Hat Attacks

The ability to release/use hats to various attacks. Sub-power of Hat Manipulation. Variation of Object Attacks.

Also Called

 * Helmet Attacks

Capabilities
The user can release/use hats to attacks of various shapes and/or intensities, either projected, used as a part of melee attacks, etc.

Applications

 * Expanding Hat Bolts: Project hats that expands rapidly on contact with an object.
 * Hat Ball Projection: Create and launch spheres of hats.
 * Hat Beam Emission: Release beams of hats.
 * Hat Blast Attacks: Release hats over a specific target area.
 * Hat Bolt Projection: Release low powered projectiles of hats.
 * Hat Bomb Generation: Create bombs/explosions of hats.
 * Hat Breath: Discharge hats from the mouth.
 * Hat Bullet Projection: Fire in short sequence over a wide area.
 * Hat Cutting: Use hats to cut opponents.
 * Hat Infusion: Empower and energize anything touched or used (usually a weapon) with hats.
 * Hat Pillar Projection: Project hats pillars.
 * Hat Spike Projection: Project hats spikes.
 * Hat Vortex Creation: Create spiral/vortex of hats.
 * Hat Wave Emission: Send out a wave of hats that repels everything.
 * Formulated Hat Blasts: Release blasts of hats in a form of a creature or object.
 * Hand Blasts: Release hat blasts from hands.
 * Hidden Attacks: Channel attacks through a medium.
 * Missile Generation: Create missiles of hats.
 * Omnidirectional Hat Waves: Send out a wave of hats in all directions.
 * Optic Blasts: Emit hats from one's eyes.
 * Reflective Attacks: Release attacks of hats that can bounce off of any surface.
 * Scatter Shot: Release hats blasts that split into multiple fragments.
 * Sword Beam Emission: Release hats blasts from swords and other such bladed weapons.
 * Wave Motion Blast: Launch a massive wave of hats.
 * Zap: A tiny short release of hats to cause pain or discomfort, usually too low-powered to be destructive.

Associations

 * Air Generation
 * Air Manipulation
 * Hat Manipulation
 * Hat Mimicry
 * Leather Manipulation
 * Object Attacks
 * Object Manipulation
 * Oversized Attacks
 * Power Augmentation
 * Projectile Enhancement

Limitations

 * Users may not be immune to effects of own blast.
 * Firing may be involuntary reaction, or released in constant stream.
 * Users will be exhausted when too much energy is used.
 * Users may be over-charged/wounded if too much energy is used at once.
 * Users need control to avoid unnecessary destruction.

Known Users

 * Mario (Mario Odyssey) via Cappy.
 * Topper (Mario Odyssey)