Mr. Game & Watch (SSBM)/Down special
Overview[edit]
In Super Smash Bros. Melee, Oil Panic can start absorbing projectiles as soon as frame 5. Mr. Game & Watch is locked into a 33 frame looping animation when he has his bucket out so when the player releases the special button, Mr. Game & Watch will be stuck in the loop until it ends, rather than instantly ending. Mr. Game & Watch will also go into this looping animation after absorbing a projectile, although he is completely intangible when filling up his bucket and when his bucket is full, he will not go into any ending animation afterwards. The move's normal ending animation takes 12 frames to complete.
The move has a very small absorption bubble, which means that some projectiles can outright hit Mr. Game & Watch rather than being absorbed, depending on their size and the angle they came from. The move has a 1.5x absorption multiplier and then 5% is added onto the final amount (with 12% being the minimum possible damage). Once the bucket is full and the oil is spilt, the spill lasts for 36 frames and has three separate sets of hitboxes, which get larger as the move travels further. The oil spill is also more powerful when performed in the air, dealing more knockback. However, due to a bug, the scaled damage only applies to the first hitbox of the aerial version; the second and third hitboxes only deal an extremely low 1% if Mr. Game & Watch is airborne, thereby requiring more precision to be effective if utilized in the air. It is possible to connect all three of the hitboxes if the spilt oil is weak enough. The oil spill becomes significantly weaker if Mr. Game & Watch gets KO'd.
Interestingly, despite the spilt oil having the appearance of being a projectile, it is not considered one and is rather a normal disjointed hitbox. Because of this, the oil spill cannot be reflected or absorbed and it deals hitlag to Mr. Game & Watch.
There is no coded limit on how much damage Mr. Game & Watch can absorb, so the oil spill can deal up to 200% under normal circumstances. The amount of damage which can be absorbed is technically not limitless however. If Mr. Game & Watch manages to absorb projectiles which equate to dealing over 500% damage, it will crash the game once Mr. Game & Watch spills the oil. This cannot be achieved under normal circumstances however, as the projectiles absorbed would have to deal over 110% each.
If Mr. Game & Watch hits a shielding opponent with a powerful enough oil spill (such as three fully charged PK Flashes), he will slide extremely quickly across the stage invariably to the point of being KO'd unless there's a wall behind him. This is known as the kamikaze glitch. If Mr. Game & Watch collides into anyone along his trajectory, they will be sent vertically with extreme knockback, also resulting in OHKOs. This is the only instance in Melee where someone can be harmed by colliding with a launched opponent that was not thrown. This is due to the residual, long lasting hitbox of Oil Panic lingering as Mr. Game & Watch is launched backward, dealing the full damage and knockback of the original attack.
Hitboxes[edit]
The damage scales up depending on the amount of damage Mr. Game & Watch has absorbed, except for the aerial mid and late hits, which always deal 1%.
Grounded[edit]
Aerial[edit]
Timing[edit]
| Absorption | 5- (5-37 minimum) |
|---|---|
| Animation length (minimum) | 49 |
Absorbing projectiles[edit]
| Intangible | 1-25 |
|---|---|
| Animation length | 25 |
Spill[edit]
| Clean hit | 2-10 |
|---|---|
| Mid hit | 11-22 |
| Late hit | 23-37 |
| Animation length | 49 |
Lag time |
Hitbox |
Hitbox change |
Loop point |
Absorb |
Intangible |
Properties[edit]
| Absorption radius | 5.5 |
|---|---|
| Absorption x position | -4.5 |
| Absorption y position | 6 |
| Absorption multiplier | 1.5x + 5 |
| Max absorbable damage | 500* |
* Absorbing more than 500% will crash the game once Mr. Game & Watch spills his bucket. However, it is impossible to absorb over 500% under normal circumstances.
Similar moves[edit]