Minecart: Difference between revisions

Undid edit by MrMHM: I literally just went into Training Mode in the latest version and took screenshots to compare Mario, Dr. Mario, Samus and Dark Samus's trapped poses when stuck inside a minecart. I can personally confirm that Dr. Mario and Dark actually have different poses from Mario and Samus respectively when stuck inside a minecart. Dark Samus's pose is shared with Simon and Richter but not Samus.
m (Mario/Dr.Mario and Samus/Dark Samus have the same minecart animation as verified in the parameters.)
(Undid edit by MrMHM: I literally just went into Training Mode in the latest version and took screenshots to compare Mario, Dr. Mario, Samus and Dark Samus's trapped poses when stuck inside a minecart. I can personally confirm that Dr. Mario and Dark actually have different poses from Mario and Samus respectively when stuck inside a minecart. Dark Samus's pose is shared with Simon and Richter but not Samus.)
Tag: Undo
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==Overview==
==Overview==
Steve uses up a piece of iron to pull out a minecart, and begins placing tracks along the ground to move from side to side. The cart can be controlled while ridden, but its poor handling while on rails makes the utility of such situational. Each rail uses up 1 of any material--first dirt/sand/wool, then wood, stone, and finally iron--with the better materials providing more rails per unit. Rails may be reused for free if the minecart reverses into them before they disappear. The minecart will halt movement if there are no tracks for it. The minecart has difficulties making uphill movements and may even roll backwards when going up steep hills, but is reasonably fast on the ground and moves quickly when going downhill. If a cart hits a wall, it will bounce in the other direction.  
Steve uses up a piece of iron to pull out a minecart, and begins placing tracks along the ground to move from side to side. The cart can be controlled while ridden, but its poor handling while on rails makes the utility of such situational. Each rail uses up 1 of any material—first dirt/sand/wool, then wood, stone, and finally iron—with the better materials providing more rails per unit. Rails may be reused for free if the minecart reverses into them before they disappear. The minecart will halt movement if there are no tracks for it. The minecart has difficulties making uphill movements and may even roll backwards when going up steep hills, but is reasonably fast on the ground and moves quickly when going downhill. If a cart hits a wall, it will bounce in the other direction.  


Pressing jump will have Steve hop out of the minecart, after which the cart will roll off on its own, but without rails, it will eventually slow to a stop. Hopping out of the minecart can also aid in Steve's [[recovery]]. If an empty cart runs into a grounded opponent, it will grab them, potentially leading to an offstage KO or even a combo into one of Steve's own attacks. The empty minecart has a [[grab]] [[hitbox]], so it cannot be [[shield]]ed. However, a minecart ridden by a Steve can be shielded, as it has a normal hitbox while occupied. An empty minecart hitting an airborne opponent will only knock them away for average damage. The chances of a trapped character escaping depend on their damage percentage, and moving the control stick repeatedly will also cause the trapping duration to decrease. Steve may reenter the cart after jumping out, but this can only be done twice per minecart. [[Reflection|Reflectors]] are able to reflect both a ridden and empty Minecart.
Pressing jump will have Steve hop out of the minecart, after which the cart will roll off on its own, but without rails, it will eventually slow to a stop. Hopping out of the minecart can also aid in Steve's [[recovery]]. If an empty cart runs into a grounded opponent, it will grab them, potentially leading to an offstage KO or even a combo into one of Steve's own attacks. The empty minecart has a [[grab]] [[hitbox]], so it cannot be [[shield]]ed. However, a minecart ridden by a Steve can be shielded, as it has a normal hitbox while occupied. An empty minecart hitting an airborne opponent will only knock them away for average damage. The chances of a trapped character escaping depend on their damage percentage, and moving the control stick repeatedly will also cause the trapping duration to decrease. Steve may reenter the cart after jumping out, but this can only be done twice per minecart. [[Reflection|Reflectors]] are able to reflect both a ridden and empty Minecart.
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==Trivia==
==Trivia==
*An empty Minecart is the first [[grab]] in the series to have proper function as an actual [[projectile]].
*An empty Minecart is the first [[grab]] in the series to have proper function as an actual [[projectile]].
*For unknown reasons, certain [[clone]]-type characters whose non-attack animations are otherwise largely identical to those of their counterparts actually have different animations from their counterparts when getting trapped within a minecart. These include {{SSBU|Lucas}}, {{SSBU|Lucina}}, {{SSBU|Dark Pit}}, {{SSBU|Daisy}}, and {{SSBU|Chrom}}.
*For unknown reasons, certain [[clone]]-type characters whose non-attack animations are otherwise largely identical to those of their counterparts actually have different animations from their counterparts when getting trapped within a minecart. These include {{SSBU|Dr. Mario}}, {{SSBU|Lucas}}, {{SSBU|Lucina}}, {{SSBU|Dark Pit}}, {{SSBU|Daisy}}, {{SSBU|Chrom}} and {{SSBU|Dark Samus}}.
**Curiously, Marth and Roy share the same trapped animation as each other, while Lucina and Chrom share a different animation from the former two with each other.
**Curiously, Marth and Roy share the same trapped animation as each other, while Lucina and Chrom share a different animation from the former two with each other.


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