Oil Panic: Difference between revisions
m (→SSBM) |
(→SSBB) |
||
Line 70: | Line 70: | ||
*[[Blaster]] (Fox, Falco, and Wolf) | *[[Blaster]] (Fox, Falco, and Wolf) | ||
*[[Charge Shot]] | *[[Charge Shot]] | ||
*[[Paralyzer]] | *[[Paralyzer]] (Both Zero Suit Samus' neutral B and down smash) | ||
*[[Aura Sphere]] | *[[Aura Sphere]] | ||
*[[Robo Beam]] | *[[Robo Beam]] |
Revision as of 10:04, February 4, 2011
Oil Panic | |
---|---|
Oil Panic in Brawl | |
User | Mr. Game & Watch |
Universe | Game & Watch universe |
Oil Panic is Mr. Game & Watch's down special move. It is a unique move in that it can be held for as long as the player decides. Any energy-based projectiles (such as PK Flash or a Ray Gun shot) will be absorbed. Unlike most other chargeable attacks, Oil Panic keeps its "charges" across stocks - i.e., if Mr. Game & Watch is KO'd with two units of Oil, he will still have those two units when he respawns.
Using Oil Panic, three attacks can be absorbed, and then Mr. Game & Watch will put the bucket away. 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 had they connected (2.8 times the combined damage of the absorbed attacks, capped as noted below). As such, the attack has extremely high knockback, enough to OHKO if it has absorbed 3 fully-charged PK Flashes. The attack is even deadlier because it has almost no start-up lag, long reach, and a hitbox with a very long duration.
The maximum damage it can inflict is 200% in Melee and 60% in Brawl, and since Oil Panic's knockback is determined by the damage absorbed, its knockback caps at these percentages as well. In Brawl, at the moment the projectile is absorbed, there is a brief moment of invincibility.
Oil Panic cannot absorb non-energy based projectiles, such as Link's Arrows from Hero's Bow.
Kamikaze glitch
There's a glitch known as the Kamikaze glitch in Melee where if Mr. Game & Watch attacks a shielding opponent with Oil Panic after it absorbed three strong enough projectiles, such as three fully charged PK Flashes, the opponents shield will shatter and Mr. Game & Watch will be sent flying back at extreme speeds invariably to his death 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 OHKOs. This is the only instance in Melee where someone can be harmed by colliding with a launched opponent that was not thrown.
Bucket Braking
In Brawl, Oil Panic gained an interesting and very useful property. When Mr. Game & Watch uses an empty 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 Squirtle and even outlasting heavier middleweights such as Mario.
Oil Panic is considered to be the best momentum cancelling special move in the Brawl as it completely negates all momentum upon the first frame of activation (Donkey Kong's Spinning Kong cannot negate vertical momentum) 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, like other special moves do that negate momentum. As such, mastering this technique is essential for competitive Mr. Game & Watch players. When used for momentum cancelling, it is often referred to as "Bucket Braking".
Note that Oil Panic will not negate any momentum at all if the bucket is full.
Origins
Oil Panic was a Game & Watch game, taking place at a gasoline station, where one would attempt to catch drops of oil from a leaking pipe in a bucket. The bucked needed only three drops to be full. Once the bucket was full, one would have to pour the oil out the window to be caught by an awaiting assistant (making sure he's actually there, first). If he wasn't, the player would miss, causing the oil to splash over a customer waiting below.) Oil Panic (specifically, its bottom screen) is one of the games that appear in the Flat Zone 2.
Oil Panic absorption list
Here's a list of all projectile, attack and hazard that Oil Panic can absorb.
SSBM
- Fire Breath
- Blaster (Fox's and Falco's)
- Charge Shot
- PK Flash
- PK Fire
- PK Thunder
- Final Cutter (Only the shockwave)
- Ice Shot1
- Blizzard
- Thunder Jolt
- Thunder (can't be intersecting Pikachu or Pichu)
- Din's Fire (explosion)
- Shadow Ball
- Megavitamins
- Great Fox Blaster
- Wolfen Blaster
- Staryu
- Charizard
- Cyndaquil
- Super Scope
- Fire Flower
- Master Hand's bullets
SSBB
All attacks and hazards from SSBM that could be absorbed still apply unless noted otherwise.
- Fireball (Mario and Luigi's)
- Flamethrower
- PK Freeze
- PK Flash
- PK Fire
- PK Thunder
- Fire Breath
- Thunder Jolt
- Thunder
- Blizzard
- Blaster (Fox, Falco, and Wolf)
- Charge Shot
- Paralyzer (Both Zero Suit Samus' neutral B and down smash)
- Aura Sphere
- Robo Beam
- Palutena's Arrow
- Final Cutter (Only the shockwave)
- Din's Fire (explosion)
- Force Palm (projectile, not grab)
- Waddle Doo's beam
- Staryu's Swift
- Duon's pink energy blasts (but not the blue lasers)
- Great Fox's laser.
- Arwing's lasers.
- Master Hand's bullets
- A Gamyga's lasers
- A Scope Primid's shots
- Curry Breath
- Super Scope
- Ray Gun
- Fire Flower
- Lip's Stick (have some distance between attacking with Lip's Stick and Oil Panic)
- Toad (What comes out of Toad after a successful hit on him)
Trivia
- Ness and Lucas have a similar special move that absorbs energy-based projectiles, but it is used to heal themselves instead of storing them to use as an attack. These two moves, along with Oil Panic, are the only special moves that absorb projectiles.
- In both Melee and Brawl, an Oil Panic at the maximum power is the attack with the highest priority as it contains the most damaging hitbox that does not have invincibility frames, such as Counters and Final Smashes.
- Oil Panic is the only attack in the series to be an OHKO that is neither a Final Smash nor the move of a character from the Fire Emblem series.