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- [1]:
- Damage: 1%
- BKB: N/A
- KBG: N/A
- Angle: N/A
- Properties:
- - Inflicts no knockback and does not flinch the target, much like a Fox laser
- - Mr. G&W takes 10% in damage when this hammer's number appears over his head, regardless of whether he hits something
- [2]:
- Damage: 8% from initial strike, 0% from poison application hits, and up to 10% of additional damage from poison
- BKB: 32
- KBG: 64
- Angle: 315° (45° away and down, cannot be Meteor Cancelled)
- Properties:
- - This hammer has different properties depending on whether it strikes an opponent that is on the ground or in the air
- - It will spike airborne opponents using the angle and knockback values listed above
- - It will daze grounded opponents for 148 frames (+2 additional frames for every 5% the opponent had upon being struck)
- - It will poison targets that are still in contact with the hitbox 4 frames after hitlag has ended and will reapply a stacking poison effect once Mr. G&W exits hitlag from the repeating hit after another 4 frames have passed; the target never actually suffers any hitlag or hitstun from these repeating hits despite the fact that Mr. G&W enters hitlag
- - The poison state can last for up to 150 frames, and applies 1% of damage for every 21 frames that pass while the flower remains on the target's head
- - Every "mash" input the opponent makes will simultaneously reduce the remaining duration of the dizzy and poisoned effects by 6 frames each
- [3]:
- Damage: 15%
- BKB: 20
- KBG: 80
- Angle: 140° (40° behind and up)
- Properties:
- - Flings target behind Mr. G&W rather than away from him
- - Inflicts 77.2% of a full shield's health in shield damage
- - Applies a purely cosmetic darkness effect to the opponent, like Mewtwo and Ganondorf's F-Air
- [4]:
- Damage: 10%
- WDSK: 120
- Angle: -1° (0° away)
- Properties:
- - Inflicts set knockback that is enough to force every character in the game into knockdown at any %
- - Sends the opponent at the same angle as Melee Fox's shine, more info on the properties of this angle here: http://smashboards.com/threads/i-see-every-pixel-the-hitbox-frame-data-thread.387100/#post-18826249
- [5]:
- Damage: Five consecutive hits of 6% (total 30% if all hits connect)
- BKB: 50
- KBG: 100
- Angle: 80° (mostly up and very slightly away)
- Properties:
- - Has a x2.00 hitlag multiplier that affects both Mr. G&W and the target
- - Applies the electric effect, which means that the target experiences x1.5 times more hitlag than usual on top of the already existing hitlag multiplier
- - This means that the opponent suffers x3.00 times the usual amount of hitlag that a hit of 6% would normally deal while Mr. G&W only experiences the normal x2.00 multiplier, meaning that the opponent is in hitlag for the entire duration of the multihit and is unable to ASDI to escape; they must manually SDI to get out early
- [6]:
- Damage: 14%
- BKB: 30
- KBG: 100
- Angle: 20° (mostly away and slightly up)
- Properties:
- - Sends the opponent at a lower angle than Sheik's F-Air and with much stronger knockback to boot, making it a fantastic kill option
- - Applies the fire effect, which only has a purpose in the context of thawing out an opponent that has been frozen by a Judge [8] hammer
- [7]:
- Damage: 16%
- BKB: 0
- KBG: 140
- Angle: 361° (up and away)
- Properties:
- - Fairly strong and has decent kill power at mid-high %s
- - Heals Mr. G&W for 10% in damage when this hammer's number appears above his head, regardless of whether he hits something
- - When this target strikes a character or a shield, a single apple will spawn from the point of impact; this apple can be consumed by anyone on the field, including the opponent if they can pick it up before Mr. G&W does, and will immediately heal for 10% in damage once it is picked up by airdodging/wavedashing within its vicinity, pressing Z while airborne, or by pressing A while standing nearby or in knockdown (yep, try it)
- [8]:
- Damage: 20%
- BKB: N/A
- KBG: N/A
- Angle: N/A
- Properties:
- - Flings the target upwards with set knockback while encasing the target in a block of ice for 240 frames, which may mean that characters with faster falling speeds will go more downwards than upwards if they don't escape quickly enough
- - Every "mash" input the opponent makes will reduce the remaining duration of the ice block state by 6 frames
- - Targets that are encased in ice will take only half-damage from all sources, are ungrabbable, and will not be bounced up at all when hit by meteors or spikes while grounded
- - Breaking out of an ice block grants a small vertical boost to aid in recovery, and lets the escapee act immediately as well as use any jumps they had remaining before becoming frozen (the act of being frozen does NOT restore jumps)
- - Taking damage from any fire-based move while trapped in an ice block will instantly trigger a breakout and the knockback and hitstun from said fire-based move is completely negated
- - It is impossible to be frozen by this move if struck while crouching or in an armored state
- [9]:
- Damage: 32%
- BKB: 70
- KBG: 80
- Angle: 361° (up and away)
- Properties:
- - Ridiculously strong killing move that will kill a vast majority of the cast from the center of a moderately sized stage at 40% with good DI
- - Has a x2.00 hitlag multiplier that affects both Mr. G&W and the target
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