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**{{nerf|Mr Game & Watch now suffers from the [[grab release glitch]] meaning that he cannot reuse Fire if he is grab released out of it.}} | **{{nerf|Mr Game & Watch now suffers from the [[grab release glitch]] meaning that he cannot reuse Fire if he is grab released out of it.}} | ||
*[[Oil Panic]]: | *[[Oil Panic]]: | ||
**{{buff| | **{{nerf|Oil Panic starts absorbing projectiles later (frame 5 → 7).}} | ||
**{{buff|Oil Panic's absorption radius | **{{buff|Oil Panic has a shorter loop animation (33 frames → 30), making it slightly safer to use.}} | ||
**{{buff|Oil Panic | **{{buff|Mr. Game & Watch absorbs projectiles slightly faster (25 frames → 24).}} | ||
**{{buff|Mr. Game & Watch can now absorb multiple projectiles in a row.}} | |||
**{{nerf|Oil Panic's maximum damage now | **{{buff|Oil Panic's absorption radius is drastically larger (5.5u → 22u).}} | ||
***{{buff| | **{{buff|Oil Panic has a much higher absorption multiplier (1.5x + 5 → 2.8x).}} | ||
**{{ | **{{buff|Oil Panic's minimum damage output is higher (12% → 18%).}} | ||
**{{nerf|Oil Panic's maximum damage is now capped at 60%, greatly reducing its damage potential against more damaging projectiles.}} | |||
***{{buff|However, this subsequently removes the [[kamikaze glitch|kamikaze exploit]], no longer allowing Game & Watch to self-destruct against shielding opponents.}} | |||
**{{buff|Due to the introduction of [[momentum canceling]], Oil Panic can now be used to negate all knockback in the air (known as [[Bucket Braking]]). This greatly improves Mr. Game & Watch's horizontal endurance, giving him greater horizontal endurance than even most middleweights despite being the second lightest in the game.}} | |||
**{{buff|Mr. Game & Watch is now intangible for the first six frames of his oil spill.}} | |||
**{{buff|The oil spill has larger hitboxes (2.7342u (hit 1)/3.906u (hit 2)/6.6402u (hit 3) → 3.36u/4.8u/8.16u) which are positioned slightly further away from Mr. Game & Watch (z offset: 11.718 (hit 1)/19.53 (hit 2)/31.248 (hit 3) → 12/20/32).}} | |||
**{{nerf|The oil spill has a shorter duration (frames 2-10 (hit 1)/11-22 (hit 2)/23-37 (hit 3) → 2-7/8-14/15-26).}} | |||
**{{nerf|The oil spill now has a clean hit, a mid hit and a late hit rather than three separate hitboxes. This prevents oil spill from connecting multiple times.}} | |||
**{{nerf|An aerial oil spill deals less knockback (40 (base), 100 (scaling) → 30/80), now matching the grounded version.}} | |||
==Moveset== | ==Moveset== |
edits