Mario Kart 64/Red Shell

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Introduction

The Red Shell is a runner-up intelligent projectile that tracks the opponent in front of the user.

It is fast, can make for reliable protection at a basic level, and is very threatening in Battle Mode when used properly, but unlike its later appearances, throwing a Red Shell will cause it to automatically lock-on to its target with no regards to the track layout after a short duration, which makes it incredibly volatile at longer distances.

This, in turn, means this reliable short-range projectile will seriously falter in viability shall the target get enough distance to have an obstruction of any kind. As such, this item should only be seriously considered a threat when used in closer proximity.

Gameplay

Probabilities

Mode 1st 2nd 3rd 4th 5th 6th 7th 8th
2 Player GP 5% 15% 20% 15% 10% /// /// ///
3 Player VS 5% 15% 10% ///
4 Player VS 5% 15% 10% /// ///
Battle 20%

Overview

Strengths Weaknesses
  • Runner-Up Pool: This item can be collected at a wide range of places, going from 1st to 5th in GP, and everyone barred for 4th in VS, which makes it somewhat reliable to get in the places you'll need it the most despite its maximum pooling chance being of 15% in VS.
  • Battle Pool: You have one chance out of five to get a Red Shell in Battle Mode, which makes it fairly consistent to collect, and therefore strategize around.
  • Intelligent Tracking: The Red Shell always tracks after a little while, which lets the user take very odd angles to potentially guarantee a hit, especially in Battle Mode where this item works the best.
  • Decent Damage: Hitting this item will cause the target to harshly bounce into the sky, which makes it harder to recoup through Triple Tapping as a result of it.
  • Back Protection: It reliably covers the user's back, which makes it handy if an opponent is attempting to close the gap.
  • Close Range: Red Shells track its closest target while ignoring the map's layout, which effectively makes it useless at longer distances.
  • Single Protection: Even if the user pulls out two separate Reds (one held, one stored), an opponent may only need to pull Triple Reds to potentially break someone's defence and damage them.
  • No Backshot: Unlike its singular Green counterpart, Red Shells can't be fired backwards.


Movelist

Shell Throw ● Intelligent projectile that automatically tracks the closest player.
● Can be easily countered by having an obstruction such as a wall, barrier or pit between the shell and its intended target.
● Inversely, Red Shells can counter defensive items at closer ranges by firing it at an angle that will let it track its target from the sides or the front.
● High travel speed. Can easily hit the user if they travel at a clashing trajectory (especially comes into play in Battle Mode), but otherwise should be safe to use.
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Shell Hold ● Decent safety option since it protects the user from the back.
● Thrown items that hit from either the front or the sides may circumvent its protection however. This includes properly spaced Red Shells.
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Mario Kart 64
General FAQControlsHUDSystems
Characters
Mario Luigi Peach Toad Yoshi DK Wario Bowser
Items
Mushroom Triple
Mushroom
Super
Mushroom
Banana Banana
Bunch
Super
Star
Thunder
Bolt
Boo
Green
Shell
Triple
Greens
Red
Shell
Triple
Reds
Spiny
Shell
Fake
Item Box
Item
Box