Pocket: Difference between revisions

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==Overview==
==Overview==
[[File:SSBUWebsiteIsabelle8.jpg|thumb|left|Isabelle pocketing Mario's [[Fireball]] in ''Ultimate''.]]
Pocket allows the user to hold a projectile or item in reserve for later use.
Pocket allows the user to hold a projectile or item in reserve for later use.


[[File:SSBUWebsiteIsabelle8.jpg|thumb|Isabelle pocketing Mario's [[Fireball]] in ''Ultimate''.]]
When Pocket is activated, the user is given a few frames of [[intangibility]], and will reach out a short distance forward in an attempt to grab any [[item]] or [[projectile]] within range, which is then put into storage. Items can be pocketed even in circumstances where they cannot be picked up normally, such as after a [[Bumper]] or [[Spiny Shell]] has been activated. Using the move again will retrieve the stored object. While projectiles are generally pocketable if they are [[reflect]]able, they must also be detached from their user and have their own graphical model (as opposed to being a collection of particle effects), so some projectiles may not be pocketable even though they look like they should be (such as [[Din's Fire]]).
When Pocket is activated, the user is given a few frames of [[intangibility]], and will reach out a short distance forward in an attempt to grab any [[item]] or [[projectile]] within range, which is then put into storage. Items can be pocketed even in circumstances where they cannot be picked up normally, such as after a [[Bumper]] or [[Spiny Shell]] has been activated. Using the move again will retrieve the stored object. While projectiles are generally pocketable if they are [[reflect]]able, they must also be detached from their user and have their own graphical model (as opposed to being a collection of particle effects), so some projectiles may not be pocketable even though they look like they should be (such as [[Din's Fire]]).