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Smash Apprentice
Here's some frame data I've found for G&W.
Jab is 4 frame
D-tilt is our fastest tilt- 6 frames
Up-smash's invincibility starts on frame 4 and ends on frame 26-
- Up-smash's hit box comes out on frame 24
Food from chef can trip.
Uair wins fastest aerial- 6 frames
2nd place Nair 7 frames
TOP KO MOVES (Custom Move*) (Sweetspot*)
-------------------------
Combo Section
General Strings:
Special/Character Specific
Death Combo
JUDGE COMBO TREE
G&W's BACON
- BEGIN gamewatch
- **********
- Jab1
- Frame 4- 5: 3% 100f/20w 85°
- Frame 4- 5: 3% 100f/10w 83°
- Frame 4- 5: 3% 100f/5w 83°
- Max Damage: 3%
- Article generated on real frame 1
- Enables transition to next jab state on real frame 12
- Repeating Jab End
- Frame 2- 2: 2% 60b/180g (KO@ 262%) 50° 2.0-Hitlag
- Max Damage: 2%
- Dash Attack
- Frame 6- 9: 10%(+1) 70b/70g (KO@ 201%) 50°
- Frame 10-19: 6.5%(+1) 70b/70g (KO@ 292%) 50°
- Max Damage: 10%
- F-tilt (normal)
- Frame 10-10: 10% 35b/100g (KO@ 160%) 361°
- Frame 10-10: 9% 35b/100g (KO@ 177%) 361°
- Frame 11-17: 4% 35b/100g (KO@ 337%) 361°
- Max Damage: 10%
- U-tilt
- Frame 10-12: 7% 20b/127g (KO@ 209%) 100°
- Frame 10-12: 7% 20b/125g (KO@ 212%) 100°
- Frame 20-22: 7% 20b/127g (KO@ 202%) 100°
- Frame 20-22: 7% 20b/125g (KO@ 205%) 100°
- Max Damage: 14%
- D-tilt
- Frame 6-11: 6% 10b/120g (KO@ 227%) 30° Ground-Target-Only
- Frame 7-19: [1%]x3 60b/100g (KO@ 626%) 90° 0.0-Hitlag 0.0-SDI Aerial-Target-Only
- Max Damage: 6%
- Article generated on real frame 1
- F-smash (normal)
- Frame 17-18: 18% 48b/91g (KO@ 101%) 53° Fire
- Frame 17-18: 14% 44b/100g (KO@ 125%) 53°
- Max Damage: 18%
- Article generated on real frame 1
- Smash charge window on real frame 8
- U-smash
- Frame 24-25: 16% 40b/93g (KO@ 114%) 83°
- Max Damage: 16%
- Begins partial invincibility on real frame 4
- Begins partial invincibility on real frame 4
- Begins partial invincibility on real frame 4
- Begins partial invincibility on real frame 4
- Begins partial invincibility on real frame 4
- Smash charge window on real frame 18
- End partial invincibility on real frame 26
- D-smash
- Frame 15-19: 15% 60b/85g (KO@ 117%) 80°
- Frame 15-19: 13% 30b/65g (KO@ 178%) 20°
- Max Damage: 15%
- Smash charge window on real frame 8
- Nair
- Frame 7- 7: 5% 100f/30w 160°
- Frame 7- 7: 5% 20b/70g (KO@ 497%) 90°
- Frame 12-12: 4% 100f/30w 160°
- Frame 12-12: 4% 20b/70g (KO@ 576%) 90°
- Frame 17-17: 4% 100f/30w 160°
- Frame 17-17: 4% 20b/70g (KO@ 572%) 90°
- Frame 22-22: 4% 40b/150g (KO@ 235%) 70°
- Max Damage: 17%
- Article generated on real frame 1
- Enables transition to Nair landing state (landing lag) on real frame 3
- Cancels transition to Nair landing state (landing lag) on real frame 57
- Fair
- Frame 10-11: 11.5% 30b/86g (KO@ 171%) 361°
- Frame 12-25: 6% 10b/80g (KO@ 370%) 361°
- Max Damage: 11.5%
- Enables transition to Fair landing state (landing lag) on real frame 3
- Cancels transition to Fair landing state (landing lag) on real frame 42
- Bair
- Frame 10-13: [2%]x3 100f/40w 25° 1.5-Hitlag Slash
- Frame 10-13: [2%]x3 30b/40g 366° 1.5-Hitlag Slash
- Frame 22-22: 3% 30b/170g (KO@ 239%) 361° 2.5-Hitlag Slash
- Max Damage: 9%
- Article generated on real frame 1
- Enables transition to Bair landing state (landing lag) on real frame 10
- Cancels transition to Bair landing state (landing lag) on real frame 38
- Uair
- Frame 6-12: 7% 20b/60g (KO@ 449%) 94°
- Frame 6-12: 0% 100f/120w 80° Unblockable
- Frame 6-12: 0% 100f/70w 80° Unblockable
- Frame 20-22: 9% 55b/98g (KO@ 165%) 90°
- Frame 20-22: 0% 100f/120w 80° Unblockable
- Frame 20-22: 0% 100f/70w 80° Unblockable
- Max Damage: 16%
- Article generated on real frame 1
- Enables transition to Uair landing state (landing lag) on real frame 6
- Dair
- Frame 12-13: 11% 20b/106g (KO@ 217%) 270° Pierce
- Frame 14-38: 11% 20b/106g (KO@ 186%) 60° Pierce
- Max Damage: 11%
- Enables transition to Dair landing state (landing lag) on real frame 6
- Bair Landing
- Frame 1- 2: 3% 90b/120g (KO@ 261%) 68° Slash
- Max Damage: 3%
- Dair Landing
- Frame 1- 2: 3.5% 60b/50g (KO@ 615%) 40°
- Max Damage: 3.5%
- Grab
- Frame 6- 7: Grab
- Enables state transition on real frame 8
- Dash Grab
- Frame 8- 9: Grab
- Enables state transition on real frame 10
- Pivot Grab
- Frame 9-10: Grab
- Enables state transition on real frame 11
- Pummel
- Frame 13-13: 3.2% 100f/30w 361°
- Max Damage: 3.2%
- F-throw
- Frame 1- 2: 8% 100b/40g (KO@ 386%) 58°
- Max Damage: 8%
- B-throw
- Frame 1- 2: 8% 100b/40g (KO@ 386%) 58°
- Max Damage: 8%
- U-throw
- Frame 1- 2: 8% 100b/40g (KO@ 322%) 90°
- Max Damage: 8%
- D-throw
- Frame 1- 2: 4% 35b/120g (KO@ 309%) 80°
- Max Damage: 4%
- unknown substate 0x20e
- Frame 24-25: 16% 40b/93g (KO@ 114%) 83°
- Max Damage: 16%
- Begins partial invincibility on real frame 4
- Begins partial invincibility on real frame 4
- Begins partial invincibility on real frame 4
- Begins partial invincibility on real frame 4
- Begins partial invincibility on real frame 4
- Smash charge window on real frame 18
- End partial invincibility on real frame 26
- Chef (pan hit)
- Frame 18-20: 5% 60b/30g (KO@ 682%) 10° Fire
- Max Damage: 5%
- XXL Chef (pan hit)
- Frame 29-32: 2% 80b/75g (KO@ 588%) 55° Fire
- Max Damage: 2%
- Short-Order Chef (pan hit)
- Frame 16-20: 0.5% 50b/10g 85° Fire
- Max Damage: 0.5%
- Judge 1
- Frame 1- 2: 2% 0b/0g 361°
- Max Damage: 2%
- Extreme Judge 1
- Frame 1- 2: 5% 25b/55g (KO@ 567%) 361°
- Max Damage: 5%
- Chain Judge 1
- Frame 1- 4: 1% 0b/0g 45°
- Max Damage: 1%
- Judge 2
- Frame 1- 2: 4% 10b/40g 361° 0.2-Trip
- Max Damage: 4%
- Chain Judge 2
- Frame 1- 3: 3% 100f/40w 75° 1.3-Hitlag 0.2-SDI
- Frame 1- 3: 3% 100f/40w 367° 1.3-Hitlag 0.2-SDI
- Frame 4- 7: 2% 20b/20g 45° 2.0-Hitlag
- Max Damage: 5%
- Judge 3
- Frame 1- 2: 6%(+25) 45b/50g (KO@ 473%) 140°
- Max Damage: 6%
- Chain Judge 3
- Frame 1- 3: [3%]x2 100f/40w 75° 1.3-Hitlag 0.2-SDI
- Frame 1- 3: [3%]x2 100f/40w 367° 1.3-Hitlag 0.2-SDI
- Frame 7-10: 3% 30b/30g 45° 2.0-Hitlag
- Max Damage: 9%
- Judge 4
- Frame 1- 2: 8% 50b/40g (KO@ 454%) 40° Slash
- Max Damage: 8%
- Chain Judge 4
- Frame 1- 3: [3%]x3 100f/40w 75° 1.3-Hitlag 0.2-SDI
- Frame 1- 3: [3%]x3 100f/40w 367° 1.3-Hitlag 0.2-SDI
- Frame 10-13: 2% 40b/40g 45° 2.2-Hitlag
- Max Damage: 11%
- Judge 5
- Frame 1- 3: [3%]x4 40b/80g (KO@ 554%) 75° Electric
- Max Damage: 12%
- Chain Judge 5
- Frame 1- 3: [3%]x4 100f/40w 75° 1.4-Hitlag 0.2-SDI
- Frame 1- 3: [3%]x4 100f/40w 367° 1.4-Hitlag 0.2-SDI
- Frame 13-16: 3% 50b/50g (KO@ 765%) 45° 2.2-Hitlag
- Max Damage: 15%
- Judge 6
- Frame 1- 2: 12% 30b/80g (KO@ 154%) 20° Fire
- Max Damage: 12%
- Extreme Judge 6 (unused)
- Frame 1- 2: 12% 30b/80g (KO@ 154%) 20° Fire
- Max Damage: 12%
- Chain Judge 6
- Frame 1- 3: [3%]x5 100f/40w 75° 1.4-Hitlag 0.2-SDI
- Frame 1- 3: [3%]x5 100f/40w 367° 1.4-Hitlag 0.2-SDI
- Frame 16-18: 2% 60b/60g (KO@ 735%) 45° 2.2-Hitlag
- Max Damage: 17%
- Judge 7
- Frame 1- 2: 14% 30b/50g (KO@ 252%) 361°
- Max Damage: 14%
- Chain Judge 7
- Frame 1- 2: [2.5%]x6 100f/40w 75° 1.6-Hitlag 0.2-SDI
- Frame 1- 2: [2.5%]x6 100f/40w 367° 1.6-Hitlag 0.2-SDI
- Frame 13-16: 4% 70b/70g (KO@ 376%) 45° 2.4-Hitlag
- Max Damage: 19%
- Judge 8
- Frame 1- 2: 9% 100f/70w 80° Ice
- Max Damage: 9%
- Chain Judge 8
- Frame 1- 2: [2.4%]x7 100f/40w 75° 1.6-Hitlag 0.2-SDI
- Frame 1- 2: [2.4%]x7 100f/40w 367° 1.6-Hitlag 0.2-SDI
- Frame 15-18: 4.2% 70b/60g (KO@ 425%) 45° 2.4-Hitlag
- Max Damage: 21%
- Judge 9
- Frame 1- 2: 32% 100b/80g (KO@ 9%) 361° 2.0-Hitlag 0.0-SDI
- Max Damage: 32%
- Extreme Judge 9
- Frame 1- 2: 23% 100b/90g (KO@ 26%) 361° 2.0-Hitlag 0.0-SDI
- Max Damage: 23%
- Chain Judge 9
- Frame 1- 2:[2.25%]x8 100f/40w 75° 1.5-Hitlag 0.2-SDI
- Frame 1- 2:[2.25%]x8 100f/40w 367° 1.5-Hitlag 0.2-SDI
- Frame 17-18: 10% 90b/185g (KO@ 33%) 45° 2.5-Hitlag
- Max Damage: 28%
- Fire
- Frame 2- 8: 0% 100f/120w 75°
- Frame 9-29: 6% 60b/80g (KO@ 259%) 361°
- Max Damage: 6%
- Enables forward ledge grabs on real frame 14
- Enables state transition on real frame 33
- Heavy Trampoline
- Frame 8- 8: 16% 55b/75g (KO@ 148%) 60°
- Frame 9-10: 10% 45b/65g (KO@ 267%) 75°
- Max Damage: 16%
- Enables forward ledge grabs on real frame 12
- Enables state transition on real frame 21
- Trampoline High Jump
- Frame 12-12: 12% 65b/90g (KO@ 131%) 90° 1.25-Hitlag
- Frame 12-12: 8% 75b/85g (KO@ 195%) 75°
- Max Damage: 12%
- Enables forward ledge grabs on real frame 18
- Oil Panic (ground, hit)
- Frame 2- 7: 1% 30b/80g (KO@ 885%) 361°
- Max Damage: 1%
- Efficient Panic (ground, hit)
- Frame 2- 7: 1% 30b/70g 45°
- Frame 15-26: 1% 30b/70g 40°
- Max Damage: 1%
- Panic Overload (ground, hit)
- Frame 2- 7: 1% 10b/60g 361°
- Frame 8-14: 1% 10b/65g 361°
- Max Damage: 1%
- Panic Overload (aerial, hit)
- Frame 2- 7: 1% 10b/60g 361°
- Frame 8-14: 1% 10b/65g 361°
- Max Damage: 1%
- Final Smash
- Enables state transition on real frame 8
- Final Smash
- Enables state transition on real frame 17
- **********
- END gamewatch
TL;DR
- BEGIN gamewatch_food
- **********
- Chef (sausages)
- Frame 1- 2: 4% 20b/50g (KO@ 853%) 70° 0.1-Trip
- Max Damage: 4%
- XXL Chef (sausages)
- Frame 1- 2: 9% 45b/85g (KO@ 227%) 70° 1.8-Hitlag
- Max Damage: 9%
- Short-Order Chef (sausages)
- Frame 1- 2: 2% 25b/10g 55° 0.1-Trip 0.5-Hitlag
- Max Damage: 2%
- Chef (steak)
- Frame 1- 2: 4% 20b/50g (KO@ 853%) 70° 0.1-Trip
- Max Damage: 4%
- XXL Chef (steak)
- Frame 1- 2: 8% 35b/75g (KO@ 305%) 70° 1.5-Hitlag
- Max Damage: 8%
- Short-Order Chef (steak)
- Frame 1- 2: 1.5% 15b/10g 45° 0.1-Trip 0.5-Hitlag
- Max Damage: 1.5%
- Chef (skinny fish or fat fish)
- Frame 1- 2: 4% 20b/50g (KO@ 853%) 70° 0.1-Trip
- Max Damage: 4%
- XXL Chef (skinny fish or fat fish)
- Frame 1- 2: 7% 25b/65g (KO@ 420%) 70° 1.5-Hitlag
- Max Damage: 7%
- Short-Order Chef (skinny fish or fat fish)
- Frame 1- 2: 1% 15b/10g 45° 0.1-Trip 0.1-Hitlag
- Max Damage: 1%
- Chef (skinny fish or fat fish)
- Frame 1- 2: 4% 20b/50g (KO@ 853%) 70° 0.1-Trip
- Max Damage: 4%
- XXL Chef (skinny fish or fat fish)
- Frame 1- 2: 7% 20b/55g (KO@ 512%) 70° 1.25-Hitlag
- Max Damage: 7%
- Short-Order Chef (skinny fish or fat fish)
- Frame 1- 2: 1% 0b/0g 361° 0.1-Trip 0.0-Hitlag
- Max Damage: 1%
- **********
- END gamewatch_food
- BEGIN gamewatch_octopus
- **********
- Final Smash (body)
- Frame 1- 2: 15% 30b/80g (KO@ 141%) 361° Unblockable
- Max Damage: 15%
- Final Smash (tentacle)
- Frame 1-118: [15%]x2 30b/90g (KO@ 147%) 55° Slash Unblockable
- Max Damage: 30%
- **********
- END gamewatch_octopus
Jab is 4 frame
D-tilt is our fastest tilt- 6 frames
Up-smash's invincibility starts on frame 4 and ends on frame 26-
- Up-smash's hit box comes out on frame 24
Food from chef can trip.
Uair wins fastest aerial- 6 frames
2nd place Nair 7 frames
TOP KO MOVES (Custom Move*) (Sweetspot*)
1. Judge 9 KO@9%
2. Extreme Judge 9 KO@26%
3. Chain Judge 9 KO@33%
4. F-smash KO@101%
5. U-smash KO@114%
6. D-smash KO@117%
7. F-smash KO@125%
8. Trampoline High Jump KO@131%
9. Heavy Trampoline KO@148%
10. Judge 6 KO@154%
11. F-tilt KO@160%
12. Uair KO@165%
13. Fair KO@171%
14. F-tilt KO@177%
15. D-smash KO@178%
No rage / Average Mii / Final Destination (starting position)
-------------------------
Combo Section
General Strings:
Fast Falled / Weak Nair:
Weak Nair > D-smash
Weak Nair > up-tilt (inconsistent, size dependent)
Weak Nair > grab
Weak Nair > jab
Up-tilt > Up-tilt (low % heavies)
Up-tilt > Nair (low% BNB)
Up-tilt > up-B (easier BNB)
D-tilt > d-smash (d-tilt pushes them into d-smash sweet-spot)
Aerial Nair > Aerial Nair
Aerial Nair > Up-air
Aerial Nair > Up-B
Special/Character Specific
https://www.youtube.com/watch?v=AF4GTuBofvg
Fast Fall'er dthrow combo's
https://www.youtube.com/watch?v=q8Lj5sSU1Rc
https://www.youtube.com/watch?v=P_KyKZIyy1M
ff nair > footstool > Dair
Chef regrab string
https://www.youtube.com/watch?v=fii5NFOLJ_M&feature=youtu.be
Legit 4 hit sheik combo
https://www.youtube.com/watch?v=brRJKXyrbsM
Sheik Grab combo
https://www.youtube.com/watch?v=iWC_xgW2DNk
FFnair > footstool > Dair > Judge 1
https://www.youtube.com/watch?v=GGbTIWic5WA&feature=youtu.be
chef to footstool
https://www.youtube.com/watch?v=Aoh9avuNNCI
GW Hoo Hah
https://www.youtube.com/watch?v=wmB2-EeDHfg
0-70% on diddy.
https://www.youtube.com/watch?v=ycVDZn7KO7A
Death Combo
Death Combo
https://www.youtube.com/watch?v=5pOkc_xLfnQ
OOS Upsmash is super scary now.
Work on these characters at the listed % or under
Mario- 3%
Luigi- 2%
Bowser- 6%
Wario- 4%
DK- 2%
Diddy- 3%
G&W- 1%
Lil Mac- 3%
Link- 2%
Sheik- 2%
Gannon- 1%
ZSS- 4%
Pit- 2%
Palutena- 2%
Ike- 2%
Robin- 0%
D3- 1%
Meta Knight- 1%
Fox- 3%
Falco- 2%
Pika- 1%
Zard- 2%
Lucario- 0%
Greninja- 3%
ROB- 2%
Captain Falcon- 8%
Shulk- 2%
Dr Mario- 2%
Megaman- 7%
Characters not listed, doesn't work on. (Mostly Zoners: Samus, Toon Link, Duck Hunt, Villager etc.)
To sum up: If GW lands a upsmash on a fresh stock, the cooldown of upsmash is so small the you can follow up with an unavoidable (combo) SideB. And if said sideB is a 9, the 16% from upsmash can and most likely result in a ohko (on 90% of the cast).
Upsmash > judge 9
Is a true death combo on most of the cast.
JUDGE COMBO TREE
Assuming you can place 4-5ish % on your opponent (jab1 > grab or Chef food > grab) they'll be in the realm of OHKO or an edge-guard situation if you land a 9.
Here's what to follow up from Judge numbers.
- JUDGE NO# > High risk (Damage) / Med risk (gamble) / Low risk (safest / guaranteed damage)
1 > Raise Shield
1 >Up-B
1 > Jab1
2 Trip > D-smash
2 Trip > Side-B
2 Trip > Dash-grab
3 > Behind Side-B
3 > Turn grab
3 > D-smash
4 > GO to neutral
5 > Nair
5 > Jump Side-B
6 > Reset to Neutral
7 > Dash Attack (consume apple)
7 > Jab1 > Jab1 (consume apple)
7 > Jab (consume apple) > Go to neutral
8 > Jump Side-B NOTE: While frozen a 6 will melt the ice letting them escape.
8 > Nair
9 > Taunt
Example:
3, 2, 1, GO!
I space with chef and land a sausage
I go in for a dash grab.
Grab > D-throw > Judge 1 > Jab1 > Grab > D-throw > Judge 8 > Jump Judge 2 > Judge 9 > Taunt
or
Grab > D-throw > Judge 3 > Behind Side-B > Judge 6 > Neutral
FAQ.
Opponents combo breaking with a fast aerial?
D-throw > Shield > Shield grab
D-throw >Shield > OOS UpB
D-throw > Up-smash
Opponents escaping with a movement option?
D-throw>Nair
D-throw>UpB
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