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Thrown WTs can be angled slightly by holding in the desired direction during the strong throw. Normal strong attacks can't be performed while holding a WT, instead strongs will throw/place the WT. Hitboxes are also altered, mostly becoming slightly larger. While holding a WT, all attacks that use the WT to attack have 0.9x knockback, 0.9x kbg, and 0.8x damage (jab, ftilt, dtilt, utilt, uair, fair, dair, dattack), allowing for more combo potential.
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Summons a walkie talkie, which it holds in its beak. Vertical velocity will be preserved from before the move is used, using the move too close to the blastzone with too much vertical velocity will still cause you to die. Can be jumped out of, allowing you to perform aerials. Hops into a cardboard box and rises into the air using balloons. Hitbox is stronger during the first few frames of the move. Move will continue indefinitely until it hits a player or special is pressed. Can be used in conjunction with Down Special.Ĭharges forwards holding a garbage bin lid in its beak. Charging the move increases knockback and damage. Can be spammed, dealing small, unflinching damage. Still a stall n fall, but now sends straight downwards and is a multihit (Corrrin Dair). Hold down attack for a small vertical boost.ĭrops to the ground holding a hammer in its beak. Spins around in the air, hitting three times. Later sourspot water hitboxes appear after the sweetspot. Charging increases water height slightly. Initial hitbox on the tap combos into the water hitbox if not charged. Turns on a water sprinkler which shoots out water. Sweetspot at the tip of the umbrella, sourspot near the back. Long lasting hitbox on the head and neck.Ī 2 hit combo, a kick and a clap. Performs a single-hit peck with its beak. Doing Neutral special on the Walkie-Talkie will carry the sound waves to the other Walkie-Talkie, thus doing ranged damage. Walkie-Talkie: Walkie-talkie, which is down speical, lets you throw it out with smash attacks and have two at the maximum. Disadvantage state lower than average, not many combo-breaker moves.Uspec not very safe, can be hard to get back to stage if you run out of jumps.Multiple jumps allow for recovery mixups.Walkie Talkies allow for kill setups, more combo potential, and projectile zoning.