RTA Guide/Movement Guide: Difference between revisions

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*[[Double Jump]] - Upon landing from a single jump, kick, sideflip, or walking off of a ledge, press A when Mario makes contact with the ground to double jump. This jump gives Mario more height than a single jump. Similar to a single jump, how long you hold A for after the double jump will make Mario jump higher until he reaches the max height.
*[[Double Jump]] - Upon landing from a single jump, kick, sideflip, or walking off of a ledge, press A when Mario makes contact with the ground to double jump. This jump gives Mario more height than a single jump. Similar to a single jump, how long you hold A for after the double jump will make Mario jump higher until he reaches the max height.
*[[Triple Jump]] - Upon landing from a double jump, press A when Mario makes contact with the ground to triple jump. You must have forward momentum to triple jump. You cannot ledgegrab out of a triple jump. Unlike single and double jumps, triple jumps are always the same height.
*[[Triple Jump]] - Upon landing from a double jump, press A when Mario makes contact with the ground to triple jump. You must have forward momentum to triple jump. You cannot ledgegrab out of a triple jump. Unlike single and double jumps, triple jumps are always the same height.
*[[Long Jump]] - When Mario is moving, press Z followed by A to longjump.
*[[Long Jump]] - When Mario is moving, press Z followed by A to long jump.
*'''Sideflip''' - When Mario has momentum in a direction, flick the stick in the opposite direction to make Mario start turning in the opposite direction. While Mario is in this turning state, you can perform a sideflip into any direction you hold by pressing A.
*'''Sideflip''' - When Mario has momentum in a direction, flick the stick in the opposite direction to make Mario start turning in the opposite direction. While Mario is in this turning state, you can perform a sideflip into any direction you hold by pressing A.
*[[Backflip]] - While standing still, press Z followed by A to backflip. This technique has very few applications in an RTA run. The most common use is on the Advanced CCM Wallkicks Will Work strategy.
*[[Backflip]] - While standing still, press Z followed by A to backflip. This technique has very few applications in an RTA run. The most common use is on the Advanced CCM Wallkicks Will Work strategy.
*'''Walljump/Wallkick''' - You must have some momentum towards a wall and be within a range of angles to perform a wallkick. When you get close to the wall, press A to wallkick. There are 5 frames in which Mario interacts with the wall and is able to wallkick. Each of these frames have specific properties. The most common distinct wallkick to get is a first frame wallkick (aka firsty) where Mario will gain speed out of the wallkick. The other frames Mario retains his speed or loses some.
*'''Walljump/Wallkick''' - You must have some momentum towards a wall and be within a range of angles to perform a wallkick. When you get close to the wall, press A to wallkick. There are 5 frames in which Mario is able to wallkick. Each wallkick frame is slightly different. The most distinct wallkick to get is a first-frame wallkick (aka firsty/firstie) where Mario will gain speed out of the wallkick. On 2nd through 5th-frame wallkicks Mario loses some height each frame.
*'''Punch''' - When standing on the ground, press B to punch.
*'''Punch''' - When standing on the ground, press B to punch.
*'''Kick (on ground)''' - When standing on the ground with the A button pressed, press B to do a kick.
*'''Kick (on ground)''' - When standing on the ground with the A button pressed, press B to do a kick.
*'''Kick (in air)''' - When in the air with no little to no forward momentum, press B to kick.
*'''Kick (in air)''' - When in the air with no little to no forward momentum, press B to kick.
*[[Dive]] - When grounded or in the air with a lot of forward momentum, press B to dive. Being able to perform a kick or dive in specific parts of the game requires some effort. A common point of failure among beginner runners is trying to do double jump kicks in Bowser in the Sky. This is great movement to practice to get a feel for how to kick V.S. how to dive.
*[[Dive]] - When grounded or in the air with a lot of forward momentum, press B to dive. Being able to perform a kick or dive in specific parts of the game requires some effort. A common point of failure among beginner runners is trying to do double jump kicks in Bowser in the Sky. This is great movement to practice to get a feel for how to kick versus how to dive.
*'''Rollout''' - When Mario is in the dive animation and hits the floor, you can press either A or B to rollout. Many players will slide their finger from A to B (for two chances) to try and make the rollout dustless. When doing longjumps,dive rollouts, and slidekick rollouts you have a large window to hit the next movement. If you do it on the first frame, no dust will be generated under Mario, which is why it is called dustless. Mario does not lose any speed with dustless movements. If you rollout over an edge, Mario will be in a state where he does not take damage, cannot ledgegrab, and cannot groundpound.
*'''Rollout''' - When Mario is in the dive animation and hits the floor, you can press either A or B to roll out of the dive. Many players will slide their finger from A to B (for two chances) to try and make the rollout dustless. When doing long jumps, dive rollouts, and slidekick rollouts you have a large window to hit the next movement. If you do it on the first frame, no dust will be generated under Mario, which is why it is called dustless. Mario does not lose any speed with dustless movements. If you roll out over an edge, Mario will be in a state where he does not take damage, and cannot ledgegrab, kick, wallkick, or groundpound.
*'''Slidekick''' - When Mario has forward momentum, press Z followed by B to perform a slidekick. Slidekicks have the property of quick startup, so it is preferred in very specific instances. One common spot is when going to talk to the penguin inside the CCM slide area.
*'''Slidekick''' - When Mario has forward momentum, press Z followed by B to perform a slidekick. Slidekicks have the property of quick startup, so it is preferred in very specific instances. One common spot is when going to talk to the penguin inside the CCM slide area.
*'''Groundpound''' - When Mario is in the air as a result of jumping, or running off of a ledge, you can hit Z to groundpound. It is very common to groundpound under stars, since it extends Mario's hitbox and he falls down faster after grabbing the star. The same thing applies to breaking boxes to grab stars. If you hit A+Z on the same frame while grounded, Mario will groundpound. Mistakes during a run often occur as a result of trying to longjump and instead groundpounding.
*'''Groundpound''' - When Mario is in the air as a result of jumping or running off of a ledge, you can hit Z to groundpound. It is very common to groundpound under stars, since it extends Mario's hitbox upwards and he falls down faster after grabbing the star. The same thing applies to breaking boxes to grab stars. If you hit A+Z on the same frame while grounded, Mario will groundpound. Mistakes during a run often occur as a result of trying to long jump and instead groundpounding.
*'''Ledge Grab''' - Mario can grab a ledge out of any state with 3 exceptions. If you rollout, the state Mario is in until he lands on the ground cannot ledgegrab. If you are on a slope Mario can stand on, but not kick, he will not be able to ledgegrab. You cannot ledgegrab out of a triple jump. This is why players often chain a triple jump with a wallkick so they can ledgegrab.
*'''Ledge Grab''' - Mario can grab a ledge out of any state with 3 exceptions. If you rollout, the state Mario is in until he lands on the ground cannot ledgegrab. If you are on a slope Mario can stand on, but not kick, he will not be able to ledgegrab. You cannot ledgegrab out of a triple jump. This is why players often chain a triple jump with a wallkick so they can ledgegrab.
*'''Swimming''' - When swimming, you press A to initiate another swim. To swim optimally, there are audio and visual cues most players use. If you watch any runner swim, you will pick up on those cues and then can determine what works best for you.
*'''Swimming''' - When swimming, you press A to initiate another swim. To swim optimally, there are audio and visual cues most players use. If you watch any runner swim, you will pick up on those cues and then can determine what works best for you.
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