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Data Mr Frame&Data- Frame Data information + KO%

lllp3lll

Smash Apprentice
Joined
Sep 13, 2009
Messages
94
Location
London, uk
Here's some frame data I've found for G&W.

  1. BEGIN gamewatch
  2. **********
  3. Jab1
  4. Frame 4- 5: 3% 100f/20w 85°
  5. Frame 4- 5: 3% 100f/10w 83°
  6. Frame 4- 5: 3% 100f/5w 83°
  7. Max Damage: 3%
  8. Article generated on real frame 1
  9. Enables transition to next jab state on real frame 12

  10. Repeating Jab End
  11. Frame 2- 2: 2% 60b/180g (KO@ 262%) 50° 2.0-Hitlag
  12. Max Damage: 2%

  13. Dash Attack
  14. Frame 6- 9: 10%(+1) 70b/70g (KO@ 201%) 50°
  15. Frame 10-19: 6.5%(+1) 70b/70g (KO@ 292%) 50°
  16. Max Damage: 10%

  17. F-tilt (normal)
  18. Frame 10-10: 10% 35b/100g (KO@ 160%) 361°
  19. Frame 10-10: 9% 35b/100g (KO@ 177%) 361°
  20. Frame 11-17: 4% 35b/100g (KO@ 337%) 361°
  21. Max Damage: 10%

  22. U-tilt
  23. Frame 10-12: 7% 20b/127g (KO@ 209%) 100°
  24. Frame 10-12: 7% 20b/125g (KO@ 212%) 100°
  25. Frame 20-22: 7% 20b/127g (KO@ 202%) 100°
  26. Frame 20-22: 7% 20b/125g (KO@ 205%) 100°
  27. Max Damage: 14%

  28. D-tilt
  29. Frame 6-11: 6% 10b/120g (KO@ 227%) 30° Ground-Target-Only
  30. Frame 7-19: [1%]x3 60b/100g (KO@ 626%) 90° 0.0-Hitlag 0.0-SDI Aerial-Target-Only
  31. Max Damage: 6%
  32. Article generated on real frame 1

  33. F-smash (normal)
  34. Frame 17-18: 18% 48b/91g (KO@ 101%) 53° Fire
  35. Frame 17-18: 14% 44b/100g (KO@ 125%) 53°
  36. Max Damage: 18%
  37. Article generated on real frame 1
  38. Smash charge window on real frame 8

  39. U-smash
  40. Frame 24-25: 16% 40b/93g (KO@ 114%) 83°
  41. Max Damage: 16%
  42. Begins partial invincibility on real frame 4
  43. Begins partial invincibility on real frame 4
  44. Begins partial invincibility on real frame 4
  45. Begins partial invincibility on real frame 4
  46. Begins partial invincibility on real frame 4
  47. Smash charge window on real frame 18
  48. End partial invincibility on real frame 26

  49. D-smash
  50. Frame 15-19: 15% 60b/85g (KO@ 117%) 80°
  51. Frame 15-19: 13% 30b/65g (KO@ 178%) 20°
  52. Max Damage: 15%
  53. Smash charge window on real frame 8

  54. Nair
  55. Frame 7- 7: 5% 100f/30w 160°
  56. Frame 7- 7: 5% 20b/70g (KO@ 497%) 90°
  57. Frame 12-12: 4% 100f/30w 160°
  58. Frame 12-12: 4% 20b/70g (KO@ 576%) 90°
  59. Frame 17-17: 4% 100f/30w 160°
  60. Frame 17-17: 4% 20b/70g (KO@ 572%) 90°
  61. Frame 22-22: 4% 40b/150g (KO@ 235%) 70°
  62. Max Damage: 17%
  63. Article generated on real frame 1
  64. Enables transition to Nair landing state (landing lag) on real frame 3
  65. Cancels transition to Nair landing state (landing lag) on real frame 57

  66. Fair
  67. Frame 10-11: 11.5% 30b/86g (KO@ 171%) 361°
  68. Frame 12-25: 6% 10b/80g (KO@ 370%) 361°
  69. Max Damage: 11.5%
  70. Enables transition to Fair landing state (landing lag) on real frame 3
  71. Cancels transition to Fair landing state (landing lag) on real frame 42

  72. Bair
  73. Frame 10-13: [2%]x3 100f/40w 25° 1.5-Hitlag Slash
  74. Frame 10-13: [2%]x3 30b/40g 366° 1.5-Hitlag Slash
  75. Frame 22-22: 3% 30b/170g (KO@ 239%) 361° 2.5-Hitlag Slash
  76. Max Damage: 9%
  77. Article generated on real frame 1
  78. Enables transition to Bair landing state (landing lag) on real frame 10
  79. Cancels transition to Bair landing state (landing lag) on real frame 38

  80. Uair
  81. Frame 6-12: 7% 20b/60g (KO@ 449%) 94°
  82. Frame 6-12: 0% 100f/120w 80° Unblockable
  83. Frame 6-12: 0% 100f/70w 80° Unblockable
  84. Frame 20-22: 9% 55b/98g (KO@ 165%) 90°
  85. Frame 20-22: 0% 100f/120w 80° Unblockable
  86. Frame 20-22: 0% 100f/70w 80° Unblockable
  87. Max Damage: 16%
  88. Article generated on real frame 1
  89. Enables transition to Uair landing state (landing lag) on real frame 6

  90. Dair
  91. Frame 12-13: 11% 20b/106g (KO@ 217%) 270° Pierce
  92. Frame 14-38: 11% 20b/106g (KO@ 186%) 60° Pierce
  93. Max Damage: 11%
  94. Enables transition to Dair landing state (landing lag) on real frame 6

  95. Bair Landing
  96. Frame 1- 2: 3% 90b/120g (KO@ 261%) 68° Slash
  97. Max Damage: 3%

  98. Dair Landing
  99. Frame 1- 2: 3.5% 60b/50g (KO@ 615%) 40°
  100. Max Damage: 3.5%

  101. Grab
  102. Frame 6- 7: Grab
  103. Enables state transition on real frame 8

  104. Dash Grab
  105. Frame 8- 9: Grab
  106. Enables state transition on real frame 10

  107. Pivot Grab
  108. Frame 9-10: Grab
  109. Enables state transition on real frame 11

  110. Pummel
  111. Frame 13-13: 3.2% 100f/30w 361°
  112. Max Damage: 3.2%

  113. F-throw
  114. Frame 1- 2: 8% 100b/40g (KO@ 386%) 58°
  115. Max Damage: 8%

  116. B-throw
  117. Frame 1- 2: 8% 100b/40g (KO@ 386%) 58°
  118. Max Damage: 8%

  119. U-throw
  120. Frame 1- 2: 8% 100b/40g (KO@ 322%) 90°
  121. Max Damage: 8%

  122. D-throw
  123. Frame 1- 2: 4% 35b/120g (KO@ 309%) 80°
  124. Max Damage: 4%

  125. unknown substate 0x20e
  126. Frame 24-25: 16% 40b/93g (KO@ 114%) 83°
  127. Max Damage: 16%
  128. Begins partial invincibility on real frame 4
  129. Begins partial invincibility on real frame 4
  130. Begins partial invincibility on real frame 4
  131. Begins partial invincibility on real frame 4
  132. Begins partial invincibility on real frame 4
  133. Smash charge window on real frame 18
  134. End partial invincibility on real frame 26

  135. Chef (pan hit)
  136. Frame 18-20: 5% 60b/30g (KO@ 682%) 10° Fire
  137. Max Damage: 5%

  138. XXL Chef (pan hit)
  139. Frame 29-32: 2% 80b/75g (KO@ 588%) 55° Fire
  140. Max Damage: 2%

  141. Short-Order Chef (pan hit)
  142. Frame 16-20: 0.5% 50b/10g 85° Fire
  143. Max Damage: 0.5%

  144. Judge 1
  145. Frame 1- 2: 2% 0b/0g 361°
  146. Max Damage: 2%

  147. Extreme Judge 1
  148. Frame 1- 2: 5% 25b/55g (KO@ 567%) 361°
  149. Max Damage: 5%

  150. Chain Judge 1
  151. Frame 1- 4: 1% 0b/0g 45°
  152. Max Damage: 1%

  153. Judge 2
  154. Frame 1- 2: 4% 10b/40g 361° 0.2-Trip
  155. Max Damage: 4%

  156. Chain Judge 2
  157. Frame 1- 3: 3% 100f/40w 75° 1.3-Hitlag 0.2-SDI
  158. Frame 1- 3: 3% 100f/40w 367° 1.3-Hitlag 0.2-SDI
  159. Frame 4- 7: 2% 20b/20g 45° 2.0-Hitlag
  160. Max Damage: 5%

  161. Judge 3
  162. Frame 1- 2: 6%(+25) 45b/50g (KO@ 473%) 140°
  163. Max Damage: 6%

  164. Chain Judge 3
  165. Frame 1- 3: [3%]x2 100f/40w 75° 1.3-Hitlag 0.2-SDI
  166. Frame 1- 3: [3%]x2 100f/40w 367° 1.3-Hitlag 0.2-SDI
  167. Frame 7-10: 3% 30b/30g 45° 2.0-Hitlag
  168. Max Damage: 9%

  169. Judge 4
  170. Frame 1- 2: 8% 50b/40g (KO@ 454%) 40° Slash
  171. Max Damage: 8%

  172. Chain Judge 4
  173. Frame 1- 3: [3%]x3 100f/40w 75° 1.3-Hitlag 0.2-SDI
  174. Frame 1- 3: [3%]x3 100f/40w 367° 1.3-Hitlag 0.2-SDI
  175. Frame 10-13: 2% 40b/40g 45° 2.2-Hitlag
  176. Max Damage: 11%

  177. Judge 5
  178. Frame 1- 3: [3%]x4 40b/80g (KO@ 554%) 75° Electric
  179. Max Damage: 12%

  180. Chain Judge 5
  181. Frame 1- 3: [3%]x4 100f/40w 75° 1.4-Hitlag 0.2-SDI
  182. Frame 1- 3: [3%]x4 100f/40w 367° 1.4-Hitlag 0.2-SDI
  183. Frame 13-16: 3% 50b/50g (KO@ 765%) 45° 2.2-Hitlag
  184. Max Damage: 15%

  185. Judge 6
  186. Frame 1- 2: 12% 30b/80g (KO@ 154%) 20° Fire
  187. Max Damage: 12%

  188. Extreme Judge 6 (unused)
  189. Frame 1- 2: 12% 30b/80g (KO@ 154%) 20° Fire
  190. Max Damage: 12%

  191. Chain Judge 6
  192. Frame 1- 3: [3%]x5 100f/40w 75° 1.4-Hitlag 0.2-SDI
  193. Frame 1- 3: [3%]x5 100f/40w 367° 1.4-Hitlag 0.2-SDI
  194. Frame 16-18: 2% 60b/60g (KO@ 735%) 45° 2.2-Hitlag
  195. Max Damage: 17%

  196. Judge 7
  197. Frame 1- 2: 14% 30b/50g (KO@ 252%) 361°
  198. Max Damage: 14%

  199. Chain Judge 7
  200. Frame 1- 2: [2.5%]x6 100f/40w 75° 1.6-Hitlag 0.2-SDI
  201. Frame 1- 2: [2.5%]x6 100f/40w 367° 1.6-Hitlag 0.2-SDI
  202. Frame 13-16: 4% 70b/70g (KO@ 376%) 45° 2.4-Hitlag
  203. Max Damage: 19%

  204. Judge 8
  205. Frame 1- 2: 9% 100f/70w 80° Ice
  206. Max Damage: 9%

  207. Chain Judge 8
  208. Frame 1- 2: [2.4%]x7 100f/40w 75° 1.6-Hitlag 0.2-SDI
  209. Frame 1- 2: [2.4%]x7 100f/40w 367° 1.6-Hitlag 0.2-SDI
  210. Frame 15-18: 4.2% 70b/60g (KO@ 425%) 45° 2.4-Hitlag
  211. Max Damage: 21%

  212. Judge 9
  213. Frame 1- 2: 32% 100b/80g (KO@ 9%) 361° 2.0-Hitlag 0.0-SDI
  214. Max Damage: 32%

  215. Extreme Judge 9
  216. Frame 1- 2: 23% 100b/90g (KO@ 26%) 361° 2.0-Hitlag 0.0-SDI
  217. Max Damage: 23%

  218. Chain Judge 9
  219. Frame 1- 2:[2.25%]x8 100f/40w 75° 1.5-Hitlag 0.2-SDI
  220. Frame 1- 2:[2.25%]x8 100f/40w 367° 1.5-Hitlag 0.2-SDI
  221. Frame 17-18: 10% 90b/185g (KO@ 33%) 45° 2.5-Hitlag
  222. Max Damage: 28%

  223. Fire
  224. Frame 2- 8: 0% 100f/120w 75°
  225. Frame 9-29: 6% 60b/80g (KO@ 259%) 361°
  226. Max Damage: 6%
  227. Enables forward ledge grabs on real frame 14
  228. Enables state transition on real frame 33

  229. Heavy Trampoline
  230. Frame 8- 8: 16% 55b/75g (KO@ 148%) 60°
  231. Frame 9-10: 10% 45b/65g (KO@ 267%) 75°
  232. Max Damage: 16%
  233. Enables forward ledge grabs on real frame 12
  234. Enables state transition on real frame 21

  235. Trampoline High Jump
  236. Frame 12-12: 12% 65b/90g (KO@ 131%) 90° 1.25-Hitlag
  237. Frame 12-12: 8% 75b/85g (KO@ 195%) 75°
  238. Max Damage: 12%
  239. Enables forward ledge grabs on real frame 18

  240. Oil Panic (ground, hit)
  241. Frame 2- 7: 1% 30b/80g (KO@ 885%) 361°
  242. Max Damage: 1%

  243. Efficient Panic (ground, hit)
  244. Frame 2- 7: 1% 30b/70g 45°
  245. Frame 15-26: 1% 30b/70g 40°
  246. Max Damage: 1%

  247. Panic Overload (ground, hit)
  248. Frame 2- 7: 1% 10b/60g 361°
  249. Frame 8-14: 1% 10b/65g 361°
  250. Max Damage: 1%

  251. Panic Overload (aerial, hit)
  252. Frame 2- 7: 1% 10b/60g 361°
  253. Frame 8-14: 1% 10b/65g 361°
  254. Max Damage: 1%

  255. Final Smash
  256. Enables state transition on real frame 8

  257. Final Smash
  258. Enables state transition on real frame 17

  259. **********
  260. END gamewatch
G&W's BACON
  1. BEGIN gamewatch_food
  2. **********
  3. Chef (sausages)
  4. Frame 1- 2: 4% 20b/50g (KO@ 853%) 70° 0.1-Trip
  5. Max Damage: 4%

  6. XXL Chef (sausages)
  7. Frame 1- 2: 9% 45b/85g (KO@ 227%) 70° 1.8-Hitlag
  8. Max Damage: 9%

  9. Short-Order Chef (sausages)
  10. Frame 1- 2: 2% 25b/10g 55° 0.1-Trip 0.5-Hitlag
  11. Max Damage: 2%

  12. Chef (steak)
  13. Frame 1- 2: 4% 20b/50g (KO@ 853%) 70° 0.1-Trip
  14. Max Damage: 4%

  15. XXL Chef (steak)
  16. Frame 1- 2: 8% 35b/75g (KO@ 305%) 70° 1.5-Hitlag
  17. Max Damage: 8%

  18. Short-Order Chef (steak)
  19. Frame 1- 2: 1.5% 15b/10g 45° 0.1-Trip 0.5-Hitlag
  20. Max Damage: 1.5%

  21. Chef (skinny fish or fat fish)
  22. Frame 1- 2: 4% 20b/50g (KO@ 853%) 70° 0.1-Trip
  23. Max Damage: 4%

  24. XXL Chef (skinny fish or fat fish)
  25. Frame 1- 2: 7% 25b/65g (KO@ 420%) 70° 1.5-Hitlag
  26. Max Damage: 7%

  27. Short-Order Chef (skinny fish or fat fish)
  28. Frame 1- 2: 1% 15b/10g 45° 0.1-Trip 0.1-Hitlag
  29. Max Damage: 1%

  30. Chef (skinny fish or fat fish)
  31. Frame 1- 2: 4% 20b/50g (KO@ 853%) 70° 0.1-Trip
  32. Max Damage: 4%

  33. XXL Chef (skinny fish or fat fish)
  34. Frame 1- 2: 7% 20b/55g (KO@ 512%) 70° 1.25-Hitlag
  35. Max Damage: 7%

  36. Short-Order Chef (skinny fish or fat fish)
  37. Frame 1- 2: 1% 0b/0g 361° 0.1-Trip 0.0-Hitlag
  38. Max Damage: 1%

  39. **********
  40. END gamewatch_food

  41. BEGIN gamewatch_octopus
  42. **********
  43. Final Smash (body)
  44. Frame 1- 2: 15% 30b/80g (KO@ 141%) 361° Unblockable
  45. Max Damage: 15%

  46. Final Smash (tentacle)
  47. Frame 1-118: [15%]x2 30b/90g (KO@ 147%) 55° Slash Unblockable
  48. Max Damage: 30%

  49. **********
  50. END gamewatch_octopus
TL;DR
Jab is 4 frame
D-tilt is our fastest tilt- 6 frames
Up-smash's invincibility starts on frame 4 and ends on frame 26-
- Up-smash's hit box comes out on frame 24
Food from chef can trip.
Uair wins fastest aerial- 6 frames
2nd place Nair 7 frames


TOP KO MOVES (Custom Move*) (Sweetspot*)

1. Judge 9 KO@9%
2.
Extreme Judge 9 KO@26%
3. Chain Judge 9 KO@33%
4. F-smash KO@101%
5. U-smash KO@114%
6. D-smash
KO@117%
7. F-smash KO@125%
8.
Trampoline High Jump KO@131%
9. Heavy Trampoline KO@148%
10. Judge 6 KO@154%
11. F-tilt
KO@160%
12. Uair KO@165%
13. Fair KO@171%
14. F-tilt KO@177%
15. D-smash KO@178%

No rage / Average Mii / Final Destination (starting position)


-------------------------



Combo Section

General Strings:
Fast Falled / Weak Nair:
Weak Nair > D-smash
Weak Nair > up-tilt (inconsistent, size dependent)
Weak Nair > grab
Weak Nair > jab

Up-tilt > Up-tilt (low % heavies)
Up-tilt > Nair (low% BNB)
Up-tilt > up-B (easier BNB)

D-tilt > d-smash (d-tilt pushes them into d-smash sweet-spot)

Aerial Nair > Aerial Nair
Aerial Nair > Up-air
Aerial Nair > Up-B




Special/Character Specific



Death Combo
Death Combo
https://www.youtube.com/watch?v=5pOkc_xLfnQ
OOS Upsmash is super scary now.

Work on these characters at the listed % or under

Mario- 3%
Luigi- 2%
Bowser- 6%
Wario- 4%
DK- 2%
Diddy- 3%
G&W- 1%
Lil Mac- 3%
Link- 2%
Sheik- 2%
Gannon- 1%
ZSS- 4%
Pit- 2%
Palutena- 2%
Ike- 2%
Robin- 0%
D3- 1%
Meta Knight- 1%
Fox- 3%
Falco- 2%
Pika- 1%
Zard- 2%
Lucario- 0%
Greninja- 3%
ROB- 2%
Captain Falcon- 8%
Shulk- 2%
Dr Mario- 2%
Megaman- 7%

Characters not listed, doesn't work on. (Mostly Zoners: Samus, Toon Link, Duck Hunt, Villager etc.)

To sum up: If GW lands a upsmash on a fresh stock, the cooldown of upsmash is so small the you can follow up with an unavoidable (combo) SideB. And if said sideB is a 9, the 16% from upsmash can and most likely result in a ohko (on 90% of the cast).

Upsmash > judge 9
Is a true death combo on most of the cast.



JUDGE COMBO TREE
Assuming you can place 4-5ish % on your opponent (jab1 > grab or Chef food > grab) they'll be in the realm of OHKO or an edge-guard situation if you land a 9.

Here's what to follow up from Judge numbers.

- JUDGE NO# > High risk (Damage) / Med risk (gamble) / Low risk (safest / guaranteed damage)

1 > Raise Shield
1 >Up-B
1 > Jab1


2 Trip > D-smash
2 Trip > Side-B
2 Trip > Dash-grab


3 > Behind Side-B
3 > Turn grab
3 > D-smash

4 > GO to neutral

5 > Nair
5 > Jump Side-B

6 > Reset to Neutral

7 > Dash Attack (consume apple)
7 > Jab1 > Jab1 (consume apple)
7 > Jab (consume apple) > Go to neutral

8 > Jump Side-B NOTE: While frozen a 6 will melt the ice letting them escape.
8 > Nair

9 > Taunt
Example:
3, 2, 1, GO!
I space with chef and land a sausage
I go in for a dash grab.

Grab > D-throw > Judge 1 > Jab1 > Grab > D-throw > Judge 8 > Jump Judge 2 > Judge 9 > Taunt
or
Grab > D-throw > Judge 3 > Behind Side-B > Judge 6 > Neutral

FAQ.
Opponents combo breaking with a fast aerial?
D-throw > Shield > Shield grab
D-throw >Shield > OOS UpB
D-throw > Up-smash

Opponents escaping with a movement option?
D-throw>Nair
D-throw>UpB

 
Last edited:

Dr. Robotnik

Smash Journeyman
Joined
Jun 5, 2007
Messages
462
holy **** this is cool. is the "unknown substate" at line 122 his up-B? how long is the invincibility?
 

lllp3lll

Smash Apprentice
Joined
Sep 13, 2009
Messages
94
Location
London, uk
Line 215 - "Fire" refers to his up-B, it doesn't list the move as having invincibility but could have something else placed on it not shown in this code.

Line 122 could be an unused command line for his Up smash.

----------------------

My "go-to" strings now that I've been playing around with the frame data are:

Fast Falled / Weak Nair:
Weak Nair > D-smash
Weak Nair > up-tilt (inconsistent, size dependent)
Weak Nair > grab
Weak Nair > jab

Up-tilt > Up-tilt (low % heavies)
Up-tilt > Nair (low% BNB)
Up-tilt > up-B (easier BNB)

D-tilt > d-smash (d-tilt pushes them into d-smash sweet-spot)

Aerial Nair > Aerial Nair
Aerial Nair > Up-air
Aerial Nair > Up-B

------------------------------------------------
Ground Landing Traps: Up-Smash is King

@ low%
D-throw > Up-tilt > Up-smash (Up-smash will eat most aerials if timed right)

Up-smash > Up-smash (Landing up-smash @ low% puts them in the same position where you can bully their landing with another Up-smash)

Up-smash > Side-B

------------------------------------------
Fair > Weak Fair > (forced get up) > anything???
If they miss a tech from strong Fair and your close enough, you can hit them with weak Fair and make them forced get up,
 
Last edited:

lllp3lll

Smash Apprentice
Joined
Sep 13, 2009
Messages
94
Location
London, uk

lllp3lll

Smash Apprentice
Joined
Sep 13, 2009
Messages
94
Location
London, uk
TOP KO MOVES (Custom Move*) (Sweetspot*)

1. Judge 9 KO@9%
2.
Extreme Judge 9 KO@26%
3. Chain Judge 9 KO@33%
4. F-smash KO@101%
5. U-smash KO@114%
6. D-smash
KO@117%
7. F-smash KO@125%
8.
Trampoline High Jump KO@131%
9. Heavy Trampoline KO@148%
10. Judge 6 KO@154%
11. F-tilt
KO@160%
12. Uair KO@165%
13. Fair KO@171%
14. F-tilt KO@177%
15. D-smash KO@178%

No rage / Average Mii / Final Destination (starting positions)
 
Last edited:

Dr. Robotnik

Smash Journeyman
Joined
Jun 5, 2007
Messages
462
so, you can jump out of Fire after doing an attack Fire >attack > ability to do everything cept fire again.
 

A2ZOMG

Smash Legend
Joined
Oct 13, 2007
Messages
12,542
Location
RPV, California
NNID
A2ZOMG
Switch FC
SW 8400 1713 9427
I'm so annoyed they killed all the lingering hitboxes on G&W's Smashes except on D-smash. F-smash was great when you could catch spotdodges with it. Have to retrain myself to rely on F-tilt more in this game.
 
Last edited:

lllp3lll

Smash Apprentice
Joined
Sep 13, 2009
Messages
94
Location
London, uk
OP...

is ff nair > footstool > soft fair > ??? realistic?
Doesn't sound realistic but I'll play around with it.

------------------
I've been working on a combo tree for Judge

Assuming you can place 4-5ish % on your opponent (jab1 > grab or Chef food > grab) they'll be in the realm of OHKO or an edge-guard situation if you land a 9.

Here's what to follow up from Judge numbers.

- JUDGE NO# > High risk (Damage) / Med risk (gamble) / Low risk (safest / guaranteed damage)

1 > Raise Shield
1 > Up-B
1 > Jab1


2 Trip > D-smash
2 Trip > Side-B
2 Trip > Dash-grab


3 > Behind Side-B
3 > Turn grab
3 > D-smash

4 > GO to neutral

5 > Nair
5 > Jump Side-B

6 > Reset to Neutral

7 > Dash Attack (consume apple)
7 > Jab1 > Jab1 (consume apple)
7 > Jab (consume apple) > Go to neutral

8 > Jump Side-B NOTE: While frozen a 6 will melt the ice letting them escape.
8 > Nair

9 > Taunt

Example:
3, 2, 1, GO!
I space with chef and land a sausage
I go in for a dash grab.

Grab > D-throw > Judge 1 >
Jab1 > Grab > D-throw > Judge 8 > Jump Judge 2 > Judge 9 > Taunt
or
Grab > D-throw > Judge 3 >
Behind Side-B > Judge 6 > Neutral

FAQ.
Opponents combo breaking with a fast aerial?
D-throw > Shield > Shield grab
D-throw > Shield > OOS UpB
D-throw > Up-smash

Opponents escaping with a movement option?
D-throw>
Nair
D-throw>UpB
 
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lllp3lll

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OP...

is ff nair > footstool > soft fair > ??? realistic?
No way your getting fair to hit after that footstool. Also opponent needs to be +100& for ff nair to send them high enough for a aerial footstool.

ff nair > footstool > Dair

*Dair's spike hitbox. FF Uair also works / easier.

This is a jab lock setup.

They have 2 chances to tech.
1 .Dair spiking them into the stage.
2. Hitting the stage for the second time after bouncing off from Dair.
Dair needs to hit them after 31% to spike. If used before u will not get a spike but have a chance of the character tripping.

I'd recommend using Judge after Dair as Judge 1 and 2 seem to jab lock in this situation.
This would be amazing for Extreme Judge if customs are allowed.
 

Neb

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Bummer. But thanks for looking that over, P3.

Your alternative option gave me somewhat of an idea. Fast falling characters are often able to shield (etc) our dthrow follow-ups at early percentages. From my own assessment, a footstool absolutely crushes that option.

Testing Fox and Captain Falcon, I cannot see "Dthrow > Footstool > Dair" being humanly possible to avoid. It appears that G&W's footstool is reliable from 0 - 75% -- giving the choice of an immediate dair follow-up or tech chase scenario. On a fresh stock I was also able to "dthrow > footstool dair > buffered dash grab > repeat" up to 3 times with some DI adjustment. The grab can be easily replaced for dash attack.

Something to consider also, Upb angled into the opponent creates a tech chase from 0-mid%. One may be able to DI the tech, but I have no way of confirming.
 
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Neb

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I'll be away from my console the next few months, however, I was testing a "chain grab" the other week. Maybe you will explore this for me... I used Ness, still it shouldn't matter once the opponents at a certain percentage. Dthrow > chef > repeat. You'll have to play with the number of food you toss. At times I was able to catch them in more. Aim to do this when the % puts your opponent just above the pan.
 
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lllp3lll

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Yes they are, thanks Smiley.

I'll make a clip of the jab lock from nair as well, and test out that chain grab.
 

lllp3lll

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https://www.youtube.com/watch?v=fii5NFOLJ_M&feature=youtu.be
I used a jab since jab is faster than grab
If they have a fast aerial you'll have to respect it and use a shield grab.
If they air-dodge food- that's landing lag
They need to be around 25%+ or you'll combo into the pan hit of chef
You can be greedy and do:
Dthrow> chef > chef > jab > regrab

Its kinda useful as a mix-up to normal dthrow combo's. But a grab at 0% should put them at least at 50% with g&w anyway.
 

Neb

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Looks good. 60-70% from a grab punish demands respect, but I imagine if we can push the envelope -- say 75-90% -- it would counterbalance our light weight/short lifespan, and force the opponent to approach by creating a damage gap. Pummelling helps. Sweetspot fsmash does 2% more than usmash, and also sets our edgeguard. Every direction but dthrow deals 8%.

After I add a pummel and upb to your string on C. Falcon, G&W delivers 77% damage
 
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Neb

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Really enjoyed the ending of the second clip. But there are likely some doors for escape.

Edit: Noticed G&W was at a significant frame advantage on the second fair -- true combo. Did you use the frame/hitlag sync?
 
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Neb

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I would think so, since it gives benefit to Judgement 1. Which then lessens the risk of using sideB as whole, and provides a solid setup opportunity.
 

X3I

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Thanks for the Dthrow > footstool > Dair, I was in need of a low % grab combos against Fox/Falcon/Sheik/etc...

One thing I love to do is Sourspot Fair > Uair right before the landing (so it does only one hit), and then I combo with UpSmash/Nair/whatever. A good setup for this can be, on Samus: Dthrow > Utilt > Nair > Fair > Uair > UpSmash... Pretty sure it's not a true combo, but it's just so you can imagine what I'm saying. That can be something good to exploit.
 

Neb

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P3, do you mind gathering some data on G&W's rage? KO options, or even changes to hitbox trajectory.

Edit - In my imagination, G&W's meta is going to weigh heavily on knowing vortex options on all members of the cast for safe damage racking. Being a light character. But having his KO options opened up with rage could possibly provide the tools for an evade-and-snipe type of conversion at high percents. Especially with # 1 Judge (* A2ZOMG A2ZOMG ).

Edit - Our grab has to be one of the top in this game.
 
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lllp3lll

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I like the idea and see him turning into the new Ice Climbers in terms of fearing his grab.

KO options generally KO 10-15% earlier when in rage.
But i'll look into it.
 

A2ZOMG

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P3, do you mind gathering some data on G&W's rage? KO options, or even changes to hitbox trajectory.

Edit - In my imagination, G&W's meta is going to weigh heavily on knowing vortex options on all members of the cast for safe damage racking. Being a light character. But having his KO options opened up with rage could possibly provide the tools for an evade-and-snipe type of conversion at high percents. Especially with # 1 Judge (* A2ZOMG A2ZOMG ).

Edit - Our grab has to be one of the top in this game.
D-throw U-air I think is technically G&W's best KO option, but it's VERY percent/character specific. I personally have been too lazy to get a general sense of when I should be going for U-air for KOs, but I do think it's really important.

I wouldn't particularly rely on Judgement just as a way of abusing Rage. Actually using it as a punish (or followup out of D-throw) just generally speaking though is pretty viable. My main argument about the 1 is it's overall less awful to get a 1 in this game than in other Smash games.
 

Neb

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Since a chance 9 is always looming with its use, I agree that judgement should be one of G&W's primary punishes. Tacking damage to oneself also quickens the possibility for death... There's an inherent risk to playing such a character, but honestly, it seems to equal out. Judgement as a punish lends the opponent no solid ground for retaliation given that the hitbox is always fluctuating.
 
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lllp3lll

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I think its a very viable style of gameplay for Extreme Judge.
Given that G&W is light also helps to break from low % combo's earlier than heavier characters.
Raising your own % could also benifit to avoid normal 0% combo's
 

X3I

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G&W is definitely the best hype-maker.
Bucket, Judgement 9, stylish chaingrab, UpSmash invincibility, windbox kills, edgeguard...
He just makes everyone salty, ahah.
 

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So, (non-true) chain grab actually has to be dthrow > chef > jab1 > regrab?
I've been doing dthrow > chef > regrab

Also what should I do in general if they decide to jump behind you after dthrow?
 

lllp3lll

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So, (non-true) chain grab actually has to be dthrow > chef > jab1 > regrab?
I've been doing dthrow > chef > regrab

Also what should I do in general if they decide to jump behind you after dthrow?
You can go straight to regrab from chef, but jab1 is faster so it may in fact stuff counter attack options which grab may lose to.

If they jump behind you after a dthrow (assuming you tried chef chain grab):
Chase with Nair
UpB
Trap with UpSmash
 

lllp3lll

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We have a legit 0% death combo, testing it on the cast atm.
---------------------
GW Hoo Hah
https://www.youtube.com/watch?v=wmB2-EeDHfg


Death Combo
https://www.youtube.com/watch?v=5pOkc_xLfnQ
OOS Upsmash is super scary now.

Work on these characters at the listed % or under

Mario- 3%
Luigi- 2%
Bowser- 6%
Wario- 4%
DK- 2%
Diddy- 3%
G&W- 1%
Lil Mac- 3%
Link- 2%
Sheik- 2%
Gannon- 1%
ZSS- 4%
Pit- 2%
Palutena- 2%
Ike- 2%
Robin- 0%
D3- 1%
Meta Knight- 1%
Fox- 3%
Falco- 2%
Pika- 1%
Zard- 2%
Lucario- 0%
Greninja- 3%
ROB- 2%
Captain Falcon- 8%
Shulk- 2%
Dr Mario- 2%
Megaman- 7%

Characters not listed, doesn't work on. (Mostly Zoners: Samus, Toon Link, Duck Hunt, Villager etc.)
 
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lllp3lll

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Afraid not, a lucky combination of weight and/or hurtboxs would mean it would be a string and escapable via some method.

To sum up: If GW lands a upsmash on a fresh stock, the cooldown of upsmash is so small the you can follow up with an unavoidable (combo) SideB. And if said sideB is a 9, the 16% from upsmash can and most likely result in a ohko (on 90% of the cast).

Upsmash > judge 9
Is a true death combo on most of the cast.
 

X3I

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Other players should fear a lot about our grab game, especially Judgement jankens.
We have thousand possibilities after a down throw, and Judgement is one.
What beats a grab ? A move. What beats a move ? Our UpSmash.
Which allows another Judgement... Vicious circle.
 

Neb

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If P3 faithfully updates the OP, I would say this deserves a sticky. It is our most progressive thread on the simple basis of collective thought and cheap videos. The information should be universally known throughout our following. Clean up the OP and sticky.
 
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