The 0ne
Smash Journeyman
Lucas' magnet is hard to test. Samus's charge shot deals 25% before staling, but heals 30% across the board because of the stupid cap. However, 1/5 of 25 IS 5, and 25+5=30. Ew math. All the low-healing things just really heal one percent less than Ness's magnet. Like Duck Hunt's can healing 12%, versus 13%.
Flare Blitz (19%) heals 24%, explosion only
Trick Shot (the can) (9% on the ground, 11-13% in the air) heals 13% consistently, explosion only
As far as customs, here is what I have so far. I'll still leave the Mii fighters to you:
Mega Man: Hyper Bomb (8% bomb, 6% explosion area) heals 10%, explosion only
Pikachu: Thunder Shock (3% up close, 10% at sweetspot) heals 5% up close, 16% at sweetspot
Wii Fit Trainer: Sweeping Sun Salutation uncharged (1-2% per hit) heals 2% w/ deep breathing (1-2% per hit still) heals 3%
fully charged (2-4% per hit up close) heals 3% w/ deep breathing (3-5% per hit) heals 3%. big whoop.
As a bonus, due to the nature of how she charges it, Ness can swoop in and steal the charging Sun Salutaion to troll her by healing 0%. This happens this way because technically the projectile exists, but it's a windbox. And 1.6x0=0, so he heals nothing. However, because of the way the move works, G&W's bucket can still deal the weak 18% oil from scooping up three. Add that to the list!
Aside, I found a glitch relating to this. Only works with G&W, not Ness, and only with ^this custom, but when he buckets the charging Sweeping Sun Salutation, the blue orb is left suspended in mid-air for the rest of the match, or until three more are done this way. It doesn't have a hitbox, purely visual.
I also took the liberty in testing some items, just for the hell of it. And no, he can't absorb final smashes. I also didn't test any Pokemon or Assist Trophies because they are completely random.
Ray Gun (4% per hit) heals 6%
Super Scope uncharged (1% per hit) heals 8% if all are absorbed; fully charged (28%) heals 30%
Superspicy Curry (1% per hit) heals a whopping 125% if the entire effect is absorbed
Star Rod projectile (9%) heals 16%, charging doesn't matter
Lip's Stick fsmash glitter (initial hit: 1% glitter, 15% hit) heals 2-3%, charging doesn't matter; ftilt glitter (1% glitter) heals 1-2%
Fire Flower (2% per hit) heals 93% if entire effect is absorbed
Blast Box (30%) heals 30%
Bob-omb (30%) heals 30%, can be thrown directly at him, like Link's bombs
Motion-Sensor Bomb (25%) heals 30%
Gooey Bomb (26%) heals 30%
Bombchu (19% hard throw, 14% light) heals 30%, 29% if it's crawling on ground
Killer Eye (6% per hit) heals 8-10% per hit, heals 173% if all shots are absorbed
And that's what I got for ya. Oh, and the only stage on Wii U that has absorbable stage hazards is Wily Castle. Hope all this helps!
Flare Blitz (19%) heals 24%, explosion only
Trick Shot (the can) (9% on the ground, 11-13% in the air) heals 13% consistently, explosion only
As far as customs, here is what I have so far. I'll still leave the Mii fighters to you:
Mega Man: Hyper Bomb (8% bomb, 6% explosion area) heals 10%, explosion only
Pikachu: Thunder Shock (3% up close, 10% at sweetspot) heals 5% up close, 16% at sweetspot
Wii Fit Trainer: Sweeping Sun Salutation uncharged (1-2% per hit) heals 2% w/ deep breathing (1-2% per hit still) heals 3%
fully charged (2-4% per hit up close) heals 3% w/ deep breathing (3-5% per hit) heals 3%. big whoop.
As a bonus, due to the nature of how she charges it, Ness can swoop in and steal the charging Sun Salutaion to troll her by healing 0%. This happens this way because technically the projectile exists, but it's a windbox. And 1.6x0=0, so he heals nothing. However, because of the way the move works, G&W's bucket can still deal the weak 18% oil from scooping up three. Add that to the list!
Aside, I found a glitch relating to this. Only works with G&W, not Ness, and only with ^this custom, but when he buckets the charging Sweeping Sun Salutation, the blue orb is left suspended in mid-air for the rest of the match, or until three more are done this way. It doesn't have a hitbox, purely visual.
I also took the liberty in testing some items, just for the hell of it. And no, he can't absorb final smashes. I also didn't test any Pokemon or Assist Trophies because they are completely random.
Ray Gun (4% per hit) heals 6%
Super Scope uncharged (1% per hit) heals 8% if all are absorbed; fully charged (28%) heals 30%
Superspicy Curry (1% per hit) heals a whopping 125% if the entire effect is absorbed
Star Rod projectile (9%) heals 16%, charging doesn't matter
Lip's Stick fsmash glitter (initial hit: 1% glitter, 15% hit) heals 2-3%, charging doesn't matter; ftilt glitter (1% glitter) heals 1-2%
Fire Flower (2% per hit) heals 93% if entire effect is absorbed
Blast Box (30%) heals 30%
Bob-omb (30%) heals 30%, can be thrown directly at him, like Link's bombs
Motion-Sensor Bomb (25%) heals 30%
Gooey Bomb (26%) heals 30%
Bombchu (19% hard throw, 14% light) heals 30%, 29% if it's crawling on ground
Killer Eye (6% per hit) heals 8-10% per hit, heals 173% if all shots are absorbed
And that's what I got for ya. Oh, and the only stage on Wii U that has absorbable stage hazards is Wily Castle. Hope all this helps!
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