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	<title>MKWii TAS Wiki - User contributions [en]</title>
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	<updated>2026-06-13T17:26:45Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Barrel_roll&amp;diff=1338</id>
		<title>Barrel roll</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Barrel_roll&amp;diff=1338"/>
		<updated>2025-12-17T19:39:54Z</updated>

		<summary type="html">&lt;p&gt;Ellucinea: headsliding&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Barrel roll&#039;&#039;&#039; is a vehicle state where pitch rotation is unlocked. This allows the vehicle to point directly up/down or even flip completely over.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Barrel roll is activated by colliding with &#039;&#039;&#039;barrel roll walls&#039;&#039;&#039; (also known as &#039;&#039;&#039;soft walls&#039;&#039;&#039;). On the regular tracks, soft walls are found at any accessible road edge to prevent vehicles from getting stuck on edges. Barrel roll can only be active when&lt;br /&gt;
&lt;br /&gt;
# the magnitude of vehicle [[Internal velocity|IV]] is below 15 u/f,&lt;br /&gt;
# airtime is not more than 20 frames, and&lt;br /&gt;
# not all of the vehicle&#039;s wheels are touching the ground.&lt;br /&gt;
&lt;br /&gt;
Once active, barrel roll is maintained as long as all three requirements are met, even if the vehicle is no longer colliding with a soft wall. For bikes, this means that doing repeated wheelies to keep the front wheel off the ground allows barrel roll to be carried almost anywhere.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
&lt;br /&gt;
=== Barrel roll clips ===&lt;br /&gt;
Wheelies in barrel roll allow bikes to point far higher than usual (even directly up). Since [[Wallclip|wallclips]] redirect a vehicle&#039;s IV to its facing direction, clipping a wall directly out of barrel roll can allow for much higher clips than normally achievable. This is used on [[Rainbow Road#Unrestricted Flap|Rainbow Road UR Flap]] to clip over the high invisible wall next to the finish line, in order to achieve a [[delayed lap count]] (DLC).&lt;br /&gt;
&lt;br /&gt;
=== Wheelchair ===&lt;br /&gt;
Barrel roll allows vehicles to flip completely over; in some cases, vehicles can stably remain upside down. In this upside-down state, known as wheelchair, vehicles rest only on body hitboxes and have no wheels touching the ground.&lt;br /&gt;
&lt;br /&gt;
It is possible for any bike to attain wheelchair with precise wheelies in barrel roll (e.g. by using the falling blocks on [[SNES Ghost Valley 2]]), but this is quite fragile, and turning is not possible. Wheelchair is most readily used by Tiny Titan and Classic Dragster, whose unique hitboxes give high stability upside-down and even allow turning by hopping to the left or right during an SSMT boost. Although karts cannot wheelie, they can flip upside down by driving into walls while in barrel roll.&lt;br /&gt;
&lt;br /&gt;
==== Driving on solid OOB ====&lt;br /&gt;
Wheelchair enables vehicles to drive around on [[Collision types|solid out of bounds (OOB)]], as OOB detection on this collision checks that your wheels are on or very near to the ground. Wheelchair with Tiny Titan/Classic Dragster has been used in [[Koopa Cape#Unrestricted Flap|Koopa Cape UR Flap]], [[DS Desert Hills#Unrestricted Flap|DS Desert Hills UR Flap]], and [[DS Peach Gardens#Unrestricted Flap|DS Peach Gardens UR Flap]] to navigate around checkpoints while driving on solid OOB. Wheelchair with Dolphin Dasher is part of the theorized optimal strategy for DS Peach Gardens UR Flap for the same reason.&lt;br /&gt;
&lt;br /&gt;
==== Headsliding ====&lt;br /&gt;
Vehicles in wheelchair gain [[External velocity|EV]] from slopes because the wheels are not touching the ground and the body hitboxes do not have traction with the ground (see: [[Supersliding#Headsliding, cranium sliding, whatever (name pending)|Supersliding]]).&lt;br /&gt;
&lt;br /&gt;
Notably, when a vehicle flips out of wheelchair, its direction of movement will flip along with it. When used with headsliding, this allows a vehicle to redirect instantaneously from moving quickly backwards to moving quickly forwards. This is the optimal strategy on [[DS Yoshi Falls#No Ultra Flap|DS Yoshi Falls NU Flap]] to enter the finish line backwards from the front (after a DLC) and then immediately start traveling forwards.&lt;br /&gt;
&lt;br /&gt;
=== Horizontal OOB bypass ===&lt;br /&gt;
Horizontal OOB planes count a vehicle out if it travels through the plane in a certain direction. Passing through a horizontal OOB plane while upside down (achievable with barrel roll) allows the player to bypass it without getting counted out. This is used on Rainbow Road UR Flap to complete the full DLC shroomless.&lt;br /&gt;
&lt;br /&gt;
=== Extended HWG ===&lt;br /&gt;
Colliding with a barrel roll wall sets the &amp;quot;HWG timer&amp;quot; to 10 frames, during which barrel roll can be activated. This timer is so-named because it is also responsible for activating [[horizontal wall glitch]] (HWG). HWG usually sets the timer to 20 frames, but once triggered, HWG will continue so long as the timer does not count down to 0. This can be exploited by riding a barrel roll wall so that the HWG timer continually resets to 10, thus extending the initial HWG. This is used on [[N64 DK&#039;s Jungle Parkway#Unrestricted Flap|N64 DK&#039;s Jungle Parkway UR Flap]] to reach the seam to the left of the finish line.&lt;/div&gt;</summary>
		<author><name>Ellucinea</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Manual_drift&amp;diff=1291</id>
		<title>Manual drift</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Manual_drift&amp;diff=1291"/>
		<updated>2025-11-07T01:49:44Z</updated>

		<summary type="html">&lt;p&gt;Ellucinea: minor edits throughout + super brief blurb on rfh, since that is manual only&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;drift&#039;&#039;&#039; is a basic driving mechanic in &#039;&#039;[[Mario Kart Wii]]&#039;&#039;. This article describes mechanics and techniques exclusive to the &#039;&#039;&#039;manual drift&#039;&#039;&#039; type, which is used for the majority of TASes. The other drift type, [[automatic drift]], follows different mechanics for drifting.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Internally, a drift is started by landing on the ground with the [[drift button]] active, if at least one directional input was pressed in the air. In practice, drifts can be started from the ground, by performing a [[hop]] first and pressing a directional input at any point during airtime; or in the air, by pressing B while holding A and a direction before landing. Additionally, [[IV]] must be greater than 55% of [[IV#Maximum speed |max base speed]] to start a drift.&lt;br /&gt;
&lt;br /&gt;
Drifting allows the vehicle to turn much more sharply than regular turning, and without any IV loss. Continuing the drift for a long enough time charges a [[miniturbo]], triggering a [[boost]] as the drift ends. For this reason, drifting and charging a miniturbo is the optimal method for taking the vast majority of turns across every track in the no glitch category.&lt;br /&gt;
&lt;br /&gt;
Vehicles can be divided into two categories depending on their drift type. All karts and half of the bikes are outside-drift vehicles; during a drift, the vehicle rotates to face up to 45° away from the IV vector, and drifting ability is reduced until the 45° offset is reached. The other bikes are inside-drift vehicles; the facing direction is always the same as the direction of IV and there is no delay in drifting. They also gain much more [[Rotation#Roll rotation |roll rotation]] while drifting than outside-drift bikes (karts do not gain any roll). Inside-drift bikes are able to take turns by drifting more efficiently than outside-drift vehicles in general. The [[Statistics#Drift |drift stat]] controls the tightness of the drift.&lt;br /&gt;
&lt;br /&gt;
== Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Softdrift ===&lt;br /&gt;
The tightness of a drift can be controlled with horizontal stick inputs, which also determine the charge rate of the miniturbo. During a right drift, inputs from +3 to +7 charge the miniturbo equally quickly, whereas countersteer inputs from -7 to +2 charge the miniturbo more slowly. (For left drifts, the same is true with opposite signs.) Turning with a ±3 input in the direction of the drift, known as a soft drift, gives a much wider line without delaying the miniturbo charge compared to turning with ±7 inputs (known as a hard drift).&lt;br /&gt;
&lt;br /&gt;
For very wide turns, optimizing softdrifts may involve minimizing the number of necessary countersteer inputs for a given line. This is particularly true for karts during snaking.&lt;br /&gt;
&lt;br /&gt;
=== Slipdrift ===&lt;br /&gt;
The term slipdrift refers to any drift started in the air, without a hop, by pressing B + direction while holding A before landing. The term is also sometimes improperly used for chain drifts (see below).&lt;br /&gt;
&lt;br /&gt;
Slipdrifts skip the airtime that comes from hopping before starting a drift. The miniturbo charge does not progress during hop airtime, which makes slipdrifts very useful for bikes to spend less time below wheelie speed. However, slipdrifts require getting at least 1 frame of airtime, making them situational. On top of this, slipdrifts cause the vehicle to take a much wider line at the start of the drift; this is particularly noticeable on outside-drift vehicles, since it takes longer for the facing direction to fully turn away from IV.&lt;br /&gt;
&lt;br /&gt;
Performing a slipdrift, then immediately ending the drift to start a wheelie, is known as a [[Wheelie#Slipchain |slipchain]].&lt;br /&gt;
&lt;br /&gt;
=== Wheelie lock ===&lt;br /&gt;
Performing a slipdrift requires pressing both B and a directional input. Holding B without committing to a directional input when landing causes a state known as wheelie lock (or drift lock, drift storage). In this state, the vehicle is not able to hop or drift, until either the B button is released and pressed again, or it goes airborne again and begins a slipdrift using a directional input. Wheelie locks can be useful RTA to make inputting slipdrifts easier, but are not useful for TASing.&lt;br /&gt;
&lt;br /&gt;
=== Chain drift ===&lt;br /&gt;
Performing a grounded hop and starting a drift immediately after ending a drift is known as chain drifting. Inside-drift bikes gain a lot of roll rotation by drifting, which makes it easy to perform grounded hops. Some large outside-drift bikes are also able to chain drift, but it is less consistent because of the decreased roll rotation. Karts generally cannot perform chain drifts.&lt;br /&gt;
&lt;br /&gt;
Chain drifts allow vehicles to start a second drift without getting any airtime from the hop. This makes them very useful to quickly charge miniturbos through long turns, as on [[SNES Mario Circuit 3#No Glitch 3lap|SNES Mario Circuit 3 NG 3lap]]. Chain drifts rely on the ability to get a grounded hop, which may be difficult on terrain that isn&#039;t flat; adding a wheelie between the drifts and increasing roll rotation helps with consistency.&lt;br /&gt;
&lt;br /&gt;
=== Delay drift ===&lt;br /&gt;
After hopping, it is possible to commit to a drift direction from the second hop frame onwards, causing the vehicle to start rotating in that direction in the air. Delaying the drift commit input by holding neutral first allows the vehicle to land with less rotation, taking a wider line during the drift.&lt;br /&gt;
&lt;br /&gt;
Delay drifting is less useful overall in TAS than RTA, due to [[Hop#Quickhop |quickhops]] allowing inside-drift bikes to quickly rotate in the opposite direction after a drift with no speed loss. Partial delay drifts (as in, only waiting a few frames) is quite common for turns that are slightly too shallow for the bike&#039;s drift; whether it is better to delay drift and drift with ±7, or simply softdrift, is highly situational and should always be tested. Fully delayed drifts are occasionally useful to start drifting with as little rotation as possible.&lt;br /&gt;
&lt;br /&gt;
=== Spindrift ===&lt;br /&gt;
Bikes retain the ability to lean during a hop after committing to a drift, giving them the ability to [[Hop#Spinhop |spinhop]] by leaning in the opposite direction of the drift commit. Performing a drift after a spinhop is known as a spindrift.&lt;br /&gt;
&lt;br /&gt;
Spindrifts allow bikes to drift with a tighter line upon landing initially. However, the more leaning in the opposite direction, the more the bike moves away from the corner during the hop, and the less rotation it will have later in the drift. &amp;quot;Full&amp;quot; spindrifts are typically used for turns where taking the initial part tighter is much more significant than keeping a tighter angle throughout. This is particularly common for vehicles with a low drift stat, such as the [[Vehicles#Spear |Spear]].&lt;br /&gt;
&lt;br /&gt;
It is more common to only spin for a few frames during the hop. This can still result in a notable difference in the initial rotation, without compromising the final line as much. Inputs for maximal rotation are as follows: commit to a right drift (+7), 3 frames -7, 1 frame 0, hold +7; alternatively, commit to a right drift (+7), 5 frames 0, hold +7. The first input sequence grants the best landing rotation, the second keeps a slightly more direct line during the hop.&lt;br /&gt;
&lt;br /&gt;
=== Reo drift ===&lt;br /&gt;
A Reo drift consists of starting a normal drift in some direction, getting a landing bounce, and using it to initiate a slipdrift in the opposite direction. Using a spinhop to start the initial drift allows the second drift to start with even less rotation than a delay drift would allow. However, Reo drifts cause the bike to stay below wheelie speed for longer than usual, so it is almost always better to change the approach into the turn than to perform a Reo drift.&lt;br /&gt;
&lt;br /&gt;
Two examples where Reo drifts are optimal are on the 3rd turn of lap 1 on [[SNES Ghost Valley 2#No Glitch 3lap |SNES Ghost Valley 2 NG 3lap]], and 1st turn on laps 2 and 3 on [[N64 Sherbet Land#No Glitch 3lap |N64 Sherbet Land NG 3lap]]; in both cases, Reo drifts are useful to gain rotation in the opposite direction before drifting, and no other approach is possible.&lt;br /&gt;
&lt;br /&gt;
It is possible for some inside-drifting bikes to chain Reo drifts indefinitely on flat ground, as starting a drift and leaning in the opposite direction will consistently give airtime on these bikes.&lt;br /&gt;
&lt;br /&gt;
=== TF physics ===&lt;br /&gt;
External velocity from leaning always causes bikes to move perpendicular to their facing direction. If the bike has a large amount of roll rotation, the direction of EV points partially up or down, so EV can have an effect on the bike&#039;s vertical movement as well as lateral.&lt;br /&gt;
&lt;br /&gt;
The most common application of TF physics is drifting with an inside-drift bike to gain roll rotation, then leaning in the air. During a right drift, the bike is tilted clockwise; leaning left causes TF physics to increase airtime, while leaning right has the opposite effect of lowering airtime. Drifting to the left tilts the bike counter-clockwise, with left and right having the opposite effect.&lt;br /&gt;
&lt;br /&gt;
The effect of TF physics is proportional to the bike&#039;s roll rotation. TF physics are most noticeable while drifting, but apply whenever the bike has any amount of roll rotation. For example, TF physics affect airtime during [[Trick#Side trick abuse |side trick abuse]] with stunt tricks; [[Trick#Drift trick |drift tricks]] are faster due to TF physics lowering airtime; spinhops can lower or increase hop airtime due to TF physics, especially if performed on a curb; [[Wallclip |wallclips]] benefit from TF physics to gain additional height, if applicable.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that TF physics apply to automatic drift, too; they are responsible for [[Automatic drift#Auto hop |auto hops]], for example.&lt;br /&gt;
&lt;br /&gt;
=== Rapid fire hops ===&lt;br /&gt;
&#039;&#039;Main article: [[Rapid fire hop abuse]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hopping at a concave slope change will often result in zero airtime. Hops do not update the vehicle&#039;s facing angle until 2 frames after the hop; thus, if the player hops every other frame, the vehicle will retain the initial angle from before the slope change and will continue to get grounded hops while moving along the new slope. This is generally known as rapid fire hopping (RFH), and enables many other physics exploits through RFH abuse.&lt;/div&gt;</summary>
		<author><name>Ellucinea</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Trick&amp;diff=1290</id>
		<title>Trick</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Trick&amp;diff=1290"/>
		<updated>2025-11-07T00:48:21Z</updated>

		<summary type="html">&lt;p&gt;Ellucinea: iv trick angles, better tilt lock explanation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;trick&#039;&#039;&#039; is a speed boost technique in &#039;&#039;[[Mario Kart Wii]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Tricks can be initiated after colliding with trickable road, by pressing any direction on the D-pad (or flicking in any direction with Wii Wheel or Nunchuk). The D-pad input can be pressed up to the 10th frame of airtime leaving the trickable road; additionally, the D-pad input can be buffered up to 13 frames before leaving the trickable surface.&lt;br /&gt;
&lt;br /&gt;
For a trick to actually be triggered, the magnitude of the [[Internal velocity|IV]] vector must be at least 50% of its regular [[IV#Maximum speed |max base speed]]. (It is possible to trick while moving backwards with sufficient negative IV.) Additionally, the vehicle must get airtime from the trickable road, and be airborne on the 3rd frame after leaving it. Internally, the game uses a value called &#039;&#039;&#039;trickable timer&#039;&#039;&#039;, which is set to 3 while the vehicle is touching trickable road, and counts down each frame in the air; the trick can only be initiated once the trickable timer is 0, if the vehicle is airborne on the frame the timer hits 0.&lt;br /&gt;
&lt;br /&gt;
After being triggered, tricks play an animation according to the D-pad direction and the &#039;&#039;&#039;trick type&#039;&#039;&#039;. There are two types of tricks: &#039;&#039;&#039;stunt tricks&#039;&#039;&#039; and &#039;&#039;&#039;flip tricks&#039;&#039;&#039; (single or double flip). The trick type is determined by the collision and can&#039;t be changed: flip tricks come from boost ramps, and stunt tricks come from any other trickable road. Whether a boost ramp results in a single flip trick or double flip trick depends on the ramp&#039;s height and angle.&lt;br /&gt;
&lt;br /&gt;
Tricking redirects the IV vector upwards at an angle dependent on the trick type and the [[Statistics#Weight class |weight class]] of the vehicle, as detailed in the table below. Vehicles in heavier weight classes trick lower, resulting in lower trajectories. The IV angle relative to the XZ-plane is also capped at the values in the table below; thus, for tricks on very steep ramps, the IV vector will not be redirected much or at all.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+IV redirection angle &#039;&#039;(angle cap)&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
!Stunt tricks&lt;br /&gt;
!Flip tricks&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lightweights&#039;&#039;&#039;&lt;br /&gt;
|15° &#039;&#039;(40&#039;&#039;°&#039;&#039;)&#039;&#039;&lt;br /&gt;
|20° &#039;&#039;(45°)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mediumweights&#039;&#039;&#039;&lt;br /&gt;
|13° &#039;&#039;(36&#039;&#039;°&#039;&#039;)&#039;&#039;&lt;br /&gt;
|18° &#039;&#039;(42&#039;&#039;°&#039;&#039;)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavyweights&#039;&#039;&#039;&lt;br /&gt;
|11° &#039;&#039;(32&#039;&#039;°&#039;&#039;)&#039;&#039;&lt;br /&gt;
|16° &#039;&#039;(39&#039;&#039;°&#039;&#039;)&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
If bikes are in a [[wheelie]] when the trick animation starts, the wheelie is canceled. As soon as the trick is triggered, the &#039;&#039;&#039;trick cooldown&#039;&#039;&#039; value is set to 5, and begins counting down. The vehicle receives a trick boost when the trick cooldown value is zero and the vehicle is grounded. All trick boosts increase max speed by 30%, and IV accelerates at a rate of 6 u/f^2. Trick boosts have priority over all other boost types, including mushrooms which are otherwise stronger. The length of the boost depends on the trick type, as well as the vehicle type. Stunt trick boosts last 45 frames for bikes and 40 frames for karts, single flip trick boosts for 80 and 70 frames respectively, and double flip tricks for 95 and 85 frames respectively.&lt;br /&gt;
&lt;br /&gt;
== Techniques ==&lt;br /&gt;
Trick boosts are long and powerful, but performing tricks is slow because of the forced wheelie cancel (for bikes) and airtime. Tricks are generally optimized by reducing airtime as much as possible, through many different techniques. The term &#039;&#039;&#039;low trick&#039;&#039;&#039; refers to the act of reducing trick airtime in general.&lt;br /&gt;
&lt;br /&gt;
=== Delay trick ===&lt;br /&gt;
Waiting as long as possible to trick (10th airtime frame) delays the vertical speed, reducing height. Delay tricks on the last frame are almost always fastest. However, in sections with long stretches of trickable road, delaying the trick fully may cause the next trick to occur on the first possible frame (3rd airtime frame), due to the 13 frame buffer; in this case, it&#039;s better to trick slightly early, so that the second trick can also be delayed.&lt;br /&gt;
&lt;br /&gt;
It is possible to delay the trick further by leaving the trickable surface for 1 frame, landing for 1 frame, then going airborne again. In this case, the first airtime frame is a necessary condition for tricking; the grounded frame happens while the trickable timer is 1, thus only resets airtime; the first frame of the new airtime coincides trickable timer hitting 0. All conditions for tricking are satisfied, and the trick can be started anywhere between the 1st and 10th frame of the new airtime. This is currently used on [[SNES Ghost Valley 2#No Glitch 3lap | SNES Ghost Valley 2 NG]], on the yellow ramp trick, to simultaneously remove the slow ramp&#039;s speed lock and delay the trick to the 11th frame after touching the ramp.&lt;br /&gt;
&lt;br /&gt;
=== Hop trick ===&lt;br /&gt;
[[Hop |Hopping]] off of a trickable surface counts as leaving it, so it can be used to start a trick early (useful for getting double tricks). A hop trick often leads to increased airtime compared to driving or drifting off a trickable ramp, so it is usually slower unless the extra height is needed or beneficial.&lt;br /&gt;
&lt;br /&gt;
The most notable use of hop tricking is for [[slow ramp]] low tricks. Hopping on the first frame of touching the slow ramp replaces the ramp&#039;s vertical speed with the hop&#039;s, which is much lower. Hop tricks are the most effective way to reduce slow ramp airtime.&lt;br /&gt;
&lt;br /&gt;
=== Drift trick ===&lt;br /&gt;
Drifting off of a trickable surface allows for reduced airtime, by using [[TF physics]]. This is mostly useful for [[inside-drift bikes]], as they gain much more roll rotation by drifting. In general, it is best to start the drift such that the first drift frame happens right before going airborne. &lt;br /&gt;
&lt;br /&gt;
Karts can&#039;t use drift tricks to reduce height, because they can&#039;t [[EV#Leaning |lean]] like bikes. However, drift tricks are still useful on karts to realign in the air.&lt;br /&gt;
&lt;br /&gt;
=== Wall trick ===&lt;br /&gt;
Wall tricks are performed on flip trick ramps with bikes. [[Wall clip |Clipping a wall]] during a trick updates the vehicle&#039;s movement direction to match its pitch rotation, without any speed loss. For bikes, the animation of down flip tricks causes them to quickly rotate to face downwards. Thus, performing a wall clip during the trick animation causes the bike&#039;s vertical speed to be directed down, reducing airtime.&lt;br /&gt;
&lt;br /&gt;
Bikes change their orientation very quickly during flip tricks. Many different trajectories are possible, depending on the exact frame that the wall clip occurs. The optimal clip frame depends on the situation, and is typically a compromise between facing down (reduced airtime) and facing forwards (better horizontal speed).&lt;br /&gt;
&lt;br /&gt;
=== RFH trick ===&lt;br /&gt;
[[Rapid fire hopping]] locks the vehicle&#039;s angle relative to the ground. When driving off a trickable ramp with RFH, the lower pitch rotation results in the vehicle&#039;s IV pointing lower, reducing airtime significantly. This is generally the best way to reduce airtime after steep trick ramps. RFH tricks can also be combined with drift tricks (simply hold B at the end of the ramp) and wall tricks to reduce airtime even more.&lt;br /&gt;
&lt;br /&gt;
On the other hand, ending the RFH right before the end of the trickable ramp causes an ejection, as well as reset the bike&#039;s rotation. This leads to much higher airtime than normal. RFH high tricks are slower for regular driving, but can be useful for shortcuts, for example on [[Bowser&#039;s Castle]].&lt;br /&gt;
&lt;br /&gt;
=== Double trick ===&lt;br /&gt;
Double tricks can be performed on sufficiently long trickable ramps. Tricking early on a long ramp and then landing back on the ramp to perform a second trick allows the vehicle to maintain trick boost (and higher IV) in the air. There are many methods to perform double tricks, but one common strategy is to drive along the very edge of a long ramp to ensure that you get early airtime and a low trick that lands instantly back on the ramp.&lt;br /&gt;
&lt;br /&gt;
=== Side trick abuse ===&lt;br /&gt;
Side trick abuse, or STA, is a bike-exclusive technique involving leaning. STA can be performed with any type of left or right trick.&lt;br /&gt;
&lt;br /&gt;
During side stunt tricks, the bike rotates about 90° sideways during the animation. Side flip tricks are similar, with the bike quickly rotating clockwise or counterclockwise. In both cases, the IV vector is unaffected, even though the bike is rotated sideways. Leaning during this animation causes EV to directed forwards or backwards, and converts to IV.&lt;br /&gt;
&lt;br /&gt;
Leaning forwards is known as STA. This corresponds to holding in the direction of the bike&#039;s back wheel during the trick. For stunt tricks, hold left for left tricks, and right for right tricks; for flip tricks, hold left for right tricks, and left for right tricks. For double flip tricks specifically, bikes rotate fast enough that they begin facing the other direction before the 20th frame of airtime, so the direction to hold switches along with the bike&#039;s orientation.&amp;lt;br&amp;gt;&lt;br /&gt;
STA can increase IV in the air by up to ~7 u/f. Additionally, during stunt tricks, the bike gains a small amount of roll rotation, so STA also slightly increases airtime due to [[TF physics]].&lt;br /&gt;
&lt;br /&gt;
Leaning backwards is known as reverse side trick abuse, or RSTA. The inputs are the opposite of STA for each trick type. RSTA causes IV to decrease by up to ~7 u/f, and also slightly decreases airtime during stunt tricks. RSTA is almost always worse than a regular trick, the main exception being reducing airtime from slow ramps.&lt;br /&gt;
&lt;br /&gt;
=== Jammed trick ===&lt;br /&gt;
Landing on the ground while the trick cooldown timer has not yet expired causes the trick boost to be delayed until the cooldown hits zero. Going airborne again, before the cooldown expires, causes the boost to be delayed until landing a second time. Any trick which is delayed this way is known as a jammed trick.&lt;br /&gt;
&lt;br /&gt;
While the vehicle is grounded, it is able to gain IV if a (previous) boost is active, and it can perform any ground action, such as hopping, drifting, or wheelieing. &#039;&#039;&#039;Wheelie tricks&#039;&#039;&#039; (or wheelie triggers) involve starting a wheelie during a jammed trick. Wheelie tricks allow bike to enter the wheelie state, using a (previous) boost to quickly reach max speed, then move in the air at high speed while &amp;quot;storing&amp;quot; a trick, and trigger the boost upon landing again. This is particularly useful in sections with lots of trickable terrain, to wheelie in-between tricks and better space out trick boosts.&lt;br /&gt;
&lt;br /&gt;
Another notable application of jammed tricks is [[Slow ramp#Slow ramp abuse | slow ramp abuse]]. Touching the ground removes the slow ramp&#039;s speed lock, allowing the vehicle to drive at much higher speed through the air while tricking.&lt;br /&gt;
&lt;br /&gt;
=== Tilt lock ===&lt;br /&gt;
On bikes only, performing any side stunt trick decreases the amount the player can rotate when taildiving. Internally, this occurs because the game adds 0.4 to the player&#039;s vertical (Y-joystick) input represented as a number between -1 and 1. (The output is then clamped again to be within this range.) This effectively means that the player can only input between -0.6 and 1 during side tricks, thus reducing taildiving rotation to 60% of its usual value.&lt;br /&gt;
&lt;br /&gt;
Notably, up/down stunt tricks do not reset the &amp;quot;trick type&amp;quot; flag, so any up/down stunt trick performed after a side stunt trick will continue to have this decreased taildiving rotation. (The bike will also rotate to face down more than usual during trick animations.) This state is known as tilt lock. It can be cleared by initiating any flip trick, which resets the trick type flag and sets rotation back to normal.&lt;br /&gt;
&lt;br /&gt;
In most situations, nosediving during up/down stunt tricks is optimal, making tilt lock inconsequential. However, if taildiving is better, tilt lock prevents the bike to face up as much, affecting its rotation upon landing. For example, on [[SNES Ghost Valley 2#No Glitch 3lap|SNES Ghost Valley 2 NG 3lap]], tilt lock causes the bike to not drift as tight upon landing from the trick ramp, so it&#039;s better to only perform a side trick on the slow ramp on lap 3, despite it being faster due to STA.&lt;br /&gt;
&lt;br /&gt;
=== Rotation conversion ===&lt;br /&gt;
Due to [[Rotation#rotation conversion |rotation conversion]], the pitch rotation upon landing affects how quickly yaw rotation changes upon landing. If the bike needs to drift immediately upon landing, landing while the bike is facing in the opposite direction due to the trick animation causes it to drift more sharply, as the bike quickly corrects to its proper rotation upon landing. As such, it is better to perform a left trick when landing into a left drift, and vice-versa.&lt;br /&gt;
&lt;br /&gt;
Nosediving during tricks is generally optimal; not only it reduce airtime, but landing on the nose of the bike causes it to turn more sharply upon landing too, due to rotation conversion. However, landing in a full nosedive usually causes the bike to bounce upon landing, due to the tire being pushed too far into the ground and suspension forcing a rebound. This can be prevented by nosediving for most of the trick, and taildiving shortly before landing.&amp;lt;br&amp;gt;&lt;br /&gt;
For the same reason, down flip tricks often allow bikes to turn the most out of any trick direction upon landing.&lt;br /&gt;
&lt;br /&gt;
== Zipper tricks ==&lt;br /&gt;
&#039;&#039;TO DO: unfinished&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zipper tricks behave differently from regular tricks. Zipper tricks can only be initiated if the IV vector is sufficiently angled up relative to the zipper surface. When driving off a zipper, the game immediately predicts the zipper trick airtime, based on the angle and magnitude of the IV vector; a zipper trick can only be initiated if the calculated airtime is 51 or greater. However, zipper tricks below 51 airtime are possible if the animation of the vehicle causes it to hit collision early, such as on [[Rainbow Road]].&lt;br /&gt;
&lt;br /&gt;
Trick directions can affect movement upon landing, but have no effect during the zipper trick itself. Stick inputs also have no effect while the vehicle is on a zipper, whether it is tricking or not.&lt;br /&gt;
&lt;br /&gt;
Like regular trick boosts, zipper trick boosts increase maximum speed by 30%, and IV at a rate of 6 u/f^2. They have priority over other boost types, even if faster. Zipper trick boost length is not dependent by vehicle type; a zipper trick lasts 100 frames, while driving off a zipper without tricking gives 50 frames of boost. Both types of zipper boosts provide offroad immunity, and double handling and automatic drift tightness, as long as they are active.&lt;br /&gt;
&lt;br /&gt;
When tricking off a zipper, the vehicle does not properly go airborne, but rather drives on wall collision while the trick animation plays out. Under the right conditions, it is possible to stick to the walls and wrap around a corner during a zipper trick.&lt;br /&gt;
&lt;br /&gt;
Double tricks are possible by getting landing bounces.&lt;/div&gt;</summary>
		<author><name>Ellucinea</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Internal_velocity&amp;diff=1280</id>
		<title>Internal velocity</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Internal_velocity&amp;diff=1280"/>
		<updated>2025-11-05T03:53:51Z</updated>

		<summary type="html">&lt;p&gt;Ellucinea: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Internal velocity&#039;&#039;&#039;, also known as &#039;&#039;&#039;IV&#039;&#039;&#039;, &#039;&#039;&#039;vehicle speed&#039;&#039;&#039;, or &#039;&#039;&#039;engine speed&#039;&#039;&#039;, is one of four main types of [[velocity]] in &#039;&#039;[[Mario Kart Wii]]&#039;&#039;. It refers to the speed coming from the vehicle&#039;s engine, while [[external velocity]] comes from other forces acting on the vehicle.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
IV is represented as a vector, with a direction and magnitude. The direction of the IV vector is the same (or very close) as the vehicle&#039;s facing direction in most circumstances. On outside-drift vehicles, the IV vector can deviate by up to ~45° from the facing direction during a drift.&lt;br /&gt;
&lt;br /&gt;
The magnitude of the IV vector is limited by &#039;&#039;&#039;maximum speed&#039;&#039;&#039;. IV is the speed actually provided by the engine, and it cannot increase above the maximum speed value (or decrease below, if moving backwards). Max speed is capped at 120 u/f, and the sum of IV, EV, and moving road speed is capped at 120 u/f too.&lt;br /&gt;
&lt;br /&gt;
IV determines if the vehicle can perform certain actions. [[Trick |Tricking]] and [[Drift |drifting]] require IV to be over 50% and 55% of maximum speed, respectively. If IV is below 30% of maximum speed, [[Wheelie | wheelies]] can be started but are canceled automatically. [[Stand-still miniturbo | Stand-still miniturbos]] can only be sustained if IV is within ±10 u/f, and the [[barrel roll]] state ends if IV exceeds ±15 u/f. [[EV#Leaning | Lean rotation]] values change depending if IV is above or below 5 u/f in absolute value.&lt;br /&gt;
&lt;br /&gt;
== Changes to internal velocity ==&lt;br /&gt;
&lt;br /&gt;
=== Increase ===&lt;br /&gt;
Holding A increases IV according to the vehicle&#039;s [[Statistic#Acceleration | acceleration stat]]. Acceleration is a function of the percentage of IV relative to max speed.&lt;br /&gt;
&lt;br /&gt;
While driving backwards, reversing (holding B) increases negative IV by 2 u/f^2, up to -20 u/f.&lt;br /&gt;
&lt;br /&gt;
While a [[boost]] is active, a constant acceleration is applied to IV, so that the vehicle can reach its new maximum speed. The acceleration depends on the type of boost: 7 u/f^2 for mushrooms, 6 u/f^2 for [[trick]] boosts, 5 u/f^2 for boost panels, 3 u/f^2 for [[Miniturbo |miniturbos]], 0.7 u/f^2 for drafts. If multiple boost accelerations are active, they do not stack and only the biggest is applied (except for tricks which have priority).&lt;br /&gt;
&lt;br /&gt;
=== Decrease ===&lt;br /&gt;
If both A and B are released, IV decays exponentially at a rate of 2% per frame.&amp;lt;br&amp;gt;&lt;br /&gt;
Braking decreases IV, applying a constant acceleration of -1.5 u/f^2 starting on the 2nd brake frame.&lt;br /&gt;
&lt;br /&gt;
If a vehicle has been airborne for over 5 frames, its IV begins decaying exponentially at a rate of 0.1% per frame, until it touches the ground again.&lt;br /&gt;
&lt;br /&gt;
During a [[stand-still miniturbo]], IV decays exponentially at a rate of 20% per frame.&lt;br /&gt;
&lt;br /&gt;
On manual drift, turning without a boost decreases IV. The slowdown is proportional to the magnitude of the horizontal stick input, but it is also a function of the acceleration, [[Statistic#Handling |handling]], top speed, and handling reactivity stats. This slowdown stacks with deceleration from releasing A+B or braking, so holding hard left/right while decelerating usually loses speed faster. [[Wheelie#Optimal wheelie turning |Optimal wheelie turning]] is the sequence of inputs which allows for the most turning in a wheelie without losing IV over time; it can be derived mathematically and changes for each character + bike combo.  &lt;br /&gt;
&lt;br /&gt;
The waterfalls on [[DS Yoshi Falls]], and at the last turn of [[Koopa Cape]], are [[moving road]] which slows down the vehicle, by disabling boost acceleration and decreasing IV by 0.5% and 3.5% per frame respectively. Both effects are disabled if the vehicle has offroad immunity. Since the waterfalls are not offroad, they do not affect maximum speed.&lt;br /&gt;
&lt;br /&gt;
At sufficiently high IV, the cones on [[Daisy Circuit]] are knocked away and decrease IV by 18% upon collision. At low IV, the cones are simply pushed around and do not affect IV.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
[[Wallclip |Hitting a wall]] updates the IV direction to match the horizontal (XZ) facing direction. If the vehicle has been airborne for 5 frames or more, then IV matches the vertical facing direction too.&lt;br /&gt;
&lt;br /&gt;
EV can be converted to IV. EV is either (almost) perpendicular to the facing direction, or purely vertical while airborne in the case of gravity; if the facing angle changes such that EV is partially parallel to it, the projection of EV on the facing unit vector is converted to IV.&lt;br /&gt;
&lt;br /&gt;
During the countdown, IV is set to 0 u/f. Movement is still possible due to EV.&lt;br /&gt;
&lt;br /&gt;
== Maximum speed ==&lt;br /&gt;
Maximum speed acts as the limit of IV; if the vehicle&#039;s IV were to increase over max speed, it is set equal to the max speed instead. The value of maximum speed is affected by the [[Statistics#Speed |top speed]] stat, ranging from 75.00 to 86.13 u/f.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum speed is a positive value, but it limits both positive and negative IV. If IV is negative, its absolute value can&#039;t increase above maximum speed.&lt;br /&gt;
&lt;br /&gt;
=== Increase ===&lt;br /&gt;
&lt;br /&gt;
Boosts increase maximum speed while they are active, as well as provide acceleration to IV. Miniturbos increase maximum speed by 20%, tricks by 30%, and mushrooms by 40% with a minimum of 115 u/f. If two boosts are active at once, the biggest one determines max speed, except trick boosts which have priority over mushrooms.&lt;br /&gt;
&lt;br /&gt;
Wheelies increase maximum speed by 15%, and do not boost IV. The wheelie bonus stacks additively with other boosts, i.e. a wheelie + miniturbo increases max speed by 35%.&lt;br /&gt;
&lt;br /&gt;
=== Decrease ===&lt;br /&gt;
&lt;br /&gt;
When a boost or wheelie ends, maximum speed does not immediately jump to a lower value; it decreases at a constant rate of 3 u/f^2, bringing IV down with it, until it reaches the regular top speed value. Deceleration from multiple sources does not stack; for instance, bikes can drop the wheelie while decelerating from a boost, without any penalty to their max speed.&lt;br /&gt;
&lt;br /&gt;
Touching offroad works similarly; as long as at least one hitbox is colliding with offroad, maximum speed decreases by 3 u/f^2, until reaching max offroad speed. This value depends on the offroad type, and is a function of the speed and [[Statistics#Offroad | offroad]] stats. This means that clipping offroad for N frames only reduces max speed by 3N. Offroad deceleration also doesn&#039;t stack with wheelie and boost deceleration.&lt;br /&gt;
&lt;br /&gt;
When driving on [[out of bounds]] collision, it counts as offroad and reduces max speed to 10% of the regular value. This is not affected by the offroad stat, so only the speed stat affects max speed on out of bounds.&lt;br /&gt;
&lt;br /&gt;
[[Slow ramp | Slow ramps]] also decrease maximum speed (and thus IV) by a constant 3 u/f^2 until reaching the speed lock.&lt;br /&gt;
&lt;br /&gt;
If the angle between the vehicle&#039;s velocity and the wall&#039;s normal is greater than 90° (i.e. the wall is facing towards the vehicle), maximum speed abruptly decreases by a large amount, so that the vehicle quickly slows down. Depending on the angle of collision, maximum speed can decrease from ~35% of the previous value up to just above 0 u/f. Max speed remains lowered as long as the vehicle is colliding with the wall, then returns to its previous value.&lt;br /&gt;
&lt;br /&gt;
=== Discrepancy between IV and maximum speed ===&lt;br /&gt;
Summing up, when max speed increases, it jumps to a higher value. When max speed decreases, it is gradually lowered by 3 u/f^2, and the vehicle is expected to slow down due to IV being capped. However, if IV is much lower than max speed, then max speed can decrease, and the vehicle doesn&#039;t slow down until the two values are equal.&lt;br /&gt;
&lt;br /&gt;
The most common application of this quirk involves clipping offroad without speed loss. For example: the Spear drifts at 85.60 u/f; its max speed jumps to 115.56 u/f with a miniturbo + wheelie, and IV begins increasing by 3 u/f^2. On the following frame, the Spear touches offroad; max speed begins decreasing by 3 u/f^2, but IV is unaffected.&amp;lt;br&amp;gt;&lt;br /&gt;
After 4 frames, IV and max speed are at 100.60 and 103.56 u/f respectively, so the Spear has not slowed down yet. On the next frame, max speed would decrease to 100.56 u/f, and so would IV; but if the Spear stops touching offroad, then max speed jumps to 115.56 u/f again, and IV continues increasing. As a result, the Spear is able to drive over offroad for 4 frames without speed loss, because it is accelerating from the boost.&lt;br /&gt;
&lt;br /&gt;
Another less common application is [[Automatic drift#Rewheelies |rewheelies]] for automatic. Starting a wheelie after a drift increases max speed by 15%, while IV slowly matches it. Dropping the wheelie by holding ±6/±7 for 16 frames decreases max speed by 3 u/f^2, but IV is still much lower, so the bike is able to turn tighter for a few frames without losing speed. This can be looped to improve the bike&#039;s turning out of a drift without affecting its IV.&lt;/div&gt;</summary>
		<author><name>Ellucinea</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Barrel_roll&amp;diff=1279</id>
		<title>Barrel roll</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Barrel_roll&amp;diff=1279"/>
		<updated>2025-11-05T03:36:38Z</updated>

		<summary type="html">&lt;p&gt;Ellucinea: literallynothing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Barrel roll&#039;&#039;&#039; is a vehicle state where pitch rotation is unlocked. This allows the vehicle to point directly up/down or even flip completely over.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Barrel roll is activated by colliding with &#039;&#039;&#039;barrel roll walls&#039;&#039;&#039; (also known as &#039;&#039;&#039;soft walls&#039;&#039;&#039;). On the regular tracks, soft walls are found at any accessible road edge to prevent vehicles from getting stuck on edges. Barrel roll can only be active when&lt;br /&gt;
&lt;br /&gt;
# the magnitude of vehicle [[Internal velocity|IV]] is below 15 u/f,&lt;br /&gt;
# airtime is not more than 20 frames, and&lt;br /&gt;
# not all of the vehicle&#039;s wheels are touching the ground.&lt;br /&gt;
&lt;br /&gt;
Once active, barrel roll is maintained as long as all three requirements are met, even if the vehicle is no longer colliding with a soft wall. For bikes, this means that doing repeated wheelies to keep the front wheel off the ground allows barrel roll to be carried almost anywhere.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
&lt;br /&gt;
=== Barrel roll clips ===&lt;br /&gt;
Wheelies in barrel roll allow bikes to point far higher than usual (even directly up). Since [[Wallclip|wallclips]] redirect a vehicle&#039;s IV to its facing direction, clipping a wall directly out of barrel roll can allow for much higher clips than normally achievable. This is used on [[Rainbow Road#Unrestricted Flap|Rainbow Road UR Flap]] to clip over the high invisible wall next to the finish line, in order to achieve a [[delayed lap count]] (DLC).&lt;br /&gt;
&lt;br /&gt;
=== Wheelchair ===&lt;br /&gt;
Barrel roll allows vehicles to flip completely over; in some cases, vehicles can stably remain upside down. In this upside-down state, known as wheelchair, vehicles rest only on body hitboxes and have no wheels touching the ground.&lt;br /&gt;
&lt;br /&gt;
It is possible for any bike to attain wheelchair with precise wheelies in barrel roll (e.g. by using the falling blocks on [[SNES Ghost Valley 2]]), but this is quite fragile, and turning is not possible. Wheelchair is most readily used by Tiny Titan and Classic Dragster, whose unique hitboxes give high stability upside-down and even allow turning by hopping to the left or right during an SSMT boost. Although karts cannot wheelie, they can flip upside down by driving into walls while in barrel roll.&lt;br /&gt;
&lt;br /&gt;
==== Driving on solid OOB ====&lt;br /&gt;
Wheelchair enables vehicles to drive around on [[Collision types|solid out of bounds (OOB)]], as OOB detection on this collision checks that your wheels are on or very near to the ground. Wheelchair with Tiny Titan/Classic Dragster has been used in [[Koopa Cape#Unrestricted Flap|Koopa Cape UR Flap]], [[DS Desert Hills#Unrestricted Flap|DS Desert Hills UR Flap]], and [[DS Peach Gardens#Unrestricted Flap|DS Peach Gardens UR Flap]] to navigate around checkpoints while driving on solid OOB. Wheelchair with Dolphin Dasher is part of the theorized optimal strategy for DS Peach Gardens UR Flap for the same reason.&lt;br /&gt;
&lt;br /&gt;
==== Speed redirection ====&lt;br /&gt;
While IV is limited in wheelchair, vehicles can gain [[External velocity|EV]] from slopes because the body hitboxes do not have traction with the ground. Separately, when a vehicle flips out of wheelchair, its direction of movement will flip along with it. These two factors together allow a vehicle to redirect instantaneously from moving quickly backwards to moving quickly forwards. This is the optimal strategy for [[DS Yoshi Falls#No Ultra Flap|DS Yoshi Falls NU Flap]] to enter the finish line backwards from the front (after a DLC) and then immediately start traveling forwards.&lt;br /&gt;
&lt;br /&gt;
=== Horizontal OOB bypass ===&lt;br /&gt;
Horizontal OOB planes count a vehicle out if it travels through the plane in a certain direction. Passing through a horizontal OOB plane while upside down (achievable with barrel roll) allows the player to bypass it without getting counted out. This is used on Rainbow Road UR Flap to complete the full DLC shroomless.&lt;br /&gt;
&lt;br /&gt;
=== Extended HWG ===&lt;br /&gt;
Colliding with a barrel roll wall sets the &amp;quot;HWG timer&amp;quot; to 10 frames, during which barrel roll can be activated. This timer is so-named because it is also responsible for activating [[horizontal wall glitch]] (HWG). HWG usually lasts for 20 frames, but in certain cases, HWG will continue so long as the timer does not count down to 0. This can be exploited by riding a barrel roll wall so that the HWG timer continually resets to 10, thus extending the initial HWG. This is used on [[N64 DK&#039;s Jungle Parkway#Unrestricted Flap|N64 DK&#039;s Jungle Parkway UR Flap]] to reach the seam to the left of the finish line.&lt;/div&gt;</summary>
		<author><name>Ellucinea</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Miniturbo&amp;diff=1278</id>
		<title>Miniturbo</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Miniturbo&amp;diff=1278"/>
		<updated>2025-11-05T03:22:06Z</updated>

		<summary type="html">&lt;p&gt;Ellucinea: double luke&amp;#039;s rule for karts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;Not to be confused with [[Stand-still miniturbo]].&#039;&#039;&lt;br /&gt;
The &#039;&#039;&#039;miniturbo&#039;&#039;&#039;, or &#039;&#039;&#039;mini-turbo&#039;&#039;&#039; / &#039;&#039;&#039;MT&#039;&#039;&#039; is a speed boost technique present in &#039;&#039;[[Mario Kart Wii]]&#039;&#039;. Miniturbos can only be performed on manual transmission; they are disabled for [[automatic drift]].&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Miniturbos charge over time while drifting, with an integer value tracking progress (the &#039;&#039;&#039;miniturbo charge&#039;&#039;&#039;). After a miniturbo is charged, ending the drift triggers a brief speed boost, adding 20% to maximum [[IV]]. There are two tiers of miniturbos in Mario Kart Wii: a standard miniturbo, displayed by blue sparks at the rear wheel(s), and a &#039;&#039;&#039;super miniturbo&#039;&#039;&#039; / &#039;&#039;&#039;SMT&#039;&#039;&#039;, displayed by orange sparks. Super miniturbos are only available to karts.&lt;br /&gt;
&lt;br /&gt;
The rate of charge of a miniturbo depends on the horizontal stick input held during the drift. There are 15 possible horizontal stick inputs, ranging from -7 to +7. For inputs between +3 and +7 during a right drift, or -3 to -7 during a left drift, the miniturbo charge increases by 5 each frame. Otherwise, the miniturbo charge increases by 2 each frame.&lt;br /&gt;
&lt;br /&gt;
Standard miniturbos can be released from the frame &#039;&#039;after&#039;&#039; the charge is &#039;&#039;strictly greater&#039;&#039; than 270. Therefore, miniturbos take anywhere between 55 and 136 frames to charge. On karts, the super miniturbo&#039;s progress is tracked by a separate charge value that starts increasing once the first charge value exceeds 270; the SMT is charged when its charge value exceeds 300, which takes between 61 and 151 additional frames. Small blue and orange sparks appear when the charge values reach 150 and 180, respectively, but they are purely cosmetic.&lt;br /&gt;
&lt;br /&gt;
The boost length depends on the [[Statistic#Miniturbo | miniturbo statistic]], affected by both vehicle and character choice. Standard miniturbos can be as short as 15 frames (Jetsetter + Waluigi, Bowser, King Boo, or Funky Kong) and as long as 48 frames (Bullet Bike + Koopa Troopa or Dry Bones). Super miniturbos are always three times as long as a standard miniturbo; the length ranges from 45 to 141 (Mini Beast + Koopa Troopa or Dry Bones).&lt;br /&gt;
&lt;br /&gt;
== Techniques ==&lt;br /&gt;
On bikes, miniturbos are used after nearly every turn to quickly accelerate from drift speed to max wheelie speed. Miniturbos replace the bike&#039;s regular (slow) acceleration with a constant 3 u/f^2 acceleration while they&#039;re active, making it effortless to reach max speed in a miniturbo. This is an important reason why manual transmission is almost always better than automatic; due to the lack of miniturbos, auto bikes have to slowly accelerate up to wheelie speed out of every turn.&lt;br /&gt;
&lt;br /&gt;
=== Softdrift ===&lt;br /&gt;
:&#039;&#039;Main article: [[Drift#Softdrift]]&lt;br /&gt;
As mentioned earlier, the charge rate is the same for all inputs between +3 and +7 during a right drift. Therefore, holding +3 gives a much wider drift trajectory than holding +7 would, without delaying the miniturbo release at all.&lt;br /&gt;
&lt;br /&gt;
=== Luke&#039;s rule ===&lt;br /&gt;
Recall earlier that (standard) miniturbos can be released when the charge value is strictly greater than 270. In a right drift, holding +3 to +7 for 54 frames gives a charge value of exactly 270, but the miniturbo is not considered charged until the next frame (and can first be released frame after). Replacing one frame with a +2 to -7 input decreases the charge of 267, which allows for a wider drift without delaying the miniturbo charge.&lt;br /&gt;
&lt;br /&gt;
This off-by-one oddity is known as &#039;&#039;&#039;Luke&#039;s rule&#039;&#039;&#039;. While the most common use case is described above, it can be useful for mixed drifts too. Depending on how many countersteer inputs have been performed, sometimes one countersteer input can be added without delaying the miniturbo, while others it will delay the miniturbo charge by one frame. In particular, Luke&#039;s rule applies if the number of countersteer frames in the drift is 0 or 2 mod 5.&amp;lt;ref&amp;gt;[https://docs.google.com/spreadsheets/d/1GFpKnkULNgec2HIKeK1HCcDSgQ37BknheY3tzoTl5vY/edit?gid=0#gid=0 Google Sheets]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Luke&#039;s rule can be used twice when charging super miniturbos: once while the initial charge value increases to 270, and once more while the second charge value increases to 300.&lt;br /&gt;
&lt;br /&gt;
== Relevant code ==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot; line=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
// TODO: context, comments&lt;br /&gt;
// NOTE: This has not been confirmed to match yet, but is at least functionally equivalent&lt;br /&gt;
void Kart::KartMove::calcMtCharge() {&lt;br /&gt;
    if (mDriftState &amp;gt;= 3) {&lt;br /&gt;
        return;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    KartState *state = mAccessor-&amp;gt;getState();&lt;br /&gt;
    if (state-&amp;gt;mFlags &amp;amp; ONLINE_REMOTE) {&lt;br /&gt;
        return;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    addMtCharge(1, mMtCharge, BASE_MT_CHARGE, MAX_MT_CHARGE);&lt;br /&gt;
    addMtCharge(2, mSmtCharge, BASE_SMT_CHARGE, MAX_SMT_CHARGE);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
bool Kart::KartMove::addMtCharge(s32 driftState, s16 &amp;amp;mtCharge, s16 baseMtCharge, s16 maxMtCharge) {&lt;br /&gt;
    bool charged = false;&lt;br /&gt;
    if (mDriftState == driftState) {&lt;br /&gt;
        mtCharge += baseMtCharge;&lt;br /&gt;
        addExtraMtCharge(mtCharge, EXTRA_MT_CHARGE, NO_EXTRA_MT_CHARGE, BONUS_CHARGE_STICK_THRESHOLD);&lt;br /&gt;
        if (checkMtCharge(mtCharge, maxMtCharge)) {&lt;br /&gt;
            charged = true;&lt;br /&gt;
            ++mDriftState;&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
    return charged;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
void Kart::KartMove::addExtraMtCharge(s16 &amp;amp;mtCharge, s16 left, s16 right, f32 bonusStickChargeThreshold) const {&lt;br /&gt;
    s16 leftTurningBonus = left;&lt;br /&gt;
    s16 rightTurningBonus = right;&lt;br /&gt;
    if (mHopStickX == -1) {&lt;br /&gt;
        leftTurningBonus = right;&lt;br /&gt;
        rightTurningBonus = left;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    f32 stickX = mAccessor-&amp;gt;getState()-&amp;gt;getStickX();&lt;br /&gt;
    if (stickX &amp;lt; -bonusStickChargeThreshold) {&lt;br /&gt;
        mtCharge += leftTurningBonus;&lt;br /&gt;
    } else if (stickX &amp;gt; bonusStickChargeThreshold) {&lt;br /&gt;
        mtCharge += rightTurningBonus;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
// This function is never seen anywhere in the binary&lt;br /&gt;
// However, it&#039;s heavily speculated to exist due to the assembly instructions&lt;br /&gt;
inline bool Kart::KartMove::checkMtCharge(s16 &amp;amp;mtCharge, s16 maxMtCharge) {&lt;br /&gt;
    if (maxMtCharge &amp;lt; mtCharge) {&lt;br /&gt;
        mtCharge = maxMtCharge;&lt;br /&gt;
        return true;&lt;br /&gt;
    }&lt;br /&gt;
    return false;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ellucinea</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Standstill_miniturbo&amp;diff=1277</id>
		<title>Standstill miniturbo</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Standstill_miniturbo&amp;diff=1277"/>
		<updated>2025-11-05T03:13:50Z</updated>

		<summary type="html">&lt;p&gt;Ellucinea: wel l yes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[stand-still miniturbo|standstill miniturbo]], or &#039;&#039;&#039;SSMT&#039;&#039;&#039;, is a speed boost technique present in &#039;&#039;[[Mario Kart Wii]]&#039;&#039;. Unlike other types of [[miniturbo |miniturbos]], SSMTs can be performed with both manual and [[automatic drift]].&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Standstill miniturbos are performed by holding A + B. Like regular miniturbos, SSMTs have a charge counter, which counts up by 1 every frame. Once the counter is strictly greater than 75, so after 76 frames, the SSMT is charged (visually shown by blue sparks underneath the back tires) and can be released starting from the next frame. Unlike regular miniturbos, SSMTs charge both on the ground and in the air. Upon releasing the SSMT, a [[boost]] activates for 30 frames, increasing [[IV#Maximum speed |maximum speed]] by 20%, and IV at a rate of 3 u/f^2. The boost is too short for most bikes to reach max wheelie speed during it.&lt;br /&gt;
&lt;br /&gt;
Standstill miniturbos can only be performed while [[internal velocity]] is within ±10 u/f. If IV exceeds this boundary at any point during an SSMT, the vehicle begins accelerating instead. During an SSMT, IV decreases exponentially at a rate of 20% per frame; however, it is possible to accelerate during an SSMT and exceed the ±10 u/f limit with [[EV]] to IV conversion.&lt;br /&gt;
&lt;br /&gt;
== Unreleasable SSMT ==&lt;br /&gt;
Unreleasable SSMTs are a glitched version of SSMTs with unexpected behavior when trying to release the boost. Currently, they have no use on any category.&lt;br /&gt;
&lt;br /&gt;
After fully charging an SSMT, releasing the A button for exactly 1 frame (B can be released or not), then holding A + B again ends the previous SSMT and starts a new glitched SSMT. The charge counter is reset and the boost is not triggered. Ending the second SSMT before it is charged will trigger the boost, while doing so after it is charged does not activate a boost.&lt;/div&gt;</summary>
		<author><name>Ellucinea</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Stand-still_miniturbo&amp;diff=1276</id>
		<title>Stand-still miniturbo</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Stand-still_miniturbo&amp;diff=1276"/>
		<updated>2025-11-05T03:12:20Z</updated>

		<summary type="html">&lt;p&gt;Ellucinea: Ellucinea moved page Stand-still miniturbo to Standstill miniturbo: Misspelled title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Standstill miniturbo]]&lt;/div&gt;</summary>
		<author><name>Ellucinea</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Standstill_miniturbo&amp;diff=1275</id>
		<title>Standstill miniturbo</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Standstill_miniturbo&amp;diff=1275"/>
		<updated>2025-11-05T03:12:20Z</updated>

		<summary type="html">&lt;p&gt;Ellucinea: Ellucinea moved page Stand-still miniturbo to Standstill miniturbo: Misspelled title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[stand-still miniturbo]], or &#039;&#039;&#039;SSMT&#039;&#039;&#039;, is a speed boost technique present in &#039;&#039;[[Mario Kart Wii]]&#039;&#039;. Unlike other types of [[miniturbo | miniturbos]], SSMTs can be performed with both manual and [[automatic drift]].&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Stand-still miniturbos are performed by holding A + B. Like regular miniturbos, SSMTs have a charge counter, which counts up by 1 every frame. Once the counter is strictly greater than 75, so after 76 frames, the SSMT is charged (visually shown by blue sparks underneath the back tires) and can be released starting from the next frame. Unlike regular miniturbos, SSMTs charge both on the ground and in the air. Upon releasing the SSMT, a [[boost]] activates for 30 frames, increasing [[IV#Maximum speed | maximum speed]] by 20%, and IV at a rate of 3 u/f^2. The boost is too short for most bikes to reach max wheelie speed during it.&lt;br /&gt;
&lt;br /&gt;
Stand-still miniturbos can only be performed while [[internal velocity]] is within ±10 u/f. If IV exceeds this boundary at any point during an SSMT, the vehicle begins accelerating instead. During an SSMT, IV decreases exponentially at a rate of 20% per frame; however, it is possible to accelerate during an SSMT and exceed the ±10 u/f limit with [[EV]] to IV conversion.&lt;br /&gt;
&lt;br /&gt;
== Unreleasable SSMT ==&lt;br /&gt;
Unreleasable SSMTs are a glitched version of SSMTs with unexpected behavior when trying to release the boost. Currently, they have no use on any category.&lt;br /&gt;
&lt;br /&gt;
After fully charging an SSMT, releasing the A button for exactly 1 frame (B can be released or not), then holding A + B again ends the previous SSMT and starts a new glitched SSMT. The charge counter is reset and the boost is not triggered. Ending the second SSMT before it is charged will trigger the boost, while doing so after it is charged does not activate a boost.&lt;/div&gt;</summary>
		<author><name>Ellucinea</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Barrel_roll&amp;diff=1274</id>
		<title>Barrel roll</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Barrel_roll&amp;diff=1274"/>
		<updated>2025-11-05T02:19:42Z</updated>

		<summary type="html">&lt;p&gt;Ellucinea: barrel roll @mikul pleaseh elp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Barrel roll&#039;&#039;&#039; is a vehicle state where pitch rotation is unlocked. This allows the vehicle to point directly up/down or even flip completely over.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Barrel roll is activated by colliding with &#039;&#039;&#039;barrel roll walls&#039;&#039;&#039; (also known as &#039;&#039;&#039;soft walls&#039;&#039;&#039;). On the regular tracks, soft walls are found at any accessible road edge to prevent vehicles from getting stuck on the edge. Barrel roll can only be active when&lt;br /&gt;
&lt;br /&gt;
# the magnitude of vehicle [[Internal velocity|IV]] is below 15 u/f,&lt;br /&gt;
# airtime is not more than 20 frames, and&lt;br /&gt;
# not all of the vehicle&#039;s wheels are touching the ground.&lt;br /&gt;
&lt;br /&gt;
Once active, barrel roll is maintained as long as all three requirements are met, even if the vehicle is no longer colliding with a soft wall. For bikes, this means that doing repeated wheelies to keep the front wheel off the ground allows barrel roll to be carried almost anywhere.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
&lt;br /&gt;
=== Barrel roll clips ===&lt;br /&gt;
Wheelies in barrel roll allow bikes to point far higher than usual (even directly up). Since [[Wallclip|wallclips]] redirect a vehicle&#039;s IV to its facing direction, clipping a wall directly out of barrel roll can allow for much higher clips than normally achievable. This is used on [[Rainbow Road#Unrestricted Flap|Rainbow Road UR Flap]] to clip over the high invisible wall next to the finish line, in order to achieve a [[delayed lap count]] (DLC).&lt;br /&gt;
&lt;br /&gt;
=== Wheelchair ===&lt;br /&gt;
Barrel roll allows vehicles to flip completely over; in some cases, vehicles can stably remain upside down. In this upside-down state, known as wheelchair, vehicles rest only on body hitboxes and have no wheels touching the ground.&lt;br /&gt;
&lt;br /&gt;
It is possible for any bike to attain wheelchair with precise wheelies in barrel roll (e.g. by using the falling blocks on [[SNES Ghost Valley 2]]), but this is quite fragile, and turning is not possible. Wheelchair is most readily used by Tiny Titan and Classic Dragster, whose unique hitboxes give high stability upside-down and even allow turning by hopping to the left or right during an SSMT boost. Although karts cannot wheelie, they can flip upside down by driving into walls while in barrel roll.&lt;br /&gt;
&lt;br /&gt;
==== Driving on solid OOB ====&lt;br /&gt;
Wheelchair enables vehicles to drive around on [[Collision types|solid out of bounds (OOB)]], as OOB detection on this collision checks that your wheels are on or very near to the ground. Wheelchair with Tiny Titan/Classic Dragster has been used in [[Koopa Cape#Unrestricted Flap|Koopa Cape UR Flap]], [[DS Desert Hills#Unrestricted Flap|DS Desert Hills UR Flap]], and [[DS Peach Gardens#Unrestricted Flap|DS Peach Gardens UR Flap]] to navigate around checkpoints while driving on solid OOB. Wheelchair with Dolphin Dasher is part of the theorized optimal strategy for [[DS Peach Gardens#Unrestricted Flap|DS Peach Gardens UR Flap]] for the same reason.&lt;br /&gt;
&lt;br /&gt;
==== Speed redirection ====&lt;br /&gt;
While IV is limited in wheelchair, vehicles can gain EV from slopes because the body hitboxes do not have traction with the ground. Separately, when a vehicle flips out of wheelchair, its direction of movement will flip along with it. These two factors together allow a vehicle to redirect instantaneously from moving quickly backwards to moving quickly forwards. This is the optimal strategy for [[DS Yoshi Falls#No Ultra Flap|DS Yoshi Falls NU Flap]] to enter the finish line backwards from the front (after a DLC) and then immediately start traveling forwards.&lt;br /&gt;
&lt;br /&gt;
=== Horizontal OOB bypass ===&lt;br /&gt;
Horizontal OOB planes count a vehicle out if it travels through the plane in a certain direction. Passing through a horizontal OOB plane while upside down (achievable with barrel roll) allows the player to bypass it without getting counted out. This is used on [[Rainbow Road#Unrestricted Flap|Rainbow Road UR Flap]] to complete the full DLC shroomless.&lt;br /&gt;
&lt;br /&gt;
=== Extended HWG ===&lt;br /&gt;
Colliding with a barrel roll wall sets the &amp;quot;HWG timer&amp;quot; to 10 frames, during which barrel roll can be activated. This timer is so-named because it is also responsible for activating [[horizontal wall glitch]] (HWG). HWG usually lasts for 20 frames, but in certain cases, HWG will continue so long as the timer does not count down to 0. This can be exploited by continually riding a barrel roll wall so that the HWG timer continually resets to 10, thus extending the initial HWG. This is used on [[N64 DK&#039;s Jungle Parkway#Unrestricted Flap|N64 DK&#039;s Jungle Parkway UR Flap]] to reach the seam to the left of the finish line.&lt;/div&gt;</summary>
		<author><name>Ellucinea</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Trick&amp;diff=1273</id>
		<title>Trick</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Trick&amp;diff=1273"/>
		<updated>2025-11-04T22:54:26Z</updated>

		<summary type="html">&lt;p&gt;Ellucinea: sta for double flip tricks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;trick&#039;&#039;&#039; is a speed boost technique in &#039;&#039;[[Mario Kart Wii]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Tricks can be initiated after colliding with trickable road, by pressing any direction on the D-pad (or flicking in any direction with Wii Wheel or Nunchuk). The D-pad input can be pressed up to the 10th frame of airtime leaving the trickable road; additionally, the D-pad input can be buffered up to 13 frames before leaving the trickable surface. For a trick to actually be triggered, the vehicle must get airtime from the trickable road, be airborne on the 3rd frame after leaving the trickable road, and have IV with magnitude at least 50% of its regular[[IV#Maximum speed | max speed]].&lt;br /&gt;
&lt;br /&gt;
After being triggered, tricks play an animation, according to the D-pad direction and the trick type. Tricking also gives additional vertical (Y-axis) velocity, and cancels the [[wheelie]] if it&#039;s still active. As soon as the trick is triggered, the &#039;&#039;&#039;trick cooldown&#039;&#039;&#039; value is set to 5, and begins counting down.&lt;br /&gt;
&lt;br /&gt;
If the vehicle is grounded, and the trick cooldown value is zero, the vehicle receives a trick [[boost]]. All trick boost increase max speed by 30%, and IV accelerates at a rate of 6 u/f^2. Trick boosts have priority over all other boost types, including mushrooms which are otherwise stronger.&amp;lt;br&amp;gt;&lt;br /&gt;
The length of the boost depends on the trick type, as well as the vehicle type. Stunt trick boosts last 45 frames for bikes and 40 frames for karts, single flip trick boosts for 80 and 70 frames respectively, and double flip tricks for 95 and 85 frames.&lt;br /&gt;
&lt;br /&gt;
== Techniques ==&lt;br /&gt;
Trick boosts are long and powerful, but performing tricks is slow because of the forced wheelie cancel (for bikes) and airtime. Tricks are generally optimized by reducing airtime as much as possible, through many different techniques. The term &#039;&#039;&#039;low trick&#039;&#039;&#039; refers to the act of reducing trick airtime in general.&lt;br /&gt;
&lt;br /&gt;
=== Delay trick ===&lt;br /&gt;
Waiting as long as possible to trick (10th airtime frame) delays the vertical speed, reducing height. Delay tricks on the last frame are almost always fastest. However, in sections with long stretches of trickable road, delaying the trick fully may cause the next trick to occur on the first possible frame (3rd airtime frame), due to the 13 frame buffer; in this case, it&#039;s better to trick slightly early, so that the second trick can also be delayed.&lt;br /&gt;
&lt;br /&gt;
After leaving trickable road, touching and leaving other ground before the 3rd frame (while the &#039;&#039;&#039;trickable timer&#039;&#039;&#039; is still counting down from 3) allows you to extend how long you can delay a trick (as the 10th frame of airtime is now calculated from the latter ground hit). This is not currently used anywhere, but is possible on [[GBA Bowser Castle 3]] by touching a blue drivable rail for one frame after leaving a slow ramp.&lt;br /&gt;
&lt;br /&gt;
=== Hop trick ===&lt;br /&gt;
[[Hop |Hopping]] off of a trickable surface counts as leaving it, so it can be used to start a trick early. A hop trick can lead to increased airtime compared to driving off a trickable ramp, so it is often not the best option available.&lt;br /&gt;
&lt;br /&gt;
The most notable use of hop tricking are [[slow ramp]] low tricks. Hopping on the first frame of touching the slow ramp replaces the ramp&#039;s vertical speed with the hop&#039;s, which is much lower. Hop tricks are the most effective way to reduce slow ramp airtime.&lt;br /&gt;
&lt;br /&gt;
=== Drift trick ===&lt;br /&gt;
Drifting off of a trickable surface allows for reduced airtime, by using [[TF physics]]. This is mostly useful for [[inside-drift bikes]], as they gain much more roll rotation by drifting. In general, it is best to start the drift such that the first drift frame happens right before going airborne. &lt;br /&gt;
&lt;br /&gt;
Karts can&#039;t use drift tricks to reduce height, because they can&#039;t [[EV#Leaning |lean]] like bikes. However, drift tricks are still useful on karts to realign in the air.&lt;br /&gt;
&lt;br /&gt;
=== Wall trick ===&lt;br /&gt;
Wall tricks are performed on flip trick ramps with bikes. [[Wall clip |Clipping a wall]] during a trick updates the vehicle&#039;s movement direction to match its pitch rotation, without any speed loss. For bikes, the animation of down flip tricks causes them to quickly rotate to face downwards. Thus, performing a wall clip during the trick animation causes the bike&#039;s vertical speed to be directed down, reducing airtime.&lt;br /&gt;
&lt;br /&gt;
Bikes change their orientation very quickly during flip tricks. Many different trajectories are possible, depending on the exact frame that the wall clip occurs. The optimal clip frame depends on the situation, and is typically a compromise between facing down (reduced airtime) and facing forwards (better horizontal speed).&lt;br /&gt;
&lt;br /&gt;
=== RFH trick ===&lt;br /&gt;
[[Rapid fire hopping]] locks the vehicle&#039;s angle relative to the ground. When driving off a trickable ramp with RFH, the lower pitch rotation results in the vehicle&#039;s IV pointing lower, reducing airtime significantly. This is generally the best way to reduce airtime after steep trick ramps. RFH tricks can also be combined with drift tricks (simply hold B at the end of the ramp) and wall tricks to reduce airtime even more.&lt;br /&gt;
&lt;br /&gt;
On the other hand, ending the RFH right before the end of the trickable ramp causes an ejection, as well as reset the bike&#039;s rotation. This leads to much higher airtime than normal. RFH high tricks are slower for regular driving, but can be useful for shortcuts, for example on [[Bowser&#039;s Castle]].&lt;br /&gt;
&lt;br /&gt;
=== Side trick abuse ===&lt;br /&gt;
Side trick abuse, or STA, is a bike-exclusive technique involving leaning. STA can be performed with any type of left or right trick.&lt;br /&gt;
&lt;br /&gt;
During side stunt tricks, the bike rotates about 90° sideways during the animation. Side flip tricks are similar, with the bike quickly rotating clockwise or counterclockwise. In both cases, the IV vector is unaffected, even though the bike is rotated sideways. Leaning during this animation causes EV to directed forwards or backwards, and converts to IV.&lt;br /&gt;
&lt;br /&gt;
Leaning forwards is known as STA. This corresponds to holding in the direction of the bike&#039;s back wheel during the trick. For stunt tricks, hold left for left tricks, and right for right tricks; for flip tricks, hold left for right tricks, and left for right tricks. For double flip tricks specifically, bikes rotate fast enough that they begin facing the other direction before the 20th frame of airtime, so the direction to hold switches along with the bike&#039;s orientation.&amp;lt;br&amp;gt;&lt;br /&gt;
STA can increase IV in the air by up to ~7 u/f. Additionally, during stunt tricks, the bike gains a small amount of roll rotation, so STA also slightly increases airtime due to [[TF physics]].&lt;br /&gt;
&lt;br /&gt;
Leaning backwards is known as reverse side trick abuse, or RSTA. The inputs are the opposite of STA for each trick type. RSTA causes IV to decrease by up to ~7 u/f, and also slightly decreases airtime during stunt tricks. RSTA is almost always worse than a regular trick, the main exception being reducing airtime from slow ramps.&lt;br /&gt;
&lt;br /&gt;
=== Jammed trick ===&lt;br /&gt;
Landing on the ground while the trick cooldown timer has not yet expired causes the trick boost to be delayed until the cooldown hits zero. Going airborne again, before the cooldown expires, causes the boost to be delayed until landing a second time. Any trick which is delayed this way is known as a jammed trick.&lt;br /&gt;
&lt;br /&gt;
While the vehicle is grounded, it is able to gain IV if a (previous) boost is active, and it can perform any ground action, such as hopping, drifting, or wheelieing. &#039;&#039;&#039;Wheelie tricks&#039;&#039;&#039; (or wheelie triggers) involve starting a wheelie during a jammed trick. Wheelie tricks allow bike to enter the wheelie state, using a (previous) boost to quickly reach max speed, then move in the air at high speed while &amp;quot;storing&amp;quot; a trick, and trigger the boost upon landing again. This is particularly useful in sections with lots of trickable terrain, to wheelie in-between tricks and better space out trick boosts.&lt;br /&gt;
&lt;br /&gt;
Another notable application of jammed tricks is [[Slow ramp#Slow ramp abuse | slow ramp abuse]]. Touching the ground removes the slow ramp&#039;s speed lock, allowing the vehicle to drive at much higher speed through the air while tricking.&lt;br /&gt;
&lt;br /&gt;
=== Tilt lock ===&lt;br /&gt;
On bikes only, performing any stunt side trick activates a flag known as tilt lock. During tilt lock, the bike rotates to face down more than usual during trick animations. The tilt lock flag is automatically cleared when a flip trick is initiated, but it is not cleared if a up or down stunt trick is performed. Therefore, performing a side stunt trick, then a up/down stunt trick causes bikes to tilt down more quickly than normal.&lt;br /&gt;
&lt;br /&gt;
In most situations, nosediving during up/down stunt tricks is optimal, making tilt lock inconsequential. However, if taildiving is better, tilt lock prevents the bike to face up as much, affecting its rotation upon landing. For example, on [[SNES Ghost Valley 2#No Glitch 3lap|SNES Ghost Valley 2 NG 3lap]], tilt lock causes the bike to not drift as tight upon landing from the trick ramp, so it&#039;s better to only perform a side trick on the slow ramp on lap 3, despite it being faster due to STA.&lt;br /&gt;
&lt;br /&gt;
=== Rotation conversion ===&lt;br /&gt;
Due to rotation conversion, the pitch rotation upon landing affects how quickly yaw rotation changes upon landing. If the bike needs to drift immediately upon landing, landing while the bike is facing in the opposite direction due to the trick animation causes it to drift more sharply, as the bike quickly corrects to its proper rotation upon landing. As such, it is better to perform a left trick when landing into a left drift, and vice-versa.&lt;br /&gt;
&lt;br /&gt;
Nosediving during tricks is generally optimal; not only it reduce airtime, but landing on the nose of the bike causes it to turn more sharply upon landing too, due to rotation conversion. However, landing in a full nosedive usually causes the bike to bounce upon landing, due to the tire being pushed too far into the ground and suspension forcing a rebound. This can be prevented by nosediving for most of the trick, and taildiving shortly before landing.&amp;lt;br&amp;gt;&lt;br /&gt;
For the same reason, down flip tricks often allow bikes to turn the most out of any trick direction upon landing.&lt;br /&gt;
&lt;br /&gt;
== Zipper tricks ==&lt;br /&gt;
&#039;&#039;TO DO: unfinished&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zipper tricks behave differently from regular tricks. Zipper tricks can only be initiated if the IV vector is sufficiently angled up relative to the zipper surface. When driving off a zipper, the game immediately predicts the zipper trick airtime, based on the angle and magnitude of the IV vector; a zipper trick can only be initiated if the calculated airtime is 51 or greater. However, zipper tricks below 51 airtime are possible if the animation of the vehicle causes it to hit collision early, such as on [[Rainbow Road]].&lt;br /&gt;
&lt;br /&gt;
Trick directions can affect movement upon landing, but have no effect during the zipper trick itself. Stick inputs also have no effect while the vehicle is on a zipper, whether it is tricking or not.&lt;br /&gt;
&lt;br /&gt;
Like regular trick boosts, zipper trick boosts increase maximum speed by 30%, and IV at a rate of 6 u/f^2. They have priority over other boost types, even if faster. Zipper trick boost length is not dependent by vehicle type; a zipper trick lasts 100 frames, while driving off a zipper without tricking gives 50 frames of boost. Both types of zipper boosts provide offroad immunity, and double handling and automatic drift tightness, as long as they are active.&lt;br /&gt;
&lt;br /&gt;
When tricking off a zipper, the vehicle does not properly go airborne, but rather drives on wall collision while the trick animation plays out. Under the right conditions, it is possible to stick to the walls and wrap around a corner during a zipper trick.&lt;br /&gt;
&lt;br /&gt;
Double tricks are possible by getting landing bounces.&lt;/div&gt;</summary>
		<author><name>Ellucinea</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Trick&amp;diff=1272</id>
		<title>Trick</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Trick&amp;diff=1272"/>
		<updated>2025-11-04T22:46:55Z</updated>

		<summary type="html">&lt;p&gt;Ellucinea: added info about trickable timer, is kind of weird so if someone has better phrasing please fix that&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;trick&#039;&#039;&#039; is a speed boost technique in &#039;&#039;[[Mario Kart Wii]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Tricks can be initiated after colliding with trickable road, by pressing any direction on the D-pad (or flicking in any direction with Wii Wheel or Nunchuk). The D-pad input can be pressed up to the 10th frame of airtime leaving the trickable road; additionally, the D-pad input can be buffered up to 13 frames before leaving the trickable surface. For a trick to actually be triggered, the vehicle must get airtime from the trickable road, be airborne on the 3rd frame after leaving the trickable road, and have IV with magnitude at least 50% of its regular[[IV#Maximum speed | max speed]].&lt;br /&gt;
&lt;br /&gt;
After being triggered, tricks play an animation, according to the D-pad direction and the trick type. Tricking also gives additional vertical (Y-axis) velocity, and cancels the [[wheelie]] if it&#039;s still active. As soon as the trick is triggered, the &#039;&#039;&#039;trick cooldown&#039;&#039;&#039; value is set to 5, and begins counting down.&lt;br /&gt;
&lt;br /&gt;
If the vehicle is grounded, and the trick cooldown value is zero, the vehicle receives a trick [[boost]]. All trick boost increase max speed by 30%, and IV accelerates at a rate of 6 u/f^2. Trick boosts have priority over all other boost types, including mushrooms which are otherwise stronger.&amp;lt;br&amp;gt;&lt;br /&gt;
The length of the boost depends on the trick type, as well as the vehicle type. Stunt trick boosts last 45 frames for bikes and 40 frames for karts, single flip trick boosts for 80 and 70 frames respectively, and double flip tricks for 95 and 85 frames.&lt;br /&gt;
&lt;br /&gt;
== Techniques ==&lt;br /&gt;
Trick boosts are long and powerful, but performing tricks is slow because of the forced wheelie cancel (for bikes) and airtime. Tricks are generally optimized by reducing airtime as much as possible, through many different techniques. The term &#039;&#039;&#039;low trick&#039;&#039;&#039; refers to the act of reducing trick airtime in general.&lt;br /&gt;
&lt;br /&gt;
=== Delay trick ===&lt;br /&gt;
Waiting as long as possible to trick (10th airtime frame) delays the vertical speed, reducing height. Delay tricks on the last frame are almost always fastest. However, in sections with long stretches of trickable road, delaying the trick fully may cause the next trick to occur on the first possible frame (3rd airtime frame), due to the 13 frame buffer; in this case, it&#039;s better to trick slightly early, so that the second trick can also be delayed.&lt;br /&gt;
&lt;br /&gt;
After leaving trickable road, touching and leaving other ground before the 3rd frame (while the &#039;&#039;&#039;trickable timer&#039;&#039;&#039; is still counting down from 3) allows you to extend how long you can delay a trick ( the 10th frame of airtime is now calculated from the latter ground hit). This is not currently used anywhere, but is possible on [[GBA Bowser Castle 3]] by touching a blue drivable rail for one frame after leaving a slow ramp.&lt;br /&gt;
&lt;br /&gt;
=== Hop trick ===&lt;br /&gt;
[[Hop |Hopping]] off of a trickable surface counts as leaving it, so it can be used to start a trick early. A hop trick often leads to reduced airtime compared to driving off a trickable ramp, but it is often not the best option available.&lt;br /&gt;
&lt;br /&gt;
The most notable use of hop tricking are [[slow ramp]] low tricks. Hopping on the first frame of touching the slow ramp replaces the ramp&#039;s vertical speed with the hop&#039;s, which is much lower. Hop tricks are the most effective way to reduce slow ramp airtime.&lt;br /&gt;
&lt;br /&gt;
=== Drift trick ===&lt;br /&gt;
Drifting off of a trickable surface allows for reduced airtime, by using [[TF physics]]. This is mostly useful for [[inside-drift bikes]], as they gain much more roll rotation by drifting. In general, it is best to start the drift such that the first drift frame happens right before going airborne. &lt;br /&gt;
&lt;br /&gt;
Karts can&#039;t use drift tricks to reduce height, because they can&#039;t [[EV#Leaning | lean]] like bikes. However, drift tricks are still useful on karts to realign in the air.&lt;br /&gt;
&lt;br /&gt;
=== Wall trick ===&lt;br /&gt;
Wall tricks are performed on flip trick ramps with bikes. [[Wall clip |Clipping a wall]] during a trick updates the vehicle&#039;s movement direction to match its pitch rotation, without any speed loss. For bikes, the animation of down flip tricks causes them to quickly rotate to face downwards. Thus, performing a wall clip during the trick animation causes the bike&#039;s vertical speed to be directed down, reducing airtime.&lt;br /&gt;
&lt;br /&gt;
Bikes change their orientation very quickly during flip tricks. Many different trajectories are possible, depending on the exact frame that the wall clip occurs. The optimal clip frame depends on the situation, and is typically a compromise between facing down (reduced airtime) and facing forwards (better horizontal speed).&lt;br /&gt;
&lt;br /&gt;
=== RFH trick ===&lt;br /&gt;
[[Rapid fire hopping]] locks the vehicle&#039;s angle relative to the ground. When driving off a trickable ramp with RFH, the lower pitch rotation results in the vehicle&#039;s IV pointing lower, reducing airtime significantly. This is generally the best way to reduce airtime after steep trick ramps. RFH tricks can also be combined with drift tricks (simply hold B at the end of the ramp) and wall tricks to reduce airtime even more.&lt;br /&gt;
&lt;br /&gt;
On the other hand, ending the RFH right before the end of the trickable ramp causes an ejection, as well as reset the bike&#039;s rotation. This leads to much higher airtime than normal. RFH high tricks are slower for regular driving, but can be useful for shortcuts, for example on [[Bowser&#039;s Castle]].&lt;br /&gt;
&lt;br /&gt;
=== Side trick abuse ===&lt;br /&gt;
Side trick abuse, or STA, is a bike-exclusive technique involving leaning. STA can be performed with any type of left or right trick.&lt;br /&gt;
&lt;br /&gt;
During side stunt tricks, the bike rotates about 90° sideways during the animation. Side flip tricks are similar, with the bike quickly rotating clockwise or counterclockwise. In both cases, the IV vector is unaffected, even though the bike is rotated sideways. Leaning during this animation causes EV to directed forwards or backwards, and converts to IV.&lt;br /&gt;
&lt;br /&gt;
Leaning forwards is known as STA. For stunt tricks, hold left for left tricks, and right for right tricks; for flip tricks, hold left for right tricks, and left for right tricks.&amp;lt;br&amp;gt;&lt;br /&gt;
STA can increase IV in the air by up to ~7 u/f. Additionally, during stunt tricks, the bike gains a small amount of roll rotation, so STA also slightly increases airtime due to [[TF physics]].&lt;br /&gt;
&lt;br /&gt;
Leaning backwards is known as reverse side trick abuse, or RSTA. The inputs are the opposite of STA for each trick type. RSTA causes IV to decrease by up to ~7 u/f, and also slightly decreases airtime during stunt tricks. RSTA is almost always worse than a regular trick, the main exception being reducing airtime from slow ramps.&lt;br /&gt;
&lt;br /&gt;
=== Jammed trick ===&lt;br /&gt;
Landing on the ground while the trick cooldown timer has not yet expired causes the trick boost to be delayed until the cooldown hits zero. Going airborne again, before the cooldown expires, causes the boost to be delayed until landing a second time. Any trick which is delayed this way is known as a jammed trick.&lt;br /&gt;
&lt;br /&gt;
While the vehicle is grounded, it is able to gain IV if a (previous) boost is active, and it can perform any ground action, such as hopping, drifting, or wheelieing. &#039;&#039;&#039;Wheelie tricks&#039;&#039;&#039; (or wheelie triggers) involve starting a wheelie during a jammed trick. Wheelie tricks allow bike to enter the wheelie state, using a (previous) boost to quickly reach max speed, then move in the air at high speed while &amp;quot;storing&amp;quot; a trick, and trigger the boost upon landing again. This is particularly useful in sections with lots of trickable terrain, to wheelie in-between tricks and better space out trick boosts.&lt;br /&gt;
&lt;br /&gt;
Another notable application of jammed tricks is [[Slow ramp#Slow ramp abuse | slow ramp abuse]]. Touching the ground removes the slow ramp&#039;s speed lock, allowing the vehicle to drive at much higher speed through the air while tricking.&lt;br /&gt;
&lt;br /&gt;
=== Tilt lock ===&lt;br /&gt;
On bikes only, performing any stunt side trick activates a flag known as tilt lock. During tilt lock, the bike rotates to face down more than usual during trick animations. The tilt lock flag is automatically cleared when a flip trick is initiated, but it is not cleared if a up or down stunt trick is performed. Therefore, performing a side stunt trick, then a up/down stunt trick causes bikes to tilt down more quickly than normal.&lt;br /&gt;
&lt;br /&gt;
In most situations, nosediving during up/down stunt tricks is optimal, making tilt lock inconsequential. However, if taildiving is better, tilt lock prevents the bike to face up as much, affecting its rotation upon landing. For example, on [[SNES Ghost Valley 2]] NG, tilt lock causes the bike to not drift as tight upon landing from the trick ramp, so it&#039;s better to only perform a side trick on the slow ramp on lap 3, despite it being faster due to STA.&lt;br /&gt;
&lt;br /&gt;
=== Rotation conversion ===&lt;br /&gt;
Due to rotation conversion, the pitch rotation upon landing affects how quickly yaw rotation changes upon landing. If the bike needs to drift immediately upon landing, landing while the bike is facing in the opposite direction due to the trick animation causes it to drift more sharply, as the bike quickly corrects to its proper rotation upon landing. As such, it is better to perform a left trick when landing into a left drift, and vice-versa.&lt;br /&gt;
&lt;br /&gt;
Nosediving during tricks is generally optimal; not only it reduce airtime, but landing on the nose of the bike causes it to turn more sharply upon landing too, due to rotation conversion. However, landing in a full nosedive usually causes the bike to bounce upon landing, due to the tire being pushed too far into the ground and suspension forcing a rebound. This can be prevented by nosediving for most of the trick, and taildiving shortly before landing.&amp;lt;br&amp;gt;&lt;br /&gt;
For the same reason, down flip tricks often allow bikes to turn the most out of any trick direction upon landing.&lt;br /&gt;
&lt;br /&gt;
== Zipper tricks ==&lt;br /&gt;
&#039;&#039;TO DO: unfinished&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zipper tricks behave differently from regular tricks. Zipper tricks can only be initiated if the IV vector is sufficiently angled up relative to the zipper surface. When driving off a zipper, the game immediately predicts the zipper trick airtime, based on the angle and magnitude of the IV vector; a zipper trick can only be initiated if the calculated airtime is 51 or greater. However, zipper tricks below 51 airtime are possible if the animation of the vehicle causes it to hit collision early, such as on [[Rainbow Road]].&lt;br /&gt;
&lt;br /&gt;
Trick directions can affect movement upon landing, but have no effect during the zipper trick itself. Stick inputs also have no effect while the vehicle is on a zipper, whether it is tricking or not.&lt;br /&gt;
&lt;br /&gt;
Like regular trick boosts, zipper trick boosts increase maximum speed by 30%, and IV at a rate of 6 u/f^2. They have priority over other boost types, even if faster. Zipper trick boost length is not dependent by vehicle type; a zipper trick lasts 100 frames, while driving off a zipper without tricking gives 50 frames of boost. Both types of zipper boosts provide offroad immunity, and double handling and automatic drift tightness, as long as they are active.&lt;br /&gt;
&lt;br /&gt;
When tricking off a zipper, the vehicle does not properly go airborne, but rather drives on wall collision while the trick animation plays out. Under the right conditions, it is possible to stick to the walls and wrap around a corner during a zipper trick.&lt;br /&gt;
&lt;br /&gt;
Double tricks are possible by getting landing bounces.&lt;/div&gt;</summary>
		<author><name>Ellucinea</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Trick&amp;diff=1271</id>
		<title>Trick</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Trick&amp;diff=1271"/>
		<updated>2025-11-04T22:37:04Z</updated>

		<summary type="html">&lt;p&gt;Ellucinea: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;trick&#039;&#039;&#039; is a speed boost technique in &#039;&#039;[[Mario Kart Wii]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Tricks can be initiated after colliding with trickable road, by pressing any direction on the D-pad (or flicking in any direction with Wii Wheel or Nunchuk). The D-pad input can be pressed up to the 10th frame of airtime leaving the trickable road; additionally, the D-pad input can be buffered up to 13 frames before leaving the trickable surface. For a trick to actually be triggered, the vehicle must get at least 3 frames of airtime (the &#039;&#039;&#039;trickable timer&#039;&#039;&#039; must count down from 3 to 0), and the magnitude of its IV must be at least 50% of its regular[[IV#Maximum speed | max speed]].&lt;br /&gt;
&lt;br /&gt;
After being triggered, tricks play an animation, according to the D-pad direction and the trick type. Tricking also gives additional vertical (Y-axis) velocity, and cancels the [[wheelie]] if it&#039;s still active. As soon as the trick is triggered, the &#039;&#039;&#039;trick cooldown&#039;&#039;&#039; value is set to 5, and begins counting down.&lt;br /&gt;
&lt;br /&gt;
If the vehicle is grounded, and the trick cooldown value is zero, the vehicle receives a trick [[boost]]. All trick boost increase max speed by 30%, and IV accelerates at a rate of 6 u/f^2. Trick boosts have priority over all other boost types, including mushrooms which are otherwise stronger.&amp;lt;br&amp;gt;&lt;br /&gt;
The length of the boost depends on the trick type, as well as the vehicle type. Stunt trick boosts last 45 frames for bikes and 40 frames for karts, single flip trick boosts for 80 and 70 frames respectively, and double flip tricks for 95 and 85 frames.&lt;br /&gt;
&lt;br /&gt;
== Techniques ==&lt;br /&gt;
Trick boosts are long and powerful, but performing tricks is slow because of the forced wheelie cancel (for bikes) and airtime. Tricks are generally optimized by reducing airtime as much as possible, through many different techniques. The term &#039;&#039;&#039;low trick&#039;&#039;&#039; refers to the act of reducing trick airtime in general.&lt;br /&gt;
&lt;br /&gt;
=== Delay trick ===&lt;br /&gt;
Waiting as long as possible to trick (10th airtime frame) delays the vertical speed, reducing height. Delay tricks on the last frame are almost always fastest. However, in sections with long stretches of trickable road, delaying the trick fully may cause the next trick to occur on the first possible frame (3rd airtime frame), due to the 13 frame buffer; in this case, it&#039;s better to trick slightly early, so that the second trick can also be delayed.&lt;br /&gt;
&lt;br /&gt;
After leaving trickable road, touching and leaving other ground while the trickable timer is still counting down from 3 allows you to extend how long you can delay a trick (the 10th frame of airtime is now calculated from the latter ground hit). This is not currently used anywhere, but is possible on [[GBA Bowser Castle 3]] by touching a blue drivable rail for one frame after leaving a slow ramp.&lt;br /&gt;
&lt;br /&gt;
=== Hop trick ===&lt;br /&gt;
[[Hop |Hopping]] off of a trickable surface counts as leaving it, so it can be used to start a trick early. A hop trick often leads to reduced airtime compared to driving off a trickable ramp, but it is often not the best option available.&lt;br /&gt;
&lt;br /&gt;
The most notable use of hop tricking are [[slow ramp]] low tricks. Hopping on the first frame of touching the slow ramp replaces the ramp&#039;s vertical speed with the hop&#039;s, which is much lower. Hop tricks are the most effective way to reduce slow ramp airtime.&lt;br /&gt;
&lt;br /&gt;
=== Drift trick ===&lt;br /&gt;
Drifting off of a trickable surface allows for reduced airtime, by using [[TF physics]]. This is mostly useful for [[inside-drift bikes]], as they gain much more roll rotation by drifting. In general, it is best to start the drift such that the first drift frame happens right before going airborne. &lt;br /&gt;
&lt;br /&gt;
Karts can&#039;t use drift tricks to reduce height, because they can&#039;t [[EV#Leaning | lean]] like bikes. However, drift tricks are still useful on karts to realign in the air.&lt;br /&gt;
&lt;br /&gt;
=== Wall trick ===&lt;br /&gt;
Wall tricks are performed on flip trick ramps with bikes. [[Wall clip | Clipping a wall]] during a trick updates the vehicle&#039;s movement direction to match its pitch rotation, without any speed loss. For bikes, the animation of down flip tricks causes them to quickly rotate to face downwards. Thus, performing a wall clip during the trick animation causes the bike&#039;s vertical speed to be directed down, reducing airtime.&lt;br /&gt;
&lt;br /&gt;
Bikes change their orientation very quickly during flip tricks. Many different trajectories are possible, depending on the exact frame that the wall clip occurs. The optimal clip frame depends on the situation, and is typically a compromise between facing down (reduced airtime) and facing forwards (better horizontal speed).&lt;br /&gt;
&lt;br /&gt;
=== RFH trick ===&lt;br /&gt;
[[Rapid fire hopping]] locks the vehicle&#039;s angle relative to the ground. When driving off a trickable ramp with RFH, the lower pitch rotation results in the vehicle&#039;s IV pointing lower, reducing airtime significantly. This is generally the best way to reduce airtime after steep trick ramps. RFH tricks can also be combined with drift tricks (simply hold B at the end of the ramp) and wall tricks to reduce airtime even more.&lt;br /&gt;
&lt;br /&gt;
On the other hand, ending the RFH right before the end of the trickable ramp causes an ejection, as well as reset the bike&#039;s rotation. This leads to much higher airtime than normal. RFH high tricks are slower for regular driving, but can be useful for shortcuts, for example on [[Bowser&#039;s Castle]].&lt;br /&gt;
&lt;br /&gt;
=== Side trick abuse ===&lt;br /&gt;
Side trick abuse, or STA, is a bike-exclusive technique involving leaning. STA can be performed with any type of left or right trick.&lt;br /&gt;
&lt;br /&gt;
During side stunt tricks, the bike rotates about 90° sideways during the animation. Side flip tricks are similar, with the bike quickly rotating clockwise or counterclockwise. In both cases, the IV vector is unaffected, even though the bike is rotated sideways. Leaning during this animation causes EV to directed forwards or backwards, and converts to IV.&lt;br /&gt;
&lt;br /&gt;
Leaning forwards is known as STA. For stunt tricks, hold left for left tricks, and right for right tricks; for flip tricks, hold left for right tricks, and left for right tricks.&amp;lt;br&amp;gt;&lt;br /&gt;
STA can increase IV in the air by up to ~7 u/f. Additionally, during stunt tricks, the bike gains a small amount of roll rotation, so STA also slightly increases airtime due to [[TF physics]].&lt;br /&gt;
&lt;br /&gt;
Leaning backwards is known as reverse side trick abuse, or RSTA. The inputs are the opposite of STA for each trick type. RSTA causes IV to decrease by up to ~7 u/f, and also slightly decreases airtime during stunt tricks. RSTA is almost always worse than a regular trick, the main exception being reducing airtime from slow ramps.&lt;br /&gt;
&lt;br /&gt;
=== Jammed trick ===&lt;br /&gt;
Landing on the ground while the trick cooldown timer has not yet expired causes the trick boost to be delayed until the cooldown hits zero. Going airborne again, before the cooldown expires, causes the boost to be delayed until landing a second time. Any trick which is delayed this way is known as a jammed trick.&lt;br /&gt;
&lt;br /&gt;
While the vehicle is grounded, it is able to gain IV if a (previous) boost is active, and it can perform any ground action, such as hopping, drifting, or wheelieing. &#039;&#039;&#039;Wheelie tricks&#039;&#039;&#039; (or wheelie triggers) involve starting a wheelie during a jammed trick. Wheelie tricks allow bike to enter the wheelie state, using a (previous) boost to quickly reach max speed, then move in the air at high speed while &amp;quot;storing&amp;quot; a trick, and trigger the boost upon landing again. This is particularly useful in sections with lots of trickable terrain, to wheelie in-between tricks and better space out trick boosts.&lt;br /&gt;
&lt;br /&gt;
Another notable application of jammed tricks is [[Slow ramp#Slow ramp abuse | slow ramp abuse]]. Touching the ground removes the slow ramp&#039;s speed lock, allowing the vehicle to drive at much higher speed through the air while tricking.&lt;br /&gt;
&lt;br /&gt;
=== Tilt lock ===&lt;br /&gt;
On bikes only, performing any stunt side trick activates a flag known as tilt lock. During tilt lock, the bike rotates to face down more than usual during trick animations. The tilt lock flag is automatically cleared when a flip trick is initiated, but it is not cleared if a up or down stunt trick is performed. Therefore, performing a side stunt trick, then a up/down stunt trick causes bikes to tilt down more quickly than normal.&lt;br /&gt;
&lt;br /&gt;
In most situations, nosediving during up/down stunt tricks is optimal, making tilt lock inconsequential. However, if taildiving is better, tilt lock prevents the bike to face up as much, affecting its rotation upon landing. For example, on [[SNES Ghost Valley 2]] NG, tilt lock causes the bike to not drift as tight upon landing from the trick ramp, so it&#039;s better to only perform a side trick on the slow ramp on lap 3, despite it being faster due to STA.&lt;br /&gt;
&lt;br /&gt;
=== Rotation conversion ===&lt;br /&gt;
Due to rotation conversion, the pitch rotation upon landing affects how quickly yaw rotation changes upon landing. If the bike needs to drift immediately upon landing, landing while the bike is facing in the opposite direction due to the trick animation causes it to drift more sharply, as the bike quickly corrects to its proper rotation upon landing. As such, it is better to perform a left trick when landing into a left drift, and vice-versa.&lt;br /&gt;
&lt;br /&gt;
Nosediving during tricks is generally optimal; not only it reduce airtime, but landing on the nose of the bike causes it to turn more sharply upon landing too, due to rotation conversion. However, landing in a full nosedive usually causes the bike to bounce upon landing, due to the tire being pushed too far into the ground and suspension forcing a rebound. This can be prevented by nosediving for most of the trick, and taildiving shortly before landing.&amp;lt;br&amp;gt;&lt;br /&gt;
For the same reason, down flip tricks often allow bikes to turn the most out of any trick direction upon landing.&lt;br /&gt;
&lt;br /&gt;
== Zipper tricks ==&lt;br /&gt;
&#039;&#039;TO DO: unfinished&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zipper tricks behave differently from regular tricks. Zipper tricks can only be initiated if the IV vector is sufficiently angled up relative to the zipper surface. When driving off a zipper, the game immediately predicts the zipper trick airtime, based on the angle and magnitude of the IV vector; a zipper trick can only be initiated if the calculated airtime is 51 or greater. However, zipper tricks below 51 airtime are possible if the animation of the vehicle causes it to hit collision early, such as on [[Rainbow Road]].&lt;br /&gt;
&lt;br /&gt;
Trick directions can affect movement upon landing, but have no effect during the zipper trick itself. Stick inputs also have no effect while the vehicle is on a zipper, whether it is tricking or not.&lt;br /&gt;
&lt;br /&gt;
Like regular trick boosts, zipper trick boosts increase maximum speed by 30%, and IV at a rate of 6 u/f^2. They have priority over other boost types, even if faster. Zipper trick boost length is not dependent by vehicle type; a zipper trick lasts 100 frames, while driving off a zipper without tricking gives 50 frames of boost. Both types of zipper boosts provide offroad immunity, and double handling and automatic drift tightness, as long as they are active.&lt;br /&gt;
&lt;br /&gt;
When tricking off a zipper, the vehicle does not properly go airborne, but rather drives on wall collision while the trick animation plays out. Under the right conditions, it is possible to stick to the walls and wrap around a corner during a zipper trick.&lt;br /&gt;
&lt;br /&gt;
Double tricks are possible by getting landing bounces.&lt;/div&gt;</summary>
		<author><name>Ellucinea</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Maple_Treeway&amp;diff=1270</id>
		<title>Maple Treeway</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Maple_Treeway&amp;diff=1270"/>
		<updated>2025-11-04T22:16:19Z</updated>

		<summary type="html">&lt;p&gt;Ellucinea: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Maple Treeway&#039;&#039;&#039; is the third course of the Star Cup in &#039;&#039;[[Mario Kart Wii]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Current BKTs&lt;br /&gt;
|-&lt;br /&gt;
!Type&lt;br /&gt;
!Unrestricted&lt;br /&gt;
!No Ultra&lt;br /&gt;
!No Glitch&lt;br /&gt;
|-&lt;br /&gt;
!3lap&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |1:00.660&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |2:05.739&lt;br /&gt;
|-&lt;br /&gt;
!Flap&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |18.936&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |40.651&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Maple Treeway has a 3lap viable [[ultra shortcut]], which uses [[wallclips]], [[supersliding]], and [[superhopping]] (the latter 2 of which are useful outside the ultra as well). Hence, it has three 3lap and three flap categories. However, no TASes exist for a No Ultra 3lap or a No Ultra Flap which implement glitches, so the No Glitch 3lap and No Glitch Flap records are the No Ultra 3lap and No Ultra Flap records respectively for the time being.&lt;br /&gt;
&lt;br /&gt;
=== Unrestricted 3lap ===&lt;br /&gt;
:&#039;&#039;Video: [https://www.youtube.com/watch?v=triGkCqE6fY 1:00.660 by Alego, Aoiro, César, Citrinitas, Corvid, ellucinea, Epik95, Ejay, Jack, jtlon, Justin, Malleo, Monster, Police, Shadow, Thomas (2025)]&#039;&#039;&lt;br /&gt;
The current strategy for UR 3lap is to perform the ultra shortcut on all 3 laps.&lt;br /&gt;
&lt;br /&gt;
An outside-drifting bike is used to allow for superhopping at the end of each lap. The combo is chosen as an optimal mix of speed, handling, and acceleration. On lap 1, the ultra is performed by using horizontal wall glitch to quickly enter the drivable offroad area to the left of the finish line, and then ODB clipping the exposed tree branch with 2 shrooms to skip the first key checkpoint and hop directly into the cannon. The 3rd shroom is used to accelerate quickly after the cannon to perform the &amp;quot;NLC shortcut&amp;quot;, after which superhopping is performed to maintain max speed down the net. At the base of the net, a supergrind is started to preserve and generate high XZ EV; ejecting from the slope right before the finish line with this EV allows us to fly around KCP1, thus performing the ultra again shroomless. The end of lap 2 proceeds similarly to lap 1 (though without a shroom after the cannon) into another shroomless ultra on lap 3. Finally, at the end of lap 3, a shallower supergrind reaching above 120 XYZ speed is held to the finish line.&lt;br /&gt;
&lt;br /&gt;
=== Unrestricted Flap ===&lt;br /&gt;
:&#039;&#039;Video: [https://www.youtube.com/watch?v=Q-9y0DFt6i0 18.936 by Jellopuff, Thomas, cf, and Malleo (2021)]&#039;&#039;&lt;br /&gt;
The current strategy for the UR flap is to perform the ultra shortcut.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;TODO: Add details&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== No Glitch 3lap ===&lt;br /&gt;
:&#039;&#039;Video: [https://www.youtube.com/watch?v=QirYY3fT4qE 2:05.739 by Lamejoin (2018)]&#039;&#039;&lt;br /&gt;
The current strategy for NG 3lap is to drive 3 laps normally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;TODO: Add details&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== No Glitch Flap ===&lt;br /&gt;
:&#039;&#039;Video: [https://www.youtube.com/watch?v=N7ypq0Qyv1w 40.651 by Kierio (2023)]&#039;&#039;&lt;br /&gt;
The current strategy for NG flap is to drive 1 lap normally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;TODO: Add details&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;TODO: History of all strat developements. Section devoted to the ultra shortcut, as well as the turnskip and its debated category placement, no glitch driving optimisations (specifically 2017 to 2018), and supergrinding/superhopping/supersliding.&lt;br /&gt;
&lt;br /&gt;
=== TAS Competitions ===&lt;br /&gt;
&lt;br /&gt;
Maple Treeway has featured in eight tasks of the [[MKWii TAS Competition]] (Task 5 2020, Task 22 2021, Special Task I, Unofficial Task 2022, Task 3 2023, Task 4 2023, Task 16 2023, Christmas Task 2023), which makes it the tied with [[GCN Waluigi Stadium]] as the track used in the most TAS competition tasks.&lt;br /&gt;
&lt;br /&gt;
== Future ==&lt;br /&gt;
&lt;br /&gt;
=== Known timesaves ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;TODO: Write this&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Potential timesaves ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;TODO: Write this&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox courses}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Courses]]&lt;br /&gt;
[[Category:Incomplete]]&lt;/div&gt;</summary>
		<author><name>Ellucinea</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Drift_button&amp;diff=1269</id>
		<title>Drift button</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Drift_button&amp;diff=1269"/>
		<updated>2025-11-04T22:02:49Z</updated>

		<summary type="html">&lt;p&gt;Ellucinea: /* Illegal inputs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;drift button&#039;&#039;&#039; is an internal input tracked by &#039;&#039;[[Mario Kart Wii]]&#039;&#039;, not directly accessible to the player.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
On manual drift, many actions are mapped to the B and R buttons (1 and B on Wii Wheel, B on Nunchuk), such as [[Hop | hopping]], [[Manual drift | drifting]], and braking. To remove the disambiguation, the game uses a flag known as the drift button to control the actions of the vehicle.&lt;br /&gt;
&lt;br /&gt;
For all intents and purposes, the drift button is treated just like any other controller button by the game; however, it is not a physical button on the controller, therefore the player is not able to directly press or unpress the drift button. The state of the drift button is completely reliant on the A and B/R buttons (2 and 1/B on Wii Wheel, A and B on Nunchuk); if both A and B are active, and B was &#039;&#039;not pressed before&#039;&#039; A, then the drift button is pressed. Otherwise, the drift button is not pressed.&lt;br /&gt;
&lt;br /&gt;
Even though the player presses the B/R buttons to hop or drift, internally it is the drift button that initiates both actions. Pressing B/R while the drift button is not set causes the vehicle to brake or reverse instead.&lt;br /&gt;
&lt;br /&gt;
== Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Button switching ===&lt;br /&gt;
Every controller except the Nunchuk features two buttons mapped to the hop and brake actions. Switching from one button to the other prompts the game to check the state of the drift button again.&lt;br /&gt;
&lt;br /&gt;
Pressing B, then A+B on the next frame, does not trigger the drift button, and the vehicle simply continues braking. Normally, in order to trigger the drift button, it is required to release the B button for at least one frame so that A is pressed first, for example B → A → A+B. However, pressing B → A+R &#039;&#039;does&#039;&#039; trigger the drift button, since R was first pressed on the same frame as A.&lt;br /&gt;
&lt;br /&gt;
Button switching allows the vehicle to remove delay between two consecutive actions, such as braking into a hop (seen on [[N64 Bowser&#039;s Castle#Unrestricted 3lap|N64 Bowser&#039;s Castle UR 3lap]]) or hopping while reversing (seen on [[Maple Treeway#Unrestricted 3lap|Maple Treeway UR 3lap]] and [[GBA Shy Guy Beach#Unrestricted 3lap|GBA Shy Guy Beach UR 3lap]]). Button switching may also be used for [[Supergrinding#Brake supergrinding |brake supergrinding]].&lt;br /&gt;
&lt;br /&gt;
=== Pause tech ===&lt;br /&gt;
The two conditions for pressing the drift button are handled differently. The game checks whether A and B are active only while the race is progressing. However, the condition for the order of the inputs is checked on every frame, including during in-game pauses. This makes it possible to change the state of the drift button by pausing, without releasing the B button during the race.&lt;br /&gt;
&lt;br /&gt;
Pressing B, then A+B does not set the drift button, as above. However, it is possible to press B, pause the game, then release B, and press A+B, unpausing the game; this results in going from pressing B without drift, to pressing A+B and the drift button, on two consecutive frames of the race. Unlike button switching, this is valid for Nunchuk too.&lt;br /&gt;
&lt;br /&gt;
Another application of pause tech is as follows: press A+B, setting the drift button, then pause, release A and B, press B, then press A unpausing the game. This results in A+B being pressed on two consecutive frames, but the drift button is released on the second frame.&lt;br /&gt;
&lt;br /&gt;
Deactivation of the [[Tas code|TAS Code]] gecko code can lead to the same drift button changes caused by pause tech.&lt;br /&gt;
&lt;br /&gt;
== Illegal inputs ==&lt;br /&gt;
Button switching and pause tech make it possible to press the A, B, and drift buttons at the same time in any situation, regardless of what the vehicle was doing on the previous frame. In any case, the game requires the A and B buttons to be held for the drift button to be pressed. Pressing drift + A only, drift + B only, or drift + neither A nor B is not possible with a normal physical controller under any circumstance. These button combinations are known as illegal inputs.&lt;br /&gt;
&lt;br /&gt;
Using tools such as [[TAS Toolkit]], it is possible to control the state of the drift button independently from the game&#039;s logic. The game&#039;s physics actually do allow for illegal button combinations, and it is even possible for an .rkg file to be saved featuring illegal inputs&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=BWPBS3_eE3I&amp;lt;/ref&amp;gt;. However, since there is no known way of achieving these button combinations in regular gameplay, they are not allowed under any [[category rules | category]] in TAS. This distinction is notable for certain categories, such GBA Shy Guy Beach UR; the inability to hop while reversing, without pressing A for a frame, causes the movement after the [[respawn]] to be slightly slower than what the game allows using illegal inputs.&lt;/div&gt;</summary>
		<author><name>Ellucinea</name></author>
	</entry>
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