RTA Guide/Movement Guide: Difference between revisions

Added links to main pages
mNo edit summary
(Added links to main pages)
Line 1: Line 1:
This is a guide for moving Mario in RTA speedruns. It will help you get familiar with common terminology for movement options and discuss the mechanics associated with them. Note that these various movement options can be chained together to create more complex movement options. For example, doing a triple jump followed by a wallkick is called a "triple jump wallkick".
This is a guide for moving Mario in RTA speedruns. It will help you get familiar with common terminology for movement options and discuss the mechanics associated with them. Note that these various movement options can be chained together to create more complex movement options. For example, doing a triple jump followed by a wallkick is called a "triple jump wallkick".
== Basic Movement Options ==
== Basic Movement Options ==
*'''Single Jump''' - Press A to single jump. How long you hold A for determines how long Mario jumps in the air for until he reaches his max height.
*[[Single Jump]] - Press A to single jump. How long you hold A for determines how long Mario jumps in the air for until he reaches his max height.
*'''Double Jump''' - Upon landing from a single jump or walking off of a ledge, press A when Mario makes contact with the ground to double jump. This jump gives Mario more height than a single jump. Similar to a single jump, how long you hold A for after the double jump will make Mario jump higher until he reaches the max height.
*[[Double Jump]] - Upon landing from a single jump or walking off of a ledge, press A when Mario makes contact with the ground to double jump. This jump gives Mario more height than a single jump. Similar to a single jump, how long you hold A for after the double jump will make Mario jump higher until he reaches the max height.
*'''Triple Jump''' - Upon landing from a double jump, press A when Mario makes contact with the ground to triple jump. You must have forward momentum to triple jump. You cannot ledgegrab out of a triple jump.
*[[Triple Jump]] - Upon landing from a double jump, press A when Mario makes contact with the ground to triple jump. You must have forward momentum to triple jump. You cannot ledgegrab out of a triple jump.
*'''Long Jump''' - When Mario is moving, press Z followed by A to longjump.
*[[Long Jump]] - When Mario is moving, press Z followed by A to longjump.
*'''Sideflip''' - When Mario has momentum in a direction, flick the stick in the opposite direction to make Mario start turning in the opposite direction. While Mario is in this turning state, you can perform a sideflip into any direction you hold by pressing A.
*'''Sideflip''' - When Mario has momentum in a direction, flick the stick in the opposite direction to make Mario start turning in the opposite direction. While Mario is in this turning state, you can perform a sideflip into any direction you hold by pressing A.
*'''Backflip''' - While standing still, press Z followed by A to backflip. This technique has very few applications in an RTA run. The most common use is on the Advanced CCM Wallkicks Will Work strategy.
*[[Backflip]] - While standing still, press Z followed by A to backflip. This technique has very few applications in an RTA run. The most common use is on the Advanced CCM Wallkicks Will Work strategy.
*'''Walljump/Wallkick''' - You must have some momentum towards a wall and be within a range of angles to perform a wallkick. When you get close to the wall, press A to wallkick. There are 5 frames in which Mario interacts with the wall and is able to wallkick. Each of these frames have specific properties. The most common distinct wallkick to get is a first frame wallkick (aka firsty) where Mario will gain speed out of the wallkick. The other frames Mario retains his speed or loses some.
*'''Walljump/Wallkick''' - You must have some momentum towards a wall and be within a range of angles to perform a wallkick. When you get close to the wall, press A to wallkick. There are 5 frames in which Mario interacts with the wall and is able to wallkick. Each of these frames have specific properties. The most common distinct wallkick to get is a first frame wallkick (aka firsty) where Mario will gain speed out of the wallkick. The other frames Mario retains his speed or loses some.
*'''Punch''' - When standing on the ground, press B to punch.
*'''Punch''' - When standing on the ground, press B to punch.
*'''Kick (on ground)''' - When standing on the ground with the A button pressed, press B to do a kick.
*'''Kick (on ground)''' - When standing on the ground with the A button pressed, press B to do a kick.
*'''Kick (in air)''' - When in the air with no little to no forward momentum, press B to kick.
*'''Kick (in air)''' - When in the air with no little to no forward momentum, press B to kick.
*'''Dive''' - When grounded or in the air with a lot of forward momentum, press B to dive. Being able to perform a kick or dive in specific parts of the game requires some effort. A common point of failure among beginner runners is trying to do double jump kicks in Bowser in the Sky. This is great movement to practice to get a feel for how to kick V.S. how to dive.
*[[Dive]] - When grounded or in the air with a lot of forward momentum, press B to dive. Being able to perform a kick or dive in specific parts of the game requires some effort. A common point of failure among beginner runners is trying to do double jump kicks in Bowser in the Sky. This is great movement to practice to get a feel for how to kick V.S. how to dive.
*'''Rollout''' - When Mario is in the dive animation and hits the floor, you can press either A or B to rollout. Many players will slide their finger from A to B (for two chances) to try and make the rollout dustless. When doing longjumps,dive rollouts, and slidekick rollouts you have a large window to hit the next movement. If you do it on the first frame, no dust will be generated under Mario, which is why it is called dustless. Mario does not lose any speed with dustless movements. If you rollout over an edge, Mario will be in a state where he does not take damage, cannot ledgegrab, and cannot groundpound.
*'''Rollout''' - When Mario is in the dive animation and hits the floor, you can press either A or B to rollout. Many players will slide their finger from A to B (for two chances) to try and make the rollout dustless. When doing longjumps,dive rollouts, and slidekick rollouts you have a large window to hit the next movement. If you do it on the first frame, no dust will be generated under Mario, which is why it is called dustless. Mario does not lose any speed with dustless movements. If you rollout over an edge, Mario will be in a state where he does not take damage, cannot ledgegrab, and cannot groundpound.
*'''Slidekick''' - When Mario has forward momentum, press Z followed by B to perform a slidekick. Slidekicks have the property of quick startup, so it is preferred in very specific instances. One common spot is when going to talk to the penguin inside the CCM slide area.
*'''Slidekick''' - When Mario has forward momentum, press Z followed by B to perform a slidekick. Slidekicks have the property of quick startup, so it is preferred in very specific instances. One common spot is when going to talk to the penguin inside the CCM slide area.
Line 46: Line 46:


==Tricks VS Movements==
==Tricks VS Movements==
While it's not always clear cut to distinguish what constitutes a trick and what constitutes movement,we have a common saying in the community. "Tricks save seconds, movement saves minutes." Basically, if you want to optimize your personal best quickly, sinking time into how Mario moves and interacts with different parts of stages will help you gain strong fundamentals. If you focus on specific tricks (pillarless, lavaboost, lakitu bounce, etc,) the time you spend learning those stars does not really improve your game as a whole. That being said, there are several runners who jumped in the deep end (reset over every failed trick until they became consistent) and still made it to the top. Pick what best works for you and make sure you are having fun with the game.
While it's not always clear cut to distinguish what constitutes a trick and what constitutes movement,we have a common saying in the community. "Tricks save seconds, movement saves minutes." Basically, if you want to optimize your personal best quickly, sinking time into how Mario moves and interacts with different parts of stages will help you gain strong fundamentals. If you focus on specific tricks (pillarless, [[Lava Boost|lavaboost]], lakitu bounce, etc,) the time you spend learning those stars does not really improve your game as a whole. That being said, there are several runners who jumped in the deep end (reset over every failed trick until they became consistent) and still made it to the top. Pick what best works for you and make sure you are having fun with the game.


==See Also==
==See Also==
185

edits