Editing Super Scope

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 26: Line 26:
[[File:Super Scope Melee.png|thumb|left|200px|The Super Scope in ''Melee''.]]
[[File:Super Scope Melee.png|thumb|left|200px|The Super Scope in ''Melee''.]]
[[File:Super Scope U.jpg|thumb|{{SSB4|Peach}} firing a Super Scope in {{forwiiu}}.]]
[[File:Super Scope U.jpg|thumb|{{SSB4|Peach}} firing a Super Scope in {{forwiiu}}.]]
The Super Scope acts as a long-ranged shooting weapon. Tapping the attack button will fire three small shots in ''Melee'' and five small shots in ''Brawl'' onwards. If the player constantly taps the attack button, they will fire a constant stream of small shots, each of which does little knockback and damage. The high rate of fire and low knockback causes a "trapping" effect as the opponent will have little-to-no time to act and the shots themselves won't launch them away from incoming shots. Holding down the attack button charges the weapon, allowing for stronger and larger shots and having decent [[KO]] potential at full charge.
The Super Scope acts as a long-ranged shooting weapon. Tapping the attack button will fire three small shots in ''Melee'' and five small shots in ''Brawl'' onwards. If the player constantly taps the attack button, they will fire a constant stream of small shots, each of which does little knockback and damage. The high rate of fire and low knockback causes a "trapping" effect as the opponent will little-to-no time to act and the shots themselves won't launch them away incoming shots. Holding down the attack button charges the weapon, allowing for stronger and larger shots and having decent [[KO]] potential at full charge.


Super Scope shots are considered to be energy-based projectiles, as a result they can be [[reflect]]ed and [[absorb]]ed. Prior to ''Smash 4'', the projectiles can be deflected by shallow-angled surfaces.
Super Scope shots are considered to be energy-based projectiles, as a result they can be [[reflect]]ed and [[absorb]]ed. Prior to ''Smash 4'', the projectiles can be deflected by shallow-angled surfaces.


The Super Scope has limited ammunition, with 48 shots in ''Melee'' and ''Brawl'' and 72 starting in ''Smash 4''. Different charge levels will increase the ammo used. Attempting to use the Super Scope after it runs out of ammunition causes it to fire nothing but a puff of smoke at this point, the player can throw the weapon at opponents for a little extra knockback and damage. For details on the different stages, see [[#Stages]].
The Super Scope has limited ammunition, with 48 shots in ''Melee'' and ''Brawl'' and 72 starting in ''Smash 4''. Different charge levels will increase the ammo used. Attempting to use the Super Scope after it runs out of ammunition causes it to fire nothing but a puff of smoke--at this point, the player can throw the weapon at opponents for a little extra knockback and damage. For details on the different stages, see [[#Stages]].


In ''Melee'', the uncharged shots have a 280° knockback [[angle]], resulting in a very weak [[meteor smash]], making it ineffective against opponents close to the stage. The uncharged shots can also pass through opponents, allowing it to trap multiple enemies
In ''Melee'', the uncharged shots have a 280° [[angle]], resulting in a very weak [[meteor smash]], making it ineffective against opponents close to the stage. The uncharged shots can also pass through opponents, allowing it to trap multiple enemies


Starting in ''Brawl'', the Super Scope became slightly more flexible. A buff added to all shooting weapons allows characters to run and jump while using them. This extra maneuverability makes it easier to land charged shots. However, uncharged shots no longer pass through enemies, making it more difficult to trap multiple enemies within a steady stream of shots.
Starting in ''Brawl'', the Super Scope became slightly more flexible. A buff added to all shooting weapons allows characters to run and jump while using them. This extra maneuverability makes it easier to land charged shots. However, uncharged shots no longer pass through enemies, making it more difficult to trap multiple enemies within a steady stream of shots.


In {{for3ds}}, the shots appear elongated for better visibility on the small screen {{forwiiu}} retains spherical shots.
In {{for3ds}}, the shots appear elongated for better visibility on the small screen--{{forwiiu}} retains spherical shots.


In ''Ultimate'', the Super Scope is used in the credits sequences for {{SSBU|Classic Mode}}.
In ''Ultimate'', the Super Scope is used in the credits sequences for {{SSBU|Classic Mode}}.
Line 198: Line 198:


===In [[Smash Tour]]===
===In [[Smash Tour]]===
The Super Scope is one of the many trophy items that can be obtained during the Smash Tour mode. It has a red base, and when used, it will allow the player to start one battle holding a Super Scope.
The Super Scope is one of the many trophy items that can be obtained during the Smash Tour mode. It has a red base, and when used it will allow the player to start one battle holding a Super Scope.


===Use in glitches===
===Use in glitches===

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 4.0 International license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)