Careening: Difference between revisions
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The damage dealt by a careening enemy is dependent on the [[difficulty]], with higher difficulties making the attack weaker. Generally, larger enemies deal more damage when careening. Careening enemies also always use a special knockback angle encoded as 363, whose properties are mostly unknown. | The damage dealt by a careening enemy is dependent on the [[difficulty]], with higher difficulties making the attack weaker. Generally, larger enemies deal more damage when careening. Careening enemies also always use a special knockback angle encoded as 363, whose properties are mostly unknown. | ||
This animation can also appear in the mode [[Smash Run]], in ''[[Super Smash Bros. for 3DS]]''. | |||
[[Category:Subspace Emissary]] | [[Category:Subspace Emissary]] | ||
[[Category:Game mechanics]] | [[Category:Game mechanics]] |
Revision as of 13:18, May 4, 2014
Careening (referred to in animations as "BulletMode") is a state entered by defeated enemies in the Subspace Emissary. Once its HP reaches zero, a blast sound can be heard and the defeated enemy begins flying in a straight direction (based on the angle of the attack that hit it), bouncing off parts of the stage and damaging other enemies it runs into. Upon reaching a blast line or after a few seconds the enemy is removed from play.
The damage dealt by a careening enemy is dependent on the difficulty, with higher difficulties making the attack weaker. Generally, larger enemies deal more damage when careening. Careening enemies also always use a special knockback angle encoded as 363, whose properties are mostly unknown.
This animation can also appear in the mode Smash Run, in Super Smash Bros. for 3DS.