Galt
Smash Journeyman
The title basically says what I want to cover here, but this is something which I think needs to be more widely considered by the G&W community. Once you've thought about it, I think you'll agree with me.
The thesis is this: unless you've got a significant lead, or are significantly behind, or are fighting a floaty character and can combo it out of a grab at low percents, don't use the Judgment Hammer. At all.
The essential reason for this is that it is more likely to hurt you in some way than to help. It's slow and has low range, so chances are certainly best that it won't hit anyone. But even without connecting, the 1 does 12% damage to you, which is more than the Judgment can do in most hits. Consider also that a hit usually doesn't do much good, since most of the hammers are worthless. Add to that the fact that there is nearly always a better attack choice when you can actually connect with the hammer: the f-air is stronger, safer, has better knockback, and can lead to combos. Out of throws on floaty characters, you've got the n-air. And if you're on the ground, the f-smash has better range and power.
So stop wasting your opportunities and inviting punishment by using the Judgment Hammer. Pretty much any other attack you have is a better option. The chance for a cheap kill with a 9 is almost nonexistant, especially on someone who has fought G&W before.
The thesis is this: unless you've got a significant lead, or are significantly behind, or are fighting a floaty character and can combo it out of a grab at low percents, don't use the Judgment Hammer. At all.
The essential reason for this is that it is more likely to hurt you in some way than to help. It's slow and has low range, so chances are certainly best that it won't hit anyone. But even without connecting, the 1 does 12% damage to you, which is more than the Judgment can do in most hits. Consider also that a hit usually doesn't do much good, since most of the hammers are worthless. Add to that the fact that there is nearly always a better attack choice when you can actually connect with the hammer: the f-air is stronger, safer, has better knockback, and can lead to combos. Out of throws on floaty characters, you've got the n-air. And if you're on the ground, the f-smash has better range and power.
So stop wasting your opportunities and inviting punishment by using the Judgment Hammer. Pretty much any other attack you have is a better option. The chance for a cheap kill with a 9 is almost nonexistant, especially on someone who has fought G&W before.