Mario Kart 64/Triple Red Shell

From Meijin VS.
Jump to navigation Jump to search

Introduction

The Triple Red Shell (also colloquially referred to as "Triple Reds") is a comeback item that serves as the multiplied counterpart of the Red Shell.

It is for the most part a straight upgrade to its singular counterpart that solely exists outside of Battle Mode, though it still suffers from the same flaws nonetheless, which makes it a highly powerful option from up-close, though it still notably falters beyond its effective range.

Gameplay

Probabilities

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

Overview

Strengths Weaknesses
  • Comeback Pool: If you aren't in 1st place already, you basically have around one chance out of five to pull this item, which means you can reliably use this item to rise up the ranks if you are not too far away from your intended target.
  • Intelligent Tracking: The Red Shell always tracks after a little while, which lets the user take very odd angles to potentially guarantee a hit.
  • 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.
  • Radius Protection: Three circling projectiles that actively protects its user makes for a solid source of defence that forces opponents nearby to respect your presence.
  • Power in Number: Three Red Shells can be used to reliably force defensive items to be broken before damaging the opponent.
  • Close Range: Red Shells track its closest target while ignoring the map's layout, which effectively makes it useless at longer distances.
  • Triple Reliance: Losing merely one shell means having the potential to be exposed to nearby projectiles, which may surprisingly make a Triple Red less consistent at protecting than its single variant would, despite being technically more powerful.
  • No Backshot: Similarly to its single variant, Triple Reds can't be fired backwards.
  • Battle Inexistence: This item can't be rolled in Battle Mode for obvious balancing reasons.


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, but otherwise should be safe to use.
Z (When Active)
Shell Deploy ● Initially a strong safety option since it protects the user in a small radius around them.
● Easily forces respect as well due to its wider coverage.
● Projectiles can potentially phase through this item's defence, even with three active shells. The risk for getting punished is highly increased once the wielder loses one or two shells.
Z (When Stored)


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