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* Neutral Special causes Gerald to do a kickflip, dealing 7% and slightly slowing him down. | * Neutral Special causes Gerald to do a kickflip, dealing 7% and slightly slowing him down. | ||
* 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. | * 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. | '''EX:''' Gerald darts forward a small distance before doing his down special spin move. Does identical damage to the regular variant. | ||
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Revision as of 02:52, 3 December 2023
About
The coolest kid in Hillwood.
Gameplay
PLACEHOLDER
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 | |
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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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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 | |
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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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Ground Strong 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 | |
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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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Air Strong Attacks
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 | |
---|---|---|---|---|---|
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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Special Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
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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 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 | |
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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. |
Super
Damage | Startup | Active Frames | Total Frames | Safety | |
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40% | 44 | 45-58 | 133 | -0 | |
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Taunts
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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Combos
- PLACEHOLDER
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Matchups
+2 | PLACEHOLDER |
+1 | PLACEHOLDER |
0 | PLACEHOLDER |
-1 | PLACEHOLDER |
-2 | PLACEHOLDER |
Strategy
- PLACEHOLDER
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Techniques
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Other Resources
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Costumes