Nickelodeon All-Star Brawl 2/Gerald

From SuperCombo Wiki

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.

NASB2 GeraldStock.png Gerald

NASB2 Gerald Costume00.png
Franchise

Hey Arnold!

Weight

0.89

Fall Speed

1.05

Gravity

1

Run Speed

1.1

Air Speed

1.1


Strengths Weaknesses
  • 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.
  • 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

Ground Light Attacks

The King Rules
Light
NASB2 Gerald LightNeutral-TheKingRules.png
CAPTION PLACEHOLDER
Damage Startup Active Frames Total Frames Safety
4%, 4%, 8% 6 7-13 30 -0
  • 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.


Kicking the Can Down the Road
Forward+Light
NASB2 Gerald LightForward-KickingTheCanDownTheRoad.png
CAPTION PLACEHOLDER
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • DESCRIPTION PLACEHOLDER
  • DESCRIPTION PLACEHOLDER


Business Punch
Up+Light
NASB2 Gerald LightUp-BusinessPunch.png
CAPTION PLACEHOLDER
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • DESCRIPTION PLACEHOLDER
  • DESCRIPTION PLACEHOLDER


Sliding into Neutral
Down+Light
NASB2 Gerald LightDown-SlidingIntoNeutral.png
CAPTION PLACEHOLDER
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • DESCRIPTION PLACEHOLDER
  • DESCRIPTION PLACEHOLDER


Gerald Scores
Light (Running)
NASB2 Gerald DashAttack-GeraldScores.png
CAPTION PLACEHOLDER
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • DESCRIPTION PLACEHOLDER
  • DESCRIPTION PLACEHOLDER


Air Light Attacks

Dancin' Round the Arcade
Light (Airborne)
NASB2 Gerald LightNeutralAir-DancinRoundTheArcade.png
CAPTION PLACEHOLDER
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • DESCRIPTION PLACEHOLDER
  • DESCRIPTION PLACEHOLDER


A Two-Strike Approach
Forward+Light (Airborne)
NASB2 Gerald LightForwardAir-ATwo-StrikeApproach.png
CAPTION PLACEHOLDER
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • DESCRIPTION PLACEHOLDER
  • DESCRIPTION PLACEHOLDER


Gerald Snaps
Back+Light (Airborne)
NASB2 Gerald LightBackAir-GeraldSnaps.png
CAPTION PLACEHOLDER
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • DESCRIPTION PLACEHOLDER
  • DESCRIPTION PLACEHOLDER


Up-Airball
Up+Light (Airborne)
NASB2 Gerald LightUpAir-Up-Airball.png
Isn't Up-Airball just a Blanka move?
Damage Startup Active Frames Total Frames Safety
2%(x3 multihits), 4% launcher 6 7-21, Finisher on 23-24 44 -0(placeholder)
  • 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.


Air Dribble
Down+Light (Airborne)
NASB2 Gerald LightDownAir-AirDribble.png
CAPTION PLACEHOLDER
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • DESCRIPTION PLACEHOLDER
  • DESCRIPTION PLACEHOLDER


Ground Strong Attacks

Gerald CAN Ride a Bike
Strong
NASB2 Gerald ChargeForward-GeraldCanRideABike.png
CAPTION PLACEHOLDER
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • DESCRIPTION PLACEHOLDER
  • DESCRIPTION PLACEHOLDER


Cool Moves for Happenin' Dudes
Up+Strong
NASB2 Gerald ChargeUp-CoolMovesForHappeninDudes.png
CAPTION PLACEHOLDER
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • DESCRIPTION PLACEHOLDER
  • DESCRIPTION PLACEHOLDER


Breakdancing
Down+Strong
NASB2 Gerald ChargeDown-Breakdancing.png
CAPTION PLACEHOLDER
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • DESCRIPTION PLACEHOLDER
  • DESCRIPTION PLACEHOLDER



Air Strong Attacks

Save Mighty Pete
Strong (Airborne)
NASB2 Gerald ChargeForwardAir-SaveMightyPete.png
"One! Two! Three! Four! We won't take it anymore!"
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • DESCRIPTION PLACEHOLDER
  • DESCRIPTION PLACEHOLDER


Shuffle The Cheese
Up+Strong (Airborne)
NASB2 Gerald ChargeUpAir-ShuffleTheCheese.png
CAPTION PLACEHOLDER
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • DESCRIPTION PLACEHOLDER
  • DESCRIPTION PLACEHOLDER


Double Kick
Down+Strong (Airborne)
NASB2 Gerald ChargeDownAir-DoubleKick.png
CAPTION PLACEHOLDER
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • DESCRIPTION PLACEHOLDER
  • DESCRIPTION PLACEHOLDER



Special Attacks

The Perfect Pitch
Special
NASB2 Gerald SpecialNeutral-ThePerfectPitch.png
"PLAY BALL!"
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
  • 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.
  • 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.


Gerald on the Skate
Forward+Special
NASB2 Gerald SpecialForward-GeraldOnTheSkate.png
CAPTION PLACEHOLDER
Damage Startup Active Frames Total Frames Safety
varies, see below 0 0-0 0 -0
  • 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.


Wheel Power
Down+Special
NASB2 Gerald SpecialDown-WheelPower.png
Now with 100% less Kaclang!
Damage Startup Active Frames Total Frames Safety
varies, see below 0 0-0 0 -0
  • Gerald pulls out one of four special items. Select the item to use with the stick.

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.

  • 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.


All-STAR Dunk
Up+Special
NASB2 Gerald SpecialUp-All-StarDunk.png
CAPTION PLACEHOLDER
Damage Startup Active Frames Total Frames Safety
2% initial hit

1% rising hits 7$ dunk

5 6-8, 13-54 0 -0
  • 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.



Grab/Throws

Grab
Grab
NASB2 Gerald Grab.png
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • DESCRIPTION PLACEHOLDER
  • DESCRIPTION PLACEHOLDER


Dash Grab
Grab (Running)
NASB2 Gerald DashGrab.png
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • DESCRIPTION PLACEHOLDER
  • DESCRIPTION PLACEHOLDER


Pummel
Light (Grabbing)
NASB2 Gerald Pummel.png
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • DESCRIPTION PLACEHOLDER
  • DESCRIPTION PLACEHOLDER


Up Throw
Up (Grabbing)
NASB2 Gerald UpThrow.png
"We would like to thank the writers of this song, Dino Spumoni and Don Reynolds."
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • DESCRIPTION PLACEHOLDER
  • DESCRIPTION PLACEHOLDER


Forward Throw
Forward (Grabbing)
NASB2 Gerald ForwardThrow.png
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • DESCRIPTION PLACEHOLDER
  • DESCRIPTION PLACEHOLDER


Down Throw
Down (Grabbing)
NASB2 Gerald DownThrow.png
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • DESCRIPTION PLACEHOLDER
  • DESCRIPTION PLACEHOLDER


Back Throw
Back (Grabbing)
NASB2 Gerald BackThrow.png
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • DESCRIPTION PLACEHOLDER
  • DESCRIPTION PLACEHOLDER



Super

The Legend of The Ghost Bride
Slime+Light
NASB2 Gerald Super.png
This super will be passed down from kid generation to kid generation and onward.
Damage Startup Active Frames Total Frames Safety
40% 44 45-58 133 -0
  • 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.


Taunts

Taunt
Taunt
NASB2 Gerald TauntNeutral.png
"Yes!"
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • DESCRIPTION PLACEHOLDER
  • DESCRIPTION PLACEHOLDER


Down Taunt
Down+Taunt
NASB2 Gerald TauntDown.png
"On moon light bay!"
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • DESCRIPTION PLACEHOLDER
  • DESCRIPTION PLACEHOLDER


Up Taunt
Up+Taunt
NASB2 Gerald TauntUp.png
CAPTION PLACEHOLDER
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • DESCRIPTION PLACEHOLDER
  • DESCRIPTION PLACEHOLDER




Strategy

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Techniques

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Combos

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Matchups

+2
+1
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