Paper Mario: Color Splash Hopslipper and Line Jump attacks, detailing their power, range, and unique jump mechanics.
Hopslipper Attacks:
- Shiny Hopslipper (13): Power: **. Range: Ground/Low Altitude/Air. In-game description: If you're good, stomps a single foe many times with a fairly strong jump. Sticking points: A less-than-powerful attack that can stomp up to ten times using wonderful spring technology.
- Flash Hopslipper (14): Power: ***. Range: Ground/Low Altitude/Air. In-game description: If you're good, stomps a single foe many times with a pretty strong jump. Sticking points: A flash sticker that doesn't exactly look cool, seeing as it's a slipper with a spring on it. But it can stomp ten times!
- Big Shiny Hopslipper (15): Power: ****. Range: Ground/Low Altitude/Air. In-game description: If you're good, stomps a single foe many times with a very strong jump. Sticking points: An attack whose size hides weak power. But ten jumps does mean ten attacks, so it's got that going for it.
- Megaflash Hopslipper (16): Power: *****. Range: Ground/Low Altitude/Air. In-game description: If you're good, stomps a single foe many times with a superstrong jump. Sticking points: A big, shiny...slipper. Still, if you can land ten jumps, it's a MEAN slipper. So just lay off with the slipper hate.
Line Jump Attacks:
- Line Jump (17): Power: *. Range: Ground/Low Altitude/Air. In-game description: Stomps all foes in a line. Gets progressively weaker and faster with each jump. Sticking points: An attack that lets you stomp foe after foe with decreasing power, but only if you have good jump timing.
- Shiny Line Jump (18): Power: **. Range: Ground/Low Altitude/Air. In-game description: Stomps all foes in a line with a fairly strong jump. Sticking points: A Line Jump with a bit more oomph. Try to stomp each enemy three times, since three is better than two or one.
Tips
- The Hopslipper attacks can perform up to ten jumps if your timing is on.
- The Line Jump attack's power decreases with each subsequent jump.
- The Shiny Line Jump is an improvement on the standard Line Jump, offering more power.
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