Vaulting: Difference between revisions
(Another pass over, including just treating vaulting over objects and over gaps as separate things, and a damage clause. Compare Spin Strike) |
(Always a clause, always a clause with Super Mario Run. Bubbles store damage and mercy invincibility) |
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If the player taps the screen while vaulting over obstacles or enemies they will perform a [[Vaulting Jump|vaulting jump]] off the obstacle or enemy. Vaulting Jumps additionally defeat the enemy, if applicable. Timing matters, as the starting position of the jump is based upon when the player begins the Vaulting Jump. | If the player taps the screen while vaulting over obstacles or enemies they will perform a [[Vaulting Jump|vaulting jump]] off the obstacle or enemy. Vaulting Jumps additionally defeat the enemy, if applicable. Timing matters, as the starting position of the jump is based upon when the player begins the Vaulting Jump. | ||
The player can perform a vault while near the ground, not necessarily while running on the ground. This means a chain of consecutive [[stomp]]s can be kept with well placed vaults, and that the player can vault backward over objects by [[Wall Jump|wall jumping]] toward them. The player has to be facing whatever they are vaulting over. The speed of a vault is dependent on the player's speed when it started. Taking damage temporarily prevents the player from vaulting. Vaulting over objects or enemies cannot be done consecutively. This is such that the player can vault over multiple obstacles or enemies in a row, but cannot climb to the top of a staircase like the [[List of Kingdom Builder items in Super Mario Run|Final Stairs]] solely by vaulting up. One can vault over consecutive gaps. | The player can perform a vault while near the ground, not necessarily while running on the ground. This means a chain of consecutive [[stomp]]s can be kept with well placed vaults, and that the player can vault backward over objects by [[Wall Jump|wall jumping]] toward them. The player has to be facing whatever they are vaulting over. The speed of a vault is dependent on the player's speed when it started. Taking damage temporarily prevents the player from vaulting. This is based off "mercy invincibility", and therefore extends to leaving a [[bubble]] after being defeated. Vaulting over objects or enemies cannot be done consecutively. This is such that the player can vault over multiple obstacles or enemies in a row, but cannot climb to the top of a staircase like the [[List of Kingdom Builder items in Super Mario Run|Final Stairs]] solely by vaulting up. One can vault over consecutive gaps. | ||
When vaulting across gaps, the player can successfully cross a one or two block wide gap. Three blocks wide is too far, but the player will try to vault. They will end below the target platform, requiring [[Edge Climbing]] on the opposite side's wall to get up. The player will not vault over four block wide gaps at all. | When vaulting across gaps, the player can successfully cross a one or two block wide gap. Three blocks wide is too far, but the player will try to vault. They will end below the target platform, requiring [[Edge Climbing]] on the opposite side's wall to get up. The player will not vault over four block wide gaps at all. |
Revision as of 05:34, November 10, 2024
It has been suggested that Vaulting Jump be merged into this page. (discuss) |
- This article is about the jump in Super Mario Run. For the Olympic event in Mario & Sonic at the Olympic Games, see Vault.
Vaulting is a move that can be performed by Mario and the other playable characters in Super Mario Run, enabling them to automatically perform short jumps over certain basic obstacles. This can only be performed while on the ground. There are two different kinds of vaults that can be performed in the game. The first has the character push themselves over things that are one block tall, be they walls, objects, or enemies like Goombas and Cannonballs. Enemies are halted as the player vaults over them. The second kind has the player jump over small gaps that are at most two blocks wide. There are multiple animations for vaulting.
Vaulting over obstacles and enemies is a stylish move. Using it produces blue stars that contribute to starting a Coin Rush in the Toad Rally mode. Vaulting across gaps does not have this effect.
If the player taps the screen while vaulting over obstacles or enemies they will perform a vaulting jump off the obstacle or enemy. Vaulting Jumps additionally defeat the enemy, if applicable. Timing matters, as the starting position of the jump is based upon when the player begins the Vaulting Jump.
The player can perform a vault while near the ground, not necessarily while running on the ground. This means a chain of consecutive stomps can be kept with well placed vaults, and that the player can vault backward over objects by wall jumping toward them. The player has to be facing whatever they are vaulting over. The speed of a vault is dependent on the player's speed when it started. Taking damage temporarily prevents the player from vaulting. This is based off "mercy invincibility", and therefore extends to leaving a bubble after being defeated. Vaulting over objects or enemies cannot be done consecutively. This is such that the player can vault over multiple obstacles or enemies in a row, but cannot climb to the top of a staircase like the Final Stairs solely by vaulting up. One can vault over consecutive gaps.
When vaulting across gaps, the player can successfully cross a one or two block wide gap. Three blocks wide is too far, but the player will try to vault. They will end below the target platform, requiring Edge Climbing on the opposite side's wall to get up. The player will not vault over four block wide gaps at all.
Enemies with shells such as Koopa Troopas and Buzzy Beetles enter their shells while being vaulted over, and a Vaulting Jump is an alternate means of kicking their shell. Enemies that cannot be stomped can never be vaulted over. Koopa Shells and Buzzy Shells cannot be vaulted over: a stationary shell is kicked, while a moving shell inflicts damage and is kicked if it does not defeat the player. Invincible characters cannot vault on enemies because the invincibility defeats the enemy first.
The Spin Strike can loosely be considered an aerial equivalent to vaulting, as it makes interacting with enemies easier like vaulting does.
Names in other languages
Language | Name | Meaning | Notes |
---|---|---|---|
Italian | Scavalcasalto[?] | Vaultjump | |
Portuguese (NOA) | Pula-sela[?] | Leapfrog |
Gallery
A sketch of Mario vaulting over a Goomba and a Koopa Troopa
Mario vaulting over Toad in a The Super Mario Bros. Movie McDonald's Happy Meal television commercial