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* '''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! | * '''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. | * '''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 | * '''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. | * '''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, 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. | * '''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. | * '''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. | ||
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Revision as of 23:29, 27 January 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!
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 | |
---|---|---|---|---|---|
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 | |
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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 | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
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Air 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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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 | |
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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