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, ledge grab, or even jump in midair, even if you were diving, dive rolling out, ground pounding, getting 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, 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 amount of slant. 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 amount of slant. 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.
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