Hyperspeed Punching: Difference between revisions

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'''Hyper Speed Punching''' (abbreviated as '''HSP''') is a new technique that allows speed to be built by punching on a slope within a specific angle range. The speed that can be generated is potentially infinite, allowing access to QPU speed.
'''Hyperspeed Punching''' (abbreviated as '''HSP''') is a technique that allows speed to be built by repeatedly move-punching on a slope within a specific angle range. Given ideal geometry, it is possible to gain arbitrary speed in this manner. Like [[Hyper Speed Walking]], this is a method for obtaining PU speed that can be performed in zero A presses, making it potentially useful for the [[A Button Challenge]].


The reason for the speed increase is due to Mario gaining downhill ground acceleration with very low friction, allowing positive speed gain if the slope of the floor is just right. Single punches and punch combos can both serve as options.
While move-punching, Mario has abnormally low friction compared to other actions with similar physics. If the floor is steep enough, Mario can overpower this friction with downhill slope acceleration. Unless Mario is standing in shallow water, the floor must not be too steep or else he will begin to slide.


==Details==
To execute this technique, Mario needs to begin his next punch on the same frame that he ends his last. Joystick input must have low enough magnitude to avoid diving, but otherwise doesn't matter.
This technique can only be done on certain floors which Mario would slide on. In order for speed to actually be increased, the ''normal.y'' value of the floor has to be the following
 
==Conditions==
In order for Mario to gain net positive acceleration, the ''normal.y'' value of the floor must be contained in a specific range, depending on the floor's [[slope class]]
<ref>https://docs.google.com/document/d/1cJfwdju9-6yTGemBhtZrjoDhWWDYj69OpzIg8D6w9R4/edit?usp=sharing</ref>:
<ref>https://docs.google.com/document/d/1cJfwdju9-6yTGemBhtZrjoDhWWDYj69OpzIg8D6w9R4/edit?usp=sharing</ref>:
*0x13 (very ''slippery'', [[Hyper Speed Walking]] and C^ trick can be used): '''0.9848077 - 0.9961947'''
*0x13 (slide): '''0.9848077 - 0.9961947'''
*0x14 (A normal slippery hill, possible to frame-walk): '''0.9396926 - 0.9848077'''
*0x14 (slippery): '''0.9396926 - 0.9848077'''
*0x15 (climbable hills): Impossible
*0x15 (non-slippery): Impossible
*def (floors on sand terrain): '''0.7880108 - 0.808690'''
*def (default): '''0.7880108 - 0.808690'''
 
These ranges apply when Mario is not standing in shallow water. Standing in shallow water prevents Mario from sliding, allowing HSP to be performed on steeper slopes. Specifically, there is no minimum slope steepness in shallow water. In slide areas, namely [[Princess's Secret Slide]] and [[Tall, Tall Mountain]]'s slide, HSP is not possible without shallow water.
The range can be expanded by using shallow water similar to [[Hyper Speed Walking]], but without water, the range is extremely tight. Additionally, on slide levels, all floors are set to an extremely slippery terrain type, making this technique impossible to use.
 
To execute this technique, Mario needs to punch consecutively and never leave the punching state. This means that at each frame the action ends, Mario must do another punch. The joystick input must be minimal to avoid executing a dive, which would limit Mario's speed to 48.


==Applications==
==Applications==
This strategy is used in [[Jolly Roger Bay]] to build up speed, then immediately dive into the water to conserve said speed. The maximum speed is 180, at which point the speed lost by sliding and decrease in punching frames makes the value asymptote.
This strategy can be used in [[Jolly Roger Bay]] to build at least 150 speed on one of the pillars. The upper bound is a result of the speed lost from having to repeatedly conserve speed from water onto land.


This strategy allows the following actions to be done in 0 A Presses:
This strategy allows the following actions to be done in 0 A Presses:
*Landing on ''Blast to the Stone Pillar'' pillar platform (using 100 stored speed), although a variation of HSWing can also be used in a slower method.
*Landing on the [[Blast to the Stone Pillar]] platform (using 100 stored speed)<ref>pannenkoek2012's 0x Blast to the Stone Pillar TAS: https://youtu.be/9dkwHlDC1LY</ref>, although a slower method using [[HSW]] exists.
*An alternative method of ground pounding the blue coin block in JRB (with 128 stored speed) for 100 coins.
*Ground pounding the blue coin switch in [[Jolly Roger Bay]] with 128 stored speed to collect the 100 coin star without difficult goomba manipulation.
*A potential breakthrough by Hyper Speed Punching in [[Shifting Sand Land]] to store more than 45000 speed and converting it via a fire clone and a shell clone; the procedure stores around 2000 speed to be conserved by exiting on the one frame where a Shy Guy's twirl ends, allowing [[Secret Aquarium]] Entry with 0 A presses<ref>Tyler Kehne, SSL Exit Plan for 0xA SA Entry: https://youtu.be/svuSVSUsi74</ref>.
*Zero A press PU speed in [[Shifting Sand Land]], which was used for a console-viable [[Secret Aquarium]] entry<ref>pannenkoek2012's 0x SA Entry TAS: https://youtu.be/svuSVSUsi74</ref>.


==References==
==References==
<references/>
<references/>
[[Category:Glitches]]
[[Category:Hyperspeed]]
{{Glitches}}

Latest revision as of 01:41, 11 May 2021

Hyperspeed Punching (abbreviated as HSP) is a technique that allows speed to be built by repeatedly move-punching on a slope within a specific angle range. Given ideal geometry, it is possible to gain arbitrary speed in this manner. Like Hyper Speed Walking, this is a method for obtaining PU speed that can be performed in zero A presses, making it potentially useful for the A Button Challenge.

While move-punching, Mario has abnormally low friction compared to other actions with similar physics. If the floor is steep enough, Mario can overpower this friction with downhill slope acceleration. Unless Mario is standing in shallow water, the floor must not be too steep or else he will begin to slide.

To execute this technique, Mario needs to begin his next punch on the same frame that he ends his last. Joystick input must have low enough magnitude to avoid diving, but otherwise doesn't matter.

Conditions

In order for Mario to gain net positive acceleration, the normal.y value of the floor must be contained in a specific range, depending on the floor's slope class [1]:

  • 0x13 (slide): 0.9848077 - 0.9961947
  • 0x14 (slippery): 0.9396926 - 0.9848077
  • 0x15 (non-slippery): Impossible
  • def (default): 0.7880108 - 0.808690

These ranges apply when Mario is not standing in shallow water. Standing in shallow water prevents Mario from sliding, allowing HSP to be performed on steeper slopes. Specifically, there is no minimum slope steepness in shallow water. In slide areas, namely Princess's Secret Slide and Tall, Tall Mountain's slide, HSP is not possible without shallow water.

Applications

This strategy can be used in Jolly Roger Bay to build at least 150 speed on one of the pillars. The upper bound is a result of the speed lost from having to repeatedly conserve speed from water onto land.

This strategy allows the following actions to be done in 0 A Presses:

References