Mr. Game & Watch

111 moves56 changed by HDR55 vanillainternal gamewatch
Notes ↓

Jabs

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
4-5383°20 / 50-84160, 1top
4-53Sakurai20 / 15-82top
hdr
Jab
2-4450°40 / 120-262330, 1haver
vanilla
Jab
10.8Sakurai12 / 2010, 1top
50.8Sakurai12 / 200, 1top
hdr
Jab
2-44.550°60 / 160-272340, 1haver

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
5-81050°50 / 70-245370top
9-189120°50 / 60-210top

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
8-91235°35 / 99-218380top
8-91035°35 / 103-221top
10-20835°40 / 108-210, 1top
hdr
Up Tilt
7-109100°30 / 112-147280top
7-99100°30 / 112-141, 2top
11-1312100°30 / 112-80, 1, 2top
hdr↛‡
Down Tilt
6-91190°46 / 109-156300top
10-13990°36 / 100-130top

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
14-161448°35 / 105-2214460top
14-161748°35 / 105-201, 2top
17-24850°35 / 105-220top
17-241150°35 / 105-201, 2top
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
211883°42 / 100-1121440top
22-251883°42 / 100-100top
hdr
Up Smash
211883°42 / 100-1121440top
22-251883°42 / 100-100top
AttackHi4ChargeR vanilla
Up Smash
no hitboxes61
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
14-181320°30 / 80-1914430top
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
22-247.356°45 / 93-32, 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 / 30-2310400, 1top
hdr•‡
Neutral Special
10-12810°60 / 30-23104060, 1top
hdr
Side Special
16-232270°24 / 94-3016500, 1top
16-232Sakurai0 / 0-302, 3top
hdr
Side Special
16-234Sakurai30 / 40-2916500, 1top
hdr
Side Special
16-236140°45 / 50-2816500, 1top
hdr
Side Special
16-23869°50 / 40-271650JC0, 1top
hdr
Side Special
16-243367°25 / 70-3016500, 1top
25-27378°60 / 72-210, 1top
hdr
Side Special
16-231520°40 / 66-2316500, 1top
hdr
Side Special
16-231445°45 / 50-2416500, 1top
hdr
Side Special
16-231380°60 fixed-2416500, 1top
hdr
Side Special
16-2325Sakurai100 / 80-1816500, 1top
hdr
Side Special
16-232270°24 / 94-3016500, 1top
16-232Sakurai0 / 0-302, 3top
hdr
Side Special
16-234Sakurai30 / 40-2916500, 1top
hdr
Side Special
16-236140°45 / 50-2816500, 1top
hdr
Side Special
16-23869°50 / 40-271650JC0, 1top
hdr
Side Special
16-243367°25 / 70-3016500, 1top
25-27378°60 / 72-210, 1top
hdr
Side Special
16-231520°40 / 66-2316500, 1top
hdr
Side Special
16-231445°45 / 50-2416500, 1top
hdr
Side Special
16-231380°60 fixed-2416500, 1top
hdr
Side Special
16-2325Sakurai100 / 80-1816500, 1top
hdr‡¶
Up Special
6-11675°100 / 36-306420top
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 hitboxes8
hdr•‡¶
Up Special
6-11675°100 / 36-30642140top
6-11685°123 / 36-300top
12-20680°60 / 80-240waist
21-25480°60 / 80-160waist
SpecialLwStart vanilla
Down Special
no hitboxes5
vanilla
Down Special
no hitboxes
SpecialLwCatch vanilla
Down Special
no hitboxes25
SpecialLwReflect vanilla
Down Special
no hitboxes25
vanilla
Down Special
no hitboxes14
vanilla⊗※
Down Special
2-7variesSakurai25 / 802500top
8-14variesSakurai25 / 780top
15-26variesSakurai25 / 760top
SpecialAirLwStart vanilla
Down Special
no hitboxes5
vanilla
Down Special
no hitboxes
SpecialAirLwCatch vanilla
Down Special
no hitboxes25
vanilla
Down Special
no hitboxes14
vanilla⊗※
Down Special
2-7variesSakurai25 / 802500top
8-14variesSakurai25 / 780top
15-26variesSakurai25 / 760top

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8– / –350grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11.3Sakurai30 fixed-261300top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
9-10– / –430grab
hdr
Pivot Grab
10-11– / –380grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1868°70 / 502638120
1-373Sakurai60 / 1000
hdr
Back Throw
1868°70 / 502638120
1-373Sakurai60 / 1000
hdr
Up Throw
1890°60 / 1102640140
1-393Sakurai60 / 1000
hdr
Down Throw
18270°30 fixed3144130
1-433Sakurai60 / 1000

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla
Spot Dodge
intangible 3–1527
vanilla
Forward Roll
intangible 4–1334
EscapeB vanilla
Back Roll
intangible 4–1334
hdr◆•
Air Dodge
intangible 4–265810
hdr◆•
Air Dodge
intangible 4–265810
vanilla
Ledge Attack
24-26945°90 / 20-2524560top
vanilla
Get-Up Attack
16-17748°80 / 48-2816500top
21-22748°80 / 48-230top
vanilla
Get-Up Attack
16-17748°80 / 48-2816500top
21-22748°80 / 48-230top
DamageFall vanilla
DamageFall
no hitboxes
vanilla
DownBoundU
no hitboxes26
DownWaitU vanilla
DownWaitU
no hitboxes
DownDamageU vanilla
DownDamageU
no hitboxes14
DownDamageU3 vanilla
DownDamageU3
no hitboxes40
vanilla
DownEatU
no hitboxes30
DownStandU vanilla
Get-Up
no hitboxes30
hdr
Get-Up Roll
no hitboxes36
hdr
Get-Up Roll
no hitboxes36
DownSpot vanilla
DownSpot
no hitboxes30
vanilla
DownBoundD
no hitboxes26
DownWaitD vanilla
DownWaitD
no hitboxes
DownDamageD vanilla
DownDamageD
no hitboxes14
DownDamageD3 vanilla
DownDamageD3
no hitboxes40
vanilla
DownEatD
no hitboxes30
DownStandD vanilla
Get-Up
no hitboxes30
hdr
Get-Up Roll
no hitboxes36
hdr
Get-Up Roll
no hitboxes36
Passive vanilla
Tech
no hitboxes27
hdr
Tech
no hitboxes41
hdr
Tech
no hitboxes41
PassiveWall vanilla
Tech
no hitboxes27
PassiveWallJump vanilla
Tech
no hitboxes41
vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes31
vanilla
Ledge Grab
intangible 1–2920
CliffWait vanilla
Ledge Hang
no hitboxes
CliffClimb vanilla
Ledge Climb
no hitboxes35
CliffEscape hdr
Ledge Roll
no hitboxes50
CliffJump1 vanilla
Ledge Jump
no hitboxes13
hdr
Ledge Jump
no hitboxes27

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes5
GuardOn vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
GuardOff vanilla
Shield
no hitboxes12

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), 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. 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)
  • Land cancels: touching the ground during this move ends it with 14 frames of landing lag rather than the usual special-fall landing.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
  • FAF is HDR's runtime calculation rather than a param: the air dodge stalls for 28 frames and ends once the fighter has fallen 35 units, so it follows their gravity and fall speed.Air Dodge, Air Dodge (Directional)
  • 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
  • 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.