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. |
Revision as of 21:37, 29 September 2019
Spinpounds (otherwise known as 'buffered spin jump groundpounds' or 'bumps') are a movement technique used in Super Mario Odyssey speedrunning. Spinpounds are groundpounds that have a shorter animation, meaning that they can be executed more swiftly in order to reach maximum rolling speed.
Reproduction Steps
To perform a spinpound
- Spin the left anologue stick so that it completes two full rotations;
- Press the jump button (A/B);
- Groundpound (ZL/ZR)
- Press the capthrow button (X/Y) or shake.
A spinpound is the same speed if the player shakes their controller when executing it. Spinpounds differ in speed depending on how fast they are executed. A perfect spinpound can be performed in only 4 frames.
Usage
Spinpounds have all the same uses as regular groundpounds - that is rolling, jumping, killing enemies and breaking boxes, amongst other things. This section will focus on places where spinpounds are most optimal and most frequently used.
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.
Silent spinpounds
A silent spinpound is when a spinpound does not generate the usual sound accompanied by a spinpound. Many players will encounter a silent spinpound at some point whilst playing the game and may be confused as to what caused it. According to current knowledge, a silent spinpound occurs when the player releases zl/zr just before the spinpound is completed.
References
https://www.youtube.com/watch?v=he0T9Oan808 - video detailing spinpounds
https://www.youtube.com/watch?v=F7HZT2lmL04&t - video detailing general movement techniques including spinpounds (referred to as bumps in the video)