Oil Panic is Mr. Game & Watch's Down Special Move. It is a unique move in that it can be held for as long as the player decides. Any energy-based projectiles (such as PK Flash or a Ray Gun shot) will be absorbed.
Overview
In Brawl, at the moment the projectile is absorbed, there is a brief moment of invincibility. Three attacks can be absorbed, and then Mr. Game & Watch will put the bucket away. The oil gathered can be used later as an attack with the potential for extreme damage and knockback (2.8 times the combined damage of the absorbed attacks). The damage and knockback are determined by adding up how much damage each of the projectiles absorbed would have done had they connected. As such, the attack has extremely high knockback, enough to OHKO if it absorbed 3 fully-charged PK Flashes or three fully charged Charge Shots or 3 fully charged Super Scope bullets. But it can be rather weak if it simply absorbed three shots from Fox's Blaster. If some weak projectiles were absorbed, it will KO any characters at low percentage. However, even if it absorbed three weak projectiles, the attack is still powerful.
The attack is even deadlier because it has almost no start-up lag, long reach, and a disjointed hitbox with a very long duration. Unlike most other chargeable attacks, Oil Panic keeps its "charges" across stocks. If Mr. Game & Watch is KO'd with two units of Oil, he will still have those two units when he respawns. Oil Panic's maximum damage is 200% in Melee and 60% in Brawl and since Oil Panic's knockback is determined by the damage absorbed, its knockback caps at these percentages as well. Oil Panic cannot absorb non-energy based projectiles however, such as Link's Arrows from Hero's Bow. On Boss Battles and the SSE, Oil Panic's maximum damage varies on any difficulties. On higher difficulties, Oil Panic does higher damage up to 60% (Unless using a sticker for weapon attacks) after absorbing enemies' projectiles attacks.
Mr. Game & Watch's Special Moves | ||||
---|---|---|---|---|
Melee | Brawl | 3DS/Wii U | Ultimate | |
Standard Special | Chef | |||
Side Special | Judge | |||
Up Special | Fire | |||
Down Special | Oil Panic | |||
Final Smash | — | Octopus |
Custom Variations
Efficient Panic
Efficient Panic is one of Mr. Game & Watch's Down Special Moves that can be used via customizations. Mr. Game & Watch can fill the bucket with only one projectile, but the oil's range is very short, and it deals less damage.
Panic Overload
Panic Overload is one of Mr. Game & Watch's Down Special Moves that can be used via customizations. Mr. Game & Watch puts a bucket that has a small absortion area. However, the oil has a longer range and travels slower.
Mr. Game & Watch's Custom Special Moves | ||
---|---|---|
Custom 1 | Custom 2 | |
Standard Special | XXL Chef | Short-Order Chef |
Side Special | Extreme Judge | Chain Judge |
Up Special | Heavy Trampoline | Trampoline Launch |
Down Special | Efficient Panic | Panic Overload |
Trophy Description
The Game & Watch Multi Screen series is the big, big brother of the Nintendo DS. One classic title was Oil Panic, which puts you in charge of a petrol station that's sprung a leak. As oil drips down on the upper screen, you've got to catch it in buckets on the lower screen or risk an angry customer with a face full of oil!
Origin
Oil Panic was a Game & Watch game, taking place at a gasoline station, where one would attempt to catch drops of oil from a leaking pipe in a bucket. The bucket needed only three drops to be full. Once the bucket was full, one would have to pour the oil out the window to be caught by an awaiting assistant (making sure he's actually there, first. If he wasn't, the player would miss, causing the oil to splash over a customer waiting below.) Oil Panic (specifically, its bottom screen) is one of the games that appear in the Flat Zone 2.
Kamikaze Glitch
There's a glitch known as the Kamikaze Glitch in Melee where if Mr. Game & Watch attacks a shielding opponent with Oil Panic after it absorbed three strong enough projectiles, such as three fully charged PK Flashes, the opponents shield will shatter and Mr. Game & Watch will be sent flying back at extreme speeds invariably to his death unless there's a wall behind him. If Mr. Game & Watch collides into anyone along his trajectory, they will be sent vertically with extreme knockback, also resulting in OHKOs. This is the only instance in Melee where someone can be harmed by colliding with a launched opponent that was not thrown.
Bucket Braking
In Brawl, Oil Panic gained an interesting and very useful property. When Mr. Game & Watch uses an empty Oil Panic while in knockback, he will halt all momentum. As such, when used for momentum canceling, Mr. Game & Watch completely negates all momentum upon the first frame of activation. When used in conjunction with DI, Mr. Game & Watch is capable of surviving far beyond other character of his weight class such as Squirtle and even outlasting heavier middleweights such as Mario.
Oil Panic is considered to be the best momentum cancelling special move in the Brawl as it completely negates all momentum upon the first frame of activation as well as having almost no risk of using it since it doesn't move Mr. Game & Watch back towards the stage or make him helpless, like other special moves do that negate momentum. As such, mastering this technique is essential for competitive Mr. Game & Watch players. When used for momentum cancelling, it is often referred to as "Bucket Braking".
Note that Oil Panic will not negate any momentum at all if the bucket is full.
Oil Panic absorption list
Here's a list of all projectile, attack and hazard that Oil Panic can absorb.
SSBM
All attacks and hazards from SSBM that could be absorbed still apply.
- Fire Breath
- Blaster (Fox's and Falco's)
- Charge Shot
- PK Flash
- PK Fire
- PK Thunder
- Final Cutter (Only the shockwave)
- Ice Shot (1)
- Blizzard
- Thunder Jolt
- Thunder (can't be intersecting Pikachu or Pichu)
- Din's Fire (Explosion)
- Shadow Ball
- Megavitamins
- Great Fox Blaster
- Wolfen Blaster
- Staryu
- Charizard
- Starmie
- Cyndaquil
- Super Scope
- Fire Flower
- Master Hand's bullets
- Star Rod (projectile only)
- Stars (From the sides of Yoshi Bomb)
SSBB
All attacks and hazards from SSBM that could be absorbed still apply unless noted otherwise.
- Fireball (Mario and Luigi's)
- Flamethrower
- PK Freeze
- PK Flash
- PK Fire
- PK Thunder
- Fire Breath
- Thunder Jolt
- Thunder
- Blizzard
- Blaster (Fox, Falco, and Wolf)
- Charge Shot
- Paralyzer (Both Zero Suit Samus' Neutral B and Down Smash)
- Aura Sphere
- Robo Beam
- Palutena's Arrow
- Final Cutter (Only the shockwave)
- Din's Fire (Explosion)
- Force Palm (Projectile, not Grab)
- Waddle Doo's Beam
- Staryu's Swift
- Duon's pink energy blasts (but not the blue lasers)
- Great Fox's laser.
- Arwing's lasers.
- Master Hand's bullets
- A Gamyga's lasers
- A Scope Primid's shots
- Curry Breath
- Super Scope
- Ray Gun
- Fire Flower
- Star Rod (The star it launches)
- Toad (The spores that come out of Toad after a successful hit on him)
- Chef (Only when Kirby absorbs Game and Watch)
- Stars (From the sides of Yoshi Bomb and Super Dedede Jump)
SSBWU/3DS
- Mario and Luigi's Fireballs
- The spores from Peach's Toad after countering
- Bowser's Fire Breath
- Yoshi's Egg Throw
- The stars from Yoshi Bomb and Super Dedede Jump
- The explosion from Diddy Kong's Rocketbarrel Pack (if it has flown off)
- The explosion from Link and Toon Link's Bombs
- Zelda's Din's Fire
- The explosion from Sheik's Burst Grenade and Vanish
- Samus' Charge Shot
- Zero Suit Samus' Paralyzer and Down Smash
- Pit's Palutena's Arrow
- Palutena's Auto Reticle
- Palutena's Celestial Fireworks
- Robin's Thunder (all forms), Arcfire and Elwind
- The explosions from Duck Hunt's Trick Shot and Clay Shooting
- The energy wave from Kirby's Final Cutter
- Fox and Falco's lasers from Blaster, Up Throw and Back Throw
- Pikachu's Thunder Jolt and Thunder
- Charizard's Flamethrower and explosion from Flare Blitz (when hitting a wall or another character)
- Lucario's Aura Sphere and Force Palm
- Greninja's Water Shuriken
- R.O.B.'s Robo Beam
- Ness' and Lucas' PK Fire and PK Thunder
- Ness' PK Flash
- Lucas' PK Freeze
- The explosion from Villager's Lloid Rocket
- Wii Fit Trainer's Sun Salutation (returning it will not decrease Villager's damage)
- Dark Pit's Silver Bow
- Mega Man's Neutral Attack, Forward Smash and the explosion from Crash Bomber
- Mewtwo's Shadow Ball and mini Shadow Balls from Forward Throw
- Mewtwo's Disable
- Ryu's Hadoken
- Mii Brawler's Shot Put
- Mii Swordfighter's Gale Strike, Shuriken of Light, and Chakram
- Mii Gunner's Gunner Charge, Laser Blaze, Grenade Launch, Flame Pillar, Stealth Burst, Gunner Missile, Lunar Launch, Bomb Drop, and Forward Smash.
Trivia
- Ness and Lucas have a similar special move that absorbs energy-based projectiles, but it is used to heal themselves instead of storing them to use as an attack. These two moves, along with Oil Panic, are the only special moves that absorb projectiles.
- In both Melee and Brawl, an Oil Panic at the maximum power is the attack with the highest priority as it contains the most damaging hitbox that does not have invincibility frames, such as Counters and Final Smashes.
- Oil Panic is the only attack in Melee and Brawl to be an OHKO that is not a Final Smash or belong to a character from the Fire Emblem series. Little Mac has an OHKO move in the form of his KO punch in SSBWU/3DS.