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**None of Steve's melee weapons are affected by the swing speed meter (introduced in Java 1.9, which penalizes spamming attacks in the original game), nor feature a "critical hit" system when the user is falling. This is presumably due to these mechanics making combat inconsistent in a fast-paced brawling game. | **None of Steve's melee weapons are affected by the swing speed meter (introduced in Java 1.9, which penalizes spamming attacks in the original game), nor feature a "critical hit" system when the user is falling. This is presumably due to these mechanics making combat inconsistent in a fast-paced brawling game. | ||
**The Pistons in Steve's moveset activate automatically without the need for a switch or button. | **The Pistons in Steve's moveset activate automatically without the need for a switch or button. | ||
**While a fishing rod can be used to reel in entities towards the player, it is impossible to fling entities behind the player like in Steve's back throw. | |||
*Steve is the only character to date with a unique [[tumbling]] animation where he performs his running animation midair while staying upright, reflecting the same damage animations from ''Minecraft''. | *Steve is the only character to date with a unique [[tumbling]] animation where he performs his running animation midair while staying upright, reflecting the same damage animations from ''Minecraft''. | ||
**He also falls to the side when his HP is depleted in [[Stamina Mode]], referencing the death animations of said game. | **He also falls to the side when his HP is depleted in [[Stamina Mode]], referencing the death animations of said game. |
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