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'''Judge''' ({{ja|ジャッジ|Jajji}}, ''Judge'') (known as '''Judgment''' in ''Melee'') is [[Mr. Game & Watch]]'s [[side special move]]. Mr. Game & Watch will attack with his hammer and hold up a digital display with a random number on it when used. | '''Judge''' ({{ja|ジャッジ|Jajji}}, ''Judge'') (known as '''Judgment''' in ''Melee'') is [[Mr. Game & Watch]]'s [[side special move]]. Mr. Game & Watch will attack with his hammer and hold up a digital display with a random number on it when used. | ||
In all of the games Mr. Game & Watch has appeared in leading up to ''[[Ultimate]]'', he retained his normal sprite when using the move. In ''Ultimate'', his appearance was changed to resemble the characters in the ''Judge'' game from the ''Game & Watch'' series. | In all of the games Mr. Game & Watch has appeared in leading up to ''[[Super Smash Bros. Ultimate]]'', he retained his normal sprite when using the move. In ''Ultimate'', his appearance was changed to resemble the characters in the ''Judge'' game from the ''Game & Watch'' series. | ||
==Numbers and their effects== | ==Numbers and their effects== | ||
[[File:Mr.Game&WatchBrawl5.jpg|thumb|left|Mr. Game & Watch getting 9 in ''Brawl''.]] | [[File:Mr.Game&WatchBrawl5.jpg|thumb|left|Mr. Game & Watch getting 9 in ''Brawl''.]] | ||
The number that can be displayed as the move is used is a random number from 1 to 9, like in the original game. In order to add variance, in ''Melee'' and ''Brawl'', Mr. Game & Watch cannot get a number that was used in either of the two previous uses of the move, meaning each valid number has a 1 in 7 chance of appearing. For example, getting a 5 means that the next two uses of Judge cannot result in a 5. At the start of a match and after each respawn, the previous two uses are set to 1 and 2, meaning that the first use of Judge in a match cannot be a 1, and the first two uses cannot be a 2. | The number that can be displayed as the move is used is a random number from 1 to 9, like in the original game. In order to add variance, in ''[[Super Smash Bros. Melee]]'' and ''[[Super Smash Bros. Brawl]]'', Mr. Game & Watch cannot get a number that was used in either of the two previous uses of the move, meaning each valid number has a 1 in 7 chance of appearing. For example, getting a 5 means that the next two uses of Judge cannot result in a 5. At the start of a match and after each respawn, the previous two uses are set to 1 and 2, meaning that the first use of Judge in a match cannot be a 1, and the first two uses cannot be a 2. | ||
In ''Super Smash Bros. 4'', this behavior is removed, allowing any number to always have a 1 in 9 chance of appearing and making it possible to get a number any number of times in a row. Getting a 1 in the All-Star Mode's Waiting Room does not cause recoil damage. In addition, in the [[Home-Run Contest]] and [[Target Blast]] modes, the move always comes up as 6, removing randomness but making it impossible for the player to use 9 to their advantage. | In ''[[Super Smash Bros. 4]]'', this behavior is removed, allowing any number to always have a 1 in 9 chance of appearing and making it possible to get a number any number of times in a row. Getting a 1 in the All-Star Mode's Waiting Room does not cause recoil damage. In addition, in the [[Home-Run Contest]] and [[Target Blast]] modes, the move always comes up as 6, removing randomness but making it impossible for the player to use 9 to their advantage. | ||
In ''Ultimate'', it is once again impossible to get the same number twice in a row, but it is still possible to get the same number every other roll. In addition, if the player is the lowest-ranked player in a match (has fewer stocks or points than any other player), there is a 50% chance of getting a 9 in the last 5 seconds of the match, though this will not bypass the inability to get the same number twice in a row. If this 50% check doesn't succeed, the standard roll will occur, which may result in a 9 regardless, making the effective likelihood of getting a 9 roughly 56%.<ref>https://twitter.com/Meshima_/status/1356748433034477570</ref> | In ''Ultimate'', it is once again impossible to get the same number twice in a row, but it is still possible to get the same number every other roll. In addition, if the player is the lowest-ranked player in a match (has fewer stocks or points than any other player), there is a 50% chance of getting a 9 in the last 5 seconds of the match, though this will not bypass the inability to get the same number twice in a row. If this 50% check doesn't succeed, the standard roll will occur, which may result in a 9 regardless, making the effective likelihood of getting a 9 roughly 56%.<ref>https://twitter.com/Meshima_/status/1356748433034477570</ref> | ||
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{|class="wikitable" | {|class="wikitable" | ||
! | !# | ||
! | !Description | ||
! | !Damage | ||
!KO Percent | !KO Percent | ||
|- | |- | ||
|1||A very weak hit that does not deal knockback or cause [[flinch]]ing. It inflicts 12% [[recoil damage]] regardless of whether or not it hits.||2%||N/A | |1||A very weak hit that does not deal knockback or cause [[flinch]]ing. It inflicts 12% [[recoil damage]] regardless of whether or not it hits.||2%||N/A | ||
|- | |- | ||
|2||Has minimal knockback. In '' | |2||Has minimal knockback. In ''Brawl'' and ''SSB4'', it has a 20% chance of [[tripping]] an opponent.||4%||N/A | ||
|- | |- | ||
|3||Makes a paper sound similar to the [[Fan]]. It launches the opponent towards Mr. Game & Watch and deals a significant amount of [[shield damage]].||6%||501%{{GameIcon|SSBB}}<br>496%{{GameIcon|SSB4}}<br>504%{{GameIcon|SSBU}} | |3||Makes a paper sound similar to the [[Fan]]. It launches the opponent towards Mr. Game & Watch and deals a significant amount of [[shield damage]].||6%||501%{{GameIcon|SSBB}}<br>496%{{GameIcon|SSB4}}<br>504%{{GameIcon|SSBU}} | ||
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{{Special Moves|char=Mr. Game & Watch}} | {{Special Moves|char=Mr. Game & Watch}} | ||
[[Category:Game & Watch universe]] | [[Category:Game & Watch universe]] | ||
[[Category:Stickers]] | [[Category:Stickers]] |
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