Judge: Difference between revisions

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m (Undid edit by 174.193.93.100: I'd argue that, because the attack displays the digits, having digits here is better for clarity)
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==Numbers and their effects==
==Numbers and their effects==
[[File:Mr.Game&WatchBrawl5.jpg|thumb|left|Mr. Game & Watch getting a nine 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 one to nine, 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 one in seven chance of appearing. For example, getting a five means that the next two uses of Judge cannot result in a five. At the start of a match and after each respawn, the previous two uses are set to one and two, meaning that the first use of Judge in a match cannot be a one, and the first two uses cannot be a two.
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.


In ''Super Smash Bros. 4'', this behavior is removed, allowing any number to always have a one in nine 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 six, removing randomness but making it impossible for the player to use nine 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 nine in the last five 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 nine regardless, making the effective likelihood of getting a nine 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>


The effects associated with these numbers are as follows:
The effects associated with these numbers are as follows: