User:Tjk113/Speed-TAS Encyclopedia

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Current Entry Count: 72

TODO: ADD EXAMPLES OF SITUATIONS IN WHICH THESE TRICKS COULD BE ADVANTAGEOUS

Speed-Generating Actions

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.

BLJ

Main article: BLJ

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)

Shallow Water BLJ

TODO (not really a specific kind of blj, but shallow water allows slope bljs to work in places they otherwise couldn't)

Hyperspeed Wallkicks

TODO

Optimal Dive Slide on Slope

TODO (someone figure out the optimal equation for this?)

Pedro Spot Speed Building

TODO

Hyperspeed Punching

TODO

Shell Hyperspeed

TODO

Speed-Preserving Actions

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.

Speedpunch

TODO

Pole Speed Redirection

TODO

Instant Pole Release

TODO

Text Speed Redirection

TODO

Turnaround Speed Preservation

TODO

Squish Cancel

TODO

Punch into Unreferenced Wall or ?

TODO (idk how this works exactly)

Pause-buffered Wallkick

TODO

C-up/C^ Backwards Deceleration / Braking

TODO (mention crouch + c^ to slide down slopes w/ negative spd)

C-up/C^ Reflection

TODO

Water Sliding Speed Preservation

TODO

Hyperjump

TODO (mention jong's hspd equation from h_spd_calc?)

Flight Reflection

TODO

Movement Starting Actions

Punch Cancel

Punch cancelling is a method to begin running with a higher speed. The first frame of running has ~8.9 speed, however the first frame of punching (from standstill) has 10 speed. You can then cancel it into running with the joystick or into a jump by pressing A. This is useful as it reduces the amount of frames of movement needed for other movement starting options such as a slidekick or long jump. Note when you do a punch cancel, it must be done with a neutral joystick and therefore you can not arbitrarily change your angle.

Quickturn

Once you enter the idle action of a quickstop, you then have a number of options for changing direction quickly. Buffered jumpkicks, 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.

Dive Grinding

TODO (need to mention XZ momentum)

Slidekick Start

Starting movement with a slidekick is the fastest way to accelerate under certain conditions. When you begin a slidekick, your speed is set to 32, which is much higher than a long jump or buffered jump kick. However other starting movements like longjumps and jumpdives will catch up later on because of their superior acceleration. Instead, if you find a way to cancel the slidekick rollout and immediately dive, there's a high chance it will be faster. Sometimes you do not need to do the rollout and the slidekick is the fastest movement over shorter distances. (e.g. LLL re-entry movement)

Punching Off Ledge

At low speeds and trying to run off of a ledge, Mario will sometimes climb down to hang on the ledge. This is bad if you want to start a movement by dive-grinding, quickly start a wing cap flight or just falling off the platform in general. The ledge climb down only happens if you are in the walking action, however, so it is possible to avoid climbing down to the ledge by punching.

TODO (mention both divegrinding application and fast flight application (like here: https://youtu.be/qRHC035iVI8?t=28)

Eru Drop

TODO

Optimization-Based Actions

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 negative) 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.

C-up/C^ Jump & Jumpdive

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 that Mario will crouch with. 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. The reason you must press C-up is to stop mario from going into crawling, which he cannot backflip out of.

Ledge Cancel(name?)

TODO

.99 Trick

TODO

Straining

Main article: Straining

.99 Straining

TODO

Arctan Straining

TODO (get someone who actually understands this to write this one)

Inverse Arctan Straining

TODO (is this necessary?)

Eru Post (Quick Coin Release)

TODO

Z-Drop Off Ledge

TODO

Optimal Star GP

TODO (19.9999 units below star hitbox; GPing slightly lower to avoid a bad QF landing)

Lower GP Under Star Box

TODO

Breaking Box w/ WK

TODO

Breaking Box w/ Double Wall Push

TODO (too niche?)

Tess Turning

TODO (mention all 3 applications here)

Wall Push

TODO

Quick Dive Grind Turn

TODO

Vertical Speed Manipulation (Reduction)

TODO

Misalignments

TODO (not really a trick; more a phenomena)

Star Dance Clip

TODO

Quick Release

TODO (bob king; chuckyas)

QF Optimization

TODO (whole tutorial thing)

Neutral on Slope to Enter Dive Slide

TODO

Death Star Glitch

By touching OOB or the death barrier, Mario can initiate the death fade out before getting a star. The setup to do it may be longer than the single star time, but by doing a DSG we can avoid the star dance and the animation Mario does out of the painting and the save and quit, which is longer than Mario's animation he does when he dies. (His death animation also makes him face the painting, allowing for a punch cancel trick to be used for re-entry)

Steep Jump Position Change

TODO (bob island alt strat)

Floor Clip

TODO

Wall Push Floor Clip

TODO (ttm monkey)

Bruteforcing Tutorial

Main article: Bruteforcing
TODO (more and more relevant as time goes on)

Parallel Universes

Main article: Parallel Universe
TODO (basically would just need to be an "easy-as-possible" tutorial, if that's possible)

Glitchy Wallkicks

Main article: Glitchy Wall Kick

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 Bonk GWK Chain

(Make reference to the regular bonk gwk) By approaching a wall that has a wall lip next to it and the angle between them is less than 90 degrees, a bonk glitchy wall kick chain is possible. To do this, hug the wall of the well next to the wall lip, and then hold neutral. Take note of Mario's angle, as this angle will be used to perform the GWK chain. Approach the wall and its lip with this angle and do a regular bonk gwk. When you wallkick, you want to strain so that mario hits the wall in the same area as before. This way he can bonk and move back into the wall lip and do another bonk gwk. Repeat. (Note: Some wall lips are too big to do a bonk gwk every other frame. See the AMA TAS)

Eru GWK Chain

TODO

Miscellaneous Phenomenon

f32 Rounding Errors

? (can't think of an application of this in speedtasing)

Stored Yaw Angle

TODO (not only flight; don't forget c-up slide stored yaw)