shockbound

HAMMER PROPERTIES

Feb 21st, 2016
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  1. [1]:
  2. Damage: 1%
  3. BKB: N/A
  4. KBG: N/A
  5. Angle: N/A
  6. Properties:
  7. - Inflicts no knockback and does not flinch the target, much like a Fox laser
  8. - Mr. G&W takes 10% in damage when this hammer's number appears over his head, regardless of whether he hits something
  9.  
  10. [2]:
  11. Damage: 8% from initial strike, 0% from poison application hits, and up to 10% of additional damage from poison
  12. BKB: 32
  13. KBG: 64
  14. Angle: 315° (45° away and down, cannot be Meteor Cancelled)
  15. Properties:
  16. - This hammer has different properties depending on whether it strikes an opponent that is on the ground or in the air
  17. - It will spike airborne opponents using the angle and knockback values listed above
  18. - It will daze grounded opponents for 148 frames (+2 additional frames for every 5% the opponent had upon being struck)
  19. - 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
  20. - 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
  21. - Every "mash" input the opponent makes will simultaneously reduce the remaining duration of the dizzy and poisoned effects by 6 frames each
  22.  
  23. [3]:
  24. Damage: 15%
  25. BKB: 20
  26. KBG: 80
  27. Angle: 140° (40° behind and up)
  28. Properties:
  29. - Flings target behind Mr. G&W rather than away from him
  30. - Inflicts 77.2% of a full shield's health in shield damage
  31. - Applies a purely cosmetic darkness effect to the opponent, like Mewtwo and Ganondorf's F-Air
  32.  
  33. [4]:
  34. Damage: 10%
  35. WDSK: 120
  36. Angle: -1° (0° away)
  37. Properties:
  38. - Inflicts set knockback that is enough to force every character in the game into knockdown at any %
  39. - 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
  40.  
  41. [5]:
  42. Damage: Five consecutive hits of 6% (total 30% if all hits connect)
  43. BKB: 50
  44. KBG: 100
  45. Angle: 80° (mostly up and very slightly away)
  46. Properties:
  47. - Has a x2.00 hitlag multiplier that affects both Mr. G&W and the target
  48. - 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
  49. - 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
  50.  
  51. [6]:
  52. Damage: 14%
  53. BKB: 30
  54. KBG: 100
  55. Angle: 20° (mostly away and slightly up)
  56. Properties:
  57. - 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
  58. - 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
  59.  
  60. [7]:
  61. Damage: 16%
  62. BKB: 0
  63. KBG: 140
  64. Angle: 361° (up and away)
  65. Properties:
  66. - Fairly strong and has decent kill power at mid-high %s
  67. - Heals Mr. G&W for 10% in damage when this hammer's number appears above his head, regardless of whether he hits something
  68. - 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)
  69.  
  70. [8]:
  71. Damage: 20%
  72. BKB: N/A
  73. KBG: N/A
  74. Angle: N/A
  75. Properties:
  76. - 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
  77. - Every "mash" input the opponent makes will reduce the remaining duration of the ice block state by 6 frames
  78. - 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
  79. - 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)
  80. - 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
  81. - It is impossible to be frozen by this move if struck while crouching or in an armored state
  82.  
  83. [9]:
  84. Damage: 32%
  85. BKB: 70
  86. KBG: 80
  87. Angle: 361° (up and away)
  88. Properties:
  89. - 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
  90. - Has a x2.00 hitlag multiplier that affects both Mr. G&W and the target
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