(→Special Attacks: added details about baseball toss, also learning how to edit this thing) |
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{{NickBrawl2 Character Intro|char=Gerald |full=Gerald|short=Gerald | {{NickBrawl2 Character Intro|char=Gerald |full=[[File:NASB2_GeraldStock.png|x30px]] Gerald|short=Gerald | ||
| franchise = Hey Arnold! | | franchise = Hey Arnold! | ||
| homestage = | | homestage = | ||
| weight = | | weight = 0.89 | ||
| fallspeed = | | fallspeed = 1.05 | ||
| gravity = | | gravity = 1 | ||
| runspeed = | | runspeed = 1.1 | ||
| airspeed = | | airspeed = 1.1 | ||
| placeholderone = | | placeholderone = | ||
| placeholdertwo = | | placeholdertwo = | ||
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== About == | == About == | ||
The coolest kid in Hillwood. | |||
== Playstyle == | |||
Gerald is a midrange zoner character who's biggest strength is utility. His Down and Neutral Special allow him a wide arsenal of projectiles to throw at his opponent's face at any given time, but he's more than that! He also has a great combo and throw game, and a neat movement tool in Side Special. Overall, Gerald has a whole toybox of projectiles and tools to choose from. | |||
If you like having a ton of tools to play with, Gerald is for you! | |||
== Metagame == | |||
Gerald is ranked 8th out of 29 on the current [[Nickelodeon All-Star Brawl 2/FAQ|tier list]], in the S tier. | |||
Gerald's midrange game is some of the best the game has to offer, largely thanks to his projectiles. His Down Special is an entire toybox of moves to pressure his opponent with, and his Neutral Special is a fast, deadly projectile that can also edgeguard opponents fairly easily. Gerald also has some great aerials to combo his opponents, with his Back Air in particular being a notable highlight. Finally, Gerald's stats are generally seen as an advantage for the character, and coupled with Side Special, he can move around onstage rather smoothly. | |||
However, Gerald does have some weaknesses. Gerald's Up Special is slow and has a big hurtbox, which leaves him prone to gimping. He also doesnt have a lot of great grounded normals, mainly having to rely on his projectiles or his aerials to get work going. Gerald does have to worry about his resources as well, as he only is allotted 3 Wacko-Watches a stock, meaning he cant be spammy or reckless with his projectiles. Finally, Gerald also doesn't have a lot of reliable anti-airs, which means he has a tough time if the opponent likes to jump in on him up-close. | |||
At launch, Gerald was considered to be a low or even bottom-tier character, with most not having faith in his seemingly slow combo game and lackluster recovery. However, as the meta developed and became more fleshed out, opinions on Gerald improved drastically, with him now being considered a top-tier character, having a particularly devastating neutral game. Despite this, however, Patch 1.13 would nerf some of Gerald's best tools, such as his Wacko Watch and his Dash Attack, which caused some of his players to drop him. Nonetheless, Gerald is still considered an S tier character, still having players that want to push him to newer heights. | |||
|content2= | |content2= | ||
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}} | }} | ||
}} | }} | ||
---- | ---- | ||
{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
* ''' | * '''Projectiles:''' Gerald has some of the most versatile projectiles in the game. His Neutral Special is a fast-flying baseball that is great for zoning, and his Down Special allows him a variety of other tools he can use for pressure. He even gets a paddle ball to reflect his opponent's own projectiles! | ||
* ''' | * '''Aerials:''' Gerald's Neutral Air and Back Air are extremely well-rounded pressure tools, and also are a major setpiece in his combo game. | ||
* ''' | * '''Throw game:''' Gerald gets a lot off of chaingrabs and confirming from Back Throw. | ||
* ''' | * '''Solid all-around stats:''' While not the best by any means, Gerald has pretty average weight and speed stats, meaning he isn't hindered by them as much as other characters. In the event he does have trouble moving around, Side Special is always there to help. | ||
* '''Good movement:''' Gerald's combination of Side Special, B-reversing with baseball, and other moves in his kit makes him a tricky fighter to catch. | |||
|cons= | |cons= | ||
* ''' | * '''Recovery:''' While not the worst, Gerald's Up Special is a rather slow vertical ascent, with his hair hurtbox being a big target, which means he can be caught offstage if he's close to ledge. Thankfully, the hitbox is out for a while, so it's also good for reversals. | ||
* ''' | * '''Resources are important:''' Gerald only gets 3 Wacko-watches a stock, and he can't just spam his projectiles. This means he has to be careful with his zoning and setting things up. | ||
* ''' | * '''Ground Game:''' Gerald's normals and strongs on the ground aren't great, and he isn't very good at anti-airing, with his best bet being Up Tilt, an average move at best. This means he has to rely on his tools in the air to keep the momentum on his side. | ||
}} | }} | ||
---- | ---- | ||
== Moveset == | == Moveset == | ||
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|data= | |data= | ||
{{AttackData-NickBrawl2 | {{AttackData-NickBrawl2 | ||
|Damage= | |Damage=4%, 4%, 8% | ||
|Startup= | |Startup=6 | ||
|Active= | |Active=7-13 | ||
|Total Frames= | |Total Frames=30 | ||
|Safety=-0 | |Safety=-0 | ||
|description= | |description= | ||
* | * Gerald's jab combo is one of the slowest in the game, though it's disjoint and range make up for this somewhat. | ||
* | * Can sometimes be useful to force teeter on a shielding opponent at the ledge. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|caption= CAPTION PLACEHOLDER | |caption= CAPTION PLACEHOLDER | ||
|name= Gerald Scores | |name= Gerald Scores | ||
|input= Light( | |input= Light (Running) | ||
|data= | |data= | ||
{{AttackData-NickBrawl2 | {{AttackData-NickBrawl2 | ||
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}} | }} | ||
}}<br> | }}<br> | ||
=== Air Light Attacks === | === Air Light Attacks === | ||
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|caption= CAPTION PLACEHOLDER | |caption= CAPTION PLACEHOLDER | ||
|name= Dancin' Round the Arcade | |name= Dancin' Round the Arcade | ||
|input= | |input= Light (Airborne) | ||
|data= | |data= | ||
{{AttackData-NickBrawl2 | {{AttackData-NickBrawl2 | ||
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|caption= CAPTION PLACEHOLDER | |caption= CAPTION PLACEHOLDER | ||
|name= A Two-Strike Approach | |name= A Two-Strike Approach | ||
|input= | |input= Forward+Light (Airborne) | ||
|data= | |data= | ||
{{AttackData-NickBrawl2 | {{AttackData-NickBrawl2 | ||
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|caption= CAPTION PLACEHOLDER | |caption= CAPTION PLACEHOLDER | ||
|name= Gerald Snaps | |name= Gerald Snaps | ||
|input= | |input= Back+Light (Airborne) | ||
|data= | |data= | ||
{{AttackData-NickBrawl2 | {{AttackData-NickBrawl2 | ||
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{{MoveData | {{MoveData | ||
|image= NASB2_Gerald_LightUpAir-Up-Airball.png | |image= NASB2_Gerald_LightUpAir-Up-Airball.png | ||
|caption= | |caption= Isn't Up-Airball just a Blanka move? | ||
|name= Up-Airball | |name= Up-Airball | ||
|input= | |input= Up+Light (Airborne) | ||
|data= | |data= | ||
{{AttackData-NickBrawl2 | {{AttackData-NickBrawl2 | ||
|Damage= | |Damage=2%(x3 multihits), 4% launcher | ||
|Startup= | |Startup=6 | ||
|Active= | |Active=7-21, Finisher on 23-24 | ||
|Total Frames= | |Total Frames=44 | ||
|Safety=-0 | |Safety=-0(placeholder) | ||
|description= | |description= | ||
* | * Gerald spins a basketball on his finger while jumping through the air, how could one kid be so cool??? | ||
This is one of the best moves on Gerald's kit and can often be chained into itself a time or two after another starter like down tilt, or just to harass opponents standing above you. Can be useful for dragdown combos or ladder combos alike. At very high percents it can even kill off the top. | |||
There's a hitbox on the ball and on the round part of Gerald's head, so it's not too hard to land even if you'll still suffer from people falling out of the multihits on occation. | |||
}} | }} | ||
}}<br> | }}<br> | ||
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|caption= CAPTION PLACEHOLDER | |caption= CAPTION PLACEHOLDER | ||
|name= Air Dribble | |name= Air Dribble | ||
|input= | |input= Down+Light (Airborne) | ||
|data= | |data= | ||
{{AttackData-NickBrawl2 | {{AttackData-NickBrawl2 | ||
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}} | }} | ||
}}<br> | }}<br> | ||
=== Ground Strong Attacks === | === Ground Strong Attacks === | ||
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{{MoveData | {{MoveData | ||
|image= NASB2_Gerald_ChargeForwardAir-SaveMightyPete.png | |image= NASB2_Gerald_ChargeForwardAir-SaveMightyPete.png | ||
|caption= | |caption= "One! Two! Three! Four! We won't take it anymore!" | ||
|name= Save Mighty Pete | |name= Save Mighty Pete | ||
|input= | |input= Strong (Airborne) | ||
|data= | |data= | ||
{{AttackData-NickBrawl2 | {{AttackData-NickBrawl2 | ||
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|caption= CAPTION PLACEHOLDER | |caption= CAPTION PLACEHOLDER | ||
|name= Shuffle The Cheese | |name= Shuffle The Cheese | ||
|input= | |input= Up+Strong (Airborne) | ||
|data= | |data= | ||
{{AttackData-NickBrawl2 | {{AttackData-NickBrawl2 | ||
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|caption= CAPTION PLACEHOLDER | |caption= CAPTION PLACEHOLDER | ||
|name= Double Kick | |name= Double Kick | ||
|input= | |input= Down+Strong (Airborne) | ||
|data= | |data= | ||
{{AttackData-NickBrawl2 | {{AttackData-NickBrawl2 | ||
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{{MoveData | {{MoveData | ||
|image= NASB2_Gerald_SpecialNeutral-ThePerfectPitch.png | |image= NASB2_Gerald_SpecialNeutral-ThePerfectPitch.png | ||
|caption= | |caption= "PLAY BALL!" | ||
|name= The Perfect Pitch | |name= The Perfect Pitch | ||
|input= Special | |input= Special | ||
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{{AttackData-NickBrawl2 | {{AttackData-NickBrawl2 | ||
|Damage=4-12% | |Damage=4-12% | ||
'''EX:'''12 | '''EX:'''12% | ||
|Startup= | |Startup=6 charge, 6 release (While charging), 14 for full charge release (stored charge) | ||
|Active=0-0 | |Active=0-0 | ||
|Total Frames=0 | |Total Frames=0 | ||
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* Gerald spins his arm around while holding a baseball. Press the Special button again to throw it. | * Gerald spins his arm around while holding a baseball. Press the Special button again to throw it. | ||
* This move is a charged projectile, and you can cancel the charge with shield to store it for later. Gerald will gain purple particle effects while charging to indicate he's at full charge. | * This move is a charged projectile, and you can cancel the charge with shield to store it for later. Gerald will gain purple particle effects while charging to indicate he's at full charge. | ||
* The ball will fly forward with a downward arc | * The ball will fly forward with a downward arc, with more charge making it fly further out. It can be useful for sniping people offstage at any amount of charge. | ||
'''EX:''' The ball flies forward with greater damage and trajectory even with no charge. Using Slime with any amount of charge stored will throw out two projectiles, one of a lower charge level than what you were at. Both do the maximum of 12%. Note that EX cannot be activated while Gerald is charging. | |||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-NickBrawl2 | {{AttackData-NickBrawl2 | ||
|Damage= | |Damage=varies, see below | ||
|Startup=0 | |Startup=0 | ||
|Active=0-0 | |Active=0-0 | ||
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|description= | |description= | ||
* Gerald hops onto his skateboard, which changes his Special attacks. | * Gerald hops onto his skateboard, which changes his Special attacks. | ||
* | This puts Gerald into a skateboarding state where he accelerates and moves considerably faster. Jumping takes him out of it, but it does not restore his double jump if it's already used. Shield cancels the stance with a little bit of endlag before you can act again, and Gerald can freely jump out of it to perform normal air actions otherwise if he hasn't used his extra jump. | ||
* Up Special causes Gerald to do a handstand, deals 12% and launches enemies upward. | |||
Hitstun lasts an eternity so it's not a bad way to try and start an up-air combo or something. | |||
'''''A word of caution:''''' currently using this move will lock you out of using your regular up-special until you've landed on the ground again, meaning using this off-stage can be a death sentence. Good chance this gets patched down the line but be very careful with this.(Current patch as of writing: 1.0.3.) | |||
* Neutral Special causes Gerald to do a kickflip, dealing 7% and slightly slowing him down. | |||
Doing this in the air slows Gerald's vertical descent, allowing him to mix up his recovery to go high. | |||
* Down Special causes Gerald to come to a stop and spin around on the board before dismounting it and returning to normal movement. Does about 15% if all hits connect. | |||
If done in midair, Gerald will come to a quick horozontal stop while dropping down, allowing you to descend with a hitbox. It's not very powerful but it is an excellent tool for recovering high especially on flat stages like Jellyfish Fields or Royal Woods Cemetary/Pariah's Keep | |||
'''EX:''' Gerald darts forward a small distance before doing his down special spin move. Does identical damage to the regular variant. | |||
}} | }} | ||
}}<br> | }}<br> | ||
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{{MoveData | {{MoveData | ||
|image= NASB2_Gerald_SpecialDown-WheelPower.png | |image= NASB2_Gerald_SpecialDown-WheelPower.png | ||
|caption= | |caption= Now with 100% less Kaclang! | ||
|name= Wheel Power | |name= Wheel Power | ||
|input= Down+Special | |input= Down+Special | ||
|data= | |data= | ||
{{AttackData-NickBrawl2 | {{AttackData-NickBrawl2 | ||
|Damage= | |Damage=varies, see below | ||
|Startup=0 | |Startup=0 | ||
|Active=0-0 | |Active=0-0 | ||
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|description= | |description= | ||
* Gerald pulls out one of four special items. Select the item to use with the stick. | * Gerald pulls out one of four special items. Select the item to use with the stick. | ||
* Basketball: Thrown upwards and bounces if it touches the ground. | Note that Frisbee and Ping Pong Racket are based on the direction Gerald is facing. Forward will always be Ping Pong Racket, back will always be Frisbee. | ||
* Frisbee: Comes back after being thrown. | |||
* Ping Pong Racket: Reflects projectiles. | Pressing Special again with the menu up will automatically use whatever was the last manual-input item Gerald used. Doing this will do nothing if Gerald has not used a menu item since the start of the match. | ||
* Wack-O Watch: Strong and durable projectile, limited edition. | * '''Basketball:''' Thrown upwards and bounces if it touches the ground. Does 10%. | ||
Bounces twice before disappearing on the third landing. Good for general pressure, there's pretty much never a bad time to have one out. | |||
* '''Frisbee:''' Comes back after being thrown. Does 8%. | |||
Face away from the opponent before throwing this and then approach alongside it for extra pressure. | |||
* '''Ping Pong Racket:''' Reflects projectiles. Does 10% with a paddle whack. | |||
Useful as a simple easy-to-land solution to projectile spam. The actual paddle swing does 10% damage but has essentially no launch power even at 999%. | |||
* '''Wack-O Watch:''' Strong and durable projectile, limited edition. Does 20% and has considerable kill power. | |||
Use these sparingly, Gerald only gets 5 per stock and has no way to replenish them otherwise. That being said, if you're already at high percent they're a cheap way to make the opponent wary and perhaps get some extra damage before the opponent finally scores a kill. | |||
Note that Wack-O Watches do not have infinite range. From the ledge, they'll reach slightly more than halfway across larger competitive stage variants like Harmonic Convergence or Miracle City Volcano. | |||
'''EX: Boombox:''' Gerald skips the menu and chucks an entire boombox through the air in a fairly far-reaching arc. Does 20% and has considerable power. | |||
These are comparable to Wack-O watches in terms of raw power. Landing either on an off-stage opponent can seal a stock right then and there, so it's not a bad use of Slime. The angle can be tricky, though. | |||
}} | }} | ||
}}<br> | }}<br> | ||
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|name= All-STAR Dunk | |name= All-STAR Dunk | ||
|input= Up+Special | |input= Up+Special | ||
|data= | |||
{{AttackData-NickBrawl2 | |||
|Damage=2% initial hit | |||
1% rising hits | |||
7$ dunk | |||
|Startup=5 | |||
|Active=6-8, 13-54 | |||
|Total Frames=0 | |||
|Safety=-0 | |||
|description= | |||
* Gerald rises up while dribbling, finishing his attack with a powerful dunk! | |||
* Gerald's main recovery move. The hitboxes leave Gerald somewhat vulnerable from above, so be careful. Recovering high or slime cancelling to perform an aerial might help. | |||
* The move has active hitboxes throughout it's ascent, so don't be afraid to use it to rise through an opponent. | |||
* The final hit is a fairly powerful spike that can kill at high percents, and the move can be slime canceled into AirN.Charge (Save Mighty Pete) as a fairly reliable kill confirm. | |||
'''EX:''' The move rises higher and faster in the same length of time. Damage and launch power is unaffected. | |||
}} | |||
}}<br> | |||
=== Grab/Throws === | |||
{{MoveData | |||
|image= NASB2_Gerald_Grab.png | |||
|caption= | |||
|name= Grab | |||
|input= Grab | |||
|data= | |data= | ||
{{AttackData-NickBrawl2 | {{AttackData-NickBrawl2 | ||
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|Safety=-0 | |Safety=-0 | ||
|description= | |description= | ||
* | * DESCRIPTION PLACEHOLDER | ||
* DESCRIPTION PLACEHOLDER | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= NASB2_Gerald_DashGrab.png | |||
|caption= | |||
|name= Dash Grab | |||
|input= Grab (Running) | |||
|data= | |||
{{AttackData-NickBrawl2 | |||
|Damage=00% | |||
|Startup=0 | |||
|Active=0-0 | |||
|Total Frames=0 | |||
|Safety=-0 | |||
|description= | |||
* DESCRIPTION PLACEHOLDER | |||
* DESCRIPTION PLACEHOLDER | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= NASB2_Gerald_Pummel.png | |||
|caption= | |||
|name= Pummel | |||
|input= Light (Grabbing) | |||
|data= | |||
{{AttackData-NickBrawl2 | |||
|Damage=00% | |||
|Startup=0 | |||
|Active=0-0 | |||
|Total Frames=0 | |||
|Safety=-0 | |||
|description= | |||
* DESCRIPTION PLACEHOLDER | |||
* DESCRIPTION PLACEHOLDER | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= NASB2_Gerald_UpThrow.png | |||
|caption= "We would like to thank the writers of this song, Dino Spumoni and Don Reynolds." | |||
|name= Up Throw | |||
|input= Up (Grabbing) | |||
|data= | |||
{{AttackData-NickBrawl2 | |||
|Damage=00% | |||
|Startup=0 | |||
|Active=0-0 | |||
|Total Frames=0 | |||
|Safety=-0 | |||
|description= | |||
* DESCRIPTION PLACEHOLDER | |||
* DESCRIPTION PLACEHOLDER | * DESCRIPTION PLACEHOLDER | ||
}} | }} | ||
}}<br> | }}<br> | ||
=== | {{MoveData | ||
|image= NASB2_Gerald_ForwardThrow.png | |||
|caption= | |||
|name= Forward Throw | |||
|input= Forward (Grabbing) | |||
|data= | |||
{{AttackData-NickBrawl2 | |||
|Damage=00% | |||
|Startup=0 | |||
|Active=0-0 | |||
|Total Frames=0 | |||
|Safety=-0 | |||
|description= | |||
* DESCRIPTION PLACEHOLDER | |||
* DESCRIPTION PLACEHOLDER | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= NASB2_Gerald_DownThrow.png | |||
|caption= | |||
|name= Down Throw | |||
|input= Down (Grabbing) | |||
|data= | |||
{{AttackData-NickBrawl2 | |||
|Damage=00% | |||
|Startup=0 | |||
|Active=0-0 | |||
|Total Frames=0 | |||
|Safety=-0 | |||
|description= | |||
* DESCRIPTION PLACEHOLDER | |||
* DESCRIPTION PLACEHOLDER | |||
}} | |||
}}<br> | |||
{{MoveData | {{MoveData | ||
|image= | |image= NASB2_Gerald_BackThrow.png | ||
|caption= | |caption= | ||
|name= | |name= Back Throw | ||
|input= | |input= Back (Grabbing) | ||
|data= | |data= | ||
{{AttackData-NickBrawl2 | {{AttackData-NickBrawl2 | ||
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}}<br> | }}<br> | ||
=== Super === | |||
{{MoveData | |||
|image= NASB2_Gerald_Super.png | |||
|caption= This super will be passed down from kid generation to kid generation and onward. | |||
|name= The Legend of The Ghost Bride | |||
|input= Slime+Light | |||
|data= | |||
{{AttackData-NickBrawl2 | |||
|Damage=40% | |||
|Startup=44 | |||
|Active=45-58 | |||
|Total Frames=133 | |||
|Safety=-0 | |||
|description= | |||
* Gerald tells the bone-chilling tale of a bride who lost it all and chose to seek revenge, summoning the wrath of the Ghost Bride to cut down whatever poor nickelodeon character you happen to be fighting. | |||
* Gerald tends to want to use his Slime in other areas like improving his less-than-stellar recovery or certain kill confirms, so using this to secure a kill or as an invincible reversal might not be the best choice if you can help it. | |||
}} | |||
}}<br> | |||
=== Taunts === | === Taunts === | ||
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{{MoveData | {{MoveData | ||
|image= NASB2_Gerald_TauntNeutral.png | |image= NASB2_Gerald_TauntNeutral.png | ||
|caption= | |caption= "Yes!" | ||
|name= | |name= Taunt | ||
|input= Taunt | |input= Taunt | ||
|data= | |data= | ||
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|image= NASB2_Gerald_TauntDown.png | |image= NASB2_Gerald_TauntDown.png | ||
|caption= "On moon light bay!" | |caption= "On moon light bay!" | ||
|name= | |name= Down Taunt | ||
|input= Down+Taunt | |input= Down+Taunt | ||
|data= | |data= | ||
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|image= NASB2_Gerald_TauntUp.png | |image= NASB2_Gerald_TauntUp.png | ||
|caption= CAPTION PLACEHOLDER | |caption= CAPTION PLACEHOLDER | ||
|name= | |name= Up Taunt | ||
|input= Up+Taunt | |input= Up+Taunt | ||
|data= | |data= | ||
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}} | }} | ||
}}<br> | }}<br> | ||
---- | ---- | ||
== | == Strategy == | ||
* PLACEHOLDER | * PLACEHOLDER | ||
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== | == Techniques == | ||
* PLACEHOLDER | * PLACEHOLDER | ||
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== | == Combos == | ||
* PLACEHOLDER | * PLACEHOLDER | ||
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* PLACEHOLDER | * PLACEHOLDER | ||
---- | |||
== Matchups == | |||
{| class="wikitable" | |||
|- | |||
| '''+2''' || | |||
|- | |||
| '''+1''' || | |||
|- | |||
| '''0''' || [[File:NASB2_Sponge_Icon.png|x80px]] [[File:NASB2_Patrick_Icon.png|x80px]] [[File:NASB2_Squidward_Icon.png|x80px]] [[File:NASB2_Plankton_Icon.png|x80px]] [[File:NASB2_ElTigre_Icon.png|x80px]] [[File:NASB2_Rocko_Icon.png|x80px]] [[File:NASB2_Jimmy_Icon.png|x80px]] [[File:NASB2_Lucy_Icon.png|x80px]] [[File:NASB2_Beavers-Daggett_Icon.png|x80px]] [[File:NASB2_Beavers-Norbert_Icon.png|x80px]] [[File:NASB2_Garfield_Icon.png|x80px]] [[File:NASB2_Aang_Icon.png|x80px]] [[File:NASB2_Korra_Icon.png|x80px]] [[File:NASB2_Azula_Icon.png|x80px]] [[File:NASB2_Raphael_Icon.png|x80px]] [[File:NASB2_Donatello_Icon.png|x80px]] [[File:NASB2_April_Icon.png|x80px]] [[File:NASB2_Danny_Icon.png|x80px]] [[File:NASB2_Ember_Icon.png|x80px]] [[File:NASB2_Gertie_Icon.png|x80px]] [[File:NASB2_Gerald_Icon.png|x80px]] [[File:NASB2_Nigel_Icon.png|x80px]] [[File:NASB2_Zim_Icon.png|x80px]] [[File:NASB2_Jenny_Icon.png|x80px]] [[File:NASB2_Reptar_Icon.png|x80px]] [[File:NASB2_RenStimpy_Icon.png|x80px]] [[File:NASB2_Krabs_Icon.png|x80px]] [[File:NASB2_Zuko_Icon.png|x80px]] [[File:NASB2_Rocksteady_Icon.png|x80px]] | |||
|- | |||
| '''1''' || | |||
|- | |||
| '''2''' || | |||
|} | |||
---- | ---- | ||
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* PLACEHOLDER | * PLACEHOLDER | ||
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=== Videos === | |||
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== Costumes == | == Costumes == | ||
<gallery> | |||
File:NASB2 Gerald Costume00.png| Gerald's Default Outfit. | |||
File:NASB2 Gerald Costume01.png| Gerald in yellow pajamas from the episode "Save the Tree". | |||
File:NASB2 Gerald Costume02.png| Gerald's basketball outfit from the episode of "Benchwarmer". | |||
File:NASB2 Gerald Costume03.png| Gerald wearing his king costume from the episode "Gerald's Game". | |||
File:NASB2 Gerald Costume04.png| Mind controlled Gerald (unlocked by defeating Zuko twice in campaign mode). | |||
File:NASB2 Gerald Costume05.png| Gerald's Ghost Clone (unlocked by defeating Zuko thrice in campaign mode). | |||
</gallery> | |||
{{Navbox-NickBrawl2}} | {{Navbox-NickBrawl2}} | ||
[[Category:Nickelodeon All-Star Brawl 2]] | [[Category:Nickelodeon All-Star Brawl 2]] |
Latest revision as of 19:07, 3 March 2025
About
The coolest kid in Hillwood.
Playstyle
Gerald is a midrange zoner character who's biggest strength is utility. His Down and Neutral Special allow him a wide arsenal of projectiles to throw at his opponent's face at any given time, but he's more than that! He also has a great combo and throw game, and a neat movement tool in Side Special. Overall, Gerald has a whole toybox of projectiles and tools to choose from.
If you like having a ton of tools to play with, Gerald is for you!
Metagame
Gerald is ranked 8th out of 29 on the current tier list, in the S tier.
Gerald's midrange game is some of the best the game has to offer, largely thanks to his projectiles. His Down Special is an entire toybox of moves to pressure his opponent with, and his Neutral Special is a fast, deadly projectile that can also edgeguard opponents fairly easily. Gerald also has some great aerials to combo his opponents, with his Back Air in particular being a notable highlight. Finally, Gerald's stats are generally seen as an advantage for the character, and coupled with Side Special, he can move around onstage rather smoothly.
However, Gerald does have some weaknesses. Gerald's Up Special is slow and has a big hurtbox, which leaves him prone to gimping. He also doesnt have a lot of great grounded normals, mainly having to rely on his projectiles or his aerials to get work going. Gerald does have to worry about his resources as well, as he only is allotted 3 Wacko-Watches a stock, meaning he cant be spammy or reckless with his projectiles. Finally, Gerald also doesn't have a lot of reliable anti-airs, which means he has a tough time if the opponent likes to jump in on him up-close.
At launch, Gerald was considered to be a low or even bottom-tier character, with most not having faith in his seemingly slow combo game and lackluster recovery. However, as the meta developed and became more fleshed out, opinions on Gerald improved drastically, with him now being considered a top-tier character, having a particularly devastating neutral game. Despite this, however, Patch 1.13 would nerf some of Gerald's best tools, such as his Wacko Watch and his Dash Attack, which caused some of his players to drop him. Nonetheless, Gerald is still considered an S tier character, still having players that want to push him to newer heights.
Strengths | Weaknesses |
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Moveset
Ground Light Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
4%, 4%, 8% | 6 | 7-13 | 30 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Air Light Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
2%(x3 multihits), 4% launcher | 6 | 7-21, Finisher on 23-24 | 44 | -0(placeholder) | |
This is one of the best moves on Gerald's kit and can often be chained into itself a time or two after another starter like down tilt, or just to harass opponents standing above you. Can be useful for dragdown combos or ladder combos alike. At very high percents it can even kill off the top. There's a hitbox on the ball and on the round part of Gerald's head, so it's not too hard to land even if you'll still suffer from people falling out of the multihits on occation. |
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Ground Strong Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Air Strong Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Special Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
4-12%
EX:12% |
6 charge, 6 release (While charging), 14 for full charge release (stored charge) | 0-0 | 0 | -0 | |
EX: The ball flies forward with greater damage and trajectory even with no charge. Using Slime with any amount of charge stored will throw out two projectiles, one of a lower charge level than what you were at. Both do the maximum of 12%. Note that EX cannot be activated while Gerald is charging. |
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
varies, see below | 0 | 0-0 | 0 | -0 | |
This puts Gerald into a skateboarding state where he accelerates and moves considerably faster. Jumping takes him out of it, but it does not restore his double jump if it's already used. Shield cancels the stance with a little bit of endlag before you can act again, and Gerald can freely jump out of it to perform normal air actions otherwise if he hasn't used his extra jump.
Hitstun lasts an eternity so it's not a bad way to try and start an up-air combo or something. A word of caution: currently using this move will lock you out of using your regular up-special until you've landed on the ground again, meaning using this off-stage can be a death sentence. Good chance this gets patched down the line but be very careful with this.(Current patch as of writing: 1.0.3.)
Doing this in the air slows Gerald's vertical descent, allowing him to mix up his recovery to go high.
If done in midair, Gerald will come to a quick horozontal stop while dropping down, allowing you to descend with a hitbox. It's not very powerful but it is an excellent tool for recovering high especially on flat stages like Jellyfish Fields or Royal Woods Cemetary/Pariah's Keep EX: Gerald darts forward a small distance before doing his down special spin move. Does identical damage to the regular variant. |
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
varies, see below | 0 | 0-0 | 0 | -0 | |
Note that Frisbee and Ping Pong Racket are based on the direction Gerald is facing. Forward will always be Ping Pong Racket, back will always be Frisbee. Pressing Special again with the menu up will automatically use whatever was the last manual-input item Gerald used. Doing this will do nothing if Gerald has not used a menu item since the start of the match.
Bounces twice before disappearing on the third landing. Good for general pressure, there's pretty much never a bad time to have one out.
Face away from the opponent before throwing this and then approach alongside it for extra pressure.
Useful as a simple easy-to-land solution to projectile spam. The actual paddle swing does 10% damage but has essentially no launch power even at 999%.
Use these sparingly, Gerald only gets 5 per stock and has no way to replenish them otherwise. That being said, if you're already at high percent they're a cheap way to make the opponent wary and perhaps get some extra damage before the opponent finally scores a kill. Note that Wack-O Watches do not have infinite range. From the ledge, they'll reach slightly more than halfway across larger competitive stage variants like Harmonic Convergence or Miracle City Volcano. EX: Boombox: Gerald skips the menu and chucks an entire boombox through the air in a fairly far-reaching arc. Does 20% and has considerable power. These are comparable to Wack-O watches in terms of raw power. Landing either on an off-stage opponent can seal a stock right then and there, so it's not a bad use of Slime. The angle can be tricky, though. |
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
2% initial hit
1% rising hits 7$ dunk |
5 | 6-8, 13-54 | 0 | -0 | |
EX: The move rises higher and faster in the same length of time. Damage and launch power is unaffected. |
Grab/Throws
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
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00% | 0 | 0-0 | 0 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
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00% | 0 | 0-0 | 0 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
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00% | 0 | 0-0 | 0 | -0 | |
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Super
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
40% | 44 | 45-58 | 133 | -0 | |
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Taunts
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
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Strategy
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Techniques
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Combos
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Matchups
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Other Resources
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Videos
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Costumes