Editing Charge (Donkey Kong Country series)
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==History== | ==History== | ||
===''Donkey Kong Country Returns'' (''3D'' / ''HD'')=== | ===''Donkey Kong Country Returns'' (''3D'' / ''HD'')=== | ||
While riding Rambi, the player can use the inputs that trigger the [[Roll Attack|Barrel Roll]] and [[Cartwheel Attack]] to command Rambi to Charge. When Donkey Kong is riding Rambi, he slaps Rambi's side. Charging has identical properties to the Kong Roll, so a single button press does not go that far but the length of a Charge can be extended with repeated inputs. Rambi can even [[Roll Jump]] out of a Charge | While riding Rambi, the player can use the inputs that trigger the [[Roll Attack|Barrel Roll]] and [[Cartwheel Attack]] to command Rambi to Charge. When Donkey Kong is riding Rambi, he slaps Rambi's side. This further means Rambi has to be moving to Charge, otherwise he [[Hand Slap|ground pound]]s. Charging has identical properties to the Kong Roll, so a single button press does not go that far but the length of a Charge can be extended with repeated inputs. Rambi can even [[Roll Jump]] out of a Charge. | ||
The primary difference between the Kong Roll and the Charge is that the Charge keeps Rambi's nigh invulnerability and other strengths, meaning all non-flaming enemies are defeated in one hit and that it can break rocks and [[Cracked Block]]s like Rambi normally does. Note that if Rambi Roll Jumps, then collides with enemies or objects from his sides or from above, the animation for swinging his horn cancels out the increased speed cap of the Roll Jump. | The primary difference between the Kong Roll and the Charge is that the Charge keeps Rambi's nigh invulnerability and other strengths, meaning all non-flaming enemies are defeated in one hit and that it can break rocks and [[Cracked Block]]s like Rambi normally does. Note that if Rambi Roll Jumps, then collides with enemies or objects from his sides or from above, the animation for swinging his horn cancels out the increased speed cap of the Roll Jump. |