fromundaman
Henshin a go-go Baby!
So, this may already be known, and I simply didn't know about it. If that's the case, I apologize.
However, to get to the point, ThrillaGorilla and JackbN1mble were experimenting on what causes that glitch FireMario just found (as are dozens of others I'd guess), and they came up with a bunch of unrelated but interesting things.
When you cape almost any projectile and the person launching said projectile (which I know, won't happen as often as you'd like), they get reversed, and the projectile hits them for 2x strength (Charged charge shots do 45%!). Better than that though, when this happens, the opponent doesn't get any knockback from the projectile, but instead gets a short 'stun', allowing you to hit them with yet another move (He said he didn't think Fsmash would be fast enough, but Dsmash/Ftilt is.).
So far we have made this work for the following:
-Pika's jolts
-Samus' charge shot and regular missiles (not super missiles)
-Weegee's fireballs (but not enough stun to do anything to him. Just 2x fireball damage.)
-Diddy's bananas (He trips on it and takes 16%. On top of that, the banana drops in front of you. However, with perfect timing, ironically, he neither trips nor gets stunned.)
-Sheik's needles (the first hits and the others go in the reverse direction. You have time to follow up.)
-Mario (Cape lags him, then the fireball lags him more. Still not enough time for a Fsmash punish though...)
-Pit's arrows
-Falco's Lasers (Does 12% and makes him put the gun away slower. Can't follow up during that lag if he's in the air, and on the ground you can only if perefctly timed.)
-Ivysaur's leaves (He gets popped into the air and you can follow with Nair.)
-Snake's Nikita (though no lag since he gets blown up, not that this'll happen often.)
-Peach's turnips (they bounce a few times between the two of you before hitting her. Averages about 18%. However, depending on the timing, it can hit Mario instead. Also, Stitch face does 52%, AND you can follow up if you time it right! If imperfect, she suffers the stitchface knockback. It's a win-win.)
-Peach's toad
-Ness' PK Flash (It can explode on him for 63%, and if perfectly timed, he gets SA for it, so no knockback, allowing you to fit in an extra Fsmash. Otherwise, at 0%, the Knockback is capable of killing if they DI wrong.)
-Lucas' PKFire (Has 3 potential results depending on the timing: 1) 20% damage and no knockback with some stun, 2) 20% and reversed, slightly increased knockback, or 3) 20% and it sends him flying across the screen due to cape ****** his momentum boost.)
-Ness' PKFire (He can DI out after a single hit, and no stun, but the flame pillar becomes yours, so you suffer no damage for going through it but Ness does.)
-Lucas' PKFreeze (He takes about 30% and gets stuck in the ice for a much longer time, allowing punishment.)
-Tlink's Boomerang (Does 12% and can pop him up pretty high in the air with the correct timing, as in highest platform on Pirate Ship high, though he regains control too fast to follow it up with anything.)
-Tlink's arrows (12% in the air, 14% on the ground; can't follow up)
-Link's arrows
-Rob's Gyro (19% unless at full charge, in which case it does 35%; It also pops right next to Mario for easy pickings.)
-Oli's SideB (This one's a little weird. It flips him around, kills whites, and makes the pikimin drop at his feet if imperfectly timed. HOWEVER, if perfectly timed, the Pikmin can latch onto him, unless they are Purples, who just disappear. Sadly, this doesn't trigger and of Oli's various Pikmin glitches.)
ThrillaGorilla also seems to think the cape grants temporary super armor to the person it hits, which would explain some of these occurrences.
The cape grants SAs. Check second post.
Extra misc. info:
-While we get no crazy Mario baseball from caping Sheik's vanish, we do add a bit of lag and make her go up a bit more, giving us time to Fsmash. If she reappears on the ground, it just adds a little more lag.
-Caping the cape just reverses both Marios. Nothing special, but it's kind of funny.
-Cape stops FlUDDs water push.
-Pit's Mirror Shield beats the cape on the first few frames and reverses Mario. Afterward, Pit only gets pushed.
-If you cape PT when his pokemen right when they get out of the Pokeballs, they get reversed controls for a split second.
-Caping Squirtle's Hydro Plane makes him go flying across the stage, but he loses his momentum once he leaves the stage and just grabs the edge. Funny, but not useful.
-Caping Bowser's DownB sends him higher than his double jump, and you can punish his landing with a Fsmash. Caping the aerial version doesn't send him quite as high, but we still have time to get down and punish.
-If you cape Oli's Fsmash, the Pikmin die, unless it's a purple, who still hits you but Oli gets turned around to avoid witnessing the carnage. Purples tend to disappear if you cape them during Dsmash too though... Oli's messed up.
-Caping Oli during his grab confuses the game greatly. You still get grabbed, but end up behind Oli, since he's been reversed, instead of in front of him. If he does Dthrow or Uthrow, it happens like normal, only behind him and with part of the animation happening in front of him for some reason. For Fthrow and Bthrow, the throw inputs are reversed on Oli's end. If he Bthrows, Mario just gets teleported a short distance instead of suffering the death throw.
Also, if you time it right and cape Olimar when he is grabbing close enough to the edge, the Pikmin takes you to the edge and he can't do anything (no throws, attacks, or even pummels) until you break out. If he is too close to the edge, the cape knocks him off and the grab gets canceled. If he is too far, he just gets the reversed Bthrow and Fthrow controls... usually. Sometimes he doesn't get the reversed controls, and we have no idea why.
To quote ThrillaGorilla: "NOTHIN IS NORMAL WITH THIS!!!"
-Caping Jigglypuff's Rollout during her turnaround animation,she will lose control of the rollout until the move ends, which can result in death. Caping her up-angled pound in the air just reverses her and gives a noticeable upwards boost.
-Caping Jigg's rest apparently negates the hitbox of it entirely, even if it should have hit you.
-If you cape Link as he throws bombs, it kind of flies between the two and then blows up in both your faces for 16%. If you time it perfectly, he takes damage but gets no stun from the bomb.
-ROB's laser sadly only turns ROB around and he gets only cape damage.
-When you cape Sonic's Spindashes, he gets reversed and doesn't regain control until covering about the distance of FD. If he is doing the turnaround animation when caped, he loses control, then turns around a few times before going into the skidding animation.
Remember, ThrillaGorilla and JackbN1mble tested this. Thanks go to them if some of this is new. All I did was write down his findings and offer suggestions.
We've finally tested just about everything I think.
However, to get to the point, ThrillaGorilla and JackbN1mble were experimenting on what causes that glitch FireMario just found (as are dozens of others I'd guess), and they came up with a bunch of unrelated but interesting things.
When you cape almost any projectile and the person launching said projectile (which I know, won't happen as often as you'd like), they get reversed, and the projectile hits them for 2x strength (Charged charge shots do 45%!). Better than that though, when this happens, the opponent doesn't get any knockback from the projectile, but instead gets a short 'stun', allowing you to hit them with yet another move (He said he didn't think Fsmash would be fast enough, but Dsmash/Ftilt is.).
So far we have made this work for the following:
-Pika's jolts
-Samus' charge shot and regular missiles (not super missiles)
-Weegee's fireballs (but not enough stun to do anything to him. Just 2x fireball damage.)
-Diddy's bananas (He trips on it and takes 16%. On top of that, the banana drops in front of you. However, with perfect timing, ironically, he neither trips nor gets stunned.)
-Sheik's needles (the first hits and the others go in the reverse direction. You have time to follow up.)
-Mario (Cape lags him, then the fireball lags him more. Still not enough time for a Fsmash punish though...)
-Pit's arrows
-Falco's Lasers (Does 12% and makes him put the gun away slower. Can't follow up during that lag if he's in the air, and on the ground you can only if perefctly timed.)
-Ivysaur's leaves (He gets popped into the air and you can follow with Nair.)
-Snake's Nikita (though no lag since he gets blown up, not that this'll happen often.)
-Peach's turnips (they bounce a few times between the two of you before hitting her. Averages about 18%. However, depending on the timing, it can hit Mario instead. Also, Stitch face does 52%, AND you can follow up if you time it right! If imperfect, she suffers the stitchface knockback. It's a win-win.)
-Peach's toad
-Ness' PK Flash (It can explode on him for 63%, and if perfectly timed, he gets SA for it, so no knockback, allowing you to fit in an extra Fsmash. Otherwise, at 0%, the Knockback is capable of killing if they DI wrong.)
-Lucas' PKFire (Has 3 potential results depending on the timing: 1) 20% damage and no knockback with some stun, 2) 20% and reversed, slightly increased knockback, or 3) 20% and it sends him flying across the screen due to cape ****** his momentum boost.)
-Ness' PKFire (He can DI out after a single hit, and no stun, but the flame pillar becomes yours, so you suffer no damage for going through it but Ness does.)
-Lucas' PKFreeze (He takes about 30% and gets stuck in the ice for a much longer time, allowing punishment.)
-Tlink's Boomerang (Does 12% and can pop him up pretty high in the air with the correct timing, as in highest platform on Pirate Ship high, though he regains control too fast to follow it up with anything.)
-Tlink's arrows (12% in the air, 14% on the ground; can't follow up)
-Link's arrows
-Rob's Gyro (19% unless at full charge, in which case it does 35%; It also pops right next to Mario for easy pickings.)
-Oli's SideB (This one's a little weird. It flips him around, kills whites, and makes the pikimin drop at his feet if imperfectly timed. HOWEVER, if perfectly timed, the Pikmin can latch onto him, unless they are Purples, who just disappear. Sadly, this doesn't trigger and of Oli's various Pikmin glitches.)
ThrillaGorilla also seems to think the cape grants temporary super armor to the person it hits, which would explain some of these occurrences.
Extra misc. info:
-While we get no crazy Mario baseball from caping Sheik's vanish, we do add a bit of lag and make her go up a bit more, giving us time to Fsmash. If she reappears on the ground, it just adds a little more lag.
-Caping the cape just reverses both Marios. Nothing special, but it's kind of funny.
-Cape stops FlUDDs water push.
-Pit's Mirror Shield beats the cape on the first few frames and reverses Mario. Afterward, Pit only gets pushed.
-If you cape PT when his pokemen right when they get out of the Pokeballs, they get reversed controls for a split second.
-Caping Squirtle's Hydro Plane makes him go flying across the stage, but he loses his momentum once he leaves the stage and just grabs the edge. Funny, but not useful.
-Caping Bowser's DownB sends him higher than his double jump, and you can punish his landing with a Fsmash. Caping the aerial version doesn't send him quite as high, but we still have time to get down and punish.
-If you cape Oli's Fsmash, the Pikmin die, unless it's a purple, who still hits you but Oli gets turned around to avoid witnessing the carnage. Purples tend to disappear if you cape them during Dsmash too though... Oli's messed up.
-Caping Oli during his grab confuses the game greatly. You still get grabbed, but end up behind Oli, since he's been reversed, instead of in front of him. If he does Dthrow or Uthrow, it happens like normal, only behind him and with part of the animation happening in front of him for some reason. For Fthrow and Bthrow, the throw inputs are reversed on Oli's end. If he Bthrows, Mario just gets teleported a short distance instead of suffering the death throw.
Also, if you time it right and cape Olimar when he is grabbing close enough to the edge, the Pikmin takes you to the edge and he can't do anything (no throws, attacks, or even pummels) until you break out. If he is too close to the edge, the cape knocks him off and the grab gets canceled. If he is too far, he just gets the reversed Bthrow and Fthrow controls... usually. Sometimes he doesn't get the reversed controls, and we have no idea why.
To quote ThrillaGorilla: "NOTHIN IS NORMAL WITH THIS!!!"
-Caping Jigglypuff's Rollout during her turnaround animation,she will lose control of the rollout until the move ends, which can result in death. Caping her up-angled pound in the air just reverses her and gives a noticeable upwards boost.
-Caping Jigg's rest apparently negates the hitbox of it entirely, even if it should have hit you.
-If you cape Link as he throws bombs, it kind of flies between the two and then blows up in both your faces for 16%. If you time it perfectly, he takes damage but gets no stun from the bomb.
-ROB's laser sadly only turns ROB around and he gets only cape damage.
-When you cape Sonic's Spindashes, he gets reversed and doesn't regain control until covering about the distance of FD. If he is doing the turnaround animation when caped, he loses control, then turns around a few times before going into the skidding animation.
Remember, ThrillaGorilla and JackbN1mble tested this. Thanks go to them if some of this is new. All I did was write down his findings and offer suggestions.
We've finally tested just about everything I think.