Mr. Game & Watch

111 moves55 changed by HDR56 vanillainternal gamewatch
Notes ↓

Jabs

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr↛
Jab
4-5383°20 / 50-8416–0, 1top
4-53Sakurai20 / 15-82top
hdr↧
Jab
2-4450°40 / 120-26233–0, 1haver
vanilla•
Jab
50.8Sakurai12 / 20–5––0, 1top
130.8Sakurai12 / 20–0, 1top
hdr‡
Jab
2-44.550°60 / 160-27234–0, 1haver

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Dash Attack
5-81050°50 / 70-24537–0top
9-189120°50 / 60-210top

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr↛
Forward Tilt
8-91235°35 / 99-21838–0top
8-91035°35 / 103-221top
10-20835°40 / 108-210, 1top
hdr‡
Up Tilt
7-109100°30 / 112-14728–0top
7-99100°30 / 112-141, 2top
11-1312100°30 / 112-80, 1, 2top
hdr↛‡
Down Tilt
6-91190°46 / 109-15630–0top
10-13990°36 / 100-130top

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr‡
Forward Smash
14-161448°35 / 105-221446–0top
14-161748°35 / 105-201, 2top
17-24850°35 / 105-220top
17-241150°35 / 105-201, 2top
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr
Up Smash
211883°42 / 100-112144–0top
22-251883°42 / 100-100top
hdr
Up Smash
211883°42 / 100-112144–0top
22-251883°42 / 100-100top
AttackHi4ChargeR vanilla•
Up Smash
no hitboxes–61––
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr‡
Down Smash
14-181320°30 / 80-191443–0top
14-181580°60 / 91-181, 2top

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr↛‡
Neutral Air
7-102367°34 / 22-674391-2, 43–0, 1top
7-102235°39 fixed-62, 3top
12-153367°34 / 22-60, 1top
12-153215°39 fixed-62top
12-153225°39 fixed-63top
17-203367°34 / 22-60, 1top
17-203155°39 fixed-62top
17-203160°39 fixed-63top
22-24650°45 / 106-40, 1top
22-247.340°45 / 128-32, 3top
hdr↛⊘
Forward Air
91650°14 / 96-2948121-2, 42–0, 1top
10-1216Sakurai14 / 96-20, 1top
13-328Sakurai10 / 90-60, 1top
hdr↛
Back Air
10-213367°36 / 40-81040111-8, 29–0, 1top
22-23560°75 / 70-70, 1top
hdr‡
Up Air
5-9880°46 / 90-452310never0, 1top
hdr
Down Air
12-1315270°30 / 3501250101-5, 50–0, 1top
14-251460°22 / 102-10, 1top
26-35960°20 / 100-40, 1top

Special Attacks

35 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelCancelIDHitbox
hdr‡
Neutral Special
10-12810°60 / 30-231040–––0, 1top
hdr•‡
Neutral Special
10-12810°60 / 30-2310406––0, 1top
hdr
Side Special
16-232270°24 / 94-301650–––0, 1top
16-232Sakurai0 / 0-302, 3top
hdr
Side Special
16-234Sakurai30 / 40-291650–––0, 1top
hdr
Side Special
16-236140°45 / 50-281650–––0, 1top
hdr
Side Special
16-23869°50 / 40-271650––JC0, 1top
hdr
Side Special
16-243367°25 / 70-301650–––0, 1top
25-27378°60 / 72-210, 1top
hdr
Side Special
16-231520°40 / 66-231650–––0, 1top
hdr
Side Special
16-231445°45 / 50-241650–––0, 1top
hdr
Side Special
16-231380°60 fixed-241650–––0, 1top
hdr
Side Special
16-2325Sakurai100 / 80-181650–––0, 1top
hdr
Side Special
16-232270°24 / 94-301650–––0, 1top
16-232Sakurai0 / 0-302, 3top
hdr
Side Special
16-234Sakurai30 / 40-291650–––0, 1top
hdr
Side Special
16-236140°45 / 50-281650–––0, 1top
hdr
Side Special
16-23869°50 / 40-271650––JC0, 1top
hdr
Side Special
16-243367°25 / 70-301650–––0, 1top
25-27378°60 / 72-210, 1top
hdr
Side Special
16-231520°40 / 66-231650–––0, 1top
hdr
Side Special
16-231445°45 / 50-241650–––0, 1top
hdr
Side Special
16-231380°60 fixed-241650–––0, 1top
hdr
Side Special
16-2325Sakurai100 / 80-181650–––0, 1top
hdr‡¶
Up Special
6-11675°100 / 36-30642–––0top
6-11685°123 / 36-300top
12-20680°60 / 80-240waist
21-25480°60 / 80-160waist
hdr◆‡•
Up Special
20-2916.8Sakurai22 / 9402044111-6, 40––0top
SpecialHiClose vanilla•
Up Special
no hitboxes–8––––
hdrথ
Up Special
6-11675°100 / 36-3764242––0top
6-11685°123 / 36-370top
12-20680°60 / 80-370waist
21-25480°60 / 80-380waist
vanilla•‡
Down Special
no hitboxes–6––––
vanilla•
Down Special
no hitboxes––––––
SpecialLwCatch vanilla•
Down Special
no hitboxes–25––––
SpecialLwReflect vanilla•
Down Special
no hitboxes–25––––
vanilla
Down Special
no hitboxes–14––––
vanilla⊗※
Down Special
2-7variesSakurai25 / 80–250–––0top
8-14variesSakurai25 / 78–0top
15-26variesSakurai25 / 76–0top
SpecialAirLwStart vanilla•
Down Special
no hitboxes–5––––
vanilla•
Down Special
no hitboxes––––––
SpecialAirLwCatch vanilla•
Down Special
no hitboxes–25––––
vanilla
Down Special
no hitboxes–14––––
vanilla⊗※
Down Special
2-7variesSakurai25 / 80–250–––0top
8-14variesSakurai25 / 78–0top
15-26variesSakurai25 / 76–0top

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
7-8––– / –––35–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11.3Sakurai30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr‡
Dash Grab
9-10––– / –––43–0grab
hdr‡
Pivot Grab
10-11––– / –––38–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1868°70 / 50–2638120–
1-373Sakurai60 / 100–0–
hdr
Back Throw
1868°70 / 50–2638120–
1-373Sakurai60 / 100–0–
hdr‡
Up Throw
1890°60 / 110–2640140–
1-393Sakurai60 / 100–0–
hdr‡
Down Throw
18270°30 fixed–3144130–
1-433Sakurai60 / 100–0–

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla•
Spot Dodge
intangible 3–15–27––
vanilla•
Forward Roll
intangible 4–13–34––
EscapeB vanilla•
Back Roll
intangible 4–13–34––
hdr◆•
Air Dodge
intangible 4–26–5910–
hdr◆•
Air Dodge
intangible 4–26–5910–
vanilla
Ledge Attack
24-26945°90 / 20-252456–0top
vanilla
Get-Up Attack
16-17748°80 / 48-281650–0top
21-22748°80 / 48-230top
vanilla
Get-Up Attack
16-17748°80 / 48-281650–0top
21-22748°80 / 48-230top
DamageFall vanilla•
DamageFall
no hitboxes––––
vanilla
DownBoundU
no hitboxes–26––
DownWaitU vanilla•
DownWaitU
no hitboxes––––
DownDamageU vanilla•
DownDamageU
no hitboxes–14––
DownDamageU3 vanilla•
DownDamageU3
no hitboxes–40––
vanilla
DownEatU
no hitboxes–30––
DownStandU vanilla
Get-Up
no hitboxes–30––
hdr
Get-Up Roll
no hitboxes–36––
hdr
Get-Up Roll
no hitboxes–36––
DownSpot vanilla
DownSpot
no hitboxes–30––
vanilla
DownBoundD
no hitboxes–26––
DownWaitD vanilla•
DownWaitD
no hitboxes––––
DownDamageD vanilla•
DownDamageD
no hitboxes–14––
DownDamageD3 vanilla•
DownDamageD3
no hitboxes–40––
vanilla
DownEatD
no hitboxes–30––
DownStandD vanilla
Get-Up
no hitboxes–30––
hdr
Get-Up Roll
no hitboxes–36––
hdr
Get-Up Roll
no hitboxes–36––
Passive vanilla
Tech
no hitboxes–27––
hdr
Tech
no hitboxes–41––
hdr
Tech
no hitboxes–41––
PassiveWall vanilla•
Tech
no hitboxes–27––
PassiveWallJump vanilla•
Tech
no hitboxes–41––
vanilla
Tech
no hitboxes–27––
Pass vanilla•
Pass
no hitboxes–31––
vanilla
Ledge Grab
intangible 1–29–20––
CliffWait vanilla•
Ledge Hang
no hitboxes––––
CliffClimb vanilla
Ledge Climb
no hitboxes–35––
CliffEscape hdr✕
Ledge Roll
no hitboxes–50––
CliffJump1 vanilla•
Ledge Jump
no hitboxes–13––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–27––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes–2––
LandingHeavy vanilla
Landing
no hitboxes–5––
GuardOn vanilla
Shield
no hitboxes–8––
Guard vanilla•
Shield
no hitboxes––––
GuardOff vanilla
Shield
no hitboxes–12––

✕Vanilla spawned Bomb here; HDR does not, so it is not listed.

Projectiles & Articles

1 article

Spawned objects carry their own hitboxes. Some moves put all of their damage here and none on the fighter, so this is where their numbers live. Frames count from the article appearing, not from the input.

Food

4 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr⇥
Sausage
1-70370°17 / 700top
hdr⇥
Steak
1-70370°17 / 700top
hdr⇥
FriedPrawns
1-70370°17 / 700top
hdr⇥
Fish
1-70370°17 / 700top

Attributes

Weight & Size

Weight
75
Jostle Weight
3.5
Shield Radius
10

Ground Movement

Walk Speed
1.18
Walk Accel (mul)
0.105
Walk Accel (add)
0.105
Initial Dash
1.5
Run Speed
1.5
Run Accel (mul)
0.08
Run Accel (add)
0.02
Traction
0.06

Jumps

Jumpsquat
4
Jump Initial Y
9.8348
Full Hop Height
27.51
Short Hop Height
11.76
Air Jump Height
27.51
Jump Count
2
Horizontal Jump Speed
1.5

Air Movement

Air Speed
1
Air Accel (add)
0.02
Air Accel (mul)
0.048
Air Friction
0.016
Gravity
0.095
Fall Speed
1.71

Landing Lag

Nair
9
Fair
12
Bair
11
Uair
10
Dair
10
Empty Landing
4
Heavy Landing
4

Notes

◆HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (121 -> 45 frames).Up Special (Open)
  • HDR replaces the animation (32 -> 51 frames).Air Dodge, Air Dodge (Directional)
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Rapid Jab Finisher, Dash Attack, Up Tilt, Down Tilt, Forward Smash, Down Smash, Neutral Air, Up Air, Neutral Special, Neutral Special (Air), Up Special, Up Special (Open), Up Special (Air), Down Special (Start), Grab, Dash Grab, Pivot Grab, Up Throw, Down Throw
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Up Special, Up Special (Air)
↧HDR's optional gentleman jab. Land jab 1, then hold attack for this sequence, or tap repeatedly for the rapid jab.
  • Jab 2 (Gentleman)
※Some values are computed at runtime and cannot be read from the script.
  • Computed at runtime, not shown: damage.Down Special (Shoot), Down Special (Air, Shoot)
✕HDR removes this move’s hitboxes.
  • CliffEscape
⇥The hit lasts as long as the object carrying it does. Its script never closes the hitbox, so the active frames end where the article’s life runs out.
  • Food is on the field for up to 70 frames (param_food.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Food: Sausage, Food: Steak, Food: FriedPrawns, Food: Fish
⊗A counter. What it deals is a multiple of the attack it countered, so the figure in the damage column is only the floor — the multiplier and the ceiling come from the fighter’s parameters.
  • The bucket deals 2x the energy it absorbed (param_special_lw.attack_mul), never less than 16%.Down Special (Shoot), Down Special (Air, Shoot)
⊘This move spawned a projectile in vanilla that HDR no longer creates.
  • Spawned Bomb in vanilla; HDR does not.Forward Air
↛The move creates something this site has no table for — an item, or an article with no hitbox of its own. The name shown is the engine’s own, not a heading to go looking for.
  • Also spawns normal_weapon — the engine's name for it, and there is no table for it here.Jab 1, Forward Tilt, Down Tilt, Neutral Air, Forward Air, Back Air
•Other notes.
  • Repeats while the input is held or mashed; one cycle is 13 frames. Frames shown are one cycle, so there is no fixed FAF.Rapid Jab
  • FAF here is the animation's length: the motion list sets no cancel frame for this action, so the true actionable frame may be earlier.AttackS4Charge, AttackHi4Charge, AttackHi4ChargeR, AttackLw4Charge, Up Special (Close), Down Special (Start), Down Special (Catch), Down Special (Reflect), Down Special (Air, Start), Down Special (Air, Catch), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Land cancels: touching the ground during this move ends it with 6 frames of landing lag rather than the usual special-fall landing.Neutral Special (Air)
  • Landing outside the auto cancel window costs 11 frames: HDR's status sets it on the way to a landing while the flag is up, and lands normally while it is down.Up Special (Open)
  • Landing lag is 42 frames, from `param_special_hi.landing_frame`. This special has no landing animation of its own — it hands the figure to the landing directly — so nothing in the script or the motion list shows it.Up Special (Air)
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Down Special, Down Special (Air), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Timing from fighter_param_motion (escape_n_cancel_frame), not the animation.Spot Dodge
  • Intangible on frames 3-15.Spot Dodge
  • Timing from fighter_param_motion (escape_f_cancel_frame), not the animation.Forward Roll
  • Intangible on frames 4-13.Forward Roll, Back Roll
  • Timing from fighter_param_motion (escape_b_cancel_frame), not the animation.Back Roll
  • Timing from fighter_param_motion (escape_air_cancel_frame), not the animation.Air Dodge
  • Intangible on frames 4-26.Air Dodge, Air Dodge (Directional)
  • Landing lag is 10 frames, from common's `landing_frame_escape_air` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge
  • Timing from fighter_param_motion (escape_air_slide_cancel_frame), not the animation.Air Dodge (Directional)
  • Landing lag is 10 frames, from param_motion's `landing_frame_escape_air_slide_max` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge (Directional)
  • Held: the animation is a hold placeholder, so this ends on release or on a state change rather than on a fixed frame.Shield

ACMD

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The animation command script the frame data on this page was read from. frame and wait move the animation on; ATTACK, CATCH and hitbox! create the hitboxes; clear_all ends them.