BlakDragon
Smash Apprentice
Version 1.1.3 of Smash 4 greatly reduced the efficacy of Oil Panic for teams play; if Mr. Game & Watch's bucket is filled with his partner's strong energized projectile, it will no longer deal absurd damage while KO'ing enemies in one hit with almost no question. However, a few characters are still capable of supplying Mr. Game & Watch with a reasonably powerful Oil Panic to threaten the opposition with. Below is a list of characters I have discovered that are capable of this, along with kill percentages for 3 characters of varying weight classes.
http://pastebin.com/873d3RH7
Some notes for you so you guys can understand mine a bit better:
For the moves that have units of time attached to them, the charge times were made to be as accurate as possible, but are not 100% exact. I tried to charge them just long enough to fill the bucket by the appropriate number of units without going over. Also, start your mental countdown for the 2 button presses of a move (start it when you start charging the projectile, and stop it when you hit the button again to fire it). Timing does NOT begin when your fighter is seen with the projectile on their person, you'll fill the bucket by one more unit than you should, and yield a not-as-powerful Oil Panic otherwise.
The “Other” section applies for us when he want to get our bucket filled, but an opposing Sheik team is pressuring us too much to allow us time for that. If our partner manages to fill just one bucket unit, even with a weak projectile, we can save the other 2 units for Sheik's Vanish. Out of the entire roster, hers is a move she can't restrain herself from using forever, she HAS to use it to come back if her double-jump and Bouncing Fish aren't enough. That's our chance to punish them with a stronger Oil Panic than even Ness can give us. She's also a lightweight, and I wanted one of those to create kill %s for.
Villager was chosen because of his Lloid Rocket, an opposing Villager can choose not to ever use Lloid Rocket, but should he fire one anyway (because I figure that's a really good move for him, but it also is for us!), that's our chance to chase after it and absorb its explosion. Your partner can also block it for you to absorb the explosion safely (which gets absorbed for ~12% in both cases, same damage as Vanish). He's also a middle-weight, and I needed one of those to create kill %s for.
All energy projectiles used during testing, were not scaled in damage. They don't scale in damage if the move's blocked or absorbed.
Kill %s may vary by 1% or less; I didn't account for the hidden tenth digit in the damage values.
Momentum canceling after hit-stun was not taken to account when finding the %s, so everyone listed can likely live 1-3% later if they remember to use their respective moves.
What do the aforementioned fighters have in common? I've chosen them for their ability to cap Mr. Game & Watch's bucket with a single move; I figured that by meeting that criteria we'll have a few good options for partners that can give us strong enough oil with which we cause panic.
Lucario can do this too, but he has that aura mechanic that makes his Aura Sphere damage vary even more. I didn't want to/couldn't deal with that during my experiment. Sorry. :<
I also found out damage values for Mii Fighters/fighters with applicable custom moves in case anyone is still into that. DCS = Dense Charge Shot, and ESS = Enriched Sun Salutation.
Is the Oil Panic strategy worth considering in teams today? Maybe (not), but now we have more concrete data in my notes to help come to that conclusion with, at least.
victims used down, toward DI
done on Battlefield
NESS
----
35%: 1x uncharged pk flash, 1x full-charge pk flash
kills sheik @ 25 from edge
@ 39 from center
@ 52 from one edge to farthest blast zone
kills villager @ 30 from edge
@ 46 from center
@ 61 from one edge to farthest blast zone
kills bowser @ 41 from edge
@ 59 from center
@ 75 from one edge to farthest blast zone
MEWTWO/SAMUS
------------
33%: 2x 3/4-second neutral B, 1x full-charge neutral B
or: 1x 1.5-second neutral B, 1x full-charge neutral B
Kills Sheik @ 31 from edge
@ 47 from center
@ 62 from one edge to farthest blast zone
kills villager @ 35 from edge
@ 55 from center
@ 73 from one edge to farthest blast zone
kills bowser @ 45 from edge
@ 68 from center
@ 87 from one edge to farthest blast zone
WFT
---
30%: 1x full-charged SS, 1x full-charge SS w/ deep breathing
Kills Sheik @ 38 from edge
@ 56 from center
@ 70 from one edge to farthest blast zone
kills villager @ 44 from edge
@ 63 from center
@ 79 from one edge to farthest blast zone
kills bowser @ 57 from edge
@ 78 from center
@ 96 from one edge to farthest blast zone
LUCAS
-----
30%: 2x uncharged pk freeze, 1x full-charge pk freeze
see WFT
MII GUNNER (default)
--------------------
30-32%: 2x 3/4-second charge blast, 1x full-charge blast
SEE WFT
MEGAMAN
-------
29%: 1x almost-full f-smash, 1x full-charge f-smash
kills sheik @ 42 from edge
@ 60 from center
@ 77 from one edge to farthest blast zone
kills villager @ 50 from edge
@ 68 from center
@ 86 from one edge to farthest blast zone
kills bowser @ 63 from edge
@ 84 from center
@ 103 from one edge to farthest blast zone
MII GUNNER (smallest)
---------------------
29%: 2x 3/4-second charge blast, 1x full-charge blast
see MEGAMAN
SAMUS (DCS)
-----------
35%: 2x 3/4-second DCS, 1x full-charge DCS
or: 1x 1.75-second DCS, 1x full-charge DCS
see NESS
WFT (ESS)
---------
33%: 1x 1.5-sec (almost full) ESS, 1x full-charge ESS w/ deep breathing
see MEWTWO/SAMUS
OTHER
-----
38%: 1x fox laser max-range, 1x vanish (lloid)
kills @ 18 (24) from edge
kills @ 33 (39) from center
kills @ 44 (52) from one edge to farthest blast zone
43%: 1x uncharged pk flash, 1x sheik vanish
kills @ 5 (9)from edge
kills @ 17 (24) from center
kills @ 28 (35) from one edge to farthest blast zone
done on Battlefield
NESS
----
35%: 1x uncharged pk flash, 1x full-charge pk flash
kills sheik @ 25 from edge
@ 39 from center
@ 52 from one edge to farthest blast zone
kills villager @ 30 from edge
@ 46 from center
@ 61 from one edge to farthest blast zone
kills bowser @ 41 from edge
@ 59 from center
@ 75 from one edge to farthest blast zone
MEWTWO/SAMUS
------------
33%: 2x 3/4-second neutral B, 1x full-charge neutral B
or: 1x 1.5-second neutral B, 1x full-charge neutral B
Kills Sheik @ 31 from edge
@ 47 from center
@ 62 from one edge to farthest blast zone
kills villager @ 35 from edge
@ 55 from center
@ 73 from one edge to farthest blast zone
kills bowser @ 45 from edge
@ 68 from center
@ 87 from one edge to farthest blast zone
WFT
---
30%: 1x full-charged SS, 1x full-charge SS w/ deep breathing
Kills Sheik @ 38 from edge
@ 56 from center
@ 70 from one edge to farthest blast zone
kills villager @ 44 from edge
@ 63 from center
@ 79 from one edge to farthest blast zone
kills bowser @ 57 from edge
@ 78 from center
@ 96 from one edge to farthest blast zone
LUCAS
-----
30%: 2x uncharged pk freeze, 1x full-charge pk freeze
see WFT
MII GUNNER (default)
--------------------
30-32%: 2x 3/4-second charge blast, 1x full-charge blast
SEE WFT
MEGAMAN
-------
29%: 1x almost-full f-smash, 1x full-charge f-smash
kills sheik @ 42 from edge
@ 60 from center
@ 77 from one edge to farthest blast zone
kills villager @ 50 from edge
@ 68 from center
@ 86 from one edge to farthest blast zone
kills bowser @ 63 from edge
@ 84 from center
@ 103 from one edge to farthest blast zone
MII GUNNER (smallest)
---------------------
29%: 2x 3/4-second charge blast, 1x full-charge blast
see MEGAMAN
SAMUS (DCS)
-----------
35%: 2x 3/4-second DCS, 1x full-charge DCS
or: 1x 1.75-second DCS, 1x full-charge DCS
see NESS
WFT (ESS)
---------
33%: 1x 1.5-sec (almost full) ESS, 1x full-charge ESS w/ deep breathing
see MEWTWO/SAMUS
OTHER
-----
38%: 1x fox laser max-range, 1x vanish (lloid)
kills @ 18 (24) from edge
kills @ 33 (39) from center
kills @ 44 (52) from one edge to farthest blast zone
43%: 1x uncharged pk flash, 1x sheik vanish
kills @ 5 (9)from edge
kills @ 17 (24) from center
kills @ 28 (35) from one edge to farthest blast zone
http://pastebin.com/873d3RH7
Some notes for you so you guys can understand mine a bit better:
For the moves that have units of time attached to them, the charge times were made to be as accurate as possible, but are not 100% exact. I tried to charge them just long enough to fill the bucket by the appropriate number of units without going over. Also, start your mental countdown for the 2 button presses of a move (start it when you start charging the projectile, and stop it when you hit the button again to fire it). Timing does NOT begin when your fighter is seen with the projectile on their person, you'll fill the bucket by one more unit than you should, and yield a not-as-powerful Oil Panic otherwise.
The “Other” section applies for us when he want to get our bucket filled, but an opposing Sheik team is pressuring us too much to allow us time for that. If our partner manages to fill just one bucket unit, even with a weak projectile, we can save the other 2 units for Sheik's Vanish. Out of the entire roster, hers is a move she can't restrain herself from using forever, she HAS to use it to come back if her double-jump and Bouncing Fish aren't enough. That's our chance to punish them with a stronger Oil Panic than even Ness can give us. She's also a lightweight, and I wanted one of those to create kill %s for.
Villager was chosen because of his Lloid Rocket, an opposing Villager can choose not to ever use Lloid Rocket, but should he fire one anyway (because I figure that's a really good move for him, but it also is for us!), that's our chance to chase after it and absorb its explosion. Your partner can also block it for you to absorb the explosion safely (which gets absorbed for ~12% in both cases, same damage as Vanish). He's also a middle-weight, and I needed one of those to create kill %s for.
All energy projectiles used during testing, were not scaled in damage. They don't scale in damage if the move's blocked or absorbed.
Kill %s may vary by 1% or less; I didn't account for the hidden tenth digit in the damage values.
Momentum canceling after hit-stun was not taken to account when finding the %s, so everyone listed can likely live 1-3% later if they remember to use their respective moves.
What do the aforementioned fighters have in common? I've chosen them for their ability to cap Mr. Game & Watch's bucket with a single move; I figured that by meeting that criteria we'll have a few good options for partners that can give us strong enough oil with which we cause panic.
Lucario can do this too, but he has that aura mechanic that makes his Aura Sphere damage vary even more. I didn't want to/couldn't deal with that during my experiment. Sorry. :<
I also found out damage values for Mii Fighters/fighters with applicable custom moves in case anyone is still into that. DCS = Dense Charge Shot, and ESS = Enriched Sun Salutation.
Is the Oil Panic strategy worth considering in teams today? Maybe (not), but now we have more concrete data in my notes to help come to that conclusion with, at least.
Last edited: