![]() ![]() This will almost always be the limiting factor of a Power Bounce on anything with a Cap% < 100, since the timing windows are fairly lenient, giving you 7 frames at 30fps for the first bounce, and 1 frame fewer each subsequent bounce until it hits a minimum of 2 frames at 30fps (2/30 seconds) on the sixth bounce, totally reasonable compared to TTYD’s 3/60-second Superguards or SMRPG’s 2/60-second Super Jumps.Ĭuriously, not only does Dodge Master increase the timing windows for later bounces to a downright ridiculously forgiving minimum (5 frames, or 1/6 of a second as generous as TTYD’s jump / normal guard commands with THREE Simplifier badges), it also makes your Power Bounces get capped later! The badge adds 7 to the enemy’s Cap%, making the values take longer to get small. On each bounce after the first, once the Cap% multiplier is applied, a random number from 0 to 100 (inclusive) is generated if that number is higher than the current BC value, then no more jumps will be possible afterwards. For example, if Cap% is 50, the BC will take on values of 200, 100, 50, 25, 12, 6, 3, 1, and then 0 for all subsequent jumps. ![]() Where you end up getting capped also tends to have pretty heavy variance, with most of the caps being early on, but with an arbitrarily long tail.Įach enemy/boss has a single value that gets fed into the calculation, with a max of 100 (Goombas, Fuzzies, Shy Guy, et al.), and a minimum of 50 (Final Bowser, prior to the Twink battle), which I’ll call the Cap Multiplier, or Cap% for short.Ī value in memory (I’ll call it the “bounce chance”, or BC) is set to 200 on the first bounce, and for every subsequent bounce, this value is multiplied by the Cap%, then divided by 100, and rounded down to the nearest integer. Though not that technically complex, the way the cap is determined in Paper Mario 64 is… well, rather indirect. Let’s dive into how those are determined!Īlso for completion, I’ll give the frame windows for how long you have to execute the Action Command each bounce, since they do get tighter on the later bounces. ![]() Well, this’ll probably come to no surprise if you’re into the speedrunning / TAS-ing scene now, but it turns out that in both Paper Mario 64 and TTYD, there are hard limits to how many times you can Power Bounce in a row, especially on bosses. If like me, you were a casual fan of Paper Mario 64 back in the day, you might have wondered why you were able to get a ton of Power Bounces on enemies normally, but always crumbled under pressure when trying to use them against a boss. ![]()
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