Power Bounce: Difference between revisions
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|GerM=Power "Dauz" (Power Bounce) | |GerM=Power "Dauz" (Power Bounce) | ||
|Kor=연쇄점프 | |Kor=연쇄점프 | ||
|KorR= | |KorR=Yeonswae-jeompeu | ||
|KorM=Chain Jump | |KorM=Chain Jump | ||
|Ita=Salto Turbine | |Ita=Salto Turbine |
Revision as of 07:28, June 5, 2024
Power Bounce | |
---|---|
BP needed | 2/3 |
Sell price | 50 coins |
First appearance | Paper Mario (2000) |
Latest appearance | Paper Mario: The Thousand-Year Door (Nintendo Switch) (2024) |
Paper Mario description | Lets you do a Power Bounce. Uses 3 FP. Jumps on one enemy continuously until you miss an action command. |
The Thousand-Year Door description | Wear this to use Power Bounce. 3 FP are required to use this attack, which lets you jump on one enemy until you miss an Action Command. (GameCube) Wear this to use Power Bounce. 3 FP are required to use this attack, which lets you jump on one enemy multiple times by successfully executing Action Commands. Wearing two or more of these badges increases the Attack power, but the move will require more FP. The current record for continuous jumps is [number]! (Switch) |
- Not to be confused with Power Jump.
Power Bounce is a badge in Paper Mario and Paper Mario: The Thousand-Year Door. In Paper Mario, it is at the Koopa Bros. Fortress' entrance, inside a jail cell accessed by using Bombette. It is also accessible through an opening in the back of the jail. In Paper Mario: The Thousand-Year Door, it is found in the first area of Hooktail Castle, inside a red ? Block. If Mario equips this badge, he is able to use the Power Bounce jump move at the cost of three FP. By timing the Action Commands correctly, Mario is able to continuously jump on a single enemy until the Action Command is failed. The first jump does the normal damage of a jump, and every subsequent jump does one less damage until every attack only deals one damage. After every bounce, the action becomes a little faster and the timing needs to be more precise as a result. More specifically, the window for input decreases from a starting value of 8 frames by one frame per input until the window length reaches 1 frame. In the remake, the fourth input has only a 1-frame window instead of the expected 5 frames, but the fifth window will be 5 frames long and the window length decrements normally from there.[1] The All or Nothing, Power Plus, Mega Rush, Power Rush, and P-Up, D-Down badges increase the first jump's damage and subsequently all further damage. Some bosses and stronger enemies have a bounce cap in which the game automatically stops Mario's Power Bounce.[2] Auto-Caps have a slightly different animation than missing an Action Command in the first Paper Mario game, and do not count as a missed Action Command when using the All or Nothing badge. The badge Dodge Master decreases the chance that the player becomes Auto-Capped.
Merluvlee's prediction in Paper Mario
- "I see...a Power Bounce Badge. It lies inside a cage in the Koopa Bros. Fortress. You sneak through an opening in the back to reach it."
Names in other languages
Language | Name | Meaning | Notes |
---|---|---|---|
Japanese | レンゾクジャンプ[?] Renzoku Janpu |
Continuous Jump | |
Chinese | 連續彈跳勳章[?] Liánxù Tántiào Xūnzhāng |
Continuous Jump Badge | |
Dutch | Krachtsprong[3] | Strength jump | |
French | Super Rebond[?] | Super Bounce | |
German | Power-Dauz (Power Hüpfer as in-battle command)[?] | Power "Dauz" (Power Bounce) | |
Italian | Salto Turbine[?] | Whirl Jump | |
Korean | 연쇄점프[?] Yeonswae-jeompeu |
Chain Jump | |
Spanish | Rebote Potente Rebote potente (The Thousand-Year Door remake)[?] |
Powerful Bounce Powerful bounce |
References
- ^ GamesRadar article about the change in Power Bounce timings
- ^ A complete listing of Power Bounce caps for every enemy and boss, found by jdaster64, can be found here
- ^ Nintendo Nederland (April 25, 2024). Een uitgebreide blik op Paper Mario: The Thousand-Year Door (Nintendo Switch). Youtube. Retrieved May 1, 2024.