Soft Bonk

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Soft Bonk
Properties
Hex 0x010208B6
Action Flags Air, Invulnerable, Allow Vertical Wind Action
Action Group Airborne
ID 0x0B6
Transitions
Into Airborne cancels: Water Plunge, Squished, Vertical Wind, cancel: Jump Kick, common air knockback step: Feet Stuck In Ground, (intermediate: Thrown Forward, Thrown Backward), Freefall Land (post-intermediate), Hard Backward Ground Kb, Lava Boost
Out of (Pole-wall collision or cancel: Holding Pole, Climbing Pole, Grab Pole Slow, Grab Pole Fast, Top of Pole Transition, Top of Pole) (Drop from ledge: Ledge Grab, Ledge Climb Slow, Ledge Climb Down, Ledge Climb Fast)
Other
Animation 0x0056
Related Actions
Related Ground Bonk, Hard Backward Ground Kb, Hard Forward Ground Kb, Backward Ground Kb, Forward Ground Kb, Soft Backward Ground Kb, Soft Forward Ground Kb, Backward Air Kb, Forward Air Kb, Hard Forward Air Kb, Hard Backward Air Kb, Backward Water Kb, Forward Water Kb


A soft bonk is a bonk with low velocity. See related bonks and knockbacks in the infobox.

Transition In

Ways to soft bonk:

Behavior

As with all airborne actions, a variety of "cancels" are checked prior to actually performing the jump action. See Single Jump#Airborne cancels

  1. If A is pressed, wall kick timer is 0, and the previous action is Air Hit Wall, add 8000 to Mario's angle and do a Wall Kick.
  2. Now, Mario performs the quarter-frame movement via a full common air Knockback step. The landing action is a Freefall Land action and the hard fall action is Hard Backward Ground Kb.

References