Super Smash Bros. Brawl
Super Smash Bros. for Nintendo 3DS

Careening: Difference between revisions

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[[File:Primid Careening Brawl.png|thumb|right|250px|A [[Primid]] careening to the right in ''Brawl''.]]
[[File:Primid Careening Brawl.png|thumb|right|250px|A [[Primid]] careening to the right in ''Brawl''.]]


'''Careening''' (referred to in animations as '''"BulletMode"''') is a state entered by defeated enemies in the [[Subspace Emissary]] and [[Smash Run]]. 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.
'''Careening''' (referred to in animations as '''"BulletMode"''', referred to by ''SSB4'' [[tips]] as '''cannonball effect''') is a state entered by defeated enemies in the [[Subspace Emissary]] and [[Smash Run]]. 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 - a careening [[Greap]] would deal massive damage on any difficulty, while a careening [[Mite]] would barely deal any damage, even on [[difficulty|easy mode]]. 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 - a careening [[Greap]] would deal massive damage on any difficulty, while a careening [[Mite]] would barely deal any damage, even on [[difficulty|easy mode]]. Careening enemies also always use a special knockback angle encoded as 363, whose properties are mostly unknown.

Revision as of 11:39, September 19, 2014

A Primid careening to the right in Brawl.

Careening (referred to in animations as "BulletMode", referred to by SSB4 tips as cannonball effect) is a state entered by defeated enemies in the Subspace Emissary and Smash Run. 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 - a careening Greap would deal massive damage on any difficulty, while a careening Mite would barely deal any damage, even on easy mode. Careening enemies also always use a special knockback angle encoded as 363, whose properties are mostly unknown.