The starting hit deals 5%, the seven rising hits deal 1% each, and the final hit deals 3%, dealing up to 15% in theory but 14% due to the last hit becoming stale.įrom Super Smash Bros. In the original Super Smash Bros., the move has a great vertical range (enough to go from the main platform of Dream Land to the top platform) and decent horizontal range if it is aimed forward. Tilting in the opposite direction during the move's start-up will cause Mario jump backwards and, prior to Ultimate, hit opponents with the first hit of the move, which only does set knockback and minimal damage, therefore having little use. It is possible to "aim" the move tilting the control stick during the initial "spark" of the move's animation, with the further forward the tilt, the more horizontal but less vertical range. The coins' appearance is accompanied by the usual sound effect played in the Mario series when Mario grabs a coin. If the attack strikes an enemy during the jump, coins fly out of the enemy, and the foe receives several hits. When performed by Mario, he jumps diagonally upwards with a more vertical range than horizontal. Mario uses Super Jump Punch as a recovery in Brawl.
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