Spinpound: Difference between revisions
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→Reproduction Steps: fixed typo (to -> two) →Usage: Added info about buffered spinpounds and initiating rolls |
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== '''Reproduction Steps''' == | == '''Reproduction Steps''' == | ||
To perform a spinpound | To perform a spinpound | ||
* Spin the left anologue stick so that it completes | * Spin the left anologue stick so that it completes two full rotations; | ||
* Press the jump button (A/B); | * Press the jump button (A/B); | ||
* Groundpound (ZL/ZR) | * Groundpound (ZL/ZR) | ||
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In most speedruns, spinpounds are most commonly used to get ontop of low standing walls or to scale a wall. This is because spinpounds are faster than a regular groundpound and give more height than a backflip. | In most speedruns, spinpounds are most commonly used to get ontop of low standing walls or to scale a wall. This is because spinpounds are faster than a regular groundpound and give more height than a backflip. | ||
It is possible to buffer the two stick rotations in most cutscenes or out of dives, jumps or rolling. | |||
A well executed buffered spinpound is slightly faster than initiating a roll regularly. This time save is most noticeable if you want to roll into a direction different from the one Mario is facing because the spinpound completely gets rid of the slow turning animation. | |||
Aside from movement, most ledge clip setups feature spinpounds at some points, though the setups are usually very unreliable. | Aside from movement, most ledge clip setups feature spinpounds at some points, though the setups are usually very unreliable. |