Editing Super Scope
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In ''Brawl'', the Super Scope became slightly more flexible than its ''Melee'' incarnation. A buff added to all projectile weapons meant that characters could run and jump while using projectiles; in the case of the Super Scope, this 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 ''Brawl'', the Super Scope became slightly more flexible than its ''Melee'' incarnation. A buff added to all projectile weapons meant that characters could run and jump while using projectiles; in the case of the Super Scope, this 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. | ||
The weapon received another buff in ''[[Super Smash Bros. for Nintendo 3DS]]'', as the Super Scope now has 72 shots available for use instead of 48; as a result, it is now possible to fire five fully-charged shots instead of three. The Super Scope, however, did receive a nerf: its shots are narrower and more elongated compared to the two previous games, making their overall hitbox size considerably smaller | The weapon received another buff in ''[[Super Smash Bros. for Nintendo 3DS]]'', as the Super Scope now has 72 shots available for use instead of 48; as a result, it is now possible to fire five fully-charged shots instead of three. The Super Scope, however, did receive a nerf: its shots are narrower and more elongated compared to the two previous games, making their overall hitbox size considerably smaller. | ||
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}}. |