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 | *Small shots have almost no [[knockback]], but stuns 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. | *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 19:46, November 18, 2006
The Super Scope is a long-range weapon used exclusively in SSBM. 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 almost no knockback, but stuns 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.
- The shots can be absorbed in Ness's PSI Magnet.
- 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, and Ness's bat. It can also be reflected by Mewtwo's confusion(forward+b), but dosnt hurt the opponent.
- The Super Scope itself can be reflected by Fox/Falco's shine, Zelda's reflector, Mario/Dr. Mario's cape, and Ness's bat. It can also be reflected by Mewtwo's confusion(forward+b), but dosnt hurt the opponent.