Squish cancel: Difference between revisions
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If you get squished then unsquished before the frame ends, you enter [[idle]] action state. Here, you can [[Dive|dive]], [[Ledge Grab|ledge grab]], or even [[Jump|jump]] in midair, even if you were diving, dive rolling out, [[Ground Pound|ground pounding]], getting [[Damage|knocked back]] by an enemy, etc. | If you get squished then unsquished before the frame ends, you enter [[idle]] action state. Here, you can [[Dive|dive]], [[Ledge Grab|ledge grab]], or even [[Jump|jump]] in midair, even if you were diving, dive rolling out, [[Ground Pound|ground pounding]], getting [[Damage|knocked back]] by an enemy, etc. | ||
To do this, you need to get squished by a slanted ceiling and/or floor (slanted by 60° or more), then the game will push Mario in the direction of the slant, the horizontal component of the [[Normal Vector]], by 10 units or 2.5 units (if [[Quarter Steps|quarter frames]] apply) or less, based on [De Facto Speed]. If both are sufficiently slanted, ceiling slant direction takes priority. | To do this, you need to get squished by a slanted ceiling and/or floor (slanted by 60° or more), then the game will push Mario in the direction of the slant, the horizontal component of the [[Normal Vector]], by 10 units or 2.5 units (if [[Quarter Steps|quarter frames]] apply) or less, based on [De Facto Speed|de facto speed]. If both are sufficiently slanted, ceiling slant direction takes priority. | ||
If this Squish Push pushes Mario far enough to escape any ceiling/floor hitbox, Squish Cancel occurs. Else, you get Squish Downwarp. | If this Squish Push pushes Mario far enough to escape any ceiling/floor hitbox, Squish Cancel occurs. Else, you get Squish Downwarp. |
Revision as of 02:24, 14 July 2020
If you get squished then unsquished before the frame ends, you enter idle action state. Here, you can dive, ledge grab, or even jump in midair, even if you were diving, dive rolling out, ground pounding, getting knocked back by an enemy, etc.
To do this, you need to get squished by a slanted ceiling and/or floor (slanted by 60° or more), then the game will push Mario in the direction of the slant, the horizontal component of the Normal Vector, by 10 units or 2.5 units (if quarter frames apply) or less, based on [De Facto Speed|de facto speed]. If both are sufficiently slanted, ceiling slant direction takes priority.
If this Squish Push pushes Mario far enough to escape any ceiling/floor hitbox, Squish Cancel occurs. Else, you get Squish Downwarp.
Mario cannot enter the ceiling hitbox from the side or he will bonk. The ceiling squish spot needs to appear where Mario is, such as a ceiling coming down above Mario, or a spontaneous exposed ceiling (invisible wall).
A Squish Spot is where a floor and ceiling are less than 160 units apart vertically in some unit square.
When knocked back by a Bully, Squish Cancel allows Mario to transfer the Bully's speed into himself and keep it without it getting capped