Power Bounce: Difference between revisions

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(jdaster has found the exact power bounce cap percentages for each boss. I linked them here)
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|pm2=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.
|pm2=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.
}}
}}
'''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. 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]] 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 per boss, compiled by Stryder7x and found by jdaster64, can be found [https://docs.google.com/document/d/1jNDP3my1Oa_tYiv8zbWEe_DEj5aKflJz9O6PfZ3Vuso/edit 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 21:17, December 18, 2017

Template:Badge-infobox 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 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.[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
Japanese レンゾクジャンプ
Renzoku Janpu
Continuous Jump

German Power-Dauz (Power Hüpfer as in-battle command)
Power "Dauz" (Power Bounce)
Italian Salto Turbine
 
Spanish Rebote Potente
Powerful Rebound

Template:PM Items Template:PMTTYD Items

  1. ^ A complete listing of Power Bounce caps per boss, compiled by Stryder7x and found by jdaster64, can be found here