Metmetm3t
Smash Lord
Introduction:
So in an old thread I made a "tier list" of absorbable moves, but it was based only on my old brawl knowledge and experience and, to put it frankly, it was wrong. So here it is a proper study on bucketology, enjoy.
The Basics:
Game & Watch's Down-B, Oil Panic or simply "The Bucket" is a move that many players might want to call a projectile counter, but in reality it doesn't quite follow that moniker at all. It doesn't absorb all projectiles, nor does it limit it's consumption to to only projectiles, nor does it directly counter them. What it does do is suck up certain moves which later can be used to return his own attack. The damage this attack deals is based on the amount of damage the move has previously absorbed. So the less damage G&W has bucketed the less damage he will use to counter, while the more damage he snags the more he dishes out, with one added rule (more on that later). In Project:M G&W can bucket up to three moves and release his attack anytime as long as he has at least one move swallowed to throw back. The more attacks he has in the bucket the bigger the counter attack will be. With the three projectile attack having a massive hitbox.
The List:
This is the complete list of absorbable moves and how much damage they do.
Remember that Oil Panic's attack damage is directly linked to how much damage G&W has absorbed.
The Twist:
Despite the range of absorbable move power, Oil Panic only counts damages between 0 and 8. Which means and move that gets absorbed and would have done more than 8 damage will be capped and is counted as 8. Mario's fireball is 100% equivalent to a Mega Aura Sphere from Lucario. This means that focusing on absorbing dangerous high powered moves is fruitless, but it also means that quite a few mid ranged attacks are incredibly potent.
The Math:
So the maximum damage Bucket can consume is 8, and the minimum damage it can absorb is less than one. So how does all of that work out as G&W grabs multiple attacks, and how much damage can Oil Panic do? For all intents and purposes it follows a linear progression where as the total damage absorbed increase they add together and result in increased bucket damage.
The chart only goes up to 24/60 because that is the damage cap for the move. 24 is a full bucket of all 8 damage moves (8x3). As you can see, there is also a hard limit on the minimum damage a bucket can do set at 10.
The Rest:
There is a lot of confusion over what moves can and cannot be absorbed. Most of this stems from the possibilities created by anomalous Down Smash of Zero Suit Samus. Which is the only absorbable non-Special Attack. There are also quite a few instances of projectile type moves that cannot be bucketed. Or otherwise attacks that look like they could be "energy" based, So just to get them out there the following moves CANNOT be absorbed into the bucket:
Wario (Fart), Peach (Turnip, Bomb-Omb), Yoshi (Egg), Diddy Kong (Banana, Peanut), Captain Falcon (Falcon Punch), Ice Climbers (Ice Block), Zelda (Smash Attacks, UAir, Side-B explosion), Sheik (Needles), Link (Arrows, Boomarang, Bombs, Up-B), Toon Link (Arrows, Boomarang, Bombs, Up-B), Pikachu (Fsmash, DSmash), Ivysaur (Raser Leaf, Seed Bomb, Solar Beam), Charizard (Tail, Heat Wave), Samus (Missile, Super Missile), Lucas (Psych Up, USmash, DSmash), Ness (Fair), Olimar (Pikmin), ROB (Top), G&W (Bacon), Snake (Grenade, Tranquilizer, Claymore, USmash)
The Interesting:
Like the rest of his repertoire Game & Watch's Down B has a life of it's own in Project:M. You can't base your understanding of the move on what worked in previous versions of Smash. The new bucket is a powerful move, with a fresh design that changes the way G&W aproaches many projectiles he used to know.
So in an old thread I made a "tier list" of absorbable moves, but it was based only on my old brawl knowledge and experience and, to put it frankly, it was wrong. So here it is a proper study on bucketology, enjoy.
The Basics:
Game & Watch's Down-B, Oil Panic or simply "The Bucket" is a move that many players might want to call a projectile counter, but in reality it doesn't quite follow that moniker at all. It doesn't absorb all projectiles, nor does it limit it's consumption to to only projectiles, nor does it directly counter them. What it does do is suck up certain moves which later can be used to return his own attack. The damage this attack deals is based on the amount of damage the move has previously absorbed. So the less damage G&W has bucketed the less damage he will use to counter, while the more damage he snags the more he dishes out, with one added rule (more on that later). In Project:M G&W can bucket up to three moves and release his attack anytime as long as he has at least one move swallowed to throw back. The more attacks he has in the bucket the bigger the counter attack will be. With the three projectile attack having a massive hitbox.
The List:
This is the complete list of absorbable moves and how much damage they do.
Remember that Oil Panic's attack damage is directly linked to how much damage G&W has absorbed.
The Twist:
Despite the range of absorbable move power, Oil Panic only counts damages between 0 and 8. Which means and move that gets absorbed and would have done more than 8 damage will be capped and is counted as 8. Mario's fireball is 100% equivalent to a Mega Aura Sphere from Lucario. This means that focusing on absorbing dangerous high powered moves is fruitless, but it also means that quite a few mid ranged attacks are incredibly potent.
The Math:
So the maximum damage Bucket can consume is 8, and the minimum damage it can absorb is less than one. So how does all of that work out as G&W grabs multiple attacks, and how much damage can Oil Panic do? For all intents and purposes it follows a linear progression where as the total damage absorbed increase they add together and result in increased bucket damage.
The chart only goes up to 24/60 because that is the damage cap for the move. 24 is a full bucket of all 8 damage moves (8x3). As you can see, there is also a hard limit on the minimum damage a bucket can do set at 10.
The Rest:
There is a lot of confusion over what moves can and cannot be absorbed. Most of this stems from the possibilities created by anomalous Down Smash of Zero Suit Samus. Which is the only absorbable non-Special Attack. There are also quite a few instances of projectile type moves that cannot be bucketed. Or otherwise attacks that look like they could be "energy" based, So just to get them out there the following moves CANNOT be absorbed into the bucket:
Wario (Fart), Peach (Turnip, Bomb-Omb), Yoshi (Egg), Diddy Kong (Banana, Peanut), Captain Falcon (Falcon Punch), Ice Climbers (Ice Block), Zelda (Smash Attacks, UAir, Side-B explosion), Sheik (Needles), Link (Arrows, Boomarang, Bombs, Up-B), Toon Link (Arrows, Boomarang, Bombs, Up-B), Pikachu (Fsmash, DSmash), Ivysaur (Raser Leaf, Seed Bomb, Solar Beam), Charizard (Tail, Heat Wave), Samus (Missile, Super Missile), Lucas (Psych Up, USmash, DSmash), Ness (Fair), Olimar (Pikmin), ROB (Top), G&W (Bacon), Snake (Grenade, Tranquilizer, Claymore, USmash)
The Interesting:
- Bucketing PK Fire is nearly useless
- Aura Sphere is just a good to absorb at zero charge as it is as a Mega Aura Sphere
- Squirtle's Water Gun and Bubbles are bucketable
- Din's Fire is very difficult to absorb
- Wolf's Blaster at max range is about as good as Fox or Falco's at close range
- At 60 Damage Oil Panic is the most powerful single hit in the game tied only by Marth's final smash
Like the rest of his repertoire Game & Watch's Down B has a life of it's own in Project:M. You can't base your understanding of the move on what worked in previous versions of Smash. The new bucket is a powerful move, with a fresh design that changes the way G&W aproaches many projectiles he used to know.
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