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Judge: Difference between revisions

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|universe={{uv|Game & Watch}}
|universe={{uv|Game & Watch}}
}}
}}
{{tabber|align=center|title1=Melee|tab1=
{{cquote|''The random strength of ({{SSBM|Mr. Game and Watch}}'s) Judgement is determined by the number displayed; food appears on lucky 7.''|cite=Mr. Game and Watch's trophy description in ''Melee''}}
|title2=Ultimate|tab2=
{{cquote|''Swings his hammer. The power changes depending on the number displayed.''|cite=Description from ''Ultimate''{{'}}s Move List}}}}


'''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 and 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 his appearance in the ''Judge'' game from the ''Game and Watch'' series.
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.


==Numbers and their effects==
==Numbers and their effects==
The number that can display 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. For example, getting a 5 will mean that the next two uses of the move cannot result in a 5. At the start of a match, the previous two uses are set to 2 and 1, meaning that the first use of Judge in a match cannot be a 2, and the first two uses cannot be a 1. Therefore, in ''Melee'' and ''Brawl'', each valid number has a 1 in 7 chance of appearing.
[[File:Mr.Game&WatchBrawl5.jpg|thumb|left|Mr. Game & Watch getting 9 in ''Brawl''.]]
The number that can display 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 was removed, allowing any number to always have a 1 in 9 chance of appearing and making it possible to get a number twice (or theoretically any number of times) in a row. Also, getting a 1 while in the All-Star Mode's Waiting Room won't cause recoil damage. In addition, in the [[Home-Run Contest]] and [[Target Blast]] modes, the move always comes up as 6, making it impossible to use the powerful 9 (but subsequently meaning the player does not have to continually restart to get lucky for the best score).
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; however, it is still possible to get the same number every other roll.
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:


{|class="wikitable"
{|class="wikitable"
!#
!width=1%|#
!Description
!width=87%|Description
!Damage
!width=5%|Damage
!KO Percent
!KO Percent
|-
|-
|1||A very weak hit that does not inflict [[flinch]]ing or knockback, and 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 ''[[Brawl]]'' and ''[[SSB4]]'', it has a 20% chance of [[tripping]] an opponent.||4%||N/A
|2||Has minimal knockback. In ''[[Brawl]]'' and ''[[SSB4]]'', it has a 20% chance of [[tripping]] an opponent.||4%||N/A
|-
|-
|3||Similar to the [[Fan]]'s attack, it makes a paper sound, launches the opponent towards Mr. Game & Watch, and deals a significant amount of [[shield damage]].||6%||496%
|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}}
|-
|-
|4||Inflicts a [[slash]]ing attack that launches opponents diagonally.||8%||483%
|4||A [[slash]]ing attack that launches opponents diagonally.||8%||487%{{GameIcon|SSBB}}<br>483%{{GameIcon|SSB4}}<br>491%{{GameIcon|SSBU}}
|-
|-
|5||Produces four [[electric]]al charges that inflict 3% damage each that zap the opponent, making them rise slightly.||12%&nbsp;total||482%
|5||Produces four [[electric]]al charges that inflict 3% damage each that zap the opponent, dealing slight upwards knockback.||12%&nbsp;total||478%{{GameIcon|SSBB}}<br>482%{{GameIcon|SSB4}}<br>507%{{GameIcon|SSBU}}
|-
|-
|6||Deals [[flame]] damage and is a [[semi-spike]], threatening recovering opponents. It has the second strongest knockback of all Judge attacks.||12%||156%
|6||Deals [[flame]] damage and is a [[semi-spike]], threatening opponents who are off-stage. It has the second strongest knockback of all Judge attacks.||12%||157%{{GameIcon|SSBB}}<br>156%{{GameIcon|SSB4}}<br>158%{{GameIcon|SSBU}}
|-
|-
|7||Deals moderate knockback. A [[food]] item will appear, likely in reference to the number 7 being associated with luck. In ''Melee'', ''Brawl'' and ''SSB4'' it will drop one apple, while in ''Ultimate'', it will drop 3 apples. The food item will always be an apple from Brawl onwards, possibly as apples can be symbols of good health, and will only appear if the attack connects (even if the target is under the effect of a [[Starman (item)|Super Star]]). The apple appears regardless of whether [[item]]s are [[Item Switch|on or not]].||14% ||264%
|7||Deals moderate knockback and causes a [[food]] item to appear. In ''Melee'' it drops a random food item, in ''Brawl'' and ''SSB4'' it drops one apple, and in ''Ultimate'' it drops 3 apples. The food item will only appear if the attack connects, even against [[invincibility]]. The apple appears regardless of whether [[item]]s are [[Item Switch|on or not]].||14%||258%{{GameIcon|SSBB}}<br>264%{{GameIcon|SSB4}}<br>257%{{GameIcon|SSBU}}
|-
|-
|8||[[Freezing|Freezes]] the opponent with fixed vertical knockback, and makes the "[[Ping|PING!]]" sound (or a slightly quieter version of it in ''Melee'').||4%&nbsp;(''Melee'')<br>9%&nbsp;(''Brawl'', ''SSB4'')||N/A
|8||[[Freezing|Freezes]] the opponent with fixed vertical knockback, and makes the "[[Ping|PING!]]" sound (or a slightly quieter version of it in ''Melee'').||4%{{GameIcon|SSBM}}<br>9%{{GameIcon|SSBB}}{{GameIcon|SSB4}}<br>13%{{GameIcon|SSBU}}||N/A
|-
|-
|9||Deals massive knockback at the [[Sakurai angle]] and makes the "[[Ping|PING!]]" sound, intended to resemble the effect of the [[Home-Run Bat]]. Can [[KO]] below 10% in some cases. In ''Brawl'', it KOs the heaviest characters at 13% and could potentially KO characters as light as {{SSBB|Pikachu}} at 0%, although it is not a guaranteed [[OHKO]]. It has a smaller hitbox compared to the other numbers. In every game after ''Melee'', the attack is accompanied by a bell sound like that in Mr. Game and Watch's up and side taunts. Flashes of light resembling electrical effects appear around the hammer when this number appears, though the move does not do electric damage. It is one of the most powerful moves in the game, only second to Ganondorf's Reverse Warlock Punch.||32%||11%
|9||Deals massive knockback at the [[Sakurai angle]] and makes the "[[Ping|PING!]]" sound, resembling the effect of the [[Home-Run Bat]]. Can potentially [[KO]] below 10%. In ''Brawl'', it KOs the heaviest characters at 13% and the lightest at 4%. Prior to ''Ultimate'' it had a smaller hitbox compared to the other numbers. In every game after ''Melee'', the attack is accompanied by a bell sound like that in Mr. Game & Watch's up and side taunts. Flashes of light resembling electrical effects appear around the hammer when this number appears, but the attack does not do electric damage. It is one of the most powerful moves in the game that isn't a Final Smash, only losing to Ganondorf's Reverse Warlock Punch and Roy/Chrom's fully charged [[Flare Blade]].||32%||16%{{GameIcon|SSBM}}<br>9%{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|}
|}
==Instructional quotes==
{{InstructionalQuotes
|ssbmtrophychar=Mr. Game & Watch
|ssbmtrophydesc=The random strength of his Judgment is determined by the number displayed; food appears on lucky 7.
|ssbuchar=Mr. Game & Watch
|ssbudesc=Swings his hammer. The power changes depending on the number displayed.
}}


==Customization==
==Customization==
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==Spirit==
==Spirit==
{| class="wikitable sortable"
Judge also appears as an Ace-class [[support spirit]].
|-
 
In [[Adventure Mode: World of Light]], Judge is presumably one of the countless spirits captured by [[Galeem]] during his takeover of the universe.  After Galeem's defeat, [[Dharkon]] takes control of Galeem's spirits, including Judge. Judge's spirit is located in the northern section of [[The Light Realm]].
 
Judge uses an army of {{SSBU|Mr. Game & Watch}} puppet fighters and is fought on the [[Flat Zone X]] stage. During the battle, Mr. Game & Watch favors Judge, which serves as his side special.
{|class="wikitable"
! No. !! Image !! Name !! Type !! Class !! Cost !! Ability !! Series
! No. !! Image !! Name !! Type !! Class !! Cost !! Ability !! Series
|-
|-
| 693 || [[File:Judge Spirit.png|center|108x108px]] || Judge || [[File:SpiritTypeSupport.png|20px|center|Support]] || ★★★ || 1 || Critical Hit ↑ || ''Game & Watch'' Series
| 693 || {{SpiritTableName|Judge}} || {{SpiritType|Support}} || ★★★ || 1 || Critical Hit ↑ || ''Game & Watch'' Series
|}
|}
{{clrl}}
{{clrl}}
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==Origin==
==Origin==
[[File:JudgeOrigin.jpg|thumb|The ''Judge Game & Watch''.]]
[[File:JudgeOrigin.jpg|thumb|The ''Judge Game & Watch''.]]
''Judge'' was a ''{{uv|Game & Watch}}'' game that could be played with two players. Two ''Game & Watch'' characters had signboards and hammers. When a round starts, each player's sign would display a random number from 1 to 9. The point of the game was for the player with the higher number to hit his opponent on the head with their hammer, while the player with the lower number tried to dodge said hit. If the numbers were equal, the player can either hit or dodge. This was translated in the ''Smash'' world to where the higher the number, the stronger or better the attack.
''Judge'' is a {{uv|Game & Watch}} game that can be played with two players. Two ''Game & Watch'' characters have signboards and hammers. When a round starts, each player's sign displays a random number from 1 to 9. The point of the game is for the player with the higher number to hit their opponent on the head with their hammer, while the player with the lower number tries to dodge said hit. If the numbers are equal, the player can either hit or dodge. This was translated in ''Smash'' to where the higher the number, the stronger or better the attack.
{{clear}}
{{clr}}


==Gallery==
==Gallery==
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SSB4 - Mr. Game & Watch Screen-2.jpg|Judge 9 in {{forwiiu}}
SSB4 - Mr. Game & Watch Screen-2.jpg|Judge 9 in {{forwiiu}}
SSBUWebsiteMrGame&Watch5.jpg|Judge 1 in ''Ultimate''.
SSBUWebsiteMrGame&Watch5.jpg|Judge 1 in ''Ultimate''.
Game&WatchJudge9.png|Mr. Game & Watch hitting {{SSBU|Mario}} with Judge 9 on [[Pictochat 2]].
Mr Game & Watch SSBU Skill Preview Side Special.png|Judge as shown by the Move List in ''Ultimate''.
Mr Game & Watch SSBU Skill Preview Side Special.png|Judge as shown by the Move List in ''Ultimate''.
</gallery>
</gallery>
==Names in other languages==
{{langtable
|ja={{ja|ジャッジ|Jajji}}, ''Judge''
|en=Judge
|fr=Judge
|es=Juez
|de=Urteil
|it=Castigo
|nl=Beoordeling
|ru={{rollover|Судья|Sudya|?}}
|ko={{rollover|심판|Simpan|?}}
|zh_cn={{rollover|审判|Shěnpàn|?}}
|zh_tw={{rollover|判斷|Pànduàn|?}}
}}


==Trivia==
==Trivia==
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*If one of the [[Stadium]] games appears on a ticket in [[Master Orders]], custom moves can be used there, something that is not normally possible. However if Extreme Judge is used, it will be changed to the standard variation and still land on a 6. It is the only custom move to do this.
*If one of the [[Stadium]] games appears on a ticket in [[Master Orders]], custom moves can be used there, something that is not normally possible. However if Extreme Judge is used, it will be changed to the standard variation and still land on a 6. It is the only custom move to do this.
*''Judge'' is the only multiplayer ''Game & Watch'' game to be represented in Mr. Game & Watch's moveset.
*''Judge'' is the only multiplayer ''Game & Watch'' game to be represented in Mr. Game & Watch's moveset.
*Judge is the only one of Mr. Game & Watch's special moves (not including his [[Final Smash]]) to not be represented in [[Flat Zone 2]] and [[Flat Zone X]].
*Judge is the only one of Mr. Game & Watch's special moves to not be represented in [[Flat Zone 2]] and [[Flat Zone X]].
*In the original ''Game & Watch'' game, the number 7 displays with the F segment lit (i.e. with a hook at the top left); it has a different rendition without the F segment in ''Smash''.
*In the original ''Game & Watch'' game, the number 7 displays with the F segment lit (i.e. with a hook at the top left); it has a different rendition without the F segment in ''Smash''.
==References==
<references/>


{{Special Moves|char=Mr. Game & Watch}}
{{Special Moves|char=Mr. Game & Watch}}
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[[Category:Mr. Game & Watch (SSB4)]]
[[Category:Mr. Game & Watch (SSB4)]]
[[Category:Mr. Game & Watch (SSBU)]]
[[Category:Mr. Game & Watch (SSBU)]]
[[es:Juez]]

Latest revision as of 01:32, March 16, 2024

For the Michigan smasher, see Smasher:Judge.
Judge
Mr Game & Watch Side B SSBU.gif
Using Judge in Ultimate, the 5 effect being shown.
User Mr. Game & Watch
Universe Game & Watch

Judge (ジャッジ, 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.

Numbers and their effects[edit]

Mr. Game & Watch getting 9 in Brawl.

The number that can display 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 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%.[1]

The effects associated with these numbers are as follows:

# Description Damage KO Percent
1 A very weak hit that does not deal knockback or cause flinching. It inflicts 12% recoil damage regardless of whether or not it hits. 2% N/A
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%Super Smash Bros. Brawl
496%Super Smash Bros. 4
504%Super Smash Bros. Ultimate
4 A slashing attack that launches opponents diagonally. 8% 487%Super Smash Bros. Brawl
483%Super Smash Bros. 4
491%Super Smash Bros. Ultimate
5 Produces four electrical charges that inflict 3% damage each that zap the opponent, dealing slight upwards knockback. 12% total 478%Super Smash Bros. Brawl
482%Super Smash Bros. 4
507%Super Smash Bros. Ultimate
6 Deals flame damage and is a semi-spike, threatening opponents who are off-stage. It has the second strongest knockback of all Judge attacks. 12% 157%Super Smash Bros. Brawl
156%Super Smash Bros. 4
158%Super Smash Bros. Ultimate
7 Deals moderate knockback and causes a food item to appear. In Melee it drops a random food item, in Brawl and SSB4 it drops one apple, and in Ultimate it drops 3 apples. The food item will only appear if the attack connects, even against invincibility. The apple appears regardless of whether items are on or not. 14% 258%Super Smash Bros. Brawl
264%Super Smash Bros. 4
257%Super Smash Bros. Ultimate
8 Freezes the opponent with fixed vertical knockback, and makes the "PING!" sound (or a slightly quieter version of it in Melee). 4%Super Smash Bros. Melee
9%Super Smash Bros. BrawlSuper Smash Bros. 4
13%Super Smash Bros. Ultimate
N/A
9 Deals massive knockback at the Sakurai angle and makes the "PING!" sound, resembling the effect of the Home-Run Bat. Can potentially KO below 10%. In Brawl, it KOs the heaviest characters at 13% and the lightest at 4%. Prior to Ultimate it had a smaller hitbox compared to the other numbers. In every game after Melee, the attack is accompanied by a bell sound like that in Mr. Game & Watch's up and side taunts. Flashes of light resembling electrical effects appear around the hammer when this number appears, but the attack does not do electric damage. It is one of the most powerful moves in the game that isn't a Final Smash, only losing to Ganondorf's Reverse Warlock Punch and Roy/Chrom's fully charged Flare Blade. 32% 16%Super Smash Bros. Melee
9%Super Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate

Instructional quotes[edit]

Super Smash Bros. Melee trophy description MrGame&WatchHeadSSBM.png The random strength of his Judgment is determined by the number displayed; food appears on lucky 7.
Super Smash Bros. Ultimate Move List MrGame&WatchHeadSSBU.png Swings his hammer. The power changes depending on the number displayed.

Customization[edit]

Special Move customization was added in Super Smash Bros. 4. These are the variations:

1. Judge 2. Extreme Judge 3. Chain Judge
GameWatchSide1-SSB4.png
Extreme Judge in Super Smash Bros. for Wii U.
Chain Judge in Super Smash Bros. for Wii U.
"Swing your hammer. The power changes depending on the number displayed." "Only "1" or "9" will appear, but the latter isn't quite as devastating as usual." "The number shown on the card equals the number of continuous hits dealt."
  1. Judge: Default.
  2. Extreme Judge: The only numbers picked are 1 and 9, with more normalized effects for each. 1 deals 5% damage to both Mr. Game & Watch and the opponent, while 9 only deals 23% damage and less (though still significant) knockback. The odds of getting a 9 are 1 in 5 (20%). If the move is used in one of the modes that forces the number to always be 6, it has the same effects as the default version of the move.
  3. Chain Judge: None of the numbers have different effects on the opponent. Instead, the move hits several times, corresponding with the chosen number. In addition, some numbers are more common than others, as opposed to the default move's equal probability for all numbers.
# Description Total damage Frequency
1 One hit. 1% 1
2 Two hits: the first deals 3% damage, and the second does 2%. 5% 2
3 Three hits, each of which does 3%. 9% 3
4 Four hits: the first three deal 3% damage, and the last does 2%. 11% 3
5 Five hits, each doing 3%. 15% 2
6 Six hits: the first five deal 3% damage, and the last does 2%. 17% 2
7 Seven hits: the first six deal 2.5% damage, and the last does 4%. 19% 1
8 Eight hits: the first seven deal 2.4% damage, and the last does 4.2%. 21% 1
9 Nine hits: the first eight deal 2.25% damage, and the last does 10%. Also has very high knockback, though less than the regular Judge 9. 28% 1

Spirit[edit]

Judge also appears as an Ace-class support spirit.

In Adventure Mode: World of Light, Judge is presumably one of the countless spirits captured by Galeem during his takeover of the universe. After Galeem's defeat, Dharkon takes control of Galeem's spirits, including Judge. Judge's spirit is located in the northern section of The Light Realm.

Judge uses an army of Mr. Game & Watch puppet fighters and is fought on the Flat Zone X stage. During the battle, Mr. Game & Watch favors Judge, which serves as his side special.

No. Image Name Type Class Cost Ability Series
693
SSBU spirit Judge.png
Judge
Support
★★★ 1 Critical Hit ↑ Game & Watch Series

Origin[edit]

The Judge Game & Watch.

Judge is a Game & Watch game that can be played with two players. Two Game & Watch characters have signboards and hammers. When a round starts, each player's sign displays a random number from 1 to 9. The point of the game is for the player with the higher number to hit their opponent on the head with their hammer, while the player with the lower number tries to dodge said hit. If the numbers are equal, the player can either hit or dodge. This was translated in Smash to where the higher the number, the stronger or better the attack.

Gallery[edit]

Names in other languages[edit]

Language Name
Japan Japanese ジャッジ, Judge
UK English Judge
France French Judge
Germany German Urteil
Spain Spanish Juez
Italy Italian Castigo
China Chinese (Simplified) 审判
Taiwan Chinese (Traditional) 判斷
South Korea Korean 심판
Netherlands Dutch Beoordeling
Russia Russian Судья

Trivia[edit]

  • In Ultimate, during the startup of Judge, numbers will rapidly flash up on the sign before stopping on the selected number. However the numbers that flash up are not completely random, as the numbers from 1-9 are flashed in a random order for the first 9 frames of the animation, and then the numbers are cycled through in the same order for the remainder of the startup. This does not affect how the final number is selected.
  • If one of the Stadium games appears on a ticket in Master Orders, custom moves can be used there, something that is not normally possible. However if Extreme Judge is used, it will be changed to the standard variation and still land on a 6. It is the only custom move to do this.
  • Judge is the only multiplayer Game & Watch game to be represented in Mr. Game & Watch's moveset.
  • Judge is the only one of Mr. Game & Watch's special moves to not be represented in Flat Zone 2 and Flat Zone X.
  • In the original Game & Watch game, the number 7 displays with the F segment lit (i.e. with a hook at the top left); it has a different rendition without the F segment in Smash.

References[edit]