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- Judy Hopps
- Judy Hopps is the real main character of Disney’s Zootopia. Growing up in a bumpkin country area, Judy grew up knowing well what she wanted to do, become a police officer. Despite her parents and basically everyone else just telling her to be a farmer, Judy managed to get her dream job after years of studying and preparation, and is even put in the Zootopia Police Department’s precinct 1 in the heart of the city.
- Unfortunately, her first day of the job had her put in the role of a meter maid, where she ends up meeting Nick Wilde, the conman. Mammal. Nick gives her a rather harsh talking down to, which results in her going against orders and capturing a criminal… causing massive amounts of property damage as a result, nearly getting her fired on only her second day. She pleads with her boss to get a real case, which ultimately leads to her partnering up with Nick and solving a massive conspiracy.
- Also she has to overcome institutionalized racism and stereotyping, but that gets in the way of the fun mystery plot.
- Stats
- Weight – 75
- Run Speed – 2.1
- Walk Speed – 1.5
- Air Speed – 1.25
- Fall Speed – 1.3
- Judy is very, very tiny. In comparison to her already very small partner, she’s even shorter. She’s only slightly taller than Kirby, though her rabbit ears make her around as tall as Nick in general, if only a teensy bit shorter. Her ears aren’t part of her hurtbox, however. She’s also remarkably light, nearly reaching balloonweight but missing it by only a tiny bit. Her speed, all around, is great, considering she’s a rabbit.
- Her walk speed is the only one that can be considered slow, however, and has her slowly walking forwards, dart gun at her side. Judy’s aerial game is her main focus, with both of her jumps being some of the best in the game on both ends, and combined with her amazing amount of aerial control can come in handy. She is a rabbit, after all, and rabbits love to jump.
- Specials
- Neutral Special – Dart Gun
- Unlike her partner, Judy trained for most of her life to know how to use police weaponry. As such, she can use the dart gun much more effectively than Nick can. The attack starts with Judy pulling out the dart gun, hers with a carrot-looking design, and aims it forwards. She then fires the dart, which flies forwards at a decent speed, and can travel 2.5 Battlefield Platforms. It’s very tiny, however, around the size of Megaman’s lemons.
- When the dart hits an opponent, multiple things will happen. First, the opponent will take a rather paltry 5% damage, with functionally no knockback. However, they will also be inflicted with a special status effect. This starts out with the opponent taking a brief amount of stun and turning a shade of purple. The stun lasts only for a few frames, and the effect becomes apparent directly afterwards.
- The opponent’s speed will be cut down by 15% of their usual speed. This directly relates to the character’s actual movement, as jump height and speed will remain the same, as well as their aerial control. It does effect attack animations as well, but also doesn’t affect projectiles. This only lasts for 2.5 seconds, with the last few frames of it gradually speeding the opponent back up to normal.
- This isn’t as spammable as one would like, as, though Judy CAN fire a second dart at the opponent before it wears off, it won’t stack. The gun’s firing rate is also fairly bad as well, taking around 20 frames to perform a second one if you attempt to follow up directly afterwards. When it comes to this, it is ultimately better to leave this for good openings rather than using it willy-nilly.
- Due to Judy’s short stature, the dart travels only slightly above the ground, making it easy to jump over, but impossible for any character that isn’t a pink puffball or a fitness trainer to duck under. By holding down the input, you can have Judy aim the gun in any of the 8 cardinal directions. Being hit by the dart while in the air will not inflict a stun, but the effect will only activate once the opponent lands. This makes the dart a somewhat decent anti-air/off-stage attack.
- The move has downsides, however. The first being that opponents hit rapidly by the dart will grow a resistance to it, resulting in the time limit of the effect being cut down by 0.30 seconds every shot, lowering the timer out to 0.35 seconds in total. This isn’t a permanent effect, however, as after 10 seconds of not being hit by the dart, it will reset. It also resets after a KO.
- If the input is held for 15 frames without moving it, then the dart will “charge up”, signified by a slight glint and the dart growing slightly bigger. Judy can continue holding the attack, but cannot move it around after this. This doesn’t just apply to the straight directions, holding it for that long on any direction will cause the charge to activate.
- When fired, the dart will travel at around the same distance, but it will be slightly bigger and also travel at a much faster pace. On contact, it will deal 7% damage, as well as inflicting a full stun on the opponent, lasting half as long as a shield break stun does at low percentages. However, opponents can mash out of it like a grab, requiring only 2/3rds of a usual mash to escape from.
- While Judy’s speed already lets her outrun most opponents, her ridiculously light weight still leaves her open if she attempts her melee game, which is a whole lot of the set. The dart gun helps with that by slowing opponents down, letting her quick moves interrupt any other attempted attacks. The charged dart has lots of utility as well, despite having no knockback. Its uses come against faster opponents like Marth and Fox (Too bad she didn’t bring the Fox Away spray), letting her get in while avoiding their already fast attacks, which the stun has less effect on than heavier opponents.
- Side Special – Under Arrest
- Judy pulls out a pair of handcuffs, and lashes them forwards. They don’t reach forwards too far, around the distance an uncharged Laser Sword swing would reach. They also don’t deal any knockback or damage once they hit a foe, only dealing a small amount of stun on both ends. This is because, as soon as the handcuffs hit the opponent, they will latch onto their wrist, and then onto Judy’s.
- This functions basically like a tether between the two, and behaves like a tether in most different ways. The handcuffs will stretch out to compliment the size differences between the two characters (And there usually will be size differences), and will prevent opponents, and Judy, from moving farther than a single Battlefield Platform away from each other, whether that been vertically or horizontally. It will break boundaries if attack animations and such go beyond the maximum distance, mostly to keep things fair.
- The vertical distance can get in the way sometimes, but you can simply let the opponent hang off ledges for a bit, though this isn’t anything TOO special in terms of Judy’s own kit. Like other tethers a stat value determines who ends up pulling who around, and as usual its weight. This can be a bad thing in basically every case for Judy, but she does have many ways to avoid it.
- The first being hitting the opponent with a dart. When this happens, Judy will always be the one with dominance movement wise. This only lasts for a short while, however, but a lot can be done in a short while with this rabbit. There are other ways to get around the pulling effect, but the dart is one of the more effective ways, especially when an opponent is stuck close to you for a while.
- There are two ways to get rid of the handcuffs. The first is to simply wait 10 seconds, when the handcuffs will automatically detach, freeing both. The other is to perform an attack on the opponent that launches them at least 2/3rds of the way across Battlefield, when all knockback checks are calculated for. This functions on both ends, and will most likely be easier for the opponent to perform on Judy, though you’d be surprised.
- When a handcuff is broken, however, the opponent won’t take all of the knockback attributed, instead only taking roughly half of it.
- This acts as a safety buoy for Judy, and also a bit of a downside for her when she ends up dealing that should-be fateful blow.
- When a handcuff is broken or the timer runs out, there will be a small cooldown period of around 2 seconds before you can use the attack again. This isn’t a major flaw in the attack, but using a handcuff at the wrong time can definitely ruin your gameplan if this happens.
- The start-up of the attack is rather quick, but the actual hitbox doesn’t last that long, making it require a bit of effort to hit with. Its short range doesn’t help either, and there’s some fairly bad endlag as well, though not terrible, it is enough to be punishable. The best way to carry out this attack is to stun the opponent first with a charged dart, and then use the handcuffs while they can’t move.
- Unlike a lot of smaller characters in Smash, Judy can’t play a long game, and needs to get up close and personal with the foe. The handcuffs are a main tool in that, as they allow her to get close to the opponent without as much of a threat of knockback for the most part. This is one of Judy’s most important attacks, but it has limitations that need to be overcome by certain other moves.
- Up Special – Jackrabbit Jump
- Judy tenses up, before launching herself up into the air, a blue trail following behind her, at around the speed of a Fox Fire. This looks like a rather standard recovery move, and it basically is, that’s one of its main functions, but it also might be one of the best recovery moves in the entire game.
- From Battlefield, Judy can actually travel almost entirely off of the screen itself, leaving only her feet visible, making it one if the highest physical jumps in the entire game. During the jump, Judy can move left and right at around 1.5x her walk speed, allowing her to cover ground remarkably quickly. Unlike a lot of launching recoveries, Judy can’t aim the direction, and will always go upwards.
- After reaching the apex of the jump, Judy will gain back her usual aerial control. This plays into the attack’s second use, as a good segue into the aerial game, which is something Judy will want to be doing whenever the opportunity presents itself. As such, the attack has a few tools to play into this. The first is that she can cancel out of the jump by pressing the special attack button again, resulting in her entering the fall state prematurely, but still have access to her aerials, allowing her to hit any aerial opponents without having to wait the entire move.
- Another tool comes in the form of the handcuffs. If the jump is used while an opponent is handcuffed to Judy, it will override any weight stat factors, and instantly drag the opponent up into the air with her. This is where the real potential for serial follow-ups presents itself, as most of Judy’s aerials are built around racking up damage fast, and having an opponent near you can definitely make that an even faster process. The main downside is that opponents can attack you during this period too, and that you’ll need to pick moves wisely if the opponent is already high in damage.
- The jump has a few downsides as a recovery, however. The first is that it has a significant amount of start-up lag to it, even if used in the air. Speaking of in the air, if the jump is used while in the air, Judy will only travel 2/3rds of the usual distance due to not having any ground to propel off of, nerfing it ever slightly as an amazing recovery by itself.
- That isn’t all there is to this move, however. While the initial jump doesn’t have a hitbox to it, there is still a hitbox to the move. At any point during the jump, you can press the standard attack button to activate a special aerial attack. This will cancel out the jump at the exact point its pressed, and cause Judy to perform a diving kick attack.
- This kick has practically infinite range to it, and allows Judy to travel large distances at a fairly brisk pace while in the air, though its nowhere near as fast as her actual run. The kick is a hitbox, and behaves how you would expect a diving kick to perform. However, the hitbox is rather odd, as it functions as a sweetspot in its entirety… until around 1.5 Battlefield Platforms have been passed, where it will downgrade. Due to the diagonal direction, this doesn’t allow much room for Judy to hit with it.
- The boosted version of the kick deals 15% damage, and can KO at 120%, making it an incredibly powerful attack. The downgraded version only deals 8% damage, and has rather weak upwards knockback to it. The kick, in either of its forms, can help start up an aerial chain, even without a lot of power to it.
- It can also act as another form of recovery. The stuff movement of the normal recovery can be overcome when this is used, allowing Judy to make a rather safe landing even if she’s far away form the stage. However, the kick’s infinite distance can be a problem in some cases, as it could potentially lead to Judy flying right off stage. Fortunately, by double tapping down, you can cancel out the kick as well.
- In both the jump and the kick’s case, Judy can be knocked out of them both by any attacks that hit her, instantly putting her into freefall. Also, if the kick hits someone connected with handcuffs, it will always break the handcuffs off, no matter what the opponent’s damage currently is. Technically this only works for the boosted version, but if you connect with a handcuffed opponent, you probably won’t have travelled long enough for it to have worn off.
- This is Judy’s other most important move, as its quick speed easily gives her an incredibly recovery, and an incredible aerial combo starter. The main downsides of the move are few but critical, and the jump requires good timing and an aware of when to properly use it to its fullest advantage.
- Down Special – High Alert
- Judy’s duck has her crouching down, resembling what a rabbit would usually look like in our world. This crouch is one of the better ones in the game, though it is beaten slightly by the balloons, and WFT. Anyway, when this move is inputted, Judy’s flat ears will suddenly jolt up, a cartoonish alert symbol appearing around her entire body, and stretching out slightly past it as well.
- The attack doesn’t do anything on its own, Judy will enter this state for a handful of frames, and then exit it just as fast. That’s because this attack is a counter, behaving much like Marth’s or Little Mac’s When an opponent hits Judy during this time, it will activate the real attack.
- This has Judy perform a slightly exaggerated flip kick, which will knock the opponent up into the air, as well as deal 13% damage. This comes out fast, though not as fast as Marth’s, only a few frames longer due to the animation itself being a bit longer. The knockback of the attack is decent as well, launching the opponent upwards and being able to KO at 135%.
- The attack has decent range to it thanks to the exaggerated animation, and will allow Judy’s otherwise small body to hit the opponent from most melee distances, the only exception being swords. It obviously won’t work on projectiles, but it can be a good way to block their damage.
- The activation hitbox for the counter is somewhat odd, as it actually consists of the symbol around Judy, which is around her usual height when standing, and significantly wider as well. If an opponent hits within the symbol, the counter will activate. It will still activate if Judy’s model is hit, but it just requires another hitbox going inside the symbol’s radius to activate at all.
- This attack would be a great way to transition into aerial game, but unfortunately the endlag is fairly bad, as Judy will have to land back on her feet for a few extra frames. By the point it ends, opponents will have escaped or followed up on their own. This relegates the counter, normally, to just being a good tool to avoid hard hitting attacks, which is definitely something that is still incredibly useful.
- However, there is in fact a way around this. If an opponent is handcuffed to Judy, using the counter will cause not only the opponent to be flung upwards, but you as well! When this happens, Judy will instantly enter FAF, cutting out the endlag and being able to go directly into an aerial beatdown. This will even work if the attack would break the handcuffs, as the momentum of them before they shatter will help her be propelled as well. The major downside of using this is that, since you’re tethered to the opponent already, they’ll most likely be expecting it. Its up to you to pick the right time to activate it.
- The counter is much more limited than some of Judy’s other special attacks, but it can come in serious handy at higher percentages, and can even potentially be used for mind games. While its aerial game is rather bad when used normally, its usage when handcuffs are at play make it an amazing air game transition.
- Standards
- Jab – Quick Kick Combo
- Judy’s standard jab is fairly standard by most accounts, consisting of a three-hit jab that segues into a rapid jab. The first hit of the jab has Judy kicking forwards, followed by a spinning kick with her other foot, and then another twist around to the next kick, before starting up the rapid jab by kicking forwards rapidly. The jab is rather fast, befitting her general quick nature, so it can be rather easy to hit with in most cases.
- The first hit deals 2%, the second 3%, and the final hit another 2%, totalling at 8% damage. The rapid jab will deal rapid hits of 1% damage, but like most rapid jabs it will push opponents away after a few hits. The attack will finish with a finishing strike, which has Judy perform a kick with a bit more “oomph” to it than the others, dealing 4% damage, and the knockback of the attack. If an opponent with no damage is hit by the full combo, it can total up to around 16-17%, a fairly remarkable number for a jab.
- The knockback makes up for the damage, however, by not being that great. Even for a jab the kick launches opponents a short distance, though still long enough to not be able to catch them in a second jab. Specifically, the knockback can only KO at around 220%, meaning it will take a rather long while for it be useful as a finisher, if at all.
- During each of these hits, Judy’s feet well extend and expand in an exaggerated manner, similar to a lot of the cartoonier characters in Smash 4. This helps with her range, with the overall range being close to Mario’s range, with the rapid jab specifically hitting at Kirby’s jab range as well. The jab isn’t a remarkable part of Judy’s set, but it can be used to rack up quick damage early on in a match, though its uses outside of simply hitting the opponent remain non-existent no matter the interaction.
- Forward Tilt – Hopp Kick
- Judy rears back for a moment, before hopping up in the air a slight amount. She follows up with a kick as she flies forwards. This is a fairly simple attack on its own, but the start-up lag is what makes it most noteworthy. Its relatively slow for a character as speedy as Judy, taking around the time a 1/4th charged Smash Attack takes to come out. This lack of speed is poor, but that changes as soon as Judy leaps into the air.
- She will instantly hit her full running speed while leaping through the air, letting her cover a short amount of distance in an equally short amount of time. Judy will travel forwards around half a Battlefield platform before going into a standard aerial fall, though the amount of time doesn’t give her enough to perform an aerial. There is a bit of free space between Judy and the ground, slightly taller than Kirby’s duck.
- The actual hitbox of this attack is the kick, obviously, which has a decent range to it, for her size. The added travel distance helps a lot with this, of course. The kick will deal 10% damage, with above average knockback that KOs at 140%. The move will ignore edges, which can be a blessing and a curse, as it can lead to some easy offstage combos, but of course a wrong use of the move will lead to Judy’s death.
- Being attached to an opponent via handcuffs has a few interesting properties to it. Like most moves, this is based around weight value, but the opponent being stunned will automatically make Judy the dominant one. Anyway, if the opponent is heavier, Judy will jump as far as she can, which in most cases in the entirety of the moves duration, or if at the end of the handcuff’s reach, she won’t move at all, keeping it a stationary hitbox. If the opponent is light/stunned, They will simply be dragged along by Judy during the kick’s duration.
- This, alongside her Dash Attack, makes up Judy’s ground approach game, a vital part to her strategy. The travel distance of both attacks, along with their odd hitboxes, can allow for some fast travel across stages. Another use of the attack is as a fake-out, specifically if an opponent attempts a ducking attack. A correctly timed use of this attack can lead to cancelling it out, but the speed can become a hindrance.
- Up Tilt – Out of the Burrows
- Judy performs a quick arching kick above her, in an animation almost exactly copying Lucario’s UTilt. This is slightly different for a few reasons, the first being its speed. While Lucario’s UTilt is already very fast, this attack comes out slightly faster, but has worse end lag to it, making it not completely spammable. The second major difference is the animation itself, as it starts out in front of Judy rather than behind her.
- This has some utilities to it, as Judy will usually go for a direct approach rather than anything else, but that isn’t the attack’s real purpose either. First the attack deals 8% damage with upwards knockback that KOs at a fairly high 170%, which means it won’t be launching opponents most of the time. But this knockback level is fine, as this is mostly a juggling attack.
- When the opponent is knocked into the air by one of Judy’s attacks, they will obviously start falling. In certain cases, this means that she can follow up with this attack, knocking the opponent back up into the air. Due to the end lag, it can be hard to perform the juggle again, but it is possible. However, the more practical way of using this is to follow up with an actual aerial attack, as the added hitstun will keep the opponent weakened for a follow up.
- While you might think this would be incredibly useful against a handcuffed opponent, and it kind of is, the endlag does present more of a problem for potential spamming after a few hits. The increase will eventually reach out of her range, and the attack has low priority, meaning stronger hits can easily break through it.
- Down Tilt – Sweep the Leg
- From her crouching position, Judy goes into a spinning kick similar to Mario’s Down Smash. It comes out much faster, being a tilt and not a smash, but is obviously a lot weaker than Mario’s, dealing 7% damage. The overall range of the attack is close to Mario’s due to slight exaggeration of Judy’s model however, as her feet stretch out slightly as she spins.
- The lag of the move is overall decent, with it coming out almost instantly, but with some slight ending lag, though it is still very minimal. The knockback of the move is an interesting case, as it will flick the opponent directly up into the air. This can allow Judy to follow up with an aerial attack almost instantly afterwards, allowing it to be a rather good combo starter.
- There are a few downsides to this, as it isn’t fixed distance, and the sweep will be able to KO at 180%. The endlag is bad enough that the opponent will have most likely escaped by the time you can do anything, whether it be jumping or even the Up Special. Ultimately, this move acts as a good combo starter only when the opponent is at low percentages, but can be used effectively throughout the match as a quick damage dealer.
- Dash Attack – Hop and Slide
- During her dash animation, Judy performs a small hop in the air, which turns into a ducking slide similar to Megaman’s. This attack has slightly less range than Megaman’s version due to Judy’s much smaller size, though it travels nearly the same distance. The attack turns her entire body into a hitbox as well, which basically functions like Megaman’s but with a much smaller model. This isn’t a remarkably strong move either, dealing 6% damage on contact, and considerably weak knockback that takes until around the 200%s in order to do any reasonable launching, but the start-up time is remarkably fast.
- When Judy hits an opponent with this slide, she will perform a small bounce off of the opponent, the small amount of knockback pushing the opponent back, and Judy being launched a bit into the air in an entirely controllable state. This can’t be used to perform easy aerial combos on the opponent from the ground, but it can be a nice segue into aerial game.
- There are a few extra bits and pieces to this slide attack, the first being a way to increase its duration. If the slide is used while on any sort of liquid or liquid based platforms (EG. Ice, ink, popsicle juice…) the slide’s distance will be increased by double, though this doesn’t actually change much else, mostly just giving Judy more of a chance to use the attack effectively, and the situations when this can be used are rare.
- The size of the slide can be an asset as well, as it puts Judy closer to the ground. This allows her to avoid any incoming projectiles with a relatively quick tool. But Judy can increase this attack’s avoidance potential even more by double tapping down while using it. When this happens, Judy will duck her head down until its just barely not touching the ground. If she comes into contact with a character’s hitbox at this point, she will instead slide under their legs, allowing potential escapes from tricky moments, though it negates all damages.
- However, this only works on characters who have legs, and if attempted on a character like Kirby or R.O.B., will simply activate the normal hitbox. (Note that this only happens on characters without legs, period, despite things like Peach’s dress being a part of her hurtbox, the slide will ignore that and continue.)
- Finally, this can be used with handcuffed opponents as well. In the case of a handcuffed opponent, the launch on either end of the attack won’t be as extreme, which means that Judy can perform some trickier aerial attacks on them. This only really applies to when its being used against the opponent, however, as a different effect will be applied if done in the opposite direction, given the right circumstances.
- If used in the opposite direction of the opponent, Judy will pull them along, granted they have lower weight. Of course, most characters in the game are heavier than her, and this effect becomes null. That is, unless you stun them first. As described before, stunning an opponent with the dart gun will make it so that the weight stat is negated during moments like this, allowing her to drag the opponent across the field. When this happens, the opponent will enter their tripped animation, and be pulled along for half the duration of the attack. After a moment, they will stand up, but still be dragged along. This effect is also applied when standing on a slippery surface, even without stun in play.
- Aerial Attacks
- Neutral Air – Multiplying Kick
- Judy pulls her foot back, before thrusting it forward in a rather standard sex kick position. This attack is mostly a rather generic sex kick, as Judy will hold her foot out after the initial animation, with the hitbox still remaining active during this time. The damage for the hitbox after the initial animation is fairly standard, with the kick dealing 8% damage on contact with the opponent.
- The animation, with Judy’s first kick, is rather fierce looking, with her foot extending out in an exaggerated manner to give it a bit more reach. Once it finishes, her foot will return to normal as she enters the sex kick fall.
- There are a few non-standard things about this, however. For one, as long as you hold the button while you remain in the air, the hitbox will remain active, retaining its same damage output throughout. The downside of this comes along with the other odd aspect, as hitting the opponent with the kick will cause Judy to bounce up into the air, the direction depending on her current momentum. The knockback itself is weak, but this can be a decent start-up for a recovery or a combo.
- However, that’s not the main purpose of this move. Its main purpose comes with the initial hit, which I’ve neglected to talk about. The initial hit is one of the best KO moves in Judy’s arsenal, and is her main way of finishing off an opponent. When the opponent is hit by it, they will take 15% damage, and knockback capable of KOing at around 110%. This isn’t Judy’s absolute strongest move, but it is the one she will most likely end up using to KO most of the time.
- Forward Air – Rabbit Footsies
- Judy starts rapidly kicking her feet forwards. This attack comes out fast, but lasts a long time, especially for an aerial. Precisely, it will last from the top of the screen in Battlefield, to in between the top and middle platforms. Despite it’s length, it can’t be considered a sex kick, however, due to it dealing the same amount of damage over its entire run.
- This attack behaves much more like a rapid jab than a standard aerial, though it isn’t an exact match either. When the attack hits an opponent, they will be drawn into it much like a rapid jab, with each kick counting as a separate hitbox of sorts. Each kick will deal 3% damage, but like a rapid jab, the opponent won’t remain stuck in it forever. After taking 5 hits in a row from the kick, which is a process that happens rather fast, the opponent will be launched off, taking knockback that can KO at 160%.
- The attack overall is capable of dealing out around 24 hits in its lifespan, but the attack will usually instantly cancel out once 6 hits have been dealt to an opponent. In order to not make this an obnoxious waste of time if it whiffs, Judy can cancel out of the attack at any time, suffering a tiny bit of end lag in the process. If the attack actually makes it through its whole animation, Judy will practically instantly go into FAF, only she won’t be able to perform the aerial again until hitting the ground. If she hits the ground while using the attack, she’ll go into fairly bad endlag as she crashes into the ground, making near-ground uses of the attack not recommended, despite it being able to be used out of short hop.
- That doesn’t mean it has zero uses while close to the ground. First off, when Judy hits an opponent in the air, they will both continue their normal descent at the same time. This factor changes when used against a grounded opponent, as Judy will instead halt her own movement to rapidly kick the opponent. There’s a bit more endlag at the end of the attack when this happens, factoring the potential for a bounce back upwards, denying Judy the chance to continue the combo. This lag also factors in when attacking a handcuffed opponent as well.
- This is one of Judy’s prime aerial attacks, and one you will end up using a lot, whether it be on aerial threats, or incoming ones from the air. It can rack up damage quickly as well, but is not the most adept at KOing, which she should leave to other moves.
- Up Air – Bunny Flip
- Judy performs an aerial flip kick, as seen on a lot of other characters. The animation is, obviously, fairly similar, but it has differences. Like a lot of Judy’s attacks there’s a cartoonish exaggeration to the animation to give it a bit more range, and the attack itself comes out slightly faster than most other flip kick type attacks. This isn’t an amazing speed difference, but it is notable in comparison to ones such as Mario’s. The hitbox starts out in front of Judy, and travels all the way around her, much like most others of its kind, leaving an open spot underneath her.
- The specific range of the attack is close to Mario’s, but is slightly shorter, to make up for the speed. The actual damage of the attack is 12% on contact, with directly upwards knockback. It isn’t amazing knockback, but it helps play directly into the attack’s general purpose, that being an aerial juggling technique. The kick is powerful enough to KO opponents at around 150%, and while this isn’t the most amazing move in Judy’s aerial game, it works as a good combo ender to create space between you and the opponent.
- The major downside of the attack is that it has fairly bad knockback, worse than most other flip kicks, in an inverse of its start-up speed. This means that juggling opponents repeatedly, while not impossible, is a difficult feat. It can be easier to perform on handcuffed opponents, though the knockback will tend to be null and void due to how the handcuffs work, but it can deal some quick damage. The distance between her and the cuffed opponent will still make it difficult to land more than one in a rown, however.
- Back Air – Rabbit-house Kick
- Judy lifts her foot up, and then spins around, performing an aerial roundhouse kick. This attack has fairly decent range to it, as it extends out a bit in an exaggerated way. It also comes out rather quick as well, and even has very short endlag, which will actually play into how the move works in a second. The attack also deals a rather pitiful 4% damage, and knockback that barely exists.
- The knockback does exist, mind you, its just very hard to notice at first. While none of this seems decent on paper, the move is actually amazingly good for the most part. It functions mostly as a quick damage dealer, as secondly as a combo starter. If an opponent is hit by the attack once, they will receive very little knockback, as mentioned above. The knockback is so poor that it actually doesn’t move the opponent out of the attack’s range at lower percentages.
- This allows Judy to instantly follow up with a second kick, which also won’t push the opponent out of the way of the attack’s range. Performing a third kick in a row, however, will cause set knockback (In addition to the normal knockback of the move, if you get it to the point where it can actually KO) that will push the opponent just out of the attack’s reach, functionally ending the combo. The third hit will total at 12% damage.
- The main way to take advantage of this is to attack the opponent twice for 8% damage, and then follow up with another attack. This can be a tiny bit difficult due to having to turn Judy around, but the easiest combo to perform from this is BAir, BAir, UAir, but other combos are definitely possible, and just require a bit of practise. The hitstun caused by the attack will generally tend to help with follow ups as well.
- This same thing generally applies to handcuffed opponents as well, without much of a change.
- Down Air – Rabbit’s Foot
- Judy pauses in midair, and brings her feet up, before thrusting them, and herself, downwards. This attack behaves like a standard Stall than Fall for the most part, but is actually faster than most of them, though only by a few frames. While it is odd to see this type of move on a near-balloonweight like Judy, it is a remarkably important part of her kit.
- For the fall itself, it comes out at around the speed of Fox’s maximum falling speed, meaning very fast, faster than Judy herself can pull when falling. When the attack hits an opponent, it will deal a hefty 15% damage, with downwards knockback that tends to turn into upwards knockback thanks to the bounce. The knockback is one of Judy’s best, and would be able to KO most opponents if they were offstage, but the bounce lessens this, making it so it can only KO at around 130%, which is still fairly decent.
- Like most attacks like this, if Judy hits the opponent dead in the center with the attack, it will cause a meteor smash effect, making it even more powerful. The unfortunate part of the attack is the endlag, specifically if the attack misses. When this happens, Judy will be stunned for a few frames due to slamming into the ground feet first. This will leave her open for attacks, and is one of the worst endlags on a lightweight character, period.
- The endlag when Judy hits an opponent is nowhere near as bad, however. When that happens, Judy will perform a small hop off the opponent, mostly caused by the propulsion of the attack. When this happens, Judy will enter a sort of stunned fall if she’s above ground, where she won’t be able to jump, but can perform an attack. The hop itself only happens once the opponent has been launched, making this impossible to cheese, and mostly acts as a defense during the lag. If used while there is no ground, the jump will be slightly higher, and Judy will have access to any jumps she has left.
- However, if Judy inputs a jump command as soon as the opponent is hit, it will automatically allow her to jump upwards, which behaves exactly like her standard jump. This comes in addition to restoring her second jump as well, I guess the opponent counted as ground when the attack connected apparently. This is a prime form of recovery for Judy, allowing her to prevent any unnecessary suicide kills. However, the timing of this is remarkably precise, the chance only lasting for a few frames.
- This attack is difficult to use on handcuffed opponents, mostly due to the lack of space. Like in most cases, activating the jump while a stunned opponent is attached will drag the opponent along with you. What is interesting is that, if Judy manages to land a meteor smash on them, it will instantly break the handcuffs off. This happens in a lot of cases with this move at higher percentages, actually, and is probably best to avoid in a lot of cases, though some fun offstage KOs are possible.
- Smash Attacks
- Forward Smash – Taser Tag
- For the start-up animation, Judy pulls out a standard looking taser, and pulls it back. She holds it there for the charge, and then thrusts it forwards as the actual attack. There isn’t any exaggeration to this attack, meaning it has very little range to it, only slightly extending past one of Mario’s punches due to the taser extending her arm forwards a bit.
- The move most comparable to this is Luigi’s FSmash in terms of how it works. It has around the same speed, though the reach is still worse, as mentioned above. The start-up lag is noticeably slower, however, but only when Judy pulls the taser out, the rest of the move behaves the same. This means that an uncharged version of the attack will come out slightly slower than Luigi’s FSmash. Like that attack, the taser can also be aimed in three directions.
- As an attack, the taser is surprisingly weak, especially for a Smash Attack. It will deal 10-15% damage depending on the charge, and deals very little knockback, only acting as a slight push rather than launching. Overall, when using the taser for combat focus, it can be a fairly ineffective tool. But that, of course, isn’t actually its main function.
- When the opponent is hit by the taser, they will become stunned for a short moment. This is similar to the stun on the charged NSpec, but is somewhat different. For one, its much less potent, locking the opponent in place for a handful of frames depending on the overall charge. At the lowest charge, it stuns for 8 frames, while at max charge it stuns for 16 frames. This isn’t much time compared to the usual stun, but it does have a purpose beyond a secondary stun.
- While the NSpec is usually relegated to escaping from opponents, something the taser can do, only in a much less safe capacity, the taser’s stun is used for starting combos, or handcuffing the opponent. The stun gives you enough time to whip one out safely, no matter what the charge is. Something to note, however, is that the stun cannot be comboed with itself. While the attack will hit if used instantly afterwards, it will only deal damage, no stun, and not even the small amount of knockback. There’s a brief charging period where the opponent will be immune to the taser’s stun, which takes 30 frames to fully wear off.
- Up Smash – Spinning Bunny Kick
- Judy stretches her leg out a bit during the charge, before leaping into the air and performing an upside-down spinning kick. The kick actually has fairly terrible start-up lag, as the animation for Judy leaping into the air takes quite a few frames to come out, though it still isn’t absolutely terrible. The kicks have decent reach to them, thanks to some more exaggeration that stretches her legs out. While the move is active Judy can move around slightly to the left and right, at a very, very slow speed, making any travel with it basically useless, but it can help with readjusting yourself.
- The attack behaves like most spinning attacks tend to do, having a small vortex effect that can draw opponents in, though on this specific move its hardly noticeable. It also deals rapid hits, the damage of each kick changing with the charge. At the lowest charge, the attack will deal 2% damage per kick, while a fully charged one will end up dealing 3% damage. The move, no matter the charge, will deal 10 hits to an opponent if they’re caught in it from the start.
- This can total to 20-30% depending on charge, each hit specifically happening every other frame the move is active, making it a rather long move to fully perform. It also comes with some fairly bad endlag as Judy spins back around to land on her feet. The knockback of the move is pretty strong, being able to KO at around 125%, but the endlag results in it being very hard to combo with… in most cases.
- The main use of this attack comes from being used against handcuffed opponents. When the opponent is launched, and isn’t stunned, Judy will be dragged along with them, negating the distance limit of the cuffs. This allows her to follow up with a combo, most likely ending with a FAir to fully break the cuffs off. While a similar feat can be achieved by using the USpec directly after the attack, this can still be difficult to properly pull off, and is usually best to handcuff the opponent before going for a full combo.
- Down Smash – Dive Kick
- Judy braces herself during the charge, before leaping upwards and performing a diving kick back down to the ground. The attack has fairly bad start-up lag, though its mostly relative, still being fairly quick to pull off. The bulk of the lag comes from the jump itself, with the actual hitbox itself becoming active basically as soon as the kicking stance is entered.
- The kick will deal 18-21% damage depending on charge, and deals fairly standard bouncing knockback to the opponent that can KO at around 150%, making it a bit weak. The actual interesting part of the attack comes from the hitbox itself, or rather, the many ways it can be angled. By default, the kick will travel at a 70-degree angle, but this can be changed by inputting either a forward direction, or a downwards direction with the control stick. The base angle is fairly standards, lasting for a brief moment while covering a very short distance.
- The forward tilted version will travel at a 45-degree angle, giving it considerably more range, though not amazingly so. This makes it a bit more potent, making the hitbox last slightly longer than usual. This version of the attack can be used for edgeguarding, or even offstage plays. The directly downwards angle does exactly that, having Judy perform more of a stomp attack, which is considerably different from her actual stomp attack. This is the fastest of the attacks, but its lack of any range, requiring opponents to be directly under or next to her to hit, makes it harder to use.
- The jump itself launched Judy upwards about 1.5 times her own height, giving her considerable distance. She travels the jump in a brief moment before activating the attack, as noted above, but the space gives considerable space for opponents to travel or dodge underneath. This can lead to fun mind game situations, as Judy can very easily trick the opponent into rolling under her before performing the stomp, or having the opponent roll back before activating the long-distance kick.
- This can be similarly applied to handcuffed opponents.
- Grab Game
- Grab & Pummel
- Judy has a relatively simple grab, as she simply reaches forward with one of her paws to grab the opponent. There isn’t much special to this, as it’s a fairly basic, fast speed, mid range grab attack, comparable to Mario’s but slightly faster, and with slightly less reach. Like with other smaller characters, Judy will pull the opponent down when she grabs them, mostly to keep them level with her during the throws.
- Her actual grab has her gripping the opponent by their shirt collar (Or where one would be, anyway), holding them down, presumably to give a lesson about laws or something. From this, she can transition into her pummel, which has her jabbing her knee into the opponent’s face, dealing 2%. This is a standard jab, with standard jab speed.
- The only other thing to note applies to all of Judy’s throws. While the throws can obviously be used on handcuffed opponents, and considering the range limit, you’d expect them to be a bit overpowered, right? Well, if you use a throw on a handcuffed opponent, the handcuffs will break, no matter the distance thrown. As a consolation, the opponent will take all the knockback of the throw in return.
- Forward Throw – Rabbit Kick
- Judy pulls the opponent downwards, slamming them against the ground and putting them into a purely cosmetic stun animation. She then quickly hops onto her hands, and kicks the opponent with both of her feet, launching them. This is a fairly average throw by all accounts, having somewhat slow speed and dealing 8% damage.
- However, its launching power is great, capable of KOing at around 130-135%, making it a fairly primary KO move. Its speed is the main downside, as it takes a moment for Judy to actually perform the kick. If she’s attacked during the kick’s start-up animation, she’ll be knocked out of it, and the opponent will be knocked out of the cosmetic stun as well.
- Up Throw – Bunny Bouncing
- Judy tosses the opponent in the air, and then leans back, catching the opponent on her feet. She then kicks them upwards, and proceeds to do it two more times, as the opponent will fall back down into her range after the first. This attack deals multiple hits, 3 to be exact, with each one dealing 3% damage, totalling up at 9%.
- The knockback is only factored in during the last kick, with the first two sending the opponent flying a small set distance of around roughly Kirby’s height. The knockback itself is fairly strong, KOing at 140%, though it isn’t amazing. The attack is actually fairly quick considering its animation, though the start-up is laggy. The endlag is very minimal however, and can let Judy easily head into an aerial combo.
- Back Throw – Bunny-Sault
- Judy grabs the opponent and jumps up. She then lets go of them as they spin around, the opponent ending up on the opposite side of her. She then kicks them off, before flipping back around and landing on the ground. This attack is fairly quick, its start-up period being pretty fast, and the endlag not being bad either. The hitbox itself only comes in late in the attack, however, allowing opponents to potentially knock her out of the attack.
- There isn’t much to the throw past that, as it deals a fairly decent 7% damage, and straight knockback that can KO at around 145%. Its fast nature renders it useful in general, though its rather weak knockback limits its use that much.
- Down Throw – Burying it Deep
- Judy slams the opponent into the ground, putting them into prone, before leaping on top of them and performing several quick stomps. She finishes off by performing a stomp on them with both of her feet, activating the knockback of the attack. This is one of Judy’s fastest throws, taking only a few frames to start up, and having the damage come out at nearly mach speed.
- Judy performs 4 alternating kicks, each dealing 1% damage, before the stomp, which deals 4% damage, totaling up at 8%. The opponent will be launched, taking heavy bouncing knockback that can KO at around 140%. The endlag, however, is the move’s downfall, as Judy have to take a quick breather for a few frames. This means that comboing into the move ranges from hard to impossible in some cases.
- Final Smash
- Calling in Backup
- Judy has the Smash Ball! She pulls out her walkie-talkie, and radios in for back-up. This comes in the form of her massive police cruiser, which she quickly hops into. Seriously, its massive, its size coming very close to around the Landmaster itself, though a bit smaller. The animation itself is nearly identical to Fox’s Final Smash as well. Its also a lot faster compared to the land master, comparable to the Wario Bike in speed, but that just makes its absurd size even more of a problem for opponents.
- The cruiser’s only real “attack” is ramming into opponents directly, the entire cruiser acting as a hitbox, meaning it doesn’t have any blind spots like the Landmaster does. The thing can turn on a time as well, though falling off the stage can still be a problem on smaller arenas, though those are also where the attack becomes much deadlier as well. On contact, the cruiser will deal 25% damage with massive knockback that can KO well below 100%.
- During the move, the cruiser’s sirens will be wailing, though its very muted to not be annoying. The attack itself only lasts 10 seconds, and once that’s finished, the Cruiser will vanish in a puff of smoke, leaving Judy behind.
- Extras – Funny Animal Duo
- Judy has some fairly interesting interactions with Nick when both of them are in the same match together, whether it be against each other or teamed up. The interactions mostly consist of various idle animations, which actually change depending on which costume Nick is wearing.
- See, one of Nick’s costumes is his police uniform, which is technically a spoiler but the movie’s a year old by now. Anyway, the idle interactions change depending on whether Nick is wearing his tacky green floral print shirt and tie (And its recolors) or his police uniform. These all require Judy to be near him, though there are various forms that change the animation.
- There’s even variations within the standard idle, depending on which direction each character is facing. If Judy is teamed up with green-shirt Nick, and both are facing each other, he’ll start silently mocking her in a very smug way. Judy will get very upset at this, of course, crossing her arms and glaring at him while tapping her foot.
- If Judy is looking at Nick while he’s turned away, she’ll reach for something at her belt, before deciding against it and returning to her normal idle animation. If Nick is facing Judy while she’s looking away, he’ll pull out his phone and make the peace sign, or rather, bunny ears, and snap a picture, which causes Judy’s ears to perk up. If both are turned away from each other, then they just perform their normal idles.
- With police Nick, there’s a bit less to it, with them having a single idle animation. If they’re near each other, Nick will pull out his phone, and take a picture of both of them. Nick holds up the peace sign, the actual peace sign and not bunny ears, while Judy gives an enthusiastic thumbs-up.
- There’s a special idle animation while the two are handcuffed as well, though this one is only visible when they fight each other. With green-shirt Nick, he’ll tug on the chain of the handcuffs, attempting to break free. Judy feels that, and then tugs him forwards herself, causing him to fall to the ground. With police uniform Nick, if the two are close enough, they’ll both perform a fistbump, even if they are fighting against each other, they’re still friends.
- Another special idle can happen when Finnick is next to either of them. With green-shirt Nick, Finnick will start laughing at him, while Judy gets a rather smug look of her own. Nick gets very clearly annoyed by this. With police Nick, Finnick will go up to him, and nudge him towards Judy while giving a mischievous laugh. The fox will quickly shoo him away and return to his normal idle.
- In addition to Nick’s police uniform costume, Judy also gets a casual wear costume consisting of a pink flannel shirt and jeans. Interacting with Nick with this costume will result in the police Nick idles, no matter which costume he’s wearing.
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