Editing Power Bounce
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|ttyd=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)<br>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) | |ttyd=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)<br>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) | ||
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[[File:PM Power Bounce obtained.png|thumb|[[Mario]] obtaining the Power Bounce badge in ''[[Paper Mario]]'']] | [[File:PM Power Bounce obtained.png|thumb|right|[[Mario]] obtaining the Power Bounce badge in ''[[Paper Mario]]'']] | ||
{{distinguish|Power Jump}} | {{distinguish|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 [[Flower Point|FP]]. By timing the [[Action Command]]s 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.<ref>[https://www.gamesradar.com/games/super-mario/its-not-just-you-speedrunners-confirm-an-essential-paper-mario-the-thousand-year-door-move-is-way-harder-in-the-rpg-remake/ GamesRadar article about the change in Power Bounce timings]</ref> The [[All or Nothing]], [[Power Plus (badge)|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.<ref>A complete listing of Power Bounce caps for every enemy and boss, found by jdaster64, can be found [https://docs.google.com/spreadsheets/d/1g-TeiXy2Yda_fwBaDLBw2hAgMugZpAv6saZsHW8h2d4/edit#gid=0 here]</ref> 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. | '''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 [[Flower Point|FP]]. By timing the [[Action Command]]s 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.<ref>[https://www.gamesradar.com/games/super-mario/its-not-just-you-speedrunners-confirm-an-essential-paper-mario-the-thousand-year-door-move-is-way-harder-in-the-rpg-remake/ GamesRadar article about the change in Power Bounce timings]</ref> The [[All or Nothing]], [[Power Plus (badge)|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.<ref>A complete listing of Power Bounce caps for every enemy and boss, found by jdaster64, can be found [https://docs.google.com/spreadsheets/d/1g-TeiXy2Yda_fwBaDLBw2hAgMugZpAv6saZsHW8h2d4/edit#gid=0 here]</ref> 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. |