User:Tjk113/Speed-TAS Encyclopedia
SM64 SpeedTAS Encyclopedia Current Entry Count: 64 TODO: ADD EXAMPLES OF SITUATIONS IN WHICH THESE TRICKS COULD BE ADVANTAGEOUS
• Optimal Speedkick If Mario’s angle and the camera are aligned with a cardinal axis of the joystick, then dropping down to 54 magnitude for a speedkick is optimal. Now, however, it's much better to just use the built-in speedkick function included in the Input Direction Lua.
• Buffered Jumpkick If you hold A either before the first frame that Mario is able to move, or, if landing from the air, before the landing action has started, then you can (while still holding A) press B to do a buffered jumpkick. If starting from idle, this allows you to choose an arbitrary angle to jumpkick with. Note: a normal jumpkick (where you press A and B on the same frame, or press B after A) does not allow you to choose an arbitrary angle from idle.
• Punch Cancel
TODO
• Quickstop When Mario is in a landing action on most surfaces, it will take 4 frames for him to come to a complete stop if you have no joystick input. After Mario has reached 0 speed, holding a very low magnitude on the joystick (12 or less, approximately) for 1 frame and then returning to neutral will allow him to enter the idle action very quickly. If you have any joystick input on the first 3 frames of a landing action, then you will maintain more speed (or lose more speed, if your speed is neagtive) throughout the action. You can still do a quickstop if you hold return to neutral on the 4th frame. Additionally, holding a low joystick magnitude for 2 frames after Mario has 0 speed will also allow him to enter an idle action as long as you return to neutral on the next frame. If you are entering a warp, then you can save time by returning to neutral and pressing Z after holding a low joystick magnitude for 1 frame. This will allow you to stop 1 frame sooner than you would if you did a regular quickstop. Note: on some slopes, it's possible to do a "1 frame quickstop," in which you only have to hold a low joystick magnitude for 1 frame before you can enter idle. As a general rule, if you're landing on any kind of slope, it's worth seeing if a 1 frame quickstop is possible.
• Quickturn Once you enter the idle action of a quickstop, you then have a number of options for changing direction quickly. Bufferedjumpkicks, walking at full magnitude with an arbitrary angle, punching off a ledge (usually to start dive grinding), or, in some rarer cases on very steep slopes, crouch sliding, can all be efficient ways to change direction after a quickstop.
• C-up/C^ Sliding On certain slope types, (// TODO: SPECIFY DIFFERENT SLOPE TYPES AND EFFECTS) either entering the C-up camera mode 1 frame before walking onto the slope, or, after landing on the slope within the correct angle range, walking for 1 frame on the slope will Mario to begin accelerating/decelerating. If you want to activate C-up sliding after landing *on* a slope, then you must be pressing the C-up button on the frame you land. Keep in mind that, no matter how you activate the C-up slide, it will only initiate 1 frame after you press the button. Also, if your speed isn't activated in some way after the C-up slide is over, you will have to activate it yourself. The exact method of doing so will depend on the situation, but most regular speed-preserving actions will suffice.
• C-up/C^ Jump & Jumpdive
TODO
• C-up/C^ Reflection
TODO
• C-up/C^ Backflip While in the idle action, if you enter the C-up camera mode and press Z, you can choose an arbitrary joystick angle thatMario will crouch at. You can then press A to perform a backflip. This kind of quick backflip is useful in some situations, like grabbing a closeby star above a platform you just ledgegrabbed onto.
• C-up/C^ Backwards Deceleration
TODO
• Dive Grinding
TODO (need to mention XZ momentum)
• Ledge Cancel(name?)
TODO
• .99 Trick
TODO
• .99 Straining
TODO
• Arctan Straining
TODO (get someone who actually understands this to write this one)
• Inverse Arctan Strain
TODO (is this necessary?)
• Slope BLJ
TODO (is this necessary?)
• 0-Input BLJ
TODO
• Elevator BLJ
TODO (is this necessary?)
• Side BLJ
TODO
• Ceiling BLJ
TODO
• Low Ceiling BLJ
TODO
• Pause-buffered BLJ
TODO (mention small slope bljs, including ! switch bljs)
• Pause-buffered Wallkick
TODO
• Hyperspeed Wallkicks
TODO
• Water Speed Preservation
TODO
• Hyperjump
TODO (mention jong's hspd equation from h_spd_calc?)
• Slidekick Start
TODO
• Pole Speed Redirection
TODO
• Text Speed Redirection
TODO
• Turnaround Speed Preservation
TODO
• Lower GP Under Star Box
TODO
• Flight Reflection
TODO
• Stored Yaw Angle
TODO (not only flight; don't forget c-up slide stored yaw)
• Tess Turning
TODO (mention all 3 applications here)
• Wall Push
TODO
• Quick Dive Grind Turn
TODO
• Vertical Speed Manip
TODO
• Misalignments
TODO (not really a trick; more a phenomena)
• Breaking Box w/ WK
TODO
• Optimal Star GP
TODO (19.9999 units below star hitbox; GPing slightly lower to avoid a bad QF landing)
• Star Dance Clip
TODO
• Quick Release
TODO (bob king; chuckyas)
• Break Box w/ Double Wall Push
TODO (too niche?)
• Quarter Frame GWK
TODO (basically just gonna link to the GWK documentary for more in-depth explanations of GWKs)
• Bonk GWK
TODO
• Unreferenced Wall GWK
TODO
• Open Corner GWK
TODO
• Frame GWK Chain
TODO
• New Eru GWK Chain
TODO
• QF Optimization
TODO (whole tutorial thing)
• Neutral on Slope to Enter Dive Slide
TODO
• Optimal Dive Slide on Slope
TODO (someone figure out the optimal equation for this?)
• Instant Pole Release
TODO
• Death Star Glitch
TODO
• Steep Jump Position Change
TODO (bob island alt strat)
• Floor Clip
TODO
• Wall Push Floor Clip
TODO (ttm monkey)
• Squish Cancel
TODO
• Pedro Spot Speed Building
TODO
• Bruteforcing Tutorial
TODO (more and more relevant as time goes on)
• Parallel Universes
TODO (basically would just need to be an "easy-as-possible" tutorial, if that's possible)
• f32 Rounding Errors
? (can't think of an application of this in speedtasing)
• 1 Key Clock Punch
? (link to Tyler Kehne's explanation? / too niche?)