Straining: Difference between revisions

24 bytes added ,  21 September 2021
→‎Forwards Movement: correct me if im wrong but is this right?
(This NEEDS to be called "Air no Turn Straining", as "Air with Turn Straining", you can imagine, is kinda very different from everything here. But I get that "Air with Turn" is limited to air buttslide, twirling, lava bounce, and submerged metal cap jump.)
(→‎Forwards Movement: correct me if im wrong but is this right?)
Tags: Mobile edit Mobile web edit
 
(5 intermediate revisions by 3 users not shown)
Line 15: Line 15:
Where ''angle from forwards'' is the angle from a vector straight forwards to the joystick direction, and ''stick magnitude'' is the magnitude of the stick being held divided by the maximum value. In other words, if the control stick is pushed all the way, the magnitude is 1. The ±.35 always brings the speed towards 0, so minus when speed is positive and plus when the speed is negative.
Where ''angle from forwards'' is the angle from a vector straight forwards to the joystick direction, and ''stick magnitude'' is the magnitude of the stick being held divided by the maximum value. In other words, if the control stick is pushed all the way, the magnitude is 1. The ±.35 always brings the speed towards 0, so minus when speed is positive and plus when the speed is negative.


Drag depends on two things- whether or not Mario is long jumping and what his speed is after the stick magnitude and -0.35 is added to the old speed. The values for drag are-
Drag depends on two things- whether or not Mario is long jumping and what his speed is after the stick magnitude and the speed's magnitude is reduced by 0.35. The values for drag are-


{| class="wikitable"
{| class="wikitable"
Line 76: Line 76:
This trick also allows "free" sideways movement, since the stick magnitude is not maxed. For this reason, if sideways air movement is beneficial, it should be done here.
This trick also allows "free" sideways movement, since the stick magnitude is not maxed. For this reason, if sideways air movement is beneficial, it should be done here.


==[[Hyperspeed]]==
==Hyperspeed==
Since you can continue to strain forwards unbounded, many different hyperspeed methods involve using the 0.15 acceleration per frame to build up large amounts of speed. Usually, Mario is somehow kept in an air action with something holding him in place, like a wall. These methods can only build forward hyperspeed, since they are achieved through forward straining. These methods cannot be used to get PU speed, since Mario will bonk on out-of-bounds, removing his speed.
Since you can continue to strain forwards unbounded, many different hyperspeed methods involve using the 0.15 acceleration per frame to build up large amounts of speed. Usually, Mario is somehow kept in an air action with something holding him in place, like a wall. These methods can only build forward hyperspeed, since they are achieved through forward straining. These methods cannot be used to get PU speed, since Mario will bonk on out-of-bounds, removing his speed.


Line 90: Line 90:
* [[Boo Hyperspeed]]
* [[Boo Hyperspeed]]


Straining is also important for [[Backwards Long Jump|Backwards Long Jumping]]. When starting to backwards long jump, it is important maximize your negative speed at the start of the jump. This can be done by using the -15.99 trick. Holding maximum in the direction of movement will actually lower the speed every time -16 speed is passed, which can be incredibly costly given backwards long jumping's exponential behavior.
Straining is also important for [[Backwards Long Jump|Backwards Long Jumping]]. When starting to backwards long jump, it is important to maximize your negative speed at the start of the jump. This can be done by using the -15.99 trick. Holding maximum in the direction of movement will actually lower the speed every time -16 speed is passed, which can be incredibly costly given backwards long jumping's exponential behavior.
 
==Iwerlipse==
{{main|Iwerlipse}}


==[[Iwerlipse]]==
The Iwerlipse refers to the full range of positions Mario can enter within a given number of frames. It is used to find the furthest distance Mario can reach in the air.
The Iwerlipse refers to the full range of positions Mario can enter within a given number of frames. It is used to find the furthest distance Mario can reach in the air.


134

edits