Power Bounce: Difference between revisions

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(already mentioned, also no yous)
Tag: Undo
(P-up, D-down and Power Plus also increase the damage of Power Bounce, right?)
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{{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 at the entrance to [[Hooktail Castle]]. 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. The [[All or Nothing]] badge increases the first jump's damage and subsequently all further damage. Failing the action command with that badge equipped results in no damage being dealt in that jump, in addition to the attack stopping. 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.
'''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 at the entrance to [[Hooktail Castle]]. 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. The [[All or Nothing]], [[Power Plus]] and [[P-up, D-down]] badges increase the first jump's damage and subsequently all further damage. Failing the action command with that badge equipped results in no damage being dealt in that jump, in addition to the attack stopping. 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.


==[[Merluvlee]]'s prediction in ''Paper Mario''==
==[[Merluvlee]]'s prediction in ''Paper Mario''==

Revision as of 07:28, July 19, 2020

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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 at the entrance to Hooktail Castle. 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. The All or Nothing, Power Plus and P-up, D-down badges increase the first jump's damage and subsequently all further damage. Failing the action command with that badge equipped results in no damage being dealt in that jump, in addition to the attack stopping. Some bosses and stronger enemies have a bounce cap in which the game automatically stops Mario's Power Bounce.[1] 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.

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[?]
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Continuous Jump
Chinese 连续弹跳勋章[?]
Liánxù Tántiào Xūnzhāng
Continuous Jump Badge
German Power-Dauz (Power Hüpfer as in-battle command)[?] Power "Dauz" (Power Bounce)
Italian Salto Turbine[?] Whirl Jump
Spanish Rebote Potente[?] Powerful Bounce

References

  1. ^ A complete listing of Power Bounce caps for every enemy and boss, found by jdaster64, can be found here

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