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Judge

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Revision as of 05:04, June 2, 2017 by Zyrac (talk | contribs) (Undid edit by Black Vulpine: Staleness renders this untrue, I think, and in any case doing a lot of damage is not a good basis for trivia.)
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For the Michigan smasher, see Smasher:Judge.
Judge
All of Judge's effects in Super Smash Bros. for Nintendo 3DS.
All nine of Judge's effects shown in Super Smash Bros. for Nintendo 3DS.
User Mr. Game & Watch
Universe Game & Watch
The random strength of Mr. Game and Watch's Judgement is determined by the number displayed; food appears on lucky 7.
—Mr. Game and Watch's trophy description in Melee

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.

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 in. 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.

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.

The effects associated with these numbers are as follows:

# Description Damage
1 A very weak hit that does not inflict flinching or knockback, and inflicts 12% recoil damage regardless of whether or not it hits. 2%
2 Has minimal knockback. In Brawl and SSB4, it has a 20% chance of tripping an opponent. 4%
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%
4 Inflicts a slashing attack that launches opponents diagonally. 8%
5 Produces four electrical charges that inflict 3% damage each that zap the opponent, making them rise slightly. 12% total
6 Deals flame damage and is a semi-spike, threatening recovering opponents. It has the second strongest knockback of all Judge attacks. 12%
7 Deals moderate knockback. If the attack connects (even if the target is under the effect of a Super Star), a food item will appear in reference to the number 7 being associated with luck. The food item will always be an apple in Brawl and SSB4, possibly as apples can be symbols of good health. The apple appears regardless of whether items are on or not. 14%
8 Freezes the opponent with fixed vertical knockback, and makes the "PING!" sound (or a slightly quieter version of it in Melee). 4% (Melee)
9% (Brawl, SSB4)
9 Deals massive knockback and makes the "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%. 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. 32%

Customization

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 Home-Run Contest (only possible through Master Orders), which 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.
# Description Total damage
1 One hit. 1%
2 Two hits: the first deals 3% damage, and the second does 2%. 5%
3 Three hits, each of which does 3%. 9%
4 Four hits: the first three deal 3% damage, and the last does 2%. 11%
5 Five hits, each doing 3%. 15%
6 Six hits: the first five deal 3% damage, and the last does 2%. 17%
7 Seven hits: the first six deal 2.5% damage, and the last does 4%. 22%
8 Eight hits: the first seven deal 2.4% damage, and the last does 4.2%. 26%
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. 34%

Gallery

Origin

The Judge Game & Watch.

Judge was a 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.

Trivia

  • In the Home-Run Contest and in Target Blast, this move always gives a 6.
    • If one of these 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.