Editing Deke
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There are four types of dekes: | There are four types of dekes: | ||
*'''Standard''' dekes simply involve the character hopping a short distance in the given direction. Balanced characters have standard dekes | *'''Standard''' dekes simply involve the character hopping a short distance in the given direction. Balanced characters have standard dekes. | ||
*'''Leaping''' dekes cause the character to jump in the given direction, which makes them more difficult to counter. It is possible to leap over the goalie with correct timing. | *'''Leaping''' dekes cause the character to jump in the given direction, which makes them more difficult to counter. It is possible to leap over the goalie with correct timing. Playmaker characters have leaping dekes. | ||
*'''Damaging''' dekes do not move the character very much, but instead produce an attack that knocks away would-be tacklers. Offensive and power players have damaging dekes. | *'''Damaging''' dekes do not move the character very much, but instead produce an attack that knocks away would-be tacklers. Offensive and power players have damaging dekes. | ||
*'''Teleporting''' dekes involve the character pausing for a moment, then teleporting in the given direction. The distance teleported increases as the ball's charge does; when the ball is fully charged it becomes relatively easy to simply teleport through the goalie for a score, though this is possible at any charge level. Using a teleporting deke will drain all charge from the ball. Defensive players have teleporting dekes. If the player is too close to the goal, they will be teleported above the goal, and be electrocuted by the electrified fence. If the player is too far away, they will get punched out by [[Kritter]]. | *'''Teleporting''' dekes involve the character pausing for a moment, then teleporting in the given direction. The distance teleported increases as the ball's charge does; when the ball is fully charged it becomes relatively easy to simply teleport through the goalie for a score, though this is possible at any charge level. Using a teleporting deke will drain all charge from the ball. Defensive players have teleporting dekes. If the player is too close to the goal, they will be teleported above the goal, and be electrocuted by the electrified fence. If the player is too far away, they will get punched out by [[Kritter]]. | ||
==List of dekes | ==List of characters' dekes== | ||
{|class="wikitable" | {|class="wikitable" | ||
!Character!!Deke type!!Notes | !Character!!Deke type!!Notes | ||
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|Birdo||Damaging||Birdo spins around to a piano riff, pushing back anyone who makes contact with them. | |Birdo||Damaging||Birdo spins around to a piano riff, pushing back anyone who makes contact with them. | ||
|- | |- | ||
|Boo||Leaping||Unlike | |Boo||Leaping||Unlike other characters, Boo has to wait for a few seconds before being able to deke again. | ||
|- | |- | ||
|Dry Bones||Teleporting||Curls up into a ball and rolls on the ground for a few seconds before teleporting, which can be used to evade goalies if positioned properly. However, Dry Bones is vulnerable while rolling; as such, he can be intercepted during it, preventing the teleport altogether. | |Dry Bones||Teleporting||Curls up into a ball and rolls on the ground for a few seconds before teleporting, which can be used to evade goalies if positioned properly. However, Dry Bones is vulnerable while rolling; as such, he can be intercepted during it, preventing the teleport altogether. | ||
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|Shy Guy||Standard||— | |Shy Guy||Standard||— | ||
|} | |} | ||
{{Super Mario Strikers}} | {{Super Mario Strikers}} | ||
{{MSC}} | {{MSC}} |