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GeezerVison is showing www.ssbwiki.com — Cape CapeFrom SmashWiki, the Super Smash Bros. wiki
(Redirected from Shocking Cape)
Cape (スーパーマント, Super Mantle) is Mario's side special move. OverviewMario pulls out a cape and swings it in front of him, reflecting projectiles and reversing hit characters. The cape starts to reflect projectiles at frame 6. This also applies to Dr. Mario with his Super Sheet. The cape has a multiplier of 1.5× when a projectile is reflected. Cape, along with Super Sheet, has the unique ability among reflecting moves to flip the opponent on the x-axis, no matter what direction the opponent was facing. This does not interrupt any animations, meaning the opponent has to wait before the animation completes to act again, putting Mario at a great positional advantage. Cape can even flip shielding opponents. Also, the cape will briefly reverse an opponent's momentum (not in Super Smash Bros. Melee). Shortly after an opponent is flipped in the opposite direction, if they make a directional input such as a forward roll, they will instead roll backward. This seems to affect most (including buffered) inputs made while being caped. This also does not work in Melee. Mario's Cape deals no knockback and never makes opponents flinch except for in Melee when used on an opponent attempting a grab, which deals slight knockback and in Ultimate when used on opponents grabbing the ledge. Characters hit with the cape while attempting a grab will be sent spiraling a short height into the air. This means that it will not interrupt attacks; rather, it only turns the enemy character around, leaving their hitbox active. It can leave recovering characters unable to grab the ledge. This is less potent in Super Smash Bros. Brawl onward due to those games' differing ledge mechanics, in which characters can grab ledges regardless of which direction they are facing. However, this is alleviated by the move completely reversing the opponent's momentum, and briefly, their controls in those games. The cape can be broken in the same manner as any other reflector can; if the damage of the oncoming attack can break a shield in one hit, the cape will not work and Mario will be stunned (in Melee) or get hit by the attack (since Brawl). In Super Smash Bros. 4, Mario's Cape can reflect projectiles behind him as it is swung from his back upon use, but it requires good timing. The damage has been nerfed over time (10/8 in Melee to 8/6 in Brawl and 7 in Smash 4 onward). The move has a sweet spot closer to Mario in Melee and the move is weaker in Melee and Brawl. This move can also be B-reversed. If used on someone in Brawl while taking knockback from an attack, it multiplies the distance by about 1.6. The Cape can also be used for multiple advanced techniques; Cape glide, the Cape Dash (reverse Cape glide), the Cape Boost (Meta Knight insta-kill), Cape Induced Landing Lag, and Edge Cape-cancel. These techniques only work in Brawl. In Ultimate, Cape received a few changes, mostly for the negative. Its animation length is 17 frames longer, restricting Mario's air mobility for a longer time. The reflect hitbox was made smaller and moved forward, making it less safe as it cannot reflect projectiles behind him. It also starts on frame 9 instead of 6, reducing the reflector's overall duration and decreasing its safety normally. To compensate, Cape has a preemptive projectile detector starting on frame 6: if a projectile comes in contact with this detector, the move skips to frame 9 on the next frame, effectively cutting up to two frames of startup. Cape also received a few aesthetic changes: Mario wears the cape around his neck while he swings it, and the hitbox now forces opponents to show their backside once reversed. Because of this, it is one of the few ways to see the back of characters with a mirrored stance without using glitches. CustomizationSpecial Move customization is available in Super Smash Bros. 4. These are the variations:
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Edge Cape-cancelThe Edge Cape-cancel is an advanced technique in Super Smash Bros. Brawl that involves Cape. To perform the technique, simply grab or fall onto the edge, then flick the Control stick away from the edge and perform Cape. If done correctly, Mario will perform the action, and the stalled descent the move provides will allow him to grab onto the edge again. This is done primarily to abuse the intangibility frames gained by grabbing the edge, effectively making approaching Mario very difficult if used multiple times in succession. This can also be used for edgeguarding, as the Cape at the edge can reflect opponents trying to recover. However, doing this technique optimally requires frame-perfect timing, as pressing the button too early will have Mario perform an edge attack instead, and pressing the button too late will wear off the intangibility frames and leave Mario vulnerable. That being said, there are few scenarios where being frame-perfect is necessary beyond stalling for time.[2] OriginIn Super Mario World, the Cape is a power-up obtained from the Cape Feather, which transforms Mario into Cape Mario. While wearing a Cape, Mario can perform a spinning attack, using it to attack enemies and destroy most projectiles. Additionally, by holding the jump button while airborne Mario can slow down his fall. The cape can also be used to fly great distances after a running start: in this state, Mario can stay airborne indefinitely by diving and pulling up at regular intervals, which allows him to skip large portions of some levels. The Cape's floating capabilities in its source game could have inspired its ability to stall Mario in midair in Smash Bros. Gallery
Names in other languagesTrivia
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See alsoReferences
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