Prima Games eGuides Super Mario Odyssey eGuide

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Super Mario Odyssey eGuide A Kingdom Traveler’s Guide

Travel Cheat Sheet—Controls at a Glance

It’s only fitting that Mario’s grandest, globe-trotting adventure features Mario’s biggest set of abilities! Hop right in with standard running and jumping, Mario’s bread-and-butter since time immemorial, and add in more moves as you go along.

All of Mario’s controls are presented here in a chart for at-a-glance reference, and elaboration on using these abilities follows.

Orientation

ActionSingle Player Controls (dual Joy-Con or Pro Controller)Two Player Controls (horizontal Joy-Con)Notes

Camera Control

to move, / to reset

+ to move, to reset

Camera sensitivity adjustable in Settings

Ground Movement

ActionSingle Player Controls (dual Joy-Con or Pro Controller)Two Player Controls (horizontal Joy-Con)Notes

Run

Move stick gingerly to tip-toe or walk, push stick all the way to run

Crouch

Hold or

Hold or

Causes ground pound in midair

Crouch walk

Hold or +

Hold or +

Roll

Hold or + tap or or flick controller

Hold or + tap or flick Joy-Con

Tap button or shake controller repeatedly to increase rolling momentum

Hops, Skips, and Jumps

ActionSingle Player Controls (dual Joy-Con or Pro Controller)Two Player Controls (horizontal Joy-Con)Notes

Jump

or

or

Hold the Jump button for max height, tap it for a shorter jump; move analog stick in midair to adjust Mario’s trajectory; get a running start for a slightly longer and higher jump

Double jump

While landing from standard jump, press or

While landing from standard jump, press or

Hold the Jump button for max height, tap it for a shorter jump

Triple jump

While landing from double jump, hold and press or

While landing from double jump, hold and press or

Requires precision and momentum, triple jump must be aimed in the same direction as double jump; hold the Jump button for max height, tap it for a shorter jump

Backward somersault

Hold or + press or

Hold or + press or

Mario must be relatively still to produce a backward somersault instead of a running long jump; limits midair tackle direction

Side somersault

While running, move S in opposite direction + or

While running, hold s in opposite direction + or

Requires precision with analog stick on the 180 degree turn; limits midair tackle direction

Running long jump

While running, hold or + tap or

While running, hold or + tap or

To roll upon landing, hold Crouch button

Wall slide

Jump against most vertical surfaces

Jump against most vertical surfaces

Not possible after roll, tackle, or running long jump; some slick walls prevent wall sliding

Wall jump

While Mario is sliding down a wall in midair with his hand planted, press or

While Mario is sliding down a wall in midair with his hand planted, press or

Dive jump won’t work after wall jump

Ground pound

In midair, tap or

In midair, tap or

Won’t work during running long jump or tackle

Ground pound jump

During ground pound impact, press or

During ground pound impact, press or

Tackle

After initiating ground pound but before impact, press or or flick controller

After initiating ground pound but before impact, press or flick Joy-Con

To roll upon landing, hold Crouch button

Cappy

ActionSingle Player Controls (dual Joy-Con or Pro Controller)Two Player Controls (horizontal Joy-Con)Notes

Cap throw

or or flick Joy-Con

or flick Joy-Con

Hold Cap Throw button to hold cap in place (two second max)

Spin throw

Tilt both Joy-Con pads or the Pro Controller quickly to the side, or press or during spin

Tilt horizontal Joy-Con quickly to the side, or press during spin

Upward throw

Flick both Joy-Con or the Pro Controller upward

Flick Joy-Con upward

Hold Cap Throw button to hold cap in place (two second max)

Downward throw

Flick both Joy-Con downward, or press or or flick controller during ground pound impact (Pro Controller)

Press or flick Joy-Con during ground pound impact

Hold Cap Throw button to hold cap in place (two second max)

Homing throw

Throw cap (any method), then flick controller in desired direction

Throw cap (any method), then flick controller in desired direction

Cap will home in on an available target nearby; if no targets are near, cap throw length extends in direction of controller flick

Combos

ActionSingle Player Controls (dual Joy-Con or Pro Controller)Two Player Controls (horizontal Joy-Con)Notes

Cap jump

Throw and hold Cappy, then run into him

Throw and hold Cappy, then run into him

Cap jump from the ground is automatic when running into Cappy on hold

Catch jump

Any cap throw, then or just after catching Cappy

Any cap throw, then or just after catching Cappy

On ground, results in extra-high jump; in midair, causes Mario to spin while hovering briefly

Dive jump

In midair, throw cap, press or then hold or

In midair, throw cap, press or then hold

Can be done once per airborne period; cannot be done after wall jumping or releasing a Captured creature in midair, but CAN be done after jumping off a pole or launching off a hat trampoline

Miscellaneous

ActionSingle Player Controls (dual Joy-Con or Pro Controller)Two Player Controls (horizontal Joy-Con)Notes

Spin

Rotate quickly in two circles

Rotate quickly in two circles

Press Cap Throw button for spin throw, press Jump button for spin jump

Spin jump

During spin, press or

During spin, press or

Descends slower than a normal jump, steer spin jump with analog stick

Quick descent

During spin jump, press or

During spin jump, press or

Spinning ground pound

During spin jump, hold or until impact

During spin jump, hold or until impact

Upon impact, press Cap Throw button or flick controller to start a high-speed roll

Spinning ground pound jump

During spinning ground pound impact, press or

During spinning ground pound impact, press or

Same as ground pound jump

Hold item

Press or near grabbable object

Press near grabbable object

Throw item

Press or for short throw, flick controller for long throw

Press for short throw, flick Joy-Con for long throw

Swim

Cap can still be thrown while swimming

Descend

or

or

Water-based ground pound, descend to the seafloor and Mario will begin walking on it

Ascend

or

or

The classic Super Mario Bros. swimming stroke

Water dash

or then or or flick controller

or then or flick Joy-Con

Interrupts water-based ground pound with water dash, like tackling in midair

Ledge clinging

left or right to shimmy along handholds, up or or to climb up, down to let go and fall

left or right to shimmy along handholds, up or or to climb up, down to let go and fall

To cling to a handhold, step off a ledge slowly or jump just short of the lip of a floor above

Pole climbing

up or down to ascend or descent, left or right to rotate around the pole

up or down to ascend or descent, left or right to rotate around the pole

Jump or tackle toward a pole to hug it; shake controller to ascend faster; press Jump button to leap away from pole toward Mario’s back