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=== Shell Hyperspeed === | === Shell Hyperspeed === | ||
TODO | TODO | ||
== Speed-Preserving Actions == | == Speed-Preserving Actions == | ||
=== Optimal Speedkick === | === Optimal Speedkick === | ||
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=== C-up/C^ Backwards Deceleration / Braking === | === C-up/C^ Backwards Deceleration / Braking === | ||
TODO (mention crouch + c^ to slide down slopes w/ negative spd) | TODO (mention crouch + c^ to slide down slopes w/ negative spd) | ||
=== C-up/C^ Reflection === | === C-up/C^ Reflection === | ||
TODO | TODO | ||
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=== Flight Reflection === | === Flight Reflection === | ||
TODO | TODO | ||
== Movement Starting Actions == | == Movement Starting Actions == | ||
=== Punch Cancel === | === 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. | 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 === | === 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. | 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 === | === Dive Grinding === | ||
TODO (need to mention XZ momentum) | TODO (need to mention XZ momentum) | ||
=== Slidekick Start === | === 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) | 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 === | === Punching Off Ledge === | ||
TODO (mention both divegrinding application and fast flight application (like here: https://youtu.be/qRHC035iVI8?t=28) | TODO (mention both divegrinding application and fast flight application (like here: https://youtu.be/qRHC035iVI8?t=28) | ||
== Optimization-Based Actions == | == Optimization-Based Actions == | ||
=== Quickstop === | === Quickstop === | ||
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=== Z-Drop Off Ledge === | === Z-Drop Off Ledge === | ||
TODO | TODO | ||
=== Optimal Star GP === | === Optimal Star GP === | ||
TODO (19.9999 units below star hitbox; GPing slightly lower to avoid a bad QF landing) | TODO (19.9999 units below star hitbox; GPing slightly lower to avoid a bad QF landing) | ||
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=== Breaking Box w/ Double Wall Push === | === Breaking Box w/ Double Wall Push === | ||
TODO (too niche?) | TODO (too niche?) | ||
=== Tess Turning === | === Tess Turning === | ||
TODO (mention all 3 applications here) | TODO (mention all 3 applications here) | ||
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TODO | TODO | ||
=== Death Star Glitch === | === 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 | 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 === | === Steep Jump Position Change === | ||
TODO (bob island alt strat) | TODO (bob island alt strat) | ||
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{{main|Parallel Universe}} | {{main|Parallel Universe}} | ||
TODO (basically would just need to be an "easy-as-possible" tutorial, if that's possible) | TODO (basically would just need to be an "easy-as-possible" tutorial, if that's possible) | ||
== Glitchy Wallkicks == | == Glitchy Wallkicks == | ||
{{main|Glitchy Wall Kick}} | {{main|Glitchy Wall Kick}} |
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