Matchup Summary (Win Condition and Game Plan)
Ganondorf’s Neutral Air, Forward Air, Back Air, Down Tilt, smash attacks, and Wizard’s Foot-style bursts are all terrifying because one clean hit can send Mr. Game & Watch to the corner or straight to death unusually early. The other side of the matchup is that Ganondorf’s landing, shield pressure recovery, and offstage routes are all very fragile, and Mr. Game & Watch has the exact tools to lock those weaknesses in place with Up B (3f) and long anti-air loops.
The frame table also shows that after shielding Forward Tilt, Up Tilt, Down Tilt, Dash Attack, every smash attack, Neutral B (1), Neutral B (2), Down B (1), and Down B (2), Mr. Game & Watch can answer with Up B (3f), Grab (10f), OOS Neutral Air (10f), and OOS Up Air (12f). By contrast, Jab and Ganondorf’s aerials leave much narrower retaliation windows, so swinging back every time on shield usually lets him re-establish spacing or catch the escape with another heavy read.
The win condition is to stay out of direct slugfests, launch Ganondorf first with bomb pressure, Down Tilt, Back Air, and landing Up Air, then drain his jump and air dodge while pushing him to the ledge. Since Ganondorf’s horizontal recovery and landing are both especially weak, ledge trapping with Down Smash, Back Air, and Chef is more reliable than chasing deep for a scramble kill.
Stocks can already be taken consistently with Down Smash bury, Back Air, Up Smash, and repeated ledge sequences. The key is to avoid becoming passive out of fear of Ganondorf’s power, punish only the clearly unsafe heavy options, and stretch every opening into another landing trap or ledge trap.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Mr. Game & Watch OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab | 7 | -8 |
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| Forward Tilt | 10 | -17/-16 |
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| Up Tilt | 60 | -14 |
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| Down Tilt | 10 | -12 |
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| Dash Attack | 10 | -13/-11 |
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| Forward Smash | 29 | -24 |
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| Up Smash | 20 | -25 |
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| Down Smash | 15/35 | -39/-13 |
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| Neutral Air | 7/17 | (-7/-7)(-5/-6) |
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| Forward Air | 14 | -7/-7 |
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| Back Air | 10 | -4/-5 |
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| Up Air | 8 | -6/-6/-6/-7/-7/-8 |
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| Down Air | 16 | -9/-10 |
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| Neutral B (1) | 70/80 | -20/-14 |
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| Neutral B (2) | 70/80 | -14/-12 |
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| Side B (1) | 16 | — | ||
| Side B (2) | 16 | — | ||
| Side B (3) | — | — | ||
| Up B | 14 | — | ||
| Down B (1) | 16 | -29 |
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| Down B (2) | 16 | -34 |
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| Grab | 8 | — | ||
| Dash Grab | 11 | — | ||
| Pivot Grab | 12 | — |
Win Condition Checklist
- After shielding Forward Tilt, Up Tilt, Down Tilt, Dash Attack, every smash attack, Neutral B (1), Neutral B (2), Down B (1), and Down B (2), use Up B (3f) first and extend into Grab (10f), OOS Neutral Air (10f), and OOS Up Air (12f) when they reach.
- After shielding Jab or any aerial, do not insist on an immediate punish; cover the retreat and landing with Up Air, bomb pressure, and Back Air so the second interaction stays in Game & Watch’s favor.
- Once Ganondorf is launched, prioritize keeping him airborne and pushing him outward rather than forcing a center-stage kill. Drain jump and air dodge first, then trap the ledge with Down Smash, Back Air, and Chef.
- When you read Down B or a big smash attack, take the punish that preserves stage control and another trap rather than overcommitting for a one-shot answer.
Actions to Avoid
- Sitting still in shield too often out of fear of Ganondorf’s power and letting Neutral Air or Down Tilt push you backward for free.
- Swinging after every blocked Jab or aerial and getting clipped by the next sword-sized reposition or hard read.
- Chasing too deep offstage for an early kill and exposing Game & Watch’s low weight to Dark Dive reversals or stray aerial trades.
- Throwing out Down Smash or Up Smash in center stage without setup, missing, and giving Ganondorf the exact heavy punish window he wants.