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 the 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 [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.
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