Spinpound: Difference between revisions
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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. | ||
== | == Variants == | ||
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=== Soft spinpounds === | |||
A '''soft spinpound''' occurs when the crouch button is released before Mario touches the ground during a spinpound, and a [[jump]] is immediately [[Buffering|buffered]] afterward. Soft spinpounds can be used for any actions that require a ground pound but will not generate the ground pound sound and particle effects, and the jump afterward will be a standard jump rather than a [[ground pound jump]]. | |||
Although performing a soft spinpound quickly is very difficult, soft spinpounds can be very slightly faster than spinpounding into a ground pound jump in some circumstances, since Mario will not encounter the slight delay when launching into the jump after the ground pound. Additionally, if a soft spinpound is used to collapse one of the accordion platforms in the [[Lost Kingdom]], Mario will be able to immediately jump from its highest position rather than falling to the bottom and then jumping, which occurs when jumping out of a standard ground pound or spinpound.<ref>https://twitter.com/tetraxile/status/1227564518017908738</ref> | |||
=== Silent spinpounds === | |||
Not to be confused with soft spinpounds, a '''silent spinpound''' occurs when Cappy returns to Mario just as he pounds the ground. Like with soft spinpounds, the sound and particle effects that normally occur during a spinpound will not be present. However, unlike soft spinpounds, silent spinpounds are purely cosmetic and have no functional differences, and Mario can still follow one up with a ground pound jump. | |||
== References == | == References == | ||
<references /> | <references /> | ||
[[Category:Movement]] | [[Category:Movement]] |