Capture

Capture is a unique ability Mario gains in the upcoming title Super Mario Odyssey. His newfound hat friend, Cappy, grants him this power somewhere in the Cap Kingdom, where he is presumably found. When Cappy is thrown at an enemy, creature, or object, such as a Goomba, Mario is able to take control of said enemy, creature, or object. This allows Mario to use new abilities, many of which he has never previously had, and collect Power Moons which would normally be out of his reach. When capturing something, that thing will gain Mario's hat and mustache, as well as his blue irises (if it has eyes). Mario can also "de-capture" his host at will, stunning them for a while.

Capturable enemies, creatures, and objects
The following is a list of everything Mario can capture (and their known abilities), as has been evidenced so far:


 * T-Rex: Nothing is definitively known, but from one screenshot, it appears that capturing this dinosaur will allow Mario to run and smash through large, normally unbreakable blocks.


 * Frog: Nothing is definitively known, but it is shown to be the first thing Mario captures in-game, as evidenced by the special cutscene which plays in the reveal trailer.


 * Uproot: Once one is captured, Mario can stretch the Uproot's long, thorny legs to reach areas normally too high for him and then retract his legs quickly to spring back down. The Uproot's onion-like head can also be used to smash through large Rock Blocks. However, Uproots in their native state wear flowerpots on their head, so before Mario can capture them to do any of the above actions, he must knock the flowerpot off their head using Cappy.


 * Goomba: As a Goomba, Mario will be able to run around and jump on top of other Goombas to form Goomba Towers.


 * Hammer Bro: Nothing is definitively known, as no gameplay at all has been shown of Mario capturing a Hammer Bro, although official artwork shows that Mario can do so in the game.


 * Frying Pan Bro: As this new variation of the Hammer Bro, Mario will be able to throw frying pans at other enemies by pressing, and can do so faster and farther by shaking the Joy-Cons. These will break upon impact with the ground or with another Bro's skillets. These enemies' frying pans are crucial to breaking the Cheese Rocks scattered around Mount Volbono.


 * Fire Bro: As a Fire Bro, Mario is able to hop about, exclusively (Fire Bros do not walk in this game), and throw fireballs to light torches and campfires, like Frog Mario and Fire Mario respectively. Mario must knock off their helmets before he can capture them, revealing their fiery red sprigs of hair.


 * Bullet Bill: As a Bullet Bill, Mario will be able to fly around freely, but only on one plane, and must hurry, as the Bullet Bill will eventually explode (on its own, or if it runs into an obstacle). The player can also press the button to accelerate. Some Bullet Bills wear hats (e.g. visors in New Donk City ), and they must be knocked off before the Bullet Bills can be captured.


 * Rockets: After capturing a Rocket, the player can press and hold B to launch Mario into the sky (similar to how Rocket Barrels are launched in the Donkey Kong Country series). Rockets serve as transports to secret areas and back, such as in New Donk City.


 * Lava Bubble: As a Lava Bubble, Mario can jump and swim through the pink goop found in Mount Volbono, and uses this ability to jump through hard-to-reach Coin Rings. The captured Lava Bubble can also launch himself from some sort of cannon, as evidenced in the E3 trailer. Lava Bubbles must always swim in lava (or another steaming hot liquid, e.g. soup), or they will disappear and leave Mario in his natural plumber state. In this way, Magmatos can be useful to Mario the Lava Bubble, as startling them causes them to burst into a puddle of hot salsa, and more ground for Lava Bubble Mario to cover.


 * Binoculars: When Mario uses Cappy to capture binoculars, they will automatically blast off, shooting into the sky, tethered to their base only by a thin cord. Mario will be able to use this high vantage point to look around and zoom in on points of interest.


 * Electricity: Mario can throw Cappy at power lines to become electricity and zip through and across the wires, allowing for smooth and speedy transport. Mario can "de-capture" the wire at any point along the line, but can only capture the wire at special bases with lit-up lightbulbs. Once moving along the wire as electricity, Mario can only stop or change direction at these points. Otherwise, he will continue moving in the direction he faces. These wires are thus similar to Clear Pipes, except for the aforementioned stopping at "bases".


 * Cheep Cheep: Captured Cheep Cheeps will allow Mario to swim underwater faster and easier, and he will not need to come up for air.


 * New Donker: Mario can capture at least one resident of New Donk City, but only because he does not wear a hat. By taking control of this New Donker, Mario can pilot his remote control car to collect a Power Moon.


 * Taxi: Nothing is definitively known, but it is possible for Mario to capture some taxi or taxis in New Donk City, which will allow him to drive around its many streets.


 * Safety Bar: In New Donk City, Mario can capture Safety Bars (some vertical on the ground and some horizontal on walls), to flick himself a far distance, enabling him to run very fast for a few seconds upon landing. Flicking himself as a safety pole will cause Mario to involuntarily "de-capture" the pole.


 * Volbonans: On Mount Volbono, Mario can capture at least two of its fork residents (who are stuck into walls) and use them to flick himself up to new heights, behaving exactly like a captured Safety Bar in New Donk City.


 * Manhole Cover: In New Donk City, Mario can capture a manhole cover on Dixie Street (near Banana Bagels). This grants him the power to slide along the ground, out of the way of the manhole, opening the way for Mario to jump down and access a secret area to find a Power Moon.


 * Tree: In the Deep Woods of Steam Gardens, Mario can capture a small tree. As Mario the tree, he is able to make short hops and move out of the way of a hidden Power Moon, buried underneath the ground.


 * Chain Chomp: Not much is known, but as shown on Nintendo's Twitter account, while controlling a Chain Chomp, Mario is able to forcefully lunge forward in one direction, and "de-capture" the Chain Chomp at the right time to fling it into a wall, breaking it and unlocking secrets. However, Mario is not invulnerable in this state. If an enemy Chain Chomp knocks into Mario as a Chain Chomp, Mario will pop out of the Chain Chomp, leaving it dazed and Mario vulnerable.


 * The fist of an Olmec head boss found in Tostarena: Nothing is definitively known, but as the fist, Mario can blast around the boss arena and punch the boss in its stone face (most likely Mario's primary form of attack).


 * Moe-Eye: As a Moe-Eye, Mario can walk around with his shades either on or off. Putting the shades on allows Mario to see invisible platforms and Hidden Blocks, but forces Mario to waddle around slowly. Taking the shades off will let Mario the Moe-Eye run around quickly, but will not allow him to see invisible things. Moe-Eyes cannot jump, meaning Mario is forced to take lifts to ascend to higher platforms.


 * Sherm: Mario can capture the tanks called Sherms when they are not wearing hats. Doing so will enable Mario to shoot confetti bullets at other enemies. The player's screen will transform into a gyroscopic aiming reticle so Mario's shots can be more precise. Mario's attacks as a Sherm will be his primary form of attack against the boss, Mechawiggler.


 * Poison Piranha Plant: Mario can also capture Poison Piranha Plants, but there is a catch. Normally, if Mario throws Cappy at one of these, the Poison Piranha Plant will eat it. However, if the Poison Piranha Plant is stuck munching on a rock, its mouth will be occupied, allowing Mario to capture it. Once he has done so, Mario can spit out said rock or poison at opposing enemies at will.