Super Scope: Difference between revisions

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[[File:Super Scope Melee.png|thumb|right|200px|The Super Scope in ''Melee''.]]The Super Scope makes its primary appearance in the ''Smash Bros.'' series as a long-range shooting item in ''Melee''. Like any other projectile weapon, when used for its effect the Super Scope restricts the character to being stationary. It can shoot a total of 48 small shots in rapid succession if the A button is pressed rapidly for about 7 seconds, and each shot is a moderately fast-moving-horizontally yellow orb that travels through an opponent and can hit multiple opponents, and each shot does either 0% or 1% damage with extremely little [[knockback]], although a stream of them can have the effect of [[spike|spiking]] an airborne opponent. If A is pressed sporadically and non-consecutively, each firing will fire a minimum of 3 shots in a row, and 16 such 3-round-bursts are possible.  
[[File:Super Scope Melee.png|thumb|right|200px|The Super Scope in ''Melee''.]]The Super Scope makes its primary appearance in the ''Smash Bros.'' series as a long-range shooting item in ''Melee''. Like any other projectile weapon, when used for its effect the Super Scope restricts the character to being stationary. It can shoot a total of 48 small shots in rapid succession if the A button is pressed rapidly for about 7 seconds, and each shot is a moderately fast-moving-horizontally yellow orb that travels through an opponent and can hit multiple opponents, and each shot does either 0% or 1% damage with extremely little [[knockback]], although a stream of them can have the effect of [[spike|spiking]] an airborne opponent. If A is pressed sporadically and non-consecutively, each firing will fire a minimum of 3 shots in a row, and 16 such 3-round-bursts are possible.  


What makes the item potentially powerful among projectiles is that each shot can be charged up by holding A down. When a shot is charged for any period of time, the resulting orb will become bigger, do more damage and knockback, disappear on contact, and more of the Scope's limited ammo is used up. The specifics of the resulting shot are proportional to the amount of time spent charging. The maximum amount of charging time allotted is roughly a full second, after which the charging Scope will automatically let loose its fully powered shot, which is a large yellow sphere of energy traveling faster than the smaller shots that deals [[flame]] damage. The fully charged shot can deal anywhere between 15% and 28% damage, and deals a lot of knockback, sending opponents verticlly. It gradually gets less from 28% the more players shoot fully charged shots. The Super Scope has the ammo reserves to generate three fully-charged Super Scope shots, so 1 fully charged shot takes as much energy as 16 small shots.
What makes the item potentially powerful among projectiles is that each shot can be charged up by holding A down. When a shot is charged for any period of time, the resulting orb will become bigger, do more damage and knockback, disappear on contact, and more of the Scope's limited ammo is used up. The specifics of the resulting shot are proportional to the amount of time spent charging. The maximum amount of charging time allotted is roughly a full second, after which the charging Scope will automatically let loose its fully powered shot, which is a large yellow sphere of energy traveling faster than the smaller shots that deals [[flame]] damage. The fully charged shot can deal anywhere between 15% and 28% damage, and deals a lot of knockback, sending opponents vertically. It gradually gets less from 28% the more players shoot fully charged shots. The Super Scope has the ammo reserves to generate three fully-charged Super Scope shots, so 1 fully charged shot takes as much energy as 16 small shots.


Firing rapid shots until the ammo runs out can also rack plenty of damage, since the large [[hitstun]] from each shot locks opponents and pushes them slightly backward, so the opponent is unable to move until all shots are fired.
Firing rapid shots until the ammo runs out can also rack plenty of damage, since the large [[hitstun]] from each shot locks opponents and pushes them slightly backward, so the opponent is unable to move until all shots are fired.
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