nyuuzyou/wikis huggingface dataset:
Mr. Game & Watch (SSBB)/Forward aerial

==Overview==
Mr Game and Watch pulls out a box and attacks with it; the move comes out on frame 10, which is decent, and the move has a sweetspot that is pretty powerful, dealing 16% and being able to take stocks, and the move also has a sourspot that lasts for a very long time, nearly half a second, making it a good tool for edgeguarding. While the move's range is not amazing, it is disjointed so there's that.
However, the move doesn't have a late autocancel window, meaning Game and Watch can't short hop autocancel with this move, and the move also has 22 frames of landing lag which is pretty high, making it punishable. These are pretty minor weaknesses for an overall good edgeguarding option.
==Hitboxes==
|}
==Timing==
Initial autocancel	1-2
Clean hit 	10-12
Late hit 	13-32
Animation length 	44
|-
===Landing lag===
Animation length	22
Category:Mr. Game & Watch (SSBB)
Category:Forward aerials (SSBB)
Mr. Game & Watch (SSBB)/Forward smash

==Overview==
Mr. Game & Watch swings a lit torch forward. The move is fast and does high damage, which naturally gives it high knockback scaling, allowing it to reliably KO at percentages well under 100%. The move's hitbox also has a long duration, which allows the move to easily cover options from the opponent. This move's extended duration can be used to keep enemies (if momentarily) at bay. Due to its knockback and speed, the move is considered one of the most useful forward smashes in the game.
==Hitboxes==
|}
==Timing==
Charges between 	7-8
Clean hit 	17-20
Late hit 	21-34
Animation length	42
Interruptible 	43
Category:Mr. Game & Watch (SSBB)
Category:Forward smashes (SSBB)
Mr. Game & Watch (SSBB)/Forward throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Mr. Game & Watch (SSBB)
Category:Forward throws (SSBB)
Mr. Game & Watch (SSBB)/Grab

==Overview==
==Grabboxes==
===Standing grab===
|}
===Dash grab===
|}
===Pivot grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Animation length	29
===Dash grab===
Grab 	9-10
Animation length	39
===Pivot grab===
Grab 	10-11
Animation length	35
Category:Mr. Game & Watch (SSBB)
Category:Grabs (SSBB)
Mr. Game & Watch (SSBB)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 	 	
Neutral attack (infinite) 	 	
Neutral attack (infinite end)	 	
Forward tilt 	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Neutral special 	Chef 	
Side special 	Judge 1 	
Side special 	Judge 2 	
Side special 	Judge 3 	
Side special 	Judge 4 	
Side special 	Judge 5 	
Side special 	Judge 6 	
Side special 	Judge 7 	
Side special 	Judge 8 	
Side special 	Judge 9 	
Up special 	Fire 	
Down special 	Oil Panic (spill)	
Final Smash 	Octopus 	
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward Throw 	 	
Back Throw 	 	
Up Throw 	 	
Down Throw 	 	
Floor attack (front) 	 	
Floor attack (back) 	 	
Trip attack 	 	
Edge attack (fast) 	 	
Edge attack (slow) 	 	
Category:Hitbox repositories
Category:Mr. Game & Watch (SSBB)
Category:Hitboxes (SSBB)
Mr. Game & Watch (SSBB)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-2
Hit 1 	7-10
Hit 2 	12-15
Hit 3 	17-20
Hit 4 	22-25
Animation length 	34
|-
===Landing lag===
Animation length	9
Category:Mr. Game & Watch (SSBB)
Category:Neutral aerials (SSBB)
Mr. Game & Watch (SSBB)/Neutral attack

==Overview==
Mr. Game & Watch's neutral attack consists of multiple shots from an insecticide spray.
For the technical data of each individual hit, see:
*Mr. Game & Watch (SSBB)/Neutral attack/Hit 1
*Mr. Game & Watch (SSBB)/Neutral attack/Infinite
==Quickest loop==
Jab 1 	4-6
Rapid jab 	16-19, 24-25
Windbox 	29
Interruptible 	16, N/A
Animation lengths	18, 35
|-
Category:Mr. Game & Watch (SSBB)
Mr. Game & Watch (SSBB)/Neutral attack/Infinite

==Overview==
==Hitboxes==
===Rapid jab===
|}
===Ending windbox===
|}
==Timing==
Animation length is only for the finisher.
Rapid jab 	8-9, 16-17
Ending hitbox 	2
Animation length	8
Category:Mr. Game & Watch (SSBB)
Category:Neutral attacks (SSBB)
Mr. Game & Watch (SSBB)/Side special

==Hitbox visualizations==
#1	#2	#3
 	 	
#4	#5	#6
 	 	
#7	#8	#9
 	 	
==Overview==
==Hitboxes==
|}
==Timing==
#1, #2, #3, #4, #6, #7, #8, #9	16-23
#5 	16-18, 19-21, 22-24, 25-27
Animation length 	49
|#1, #2, #3, #4, #6, #7, #8, #9 
|-
|#5 
Category:Mr. Game & Watch (SSBB)
Category:Side special moves (SSBB)
Mr. Game & Watch (SSBB)/Up smash

==Overview==
Mr. Game & Watch performs a powerful headbutt while wearing a diving helmet. The move has two fairly large hitboxes, one which is attached to Mr. Game & Watch's head and another static hitbox which floats above him. The move provides intangibility to Mr. Game & Watch's head while the hitboxes are out making it a decent anti-air. The biggest weakness of the move is its high startup lag not coming out until frame 24. However, the move has very low ending lag only having 10 frames of cooldown. When combined with its high pushback on shield, this makes the move practically safe on shield requiring the player to shield SDI in order to punish it (assuming they are not pushed off an edge). The move is only -8 on shield (-4 if hit on the last possible frame), making it extremely safe for a smash attack. Its low ending lag also means that the move is difficult to whiff punish, allowing Mr. Game & Watch to either throw out another move or to defend himself. The move is the third strongest up smash in the game; being able to KO the entire cast under 100%. Charging it at ledge as a get-up read or simply as a mixup can get even earlier KOs. 
It is overall one of the best up smashes in the game due to its excellent KO power as well as its difficulty to intercept and punish making it an excellent move to use when Mr. Game & Watch's opponent is at a high percent.
==Hitboxes==
|}
==Timing==
Charges between 	17-18
Hitbox 	24-28
Head intangibility	24-28
Interruptible 	39
Animation length 	43
|Hitboxes 
|-
|Head intangibility 
Category:Mr. Game & Watch (SSBB)
Category:Up smashes (SSBB)
Category:Head attacks (SSBB)
Mr. Game & Watch (SSBB)/Up throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Mr. Game & Watch (SSBB)
Category:Up throws (SSBB)
Mr. Game & Watch (SSBM)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-9
Hits 1-4 	10-12, 13-15, 16-18, 19-21
Animation length 	39
|-
===Landing lag===
Hitbox 	1
Animation length	18
Category:Mr. Game & Watch (SSBM)
Category:Back aerials (SSBM)
Mr. Game & Watch (SSBM)/Back throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|colspan="13" align="center"|1-8||1-8||colspan="8" align="center"|1-8
|}
|rowspan=2|Min (Pichu) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser PAL) 
|-
Category:Mr. Game & Watch (SSBM)
Category:Back throws (SSBM)
Mr. Game & Watch (SSBM)/Dash attack

==Overview==
Mr. Game & Watch puts on a helmet and dives for the ground. The move has low knockback, is decently fast, and sends opponents behind Mr. Game & Watch, allowing it to be used to rack up damage.
==Hitboxes==
|}
==Timing==
Hitboxes 	6-29
Boost grab window	2-4
Animation length 	37
!Hitboxes 
|-
!Boost grab 
Category:Mr. Game & Watch (SSBM)
Category:Dash attacks (SSBM)
Mr. Game & Watch (SSBM)/Down aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-5
Clean hit 	12
Late hit 	13-38
Animation length 	49
|-
===Landing lag===
Hitboxes 	2
Animation length 	20
L-cancelled Hitboxes 	1
L-cancelled animation length	10
|Normal 
|-
|L-cancelled 
Category:Mr. Game & Watch (SSBM)
Category:Down aerials (SSBM)
Mr. Game & Watch (SSBM)/Down special

==Overview==
==Hitboxes==
The damage scales up depending on the amount of damage Mr. Game & Watch has absorbed.
===Grounded===
|}
===Aerial===
|}
==Timing==
===Absorb===
Absorption 	5- (5-37 minimum)
Animation length (ending)	12
===Absorbing projectiles===
Intangible 	1-25
Animation length	25
===Spill===
Clean hit 	2-10
Mid hit 	11-22
Late hit 	23-37
Animation length	49
==Properties==
Absorption radius 	5.5
Absorption x position	-4.5
Absorption y position	6
Absorption multiplier	1.5x + 5
Max absorbable damage	500*
* Absorbing more than 500% will crash the game once Mr. Game & Watch spills his bucket. However, it is impossible to absorb over 500% under normal circumstances. 
Category:Mr. Game & Watch (SSBM)
Category:Special moves (SSBM)
Category:Down special moves (SSBM)
Mr. Game & Watch (SSBM)/Down throw

==Overview==
Mr. Game & Watch juggles the opponent and tosses them upwards, somewhat similarly to his , but weaker. At high percentages (around 100% and above), it can potentially chaingrab fastfallers, and it can combo and set up into moves such as neutral aerial on many characters, though at lower percentages, an up throw is usually preferred. Overall, down throw is a staple move in Mr. Game & Watch's kit. It has 20 less base knockback than his other throws.
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|colspan="13" align="center"|1-8||1-8||colspan="8" align="center"|1-8
|}
|rowspan=2|Min (Pichu) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser PAL) 
|-
Category:Mr. Game & Watch (SSBM)
Category:Down throws (SSBM)
Mr. Game & Watch (SSBM)/Edge getups (fast)

==Overview==
==Timing==
*All getup options occupy the ledge (prevent the opponent from grabbing it) for their entire animation length, except for jump, which loses ledge occupancy as soon as the character physically jumps off the ledge.
===Neutral getup===
Intangible 	1-30
Animation length	34
===Jump getup===
Intangible 	1-12
Jump 	13
Soonest fast fall	44
Animation length 	37
===Roll getup===
Intangible 	1-27
Animation length	49
Category:Mr. Game & Watch (SSBM)
Category:Getups (SSBM)
Mr. Game & Watch (SSBM)/Forward aerial

==Overview==
Mr. Game and Watch slams a boxed package downwards, referencing the game Mario Bros. It is known to also referenced Mario’s Cement Factory called “Cement Factory” according to the Melee official strategy guide. It is his most used aerial, partially due to its ability to be L-cancelled, unlike some of his other aerial attacks. The move is very strong when the sweetspot connects to the opponent, which can be used as a combo finisher, while the sourspot is used as a combo starter or a gimping tool. Both the sweetspot’s strength, and sourspot providing opportunities to gimp make this move a decent edgeguarding tool for him.
==Hitboxes==
|}
==Timing==
Initial autocancel	1-2
Clean hit 	10-12
Late hit 	13-32
Animation length 	44
|-
===Landing lag===
Animation length 	25
L-cancelled animation length	12
|Normal 
|-
|L-cancelled 
Category:Mr. Game & Watch (SSBM)
Category:Forward aerials (SSBM)
Mr. Game & Watch (SSBM)/Forward smash

==Overview==
Mr. Game and Watch fires a torch forward, referencing Fire Attack. His forward smash is a strong finishing move that can segue well into finishers for precise chain-grabs, but the move comes out generally slowly. On top of this, the move has lots of endlag, meaning missing it is an easy punish for your opponents. This is offset by the fact that it has the capability to easily perform large amounts of knockback and is generally used by competitive Mr. Game & Watch players to finish combos or take advantage of a well-performed read. It's rare to see this move in serious competitive scenes, but when performed excellently, it is easily one of, if not the best combo finisher Mr. Game & Watch has at his disposal.
==Hitboxes==
|}
==Timing==
Charges between 	8-9
Clean hit 	13-16
Late hit 	17-33
Interruptible 	42
Animation length	44
Category:Mr. Game & Watch (SSBM)
Category:Forward smashes (SSBM)
Mr. Game & Watch (SSBM)/Forward throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|colspan="13" align="center"|1-8||1-8||colspan="8" align="center"|1-8
|}
|rowspan=2|Min (Pichu) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser PAL) 
|-
Category:Mr. Game & Watch (SSBM)
Category:Forward throws (SSBM)
Mr. Game & Watch (SSBM)/Forward tilt

==Overview==
Mr. Game and Watch holds out a chair in front of him. The move lasts very long with 18 active frames, hitting from frames 13-30. However, the move is heavily outclassed in neutral and advantage state by forward smash, as it starts on the same frame, has more kill power, and lingers longer than forward tilt.
==Hitboxes==
|}
==Timing==
Hitboxes 	13-30
Interruptible 	42
Animation length	44
Category:Mr. Game & Watch (SSBM)
Category:Forward tilts (SSBM)
Mr. Game & Watch (SSBM)/Grab

==Overview==
==Hitboxes==
===Standing grab===
|}
===Dash grab===
|}
==Timing==
===Standing grab===
Grab 	7-8
Animation length	30
===Dash grab===
Grab 	11-12
Animation length	40
Category:Mr. Game & Watch (SSBM)
Category:Grabs (SSBM)
Mr. Game & Watch (SSBM)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Greenhouse 	
Neutral attack infinite	Greenhouse 	
Forward tilt 	Lion 	
Up tilt 	Flag Man 	
Down tilt 	Manhole 	
Dash attack 	Helmet 	
Forward smash 	Fire Attack 	
Up smash 	Octopus 	
Down smash 	Vermin 	
Neutral aerial 	Parachute 	
Forward aerial 	Cement Factory 	
Back aerial 	Turtle Bridge 	
Up aerial 	Spitball Sparky	
Down aerial 	Donkey Kong Jr.	
Neutral special 	Chef 	
Side special (1-8) 	Judge 	
Side special (9) 	Judge 	
Up special 	Fire 	
Down special (bucket) 	Oil Panic 	
Down special (attack) 	Oil Panic 	
Grab 	 	
Dash grab 	 	
Forward roll 	 	
Back roll 	 	
Spot dodge 	 	
Air dodge 	 	
Ledge stand 	 	
Ledge jump 	 	
Ledge roll 	 	
Ledge attack (fast) 	 	
Ledge attack (slow) 	 	
Category:Hitbox repositories
Category:Mr. Game & Watch (SSBM)
Category:Hitboxes (SSBM)
Mr. Game & Watch (SSBM)/Neutral aerial

==Overview==
Mr. Game and Watch opens a Parachute, referencing the game Parachute. It's his second most used aerial aside from his Forward Aerial. Despite its inability to be L-cancelled, the move sees frequent use as the hitbox lingers a long time while still retaining its decent power the whole way through. It's a staple edgeguarding move and combo finisher, reliably comboing out of down tilt, down throw, and up throw, as well as forward and back throw with DI mixups.
==Hitboxes==
|}
==Timing==
Initial autocancel	1-2
Hitbox 	20-29
Animation length 	44
|-
===Landing lag===
Animation length	15
Category:Mr. Game & Watch (SSBM)
Category:Neutral aerials (SSBM)
Mr. Game & Watch (SSBM)/Neutral attack

==Overview==
Mr. Game & Watch's neutral attack consists of multiple shots from an insecticide spray.
For the technical data of each individual hit, see:
*Mr. Game & Watch (SSBM)/Neutral attack/Hit 1
*Mr. Game & Watch (SSBM)/Neutral attack/Infinite
==Quickest loop==
Jab 1 	4-6
Rapid jab 	16-18
Interruptible 	16
Animation lengths	17, 31
|-
Category:Neutral attacks (SSBM)
Category:Mr. Game & Watch (SSBM)
Mr. Game & Watch (SSBM)/Neutral special

==Overview==
==Hitboxes==
|}
==Timing==
* The sausage will despawn earlier if it hits the ground.
===Minimum duration===
Hitbox 	18-21
Sausage 	18-97
Animation length	49
|-
===In general===
Category:Mr. Game & Watch (SSBM)
Category:Special moves (SSBM)
Category:Neutral special moves (SSBM)
Mr. Game & Watch (SSBM)/Side special

==Overview==
==Hitboxes==
|}
==Timing==
1, 2, 3, 4, 6, 7, 8, 9 hit	16-29
5 hits 	16-18, 19-21, 22-24, 25-27
Animation length 	49
|1, 2, 3, 4, 6, 7, 8, 9 
|-
|    5 
Category:Mr. Game & Watch (SSBM)
Category:Side special moves (SSBM)
Mr. Game & Watch (SSBM)/Spot dodge

==Overview==
Game & Watch leans back on a single foot, becoming intangible for 11 frames (or about ⅙ of a second), before leaning forwards and becoming vulnerable, being stuck in lag for ⅓ of a second. The move is widely considered to be the worst spot dodge in the game, giving Game & Watch the least amount of intagibility, both in the absolute number of frames and as a fraction of the move's duration (11/32 frames, or 34.4%). In addition, it's tied for the 4th-longest spot dodge in the game, only behind , , and . This, along with his slow aerials (with being the fastest at frame 7), contributes to his awful out of shield game.
==Timing==
Intangible 	2-12
Animation length	32
Category:Mr. Game & Watch (SSBM)
Category:Dodges (SSBM)
Mr. Game & Watch (SSBM)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-6
Hit 1 	7-16
Hit 2 	21-22
Animation length 	39
|-
===Landing lag===
Animation length	15
Category:Mr. Game & Watch (SSBM)
Category:Up aerials (SSBM)
Mr. Game & Watch (SSBM)/Up smash

==Overview==
Mr. Game & Watch will put on a scuba-diving helmet before headbutting with it. The move has very high startup, being frame 24. While it does have head intangibility during frames 24-28, the nose is not intangible, making it possible for Mr. Game & Watch to get hit if he tries to use it as an anti-air. The move has decent power, even if a bit lacking for a smash attack of its speed. However, the move has deceptively low ending lag, having 12 frames of lag with IASA frames and 16 without. This makes it useful for baiting an opponent to approach so Mr. Game & Watch can use options like grab and down tilt.
==Hitboxes==
|}
==Timing==
Charges between 	18-19
Head (not nose) intangibility	24-28
Hitboxes 	24-28
Interruptible 	40
Animation length 	45
|Hitboxes 
|-
|Head 
Category:Mr. Game & Watch (SSBM)
Category:Up smashes (SSBM)
Mr. Game & Watch (SSBM)/Up special

==Overview==
==Hitboxes==
|}
==Timing==
Hitbox 	1-37
Animation length	39
===Landing lag===
Animation length (pre free fall) 	40
Animation length (post free fall)	6
|Pre free fall 
|-
|Post free fall 
Category:Mr. Game & Watch (SSBM)
Category:Up special moves (SSBM)
Mr. Game & Watch (SSBM)/Up throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|colspan="13" align="center"|1-8||1-8||colspan="8" align="center"|1-8
|}
|rowspan=2|Min (Pichu) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser PAL) 
|-
Category:Mr. Game & Watch (SSBM)
Category:Up throws (SSBM)
Mr. Game & Watch (SSBU)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-9
Hits 1-3 	10-13, 14-17, 18-21
Hit 4 	22
Ending autocancel 	38-
Interruptible 	40
Animation length 	41
|-
===Landing lag===
Hitboxes 	1
Interruptible 	19
Animation length	29
Category:Mr. Game & Watch (SSBU)
Category:Back aerials (SSBU)
Mr. Game & Watch (SSBU)/Back throw

Mr. Game & Watch back throw hurtbox visualization	Mr. Game & Watch back throw hurtbox visualization	Mr. Game & Watch back throw hurtbox visualization	Mr. Game & Watch back throw hurtbox visualization	Mr. Game & Watch back throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-26
Throw Release 	26
Interruptible 	41
Animation length	44
|-
Category:Mr. Game & Watch (SSBU)
Category:Back throws (SSBU)
Mr. Game & Watch (SSBU)/Dash attack

==Overview==
Mr. Game & Watch puts on a helmet and dives for the ground. The move is decently fast and the clean hit can KO at high percents near the ledge. Additionally, Mr. Game & Watch's hurtbox is lowered, allowing low profile attacks to be dodged. The lingering hitbox can also be used to 2-frame opponents. However, it is ineffective at KO'ing outside of the ledge.
==Hitboxes==
|}
==Timing==
The move disables jostling during frames 6-38.
Clean hit 	6-9
Late hit 	10-19
Interruptible 	38
Animation length	39
Category:Mr. Game & Watch (SSBU)
Category:Dash attacks (SSBU)
Mr. Game & Watch (SSBU)/Down aerial

==Overview==
 takes out the giant key from the version of , and then performs a downward-diving thrust while holding it beneath himself, making the move a stall-then-fall aerial. Similar to , Mr. Game & Watch can influence his descent while using down aerial.
This move is surprisingly disjointed and descends quite quickly, making it difficult to challenge directly from below. It also has decently strong KO potential, with a meteor smash on the early hit and a strong late hit. Running off with down aerial to try and meteor smash is also a valid strategy, as Mr. Game & Watch will survive even without a jump. This makes it a decent landing option in disadvantage, especially when considering the strong autocancel. If one full hops and then uses Fire, it can also autocancel. It can also work from a side platform on Battlefield. This can make the move significantly safer than most stall-and-fall aerials, though he still remains vulnerable during the move's animation.
However, like many stall-and-fall aerials, down aerial has its drawbacks. It has very high landing lag which can make it punishable upon landing, although its landing hitbox can mitigate this to a degree against careless opponents. The move also leaves Mr. Game & Watch completely vulnerable from the sides and above, making it among the most punishable moves in his kit. It is also still possible to challenge down aerial from below with moves such as 's strong, intangible up aerial. In addition, it only deals 4 frames of shieldstun with both the aerial and landing hitboxes, making it extremely unsafe on shield (-17 with the landing hitbox). Due to how the shield is hit in-context, this usually allows opponents to jump out of shield and avoid the landing hitbox, making it even less safe.
==Update History==
 
*
 
*
==Hitboxes==
|}
==Timing==
===Attack===
The move first sets Mr. Game & Watch's vertical momentum to 1 on frames 1-11, then to -3.1 from frame 12 onward.
Initial autocancel	1-5
Clean hit 	12-13
Late hit 	14-38
Ending autocancel 	50-
Interruptible 	50
Animation length 	51
|-
===Landing lag===
Hitboxes 	1-2
Interruptible 	23
Animation length	35
==Trivia==
*The clean hit is coded as an extended hitbox despite not actually being extended. This prevents it from interpolating.
Category:Mr. Game & Watch (SSBU)
Category:Down aerials (SSBU)
Mr. Game & Watch (SSBU)/Down smash

==Overview==
Mr. Game & Watch swings down two hammers, referencing his game Vermin. The move has large hitboxes that hit on both sides of Mr. Game & Watch and give it great range which along with its low ending lag, makes it difficult to punish as it can even be safe on shield if it is spaced. Its large hitboxes give it great potential at the ledge for edgeguarding as it can easily 2-frame many recoveries. The move has s on the hammers which bury grounded opponents and can be easily followed up with several powerful finishers for a potential KO such as forward smash, up smash, forward tilt, down tilt, Judge and Oil Panic. If the sweetspots hit an aerial opponent, it will launch them at an upwards angle which is very strong, being able to KO many characters under 100%. The sourspot that is located on Mr. Game & Watch's body is a semi spike that launches opponents offstage, making it difficult for the opponent to recover as it also allows for edgeguarding opportunities. 
This is arguably the best down smash in the game as it buries, 2-frames, semi spikes, has good range, has decent startup and low ending lag, and is safe on shield if properly spaced. It has become one of Mr. Game & Watch's most consistent KO options and one of his best moves overall.
==Hitboxes==
|}
==Timing==
Charges between 	6-7
Hitboxes 	12-16
Interruptible 	38
Animation length	40
==Trivia==
*Due to a programming oversight, the sweetspots do not cause any hit effect to appear on aerial or downed targets. The effect is misspelled as "noamal" in the scripts.
Category:Mr. Game & Watch (SSBU)
Category:Down smashes (SSBU)