Super Scope: Difference between revisions

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*Shoots 16 bursts of 3 shots before you run out of ammo. Thats 48 small shots.
*Shoots 16 bursts of 3 shots before you run out of ammo. Thats 48 small shots.
*Small shots have no knockback, but stun opponent.
*Shoots 3 fully charged shots before you run out of ammo.
*Shoots 3 fully charged shots before you run out of ammo.
*Fully charged shots have a lot of knockback.
*The small shots do between 0-1% damage.
*The small shots do between 0-1% damage.
*The fully charged shots do between 15-28% damage. It gradually gets less from 28% the more you shoot fully charged shots.
*The fully charged shots do between 15-28% damage. It gradually gets less from 28% the more you shoot fully charged shots.

Revision as of 18:35, November 18, 2006

The Super Scope is a long-range weapon used exclusively in Super Smash Bros. Melee. Its blasts are comprised of a yellow ball of light energy.

  • Shoots 16 bursts of 3 shots before you run out of ammo. Thats 48 small shots.
  • Small shots have no knockback, but stun opponent.
  • Shoots 3 fully charged shots before you run out of ammo.
  • Fully charged shots have a lot of knockback.
  • The small shots do between 0-1% damage.
  • The fully charged shots do between 15-28% damage. It gradually gets less from 28% the more you shoot fully charged shots.
  • If you throw it at your opponent, it does between 11-18% damage when smash thrown but 5-11% damage when dropped.
  • The shots can be reflected by Fox/Falco's shine, Zelda's reflector, Mario/Dr. Mario's cape. It can also be reflected by Mewtwo's confusion(forward+b), but dosnt hurt the opponent.
  • The shots can be absorbed in Ness's PSI Magnet.
  • The Super Scope itself can be reflected by Fox/Falco's shine, Zelda's reflector, Mario's cape. It can also be reflected by Mewtwo's confusion(forward+b), but dosnt hurt the opponent.