tool. Hitting the pan-hitbox sends at a semi-spike angle that is quite strong. This move also cuts Mr. Game & Watch's vertical momentum when he uses it, causing him to fall immedately.

Judgement
6b
(AIR OK)
SSBM G&W side b 1-7.png
SSBM G&W side b 9.png
SSBM G&W side b 1-7 hitbox.png
SSBM G&W side b 9 hitbox.png
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First Active Active Recovery IASA Landing Lag Autocancel
16 all numbers except 5: 14

5 - 12

all numbers except 5: 20

5 - 22

- - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
1: 1

2: 4
3: 6
4: 8
5: 3/3/3/3 (11 total)
6: 12
7: 14
8: 4
9: 32

1: 0

2: 10
3: 45
4: 50
5: 30
6: 30
7: 30
8: 0
9: 100

1: 0

2: 40
3: 50
4: 40
5: 80
6: 80
7: 50
8: 100
9: 80

1: 361Sakurai Angle, grounded hit sends at 0° under 32 KB, 44° above 32.1 KB; and always sends at 45° on aerial hit.

2: 361Sakurai Angle, grounded hit sends at 0° under 32 KB, 44° above 32.1 KB; and always sends at 45° on aerial hit.
3: 140
4: 40
5: 75
6: 10
7: 361Sakurai Angle, grounded hit sends at 0° under 32 KB, 44° above 32.1 KB; and always sends at 45° on aerial hit.
8: 80
9: 361Sakurai Angle, grounded hit sends at 0° under 32 KB, 44° above 32.1 KB; and always sends at 45° on aerial hit.

1: normal

2: normal
3: normal
4: slash
5: electic
6: flame
7: normal
8: freezing
9: normal

1: -31

2: -30
3: -29
4: -28
5: -21
6: -26
7: -25
8: -30
9: -17

Mr. Game & Watch hits his opponent with a hammer and holds up a number that determines what the hammer strike does.
1: Mr. Game & Watch rolls a critical miss. Move with no knockback and self inflicts 12% damage to Mr. Game & Watch if he hits this number. 1% damage.
2: Weak knockback move. 4% damage.
3: Okay knockback move. Sends opponents behind Mr. Game & Watch. 6% damage.
4: Slashing move with moderate knockback. 8% damage.
5: Okay knocback electric move that hits up to 4 times. 3% damage, with 1-4 hits (around 11% if all hits connect).
6: Has good knockback and Flames the opponent on hit. 12% damage.
7: Has an okay knockback (only spawns food if items are on). 14% damage.
8: Freezes the opponent on hit. 4% damage.
9: Mr. Game & Watch judges you, and finds you wanting. Extremely High Knockback move designed to finish off the opponent in one hit. Inflict 32% damage. Has a small hitbox.

Fire
8b
(AIR OK)
SSBM G&W up b height.png
SSBM G&W up b hitbox.png
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First Active Active Recovery IASA Landing Lag Autocancel
1 37 2 N/A 32 N/A
Damage Base Knockback Knockback Growth Angle Effect On Shield
6 50 80 80 normal -122

Mr. Game & Watch spawns two firemen with a trampoline which he then jumps off of. One of only 4 moves in the entire game to be frame 1. Linear, but extremely long recovery, this move along with his above-average air mobility allows Mr. Game & Watch to be more comfortable offstage than most of the rest of the cast. The length of this move, combined with it's extremely low landing lag and Mr.Game & Watch's obscene ledge-grab box disjoint, makes his recovery quite difficult to edgegaurd, leaving opponents with only the options to jump offstage to edgeguard him, or directly callout his attempt to grab ledge and steal it from him. This move is also the fastest out of shield option in the game, at frame 2.

Oil Panic
Aptly named - if you throw out this move, you should be panicking
4b
(AIR OK)
SSBM G&W down b.png
SSBM G&W down b hitbox.png
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First Active Active Recovery IASA Landing Lag Autocancel
Absorb: 5

Spill: 2

Absorb: 33

Spill: 37

12 - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
200 Ground: 30

Air: 40

Ground 80:

Air: 100

361Sakurai Angle, grounded hit sends at 0° under 32 KB, 44° above 32.1 KB; and always sends at 45° on aerial hit. normal -16 (at weakest)

Mr. Game & Watch pulls out a bucket that can absorb up to 3 charges of an energy-based projectile. Once all 3 charges are filled, doing this move again will instead do an oil spill. Percent damage is max damage Mr. Game & Watch can do. Absorb animation will loop every 32 frames until b is let go. Absorbing a projectile will give Mr. Game & Watch 25 frames of intangability, but that also comes along with 70 frames of total uncancelable animation. Only really useful to turn around in the air or stall while recovering. Maybe can be used against characters with energy projectiles that are also really slow, but generally, this move should be avoided.

Grabs & Throws

Grab
Z
SSBM GnW Grab.png
SSBM GnW Grab Hitbox.png
Show Hitboxes
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First Active Active Recovery IASA Landing Lag Autocancel
7 2 23 N/A - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
- - - - - -

Fairly standard grab, frame-wise; pretty decent range, due to Mr. Game and Watch leaning forward on the same frame the grab comes out.


Pummel
a
SSBM GnW Pummel.png
SSBM GnW Pummel Hitbox.png
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First Active Active Recovery IASA Landing Lag Autocancel
- - - - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
3 0 100 80 normal -

Mr. Game and Watch bonks you with his bell


fThrow
6
SSBM GnW ForwardThrow.png
SSBM GnW ForwardThrow Hitbox.png
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First Active Active Recovery IASA Landing Lag Autocancel
- - - - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
8 100 40 68 normal -

Mr. Game and Watch juggles you back to front and throws the opponent away from him. Niche-ish throw option for use as a DI mixup, specifically on fastfallers near the ledge, which can lead to a guaranteed followup at virtually any percent if DI'd towards Mr. Game and Watch (could still get up-b to kill at 300% during testing)


bThrow
4
SSBM GnW BackThrow.png
SSBM GnW BackThrow Hitbox.png
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First Active Active Recovery IASA Landing Lag Autocancel
- - - - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
8 100 40 112 normal -

Effectively speaking, Mr. Game and Watch simply turns around and forward throws the opponent. Same knockback, growth, angle, and damage as fthrow, and also leaves Mr. Game and Watch turned in the opposite direction.


uThrow
8
SSBM GnW UpThrow.png
SSBM GnW UpThrow Hitbox.png
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First Active Active Recovery IASA Landing Lag Autocancel
- - - - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
8 100 40 90 normal -

Mr. Game and Watch juggles the opponent front to back, lifting his back-foot on the same frame that the opponent is thrown. This, throw, paired with his dthrow are fantastic at setting up combos and kill confirms on almost every single member of the cast. When uthrow doesn't set up for a follow up, generally dthrow does, and vice versa. Can also chaingrab fastfallers at relatively low percents.


dThrow
2
SSBM GnW DownThrow.png
SSBM GnW DownThrow Hitbox.png
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First Active Active Recovery IASA Landing Lag Autocancel
- - - - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
8 80 40 88 normal -

Mr. Game and Watch juggles the opponent front to back, lifting his back-foot on the freeze frame just before the opponent is thrown. This, throw, paired with his uthrow are fantastic at setting up combos and kill confirms on almost every single member of the cast. When dthrow doesn't set up for a follow up, generally uthrow does, and vice versa. Can also chaingrab:

  • Fox and Falco to death
  • Falcon to very high percent
  • Ganondorf, DK, Young Link, Roy, and Sheik at relatively low percents
  • Link, Yoshi, Bowser, Pichu, and Pikachu if DI'd poorly
Other attacks
Ledge Attack
A
SSBM GnW Ledge Attack.png
SSBM GnW Ledge Attack Hitbox.png
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First Active Active Recovery IASA Landing Lag Autocancel
- - - - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
8 100 40 90 normal -

Mr. Game & Watch gets up from ledge and attack with his bell.

  • 100% ledge attack - Same as normal ledge attack, but Mr. Game & Watch gets up from ledge slowly and attack with his bell. 8% Damage for the bell, 6% for the body.
Getup Attack
A
SSBM GnW GetUp Attack.png
SSBM GnW GetUp Attack Hitbox.png
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First Active Active Recovery IASA Landing Lag Autocancel
- - - - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
6 80 50 361 normal -

Mr. Game and Watch Gets up after getting knocked down with an hammer swing to both sides

Combos

Strategies

Overview

Mr. Game & Watch has a linear approach against most of the cast ranging from high to top tiers of melee. What most Game and watch players will look for to transition to an advantage state is baiting approaches to make his aerial tools (Fair and Dair) less obvious for the opponent. To make it easier, the game and watch player can have a convincing position to call out an approach from an opponent, then avoid the approaches with his decent movement options. Since Game and watch can move fast enough to fight well, it is generally the best idea to space his main approaching tool, which is forward air, and retreat to a safer range in order to avoid the opponent reaction, or continue another string of hits. This playstyle is commonly named "hit and run" in other fighting games.

Positioning and movement is essential to game and watch because it's his best ways to gain leverage against high and top tiers of melee.

Defense & Zoning

Mr. Game & watch has the worst defensive game of melee in terms of viability. He can occasionally block small front facing hitboxes, but will suffer shield pokes in every single sets if normal shield is used. Light shield is his best bet to avoid devastating hits, but like mentioned before, it traps him in hit lag with a lot of pushback, which in consequences put him in an awkward state to respond and react to the opponent's next move.

The saving grace of Game and watch' defense is power shielding, which is very hard to constantly do in game despite having a straightforward concept. If used well, he can reflect Falco's lasers, counterattack shine if the spaces does another move, block Marth forward smash, falcon' knee, etc. The applications are infinite for a hard mechanic of the game, but this is what to keep in mind whenever you powershield.

All this description may show an impossible aspect of game and watch defense, but what truly makes his defensive game is, again, movement and positioning. Game and watch can't block every move and gets awkward interactions when blocking with light shield, but what can change is to prioritize movement so that the player can avoid these situations in the first place. While it will eventually happen that the game and watch will have to shield in, for example, corner stage situations, it is vastly rewarding to wavedash, dash, or throw attack away from/around the opponent's options. This will not fully stop the opponent from brute forcing their way into your defensive options, but for the smallest options that Game and watch can have, it is worth the try to tackle different situations with movement and positioning that makes the opponent think before acting.

Character Specific

Additional Note

Match-ups

Serious Advantage Match-ups

Kirby

Advantage Match-ups

Mew2, Ness, Bowser, Pichu

Fair Match-ups

Roy, Yoshi, DK, Mario

Disadvantage Match-ups

Puff, Peach, IC, Doc, Samus, Pikachu, Luigi, Link, Zelda, Y.Link, C. Falcon, Ganondorf

Serious Disadvantage Match-ups

Fox, Falco, Marth, Sheik

Advanced Frame Data

This table shows the frame data for all of Game & Watch's non-special moves. Including shield advantage at different timings and cancels.

Shield Advantage
move start end lcancelledLandingLag autoCancelAfter iasa missedLcancelLandingLag totalFrames damage shieldstun bestShieldAdvantage lcancelledShieldAdvantage missedLcancelShieldAdvantage earlyHitAutoCancelledShieldAdvantage lateHitAutoCancelledShieldAdvantage earlyHitIASACancelledShieldAdvantage lateHitIASACancelledShieldAdvantage earlyHitTotalFramesShieldAdvantage lateHitTotalFramesShieldAdvantage
dtilt 6 13 N\A N\A 26 N\A 29 12 7 -5 N\A N\A N\A N\A -12 -5 -16 -9
dtilt 6 13 N\A N\A 26 N\A 29 9 6 -6 N\A N\A N\A N\A -13 -6 -17 -10
uair 7 16 7 39 N\A 15 39 7 5 -2 -2 -10 -31 -22 N\A N\A -27 -18
uair 7 16 7 39 N\A 15 39 7 5 -2 -2 -10 -31 -22 N\A N\A -27 -18
uair 21 22 7 39 N\A 15 39 9 6 -1 -1 -9 -16 -15 N\A N\A -12 -11
uair 21 22 7 39 N\A 15 39 9 6 -1 -1 -9 -16 -15 N\A N\A -12 -11
dashattack 6 29 N\A N\A N\A N\A 37 9 6 -2 N\A N\A N\A N\A N\A N\A -25 -2
dair 12 12 10 49 N\A 20 49 14 8 -2 -2 -12 -33 -33 N\A N\A -29 -29
dair 12 12 10 49 N\A 20 49 13 7 -3 -3 -13 -34 -34 N\A N\A -30 -30
dair 13 38 10 49 N\A 20 49 13 7 -3 -3 -13 -33 -8 N\A N\A -29 -4
dair 13 38 10 49 N\A 20 49 13 7 -3 -3 -13 -33 -8 N\A N\A -29 -4
bair 10 12 9 39 N\A 18 39 5 4 -5 -5 -14 -29 -27 N\A N\A -25 -23
bair 10 12 9 39 N\A 18 39 5 4 -5 -5 -14 -29 -27 N\A N\A -25 -23
bair 13 15 9 39 N\A 18 39 5 4 -5 -5 -14 -26 -24 N\A N\A -22 -20
bair 13 15 9 39 N\A 18 39 5 4 -5 -5 -14 -26 -24 N\A N\A -22 -20
bair 16 18 9 39 N\A 18 39 5 4 -5 -5 -14 -23 -21 N\A N\A -19 -17
bair 16 18 9 39 N\A 18 39 5 4 -5 -5 -14 -23 -21 N\A N\A -19 -17
bair 19 21 9 39 N\A 18 39 5 4 -5 -5 -14 -20 -18 N\A N\A -16 -14
bair 19 21 9 39 N\A 18 39 5 4 -5 -5 -14 -20 -18 N\A N\A -16 -14
bair 22 24 9 39 N\A 18 39 5 4 -5 -5 -14 -17 -15 N\A N\A -13 -11
bair 22 24 9 39 N\A 18 39 5 4 -5 -5 -14 -17 -15 N\A N\A -13 -11
usmash 24 28 N\A N\A 40 N\A 44 18 10 -1 N\A N\A N\A N\A -5 -1 -10 -6
jab1 4 6 N\A N\A 16 N\A 17 3 3 -6 N\A N\A N\A N\A -8 -6 -10 -8
jab1 4 6 N\A N\A 16 N\A 17 3 3 -6 N\A N\A N\A N\A -8 -6 -10 -8
jab1 4 6 N\A N\A 16 N\A 17 3 3 -6 N\A N\A N\A N\A -8 -6 -10 -8
ftilt_m 13 30 N\A N\A 42 N\A 44 10 6 -5 N\A N\A N\A N\A -22 -5 -25 -8
ftilt_m 13 30 N\A N\A 42 N\A 44 10 6 -5 N\A N\A N\A N\A -22 -5 -25 -8
ftilt_m 13 30 N\A N\A 42 N\A 44 10 6 -5 N\A N\A N\A N\A -22 -5 -25 -8
ftilt_m 13 30 N\A N\A 42 N\A 44 10 6 -5 N\A N\A N\A N\A -22 -5 -25 -8
nair 20 29 7 44 N\A 15 44 16 9 2 2 -6 -19 -10 N\A N\A -15 -6
dsmash 15 19 N\A N\A N\A N\A 34 10 6 -9 N\A N\A N\A N\A N\A N\A -13 -9
dsmash 15 19 N\A N\A N\A N\A 34 10 6 -9 N\A N\A N\A N\A N\A N\A -13 -9
dsmash 15 19 N\A N\A N\A N\A 34 16 9 -6 N\A N\A N\A N\A N\A N\A -10 -6
dsmash 15 19 N\A N\A N\A N\A 34 16 9 -6 N\A N\A N\A N\A N\A N\A -10 -6
fsmash_m 13 16 N\A N\A 42 N\A 44 18 10 -15 N\A N\A N\A N\A -18 -15 -21 -18
fsmash_m 13 16 N\A N\A 42 N\A 44 18 10 -15 N\A N\A N\A N\A -18 -15 -21 -18
fsmash_m 13 16 N\A N\A 42 N\A 44 14 8 -17 N\A N\A N\A N\A -20 -17 -23 -20
fsmash_m 17 33 N\A N\A 42 N\A 44 6 4 -4 N\A N\A N\A N\A -20 -4 -23 -7
fsmash_m 17 33 N\A N\A 42 N\A 44 6 4 -4 N\A N\A N\A N\A -20 -4 -23 -7
fsmash_m 17 33 N\A N\A 42 N\A 44 6 4 -4 N\A N\A N\A N\A -20 -4 -23 -7
fair 10 12 12 44 N\A 25 44 16 9 -3 -3 -16 -29 -27 N\A N\A -25 -23
fair 10 12 12 44 N\A 25 44 16 9 -3 -3 -16 -29 -27 N\A N\A -25 -23
fair 13 32 12 44 N\A 25 44 6 4 -8 -8 -21 -31 -12 N\A N\A -27 -8
fair 13 32 12 44 N\A 25 44 6 4 -8 -8 -21 -31 -12 N\A N\A -27 -8

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