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- “Final Order: Commence the destruction of Earth!”
- GEATHJERK Supreme Overlord
- Jergingha
- Jergingha is the main villain of The Wonderful 101 and is the main mind behind the Guild of Evil Aliens Terrorizing Humans with Jiggawatt bombs, Energy beams, Ray guns, and Killer lasers (GEATHJERK). He is only referenced halfway through the game, and like a proper Super Sentai villain, the heroes never encounter him until the absolute end. He starts off as a massive brain in a tube, controlling the entire GEATHJERK mothership by himself. He then dons his own version of the Wonderful Ones’ Wonder-Mask and proceeds to use their own powers against them, becoming Wonder-Jergingha.
- Once his brain is destroyed, you would assume that all is over… but instead, Jergingha pulls a Unicron, revealing that his true body is the entirety of the mothership, and transforming into his final Planet Destruction mode. This form is larger than the moon and heavier than any known object but is still incredibly mobile and incredibly dangerous.
- In actuality, Jergingha was a supercomputer created by the mechanical GEATHJERK society (presumably the acronym came later), intended to keep the peace of the galaxy. However, that came to an end when the Greater Galactic Coalition appeared. Led by one-hundred demons from the planet Chi-Q, they ravaged the GEATHJERK, and with him out of the way they moved on to conquering the rest of the universe, plunging it into an age of darkness.
- Jergingha, however, had a subroutine in his system, he Space History Revision Project, that allowed him to travel back in time. He slowly gathered the forces of the new GEATHJERK and destroyed the planets of every member of the GGC before they could form. Now only one remained: Planet Earth.
- GEATH-Stats
- Weight – 135
- Walk Speed – 0.8
- Run Speed – 1.7
- Air Speed – 1.1
- Fall Speed – 1.8
- https://i.imgur.com/GQwtDyX.png
- Jergingha joins the fight in his Planetary Destruction form, which is the single largest character in Ultimate’s cast, as shown in the above image. Unlike the image, Jergingha stands with his arms crossed, body or back pointing towards the screen depending on the direction, and he floats slightly above the stage. His size may be imposing, but that’s the least of it.
- As one might expect, Jergingha is insanely heavy, as heavy as Bowser. Also, as one might expect, Jergingha isn’t exactly that fast on his feet, even while floating in the air. He walks at a gingerly pace, still with his arms crossed. His run has him uncrossing his arms, and is much faster than his walk, though far less intimidating. His air speed is better than one would expect, and his fall speed is very high, allowing him to crash to Earth with no issues, as long as the Wonderful Ones don’t get in the way.
- His jump is average, able to reach 4 Blocks high with his first, but only a rather terrible 2.5 Blocks on his second. He does have the ability to float, much like Peach does, where he moves at his walk speed. This isn’t incredibly necessary when he already has a very good recovery move, but that’s for later. It just looks cool.
- Jergingha also comes with a special gimmick, though not a unique one. During some moves, Jergingha is protected from attacks by projecting a barrier. This works exactly like K. Rool’s belly armor, but with the added catch of these ones being far more difficult to spot than K. Rool’s, as they aren’t directly attached to a big, fat part of his body. When the barrier is broken, it will put Jergingha into shield break stun, which acts like K. Rool’s special shield break stun as well.
- Note: All distances calculated are calculated from overall distance from the character model. EG., if Jergingha has an attack that hits a Block in front of him, it will be counted as the first full Block next to him, rather than any Blocks the model overlaps. However, all attacks that require a vertical range will be calculated from the ground upwards, rather than from the character model.
- GEATH-Specials
- Neutral Special – Blackhole
- Jergingha somewhat slowly slams his palms together in front of himself, before pulling them apart. Energy will course between his hands, which creates a black hole between them, which very quickly begins to gather rubble. This attack is multiple things all at once, the first being a move with a suction effect. It isn’t a very large area that it covers, roughly a 2x3 area of Blocks on all four sides of him, with a diagonal block between each of the areas, though it will only actually hit if the opponent is in front of Jergingha.
- However, despite this suction effect, an opponent will not be affected by anything when drawn in, though simply being near Jergingha is a big enough problem to justify staying away from it. However, the suction effect has the unique property of also being able to trap items, props and minions – including KOable Assist Trophies, anything with either a timer or a hitbox. The suction effects these things experience is exactly the same as a normal suction effect on a character, though obviously AI minions are much stupider than players, and items are just simply pulled in without any efforts.
- Now, what happens when something gets trapped? Simple, Jergingha will create a special pink forcefield around them, branded with the GEATHJERK logo. This bubble will then move to the middle of the stage and remain there for the next 30 seconds. This completely immobilizes the object captured, functionally removing them from battle for an unreasonably long amount of time. Jergingha can actually trap multiple things in there, as many objects as he collects while the button is held down. This can easily clear out the stage and is especially good against prop or minion heavy characters. This, obviously, does not apply to any of Jergingha’s associated minions/props.
- There are two upsides for the opponent, however. The first is that, if the object collected has a timer, it will pause where it was before being captured, letting them resume once freed. The second is that the opponent can break the forcefield, as it’s a rather large circular hitbox (A circumference of 2 blocks), and only has 30% HP. This can be a pain to deal with, as Jergingha will most likely be after you during all this. Also, since the items/minions are still technically in gameplay, if you’ve hit a limit you will not be able to create any more. Jergingha can straight up absorb the number of items that can be on stage at once. It just all fits in that orb.
- As a final note, don’t think about punishing this, as the animation for Jergingha creating the orb prison is both very short (He’s able to move the moment the orb starts to move towards the center, the creation itself takes less than half a second) AND he’s granted his super armor during it. In short, you’ll be on the end of pain if you attempt to prevent him from creating the orb.
- We’re only just getting started with this move, however, as it has a second functionality. Its also a chargeable projectile, only usable if Jergingha doesn’t collect anything while using the blackhole. On release, Jergingha will use the aesthetic rubble he has been collecting to form a large asteroid that glows with a purple energy. He’ll then toss it forward as a projectile. The size and strength of this asteroid depends on how long the attack was held, with the maximum charge being at 7 seconds. The sizes of the asteroid are equal to around the sizes of Samus’ charge shot.
- The asteroid itself is fast at any size, and will deal between 8-15% damage, with knockback that can KO in the mid-100%s. No matter the size, it will travel 10 Blocks before (cosmetically) exploding. It’s a rather simple projectile, but a very powerful one. Even more when you consider that Jergingha can add onto the thing.
- See, the blackhole can also absorb projectiles. This won’t trap them like minions/items (Only projectiles exempt from this are ones that act like items once fired, like R.O.B.’s gyromite), but it will instead add it to the asteroid. Each projectile collected will grant it 1.5% damage onto the charge of the asteroid when thrown, capping out at 5 projectiles collected and a total damage of 25% added. Jergingha can still collect as many projectiles as he pleases, however. The collected projectiles will also not add anything to the size of the asteroid.
- Despite all this, the attack doesn’t work as a reflect or shield primarily well. The main issue is that it has some slow start-up, taking roughly the amount of time it takes Samus to fire her SSpec just to start it. In addition to that, once inputted you have to wait a third of a second before it finishes, and if you didn’t collect any items or minions, you’ll be locked into the asteroid toss, which has more mediocre than bad endlag, but is still unfortunate. Jergingha’s super armor is only active in this move during the orb creation animation, leaving him fairly open during most of it.
- This attack is mainly two things. One, it’s a heavy projectile attack that can nullify other projectiles, and two, it’s a trap specifically to inconvenience prop-heavy characters. The asteroid has its obvious uses, and Jergingha’s slow speed and large frame can leave him particularly open to a lot of things spammy characters enjoy doing, making the orb prison a very tempting attack on those Voregis and other minion filled sets.
- Its slow speed might seem like it makes the move simply not worth using, but that isn’t the case, as you’ll soon see why.
- Up Special – GEATH-Claw: Reality Tear
- Jergingha quickly looks upwards as his arms gain a white glow and transform into three pronged claws. He then leaps upwards and impales his claws on the air above him. This will rip open a purple portal in space and time, which he will vanish into. After a short while, another portal will appear 5 Blocks away from where the original was torn open (it can be aimed in any of the 8 directions), and Jergingha will leap out of it with a slashing strike of his claws.
- First, the opening of the move. Jergingha’s initial leap (Only present when grounded) will boost him up 1 Block high, though the portal will be created 3.5 Blocks from where he was originally standing. The claws cover the rest of the distance, obviously, though remain slightly shorter outside of this. When used in the air, the opening animation will move Jergingha down a bit before he starts to open the portal.
- Anyway, the claws here act as a hitbox, reaching out to Jergingha’s sides after the portal is created. This is a very fast attack, but this speed and the hitbox’s awkward placement makes it tough to hit with. The hitbox hits a full Block on either side of Jergingha, as well as a bit in the Block below that and acts as an effective swatting attack for getting opponents away, the tail end of the hitbox even having diagonal knockback. Here, the claws will deal 8% damage, but have low knockback potential on or above the stage.
- The second part of the attack is Jergingha actually going through the portal. The portal itself takes up the exact distance of 2 Blocks, allowing him to squeeze through it completely. Once Jegringha has entered, the portal will vanish, and remain vanished for the next third of a second, before another portal will appear. The area this portal is created in is chosen by the player, as inputting any direction during the down time will cause it to be created in that direction. The portal will be created exactly 7 Blocks from it originally was.
- However, something to note is how the portal is created. Only the up and down inputs will cause the portal to appear horizontal, allowing Jergingha to recover up or down. Any other direction, including diagonals, will cause the portal to be created vertically, allowing for a sideways recovery. This gives him six points where he can use a sideways recovery, and a damn good one at that.
- This leads up into the final part of the move, the final slash as Jergingha exits the portal. Upon exit, Jergingha will fly an extra two Blocks forward as he slashes with his claws. The claws are, obviously, the main hitbox of the move, slashing in an arc and reaching out an extra Block, dealing 13% damage and decent knockback. The animation of the slash changes depending on the direction inputted, but always acts the same, with the one change of hitting both sides for the up and down inputs, as Jergingha will use both claws there. In the air, the sideways strikes will suspend Jergingha in the air as he performs the slash, then make him enter special fall.
- This functions similarly to a general teleport special, and has the same physics as well, as Jergingha cannot create a portal through solid ground, meaning that in some cases the first thing he’ll be met with is the bottom of Battlefield. However, the portal will always give enough clearance for Jergingha’s full model to appear before hitting something solid. For example, if the attack is used on the ground and the down input is used, the portal will appear exactly where it was originally created, causing Jergingha to almost instantly enter ending lag upon exiting.
- Lag wise, the opening of the move is very fast, taking less than half a second, but the last part is a bit odder. The portal will be created and remain open for 10 frames before Jergingha leaps out to attack. He’s invincible during this period, but it makes it very laggy. On top of this, the endlag of the final slash (Whether it be on the ground, landing lag, or even air lag) is mediocre at best, and can potentially be punished if it misses its initial hit.
- This is a great recovery for such a heavy character, as it gives him a lot of space to recover, only complimented by his large body. However, it comes with the downsides of most teleport recoveries in that, if the opponent knows it, it can very easily be countered, and its also very imprecise if you’re aiming for specific spots like a ledge. Using Jergingha’s float to position yourself before use is highly recommended.
- Side Special – Apocalypse Impact
- In a move similar to Ganondorf’s SSpec, Jergingha dashes forward with his hand outstretched, after a bit of windup. Jergingha will gain a meteor-esque circle of flame around him, though this has no effect on the actual attack and is purely cosmetic. Jergingha’s large hand is the hitbox of the attack, much like with Ganon, but it has far more range to it thanks to it being much larger.
- On contact with Jergingha’s hand, he will grab onto the opponent and lift them up, also similar to Ganondorf. However, instead of choking them, Jergingha will let out a metallic laugh and fire two red eyebeams at them. This will deal 18% damage, with knockback that sends the opponent flying forward and being able to KO in the early 100%s. Jergingha will then enter a brief endlag animation after this.
- While Ganondorf’s SSpec’s hitbox only lasts for 4 Blocks of travel, pushing him forward an extra block, Jergingha’s dash moves him forward 5.5 Blocks forward with an extra block of reach thanks to his huge hands. The dash itself is faster than Ganon’s by a bit. In exchange for this extra dash distance and speed, the endlag is a bit worse than Ganon’s dash. The start-up of the move is also slower than Ganondorf’s as well, giving it otherwise the same utilities as Ganondorf’s attack, but with some extra downsides.
- One thing it cannot do, however, is help recover… sort of. When the attack is used in the air, as implied by the name of the move, Jergingha will instead dash downwards at a diagonal angle. This is now very similar to Incineroar’s USpec, except you can control when you want to suicide dive. It behaves almost exactly the same, but in an inverse of the ground dash, moves slightly slower. Not too much slower, as it still lasts a very short time. The move changes the functions in the air a bit, instead turning it into a hitbox, like Incineroar’s.
- This will hit opponents at a slightly upwards and forwards direction, dealing 22% damage and KOing at 90-95%. Jergingha will also have his superarmor active during the entire move, which can be both an upside and a downside, for reasons that should be probably pretty obvious if you’ve ever played Incineroar. This has around the same trajectory, only now traveling 8 Blocks before entering special fall. So yes, while this could be used to help recover, but it isn’t a very useful one compared to Jergingha’s actual recovery.
- Finally, instead of bouncing off of the ground like Incineroar, it will instead cause a “small” explosion around Jergingha’s body as he impacts, with him mimicking a superhero landing. The explosion will cover a circumference of 0.5 Blocks around him and will deal 7% damage to anyone within the range, though it has very minor knockback.
- Down Special – Guardian Tentacle
- Jergingha curls into a ball for a moment, before thrusting his limbs out and letting out a roar. As he does this, a large tentacle will burst from his back. The tentacle will be tipped with one of four different ends, chosen based on a directional input during the starting animation. Before we get to what this entails, the details on the start-up animation itself. Its fairly slow, mostly to give the player enough time to input a direction. Jergingha is unfortunately vulnerable during this time. The roaring part of the animation acts as a pseudo-hitbox that will knock opponents away but deals no damage. Jergingha will also have his superarmor active during this animation, but only during this one part.
- So, the tentacle, taken from the first phase of his fight, has multiple different tips that it can be summoned with. These consist of a chainsaw (no input), a mace (Down), a tesla coil-esque gun (Side), and the head of Diekuu Ohrowchee (Up). Each head acts differently, but they all have a very similar thing in common: None of them are controlled by the player.
- The tentacle acts independently from the player controlled Jergingha, doing its best to protect him. The tentacles will curl up into an S-shaped position once the initial creation, meaning that they don’t extend Jergingha’s hitbox by too much, only taking up 4 Blocks, two of which Jergingha is also taking space in. The tentacles have their own hurtbox as well, and a health bar as well, though fairly low at only 40%. This gives them the ability to protect Jergingha’s backside decently well, covering up one of Jergingha’s major weakspots.
- In terms of AI, the tentacles will only attack every 3.5 seconds, and will quickly move from Jergingha’s back to his chest if they need to attack in the front, though this takes a few frames to pull off, and they will automatically move to the back again afterwards. In fact, each tentacle has one move that can be used in any of the 8 cardinal directions, giving them impressive range. Each tentacle behaves differently and has a unique set of attacks, complete with different situations they will use them in.
- The chainsaw tentacle is a fairly basic melee unit, striking 2.5 Blocks forward. If it hits, the chainsaw will deal 4 hits of 3% to the opponent, ending with weak knockback that won’t KO until the late 100%s. The chainsaw will use this move the most, and mostly against opponents with low percents, as it can wrack up some decent damage early on. This move can reach in any of the 8 directions.
- Its second attack has it slashing upwards (Reaching forward 2 Blocks, upwards 3 Blocks), which deals 8% damage and can knock opponents into the air, potentially killing them at 160%, or leaving them open for Jergingha’s aerial assault. The tentacle will use this on opponents at higher percents, making them more susceptible to KOs.
- The mace tentacle’s main attack is a downwards strike that reaches forward 3.5 Blocks, but the hitbox only exists on the actual mace, which is attached to a string, which gives it the extra reach. The mace is large enough to nearly take up an entire Block on its own. It will deal a heavy 16%, with knockback that can KO near 135%. The tentacle will use this on opponents that are far away most of the time, but it is unfortunately fairly slow. It can be used in any of the 8 directions, but its slow speed prevents it from being as good as it could be.
- The second attack has the tentacle spin the mace around, giving it a short distance of 0.5 Blocks but it covers the entirety of Jergingha’s backside. It has a quick start-up, and deals 9% damage with weak knockback, but can only be used while on Jergingha’s back, usually using it only when an opponent is using projectiles while behind Jergingha. The mace acts as a defensive option for Jergingha, specifically being used for ending set ups or simply as a defensive wall.
- The lightning gun/tesla coil tentacle’s main attack is to simply shoot out a ball of electricity in the direction of the nearest opponent. This electric ball is fast and will travel 6 Blocks before it disappears, functionally acting similar to a mid charged Charge Shot. It deals 6% damage and light knockback. Unlike other tentacle attacks, this can be used twice in a row before the tentacle has to “recharge”. It can even switch directions for the second one! It will only use this on far away opponents, usually to counter other projectiles or spam out melee exclusive characters.
- The second lighting attack has it firing a beam of electricity in a single direction. This takes up 3 entire Blocks and can be used in any direction. It will deal 8 hits of 3% over its lifespan, with the final hit dealing knockback that can KO at 120%. This is used on higher percent opponents as a major KO move. The lightning tentacle is mainly used for, as you might expect, ranged attacks, something that Jergingha lacks most of the time.
- Finally, the tentacle armed with the head of the dreaded beast Diekuu Ohrowchee. Ohrowchee’s first attack has him snapping in the direction of an opponent that is nearby. This has 2.5 Blocks of reach to it, and is lighting fast, but only does 3% damage. Ohrowchee will use this attack three times in a row before recharge, always aiming towards the opponent with each snap. Ohrowchee will obviously use this when an opponent is in snapping range.
- Ohrowchee’s second attack has him shooting a large fireball in the direction of an opponent. The fireball is slower than the lightning orbs, but is also a bit larger, and deals 10% damage on contact with an opponent. The fireball will travel 10 Blocks before vanishing. The Ohrowchee tentacle will use this when the opponent is far away. Ohrowchee is the most versatile of the tentacles because of this but is worse at both melee and projectile attacks than the dedicated tentacles, making him a jack of all trades.
- Finally, as an important note, the distances here are only calculated from Jergingha standing still. Jergingha can still move around while the tentacle is attacking, with the tentacle’s hitbox and animation still being performed, giving them even more versatility. The tentacles are mainly here for projection during some of Jergingha’s slower attacks (foreshadowed by the NSpec), but they can easily boost a lot of Jergingha’s shortcomings as well.
- GEATH-Standards
- Jab – GEATH-Hand: Meteor Combo
- Jergingha performs a rather basic combo, a right hook, a left hook, and then a straight punch. The big difference between this Jab and others is how slow it is. The first two hits are about as slow as Dedede’s, each coming out at frame 10. This makes them about as difficult to use as Dedede’s jab as well, which is unfortunate. Both hits, however, will also deal 8% damage, though they have very little knockback and mainly combo into each other.
- However, it’s the last hit that makes this a very unique jab. The straight punch is the slowest Jab hit in the game, taking until frame 18 to come out. However, it makes up for this in multiple aspects. The first is that this deals a ridiculous 15% damage, with knockback that can actually KO in the early 100%s, making it the most powerful jab in the game as well. The second is that Jergingha will have his superarmor up during the ending 10 frames of the start-up animation, making it far easier to hit with.
- However, that ease is more difficult as the second hit will only combo in at high percents. When not at those percents, the third hit will mostly be used on its own. Finally, the range of the hits. The first two hits will reach forward 1 Block, while the straight will hit 1.5 Blocks forward, giving them excellent range for pure melee-based attacks. This is an incredible bruiser jab, one of the strongest in the game, but also one that requires a lot of skill to fully use.
- Forward Tilt – GEATH-Whip: Lashing Out
- Jergingha pulls his arm back as it gains a pinkish hue, he then lashes forward, his arm quickly transforming into a spiked ball tipped whip. The whip has a bit of start-up lag to it, but it comes out faster than some of Jergingha’s other attacks and is actually one of his faster start-ups… though that’s not saying anything really impressive. The whip reaches out decently far, 3 Blocks ahead of Jergingha, giving it some of the best range of his purely melee attacks.
- The whip itself will deal a relatively standard 8% damage, with low knockback. However, this is only the hitbox for the whip itself, as the spiked ball has different properties. The spiked ball will deal 11% damage and decent knockback. but is active for less time than the rest of the whip, and only hits at the farthest point. It requires good timing to use. Finally, the whip has bad endlag to it, as Jergingha will pull his arm back as it turns back to normal. This can make it punishable on a whiff. This tilt, given its quick start up, can help with approach, and makes up for some of Jergingha’s lack of range.
- Up Tilt – GEATH-Gun: Double Impact
- Jergingha whips his arms upwards as they quickly transform into guns that resemble the Super Scope. He then fires two shots from both arms, which explode midair. First and foremost, Jergingha flicking his arms upwards acts as a weak but fast hitbox, dealing 4% damage and popping opponents into the air if it manages to hit. This has very little range to it, only stretching out 0.5 Blocks in front of him. While this is Jergingha’s fastest hitbox, it only lasts a short while and segues into the rest of the move.
- The second part has Jergingha firing the two super scope guns, shooting out one bullet each which quickly explode 2 Blocks away from him and 4 Blocks above the ground. The bullets aren’t shot at the same time, rather they will be shot sequentially, with one coming out right before the other. The bullets themselves are a hitbox, but only prematurely create the final explosion hitbox upon contact with an opponent. The bullets are large-ish, but they’re fast enough for it to not really matter. The explosion is the part you want to hit with.
- Each of the two explosions created by the bullets, one exploding before the other, covers about 1 Block of space, but the two explosions overlap, meaning that it only covers 2 Blocks of space diagonally. The explosions will deal a hefty 12% damage, and knockback that can kill at 130%. This is Jergingha’s strongest tilt, and the speed of the initial hit makes it very useful. Unfortunately, the attack also has bad endlag to it, meaning that a whiff can be punished easily.
- Down Tilt – Missile Barrage
- From his crouching position, which has Jergingha kneeling and placing one hand on the ground, the GEATHJERK Overlord will open up multiple sections of his body, revealing tons of missile pods that will then fire their entire artillery forward. This manifests as the missiles being extremely tiny, but still creating a large explosion in front of him. The pods opening has a very lengthy start-up period, one of the slowest of Jergingha’s tilts, but the missiles themselves fly out lightning fast, and the attack has very low endlag, with the FAF being shortly before the explosion’s VFX vanishes. During the start-up, Jergingha will gain superarmor until the missiles fire.
- The explosion itself acts as a distended hitbox, the missiles simply being an aesthetic flair. The explosion itself is nearly as large as Jergingha is while crouching, which is to say still very large as crouching Jergingha still takes up just under 4 Blocks worth of space, which means it isn’t a very good crouch but that’s besides the point. The explosion will be created 1.5 Blocks ahead of Jergingha and is 1.5 Blocks tall and 1 Block wide.
- The attack is powerful, though dealing less than UTilt or FTilt’s sweet spot at only 10% damage. However, it has the greatest launching power of any of them, being able to KO at 100%, with forward launching knockback. While this move is hard to hit during the start-up lag, hitting with it can be rewarding.
- Dash Attack – GEATH-Sword: Wheel of Pain
- As he dashes, Jergingha moves into a shoulder charge-type movement, as rubble begins to form around him. The rubble quickly forms into five blue-tinted swords that start to quickly circle around him. The animation of the attack is visually similar to the Belmont’s dashing attack, as one might expect. For the actual dashing part of this Dash Attack, Jergingha will move forward 3 Blocks automatically before stopping, but does not have a hitbox tied directly to his body.
- The swords act as the actual hitbox for the move, and create, as the name might suggest, a wheel of pain around Jergingha. However, unlike with the Belmonts, the swords have ridiculous range thanks to how big Jergingha is. The swords will cover an area of 9 Blocks, aka a circle around Jergingha himself, with him in the middle, with the hitbox being active at all points during the move’s lifespan.
- The attack has minor start-up, which results in the swords only being active for around 2.5 Blocks of travel out of the attack’s usual 3, but their size makes up for it. When hit by the attack, an opponent will take 5 hits of 2% damage, with the fifth hit dealing decent knockback. Once Jergingha stops, he will enter some hefty endlag as he returns to his usual floating position. This is one of the largest Dash Attacks in the game, if not the largest, which gives it a lot of potential utility, but it has relatively low damage to counteract it, but still makes it great for approaching.
- GEATH-Aerials
- Neutral Aerial – Galaxy Roundhouse
- Jergingha performs a roundhouse kick in front of himself. Despite his legs seeming tiny, the kick reaches forward a decent 1.5 Blocks, and hits all around him, giving it a fairly standard function as a NAir. However, the kick also has a very slow start-up, only giving it barely enough time to be used out of short hop. It still can, however, and has low endlag to make up for it.
- At the start of the move, when the kick is moving forwards, it will deal 15% damage and knockback that can KO at 120%. As soon as the kick passes that threshold and starts to move backwards, it will only deal 10% and knockback that can KO at 180%. The sweet spot here only lasts for a short bit, making it difficult to hit with when combined with the heavy starting lag. Overall, this fills the standard quota of a usual NAir, but can be quite powerful if used correctly.
- GEATH-Grabs
- Grab & Pummel – GEATH-Hand: No Escape
- Jergingha pulls his arm back, before thrusting it forward. As he thrusts his arm, it quickly grows in size, debris adding onto it very quickly. With this boost in size, what would be a normal grab has been boosted to something terrifying, as Jergingha’s giant arm will be what grabs the opponent. The arm is massive, taking up a full 2.3 Blocks in front of him, giving him one of the best grab ranges in the game. Fortunately, it is one of the slower grabs, and lacks super armor, making it more difficult to connect. It has bad end lag if it misses as well, but not as bad as Pac’s.
- If Jergingha manages to grab onto the opponent, he will basically wrap his entire hand around them, no matter their size (Note: previous sentence may only apply to in-smash characters). From here, his pummel becomes a rather simple squeeze that deals 3% damage and is rather slow. While the opponent is grabbed, any tentacles attached to Jergingha’s back will not attack the trapped foe, as they are not a threat at the moment.
- They will, however, still attack other opponents or minions if there are any. For all of Jergingha’s throws, however, the heads will remain inactive as Jergingha performs the animation, as to not get in the way of the throws themselves. They will not even attack other players during this time.
- GEATH-Extras
- Classic Mode: The Alien Invasion of Earth
- 1. Dedede (Green alt) & Kirby (Yellow alt) who likes to spam SSpec on Moray Heights
- 2. Inkling (Green alt) & Fox (Green alt) who like to spam NSpec on Corneria
- 3. Ridley (Grey alt) & Bowser (Grey alt) on Big Blue
- 4. Simon (Purple alt) & Richter (Purple alt) on Norfair
- 5. Young Link (Black alt) who spams DSpec & Snake (black alt) that spams NSpec on Summit
- 6. Marth (Blue alt) & Cloud (Blue alt) on Fourside
- Boss. Captain Falcon (Red alt) & 6 Villagers on Final Destination, finishes with fight against Master Hand & Crazy Hand
- Spirits
- Chew Dough-Goo & Dough-Goo
- Type: Support
- Rank: Novice
- Class: Attack
- Effect: Fist Attack ^
- Cost: 1
- Fight: Wario (Blue alt) & 4 Villagers (Blue alt) on Moray Towers (Battlefield). Wario has increased punching power.
- Gah-Goojin
- Type: Primary
- Rank: Advanced
- Class: Grab
- Trait: N/A
- Slots: 2
- Max Power: 5862
- Fight: Giant Samus (Black alt) on Saffron City. After a while, 3 Warios (Blue alt) will spawn in. Defeat main fighter to win.
- Gah-Goojin (Cough-Foon Equipped)
- Type: Primary
- Rank: Ace
- Class: Grab
- Trait: Explosive Attack ^
- Slots: 2
- Max Power: 8206
- Evolves from Gah-Goojin
- Laambo
- Type: Primary
- Rank: Novice
- Class: Power
- Trait: N/A
- Slots: 3
- Max Power: 4382
- Fight: DK (Black alt) with Killing Edge & 2 small Charizards (Blue alt) on Prism Tower. After a while, Giant Bowser (Yellow alt) will spawn in. Defeat main fighter to win.
- Prince Vorkken
- Type: Primary
- Rank: Legendary
- Class: Grab
- Trait: Critical Health Healing
- Slots: 1
- Max Power: 9666
- Fight: Richter (Red alt), Dark Samus (Black alt) with Death’s Scythe, and 4 Villagers (Purple alt) with 3 stocks each on Big Blue. Richter spams SSpec, other enemies are more aggressive. Defeat main fighter to win. Stamina match
- Chewgi
- Type: Support
- Rank: Advanced
- Class: Shield
- Effect: Death’s Scythe Equipped
- Cost: 1
- Fight: Dark Samus (Black alt) with Death’s Scythe & 3 Villagers (Purple alt) on Brinstar.
- Wanna
- Type: Support
- Rank: Novice
- Class: Shield
- Effect: Floaty Jumps
- Cost: 1
- Fight: Small Roy (Koopaling) & Giant Piranha Plant (Blue alt) on Halberd Battlefield. Roy stays away from the fight. Defeat main fighter to win.
- Vijounne
- Type: Primary
- Rank: Ace
- Class: Shield
- Effect: Water/Ice Attack ^
- Slots: 2
- Max Power: 8206
- Fight: Palutena (Blue alt) & Mr. Game & Watch (Red alt) on Kalos Pokemon League (Water phase). Game & Watch will get his Final Smash occasionally.
- Walltha
- Type: Support
- Rank: Ace
- Class: Power
- Effect: Unflinching Charged Smashes
- Cost: 2
- Fight: DK (Blue alt) with Killing Edge & Giant Metal Little Mac on Norfair. Defeat main fighter to win. Stamina match
- Heyourgah
- Type: Primary
- Rank: Novice
- Class: Shield
- Trait: N/A
- Slots: 3
- Max Power: 3052
- Fight: Greninja (Grey alt) on Summit Battlefield. Player is allied with Richter (Red alt) and Dark Samus (Black alt). Greninja will have 999% damage once the match begins.
- Gimme
- Type: Support
- Rank: Legendary
- Class: Neutral
- Effect: Super Armor
- Cost: 3
- Fight: Ganondorf on Fourside Final Destination. Ganondorf has improved speed. On KO, Giant Metal Ganondorf with superarmor will spawn. Stamina match.
- Machine World Jergingha
- Type: Primary
- Rank: Ace
- Class: Neutral
- Trait: N/A
- Slots: 1
- Max Power: 6408
- Fight: Dedede (green alt), Simon (Purple alt), Ridley (White alt), Fox (Green alt), Marth (Blue alt), Captain Falcon (Red alt), and Jergingha on Lylat Cruise Battlefield. One will spawn after another, going in the order listed, ending with Jergingha. Stamina battle.
- Wonder-Jergingha
- Type: Primary
- Rank: Legendary
- Class: Neutral
- Trait: Metal & Giant
- Slots: 1
- Max Power: 10,100
- Evolves from Machine World Jergingha.
- Jergingha
- Type: Fighter
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