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

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 14:18, May 4, 2014

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. 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.