Straining: Difference between revisions

775 bytes added ,  29 December 2024
Add more info to XX.99 Trick
(This NEEDS to be called "Air no Turn Straining", as "Air with Turn Straining", you can imagine, is kinda very different from everything here. But I get that "Air with Turn" is limited to air buttslide, twirling, lava bounce, and submerged metal cap jump.)
(Add more info to XX.99 Trick)
 
(6 intermediate revisions by 4 users not shown)
Line 15: Line 15:
Where ''angle from forwards'' is the angle from a vector straight forwards to the joystick direction, and ''stick magnitude'' is the magnitude of the stick being held divided by the maximum value. In other words, if the control stick is pushed all the way, the magnitude is 1. The ±.35 always brings the speed towards 0, so minus when speed is positive and plus when the speed is negative.
Where ''angle from forwards'' is the angle from a vector straight forwards to the joystick direction, and ''stick magnitude'' is the magnitude of the stick being held divided by the maximum value. In other words, if the control stick is pushed all the way, the magnitude is 1. The ±.35 always brings the speed towards 0, so minus when speed is positive and plus when the speed is negative.


Drag depends on two things- whether or not Mario is long jumping and what his speed is after the stick magnitude and -0.35 is added to the old speed. The values for drag are-
Drag depends on two things- whether or not Mario is long jumping and what his speed is after the stick magnitude and the speed's magnitude is reduced by 0.35. The values for drag are-


{| class="wikitable"
{| class="wikitable"
Line 48: Line 48:


==XX.99 Trick==
==XX.99 Trick==
The '''XX.99 Trick''' is a way to maximize speed when moving forward or backwards in the air. Due to how drag works during forward movement, maximum forward magnitude can actually be slower than significantly smaller forward magnitudes.<ref>[https://youtu.be/mg9EUKNosrc "47.99 Speed Trick Vs Worst-Case No 47.99 Speed Trick (Rough) Comparison" by Superdavo0001]</ref> For example-
The '''XX.99 Trick''' is a way to maximize speed when moving forward or backwards in the air. Due to how drag works during forward movement, maximum forward magnitude can actually be slower than significantly smaller forward magnitudes.<ref>[https://youtu.be/mg9EUKNosrc "47.99 Speed Trick Vs Worst-Case No 47.99 Speed Trick (Rough) Comparison" by Superdavo0001]</ref> For example:


<pre>
<pre>
Line 59: Line 59:
</pre>
</pre>


The barrier in the above case is 32 speed which dictates behavior. It is important to remember that drag is determined after the + stick magnitude - .35, which is why the component is different between the two situations. Essentially, using too much magnitude can push you over the drag threshold (32 here).
The barrier in the above case is 32 speed which dictates behavior. It is important to remember that drag is determined after the + stick magnitude - .35, which is why the component is different between the two situations. Essentially, using too much magnitude can push you over the drag threshold (32 here). By using a smaller stick magnitude, Mario can remain under the drag floor for an additional frame. Beyond this frame the additional speed not lost to drag is kept until landing. This results in notable distance gained over longer falls.


Long jumping and backwards movement also have their own versions, 48 and -16 respectively. While the 32, 48, and -16 barriers would work for this purpose, it is not typically possible to hit them exactly and not go over. Because of this, the goal speed is usually to approach 31.99, 47.99, and -15.99 on the last frame before the barrier is hit.<ref>[https://youtu.be/_70mar0e19I "Poorly Commentated xx.99 Speed Trick Practical Demonstration" by Superdavo0001]</ref> The table below breaks down which speed should be aimed for depending on your speed-
Note that a smaller forward stick magnitude can be achieved via pushing the stick less fully in the forwards direction, but can also be done at any stick magnitude by adjusting the relative angle of the stick compared to Mario's velocity. This is because the cosine in the speed equation means that non-zero differences between stick and velocity angle result in not all of the gained momentum being forward. This leads to the XX.99 trick allowing for "free" sideways movement, since the stick magnitude can be maxed in a non-forward direction. For this reason, if sideways air movement is beneficial, it should be done when using the X.99 trick.
 
Long jumping and backwards movement also have their own versions of the XX.99 trick, those being 47.99 and -15.99 respectively. While the 32, 48, and -16 barriers would work for this purpose, it is not typically possible to hit them exactly and not go over. Because of this, the goal speed is usually to approach 31.99, 47.99, and -15.99 on the last frame before the barrier is hit.<ref>[https://youtu.be/_70mar0e19I "Poorly Commentated xx.99 Speed Trick Practical Demonstration" by Superdavo0001]</ref> The table below breaks down which speed should be aimed for depending on your speed-


{| class="wikitable"
{| class="wikitable"
Line 74: Line 76:
|}''<small>*Backwards air movement is capped at -16 speed</small>''
|}''<small>*Backwards air movement is capped at -16 speed</small>''


This trick also allows "free" sideways movement, since the stick magnitude is not maxed. For this reason, if sideways air movement is beneficial, it should be done here.
==Hyperspeed==
 
==[[Hyperspeed]]==
Since you can continue to strain forwards unbounded, many different hyperspeed methods involve using the 0.15 acceleration per frame to build up large amounts of speed. Usually, Mario is somehow kept in an air action with something holding him in place, like a wall. These methods can only build forward hyperspeed, since they are achieved through forward straining. These methods cannot be used to get PU speed, since Mario will bonk on out-of-bounds, removing his speed.
Since you can continue to strain forwards unbounded, many different hyperspeed methods involve using the 0.15 acceleration per frame to build up large amounts of speed. Usually, Mario is somehow kept in an air action with something holding him in place, like a wall. These methods can only build forward hyperspeed, since they are achieved through forward straining. These methods cannot be used to get PU speed, since Mario will bonk on out-of-bounds, removing his speed.


Line 90: Line 90:
* [[Boo Hyperspeed]]
* [[Boo Hyperspeed]]


Straining is also important for [[Backwards Long Jump|Backwards Long Jumping]]. When starting to backwards long jump, it is important maximize your negative speed at the start of the jump. This can be done by using the -15.99 trick. Holding maximum in the direction of movement will actually lower the speed every time -16 speed is passed, which can be incredibly costly given backwards long jumping's exponential behavior.
Straining is also important for [[Backwards Long Jump|Backwards Long Jumping]]. When starting to backwards long jump, it is important to maximize your negative speed at the start of the jump. This can be done by using the -15.99 trick. Holding maximum in the direction of movement will actually lower the speed every time -16 speed is passed, which can be incredibly costly given backwards long jumping's exponential behavior.
 
==Iwerlipse==
{{main|Iwerlipse}}


==[[Iwerlipse]]==
The Iwerlipse refers to the full range of positions Mario can enter within a given number of frames. It is used to find the furthest distance Mario can reach in the air.
The Iwerlipse refers to the full range of positions Mario can enter within a given number of frames. It is used to find the furthest distance Mario can reach in the air.


16

edits