Cap Throw
The Cap Throw is a move introduced in Super Mario Odyssey. The move involves Mario spinning around and throwing Cappy forward when the player presses or shakes one of or . Cappy spins around as long as he is in the air, then returns to Mario like a boomerang. Mario can throw Cappy to perform several actions. Cappy can hit enemies and blocks and collect coins. He can interact with other objects, such as pulling Lever Switches and posts. Some objects allow Cappy to pass through them, while others prompt him to begin returning. Some objects, such as cacti and rocks, bounce away from Cappy. This is extended to certain projectiles, such as fireballs. The Cap Throw can be considered the Odyssey equivalent of Mario's basic attack moves from prior 3D games of the Super Mario franchise, such as the spin and Jump Kick.
When Mario stands near many kinds of objects and enemies Cappy can interact with, a white arrow with a wide top floats above the object. This arrow resembles a hat. Certain doors have gold hats on the front, continuing the motif as they are opened with a Cap Throw. The door of the Odyssey has a white hat design, functioning similarly.
Cappy's path is affected by walls, and a wall can prevent Cappy from leaving Mario's grip. Such a throw can still inflict damage, so it can be used next to blocks. While returning, if Cappy is separated from Mario by a wall, Cappy attempts to move around the wall. If the wall is made of Brick Blocks, he breaks through any number of Brick Blocks in the way without rebounding to return to Mario. If these actions still cannot get Cappy to return, the game eventually silently teleports Cappy directly to Mario.
If Mario jumps as he picks up Cappy, he twirls as he jumps to go slightly higher than normal. Using a throw stalls Mario's movement, and if he is in the air, he gains a little height. Mario can attempt to throw Cappy before Cappy returns, but this only cosmetically spins Mario around without any of the effects of the throw. If Mario performs three Cap Throws in a row, the last has him spin more dramatically. Mechanically, this is similar to the Triple Jump.
Generally speaking, a Cap Throw is less effective against enemies than a jump, as a jump can defeat most enemies in one hit, while the Cap Throw has a number of restrictions. Some enemies are only knocked backward. However, the Cap Throw can affect a number of enemies that a stomp does not, such as enemies with spikes.
Many enemies and objects can be captured when Cappy hits them, temporarily putting Mario in control of those entities. Some enemies that can be captured wear hats. An additional Cap Throw is required to remove an enemy's hat, which rebounds Cappy to Mario.
After Mario throws Cappy, Cappy keeps spinning in place for longer if is held; this is called a Cap Throw and Hold. This can be used to repeatedly hit the same object, as otherwise Cappy returns on contact with objects like blocks and crates. Cappy can land on certain objects and spin on them indefinitely with this move. Some such objects provide a Power Moon if Cappy stays on them for long enough. If Mario runs into Cappy during a Cap Throw and Hold, he cap-jumps off Cappy to jump higher and farther. A Cap Jump can be used while Mario is in the air, but he passes through Cappy instead of performing additional Cap Jumps until he lands. If Cappy is not twirling on an object, he returns to Mario afterward.
Once Cappy reaches the end of his arc, the player can shake one of again to initiate a Homing Cap Throw. With a Homing Cap Throw, Cappy homes in on enemies or objects that are near him, or just flicks forward in the direction the controller was shaken. He then returns to Mario, irrespective of the Cap Throw and Hold.
Mario can throw Cappy in different ways depending on the buttons pressed and/or how are shaken. Flicking both upwards performs an Upward Throw, allowing Mario to hit enemies and objects above him. Flicking both downwards (in midair) or flicking just one or pressing or during a Ground Pound's impact does a Downward Throw, which lets Mario hit things below him if he is in midair or near a ledge. Cappy spins like a wheel during a Downward Throw, so if he hits the ground, he rolls forward. This roll covers more distance than a standard Cap Throw, and it also follows any dips in the floor that a regular Cap Throw would soar over. All of these moves can be used with a Cap Throw and Hold, Cap Jump, or Homing Cap Throw.
Shaking both sideways or pressing or while spinning performs a Spin Throw, which sends Cappy in a spiral motion all around Mario. Using this move ends the spinning state. Cappy floats relative to Mario's position, increasing the range if Mario moves around but preventing him from landing on Cappy for a Cap Jump. A Cap Throw and Hold and a Homing Cap Throw cannot be used during a Spin Throw.
Scarecrows are a special kind of switch that Cappy has to be placed on to keep active. While Cappy is on a scarecrow, Mario cannot use the Cap Throw and, by extension, any other action involving using Cappy. This includes the movement stall. Pressing the button simply plays a sound effect indicating it does not work.
While Mario is underwater, the Cap Throw's speed is reduced. This applies both for the motion and for the projectile. The player is unable to use the Downward Throw or the Spin Throw without the motion control input. This is because using the Cap Throw after a Ground Pound does not start a Downward Throw, and Mario is unable to start spinning underwater.
In two-player mode, Cappy is able to take off and fly on his own. While flying, he spins about and basically acts as a Cap Throw with free horizontal movement in a radius around Mario. He can stop and start moving at will, jump, and ground-pound. Mario is also changed slightly in two-player mode. Even if Cappy has taken off, Mario can still use the Cap Throw for its movement stalling properties. This permission returns to normal, in that the player cannot use the Cap Throw, if the player passes through a door opened by a scarecrow.
Rango is also capable of throwing his hat as a boomerang projectile. While that move is never directly stated to be a Cap Throw, he is described as having "almost unnatural control over the way it flies."
In Super Smash Bros. Ultimate, Mario's new side taunt, which has him throw Cappy around him, is based on the Cap Throw.
Names in other languages[edit]
Cap Throw[edit]
Language | Name | Meaning | Notes |
---|---|---|---|
Italian | Lancia il cappello[?] | Throw the hat | |
Korean | 모자 던지기[?] Moja Deonjigi |
Cap Throw |
Upward Throw[edit]
Language | Name | Meaning | Notes |
---|---|---|---|
Italian | Lancio in su[?] | Upward throw | |
Korean | 위로 던지기[?] Wiro Deonjigi |
Upward Throw |
Downward Throw[edit]
Language | Name | Meaning | Notes |
---|---|---|---|
Italian | Lancio in giù[?] | Downward throw | |
Korean | 아래로 던지기[?] Araero Deonjigi |
Downward Throw |
Spin Throw[edit]
Language | Name | Meaning | Notes |
---|---|---|---|
Italian | Lancio rotante[?] | Spinning throw | |
Korean | 회전 던지기[?] Hoejeon Deonjigi |
Spin Throw |
Cap Throw and Hold[edit]
Language | Name | Meaning | Notes |
---|---|---|---|
Italian | Lancio arrestato[?] | Arrested throw | |
Korean | 모자 던져 홀드[?] Moja Deonjyeo Holdeu |
Cap Throw and Hold |
Homing Cap Throw[edit]
Language | Name | Meaning | Notes |
---|---|---|---|
Italian | Lancio autoguidato[?] | Self-guided throw | |
Korean | 모자 던져 추적[?] Moja Deonjyeo Chujeok |
Homing Cap Throw |