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]] | ||
[[File:Super Mario Odyssey Speedrunning Movement Guide|thumb|330x330px]] | [[File:Super Mario Odyssey Speedrunning Movement Guide|thumb|330x330px]] | ||
A spinpound, sometimes written as spin pound, is a move that is performed by pressing the crouch button during a spin jump. | A spinpound, sometimes written as spin pound, 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. | 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. | 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, or used to execute a fast [[ground pound jump]]. All 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, or used to execute a fast [[ground pound jump]]. All of these movement sequences are used extremely often in all types of speedruns. | ||
== Reproduction steps == | == Reproduction steps == | ||
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A silent spinpound is when a spinpound does not generate the usual sound or animation accompanied by a spinpound. There are two main causes of silent spinpounds, each with different behavior: | A silent spinpound is when a spinpound does not generate the usual sound or animation accompanied by a spinpound. There are two main causes of silent spinpounds, each with different behavior: | ||
* If the crouch button is released just before Mario touches the ground during a spinpound, Mario will not appear to pound the ground, but actions that require a ground pound (such as revealing a Power Moon) will be triggered. In this case, Mario will not encounter the momentary stun animation that normally occurs just as he pounds the ground. Additionally, Mario cannot perform a [[ground pound jump]] following this type of silent spinpound, and will perform a regular jump instead. | * If the crouch button is released just before Mario touches the ground during a spinpound, Mario will not appear to pound the ground, but actions that require a ground pound (such as revealing a Power Moon) will be triggered. In this case, Mario will not encounter the momentary stun animation that normally occurs just as he pounds the ground. Additionally, Mario cannot perform a [[ground pound jump]] following this type of silent spinpound, and will perform a regular jump instead. | ||
* If Cappy returns to Mario just as he pounds the ground, the ground pound sound and particle effects that normally occur during a spinpound will not be present. Unlike the other type of silent spinpound, this one is purely visual/auditory and has no physical differences, and Mario can still follow it up with a ground pound jump. | * If Cappy returns to Mario just as he pounds the ground, the ground pound sound and particle effects that normally occur during a spinpound will not be present. Unlike the other type of silent spinpound, this one is purely visual/auditory and has no physical differences, and Mario can still follow it up with a ground pound jump. | ||
[[Category:Movement]] | [[Category:Movement]] |