User:Tjk113/Speed-TAS Encyclopedia: Difference between revisions
Line 74: | Line 74: | ||
Starting movement with a slidekick is the fastest way to accelerate under certain conditions. When you begin a slidekick, your speed is set to 32, which is much higher than a long jump or buffered jump kick. However other starting movements like longjumps and jumpdives will catch up later on because of their superior acceleration. Instead, if you find a way to cancel the slidekick rollout and immediately dive, there's a high chance it will be faster. Sometimes you do not need to do the rollout and the slidekick is the fastest movement over shorter distances. (e.g. LLL re-entry movement) | Starting movement with a slidekick is the fastest way to accelerate under certain conditions. When you begin a slidekick, your speed is set to 32, which is much higher than a long jump or buffered jump kick. However other starting movements like longjumps and jumpdives will catch up later on because of their superior acceleration. Instead, if you find a way to cancel the slidekick rollout and immediately dive, there's a high chance it will be faster. Sometimes you do not need to do the rollout and the slidekick is the fastest movement over shorter distances. (e.g. LLL re-entry movement) | ||
=== Punching Off Ledge === | === Punching Off Ledge === | ||
At low speeds and trying to run off of a ledge, Mario will sometimes climb down to hang on the ledge. This is bad if you want to start a movement by dive-grinding, [https://youtu.be/qRHC035iVI8?t=28 quickly start a wing cap flight] or just falling off the platform in general. The ledge climb down only happens if you are in the walking action, however, so it is possible to avoid climbing down to the ledge by punching. | |||
TODO (mention both divegrinding application and fast flight application (like here: https://youtu.be/qRHC035iVI8?t=28) | TODO (mention both divegrinding application and fast flight application (like here: https://youtu.be/qRHC035iVI8?t=28) | ||
== Optimization-Based Actions == | == Optimization-Based Actions == | ||
=== Quickstop === | === Quickstop === | ||
When Mario is in a landing action on most surfaces, it will take 4 frames for him to come to a complete stop if you have no joystick input. After Mario has reached 0 speed, holding a very low magnitude on the joystick (12 or less, approximately) for 1 frame and then returning to neutral will allow him to enter the idle action very quickly. If you have any joystick input on the first 3 frames of a landing action, then you will maintain more speed (or lose more speed, if your speed is | When Mario is in a landing action on most surfaces, it will take 4 frames for him to come to a complete stop if you have no joystick input. After Mario has reached 0 speed, holding a very low magnitude on the joystick (12 or less, approximately) for 1 frame and then returning to neutral will allow him to enter the idle action very quickly. If you have any joystick input on the first 3 frames of a landing action, then you will maintain more speed (or lose more speed, if your speed is negative) throughout the action. You can still do a quickstop if you hold return to neutral on the 4th frame. Additionally, holding a low joystick magnitude for 2 frames after Mario has 0 speed will also allow him to enter an idle action as long as you return to neutral on the next frame. If you are entering a warp, then you can save time by returning to neutral and pressing Z after holding a low joystick magnitude for 1 frame. This will allow you to stop 1 frame sooner than you would if you did a regular quickstop. Note: on some slopes, it's possible to do a "1 frame quickstop," in which you only have to hold a low joystick magnitude for 1 frame before you can enter idle. As a general rule, if you're landing on any kind of slope, it's worth seeing if a 1 frame quickstop is possible. | ||
=== C-up/C^ Jump & Jumpdive === | === C-up/C^ Jump & Jumpdive === | ||
TODO | TODO |
Revision as of 16:46, 28 April 2022
Current Entry Count: 64
TODO: ADD EXAMPLES OF SITUATIONS IN WHICH THESE TRICKS COULD BE ADVANTAGEOUS
Speed-Generating Actions
C-up/C^ Sliding
On certain slope types, (// TODO: SPECIFY DIFFERENT SLOPE TYPES AND EFFECTS) either entering the C-up camera mode 1 frame before walking onto the slope, or, after landing on the slope within the correct angle range, walking for 1 frame on the slope will Mario to begin accelerating/decelerating. If you want to activate C-up sliding after landing *on* a slope, then you must be pressing the C-up button on the frame you land. Keep in mind that, no matter how you activate the C-up slide, it will only initiate 1 frame after you press the button. Also, if your speed isn't activated in some way after the C-up slide is over, you will have to activate it yourself. The exact method of doing so will depend on the situation, but most regular speed-preserving actions will suffice.
BLJ
- Main article: BLJ
Slope BLJ
TODO (is this necessary?)
0-Input BLJ
TODO
Elevator BLJ
TODO (is this necessary?)
Side BLJ
TODO
Ceiling BLJ
TODO
Low Ceiling BLJ
TODO
Pause-buffered BLJ
TODO (mention small slope bljs, including ! switch bljs)
Shallow Water BLJ
TODO (not really a specific kind of blj, but shallow water allows slope bljs to work in places they otherwise couldn't)
Hyperspeed Wallkicks
TODO
Optimal Dive Slide on Slope
TODO (someone figure out the optimal equation for this?)
Pedro Spot Speed Building
TODO
Hyperspeed Punching
TODO
Shell Hyperspeed
TODO
Speed-Preserving Actions
Optimal Speedkick
If Mario’s angle and the camera are aligned with a cardinal axis of the joystick, then dropping down to 54 magnitude for a speedkick is optimal. Now, however, it's much better to just use the built-in speedkick function included in the Input Direction Lua.
Buffered Jumpkick
If you hold A either before the first frame that Mario is able to move, or, if landing from the air, before the landing action has started, then you can (while still holding A) press B to do a buffered jumpkick. If starting from idle, this allows you to choose an arbitrary angle to jumpkick with. Note: a normal jumpkick (where you press A and B on the same frame, or press B after A) does not allow you to choose an arbitrary angle from idle.
Speedpunch
TODO
Pole Speed Redirection
TODO
Instant Pole Release
TODO
Text Speed Redirection
TODO
Turnaround Speed Preservation
TODO
Squish Cancel
TODO
Punch into Unreferenced Wall or ?
TODO (idk how this works exactly)
Pause-buffered Wallkick
TODO
C-up/C^ Backwards Deceleration / Braking
TODO (mention crouch + c^ to slide down slopes w/ negative spd)
C-up/C^ Reflection
TODO
Water Sliding Speed Preservation
TODO
Hyperjump
TODO (mention jong's hspd equation from h_spd_calc?)
Flight Reflection
TODO
Movement Starting Actions
Punch Cancel
Punch cancelling is a method to begin running with a higher speed. The first frame of running has ~8.9 speed, however the first frame of punching (from standstill) has 10 speed. You can then cancel it into running with the joystick or into a jump by pressing A. This is useful as it reduces the amount of frames of movement needed for other movement starting options such as a slidekick or long jump. Note when you do a punch cancel, it must be done with a neutral joystick and therefore you can not arbitrarily change your angle.
Quickturn
Once you enter the idle action of a quickstop, you then have a number of options for changing direction quickly. Buffered jumpkicks, walking at full magnitude with an arbitrary angle, punching off a ledge (usually to start dive grinding), or, in some rarer cases on very steep slopes, crouch sliding, can all be efficient ways to change direction after a quickstop.
Dive Grinding
TODO (need to mention XZ momentum)
Slidekick Start
Starting movement with a slidekick is the fastest way to accelerate under certain conditions. When you begin a slidekick, your speed is set to 32, which is much higher than a long jump or buffered jump kick. However other starting movements like longjumps and jumpdives will catch up later on because of their superior acceleration. Instead, if you find a way to cancel the slidekick rollout and immediately dive, there's a high chance it will be faster. Sometimes you do not need to do the rollout and the slidekick is the fastest movement over shorter distances. (e.g. LLL re-entry movement)
Punching Off Ledge
At low speeds and trying to run off of a ledge, Mario will sometimes climb down to hang on the ledge. This is bad if you want to start a movement by dive-grinding, quickly start a wing cap flight or just falling off the platform in general. The ledge climb down only happens if you are in the walking action, however, so it is possible to avoid climbing down to the ledge by punching.
TODO (mention both divegrinding application and fast flight application (like here: https://youtu.be/qRHC035iVI8?t=28)
Optimization-Based Actions
Quickstop
When Mario is in a landing action on most surfaces, it will take 4 frames for him to come to a complete stop if you have no joystick input. After Mario has reached 0 speed, holding a very low magnitude on the joystick (12 or less, approximately) for 1 frame and then returning to neutral will allow him to enter the idle action very quickly. If you have any joystick input on the first 3 frames of a landing action, then you will maintain more speed (or lose more speed, if your speed is negative) throughout the action. You can still do a quickstop if you hold return to neutral on the 4th frame. Additionally, holding a low joystick magnitude for 2 frames after Mario has 0 speed will also allow him to enter an idle action as long as you return to neutral on the next frame. If you are entering a warp, then you can save time by returning to neutral and pressing Z after holding a low joystick magnitude for 1 frame. This will allow you to stop 1 frame sooner than you would if you did a regular quickstop. Note: on some slopes, it's possible to do a "1 frame quickstop," in which you only have to hold a low joystick magnitude for 1 frame before you can enter idle. As a general rule, if you're landing on any kind of slope, it's worth seeing if a 1 frame quickstop is possible.
C-up/C^ Jump & Jumpdive
TODO
C-up/C^ Backflip
While in the idle action, if you enter the C-up camera mode and press Z, you can choose an arbitrary joystick angle that Mario will crouch with. You can then press A to perform a backflip. This kind of quick backflip is useful in some situations, like grabbing a closeby star above a platform you just ledgegrabbed onto. The reason you must press C-up is to stop mario from going into crawling, which he cannot backflip out of.
Ledge Cancel(name?)
TODO
.99 Trick
TODO
Straining
- Main article: Straining
.99 Straining
TODO
Arctan Straining
TODO (get someone who actually understands this to write this one)
Inverse Arctan Straining
TODO (is this necessary?)
Z-Drop Off Ledge
TODO
Optimal Star GP
TODO (19.9999 units below star hitbox; GPing slightly lower to avoid a bad QF landing)
Lower GP Under Star Box
TODO
Breaking Box w/ WK
TODO
Breaking Box w/ Double Wall Push
TODO (too niche?)
Tess Turning
TODO (mention all 3 applications here)
Wall Push
TODO
Quick Dive Grind Turn
TODO
Vertical Speed Manipulation (Reduction)
TODO
Misalignments
TODO (not really a trick; more a phenomena)
Star Dance Clip
TODO
Quick Release
TODO (bob king; chuckyas)
QF Optimization
TODO (whole tutorial thing)
Neutral on Slope to Enter Dive Slide
TODO
Death Star Glitch
By touching OOB or the death barrier, Mario can initiate the death fade out before getting a star. The setup to do it may be longer than the single star time, but by doing a DSG we can avoid the star dance and the animation Mario does out of the painting and the save and quit, which is longer than Mario's animation he does when he dies. (His death animation also makes him face the painting, allowing for a punch cancel trick to be used for re-entry)
Steep Jump Position Change
TODO (bob island alt strat)
Floor Clip
TODO
Wall Push Floor Clip
TODO (ttm monkey)
Bruteforcing Tutorial
- Main article: Bruteforcing
TODO (more and more relevant as time goes on)
Parallel Universes
- Main article: Parallel Universe
TODO (basically would just need to be an "easy-as-possible" tutorial, if that's possible)
Glitchy Wallkicks
- Main article: Glitchy Wall Kick
Quarter Frame GWK
TODO (basically just gonna link to the GWK documentary for more in-depth explanations of GWKs)
Bonk GWK
TODO
Unreferenced Wall GWK
TODO
Open Corner GWK
TODO
Frame Bonk GWK Chain
(Make reference to the regular bonk gwk) By approaching a wall that has a wall lip next to it and the angle between them is less than 90 degrees, a bonk glitchy wall kick chain is possible. To do this, hug the wall of the well next to the wall lip, and then hold neutral. Take note of Mario's angle, as this angle will be used to perform the GWK chain. Approach the wall and its lip with this angle and do a regular bonk gwk. When you wallkick, you want to strain so that mario hits the wall in the same area as before. This way he can bonk and move back into the wall lip and do another bonk gwk. Repeat. (Note: Some wall lips are too big to do a bonk gwk every other frame. See the AMA TAS)
Eru GWK Chain
TODO
Miscellaneous Phenomenon
f32 Rounding Errors
? (can't think of an application of this in speedtasing)
Stored Yaw Angle
TODO (not only flight; don't forget c-up slide stored yaw)