Charizard vs Mr. Game & Watch

Mr. Game & Watch Matchup (Charizard)

Charizard vs Mr. Game & Watch

Charizard vs Mr. Game & Watch is about refusing to feed Up-B out of shield and juggle loops, building a grounded wall instead, and cashing out the light weight at ledge and on landings.

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Matchup Summary (Win Condition and Game Plan)

Charizard has the weight, burst ground speed, and raw kill power to end stocks early, but Mr. Game & Watch is one of the best characters in the game at punishing large bodies with tiny hurtbox movement, Up-B out of shield, and long juggle sequences.
That means the matchup gets worse the more Charizard tries to force aerial pressure. Forward Tilt, Flamethrower, walking shield, and dash grab should build the first wall and make Mr. Game & Watch be the one who has to jump first or overreach.
Most of Game & Watch’s faster aerial pressure is not the place to force shield punishes, but the heavier buttons like Forward Tilt, Down Tilt, Dash Attack, Bair, Dair, Chef, Jab, and Rapid Jab finisher can be checked consistently with Up Smash, Up B, grab, Nair, or Fair out of shield.
Because he is so light, Charizard does not need desperate kills. Ledge Bair, Up Smash, Up B, and clean landing catches are enough if you avoid reckless Flare Blitzes and overchasing into another Up-B juggle cycle.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldCharizard OOS Candidate MovesBarely Missed Moves
Rapid Jab5/11/17…
Rapid Jab Finisher2-28
  • Up Smash (6f)
  • Up B (9f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Nair (11f)
  • OOS Uair (15f)
  • OOS Bair (17f)
  • OOS Dair (21f)
Jab4-7
  • Up Smash (6f)
  • Up B (+2)
  • Grab (+3)
Forward Tilt8-18
  • Up Smash (6f)
  • Up B (9f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Nair (11f)
  • OOS Uair (15f)
  • OOS Bair (17f)
  • OOS Dair (+3)
Up Tilt10/20-16/-6
  • Up Smash (6f)
  • Up B (+3)
Down Tilt6-27
  • Up Smash (6f)
  • Up B (9f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Nair (11f)
  • OOS Uair (15f)
  • OOS Bair (17f)
  • OOS Dair (21f)
Dash Attack6-21
  • Up Smash (6f)
  • Up B (9f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Nair (11f)
  • OOS Uair (15f)
  • OOS Bair (17f)
  • OOS Dair (21f)
Forward Smash17-15/-13
  • Up Smash (6f)
  • Up B (9f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Nair (11f)
  • OOS Uair (+2)
Up Smash21-6
  • Up Smash (6f)
  • Up B (+3)
Down Smash12-16/-15
  • Up Smash (6f)
  • Up B (9f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Nair (11f)
  • OOS Uair (15f)
  • OOS Bair (+2)
Neutral Air7/12/17/22-5/-4
  • None
  • Up Smash (+2)
Forward Air10/44-3
  • None
  • Up Smash (+3)
Back Air10/14/18/22-13
  • Up Smash (6f)
  • Up B (9f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Nair (11f)
  • OOS Uair (+2)
Up Air9/15/21/27/33/37**
Down Air12-17
  • Up Smash (6f)
  • Up B (9f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Nair (11f)
  • OOS Uair (15f)
  • OOS Bair (17f)
Neutral B18-28
  • Up Smash (6f)
  • Up B (9f)
  • Grab (10f)
  • OOS Fair (11f)
  • OOS Nair (11f)
  • OOS Uair (15f)
  • OOS Bair (17f)
  • OOS Dair (21f)
Side B16-30, -28, -27, -25, -20, -22, -20, -21, -6
  • Up Smash (6f)
  • Up B (+3)
Up B3/9**
Down B6 (Start of Absorb/Reflect)
Grab6
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Use Forward Tilt, Flamethrower, walking, and dash grab to force Mr. Game & Watch to be the first one who jumps or forces a bad grounded entry.
  • After blocking Rapid Jab finisher, Jab, Forward Tilt, Down Tilt, Dash Attack, Forward Smash, Down Smash, Bair, Dair, and Neutral B, take the shortest punish first with Up Smash, Up B, grab, Nair, or Fair.
  • Do not overchase upward after Up B. Cover the landing and ledge with Bair, Up Smash, and Up B and let his light weight make the conversion count.
  • Take stocks through ledge pressure, landing traps, and grounded burst rather than through low-percentage Flare Blitz gambles.

Actions to Avoid

  • Repeatedly landing aerials on shield and handing Mr. Game & Watch free Up-B out-of-shield starters.
  • Forcing shield punishes on safe Nair, Fair, or Uair and getting clipped by the next drift or juggle reset.
  • Fishing obvious Flare Blitzes just because he is light and giving him a huge punish when he avoids them.
  • Chasing too deep offstage, losing stage control to Up B, and letting your large hurtbox get trapped in another Uair sequence.

Reference Links

Related Pages