(→Special Attacks: added up special details) |
(→Special Attacks: added Wheel Power details and corrected a mistake I made on neutral special.) |
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{{AttackData-NickBrawl2 | {{AttackData-NickBrawl2 | ||
|Damage=4-12% | |Damage=4-12% | ||
'''EX:'''12 | '''EX:'''12% | ||
|Startup=7 | |Startup=7 charge, 7 release (While charging), 15 for full charge release (stored charge) | ||
|Active=0-0 | |Active=0-0 | ||
|Total Frames=0 | |Total Frames=0 | ||
Line 379: | Line 379: | ||
* 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, | '''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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{{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 | ||
Line 417: | Line 417: | ||
|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> |
Revision as of 12:18, 23 November 2023
About
PLACEHOLDER
Gameplay
PLACEHOLDER
Strengths | Weaknesses |
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Moveset
Ground 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 | |
|
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 | |
|
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 | |
|
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 | |
|
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 | |
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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% |
7 charge, 7 release (While charging), 15 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 | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 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.
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 |
6 | 7-9, 14-55 | 0 | -0 | |
EX: The move rises higher and faster in the same length of time. Damage and launch power is unaffected. |
Super
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
40% | 45 | 46-59 | 134 (on whiff) | -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 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Combos
- PLACEHOLDER
- PLACEHOLDER
- PLACEHOLDER
Matchups
+2 | PLACEHOLDER |
+1 | PLACEHOLDER |
0 | PLACEHOLDER |
-1 | PLACEHOLDER |
-2 | PLACEHOLDER |
Strategy
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- PLACEHOLDER
- PLACEHOLDER
Techniques
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- PLACEHOLDER
- PLACEHOLDER
Other Resources
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Costumes