Super Smash Bros. Ultimate

Mr. Game & Watch (SSBU)/Down smash

Hitbox visualization showing Mr. Game & Watch's down smash.

OverviewEdit

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 sweet spots 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.

HitboxesEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
0 0 0 13.0% 0   Standard 30 80 0   4.5 top 0.0 3.6 -5.0 to 5.0 1.0× 1.0× 0%               Kick   All All            
1 0 0 15.0% 0   Standard 20 55 0   4.5 top 0.0 3.6 -14.2 to -12.2 1.0× 1.0× 0%          d     Kick   All All            
2 0 0 15.0% 0   Standard 20 55 0   4.5 top 0.0 3.6 14.2 to 12.2 1.0× 1.0× 0%          d     Kick   All All            
3 0 0 15.0% 0   Standard 60 85 0   4.5 top 0.0 3.6 -14.2 to -12.2 1.0× 1.0× 0%               Kick   All All            
4 0 0 15.0% 0   Standard 60 85 0   4.5 top 0.0 3.6 14.2 to 12.2 1.0× 1.0× 0%               Kick   All All            

TimingEdit

Charges between 6-7
Hitboxes 12-16
Interruptible 38
Animation length 40
                                                                               
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
 
Interruptible

TriviaEdit

  • 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.