Shockbound
Smash Apprentice
By using Up-Air as Mr. Game & Watch and quickly following it up with F-Air before hitting the ground, the result is a second Up-Air puff appearing above Mr. Game & Watch's head as he carries out the animations for his F-Air. G&W can't act until 10 frames after the first puff, and has 7 frames to use a F-Air in order to put on his hat. The puff always lasts for 7 frames, regardless of what point F-Air was used during the window. If Mr. Game & Watch gets hit during those frames, the puff may disappear prematurely. It has no hitbox tied to it, so it has no impact on regular gameplay.
The picture below is only possible within the first 3 frames possible to act, and this state lasts for only 1 frame, which is the puff's final frame. The first 6 frames of the puff took place in the same animation as the picture above. The wind-up of F-Air's animation above lasts for 9 frames total (they all look the same because he's Mr. Game & Watch), and the puff comes out on frame 4 during this window, which is why this only lasts for 1 frame.
The picture below is of F-Air's landing animation. The puff may begin before, during, or after the first frame of landing, provided that the F-Air was pulled out when very close to the ground (up to 6 frames for before, exactly 3 frames for during, and up to 2 frames for after) and lasts the usual 7 frames. It can't be acted out of since landing lag, even when L-cancelled, ends up being longer than 9 frames (which is the latest the puff can possibly last, when F-Air is initiated at the frame before landing).
Unfortunately, this only works with F-Air in particular. Feel free to take a look at it yourselves, the 7 frame window isn't that hard to hit.
EDIT: This actually works with D-Air and N-Air too. It could technically work with Up-Taunt, Side-Taunt and ledge get-up attack but those aren't possible to do during the window available to do the glitch.
The picture below is only possible within the first 3 frames possible to act, and this state lasts for only 1 frame, which is the puff's final frame. The first 6 frames of the puff took place in the same animation as the picture above. The wind-up of F-Air's animation above lasts for 9 frames total (they all look the same because he's Mr. Game & Watch), and the puff comes out on frame 4 during this window, which is why this only lasts for 1 frame.
The picture below is of F-Air's landing animation. The puff may begin before, during, or after the first frame of landing, provided that the F-Air was pulled out when very close to the ground (up to 6 frames for before, exactly 3 frames for during, and up to 2 frames for after) and lasts the usual 7 frames. It can't be acted out of since landing lag, even when L-cancelled, ends up being longer than 9 frames (which is the latest the puff can possibly last, when F-Air is initiated at the frame before landing).
Unfortunately, this only works with F-Air in particular. Feel free to take a look at it yourselves, the 7 frame window isn't that hard to hit.
EDIT: This actually works with D-Air and N-Air too. It could technically work with Up-Taunt, Side-Taunt and ledge get-up attack but those aren't possible to do during the window available to do the glitch.
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