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 to full rotations;
* 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.