Straining: Difference between revisions

1,597 bytes added ,  23 October 2018
Rewording, adding .99 trick. Also- removed stub, its hard to strain while squished.
(Adding in forwards and sideways equations, and described their general functionality. Plan on adding the X.99 tricks into the article soon.)
(Rewording, adding .99 trick. Also- removed stub, its hard to strain while squished.)
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{{stub}}
'''Straining''' is a technique that Mario can use at any point while in midair in most states. The technique involves how the joystick is angled relative to Mario's facing direction (which cannot be changed midair in most situations). Because of how the mechanic works, it can often become a trade-off of speed vs distance.
'''Straining''' is a technique that Mario can use at any point while in midair in most states. The technique involves how the joystick is angled relative to Mario's facing direction (which cannot be changed midair in most situations). Because of how the mechanic works, it can often become a trade-off of speed vs distance.
==Technical explanation==
==Technical explanation==
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:: <big>Forward Speed = 1.5 * Stick Magnitude * cos(Angle from Forwards) - Drag</big>
:: <big>Forward Speed = 1.5 * Stick Magnitude * cos(Angle from Forwards) - 0.35 - Drag</big>




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.
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.


Drag depends on two things- whether or not you are long jumping and what your speed is. The values are-
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-


{| class="wikitable"
{| class="wikitable"
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! Condition !! Drag
! Condition !! Drag
|-
|-
| Forwards Speed ≤ 32, Non-Long Jump || .35
| Forwards Speed ≤ 32, Non-Long Jump || 0
|-
|-
| Forwards Speed > 32, Non-Long Jump || 1.35
| Forwards Speed > 32, Non-Long Jump || 1
|-
|-
| Forwards Speed ≤ 48, Long Jump || .35
| Forwards Speed ≤ 48, Long Jump || 0
|-
|-
| Forwards Speed > 48, Long Jump || 1.35
| Forwards Speed > 48, Long Jump || 1
|-
|-
| Backwards Speed ≥ -16 || -.35
| Backwards Speed ≥ -16 || 0
|-
|-
| Backwards Speed < -16 || -2.35
| Backwards Speed < -16 || -2
|}
|}


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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.
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.
==XX.99 Trick==
The '''XX.99 Trick''' is a way to maximize speed when moving forward in the air. Due to how drag works during forward movement, maximum forward magnitude can actually be slower than significantly smaller forward magnitudes. For example-
<pre>
Speed at the start of the frame (normal air movement)- 30.86
New speed with full magnitude-    31.01        (=Speed (30.86) + Stick Magnitude (1.5) - Drag (1.35))
New speed with a lower magnitude- 31.99        (=Speed (30.86) + Stick Magnitude (1.48) - Drag (.35))
Speed lost due to poor straining- 0.98
</pre>
The barrier in this case is 32 speed which dictates behavior. 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. The table below breaks down which speed should be aimed for depending on your speed-
{| class="wikitable"
|-
! Air State !! Speed Range for Trick !! Goal Speed for trick
|-
| Normal Forwards || 30.85 – 31.85 || 31.99 (32 exact)
|-
| Long Jump Forwards || 46.85 – 47.85 || 47.99 (48 exact)
|-
| Backwards || -14.85  –  -15.99 (-16 exact)* || -15.99 (-16 exact)
|}''<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.
==Uses==
==Uses==
Although technically straining is always in use while in midair, there are times when it is very important.
Although technically straining is always in use while in midair, there are times when it is very important.
* While building speed in a [[Pedro spot]] or via [[Hyperspeed Grinding]], Mario may need to strain in order to avoid breaking free prematurely. This sacrifices some of his speed.
* While building speed in a [[Pedro spot]] or via [[Hyperspeed Grinding]], Mario may need to strain in order to avoid breaking free prematurely. This sacrifices some of his speed.