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{{character infobox
{{species infobox
|image=[[File:Antasmunchie sprite MLDT.gif]] [[File:Spiked Antasmunchie sprite MLDT.gif]]<br>Sprites from ''Mario & Luigi: Dream Team''
|image=[[File:Antasmunchie sprite MLDT.gif]] [[File:Spiked Antasmunchie sprite MLDT.gif]]<br>Sprites from ''Mario & Luigi: Dream Team''
|first_appearance=''[[Mario & Luigi: Dream Team]]'' ([[List of games by date#2013|2013]])
|first_appearance=''[[Mario & Luigi: Dream Team]]'' ([[List of games by date#2013|2013]])
|variants=[[Antasmunchie X]]
}}
}}


'''Antasmunchies''' are support enemies created by [[Antasma]] in ''[[Mario & Luigi: Dream Team]]''. They are black orbs with a red swirl in them that Antasma consumes to give him the POW Up status for several turns.
'''Antasmunchies''' are support enemies created by [[Antasma]] in ''[[Mario & Luigi: Dream Team]]''. They are black orbs with a red swirl that can be consumed by Antasma to give him the [[POW-Up]] status for several turns. They are weak to [[Jump]] attacks. Their name is a pun on the word "munch" (referring to how Antasma eats them to increase his attack power) and "Antasma."


In battle, Antasma creates Antasmunchies in rings around him. Before attacking, he will consume up to three of these as a means of acquiring or maintaining the POW Up status. At the beginning of the battle, Antasma will start off with ten, but may surround himself with up to twenty. [[Mario]] can destroy these Antasmunchies, but Antasma will spawn more of them on his turn. Antasma may also draw [[Dreamy Luigi]] from Mario's body to throw into any of the remaining Antasmunchies, which he then shuffles around. If Mario fails to destroy the Antasmunchie that Dreamy Luigi is trapped in, Antasma will eventually consume it; increasing his power greatly until he spits Dreamy Luigi out turns after. While Dreamy Luigi is consumed, the player can't use Luiginary Attacks.
In battle, Antasma creates Antasmunchies in a ring around him. They float, making them immune to normal hammer attacks and assorted shockwaves. Before attacking, Antasma will consume up to three of them to acquire or maintain the POW-Up status. At the beginning of the battle, Antasma will start off with ten, but may surround himself with up to twenty. [[Mario]] can defeat the Antasmunchies, at which point the remaining Anatasmuchies will evenly space themselves out. However, Antasma always spawns more Antasmunchies on his turn.


Aside from being consumed to increase power, Antasmunchies can also attack and become sentient. When Antasma's health gets low, he will begin to hibernate much like a bat would. Naturally, he cannot attack in this state, so the Antasmunchies grow appendages (legs) as well as spikes. In this state, they fight for him by charging at Mario from all directions and can deal out the DEF Down status if he gets hit from them. Mario must counter-attack with his hammer to avoid damage. Sometimes, Antasma's eyes shine, causing the screen to turn upside down. If Mario does not defeat all of the Antasmuchies, Antasma will replenish 200 HP per his attack turn. In their normal state, they take critical damage from Jump attacks.  
Antasma may also draw [[Dreamy Luigi]] from Mario's body to throw into any of the remaining Antasmunchies, which he then shuffles around. If Mario fails to destroy the Antasmunchie that Dreamy Luigi is trapped in, Antasma will eventually consume it; increasing his power greatly until he spits Dreamy Luigi out turns after. While Dreamy Luigi is stolen, Mario loses the increase to [[HP]] and [[BP]] that Dreamy Luigi provides, his [[Jump]] and [[Hammer]] attacks revert to normal instead of summoning [[Luiginoid]]s, and the player cannot use [[Luiginary Attack]]s.
 
Aside from providing Antasma with POW-Up, one phase of the battle has the Antasmunchies attack. When his health gets low, Antasma flips upside down, floats higher, and protects himself with a shield. Antasma does not attack while in this state, but the Antasmunchies drop to the ground and grow legs and spikes. Their spikes block normal jumps and the first hit of [[Luiginary Stack]], but they can be hit with hammers and shockwaves now. During this portion, the Antasmunchies do not space themselves out after one or more are defeated. Anatasma will not leave his shielded state until all of the Antasmuchies are defeated, instead replenishing 200 HP on each of his turns.
 
Antasmunchies attack by forming groups of up to four. Each group stands in one of the four cardinal directions. One at a time, they hop as a tell, then charge at Mario. The order the Antasmunchies attack in is not predetermined in any way. If their charge attack hits, they may inflict the [[DEF-Down|Defense Down]] status. Mario must [[counterattack]] their charge attacks with his hammer. Sometimes, Antasma's eyes shine, causing the screen to turn upside down. While the screen is flipped, Circle Pad directions are reversed. (If the player pushes right, Mario aims his hammer to the left side of the screen.)


Antasmunchies also change Antasma's chasing attack depending on how much he eats. If he eats one or two, he will summon smaller orbs, far apart. This gives the player much more room in the middle of the ring, but the player must delay a bit when he closes the ring. If he eats one, he repeats this three times. If he eats two, he repeats this four times. If he eats three orbs, he summons much larger orbs, much closer together. This gives the player much less room to maneuver in the middle, and makes it so that the player must jump immediately when Antasma closes the ring. He repeats this version four times.
Antasmunchies also change Antasma's chasing attack depending on how much he eats. If he eats one or two, he will summon smaller orbs, far apart. This gives the player much more room in the middle of the ring, but the player must delay a bit when he closes the ring. If he eats one, he repeats this three times. If he eats two, he repeats this four times. If he eats three orbs, he summons much larger orbs, much closer together. This gives the player much less room to maneuver in the middle, and makes it so that the player must jump immediately when Antasma closes the ring. He repeats this version four times.
When Antasma dies, any Antasmunchies will drop to the ground and die as well. [[Antasmunchie X]] are stronger variants found in the [[Battle Ring]], accompanying [[Antasma X]].


==Statistics==
==Statistics==
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|KorR=
|KorR=
|KorM=
|KorM=
|Por=
|Por=Rebuçantasma
|PorM=
|PorM=Portmanteau of ''rebuçado'' ("candy") and "Antasma"
|Rus=Леденец Мракулы
|Rus=Леденец Мракулы
|RusR=Ledenets Mrakuly
|RusR=Ledenets Mrakuly

Latest revision as of 04:16, October 9, 2024

Antasmunchie
Antasmunchie before becoming sentient Antasmunchie spiked form
Sprites from Mario & Luigi: Dream Team
First appearance Mario & Luigi: Dream Team (2013)
Variants

Antasmunchies are support enemies created by Antasma in Mario & Luigi: Dream Team. They are black orbs with a red swirl that can be consumed by Antasma to give him the POW-Up status for several turns. They are weak to Jump attacks. Their name is a pun on the word "munch" (referring to how Antasma eats them to increase his attack power) and "Antasma."

In battle, Antasma creates Antasmunchies in a ring around him. They float, making them immune to normal hammer attacks and assorted shockwaves. Before attacking, Antasma will consume up to three of them to acquire or maintain the POW-Up status. At the beginning of the battle, Antasma will start off with ten, but may surround himself with up to twenty. Mario can defeat the Antasmunchies, at which point the remaining Anatasmuchies will evenly space themselves out. However, Antasma always spawns more Antasmunchies on his turn.

Antasma may also draw Dreamy Luigi from Mario's body to throw into any of the remaining Antasmunchies, which he then shuffles around. If Mario fails to destroy the Antasmunchie that Dreamy Luigi is trapped in, Antasma will eventually consume it; increasing his power greatly until he spits Dreamy Luigi out turns after. While Dreamy Luigi is stolen, Mario loses the increase to HP and BP that Dreamy Luigi provides, his Jump and Hammer attacks revert to normal instead of summoning Luiginoids, and the player cannot use Luiginary Attacks.

Aside from providing Antasma with POW-Up, one phase of the battle has the Antasmunchies attack. When his health gets low, Antasma flips upside down, floats higher, and protects himself with a shield. Antasma does not attack while in this state, but the Antasmunchies drop to the ground and grow legs and spikes. Their spikes block normal jumps and the first hit of Luiginary Stack, but they can be hit with hammers and shockwaves now. During this portion, the Antasmunchies do not space themselves out after one or more are defeated. Anatasma will not leave his shielded state until all of the Antasmuchies are defeated, instead replenishing 200 HP on each of his turns.

Antasmunchies attack by forming groups of up to four. Each group stands in one of the four cardinal directions. One at a time, they hop as a tell, then charge at Mario. The order the Antasmunchies attack in is not predetermined in any way. If their charge attack hits, they may inflict the Defense Down status. Mario must counterattack their charge attacks with his hammer. Sometimes, Antasma's eyes shine, causing the screen to turn upside down. While the screen is flipped, Circle Pad directions are reversed. (If the player pushes right, Mario aims his hammer to the left side of the screen.)

Antasmunchies also change Antasma's chasing attack depending on how much he eats. If he eats one or two, he will summon smaller orbs, far apart. This gives the player much more room in the middle of the ring, but the player must delay a bit when he closes the ring. If he eats one, he repeats this three times. If he eats two, he repeats this four times. If he eats three orbs, he summons much larger orbs, much closer together. This gives the player much less room to maneuver in the middle, and makes it so that the player must jump immediately when Antasma closes the ring. He repeats this version four times.

When Antasma dies, any Antasmunchies will drop to the ground and die as well. Antasmunchie X are stronger variants found in the Battle Ring, accompanying Antasma X.

Statistics[edit]

Mario & Luigi: Dream Team[edit]

Mario & Luigi: Dream Team enemy
Antasmunchie
Antasmunchie before becoming sentient Antasmunchie spiked form HP 90 Role Support Level 34 Location(s) Dreamy Neo Bowser Castle
Power 275 Position Normal No Hitter
Defense 344 World Dream Weakness Jump Item drop Max Candy (2%)
None (0%)
Speed 70 Experience 0 (0) Coins 0 (0%)

Gallery[edit]

Names in other languages[edit]

Language Name Meaning Notes
Japanese アクムキャンディ[?]
Akumu Kyandi
Nightmare Candy;「アクム」is also a variation of「アックーム」(Akkūmu, "Antasma")
French (NOA) Phobonbon[?] Portmanteau of Phobieux ("Antasma") and bonbon ("candy")
French (NOE) Cochonirie[?] Portmanteau of cochonnerie ("junk", commonly used in French to refer to sweets) and onirique ("oneiric")
German Antasnack[?] Portmanteau of "Antasma" and "snack"
Italian Caramella Inkubak[?] Antasma Candy
Portuguese Rebuçantasma[?] Portmanteau of rebuçado ("candy") and "Antasma"
Russian Леденец Мракулы[?]
Ledenets Mrakuly
Antasma's candy
Spanish (NOA) Postrespectro[?] Portmanteau of espectro ("ghost") and postre ("treat")
Spanish (NOE) Caramelillo[?] Portmanteau of caramelo ("candy"), the diminutive -illo, and Conde Pesadillo (Antasma's NoE Spanish name)

Trivia[edit]