
After using this, he can dash in either direction. If Mollo is not holding a bomb, he will throw a smoke bomb at his location that deals knockback. If Mollo is holding a bomb, he throws it above him.
Rivals of aether custom characters anouncment cracker#
If Mollo is not holding a bomb, he holds a fire cracker in his hand which unleashes mutiple, weak, explosions above him. If Mollo is holding a bomb, he throws it in front of him.Ģ%(first, second, third and fourth explosion) If Mollo is not holding a bomb, he unleashes multiple, weak explosions in front of him. Mollo performs a sliding kick, moving him forwards a short distance. Mollo performs a kick forward, moving him a bit in that direction. If the attack button is pressed again, Mollo holds out a spray can which unleashes multiple puffs air which diminish in size after being held for too long. Using this move into a dropped bomb will cause him to pick up and throw the bomb forwards at a high speed. FIREWORK ROCKET - Mollo focuses his rage skywards, leaving a trail of sparklers and using a held bomb to clear out the ground below him.TOOLS OF THE TRADE – Mollo's Special attacks synergize with bombs to detonate them instantly, catching opponents off guard.Be careful, though - explosives are dangerous to the user as well. He can swap out which one he throws with Neutral Special, and throw them with Strong attacks. FIREWORK BOMBS – Mollo carries a variety of handcrafted bombs with him, ranging from a multi-hit Firecracker to a powerful Finisher.Mollo's bombs can be knocked around with attacks and instantly detonated with his Special attacks." Elemental Powers: While holding a bomb, Mollo can throw it with Strong attacks or drop it by dodging. " Mollo can use a variety of bombs by holding Neutral Special. Lampfall - By inputting fastfall on frame 12 of Mollo's Up Special you gain downwards momentum, causing Mollo to travel down instead of up.If done close to the ledge, you can perform an invincible ledgedash by using the invincibility you get from teching the wall to safely wavedash back on to stage. Throwing a bomb at a wall getting hit by the explosion allows for an infinite recovery as you get both your Up Special and wall jump back.Most often used off stage as a recovery mixup as you can use Up Special afterwards, gaining a lot of height. PKBoost - Throwing up a primed Flashbang, Firecracker, or Default Bomb and flying into it with Up Special, getting hit by the explosion.This can be used as a niche defensive option or to remove status effects like Ranno's poison or Zetterburn's fire. Pocket Parry - Parrying with a primed bomb in your hand causes Mollo to drop it and parry at the same time, parrying the dropped bomb.This originally only worked with the Firecracker and Finisher bombs because they didn't explode immediately when hit, but was later patched to work with the Default Bomb and Flashbang. Batzooka - Drifting forwards mid-air while using down special while holding a bomb will cause it to get sent flying forwards as if it was hit with down special after being dropped on the ground.If the opponent parries a bomb that hits them directly the bomb flies towards Mollo, but if they parry the explosion Mollo is instead put into parry stun scaled to how far away he is from the opponent, allowing them to close the distance and retaliate. Bombs can be used against Mollo, as they can be hit back at him or parried to lead into K.O.'s at high enough percents.This can lead to early K.O.'s if he's knocked upwards with a Default Bomb or Firecracker in his hands. If Mollo is holding a primed bomb (flashing white) it will explode in his hand when exiting hitstun after getting attacked.Forward Special can also be used to start combos as it can travel the entire stage, knocking opponents towards him. Using Firecracker or Flashbang can be used to start a combo while Default or Finisher Bomb can be used to K.O.

