Common TASing techniques: Difference between revisions
No edit summary |
m (MMMMMMMMMMMMM moved page Common TASing Techniques to Common TASing techniques: Sentence casify the wiki) |
||
(2 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
{{delete|Very confusing. No notable reason for this page existing}} | |||
{{rewrite}} | {{rewrite}} | ||
When starting a TAS, you usually start with Mario spawning, standing still. | When starting a TAS, you usually start with Mario spawning, standing still. | ||
Line 7: | Line 8: | ||
After a dive recover, on flat ground, you could jumpdive, recover, jumpkick repeatedly. For even longer distances, ZB kick is actually more optimal. | After a dive recover, on flat ground, you could jumpdive, recover, jumpkick repeatedly. For even longer distances, ZB kick is actually more optimal. | ||
Latest revision as of 01:33, 11 May 2021
When starting a TAS, you usually start with Mario spawning, standing still.
If you are facing close to the correct direction, you usually start with a 1-frame punch, jump for 6 frames, then dive recover as you touch the ground. You can also 1-frame punch, walk another frame, then long jump once or twice. If you are facing the wrong direction, 1-frame punching won't be as good for turning around as the instant turn Mario can do when standing still, although this gives slightly less starting speed.
When jumping before a dive recover, you can jump more or less depending on where you jumped and where you'll land.
After a dive recover, on flat ground, you could jumpdive, recover, jumpkick repeatedly. For even longer distances, ZB kick is actually more optimal.