Oil Panic: Difference between revisions

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When the attack is executed, Mr. Game & Watch will instantly hold out a bucket while jerk-leaning forward. He can be turned around if desired during the duration of this attack. The bucket is held until the player releases the buttons to perform the attack, or if he is attacked. The former has considerable ending lag as he puts the bucket away.  
When the attack is executed, Mr. Game & Watch will instantly hold out a bucket while jerk-leaning forward. He can be turned around if desired during the duration of this attack. The bucket is held until the player releases the buttons to perform the attack, or if he is attacked. The former has considerable ending lag as he puts the bucket away.  


When using Oil Panic, at most three energy-based attacks can be absorbed, then Mr. Game & Watch will automatically put the bucket away and start flashing white. The oil gathered can be used later as an attack with the potential for extreme [[damage]] and [[knockback]], determined by adding up how much damage each of the projectiles absorbed would have done (2.8x the combined damage of the absorbed attacks, capped as noted below).  
When using Oil Panic, at most three energy-based attacks can be absorbed, then Mr. Game & Watch will automatically put the bucket away and start flashing white. When down special is performed after this, Mr. Game & Watch will spill the oil gathered in his bucket, which is an extremely fast (frame 2) attack which also has great range and it can be incredibly powerful depending on what projectiles Mr. Game & Watch absorbed (dealing extreme [[damage]] and [[knockback]] to the point of being a potential [[OHKO]] if Mr. Game & Watch absorbed powerful enough projectiles). How much damage the Oil Spill deals depends on the amount of damage each of the projectiles absorbed would have done which is then multiplied by a certain number (with the maximum damage and absorption multiplier depending on the game).  


In ''SSB4'', stronger attacks will fill multiple segments at once, with 10% filling two units and 20% filling all three. Each unit will multiply the damage stored by 2.8×, but deal 20% maximum, with each additional unit filled lowering the damage stored by 8%. Highly charged attacks like {{SSB4|Ness}}' [[PK Flash]] can instantly fill the bucket from an empty state, making such moves incredibly dangerous when battling Mr. Game & Watch. If the bucket absorbs such an attack, then players can expect it to have OHKO properties.
==In ''[[Super Smash Bros. Melee]]''==
:{{Main|Mr. Game & Watch (SSBM)/Down special}}
In ''Super Smash Bros. Melee'', Oil Panic can start absorbing projectiles as soon as frame 5. Mr. Game & Watch is locked into a 32 frame looping animation when he has his bucket out so when the player releasing 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 13 frames to complete.  


In ''Ultimate'', Oil Panic's power was greatly [[nerf]]ed, due to the maximum damage being lowered to 48%. This was done by reducing the maximum damage a single Unit will deal from 20% down to 16%. The multiplier for the damage was also lowered to 2×. The thresholds remain the same, though this actually makes Oil Panic deal less damage when one is reached. So for example, if storing the exact 20% required for all 3 units to be filled at once, it will store 16% in the 1st unit, 12% in the 2nd unit, and 4% in the 3rd unit. Overall, the damage in this example would be 36%.<ref>https://docs.google.com/spreadsheets/d/1Ipe2apITYqGCJ89QNRyH4kXzrFTDG-0v8ePDBc-lwYs/edit?usp=sharing Resource for Oil Panic in Ultimate</ref>  
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. It is possible to connect all three of these hitboxes if the spilt oil is weak enough. 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 [[reflect]]ed or [[absorb]]ed.
 
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 no limitless however. If Mr. Game & Watch manage 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 [[shield]]ing opponent with a powerful enough oil spill (such as three fully charged [[PK Flash]]es), 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 [[OHKO]]s. 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.
 
==In ''[[Super Smash Bros. Brawl]]''==
:{{Main|Mr. Game & Watch (SSBB)/Down special}}
In ''Super Smash Bros. Brawl'', Oil Panic has seen numerous changes both positive and negative. The move cannot absorb projectiles as soon (going from as early as frame 5 to frame 7) although the loop animation is 2 frames shorter to compensate. On the positive size however, Oil Panic's absorption radius is drastically larger (being quadruple the size of its ''Melee'' counterpart and the move absorbs much more damage (2.8x the original amount as opposed to 1.5x +5 the original amount), making it much more effective when used against weaker projectiles. Mr. Game & Watch is now also capable of absorbing multiple projectiles in a row, rather than having to wait for his absorbing animation to complete. These changes overall make the move much more effective at absorbing projectiles, as well as increasing the reward for doing so.
 
The oil spill however has mostly been nerfed. One positive change the move did receive is that it now deals a minimum of 18% damage. This along with its increased absorption multiplier makes the move noticeably more effective against projectiles which are not too powerful. Mr. Game & Watch is also now intangible during the first 6 frames of his oil spill. However, one notable downside the move has received is that it can now only deal a maximum of 60%. This does not greatly hurt the move overall though, as the move is still powerful enough to OHKO most characters on tournament legal stages. This also means that Mr. Game & Watch can no longer perform the kamikaze glitch, which makes the oil spill safer to use at maximum strength. Another downside the oil spill now has is that the hitbox does not last as long and it no longer has three separate sets of hitboxes, instead having a clean/mid/late hit. This means that the move can no longer connect multiple times.
 
These negative changes however are outweighed by the significantly improved absorption properties, making Oil Panic a more effective tool against projectiles. This especially helps Mr. Game & Watch in [[doubles]] as he can absorb his partner's projectiles more easily and in most cases, the final oil spill will be much more powerful. This makes Oil Panic an excellent tool in doubles, resulting in Mr. Game & Watch being a solid doubles character, especially when he is paired with a character with fast and decently damaging projectiles (such as {{SSBB|Zero Suit Samus}} or {{SSBB|Pikachu}}).
 
===Bucket braking===
When Mr. Game & Watch uses a non-full Oil Panic, the move instantly halts Mr. Game & Watch's momentum immediately, which is especially noticeable when used in the air. While this property was present in ''Melee'', it has become an absolutely pivotal in ''Brawl'' due to the inclusion of [[hitstun cancelling]]. When the move is used out of [[tumble]] hitstun (usually used after a [[neutral aerial]]), the move will immediately cancel all of the knockback/momentum Mr. Game & Watch received. While this is a form of [[momentum cancelling]], using Oil Panic specifically is known as Bucket braking. When used in conjunction with his neutral aerial and with optimal [[DI]], Mr. Game & Watch is capable of surviving far beyond other characters of his [[weight]] class, such as {{SSBB|Squirtle}}, and even outlasting heavier middleweights such as {{SSBB|Mario}}.
 
Oil Panic is considered to be the best momentum cancelling special move in ''Brawl'', as it completely negates all momentum upon the first frame of activation and unlike other special moves with strong momentum cancelling properties (such as [[Spinning Kong]] or [[Egg Roll]]), there is almost no risk of using it since it doesn't move Mr. Game & Watch back towards the stage or make him [[helpless]]. As such, mastering this technique is essential for [[competitive]] Mr. Game & Watch players, as it allows Mr. game & Watch to survive for much, much longer. The only downside with Bucket breaking is that it only significantly improves Mr. Game & Watch's horizontal endurance. It barely improves his vertical endurance, making it much less useful and effective for surviving vertical launching attacks and overall meaning that Mr. Game & Watch's vertical endurance is still among the worst in the game. Additionally, the Oil Spill is also completely incapable of negating momentum as well, effectively giving Mr. Game & Watch a risk for filling his bucket.
 
Overall, Oil Panic has become a much more potent tool in ''Brawl'', being more effective against characters with projectiles (especially in a doubles format) and it has even become highly useful against character without projectiles due to the introduction of hitstun cancelling, allowing it to be formidable as a momentum cancelling tool.
 
==In ''[[Super Smash Bros. 4]]''==
:{{Main|Mr. Game & Watch (SSB4)/Down special}}
In ''Super Smash Bros. 4'', stronger attacks will fill multiple segments at once, with 10% filling two units and 20% filling all three. Each unit will multiply the damage stored by 2.8×, but deal 20% maximum, with each additional unit filled lowering the damage stored by 8%. Highly charged attacks like {{SSB4|Ness}}' [[PK Flash]] can instantly fill the bucket from an empty state, making such moves incredibly dangerous when battling Mr. Game & Watch. If the bucket absorbs such an attack, then players can expect it to have OHKO properties.
 
==In ''[[Super Smash Bros. Ultimate]]''==
:{{Main|Mr. Game & Watch (SSBU)/Down special}}
In ''Super Smash Bros. Ultimate'', Oil Panic's power was greatly [[nerf]]ed, due to the maximum damage being lowered to 48%. This was done by reducing the maximum damage a single Unit will deal from 20% down to 16%. The multiplier for the damage was also lowered to 2×. The thresholds remain the same, though this actually makes Oil Panic deal less damage when one is reached. So for example, if storing the exact 20% required for all 3 units to be filled at once, it will store 16% in the 1st unit, 12% in the 2nd unit, and 4% in the 3rd unit. Overall, the damage in this example would be 36%.<ref>https://docs.google.com/spreadsheets/d/1Ipe2apITYqGCJ89QNRyH4kXzrFTDG-0v8ePDBc-lwYs/edit?usp=sharing Resource for Oil Panic in Ultimate</ref>  


The maximum damage it can inflict is 200% in ''[[Melee]]'' , 63% in ''[[Brawl]]'' and ''[[SSB4]]'', and 48% in ''Ultimate''. Since Oil Panic's knockback is determined by the damage absorbed, its knockback caps at these percentages as well. However, due to ''Smash 4'''s changes, Oil Panic's damage fluctuates depending on how the 3 units are stored. From 0-9%, reaching 8% and storing 3 instances of it will reach max damage. But, due to the way the thresholds work, storing 10% and then another instance of it will cause it to deal 36%<ref>https://media.discordapp.net/attachments/421939984677732363/561973587930775563/bucket_chart-1.png?width=857&height=631 Labbed by Wood</ref>. Then at 16% instances, it will return to max damage, before dropping once again at the 20% threshold until 24% instances are reached.  
The maximum damage it can inflict is 200% in ''[[Melee]]'' , 63% in ''[[Brawl]]'' and ''[[SSB4]]'', and 48% in ''Ultimate''. Since Oil Panic's knockback is determined by the damage absorbed, its knockback caps at these percentages as well. However, due to ''Smash 4'''s changes, Oil Panic's damage fluctuates depending on how the 3 units are stored. From 0-9%, reaching 8% and storing 3 instances of it will reach max damage. But, due to the way the thresholds work, storing 10% and then another instance of it will cause it to deal 36%<ref>https://media.discordapp.net/attachments/421939984677732363/561973587930775563/bucket_chart-1.png?width=857&height=631 Labbed by Wood</ref>. Then at 16% instances, it will return to max damage, before dropping once again at the 20% threshold until 24% instances are reached.  
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It can have enough knockback to [[one-hit KO]] if it has absorbed three powerful projectiles or a single attack of immense power in ''SSB4''. The power of the attack when it has absorbed three PK Flashes in ''Melee'' is so great that when it is shielded, the recoil causes Mr. Game & Watch to [[Game & Watch rocket|fly backwards at extremely high speeds]].  
It can have enough knockback to [[one-hit KO]] if it has absorbed three powerful projectiles or a single attack of immense power in ''SSB4''. The power of the attack when it has absorbed three PK Flashes in ''Melee'' is so great that when it is shielded, the recoil causes Mr. Game & Watch to [[Game & Watch rocket|fly backwards at extremely high speeds]].  
Despite the thrown oil having the appearance of being a [[projectile]], it is not considered one and is a [[disjointed hitbox]]. Therefore, it cannot be [[reflect]]ed or [[absorb]]ed.


==Instructional quotes==
==Instructional quotes==
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'''{{GameIcon|ssb4}} 1.1.3'''
'''{{GameIcon|ssb4}} 1.1.3'''
*{{nerf|Power absorbed from a teammate's projectiles is now halved.}}
*{{nerf|Power absorbed from a teammate's projectiles is now halved.}}
==[[Kamikaze glitch]]==
There's a glitch known as the [[kamikaze glitch]] in ''Melee'' where if Mr. Game & Watch attacks a [[shield]]ing opponent with Oil Panic after it absorbed three strong enough projectiles, such as three fully charged PK Flashes, the opponent's shield will shatter and Mr. Game & Watch will be sent flying back at extreme speeds, invariably to the point of being KO'd unless there's a wall behind him. If Mr. Game & Watch collides into anyone along his trajectory, they will be sent vertically with extreme knockback, also resulting in [[OHKO]]s. 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.
==Bucket braking==
In ''Brawl'', Oil Panic gained an interesting and very useful property: When Mr. Game & Watch uses a non-full Oil Panic while in knockback, he will halt all momentum. As such, when used for [[momentum canceling]], Mr. Game & Watch completely negates all momentum upon the first [[frame]] of activation. When used in conjunction with [[DI]], Mr. Game & Watch is capable of surviving far beyond other characters of his [[weight]] class, such as {{SSBB|Squirtle}}, and even outlasting heavier middleweights such as {{SSBB|Mario}}.
Oil Panic is considered to be the best momentum cancelling special move in ''Brawl'', as it completely negates all momentum upon the first frame of activation, as well as having almost no risk of using it since it doesn't move Mr. Game & Watch back towards the stage or make him [[helpless]], unlike many other special moves that negate momentum. As such, mastering this technique is essential for [[competitive]] Mr. Game & Watch players. When used for momentum cancelling, the technique is often referred to as bucket braking.
Note that Oil Panic will not negate any momentum at all if the bucket is full.


==Bucket jumping==
==Bucket jumping==
The ability for characters to momentum cancel in general was fully removed in ''SSB4'', but Oil Panic now instead provides added forward momentum and temporary falling slowdown. This, coupled with his usual midair jump and up special move, make Mr. Game & Watch's recovery among the best in the game. Unlike bucket braking, it will still work if the bucket is partially or even completely filled, making Oil Panic easier to attack with when in the air.
The ability for characters to momentum cancel in general was fully removed in ''Smash 4'', but Oil Panic now instead provides added forward momentum and temporary falling slowdown. This, coupled with his usual midair jump and up special move, make Mr. Game & Watch's recovery among the best in the game. Unlike bucket braking, it will still work if the bucket is partially or even completely filled, making Oil Panic easier to attack with when in the air.


A way this can be used is by using down-b, jump, and an immediate down-b when in the air. This will send Mr. Game & Watch forward a large distance, meaning he can even get back from the bottom corners of the screen and travel from one side of the stage to the other. Bucket jumping also allows Mr. Game & Watch to safely return from the stage after using his down aerial for an [[edgeguard]].
A way this can be used is by using down-b, jump, and an immediate down-b when in the air. This will send Mr. Game & Watch forward a large distance, meaning he can even get back from the bottom corners of the screen and travel from one side of the stage to the other. Bucket jumping also allows Mr. Game & Watch to safely return from the stage after using his down aerial for an [[edgeguard]].