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 Move | Startup | On Shield | Charizard OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Rapid Jab | 5/11/17… | — | ||
| Rapid Jab Finisher | 2 | -28 |
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| Jab | 4 | -7 |
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| Forward Tilt | 8 | -18 |
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| Up Tilt | 10/20 | -16/-6 |
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| Down Tilt | 6 | -27 |
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| Dash Attack | 6 | -21 |
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| Forward Smash | 17 | -15/-13 |
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| Up Smash | 21 | -6 |
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| Down Smash | 12 | -16/-15 |
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| Neutral Air | 7/12/17/22 | -5/-4 |
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| Forward Air | 10/44 | -3 |
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| Back Air | 10/14/18/22 | -13 |
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| Up Air | 9/15/21/27/33/37 | ** | ||
| Down Air | 12 | -17 |
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| Neutral B | 18 | -28 |
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| Side B | 16 | -30, -28, -27, -25, -20, -22, -20, -21, -6 |
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| Up B | 3/9 | ** | ||
| Down B | 6 (Start of Absorb/Reflect) | — | ||
| Grab | 6 | — | ||
| Dash Grab | 9 | — | ||
| Pivot Grab | 10 | — |
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.