Spinpound: Difference between revisions
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[[File:Spin Pound (Quick Ground Pound)- Advanced Movement Tutorial - SUPER MARIO ODYSSEY|thumb|330x330px]] | [[File:Spin Pound (Quick Ground Pound)- Advanced Movement Tutorial - SUPER MARIO ODYSSEY|thumb|330x330px]] | ||
A spinpound, also sometimes written as spin pound and known to some players as a hipdrop, is a move that is performed by pressing the crouch button during a spin jump. Unlike a regular [[ground pound]], a spinpound does not stall in midair; Mario will immediately accelerate toward the ground. To make Mario spin, the joystick must be rotated in two full circles; however, spins can be buffered, meaning the two rotations can be performed during another animation so that Mario is spinning immediately upon returning to his normal state. | A spinpound, also sometimes written as spin pound and known to some players as a hipdrop, is a move that is performed by pressing the crouch button during a spin jump. | ||
Unlike a regular [[ground pound]], a spinpound does not stall in midair; Mario will immediately accelerate toward the ground. | |||
To make Mario spin, the joystick must be rotated in two full circles; however, spins can be buffered, meaning the two rotations can be performed during another animation so that Mario is spinning immediately upon returning to his normal state. | |||
Buffered spinpounds, also occasionally called bumps, are a very effective way of performing a ground pound quickly, since the action of spinning, jumping and ground pounding can all be performed in rapid succession. Additionally, they can be used to reach maximum roll speed quickly if a roll action is added to the end of the input sequence. Both of these movement sequences are used extremely often in all types of speedruns. | Buffered spinpounds, also occasionally called bumps, are a very effective way of performing a ground pound quickly, since the action of spinning, jumping and ground pounding can all be performed in rapid succession. Additionally, they can be used to reach maximum roll speed quickly if a roll action is added to the end of the input sequence. Both of these movement sequences are used extremely often in all types of speedruns. |