Ground pound: Difference between revisions
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Pressing the jump button just after a ground pound lands will cause Mario to perform a [[ground pound jump]], the second highest type of jump behind the [[triple jump]]. | Pressing the jump button just after a ground pound lands will cause Mario to perform a [[ground pound jump]], the second highest type of jump behind the [[triple jump]]. | ||
A ground pound cannot be performed during a [[dive]] or a [[long jump]], or immediately after [[bonking]] (although in the case of a long jump, a cap throw can be performed to reset Mario back to the normal falling state and make a ground pound possible again). A regular ground pound also cannot be performed during a [[spin jump]], since a [[spinpound]] will be performed instead. | A ground pound cannot be performed during a [[dive]] or a [[long jump]], or immediately after [[Bonk|bonking]] (although in the case of a long jump, a cap throw can be performed to reset Mario back to the normal falling state and make a ground pound possible again). A regular ground pound also cannot be performed during a [[spin jump]], since a [[spinpound]] will be performed instead. | ||
Ground pounding will stall Mario in the air for a brief moment. Because of this, it is often preferable to use [[Spinpound|spinpounds]] instead while speedrunning, since unlike ground pounds, they will cause Mario to descend immediately. | Ground pounding will stall Mario in the air for a brief moment. Because of this, it is often preferable to use [[Spinpound|spinpounds]] instead while speedrunning, since unlike ground pounds, they will cause Mario to descend immediately. | ||
[[Category:Movement]] | [[Category:Movement]] |
Revision as of 05:28, 16 July 2023
A ground pound is a move that can be performed by pressing the ZL or ZR button while in midair. It causes Mario to quickly accelerate downward toward the ground, and can be used to trigger certain elements in the game, such as buttons.
Properties
Ground pounding onto certain objects in the game can be used to trigger specific actions, such as pressing buttons, revealing hidden Power Moons, triggering the staircases in the Lost Kingdom, and defeating Astro-Lanceurs, among many others.
Ground pounds can also be used to defeat any enemies that are normally defeated by jumping on them. In most cases, this will cancel the bouncing action that normally occurs when jumping on enemies, causing Mario to flatten the enemy straight into the ground instead.
Pressing X or Y while in midair during a ground pound will cause Mario to dive. If X or Y is pressed after a ground pound connects with the ground, Mario will roll if the crouch button (ZL or ZR) is held, and perform a downthrow if it is not. However, if X or Y is pressed too soon after the ground pound lands, Mario will perform a downthrow regardless of whether or not the crouch button is held.
Pressing the jump button just after a ground pound lands will cause Mario to perform a ground pound jump, the second highest type of jump behind the triple jump.
A ground pound cannot be performed during a dive or a long jump, or immediately after bonking (although in the case of a long jump, a cap throw can be performed to reset Mario back to the normal falling state and make a ground pound possible again). A regular ground pound also cannot be performed during a spin jump, since a spinpound will be performed instead.
Ground pounding will stall Mario in the air for a brief moment. Because of this, it is often preferable to use spinpounds instead while speedrunning, since unlike ground pounds, they will cause Mario to descend immediately.