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 | |
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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 | |
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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 | |
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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 | |
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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 | |
---|---|---|---|---|---|
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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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 | |
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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