Super Scope: Difference between revisions

418 bytes removed ,  21 days ago
Revamped overview and stages table. Split out info that only applies to particular games or noting when it came into affect. 3DS having smaller hitboxes is unfounded. Moved glitch down as intended mechanics and uses should be what is shown first
(Revamped overview and stages table. Split out info that only applies to particular games or noting when it came into affect. 3DS having smaller hitboxes is unfounded. Moved glitch down as intended mechanics and uses should be what is shown first)
 
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[[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}}.]]
In both ''Melee'' and ''Brawl'', the Super Scope acts as a long-ranged weapon that the user can wield in order to not only increase their range, but their raw power as well. If the player constantly taps the A button, they will fire a constant stream of small shots, each of which does little knockback and damage, creating a "trapping" effect. When using it against aerial opponents, it will produce very weak [[meteor smash]], making it ineffective against opponents close to the stage. Holding down the A button, however, charges the weapon, allowing for stronger and larger shots; at full power, the shots can deal in excess of 20% damage, with significant knockback potentially KOing opponents, as well as an added [[flame]] effect.
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 absorbed. In addition, the projectiles can potentially be deflected by weakly 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 reserves in it. Its "ammo" is 48, and different charge levels of shots will increase the ammo used. Small shots will use 1 ammo, a slightly charged shot will use 2, then 4, 8, and 16 (max). Firing 48 small shots or three fully-charged shots is enough to deplete the Super Scope, and attempting to use it 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.
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 ''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 ''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


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. Peculiarly, the shots are not narrowed for the ''Wii U'' version and keep their spherical shape from ''Melee'' and ''Brawl''.
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 ''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}}.
===Use in glitches===
A rollover bug in ''Melee'' can cause the Super Scope [[Infinite Super Scope Glitch|to gain "infinite" ammunition]]. While this is a useful glitch in itself, it is often used in order to perform the [[Black hole glitch]],


===Damage===
===Damage===
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===Stages===
===Stages===
[[File:Wario superscope.jpg|thumb|A fully charged shot.]]
[[File:Wario superscope.jpg|thumb|A fully charged shot.]]
These are the stages of damages and knockback for the Super Scope in ''Brawl''. There are a total of eight stages with seven stages of charging and the fully charged stage, each stage increases the damage and knockback that the Super Scope does.
The Super Scope has several charging stages, each with their own cost and damage. Some games will skip stages and are noted with their icon in the "Unused in" column. The damage and costs are the same in every ''Smash'' game.
{|border="1" class="wikitable sortable"
{|class="wikitable sortable"
|-valign="top"
|-
!Stage
!Cost
!Damage
!Unused in
|-
!1
|1
|1%
|
|
!g|Damage
!g|Percent that can KO
|-
|-
!Stage 1
!2
| 1%
|2
| N/A (cannot KO)
|2%
|{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|-
|-
!Stage 2
!3
| 7%
|3
| 277%
|4%
|{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|-
|-
!Stage 3
!4
| 10%
|4
| 226%
|7%
|
|-
|-
!Stage 4
!5
| 13%
|6
| 174%
|10%
|
|-
|-
!Stage 5
!6
| 16%
|8
| 148%
|13%
|
|-
|-
!Stage 6
!7
| 20%
|10
| 122%
|16%
|
|-
|-
!Stage 7
!8
| 24%
|12
| 99%
|20%
|
|-
|-
!Stage 8
!9
| 28%
|14
| 82%
|24%
|{{GameIcon|SSBM}}
|-
|-
!10
|16
|28%
|
|}
|}


===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===
A rollover bug in ''Melee'' can cause the Super Scope [[Infinite Super Scope Glitch|to gain "infinite" ammunition]]. While this is a useful glitch in itself, it is often used in order to perform the [[black hole glitch]].


==Trophies==
==Trophies==
32,662

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