OverviewEdit
Mario charges the F.L.U.D.D. from Super Mario Sunshine. Doesn't deal any damage to opponents, but can be used to push them away to establish stage control, or used as an edgeguard. It can also be used to clear the map of any items onstage when playing with items on. (Also works with Snake's grenade, R.O.B.'s gyro, Diddy's banana, etc.) The more the move is charged, the further opponents or items will be pushed.
HitboxesEdit
TimingEdit
The move can be charge-canceled with no additional lag.
Charges between | 19-20 |
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Pumps | 21-32, 26-37, 31-42, 36-47, 41-52, 46-57, 51-62 |
Pumps (from release) | 2-13, 7-18, 12-23, 17-28, 22-33, 27-38, 32-43 |
Interruptible (from release) | 68 (49) |
Animation length (from release) | 76 (57) |
Lag time |
Charge interval |
Hitbox |
Prop event |
Interruptible |
ParametersEdit
MoveEdit
Total charge time | 80 frames |
---|---|
Charge time for heavier shoot animation | 70 frames |
Recoil speed on release per charge frame | 0.02 |
Time to remove charge on release | 1 frame |
F.L.U.D.D.Edit
Vertical offset | 0.5u |
---|---|
Default shot angle | 12° |
Maximum upward deviation | 50° |
Maximum downward deviation | 18° |
Deviation per frame | 1.9° |
Number of pumps shot | 7 |
Delay between pumps | 5 frames |
PumpsEdit
Lifetime | 12 frames |
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Initial speed | 4.3 |
Maximum additional speed | 4.3 |
Maximum additional knockback | 55 |
Gravity | 0.17 |
Falling speed | 3 |
Minimum size multiplier | 0.8 |
Maximum size multiplier | 1.2 |
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