Straining: Difference between revisions

167 bytes added ,  24 October 2018
Adding HSSK & HSJK
(Adding HSSK & HSJK)
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==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.
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.


Hyperspeed methods using this method include-
Hyperspeed methods using this method include-
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* [[Hyperspeed Grinding]]
* [[Hyperspeed Grinding]]
* [[Subframe Grinding]]
* [[Subframe Grinding]]
* [[Hyperspeed Jump Kicking]]
* [[Hyperspeed Slide Kicking]]
* [[Wiggler Hyperspeed]]
* [[Wiggler Hyperspeed]]
* [[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 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.