Super Smash Bros. Ultimate

Mr. Game & Watch (SSBU)/Side special: Difference between revisions

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(→‎Overview: fixed grammar, and it says nine has an increased chance of appearing at the last 5 seconds of a match, so I made note of tuat)
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==Hitbox visualizations==
==Hitbox visualizations==
{|class="wikitable" style="margin-center: auto; margin-center: 0px;"
{|class="wikitable" style="margin-center: auto; margin-center: 0px;"
!#1!!#2!!#3!!#4!!#5
!#1!!#2!!#3
|-
|-
|[[File:MrGame&WatchSSpecial1SSBU.gif|200px]]||[[File:MrGame&WatchSSpecial2SSBU.gif|200px]]||[[File:MrGame&WatchSSpecial3SSBU.gif|200px]]||[[File:MrGame&WatchSSpecial4SSBU.gif|200px]]||[[File:MrGame&WatchSSpecial5SSBU.gif|200px]]
|[[File:MrGame&WatchSSpecial1SSBU.gif|200px]]||[[File:MrGame&WatchSSpecial2SSBU.gif|200px]]||[[File:MrGame&WatchSSpecial3SSBU.gif|200px]]
|}
|}
{|class="wikitable" style="margin-center: auto; margin-center: 0px;"
{|class="wikitable" style="margin-center: auto; margin-center: 0px;"
!#6!!#7!!#8!!#9
!#4!!#5!!#6
|-
|-
|[[File:MrGame&WatchSSpecial6SSBU.gif|200px]]||[[File:MrGame&WatchSSpecial7SSBU.gif|200px]]||[[File:MrGame&WatchSSpecial8SSBU.gif|200px]]||[[File:MrGame&WatchSSpecial9SSBU.gif|200px]]
|[[File:MrGame&WatchSSpecial4SSBU.gif|200px]]||[[File:MrGame&WatchSSpecial5SSBU.gif|200px]]||[[File:MrGame&WatchSSpecial6SSBU.gif|200px]]
|}
{|class="wikitable" style="margin-center: auto; margin-center: 0px;"
!#7!!#8!!#9
|-
|[[File:MrGame&WatchSSpecial7SSBU.gif|200px]]||[[File:MrGame&WatchSSpecial8SSBU.gif|200px]]||[[File:MrGame&WatchSSpecial9SSBU.gif|200px]]
|}
|}


==Overview==
==Overview==
Mr. Game & Watch swings a hammer while holding up a sign that displays a number between 1 and 9. The move mostly relies on predictions to connect due to its sluggish startup, with the payoff varying. Although it does have a [[Combo#Types_of_combos|invalid combo]] out of down throw. Upon a number being called, that number cannot be called the next time judge is used, with it being able to be called again after the next use. Every number that can be called has an equal chance to appear, except for at the last 5 seconds of a match, where 9 has a 50% chance of being called if it wasn’t the last number called. Each number does the following:
Mr. Game & Watch swings a hammer while holding up a sign that displays a number between 1 and 9. The move mostly relies on predictions to connect due to its sluggish startup, with the payoff varying. Although it does have a [[Combo#Types_of_combos|invalid combo]] out of down throw. Upon a number being called, that number cannot be called the next time judge is used, with it being able to be called again after the next use. Every number that can be called has an equal chance to appear, except for at the last 5 seconds of a match, where 9 has a 50% chance of being called if it wasn't the last number called. Each number does the following:




'''1''': Completely useless, as it is [[flinchless]], meaning it deals no hitsun or knockback, as well as dealing low damage and giving Mr. Game & Watch 12% recoil regardless of it hitting or not. This makes it extremely dangerous and unsafe on hit, easily leading to a punish on Mr. Game & Watch.
'''1''': Completely useless, as it deals no hitstun or knockback, as well as dealing low damage and giving Mr. Game & Watch 12% recoil regardless of it hitting or not. This makes it extremely dangerous and unsafe on hit, easily leading to a punish on Mr. Game & Watch.


'''2''': Low knockback and damage, and is generally only helpful if it [[trip|trips]], which isn't likely.
'''2''': Low knockback and damage, and is generally only helpful if it [[trip]]s, which isn't likely.


'''3''': Sends the opponent towards Mr. Game & Watch with small damage. It also deals heavy shield damage, allowing for a potential [[shield stab]] follow-up.
'''3''': Sends the opponent towards Mr. Game & Watch with small damage. It also deals heavy shield damage, allowing for a potential [[shield stab]] follow-up.
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'''4''': A [[slash]] attack that sends the opponent diagonally. Extremely hard to combo off of.
'''4''': A [[slash]] attack that sends the opponent diagonally. Extremely hard to combo off of.


'''5''': An [[electric|electrical]] attack that hits 4 times, dealing 12% damage total.
'''5''': An [[electric]]al attack that hits 4 times, dealing 12% damage total.


'''6''': A [[Semi-Spike]] [[flame]] attack that has good knockback and damage, allowing for it to be comboed from if reacted to properly.
'''6''': A [[semi-spike]] [[flame]] attack that has good knockback and damage, allowing for it to be comboed from if reacted to properly.


'''7''': A moderate knockback attack dealing 14%. Upon connecting, 3 apples appear, allowing Mr. Game & Watch to heal up to 12%, which can effectively increase the damage the opponent takes provided Mr. Game & Watch's percent is roughly the same or lower than the opponent's percent. However Mr. Game & Watch must be careful when eating them as he can possibly be intercepted, allowing the opponent to take the apples for themselves or the apples vanishing before anyone can grab them.
'''7''': A moderate knockback attack dealing 14%. Upon connecting, 3 apples appear, allowing Mr. Game & Watch to heal up to 12%, which can effectively increase the damage the opponent takes provided Mr. Game & Watch's percent is roughly the same or lower than the opponent's percent. However Mr. Game & Watch must be careful when eating them as he can possibly be intercepted, allowing the opponent to take the apples for themselves or the apples vanishing before anyone can grab them.


'''8''': Creates the [[Ping]] sound effect and freezes the opponent with fixed vertical knockback. However, the freeze time often isn't long enough to get a true followup from
'''8''': Creates the [[ping]] sound effect and freezes the opponent with fixed vertical knockback. However, the freeze time often isn't long enough to get a true followup from


'''9''': Creates the ping sound effect and deals extreme knockback, sending at the [[Sakurai angle]]. Will generally always [[KO]] if the opponent is above 10%, and can potentially [[One-hit KO|one-shot]] opponents when [[rage]] is applied. It is also one of the strongest non-[[Final Smash]] attacks in the game. Despite having electrical graphical effects, the attack deal no electric damage.  
'''9''': Creates the ping sound effect and deals extreme knockback, sending at the [[Sakurai angle]]. Will generally always [[KO]] if the opponent is above 10%, and can potentially [[One-hit KO|one-shot]] opponents when [[rage]] is applied. It is also one of the strongest non-[[Final Smash]] attacks in the game. Despite having electrical graphical effects, the attack deal no electric damage.





Latest revision as of 23:54, October 4, 2024

This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Judge.
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Hitbox visualizations[edit]

#1 #2 #3
MrGame&WatchSSpecial1SSBU.gif MrGame&WatchSSpecial2SSBU.gif MrGame&WatchSSpecial3SSBU.gif
#4 #5 #6
MrGame&WatchSSpecial4SSBU.gif MrGame&WatchSSpecial5SSBU.gif MrGame&WatchSSpecial6SSBU.gif
#7 #8 #9
MrGame&WatchSSpecial7SSBU.gif MrGame&WatchSSpecial8SSBU.gif MrGame&WatchSSpecial9SSBU.gif

Overview[edit]

Mr. Game & Watch swings a hammer while holding up a sign that displays a number between 1 and 9. The move mostly relies on predictions to connect due to its sluggish startup, with the payoff varying. Although it does have a invalid combo out of down throw. Upon a number being called, that number cannot be called the next time judge is used, with it being able to be called again after the next use. Every number that can be called has an equal chance to appear, except for at the last 5 seconds of a match, where 9 has a 50% chance of being called if it wasn't the last number called. Each number does the following:


1: Completely useless, as it deals no hitstun or knockback, as well as dealing low damage and giving Mr. Game & Watch 12% recoil regardless of it hitting or not. This makes it extremely dangerous and unsafe on hit, easily leading to a punish on Mr. Game & Watch.

2: Low knockback and damage, and is generally only helpful if it trips, which isn't likely.

3: Sends the opponent towards Mr. Game & Watch with small damage. It also deals heavy shield damage, allowing for a potential shield stab follow-up.

4: A slash attack that sends the opponent diagonally. Extremely hard to combo off of.

5: An electrical attack that hits 4 times, dealing 12% damage total.

6: A semi-spike flame attack that has good knockback and damage, allowing for it to be comboed from if reacted to properly.

7: A moderate knockback attack dealing 14%. Upon connecting, 3 apples appear, allowing Mr. Game & Watch to heal up to 12%, which can effectively increase the damage the opponent takes provided Mr. Game & Watch's percent is roughly the same or lower than the opponent's percent. However Mr. Game & Watch must be careful when eating them as he can possibly be intercepted, allowing the opponent to take the apples for themselves or the apples vanishing before anyone can grab them.

8: Creates the ping sound effect and freezes the opponent with fixed vertical knockback. However, the freeze time often isn't long enough to get a true followup from

9: Creates the ping sound effect and deals extreme knockback, sending at the Sakurai angle. Will generally always KO if the opponent is above 10%, and can potentially one-shot opponents when rage is applied. It is also one of the strongest non-Final Smash attacks in the game. Despite having electrical graphical effects, the attack deal no electric damage.


Overall, the move's payoff is typically not worth the sluggish frame data and heavy reliance on chance, and while most numbers are able to combo or serve some utility, the move is heavily risky due to the relatively high lag all around, which can lead to a punish on Mr. Game & Watch if it whiffs or rolls a 1. Generally, the move sees little use in serious settings, and when it is used, is typically done as a hail-mary in an attempt to roll a 7 or 9.

Hitboxes[edit]

Landing a Judge #9 hit triggers a Special Zoom.

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
#1
0 0 0 2.0% 0 Sakurai angle Standard 0 0 0 HitboxTableIcon(False).png 6.0 top 0.0 10.6 8.9 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Weapon (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Shell SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 2.0% 0 Sakurai angle Standard 0 0 0 HitboxTableIcon(False).png 3.0 top 0.0 7.0 5.6 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Weapon (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Shell SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
#2
0 0 0 4.0% 0 Sakurai angle Standard 10 40 0 HitboxTableIcon(False).png 6.0 top 0.0 10.6 8.9 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Weapon (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 4.0% 0 Sakurai angle Standard 10 40 0 HitboxTableIcon(False).png 3.0 top 0.0 7.0 5.6 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Weapon (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
#3
0 0 0 6.0% 25.0 AngleIcon140.png Standard 45 50 0 HitboxTableIcon(False).png 6.0 top 0.0 10.6 8.9 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Weapon (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Paper SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 6.0% 25.0 AngleIcon140.png Standard 45 50 0 HitboxTableIcon(False).png 3.0 top 0.0 7.0 5.6 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Weapon (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Paper SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
#4
0 0 0 8.0% 0 AngleIcon40.png Standard 50 40 0 HitboxTableIcon(False).png 6.0 top 0.0 10.6 8.9 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) Weapon (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 8.0% 0 AngleIcon40.png Standard 50 40 0 HitboxTableIcon(False).png 3.0 top 0.0 7.0 5.6 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) Weapon (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
#5 (hits 1-3)
0 0 0 3.0% 0 AngleIcon75.png Standard 15 60 0 HitboxTableIcon(False).png 6.0 top 0.0 10.6 8.9 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Electric (effect) Weapon (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Electric SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 3.0% 0 AngleIcon75.png Standard 25 70 0 HitboxTableIcon(False).png 3.0 top 0.0 7.0 5.6 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Electric (effect) Weapon (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Electric SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
#5 (hit 4)
0 0 0 3.0% 0 AngleIcon75.png Standard 40 80 0 HitboxTableIcon(False).png 6.0 top 0.0 10.6 8.9 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Electric (effect) Weapon (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Electric SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 3.0% 0 AngleIcon75.png Standard 40 80 0 HitboxTableIcon(False).png 3.0 top 0.0 7.0 5.6 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Electric (effect) Weapon (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Electric SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
#6
0 0 0 12.0% 0 AngleIcon20.png Standard 30 80 0 HitboxTableIcon(False).png 6.0 top 0.0 10.6 8.9 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Flame (effect) Weapon (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Fire SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 12.0% 0 AngleIcon20.png Standard 30 80 0 HitboxTableIcon(False).png 3.0 top 0.0 7.0 5.6 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Flame (effect) Weapon (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Fire SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
#7
0 0 0 14.0% 0 AngleIcon45.png Standard 45 50 0 HitboxTableIcon(False).png 6.0 top 0.0 10.6 8.9 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Weapon (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 14.0% 0 AngleIcon45.png Standard 45 50 0 HitboxTableIcon(False).png 3.0 top 0.0 7.0 5.6 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Weapon (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
#8
0 0 0 13.0% 0 AngleIcon80.png Standard 0 100 60 HitboxTableIcon(True).png 6.0 top 0.0 10.6 8.9 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Freezing (effect) Weapon (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Bat SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 13.0% 0 AngleIcon80.png Standard 0 100 60 HitboxTableIcon(True).png 3.0 top 0.0 7.0 5.6 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Freezing (effect) Weapon (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Bat SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
#9
0 0 0 32.0% 0 Sakurai angle Standard 100 80 0 HitboxTableIcon(False).png 6.0 top 0.0 10.6 8.9 2.0× 2.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Weapon (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Bat SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 32.0% 0 Sakurai angle Standard 100 80 0 HitboxTableIcon(False).png 3.0 top 0.0 7.0 5.6 2.0× 2.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Weapon (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Bat SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Judge #1 inflicts 12% recoil damage to Mr. Game & Watch on frame 17. If Judge #7 hits, it spawns up to three apples, with the first one on the frame it hits, and the following ones after 8 frames each.

Non-#5 hitboxes 16-23
#5 hits 1-4 16-18, 19-21, 22-24, 25-27
Interruptible 50
Animation length 51
Non-#5  FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
#5  FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
Interruptibility
Interruptible

Parameters[edit]

Each Judge number has an equal chance of being pulled, but the same number cannot be pulled consecutively.

Move[edit]

Aerial horizontal speed multiplier on startup 0.5
Air friction 0.0025
Apples spawned by #7 on hit 3
Interval between #7 apples 8 frames
Lifetime of apples spawned by #7 240 frames
Cooldown for spawning apples by consecutive #7 uses 150 frames
Vertical speed of apples spawned by #7 0.9
Match seconds left to increase Judge #9 chance 5
Judge #9 chance at the last 5 seconds 50%

Special Zoom[edit]

Duration 40 frames
Slowdown magnitude 4
Zoom rate 4.5
Camera Y offset 10
Time before zoom 3 frames
Background duration (non-1v1) 30 frames