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	<updated>2026-04-26T10:53:26Z</updated>
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	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Ultra&amp;diff=1318</id>
		<title>Ultra</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Ultra&amp;diff=1318"/>
		<updated>2025-11-17T16:01:00Z</updated>

		<summary type="html">&lt;p&gt;Mikul: oops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Ultra shortcuts&#039;&#039;&#039;, also referred to as &#039;&#039;&#039;ultras&#039;&#039;&#039; or &#039;&#039;&#039;KCP skips&#039;&#039;&#039;, are a major glitch in &#039;&#039;[[Mario Kart Wii]]&#039;&#039; that allows players to complete laps without hitting all of the necessary checkpoints. Ultra shortcuts allow for the largest combined timesave out of all glitches in the game; as such, they are banned in the No Ultra and No Glitch [[Category rules | categories]].&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Ultra shortcuts are possible because of an oversight in the [[checkpoint]] system. Each track features a few special checkpoints, called key checkpoints or KCPs, and the finish line checkpoint, or KCP 0, which control what checkpoint regions are active. The intended method for counting a lap is driving in all KCPs in order, to activate each checkpoint region one at a time until reaching the finish line; if a KCP is skipped, the checkpoint regions stop updating, and the finish line checkpoint is not active, making it impossible to get a lap count.&lt;br /&gt;
&lt;br /&gt;
However, it is not necessary to drive into all KCPs in order to get a lap count. The only necessary conditions for getting a lap count are: KCP 0 must be active, and the vehicle must drive into the last KCP before KCP 0. Completing a lap without hitting all the checkpoints in order is known as an ultra.&lt;br /&gt;
&lt;br /&gt;
=== Last CP rule, 95% rule ===&lt;br /&gt;
The game features two failsafes to attempt to prevent ultras:&lt;br /&gt;
*Driving from KCP 0 to the last (regular) CP always decreases the lap count by 1 (last CP rule);&lt;br /&gt;
*If the [[Checkpoint#Lap%, Rule% | Lap%]] value (which tracks lap progression) increases by over 0.95 at once, the lap count is decreased by 1 (95% rule).&lt;br /&gt;
&lt;br /&gt;
As such, performing an ultra involves driving from KCP 0 to any checkpoint in the final KCP region, except the last CP, while increasing the Lap% value by less than 0.95 upon entering the new checkpoint, to avoid losing a lap. Since the last KCP is active while being in KCP 0, it is possible to simply drive to the last KCP and back to KCP 0 and get a lap count.&lt;br /&gt;
&lt;br /&gt;
=== Reverse ultra ===&lt;br /&gt;
Although it is generally not useful, it is also possible to perform ultras in reverse to decrease the lap counter without driving through all KCPs.&lt;br /&gt;
&lt;br /&gt;
The mechanics and failsafes involved in reverse ultras are very similar to the regular case, but applied in reverse. Reverse ultras are performed by driving from any checkpoint in the last KCP region, except the last one, to KCP 0, while decreasing the Lap% value by less than 0.95.&lt;br /&gt;
&lt;br /&gt;
== Known ultras ==&lt;br /&gt;
:&#039;&#039;Main article: [[List of ultras]]&#039;&#039;&lt;br /&gt;
Currently, ultras have been discovered on 29 of 32 tracks in the game. 3 of the 29 ultras are usually referred to as &#039;&#039;&#039;ultra longcuts&#039;&#039;&#039;, as performing them is slower than simply driving through all KCPs; the other 26 are known as ultra shortcuts, and save time on at least one category.&lt;br /&gt;
&lt;br /&gt;
The following table lists the viability of ultras on each track.&amp;lt;br&amp;gt;&lt;br /&gt;
{{Legend inline|#CCFFCC|Ultra shortcut, implemented in the TAS|border=1px solid #AAAAAA}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Legend inline|#99CC99|Ultra shortcut, not yet implemented in TAS|border=1px solid #AAAAAA}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Legend inline|#F6F5CE|Ultra longcut|border=1px solid #AAAAAA}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Legend inline|#DDEBFF|No known ultra|border=1px solid #AAAAAA}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+ List of ultras by track&lt;br /&gt;
|-&lt;br /&gt;
!Track&lt;br /&gt;
!3lap&lt;br /&gt;
!Flap&lt;br /&gt;
|-&lt;br /&gt;
|[[Luigi Circuit]]&lt;br /&gt;
| style=&amp;quot;background-color:#99CC99;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Moo Moo Meadows]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Mushroom Gorge]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Toad&#039;s Factory]]&lt;br /&gt;
| style=&amp;quot;background-color:#DDEBFF;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#DDEBFF;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Mario Circuit]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Coconut Mall]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[DK Summit]]&lt;br /&gt;
| style=&amp;quot;background-color:#F6F5CE;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#F6F5CE;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Wario&#039;s Gold Mine]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Daisy Circuit]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Koopa Cape]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Maple Treeway]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Grumble Volcano]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Dry Dry Ruins]]&lt;br /&gt;
| style=&amp;quot;background-color:#99CC99;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Moonview Highway]]&lt;br /&gt;
| style=&amp;quot;background-color:#F6F5CE;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#F6F5CE;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Bowser&#039;s Castle]]&lt;br /&gt;
| style=&amp;quot;background-color:#99CC99;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Rainbow Road]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[GCN Peach Beach]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[DS Yoshi Falls]]&lt;br /&gt;
| style=&amp;quot;background-color:#F6F5CE;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[SNES Ghost Valley 2]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[N64 Mario Raceway]]&lt;br /&gt;
| style=&amp;quot;background-color:#99CC99;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[N64 Sherbet Land]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[GBA Shy Guy Beach]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[DS Delfino Square]]&lt;br /&gt;
| style=&amp;quot;background-color:#99CC99;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[GCN Waluigi Stadium]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[DS Desert Hills]]&lt;br /&gt;
| style=&amp;quot;background-color:#99CC99;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[GBA Bowser Castle 3]]&lt;br /&gt;
| style=&amp;quot;background-color:#99CC99;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[N64 DK&#039;s Jungle Parkway]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[GCN Mario Circuit]]&lt;br /&gt;
| style=&amp;quot;background-color:#F6F5CE;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[SNES Mario Circuit 3]]&lt;br /&gt;
| style=&amp;quot;background-color:#DDEBFF;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#DDEBFF;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[DS Peach Gardens]]&lt;br /&gt;
| style=&amp;quot;background-color:#99CC99;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[GCN DK Mountain]]&lt;br /&gt;
| style=&amp;quot;background-color:#F6F5CE;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#F6F5CE;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[N64 Bowser&#039;s Castle]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Discovery ===&lt;br /&gt;
The first track to have an ultra was [[Grumble Volcano]]. Discovered by Ridley on June 1, 2008, it involved driving one lap of the race around a raised rock to the left of the finish line, which had drivable collision.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have discover a new SC in Grumble Volcano&amp;lt;br&amp;gt;&lt;br /&gt;
I can make a lap in 10 seconds&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s not a fake I make a time and you can take my ghost&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
—Ridley, Mario Kart Message Boards.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Only hours later, it was proven possible on all 3 laps. On June 1 alone, 18 runs lowered the world record from 1:46.052 to 23.512. Later that month, player Green Bean (Japanese: インゲン) found the game&#039;s 2nd ultra shortcut, and unveiled a 55.141 on [[Mushroom Gorge]].&lt;br /&gt;
&lt;br /&gt;
Figuring out how these ultras worked would be crucial in determining viability on other courses. A, well-known modder, [[MrBean35000vr]], figured out the basics of the game&#039;s checkpoint system around August 2008, and used this new knowledge to demonstrate an ultra on [[Wario&#039;s Gold Mine]] using speed hacks.&lt;br /&gt;
&lt;br /&gt;
=== Popular culture ===&lt;br /&gt;
&lt;br /&gt;
== Relevant code ==&lt;/div&gt;</summary>
		<author><name>Mikul</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Ultra&amp;diff=1317</id>
		<title>Ultra</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Ultra&amp;diff=1317"/>
		<updated>2025-11-17T16:00:25Z</updated>

		<summary type="html">&lt;p&gt;Mikul: rDS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Ultra shortcuts&#039;&#039;&#039;, also referred to as &#039;&#039;&#039;ultras&#039;&#039;&#039; or &#039;&#039;&#039;KCP skips&#039;&#039;&#039;, are a major glitch in &#039;&#039;[[Mario Kart Wii]]&#039;&#039; that allows players to complete laps without hitting all of the necessary checkpoints. Ultra shortcuts allow for the largest combined timesave out of all glitches in the game; as such, they are banned in the No Ultra and No Glitch [[Category rules | categories]].&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Ultra shortcuts are possible because of an oversight in the [[checkpoint]] system. Each track features a few special checkpoints, called key checkpoints or KCPs, and the finish line checkpoint, or KCP 0, which control what checkpoint regions are active. The intended method for counting a lap is driving in all KCPs in order, to activate each checkpoint region one at a time until reaching the finish line; if a KCP is skipped, the checkpoint regions stop updating, and the finish line checkpoint is not active, making it impossible to get a lap count.&lt;br /&gt;
&lt;br /&gt;
However, it is not necessary to drive into all KCPs in order to get a lap count. The only necessary conditions for getting a lap count are: KCP 0 must be active, and the vehicle must drive into the last KCP before KCP 0. Completing a lap without hitting all the checkpoints in order is known as an ultra.&lt;br /&gt;
&lt;br /&gt;
=== Last CP rule, 95% rule ===&lt;br /&gt;
The game features two failsafes to attempt to prevent ultras:&lt;br /&gt;
*Driving from KCP 0 to the last (regular) CP always decreases the lap count by 1 (last CP rule);&lt;br /&gt;
*If the [[Checkpoint#Lap%, Rule% | Lap%]] value (which tracks lap progression) increases by over 0.95 at once, the lap count is decreased by 1 (95% rule).&lt;br /&gt;
&lt;br /&gt;
As such, performing an ultra involves driving from KCP 0 to any checkpoint in the final KCP region, except the last CP, while increasing the Lap% value by less than 0.95 upon entering the new checkpoint, to avoid losing a lap. Since the last KCP is active while being in KCP 0, it is possible to simply drive to the last KCP and back to KCP 0 and get a lap count.&lt;br /&gt;
&lt;br /&gt;
=== Reverse ultra ===&lt;br /&gt;
Although it is generally not useful, it is also possible to perform ultras in reverse to decrease the lap counter without driving through all KCPs.&lt;br /&gt;
&lt;br /&gt;
The mechanics and failsafes involved in reverse ultras are very similar to the regular case, but applied in reverse. Reverse ultras are performed by driving from any checkpoint in the last KCP region, except the last one, to KCP 0, while decreasing the Lap% value by less than 0.95.&lt;br /&gt;
&lt;br /&gt;
== Known ultras ==&lt;br /&gt;
:&#039;&#039;Main article: [[List of ultras]]&#039;&#039;&lt;br /&gt;
Currently, ultras have been discovered on 29 of 32 tracks in the game. 3 of the 29 ultras are usually referred to as &#039;&#039;&#039;ultra longcuts&#039;&#039;&#039;, as performing them is slower than simply driving through all KCPs; the other 26 are known as ultra shortcuts, and save time on at least one category.&lt;br /&gt;
&lt;br /&gt;
The following table lists the viability of ultras on each track.&amp;lt;br&amp;gt;&lt;br /&gt;
{{Legend inline|#CCFFCC|Ultra shortcut, implemented in the TAS|border=1px solid #AAAAAA}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Legend inline|#99CC99|Ultra shortcut, not yet implemented in TAS|border=1px solid #AAAAAA}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Legend inline|#F6F5CE|Ultra longcut|border=1px solid #AAAAAA}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Legend inline|#DDEBFF|No known ultra|border=1px solid #AAAAAA}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+ List of ultras by track&lt;br /&gt;
|-&lt;br /&gt;
!Track&lt;br /&gt;
!3lap&lt;br /&gt;
!Flap&lt;br /&gt;
|-&lt;br /&gt;
|[[Luigi Circuit]]&lt;br /&gt;
| style=&amp;quot;background-color:#99CC99;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Moo Moo Meadows]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Mushroom Gorge]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Toad&#039;s Factory]]&lt;br /&gt;
| style=&amp;quot;background-color:#DDEBFF;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#DDEBFF;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Mario Circuit]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Coconut Mall]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[DK Summit]]&lt;br /&gt;
| style=&amp;quot;background-color:#F6F5CE;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#F6F5CE;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Wario&#039;s Gold Mine]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Daisy Circuit]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Koopa Cape]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Maple Treeway]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Grumble Volcano]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Dry Dry Ruins]]&lt;br /&gt;
| style=&amp;quot;background-color:#99CC99;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Moonview Highway]]&lt;br /&gt;
| style=&amp;quot;background-color:#F6F5CE;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#F6F5CE;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Bowser&#039;s Castle]]&lt;br /&gt;
| style=&amp;quot;background-color:#99CC99;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Rainbow Road]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[GCN Peach Beach]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[DS Yoshi Falls]]&lt;br /&gt;
| style=&amp;quot;background-color:#F6F5CE;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[SNES Ghost Valley 2]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[N64 Mario Raceway]]&lt;br /&gt;
| style=&amp;quot;background-color:#99CC99;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[N64 Sherbet Land]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[GBA Shy Guy Beach]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[DS Delfino Square]]&lt;br /&gt;
| style=&amp;quot;background-color:#99CC99;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:##CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[GCN Waluigi Stadium]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[DS Desert Hills]]&lt;br /&gt;
| style=&amp;quot;background-color:#99CC99;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[GBA Bowser Castle 3]]&lt;br /&gt;
| style=&amp;quot;background-color:#99CC99;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[N64 DK&#039;s Jungle Parkway]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[GCN Mario Circuit]]&lt;br /&gt;
| style=&amp;quot;background-color:#F6F5CE;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[SNES Mario Circuit 3]]&lt;br /&gt;
| style=&amp;quot;background-color:#DDEBFF;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#DDEBFF;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[DS Peach Gardens]]&lt;br /&gt;
| style=&amp;quot;background-color:#99CC99;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[GCN DK Mountain]]&lt;br /&gt;
| style=&amp;quot;background-color:#F6F5CE;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#F6F5CE;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[N64 Bowser&#039;s Castle]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Discovery ===&lt;br /&gt;
The first track to have an ultra was [[Grumble Volcano]]. Discovered by Ridley on June 1, 2008, it involved driving one lap of the race around a raised rock to the left of the finish line, which had drivable collision.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have discover a new SC in Grumble Volcano&amp;lt;br&amp;gt;&lt;br /&gt;
I can make a lap in 10 seconds&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s not a fake I make a time and you can take my ghost&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
—Ridley, Mario Kart Message Boards.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Only hours later, it was proven possible on all 3 laps. On June 1 alone, 18 runs lowered the world record from 1:46.052 to 23.512. Later that month, player Green Bean (Japanese: インゲン) found the game&#039;s 2nd ultra shortcut, and unveiled a 55.141 on [[Mushroom Gorge]].&lt;br /&gt;
&lt;br /&gt;
Figuring out how these ultras worked would be crucial in determining viability on other courses. A, well-known modder, [[MrBean35000vr]], figured out the basics of the game&#039;s checkpoint system around August 2008, and used this new knowledge to demonstrate an ultra on [[Wario&#039;s Gold Mine]] using speed hacks.&lt;br /&gt;
&lt;br /&gt;
=== Popular culture ===&lt;br /&gt;
&lt;br /&gt;
== Relevant code ==&lt;/div&gt;</summary>
		<author><name>Mikul</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Checkpoint&amp;diff=1310</id>
		<title>Checkpoint</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Checkpoint&amp;diff=1310"/>
		<updated>2025-11-16T07:54:28Z</updated>

		<summary type="html">&lt;p&gt;Mikul: Addition of anomalies, minor rewrites, TODOs for structuring&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Checkpoints&#039;&#039;&#039;, or &#039;&#039;&#039;CPs&#039;&#039;&#039;, are a mechanic in &#039;&#039;[[Mario Kart Wii]]&#039;&#039; used to track progression through the lap. They handle lap counts and [[respawn]] locations.&lt;br /&gt;
&lt;br /&gt;
The checkpoint system attempts to prevent unintended shortcuts from counting the lap. However, there are several oversights in the system, which makes it possible to skip a majority of the track and still get a lap count.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&amp;lt;TODO i am going to look at restructuring a lot of this -Michael&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Checkpoints are (convex) quadrilaterals on the XZ plane, spanning infinitely up and down, which cover the entire track. Only the vehicle&#039;s origin point (i.e. its center) is used to determine what checkpoint it&#039;s currently in. The current checkpoint value is used to determine the Race% value (as explained below), as well as the respawn point after being counted out of bounds. These values stop updating if the vehicle enters an area without an active checkpoint.&lt;br /&gt;
&lt;br /&gt;
=== Key checkpoints ===&lt;br /&gt;
A few checkpoints on each track are marked as &#039;&#039;&#039;key checkpoints&#039;&#039;&#039;, or &#039;&#039;&#039;KCPs&#039;&#039;&#039;. Not all checkpoints are active at any given time; rather, key checkpoints control which checkpoint regions are active. If the vehicle is in a regular CP, all checkpoints between the two closest KCPs are active; if the vehicle is in a KCP, all checkpoints between the previous and next KCPs are active.&lt;br /&gt;
&lt;br /&gt;
Each track also a finish line checkpoint. The finish line is the first regular and key checkpoint in order, so it is also known as CP 0 or KCP 0. If the current key checkpoint value is the last KCP of the track upon entering the finish line, the lap count increases by 1.&lt;br /&gt;
&lt;br /&gt;
The intended functionality of key checkpoints is preventing unintended shortcuts. If the vehicle progresses through the track as intended, it crosses each KCP in order, eventually activating the final KCP and the finish line to receive a lap count. On the other hand, if the vehicle skips a key checkpoint, the next checkpoint regions are not activated, preventing as the finish line checkpoint remains deactivated.&lt;br /&gt;
&lt;br /&gt;
=== LapCompletion, RaceCompletion ===&lt;br /&gt;
&#039;&#039;&#039;LapCompletion&#039;&#039;&#039; and &#039;&#039;&#039;RaceCompletion&#039;&#039;&#039; are two float values used internally to keep track of the vehicle&#039;s progress through the lap and race. LapCompletion is a value between 0 and 1, and it is updated each time the current checkpoint changes. RaceCompletion consists of an integer and decimal portion, where the integer portion represents the current lap count and the decimal portion represents lap progress. Unlike LapCompletion, RaceCompletion is updated on every frame.&lt;br /&gt;
&lt;br /&gt;
The LapCompletion value increases linearly within each checkpoint, from the back to the front. The exact value of Lap% and the decimal part of Race% roughly correspond to the proportion of lap driven, but the values are arbitrary and not very accurate in many cases. &amp;lt;TODO this is wrong, rewrite tomorrow, make a shaded diagram of GV lapcompletion or something&amp;gt;&lt;br /&gt;
&lt;br /&gt;
LapCompletion is used in the &#039;&#039;&#039;95% rule&#039;&#039;&#039; and &#039;&#039;&#039;5% rule&#039;&#039;&#039; that are used to combat ultra shortcuts and delayed lap counts. RaceCompletion is used in determining the progression through the race, and consequently the positions of players. It is rarely involved in any useful glitches or exploits.&lt;br /&gt;
&lt;br /&gt;
=== Lap count rules ===&lt;br /&gt;
In order to get a lap count when entering KCP 0, the following conditions must be met:&lt;br /&gt;
*The current KCP value must be the last KCP of the track. (It is not possible to get a lap count without entering the final KCP first.)&lt;br /&gt;
**If the current CP value is the last CP of the track, then the lap count increases by 1.&lt;br /&gt;
**Else, if the current CP value is a different CP in the last KCP region and the Lap% value decreases by over 0.95, then the lap count increases by 1.&lt;br /&gt;
&lt;br /&gt;
Similar rules apply for decreasing the lap counter upon leaving KCP 0:&lt;br /&gt;
*If the new checkpoint value is the last CP of the track, then the lap count decreases by 1.&lt;br /&gt;
*Else, if the new checkpoint value is a different CP in the last KCP region and the Lap% value increases by over 0.95, then the lap count decreases by 1.&lt;br /&gt;
&lt;br /&gt;
== Glitches &amp;amp; exploits ==&lt;br /&gt;
&lt;br /&gt;
=== Ultra shortcut ===&lt;br /&gt;
:&#039;&#039;Main article: [[Ultra]]&#039;&#039;&lt;br /&gt;
It is not required to drive through every KCP in order to get a lap count; the only necessary condition is driving in the last KCP, then the finish line. By going from KCP 0 to any checkpoint in the final KCP region except the last CP, and increasing the Lap% value by less than 0.95, the game does not subtract a lap, and crucially the final KCP is still active. This makes it possible to get lap counts while skipping all other KCPs.&lt;br /&gt;
&lt;br /&gt;
It is also possible to quickly decrease the lap counter with a similar method. Going from any but the last CP in the final KCP region to KCP 0, while decreasing the Lap% value by less than 0.95, does not trigger the failsafe to increment the lap counter by 1.&lt;br /&gt;
&lt;br /&gt;
=== CP1 trick ===&lt;br /&gt;
Because LapCompletion only updates upon entering a new checkpoint, it can effectively be &amp;quot;boosted&amp;quot; by driving into the next checkpoint ahead and back into the current one. This updates your LapCompletion to a value towards the front of the checkpoint, rather than the back. It is most commonly applied by driving forwards to CP1 and back into CP0 to make the 95% rule easier to satisfy, hence the name. However, it can also be used to satisfy the 5% rule when performing delayed lap counts, such as on the Rainbow Road unrestricted flap.&lt;br /&gt;
&lt;br /&gt;
=== Delayed lap count ===&lt;br /&gt;
:&#039;&#039;Main article: [[Delayed lap count]]&#039;&#039;&lt;br /&gt;
It is intended to always enter KCP 0 from the back when getting a lap count, but it is also possible to enter it from the sides or the front, as long as all the regular conditions for triggering a lap count are satisfied.&lt;br /&gt;
&lt;br /&gt;
Delayed lap counts are often used in flap TASes to start the lap further ahead than normal (as seen on [[DS Yoshi Falls#No Ultra Flap | DS Yoshi Falls NU Flap]]), or while already moving backwards in preparation of an ultra shortcut. Breaking the checkpoint system to perform a delayed lap count usually takes a long time, so they are rarely useful in 3lap runs, but can be used to start the lap with a higher Lap% value, as seen on [[Coconut Mall#Unrestricted 3lap | Coconut Mall UR 3lap]].&lt;br /&gt;
&lt;br /&gt;
=== Ghost checkpoints ===&lt;br /&gt;
:&#039;&#039;Main article: [[Ghost checkpoints]]&#039;&#039;&lt;br /&gt;
The vehicle is considered to be inside a checkpoint if it is between the quadrilateral&#039;s side boundaries, in front of the &amp;quot;back&amp;quot; line, and behind the &amp;quot;front&amp;quot; line. However, due to a divide by zero error during calculations, some checkpoint configurations cast regions where one is simultaneously considered in front of the first checkpoint, behind the second checkpoint, and within side boundaries of both. In this case, a failsafe is triggered which places the driver on the boundary between the two checkpoints. These regions can be cast far beyond the boundaries of the checkpoint quadrilaterals themselves, and in many cases they extend infinitely outwards.&lt;br /&gt;
&lt;br /&gt;
There are multiple checkpoint configuration patterns that can cause ghost checkpoints. However, they generally occur when the boundary between two checkpoint quadrilaterals is slanted, and the side boundaries of those checkpoints are otherwise parallel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;put an image here or something&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Split path ghost checkpoints ====&lt;br /&gt;
&amp;lt;blah&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ghost checkpoints can be viewed for any track or KMP file through the [https://gcp-finder.fly.dev/ Ghost Checkpoint Viewer], written by EPIK95.&lt;br /&gt;
&lt;br /&gt;
=== Lap underflow ===&lt;br /&gt;
:&#039;&#039;Video: [https://www.youtube.com/watch?v=O1BHac3pw6w &amp;quot;Finishing a Race in Mario Kart Wii By Driving Backwards for 2 Weeks&amp;quot; by Malleo]&#039;&#039;&lt;br /&gt;
The lap counter is a signed 2-byte value, restricted from values between -32768 and 32767. Normally, the race ends once the lap counter reaches 4. However, there is no lower bound, making it possible to drive laps backwards until the lap counter underflows from -32768 to 32767.&lt;br /&gt;
&lt;br /&gt;
After underflowing the lap counter and driving from the last CP to KCP 0, the &amp;quot;max lap&amp;quot; value (responsible for the lap count in the HUD and Lakitu&#039;s sign) is set to be equal to the lower byte of the lap counter, or lap counter modulo 256. If the upper byte of the lap counter is still positive after crossing the line (e.g. the lap counter is between 1 and 32767), driving from the last CP to KCP 0 again in any way, such as driving back and forth on the finish line, instantly ends the race and sets any undefined lap times to 99:59.999. The game&#039;s logic is as follows: the first time, the current lap value is greater than the max lap value (which starts at 1), so the max lap value is updated to match the lower byte of the lap counter; the second time, because KCP 0 is entered with a high enough max lap value, the race ends.&lt;br /&gt;
&lt;br /&gt;
It is theoretically possible to achieve very low lap times by underflowing the lap counter, driving laps backwards until the lap counter&#039;s lower byte is 1, then crossing into KCP 0. In this state, driving 2 more laps finishes the race, but lap 3 can be completed by driving back and forth over the finish line since the lap counter is already very high, and no lap times are undefined. However, lap times driven in this manner are always displayed as 99:59.999, no matter how many frames it took. This is due to another failsafe in the game: once the in-game timer hits 8 hours and 20 minutes, it freezes permanently, and all laps completed from that point on are stored as -60 seconds.&lt;br /&gt;
&lt;br /&gt;
The timer failsafe is far too strict to underflow the lap counter in the time limit on any Nintendo track, and because lap times after the failsafe are not calculated properly, they are not valid flap runs. Regardless, underflowing the lap counter is banned in every category according to the [[Category rules | TAS ruleset]], including Unrestricted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Anomalies ==&lt;br /&gt;
These are unintended behaviors that show up as a result of checkpoint misuse. As the game makes assumptions about the shape and configuration of checkpoints, breaking these rules can lead to unexpected consequences. As Nintendo tracks were made with these assumptions in mind, these effects generally only come into play on custom tracks, but they are documented for completeness regardless.&lt;br /&gt;
&lt;br /&gt;
=== Concave checkpoints ===&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
=== Incomplete split paths ===&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
=== Fake key checkpoints ===&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
=== Split path key checkpoint loading ===&lt;br /&gt;
TODO&lt;/div&gt;</summary>
		<author><name>Mikul</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Wheelie&amp;diff=1266</id>
		<title>Wheelie</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Wheelie&amp;diff=1266"/>
		<updated>2025-11-02T17:43:38Z</updated>

		<summary type="html">&lt;p&gt;Mikul: Fixed a page link I broke&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;wheelie&#039;&#039;&#039; is a speed boost technique in &#039;&#039;[[Mario Kart Wii]]&#039;&#039;. It is exclusive to bikes.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Wheelies can be started by pressing D-pad up while on the ground, and canceled on the ground or in the air by pressing D-pad down (or flicking up and down respectively when using Wii Wheel or Nunchuk). These inputs are shared with up and down [[Trick | tricks]], meaning that getting airtime off of trickable collision shortly after starting a wheelie will instead grant an up trick, thereby canceling your wheelie. Wheelies can also be canceled at any time by beginning a hop or drift.&lt;br /&gt;
&lt;br /&gt;
Wheelies increase [[IV#Maximum speed | maximum speed]] by 15%, but do not scale your current IV speed. Because IV is not affected, the bike has to slowly accelerate up to wheelie max speed using its [[Statistics#Acceleration | acceleration stats]]. Bikes with a 0.9 T3 acceleration stat, such as Spear and Sneakster, have stronger acceleration at the start of a wheelie, due to the shape of their acceleration curve. If a [[boost]] is active, the wheelie speed bonus stacks additively.&amp;lt;br&amp;gt;&lt;br /&gt;
Wheelies also greatly increase [[Rotation | pitch rotation]]. As such, they are very useful when setting up a [[wallclip]] to gain more height.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, bikes cannot gain EV by [[EV#Leaning | leaning]] while in the wheelie state.&lt;br /&gt;
&lt;br /&gt;
Wheelies last for up to 181 frames, after which they end automatically. If the bike&#039;s IV is less than 30% of its maximum speed, or if it&#039;s driving on a slope over 30° in pitch, wheelies can be started but drop automatically after a few frames. There is also a 20-frame &#039;&#039;&#039;wheelie cooldown&#039;&#039;&#039; that begins after starting or canceling a wheelie with the D-pad; a wheelie cannot be canceled with D-pad down until 20 frames after it starts, and a new wheelie cannot be restarted until 20 frames after it is canceled. This cooldown does not apply when a wheelie ends after its full duration, and does not prevent wheelies from being canceled with a hop or drift.&lt;br /&gt;
&lt;br /&gt;
== Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Chain wheelie ===&lt;br /&gt;
Wheelie drops occur automatically after 181 frames, after which another wheelie can be started immediately; this is known as a chain wheelie.&lt;br /&gt;
&lt;br /&gt;
While the bike is not in a wheelie, maximum speed decreases by 3 u/f each frame. The minimum speed loss is 3 u/f, with a frame-perfect wheelie input; more delay causes more speed loss, which is suboptimal. Chaining 1 frame late is known as a half chain.&lt;br /&gt;
&lt;br /&gt;
=== Optimal wheelie turning ===&lt;br /&gt;
On manual drift, turning in a wheelie (on the ground) causes a harsh loss in IV. In most situations, it is best to get a good line in the boost, or prior to starting the wheelie, to avoid any speed loss. However, sometimes it is necessary to slightly adjust rotation during a wheelie. Optimal wheelie turning is the sequence of inputs which maximizes inputs, without causing a loss in IV over time. Harsher turning is generally never worth it due to the deceleration.&lt;br /&gt;
&lt;br /&gt;
The inputs for optimal wheelie turning are different for each bike. The wheelie turn speed loss is a function of statistics like turning speed, (late-stage / A3) acceleration, handling intensity, and top speed. Optimal wheelie turning inputs can be derived mathematically, for any combination of statistics, using [https://docs.google.com/spreadsheets/d/1i2PIFk85-607iL0eRBfXx0Nr5wkg0YZ_SmBmam72I_I/ this spreadsheet].&lt;br /&gt;
&lt;br /&gt;
On [[automatic drift]], turning in a wheelie does not cause any IV loss. This makes [[Automatic drift#Optimal wheelie turning | auto wheelie turning]] much stronger for all bikes, as it&#039;s possible to simply alternate ±7 and ±5 inputs.&lt;br /&gt;
&lt;br /&gt;
=== Twist chain ===&lt;br /&gt;
Turning in a wheelie (on manual) decreases IV, while a chain wheelie decreases maximum speed. Therefore, harsh turning right before a chain allows for realignments on straightways, without any long-term speed loss (as long as IV decreases by less than 3 u/f). Twist chains do lose a small amount of time, so they only be used if necessary.&amp;lt;br&amp;gt;&lt;br /&gt;
Any leaning input (i.e. ±2 or more) the frame before the chain input causes rotation to change after chaining, without losing as much time as a full twist chain.&lt;br /&gt;
&lt;br /&gt;
On automatic, turning causes no speed loss, so twist chains can be done any time while wheelie turning.&lt;br /&gt;
&lt;br /&gt;
=== Slipchain ===&lt;br /&gt;
Canceling a wheelie by drifting in midair does not set the wheelie cooldown. This makes it possible to drift for one frame on the last frame of airtime, to cancel the wheelie, then immediately wheelie again on the first frame on the ground. This technique is exclusive to manual drift.&lt;br /&gt;
&lt;br /&gt;
Slipchains are useful for realignments on a straightway. They also reset the wheelie timer, which can delay or completely remove chain wheelies. However, slipchains cause a 3 u/f speed loss, much like regular chains, so they are only occasionally useful. The speed loss can be minimized if the bike has a boost, or completely removed if decelerating from a boost or offroad, due to deceleration stacking.&lt;br /&gt;
&lt;br /&gt;
=== Rotation conversion ===&lt;br /&gt;
Bikes have significant pitch rotation while wheelieing. When they drive on a slope change, they always rotate to be oriented perpendicular to the ground, possibly gaining roll rotation. The change in roll rotation, coupled with non-zero pitch rotation, causes yaw rotation to also change, due to rotation conversion. On sections with sloped terrain like curbs, rotation conversion is useful to turn sharply in a wheelie without speed loss.&lt;br /&gt;
&lt;br /&gt;
Rotation conversion with wheelies is particularly useful on certain tracks. On [[GCN Mario Circuit]], the large curbs on the sides of the track can be used to hold a wheelie for the entire straight after the grass shortcut, removing realignments. On [[DS Yoshi Falls]], sticking on the uphill before the bridge naturally gives a good line for the bridge. On [[Luigi Circuit]] and [[Mario Circuit]], performing a spindrift from the curb allows for much tighter cornering than otherwise possible.&lt;br /&gt;
&lt;br /&gt;
=== Broken wheelie rotation ===&lt;br /&gt;
When holding a wheelie in the air, the pitch rotation change from taildiving is added to the wheelie pitch rotation, allowing the bike to point almost fully upwards. If the bike has roll rotation as well as extreme pitch rotation, rotation conversion causes the bike to spin in the air while roll rotation is non-zero, because the pitch rotation limit is never reached.&lt;br /&gt;
&lt;br /&gt;
Using this extreme pitch rotation, landing on the ground and immediately hopping may cause the bike to hop backwards. This happens if the bike is rotated more than 90° relative to the ground. This can be achieved either with sloped ground, such as on [[Grumble Volcano#Unrestricted Flap | Grumble Volcano UR flap]], or with barrel roll collision, such as on [[Mushroom Gorge#Unrestricted 3lap | Mushroom Gorge UR 3lap]].&lt;br /&gt;
&lt;br /&gt;
=== Automatic drift techniques ===&lt;br /&gt;
:&#039;&#039;Main article: [[Automatic drift]]&lt;br /&gt;
Automatic drift has a few wheelie techniques which are exclusive to it. Artificial chain wheelies are the equivalent of slipchains for manual drift, involving canceling the wheelie without triggering the wheelie cooldown, by holding ±6/±7 for 16 frames. Rewheelies allow for tighter turning while accelerating in a wheelie, by repeatedly performing artificial chain wheelies, because of wheelie drops affecting maximum speed instead of IV.&lt;/div&gt;</summary>
		<author><name>Mikul</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Wheelie&amp;diff=1265</id>
		<title>Wheelie</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Wheelie&amp;diff=1265"/>
		<updated>2025-11-02T17:34:13Z</updated>

		<summary type="html">&lt;p&gt;Mikul: Small correction/rewording and mention of other control schemes in overview.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;wheelie&#039;&#039;&#039; is a speed boost technique in &#039;&#039;[[Mario Kart Wii]]&#039;&#039;. It is exclusive to bikes.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Wheelies can be started by pressing D-pad up while on the ground, and canceled on the ground or in the air by pressing D-pad down (or flicking up and down respectively when using Wii Wheel or Nunchuk). These inputs are shared with up and down [[tricks]], meaning that getting airtime off of trickable collision shortly after starting a wheelie will instead grant an up trick, thereby canceling your wheelie. Wheelies can also be canceled at any time by beginning a hop or drift.&lt;br /&gt;
&lt;br /&gt;
Wheelies increase [[IV#Maximum speed | maximum speed]] by 15%, but do not scale your current IV speed. Because IV is not affected, the bike has to slowly accelerate up to wheelie max speed using its [[Statistics#Acceleration | acceleration stats]]. Bikes with a 0.9 T3 acceleration stat, such as Spear and Sneakster, have stronger acceleration at the start of a wheelie, due to the shape of their acceleration curve. If a [[boost]] is active, the wheelie speed bonus stacks additively.&amp;lt;br&amp;gt;&lt;br /&gt;
Wheelies also greatly increase [[Rotation | pitch rotation]]. As such, they are very useful when setting up a [[wallclip]] to gain more height.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, bikes cannot gain EV by [[EV#Leaning | leaning]] while in the wheelie state.&lt;br /&gt;
&lt;br /&gt;
Wheelies last for up to 181 frames, after which they end automatically. If the bike&#039;s IV is less than 30% of its maximum speed, or if it&#039;s driving on a slope over 30° in pitch, wheelies can be started but drop automatically after a few frames. There is also a 20-frame &#039;&#039;&#039;wheelie cooldown&#039;&#039;&#039; that begins after starting or canceling a wheelie with the D-pad; a wheelie cannot be canceled with D-pad down until 20 frames after it starts, and a new wheelie cannot be restarted until 20 frames after it is canceled. This cooldown does not apply when a wheelie ends after its full duration, and does not prevent wheelies from being canceled with a hop or drift.&lt;br /&gt;
&lt;br /&gt;
== Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Chain wheelie ===&lt;br /&gt;
Wheelie drops occur automatically after 181 frames, after which another wheelie can be started immediately; this is known as a chain wheelie.&lt;br /&gt;
&lt;br /&gt;
While the bike is not in a wheelie, maximum speed decreases by 3 u/f each frame. The minimum speed loss is 3 u/f, with a frame-perfect wheelie input; more delay causes more speed loss, which is suboptimal. Chaining 1 frame late is known as a half chain.&lt;br /&gt;
&lt;br /&gt;
=== Optimal wheelie turning ===&lt;br /&gt;
On manual drift, turning in a wheelie (on the ground) causes a harsh loss in IV. In most situations, it is best to get a good line in the boost, or prior to starting the wheelie, to avoid any speed loss. However, sometimes it is necessary to slightly adjust rotation during a wheelie. Optimal wheelie turning is the sequence of inputs which maximizes inputs, without causing a loss in IV over time. Harsher turning is generally never worth it due to the deceleration.&lt;br /&gt;
&lt;br /&gt;
The inputs for optimal wheelie turning are different for each bike. The wheelie turn speed loss is a function of statistics like turning speed, (late-stage / A3) acceleration, handling intensity, and top speed. Optimal wheelie turning inputs can be derived mathematically, for any combination of statistics, using [https://docs.google.com/spreadsheets/d/1i2PIFk85-607iL0eRBfXx0Nr5wkg0YZ_SmBmam72I_I/ this spreadsheet].&lt;br /&gt;
&lt;br /&gt;
On [[automatic drift]], turning in a wheelie does not cause any IV loss. This makes [[Automatic drift#Optimal wheelie turning | auto wheelie turning]] much stronger for all bikes, as it&#039;s possible to simply alternate ±7 and ±5 inputs.&lt;br /&gt;
&lt;br /&gt;
=== Twist chain ===&lt;br /&gt;
Turning in a wheelie (on manual) decreases IV, while a chain wheelie decreases maximum speed. Therefore, harsh turning right before a chain allows for realignments on straightways, without any long-term speed loss (as long as IV decreases by less than 3 u/f). Twist chains do lose a small amount of time, so they only be used if necessary.&amp;lt;br&amp;gt;&lt;br /&gt;
Any leaning input (i.e. ±2 or more) the frame before the chain input causes rotation to change after chaining, without losing as much time as a full twist chain.&lt;br /&gt;
&lt;br /&gt;
On automatic, turning causes no speed loss, so twist chains can be done any time while wheelie turning.&lt;br /&gt;
&lt;br /&gt;
=== Slipchain ===&lt;br /&gt;
Canceling a wheelie by drifting in midair does not set the wheelie cooldown. This makes it possible to drift for one frame on the last frame of airtime, to cancel the wheelie, then immediately wheelie again on the first frame on the ground. This technique is exclusive to manual drift.&lt;br /&gt;
&lt;br /&gt;
Slipchains are useful for realignments on a straightway. They also reset the wheelie timer, which can delay or completely remove chain wheelies. However, slipchains cause a 3 u/f speed loss, much like regular chains, so they are only occasionally useful. The speed loss can be minimized if the bike has a boost, or completely removed if decelerating from a boost or offroad, due to deceleration stacking.&lt;br /&gt;
&lt;br /&gt;
=== Rotation conversion ===&lt;br /&gt;
Bikes have significant pitch rotation while wheelieing. When they drive on a slope change, they always rotate to be oriented perpendicular to the ground, possibly gaining roll rotation. The change in roll rotation, coupled with non-zero pitch rotation, causes yaw rotation to also change, due to rotation conversion. On sections with sloped terrain like curbs, rotation conversion is useful to turn sharply in a wheelie without speed loss.&lt;br /&gt;
&lt;br /&gt;
Rotation conversion with wheelies is particularly useful on certain tracks. On [[GCN Mario Circuit]], the large curbs on the sides of the track can be used to hold a wheelie for the entire straight after the grass shortcut, removing realignments. On [[DS Yoshi Falls]], sticking on the uphill before the bridge naturally gives a good line for the bridge. On [[Luigi Circuit]] and [[Mario Circuit]], performing a spindrift from the curb allows for much tighter cornering than otherwise possible.&lt;br /&gt;
&lt;br /&gt;
=== Broken wheelie rotation ===&lt;br /&gt;
When holding a wheelie in the air, the pitch rotation change from taildiving is added to the wheelie pitch rotation, allowing the bike to point almost fully upwards. If the bike has roll rotation as well as extreme pitch rotation, rotation conversion causes the bike to spin in the air while roll rotation is non-zero, because the pitch rotation limit is never reached.&lt;br /&gt;
&lt;br /&gt;
Using this extreme pitch rotation, landing on the ground and immediately hopping may cause the bike to hop backwards. This happens if the bike is rotated more than 90° relative to the ground. This can be achieved either with sloped ground, such as on [[Grumble Volcano#Unrestricted Flap | Grumble Volcano UR flap]], or with barrel roll collision, such as on [[Mushroom Gorge#Unrestricted 3lap | Mushroom Gorge UR 3lap]].&lt;br /&gt;
&lt;br /&gt;
=== Automatic drift techniques ===&lt;br /&gt;
:&#039;&#039;Main article: [[Automatic drift]]&lt;br /&gt;
Automatic drift has a few wheelie techniques which are exclusive to it. Artificial chain wheelies are the equivalent of slipchains for manual drift, involving canceling the wheelie without triggering the wheelie cooldown, by holding ±6/±7 for 16 frames. Rewheelies allow for tighter turning while accelerating in a wheelie, by repeatedly performing artificial chain wheelies, because of wheelie drops affecting maximum speed instead of IV.&lt;/div&gt;</summary>
		<author><name>Mikul</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Main_Page&amp;diff=1261</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Main_Page&amp;diff=1261"/>
		<updated>2025-10-28T21:47:23Z</updated>

		<summary type="html">&lt;p&gt;Mikul: Add spaces around slash at DKS entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{textbox|cyan center|Welcome to the MKWii TAS Wiki!|&lt;br /&gt;
; The home to [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles about &#039;&#039;Mario Kart Wii&#039;&#039; tool-assisted speedrunning!&lt;br /&gt;
If you wish to contribute, read the [[Mkwtas_wiki:Rules|rules]] and [[Mkwtas wiki:Article guidelines|guidelines]] before [[Help:Create Page|creating your first page]]!&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;row equal&amp;quot; style=&amp;quot;margin-top: 2em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
{{textbox|blue|Courses|&lt;br /&gt;
* [[Luigi Circuit]]&lt;br /&gt;
* [[Moo Moo Meadows]]&lt;br /&gt;
* [[Mushroom Gorge]]&lt;br /&gt;
* [[Toad&#039;s Factory]]&lt;br /&gt;
* [[Mario Circuit]]&lt;br /&gt;
* [[Coconut Mall]]&lt;br /&gt;
* [[DK Summit|DK Summit / DK&#039;s Snowboard Cross]]&lt;br /&gt;
* [[Wario&#039;s Gold Mine]]&lt;br /&gt;
* [[Daisy Circuit]]&lt;br /&gt;
* [[Koopa Cape]]&lt;br /&gt;
* [[Maple Treeway]]&lt;br /&gt;
* [[Grumble Volcano]]&lt;br /&gt;
* [[Dry Dry Ruins]]&lt;br /&gt;
* [[Moonview Highway]]&lt;br /&gt;
* [[Bowser&#039;s Castle]]&lt;br /&gt;
* [[Rainbow Road]]&lt;br /&gt;
* [[GCN Peach Beach]]&lt;br /&gt;
* [[DS Yoshi Falls]]&lt;br /&gt;
* [[SNES Ghost Valley 2]]&lt;br /&gt;
* [[N64 Mario Raceway]]&lt;br /&gt;
* [[N64 Sherbet Land]]&lt;br /&gt;
* [[GBA Shy Guy Beach]]&lt;br /&gt;
* [[DS Delfino Square]]&lt;br /&gt;
* [[GCN Waluigi Stadium]]&lt;br /&gt;
* [[DS Desert Hills]]&lt;br /&gt;
* [[GBA Bowser Castle 3]]&lt;br /&gt;
* [[N64 DK&#039;s Jungle Parkway]]&lt;br /&gt;
* [[GCN Mario Circuit]]&lt;br /&gt;
* [[SNES Mario Circuit 3]]&lt;br /&gt;
* [[DS Peach Gardens]]&lt;br /&gt;
* [[GCN DK Mountain]]&lt;br /&gt;
* [[N64 Bowser&#039;s Castle]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
{{textbox|green|Physics &amp;amp; Mechanics|&lt;br /&gt;
* [[Internal velocity]]&lt;br /&gt;
* [[External velocity]]&lt;br /&gt;
* [[Moving road]]&lt;br /&gt;
* [[Manual drift]]&lt;br /&gt;
* [[Automatic drift]]&lt;br /&gt;
* [[Hop]]&lt;br /&gt;
* [[Wheelie]]&lt;br /&gt;
* [[Trick]]&lt;br /&gt;
* [[Cannons]]&lt;br /&gt;
* [[Respawn]]&lt;br /&gt;
* [[Barrel roll]]&lt;br /&gt;
* [[Rapid-fire hop abuse]]&lt;br /&gt;
* [[Speed lock]]&lt;br /&gt;
* [[Upwarp]]&lt;br /&gt;
* [[Character &amp;amp; vehicle stats]]&lt;br /&gt;
* [[Boost information]]&lt;br /&gt;
* [[Item information]]&lt;br /&gt;
* [[Collision types]]&lt;br /&gt;
}}&lt;br /&gt;
{{textbox|red|Glitches &amp;amp; Exploits|&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
* [[Ultra shortcut]]&lt;br /&gt;
* [[Wallclip]]&lt;br /&gt;
* [[Seam riding]]&lt;br /&gt;
* [[Mushroom wallriding]]&lt;br /&gt;
* [[Offroad glitch]]&lt;br /&gt;
* [[Horizontal wall glitch]]&lt;br /&gt;
* [[Wall squeeze]]&lt;br /&gt;
* [[Zipper bypass]]&lt;br /&gt;
* [[Out of bounds bypass]]&lt;br /&gt;
* [[Dayclip]]&lt;br /&gt;
* [[Ghost checkpoints]]&lt;br /&gt;
&#039;&#039;&#039;External Velocity Exploits&#039;&#039;&#039;&lt;br /&gt;
* [[Supergrinding]]&lt;br /&gt;
* [[Supersliding]]&lt;br /&gt;
* [[Superhopping]]&lt;br /&gt;
* [[Supergliding]]&lt;br /&gt;
* [[Velocity stacking]]&lt;br /&gt;
* [[Hydroplaning]]&lt;br /&gt;
* [[Banana clearance sale]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
{{textbox|white|Lists|&lt;br /&gt;
* [[List of ultras]]&lt;br /&gt;
* [[List of shortcuts]]&lt;br /&gt;
* [[List of MKWii TAS Competition tasks]]&lt;br /&gt;
* [[List of multiple TAS Competition medalists]]&lt;br /&gt;
* [[List of new TASers by year]]&lt;br /&gt;
}}&lt;br /&gt;
{{textbox|magenta|People|&lt;br /&gt;
;TASers&lt;br /&gt;
* [[Ejay B]]&lt;br /&gt;
* [[Mander]]&lt;br /&gt;
}}&lt;br /&gt;
{{textbox|yellow|Competitions|&lt;br /&gt;
* [[MKWii TAS Competition]]&lt;br /&gt;
* [[TASLabz TAS Tournaments]]&lt;br /&gt;
* [[MKCinema Challenges]]&lt;br /&gt;
* [[FlaminFunky&#039;s Challenges]]&lt;br /&gt;
* [[MKWii TAF Competition]]&lt;br /&gt;
* [[MKWii Collab Competition]]&lt;br /&gt;
}}&lt;br /&gt;
{{textbox|orange|Events|&lt;br /&gt;
* [[SGDQ 2019]]&lt;br /&gt;
* [[MKWii TAS Awards]]&lt;br /&gt;
}}&lt;br /&gt;
{{textbox|gray|External links|&lt;br /&gt;
; [https://mkwtas.com/ mkwtas.com]&lt;br /&gt;
* View all current Mario Kart Wii TAS records ([[BKT|BKTs]]), along with all past TAS history, statistics, and more!&lt;br /&gt;
&lt;br /&gt;
; [https://discord.gg/CA25GSJP7r MKWii TAS Wiki Discord server]&lt;br /&gt;
* Discord server for the Mario Kart Wii TAS Wiki. Talk about Wiki content, discuss page editing, and ask for article help!&lt;br /&gt;
&lt;br /&gt;
; [https://discord.com/invite/NCZghgy MKWii TAS Discord server]&lt;br /&gt;
* Discord server for the Mario Kart Wii TAS community. The main hub for Mario Kart Wii TAS discussion, creation, and collaboration!&lt;br /&gt;
&lt;br /&gt;
; [https://mkwrs.com/mkwii/ MKWii World Records]&lt;br /&gt;
* Mario Kart Wii [[RTA]] World Records&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mikul</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Main_Page&amp;diff=1260</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Main_Page&amp;diff=1260"/>
		<updated>2025-10-28T21:37:13Z</updated>

		<summary type="html">&lt;p&gt;Mikul: Restructure home page and consolidate minor pages under umbrellas&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{textbox|cyan center|Welcome to the MKWii TAS Wiki!|&lt;br /&gt;
; The home to [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles about &#039;&#039;Mario Kart Wii&#039;&#039; tool-assisted speedrunning!&lt;br /&gt;
If you wish to contribute, read the [[Mkwtas_wiki:Rules|rules]] and [[Mkwtas wiki:Article guidelines|guidelines]] before [[Help:Create Page|creating your first page]]!&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;row equal&amp;quot; style=&amp;quot;margin-top: 2em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
{{textbox|blue|Courses|&lt;br /&gt;
* [[Luigi Circuit]]&lt;br /&gt;
* [[Moo Moo Meadows]]&lt;br /&gt;
* [[Mushroom Gorge]]&lt;br /&gt;
* [[Toad&#039;s Factory]]&lt;br /&gt;
* [[Mario Circuit]]&lt;br /&gt;
* [[Coconut Mall]]&lt;br /&gt;
* [[DK Summit|DK Summit/DK&#039;s Snowboard Cross]]&lt;br /&gt;
* [[Wario&#039;s Gold Mine]]&lt;br /&gt;
* [[Daisy Circuit]]&lt;br /&gt;
* [[Koopa Cape]]&lt;br /&gt;
* [[Maple Treeway]]&lt;br /&gt;
* [[Grumble Volcano]]&lt;br /&gt;
* [[Dry Dry Ruins]]&lt;br /&gt;
* [[Moonview Highway]]&lt;br /&gt;
* [[Bowser&#039;s Castle]]&lt;br /&gt;
* [[Rainbow Road]]&lt;br /&gt;
* [[GCN Peach Beach]]&lt;br /&gt;
* [[DS Yoshi Falls]]&lt;br /&gt;
* [[SNES Ghost Valley 2]]&lt;br /&gt;
* [[N64 Mario Raceway]]&lt;br /&gt;
* [[N64 Sherbet Land]]&lt;br /&gt;
* [[GBA Shy Guy Beach]]&lt;br /&gt;
* [[DS Delfino Square]]&lt;br /&gt;
* [[GCN Waluigi Stadium]]&lt;br /&gt;
* [[DS Desert Hills]]&lt;br /&gt;
* [[GBA Bowser Castle 3]]&lt;br /&gt;
* [[N64 DK&#039;s Jungle Parkway]]&lt;br /&gt;
* [[GCN Mario Circuit]]&lt;br /&gt;
* [[SNES Mario Circuit 3]]&lt;br /&gt;
* [[DS Peach Gardens]]&lt;br /&gt;
* [[GCN DK Mountain]]&lt;br /&gt;
* [[N64 Bowser&#039;s Castle]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
{{textbox|green|Physics &amp;amp; Mechanics|&lt;br /&gt;
* [[Internal velocity]]&lt;br /&gt;
* [[External velocity]]&lt;br /&gt;
* [[Moving road]]&lt;br /&gt;
* [[Manual drift]]&lt;br /&gt;
* [[Automatic drift]]&lt;br /&gt;
* [[Hop]]&lt;br /&gt;
* [[Wheelie]]&lt;br /&gt;
* [[Trick]]&lt;br /&gt;
* [[Cannons]]&lt;br /&gt;
* [[Respawn]]&lt;br /&gt;
* [[Barrel roll]]&lt;br /&gt;
* [[Rapid-fire hop abuse]]&lt;br /&gt;
* [[Speed lock]]&lt;br /&gt;
* [[Upwarp]]&lt;br /&gt;
* [[Character &amp;amp; vehicle stats]]&lt;br /&gt;
* [[Boost information]]&lt;br /&gt;
* [[Item information]]&lt;br /&gt;
* [[Collision types]]&lt;br /&gt;
}}&lt;br /&gt;
{{textbox|red|Glitches &amp;amp; Exploits|&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
* [[Ultra shortcut]]&lt;br /&gt;
* [[Wallclip]]&lt;br /&gt;
* [[Seam riding]]&lt;br /&gt;
* [[Mushroom wallriding]]&lt;br /&gt;
* [[Offroad glitch]]&lt;br /&gt;
* [[Horizontal wall glitch]]&lt;br /&gt;
* [[Wall squeeze]]&lt;br /&gt;
* [[Zipper bypass]]&lt;br /&gt;
* [[Out of bounds bypass]]&lt;br /&gt;
* [[Dayclip]]&lt;br /&gt;
* [[Ghost checkpoints]]&lt;br /&gt;
&#039;&#039;&#039;External Velocity Exploits&#039;&#039;&#039;&lt;br /&gt;
* [[Supergrinding]]&lt;br /&gt;
* [[Supersliding]]&lt;br /&gt;
* [[Superhopping]]&lt;br /&gt;
* [[Supergliding]]&lt;br /&gt;
* [[Velocity stacking]]&lt;br /&gt;
* [[Hydroplaning]]&lt;br /&gt;
* [[Banana clearance sale]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
{{textbox|white|Lists|&lt;br /&gt;
* [[List of ultras]]&lt;br /&gt;
* [[List of shortcuts]]&lt;br /&gt;
* [[List of MKWii TAS Competition tasks]]&lt;br /&gt;
* [[List of multiple TAS Competition medalists]]&lt;br /&gt;
* [[List of new TASers by year]]&lt;br /&gt;
}}&lt;br /&gt;
{{textbox|magenta|People|&lt;br /&gt;
;TASers&lt;br /&gt;
* [[Ejay B]]&lt;br /&gt;
* [[Mander]]&lt;br /&gt;
}}&lt;br /&gt;
{{textbox|yellow|Competitions|&lt;br /&gt;
* [[MKWii TAS Competition]]&lt;br /&gt;
* [[TASLabz TAS Tournaments]]&lt;br /&gt;
* [[MKCinema Challenges]]&lt;br /&gt;
* [[FlaminFunky&#039;s Challenges]]&lt;br /&gt;
* [[MKWii TAF Competition]]&lt;br /&gt;
* [[MKWii Collab Competition]]&lt;br /&gt;
}}&lt;br /&gt;
{{textbox|orange|Events|&lt;br /&gt;
* [[SGDQ 2019]]&lt;br /&gt;
* [[MKWii TAS Awards]]&lt;br /&gt;
}}&lt;br /&gt;
{{textbox|gray|External links|&lt;br /&gt;
; [https://mkwtas.com/ mkwtas.com]&lt;br /&gt;
* View all current Mario Kart Wii TAS records ([[BKT|BKTs]]), along with all past TAS history, statistics, and more!&lt;br /&gt;
&lt;br /&gt;
; [https://discord.gg/CA25GSJP7r MKWii TAS Wiki Discord server]&lt;br /&gt;
* Discord server for the Mario Kart Wii TAS Wiki. Talk about Wiki content, discuss page editing, and ask for article help!&lt;br /&gt;
&lt;br /&gt;
; [https://discord.com/invite/NCZghgy MKWii TAS Discord server]&lt;br /&gt;
* Discord server for the Mario Kart Wii TAS community. The main hub for Mario Kart Wii TAS discussion, creation, and collaboration!&lt;br /&gt;
&lt;br /&gt;
; [https://mkwrs.com/mkwii/ MKWii World Records]&lt;br /&gt;
* Mario Kart Wii [[RTA]] World Records&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mikul</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Supersliding&amp;diff=1234</id>
		<title>Supersliding</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Supersliding&amp;diff=1234"/>
		<updated>2025-10-20T16:28:19Z</updated>

		<summary type="html">&lt;p&gt;Mikul: &amp;quot;ejecting&amp;quot; -&amp;gt; &amp;quot;existing&amp;quot; as originally intended&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{distinguish|supergrinding|supergliding}}&lt;br /&gt;
{{Infobox strat&lt;br /&gt;
|image=WBSS 1.png&lt;br /&gt;
|other_names=SS, WBSS, DDSS&lt;br /&gt;
|class=Glitch&lt;br /&gt;
|type=External velocity exploit&lt;br /&gt;
|date_found=&#039;&#039;Unknown&#039;&#039;&lt;br /&gt;
|timesave= N/A&lt;br /&gt;
|theorisers=&#039;&#039;Multiple&#039;&#039;&lt;br /&gt;
|discoverers=&#039;&#039;Multiple&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supersliding&#039;&#039;&#039; is an [[external velocity]] (EV) exploit that occurs when the player is on the ground, but is not touching the floor with any of their wheel hitboxes. This state of low traction allows the player to build EV through bike lean mechanics by repeatedly alternating between neutral and horizontal inputs. Like with other lean-based EV generation techniques, supersliding can only be performed on bikes. It can be performed in multiple ways, but the most common application is &#039;&#039;&#039;Wario Bike supersliding (WBSS)&#039;&#039;&#039;, a technique in which the [[Vehicles#Wario Bike | Wario Bike]] rests on its unique tailpipe hitbox.&lt;br /&gt;
&lt;br /&gt;
Prior to the inception of Wario Bike supersliding, it saw very limited use, as the superslide state is very unstable on other bikes, which makes them unable to handle slope changes, tight turns, reversing, or even leaning too far in one direction. Since then, however, its usage rate has skyrocketed, with it seeing use on a large number of Unrestricted and No Ultra flaps, and even some 3laps as well. [[Automatic drift]] has since been adopted in some glitch categories as well, as the handling boost it provides enables tighter lines for supersliding.&lt;br /&gt;
&lt;br /&gt;
Of the lean-based EV exploits, supersliding (specifically the WBSS variant) is the only exploit that is feasible to perform in real time, as the inputs required to build EV and maintain superslide state are comparatively much more lenient.&lt;br /&gt;
&lt;br /&gt;
As all forms of lean-based EV exploits are considered glitches, supersliding is banned in no-glitch categories in both TAS and RTA environments.&lt;br /&gt;
&lt;br /&gt;
== Basic mechanics ==&lt;br /&gt;
=== Low-traction state ===&lt;br /&gt;
In Mario Kart Wii, there are two natural ways for external velocity to decay over time:&lt;br /&gt;
* At all times, the player&#039;s current EV is multiplied by 0.998 each frame (in other words, it decays exponentially at 0.2% of their current EV every frame), likely to simulate air resistance.&lt;br /&gt;
* When the player&#039;s wheels are touching the ground, an additional constant decay of up to ~7 U/F is applied. The amount of EV reduced seems to vary based on how many wheels are touching the ground and the relative size of each wheel, but the mechanics for this are not yet well-understood.&lt;br /&gt;
&lt;br /&gt;
Notably, there is no additional penalty applied to EV when any of the player&#039;s body hitboxes touch the ground. This means that when the player is touching the ground, without allowing contact by any of their wheels, they lose EV as if they were in the air, but retain full control of their vehicle, including the ability to turn and repeatedly generate EV through leaning. This allows the player to stack EV indefinitely through leaning or other general means, so long as they are able to keep their wheels off of the ground. &lt;br /&gt;
&lt;br /&gt;
=== External velocity building ===&lt;br /&gt;
:&#039;&#039;For an in-depth explanation of bike lean mechanics, including optimal input sequences, see [[External Velocity]]&#039;&#039;&lt;br /&gt;
External velocity is generated in a superslide through bike lean mechanics. As your bike leans in one direction, it generates EV in that direction as long as its lean rotation continues to increase. As your bike leans, it eventually reaches a lean rotation cap and will no longer be able to lean any further, and so you have to allow your lean rotation to decay by moving the stick back to neutral before attempting to lean more. Your lean rotation decays exponentially by 10% each frame, and therefore your lean rotation decays faster the more that you&#039;re already leaning.&lt;br /&gt;
&lt;br /&gt;
As such, the optimal way to generate external velocity is to lean continuously until the lean rotation cap is reached, then balance your inputs such that you are leaning as much as possible without attempting to lean past the lean rotation cap. This sequence of inputs differs depending on the bike and situation, as the game uses different values for the lean rotation speed and lean rotation cap depending on which type of bike you&#039;re using as well as which driving state you&#039;re in (IV speed, SSMT, drifting). When available, you can also begin a drift in the opposite direction to quickly reset your lean rotation, allowing you to build EV at full speed again shortly after.&lt;br /&gt;
&lt;br /&gt;
Like with other low traction states, EV can also be obtained through interactions with collision, such as EV from gravity being redirected down slopes or applying EV from interactions with walls.&lt;br /&gt;
&lt;br /&gt;
=== Hitbox effects on supersliding ===&lt;br /&gt;
[[File:DDSS Diagram.png|alt=Dolphin Dasher Superslide Diagram|thumb|A cross-section of the Dolphin Dasher&#039;s hitbox. The units on the graph are 1:1 with Mario Kart Wii&#039;s units, but the hitbox has been shifted downwards so that the bottom body hitboxes rest along y=0.]]&lt;br /&gt;
When moving through a collision triangle from behind, such as road, a given hitbox sphere will collide with the triangle once it has passed about halfway through. This means that you will forcibly eject from a superslide once any of the hitboxes below the road passes more than halfway through the ground, and therefore the stability of a superslide correlates roughly with the smallest y-distance between the bottom of each body hitbox the vehicle rests on, and the center of the nearest wheel below.&lt;br /&gt;
&lt;br /&gt;
The hitboxes of bikes in Mario Kart Wii vary quite widely, and therefore the ability of each bike to superslide does as well. Of the outside drifting bikes (ODBs), not a single one has enough space between at least one wheel and body to superslide conventionally. The only ODB that is capable of supersliding is the Wario Bike, due to a major hitbox exception. Because of this exception, supersliding using this method was given its own name of &#039;&#039;&#039;Wario Bike supersliding (WBSS)&#039;&#039;&#039;. Of the inside drifting bikes (IDBs), Dolphin Dasher is the most stable, and supersliding with it is sometimes referred to as &#039;&#039;&#039;Dolphin Dasher supersliding (DDSS)&#039;&#039;&#039;, despite it supersliding in the same manner as most other bikes. All other IDBs are able to enter superslide state in some capacity, though many eject as soon as they attempt to lean or touch slopes. Other passable supersliding candidates include Jet Bubble, Bullet Bike, Spear, and Flame Runner, though they are comparatively very fragile and there are few situations in which they are useful.&lt;br /&gt;
&lt;br /&gt;
For a list of vehicle hitbox information and hitbox cross-sections, see [https://docs.google.com/spreadsheets/d/1ohyehngjXd1cpbXR0gJVwS61aBKjsPaV0PmEtXcwsGI/edit?usp=sharing this sheet] by dm248. For a list of approximate supersliding ranges for each vehicle, see [https://docs.google.com/spreadsheets/d/1ZiQbhKh4p86AV7_osbtl4dEdcrTCJvHaias52l9fwII/edit?usp=sharing this sheet] by Mikul.&lt;br /&gt;
&lt;br /&gt;
== Wario Bike supersliding ==&lt;br /&gt;
[[File:WBSS Diagram.png|thumb|A cross-section of the Wario Bike&#039;s hitbox, rotated to match the angle that it typically rests at in a Wario Bike superslide. Note the much larger distance between the bottom of the tailpipe hitbox and the next highest body hitbox.]]&lt;br /&gt;
&lt;br /&gt;
Like other outside drifting bikes, the Wario Bike does not have enough space between its back wheel and lower body to allow it to superslide. However, unlike every other bike, it has a unique body hitbox on a layer above the rest, commonly referred to as the &#039;&#039;&#039;tailpipe hitbox&#039;&#039;&#039;. The Wario Bike can instead rest on this tailpipe hitbox, moving the rest of the vehicle body through the ground.&lt;br /&gt;
&lt;br /&gt;
This tailpipe hitbox is crucial for two main reasons. Firstly, compared to other supersliding bikes, this hitbox is both small and considerably detached from the rest of the main body, greatly increasing the y-distance between the bottom of it and the centers of nearby body hitboxes. The bike also leans forwards about 10 degrees (precisely -9.983338 degrees when resting, though it varies based on IV and acceleration) while in the WBSS state, so the much-closer front body hitbox sinks into the floor considerably, preventing it from being a problem. Secondly, because the Wario Bike rests on only one body hitbox, it is far less sensitive to slope transitions, as there is no need for multiple body hitboxes to align with even small slope transitions to avoid ejecting.&lt;br /&gt;
&lt;br /&gt;
These two key factors enable a wide variety of supersliding applications and optimizations, and are why Wario Bike remains the single best vehicle at supersliding by a very wide margin.&lt;br /&gt;
&lt;br /&gt;
=== Better slope handling ===&lt;br /&gt;
Prior to the discovery of WBSS, the main limitation of supersliding was that it could only be performed on flat or near-flat ground. Wario Bike&#039;s hitbox differences largely solve this issue. Most other bikes could only handle slope transitions of a few degrees or less and could eject by simply existing on steeper slopes, but WBSS can be maintained on steep slopes and can even handle significant slope transitions, which allows it to be used for significant sections of many tracks.&lt;br /&gt;
&lt;br /&gt;
When handling large slope transitions in WBSS, it is best to approach at a sideways angle. While the front hitbox is typically not an issue, its large horizontal distance from the tailpipe hitbox can cause it to collide with changes in slope before the tailpipe hitbox actually gets there. Likewise, navigating large downward transitions backwards can sometimes cause it to clip the road above once your bike&#039;s angle has adjusted to match the road below. Larger slope transitions, especially at high speeds, can often be a game of testing techniques and bruteforcing [[QM]], so it&#039;s best to scope out any slope transitions that might be problematic beforehand.&lt;br /&gt;
&lt;br /&gt;
=== Tighter lines ===&lt;br /&gt;
Because of the large amount of wiggle room WBSS provides, it&#039;s also possible to take tighter lines than is normally possible with other bikes. In most situations, Wario Bike can afford to hold sideways inputs indefinitely, which allows it to take much tighter turns than previous iterations of supersliding allow, even across shallow slope transitions.&lt;br /&gt;
&lt;br /&gt;
=== Reversing ===&lt;br /&gt;
Unlike most other bikes, Wario Bike&#039;s increased stability also allows it to reverse while supersliding.  Compared to when the player is accelerating, this flips the direction that the player is able to turn, but it does &#039;&#039;not&#039;&#039; flip the direction that their vehicle leans. This effectively allows the player to reverse their turning direction and continue gaining EV. It&#039;s now common in many WBSS applications to make use of this to carry high amounts of EV across multiple turn directions. It&#039;s possible to reverse carefully with the Dolphin Dasher as well, but it is much more fragile and is not able to flip between positive and negative IV at high speeds without ejecting.&lt;br /&gt;
&lt;br /&gt;
Notably, the Wario Bike can also reach highly negative IV speeds quite easily in a superslide. With all bikes, turning in the same direction as your EV while your IV is already negative will quickly push your IV further negative than it normally goes while reversing. This requires a decent amount of EV, but Wario Bike can quickly achieve this using the EV gained from supersliding. Past a certain threshold (around -40 IV), your IV actually begins to decrease faster when the B button is released. When doing so, the roll of the vehicle is heavily increased, and as such it is able to turn much tighter than it can while B is held. Furthermore, holding the A button will amplify both of these effects, sharply decreasing your IV and allowing you to turn even tighter still. This can only be done in short bursts, as doing it for too long will eventually lean the vehicle so severely that it ejects, but is useful for taking extremely tight turns, such as the [https://youtu.be/-NZ1OfaR2pk?si=zGyxhO6zbR7R1t4O&amp;amp;t=40 Daisy Circuit hairpin], without having to sacrifice large amounts of EV.&lt;br /&gt;
&lt;br /&gt;
=== Wall bonks ===&lt;br /&gt;
The Wario Bike is also capable of colliding with vertical or near-vertical walls at high speeds without ejecting from WBSS. This can be used for a variety of purposes, such as adjusting your line, stacking additional EV from wall interactions, or quickly swapping from positive to negative IV (or vice versa) to take multiple turns in quick succession. A few other vehicles are capable of bonking at low speeds or on flat ground, but are extremely limited.&lt;br /&gt;
&lt;br /&gt;
=== Hops ===&lt;br /&gt;
Unlike every other bike, the Wario Bike is also capable of hopping in a superslide without ejection, though this is limited to cases where you are either moving uphill or have significant roll when hopping.&lt;br /&gt;
&lt;br /&gt;
This is primarily useful when navigating upward slopes. Normally, when moving up a slope, EV applied from gravity will be applied to your vehicle and redirected down the slope, which counteracts your existing EV. To remedy this, Wario Bike can hop during these upward sections to help offset the lost EV or even continue to gain EV.&lt;br /&gt;
&lt;br /&gt;
One such variation is the application of [[rapid fire hop abuse]] and supergrind inputs to continuously handle shallow upwards slopes, sometimes informally referred to as &#039;&#039;&#039;superslidegrinding&#039;&#039;&#039;. Interestingly, the rules for maintaining rapid fire hop abuse and staying in the floor seem to differ from normal, with the &#039;&#039;global&#039;&#039; slope of the floor mattering more, as opposed to the upward change in slope that is usually required for rapid fire hop abuse.&lt;br /&gt;
&lt;br /&gt;
Another variation is the use of repeated spindrifts while in the floor to quickly build up EV when at low amounts, to quickly get the player to the speed cap. This is sometimes referred to as &#039;&#039;&#039;driftsliding&#039;&#039;&#039; or &#039;&#039;&#039;superslidehopping&#039;&#039;&#039;, depending on the exact implementation. When this technique is used, Dry Bowser is sometimes used for his high offroad stat, as it&#039;s just barely enough to push the Wario Bike&#039;s offroad speed above its minimum drift speed, which enables the use of drifts to build EV while in offroad.&lt;br /&gt;
&lt;br /&gt;
=== Floor squeeze ===&lt;br /&gt;
In cases where the angle between a wall and floor is less than 90 degrees, running into it at high speed can push you through the floor. This is because in WBSS state, the bike is supported by a single, small hitbox, which can be shoved through floor and walls quite easily in certain scenarios. However, WBSS state is significantly more stable than [[dayclip]] state in this regard, and it is not possible to fall through the floor using slope transitions alone.&lt;br /&gt;
&lt;br /&gt;
== Additional variants ==&lt;br /&gt;
=== Autosliding ===&lt;br /&gt;
&#039;&#039;&#039;Autosliding&#039;&#039;&#039;, also known as &#039;&#039;&#039;auto driftsliding&#039;&#039;&#039;, is a supersliding technique performed on automatic, in which the player uses drifts repeatedly to gain EV at a much higher rate than is typically possible with supersliding.&lt;br /&gt;
&lt;br /&gt;
This works because to begin a drift on automatic, the player simply needs to be holding a horizontal input of 6 or above for 12 frames, and there is no restriction on which direction is actually being held during the drift. Because of this, the player can hold one direction to lean all the way up to the lean rotation cap, and then flip their input all the way in the opposite direction on the frame that the drift counter reaches 12 to begin a drift in the opposite direction, thereby resetting their lean rotation. The drift can then be cancelled with any input of less than 6, typically an input of 5 in the direction of EV to begin leaning again and turn as much as possible. This can be repeated indefinitely, allowing a much higher rate of EV gain, and consequently a higher effective EV cap as well.&lt;br /&gt;
&lt;br /&gt;
However, there are two main drawbacks that prevent Autosliding from seeing mainstream use. Firstly, as it is performed on Automatic, the player is unable to hop, which locks them out of some major techniques like [[supergrinding]] and [[superhopping]], as well as other track-specific maneuvers. In addition, autosliding for extended periods requires a much stricter trajectory than typical WBSS, and can only be done with positive IV, which limits its ability to save time over typical supersliding outside of setups.&lt;br /&gt;
&lt;br /&gt;
This variation was discovered by [[Monster]], and is most notably being used for a WIP ultra flap on DS Peach Gardens that will save multiple seconds over the current Unrestricted Flap BKT if the setup is confirmed.&lt;br /&gt;
&lt;br /&gt;
=== Headsliding, cranium sliding, whatever (name pending) ===&lt;br /&gt;
The low traction state also applies to any vehicle that is upside-down, as though the wheels are no longer below the floor, they are still not touching it. However, achieving this severe of a rotation often requires the use of [[barrel roll]] state, which prevents the player from being able to control the lean of their vehicle. As such, the only reliable way to gain EV in this state is to use slopes to redirect the downwards EV obtained via gravity.&lt;br /&gt;
&lt;br /&gt;
Currently, this technique is exclusively useful alongside [[wheelchair]], as even small amounts of EV gained from slopes can significantly increase the speed you can travel across solid out of bounds collision. This technique was first applied by [[Justin]] to improve the [[DS Desert Hills]] ultra flap by multiple seconds following the initial discovery of the wheelchair ultra, but it has since been obsoleted.&lt;br /&gt;
&lt;br /&gt;
=== Magikruiser tailpipe supersliding ===&lt;br /&gt;
Similarly to the Wario Bike, the [[Vehicles#Magikruiser | Magikruiser]] has its own tailpipe hitbox. However, this tailpipe extends directly behind the bike, rather than above it. This allows it to perform superslides while hanging off of ledges, which is useful when a seam you need to superslide on is otherwise blocked by a wall below.&lt;br /&gt;
&lt;br /&gt;
This variation was first used by [[Mikul]] on his [https://www.youtube.com/watch?v=zPD-vWGqq14 Superstar Dystopia ultra flap]. It was required to circumvent the IV cap of solid out of bounds and achieve a respawn that would not have otherwise been possible by supersliding on a walled-off seam.&lt;br /&gt;
&lt;br /&gt;
=== Wheelie supersliding ===&lt;br /&gt;
Some longer vehicles, such as the [[Vehicles#Spear | Spear]], are capable of entering a low-traction state by getting only their back wheel stuck in the floor and repeatedly performing wheelies to lift the front wheel off of the ground. This is an extremely limited technique, and there are currently no known practical use cases.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== 2012–2015: Initial discovery ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO idk tbh someone is gonna have to help me out here&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2016: Wario Bike discovery ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO cyanmk&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2021–2023: Minor IDB applications ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO calidae desert, snes bc2&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2023–Present: Full potential realized ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO justin reminding us wario bike exists, monster on TF, autosliding, minor DDSS usages&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2025-Present: RTA developments ===&lt;br /&gt;
Beginning in 2023, [[Ejay B]] began looking for ways to apply supersliding RTA, despite the low potential for RTA-viable setups. Over the next two years, he used TAS tools to conceptualize an RTA-viable method of supersliding to beat the current flap world record on [[Luigi Circuit]], and began attempts to execute his ideas shortly after. On August 10th, 2025, he revealed this flap world record [https://www.youtube.com/watch?v=o_CHJMAj-WU in a video] covering the history of supersliding and his attempts, marking the first ever RTA usage of supersliding on a Nintendo track, as well as Luigi Circuit&#039;s first ever glitch category after 17 years.&lt;br /&gt;
&lt;br /&gt;
Weeks later, on August 30th, 2025, RTA player flambambam managed to execute the superslide setup fast enough to achieve the [https://www.youtube.com/watch?v=WEYhkOMmpTg first ever glitch world record in a 3lap] on Luigi Circuit with a time of 1:08.126. Over the next few months, flambambam and another runner, JC, worked to push this time down another 3 seconds, implementing developments like Automatic.&lt;br /&gt;
&lt;br /&gt;
In the coming months, JC also began supersliding attempts on [[N64 Mario Raceway]] following suggestions made by TASers. While both the setup and execution of the superslide are more difficult than they were on Luigi Circuit, JC set the [https://www.youtube.com/watch?v=eO5GY6OhwXk first ever glitch flap world record] on September 27th, 2025, and later pushed the flap time much lower than the no-glitch world record.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Applicable categories&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; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; color:red&amp;quot; |&#039;&#039;Banned&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Flap&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; color:red&amp;quot; |&#039;&#039;Banned&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Supersliding is currently used in many 3lap and flap categories, and is used both on its own and to perform the following &#039;&#039;&#039;strats&#039;&#039;&#039;:&lt;br /&gt;
* DC fountain skip&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=uwTk9l81CdQ &amp;quot;&amp;lt;nowiki&amp;gt;[MKWii TAS]&amp;lt;/nowiki&amp;gt; Daisy Circuit Fast Lap (No Ultra, Supersliding) - 20.675&amp;quot; by Monster, Alego11, César, clem, Ejay B, and Marth&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Supersliding has also been used in TASes on the following &#039;&#039;&#039;custom tracks&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mikul</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Supersliding&amp;diff=1233</id>
		<title>Supersliding</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Supersliding&amp;diff=1233"/>
		<updated>2025-10-20T16:11:12Z</updated>

		<summary type="html">&lt;p&gt;Mikul: Autosliding addition, punctuation, word choice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{distinguish|supergrinding|supergliding}}&lt;br /&gt;
{{Infobox strat&lt;br /&gt;
|image=WBSS 1.png&lt;br /&gt;
|other_names=SS, WBSS, DDSS&lt;br /&gt;
|class=Glitch&lt;br /&gt;
|type=External velocity exploit&lt;br /&gt;
|date_found=&#039;&#039;Unknown&#039;&#039;&lt;br /&gt;
|timesave= N/A&lt;br /&gt;
|theorisers=&#039;&#039;Multiple&#039;&#039;&lt;br /&gt;
|discoverers=&#039;&#039;Multiple&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supersliding&#039;&#039;&#039; is an [[external velocity]] (EV) exploit that occurs when the player is on the ground, but is not touching the floor with any of their wheel hitboxes. This state of low traction allows the player to build EV through bike lean mechanics by repeatedly alternating between neutral and horizontal inputs. Like with other lean-based EV generation techniques, supersliding can only be performed on bikes. It can be performed in multiple ways, but the most common application is &#039;&#039;&#039;Wario Bike supersliding (WBSS)&#039;&#039;&#039;, a technique in which the [[Vehicles#Wario Bike | Wario Bike]] rests on its unique tailpipe hitbox.&lt;br /&gt;
&lt;br /&gt;
Prior to the inception of Wario Bike supersliding, it saw very limited use, as the superslide state is very unstable on other bikes, which makes them unable to handle slope changes, tight turns, reversing, or even leaning too far in one direction. Since then, however, its usage rate has skyrocketed, with it seeing use on a large number of Unrestricted and No Ultra flaps, and even some 3laps as well. [[Automatic drift]] has since been adopted in some glitch categories as well, as the handling boost it provides enables tighter lines for supersliding.&lt;br /&gt;
&lt;br /&gt;
Of the lean-based EV exploits, supersliding (specifically the WBSS variant) is the only exploit that is feasible to perform in real time, as the inputs required to build EV and maintain superslide state are comparatively much more lenient.&lt;br /&gt;
&lt;br /&gt;
As all forms of lean-based EV exploits are considered glitches, supersliding is banned in no-glitch categories in both TAS and RTA environments.&lt;br /&gt;
&lt;br /&gt;
== Basic mechanics ==&lt;br /&gt;
=== Low-traction state ===&lt;br /&gt;
In Mario Kart Wii, there are two natural ways for external velocity to decay over time:&lt;br /&gt;
* At all times, the player&#039;s current EV is multiplied by 0.998 each frame (in other words, it decays exponentially at 0.2% of their current EV every frame), likely to simulate air resistance.&lt;br /&gt;
* When the player&#039;s wheels are touching the ground, an additional constant decay of up to ~7 U/F is applied. The amount of EV reduced seems to vary based on how many wheels are touching the ground and the relative size of each wheel, but the mechanics for this are not yet well-understood.&lt;br /&gt;
&lt;br /&gt;
Notably, there is no additional penalty applied to EV when any of the player&#039;s body hitboxes touch the ground. This means that when the player is touching the ground, without allowing contact by any of their wheels, they lose EV as if they were in the air, but retain full control of their vehicle, including the ability to turn and repeatedly generate EV through leaning. This allows the player to stack EV indefinitely through leaning or other general means, so long as they are able to keep their wheels off of the ground. &lt;br /&gt;
&lt;br /&gt;
=== External velocity building ===&lt;br /&gt;
:&#039;&#039;For an in-depth explanation of bike lean mechanics, including optimal input sequences, see [[External Velocity]]&#039;&#039;&lt;br /&gt;
External velocity is generated in a superslide through bike lean mechanics. As your bike leans in one direction, it generates EV in that direction as long as its lean rotation continues to increase. As your bike leans, it eventually reaches a lean rotation cap and will no longer be able to lean any further, and so you have to allow your lean rotation to decay by moving the stick back to neutral before attempting to lean more. Your lean rotation decays exponentially by 10% each frame, and therefore your lean rotation decays faster the more that you&#039;re already leaning.&lt;br /&gt;
&lt;br /&gt;
As such, the optimal way to generate external velocity is to lean continuously until the lean rotation cap is reached, then balance your inputs such that you are leaning as much as possible without attempting to lean past the lean rotation cap. This sequence of inputs differs depending on the bike and situation, as the game uses different values for the lean rotation speed and lean rotation cap depending on which type of bike you&#039;re using as well as which driving state you&#039;re in (IV speed, SSMT, drifting). When available, you can also begin a drift in the opposite direction to quickly reset your lean rotation, allowing you to build EV at full speed again shortly after.&lt;br /&gt;
&lt;br /&gt;
Like with other low traction states, EV can also be obtained through interactions with collision, such as EV from gravity being redirected down slopes or applying EV from interactions with walls.&lt;br /&gt;
&lt;br /&gt;
=== Hitbox effects on supersliding ===&lt;br /&gt;
[[File:DDSS Diagram.png|alt=Dolphin Dasher Superslide Diagram|thumb|A cross-section of the Dolphin Dasher&#039;s hitbox. The units on the graph are 1:1 with Mario Kart Wii&#039;s units, but the hitbox has been shifted downwards so that the bottom body hitboxes rest along y=0.]]&lt;br /&gt;
When moving through a collision triangle from behind, such as road, a given hitbox sphere will collide with the triangle once it has passed about halfway through. This means that you will forcibly eject from a superslide once any of the hitboxes below the road passes more than halfway through the ground, and therefore the stability of a superslide correlates roughly with the smallest y-distance between the bottom of each body hitbox the vehicle rests on, and the center of the nearest wheel below.&lt;br /&gt;
&lt;br /&gt;
The hitboxes of bikes in Mario Kart Wii vary quite widely, and therefore the ability of each bike to superslide does as well. Of the outside drifting bikes (ODBs), not a single one has enough space between at least one wheel and body to superslide conventionally. The only ODB that is capable of supersliding is the Wario Bike, due to a major hitbox exception. Because of this exception, supersliding using this method was given its own name of &#039;&#039;&#039;Wario Bike supersliding (WBSS)&#039;&#039;&#039;. Of the inside drifting bikes (IDBs), Dolphin Dasher is the most stable, and supersliding with it is sometimes referred to as &#039;&#039;&#039;Dolphin Dasher supersliding (DDSS)&#039;&#039;&#039;, despite it supersliding in the same manner as most other bikes. All other IDBs are able to enter superslide state in some capacity, though many eject as soon as they attempt to lean or touch slopes. Other passable supersliding candidates include Jet Bubble, Bullet Bike, Spear, and Flame Runner, though they are comparatively very fragile and there are few situations in which they are useful.&lt;br /&gt;
&lt;br /&gt;
For a list of vehicle hitbox information and hitbox cross-sections, see [https://docs.google.com/spreadsheets/d/1ohyehngjXd1cpbXR0gJVwS61aBKjsPaV0PmEtXcwsGI/edit?usp=sharing this sheet] by dm248. For a list of approximate supersliding ranges for each vehicle, see [https://docs.google.com/spreadsheets/d/1ZiQbhKh4p86AV7_osbtl4dEdcrTCJvHaias52l9fwII/edit?usp=sharing this sheet] by Mikul.&lt;br /&gt;
&lt;br /&gt;
== Wario Bike supersliding ==&lt;br /&gt;
[[File:WBSS Diagram.png|thumb|A cross-section of the Wario Bike&#039;s hitbox, rotated to match the angle that it typically rests at in a Wario Bike superslide. Note the much larger distance between the bottom of the tailpipe hitbox and the next highest body hitbox.]]&lt;br /&gt;
&lt;br /&gt;
Like other outside drifting bikes, the Wario Bike does not have enough space between its back wheel and lower body to allow it to superslide. However, unlike every other bike, it has a unique body hitbox on a layer above the rest, commonly referred to as the &#039;&#039;&#039;tailpipe hitbox&#039;&#039;&#039;. The Wario Bike can instead rest on this tailpipe hitbox, moving the rest of the vehicle body through the ground.&lt;br /&gt;
&lt;br /&gt;
This tailpipe hitbox is crucial for two main reasons. Firstly, compared to other supersliding bikes, this hitbox is both small and considerably detached from the rest of the main body, greatly increasing the y-distance between the bottom of it and the centers of nearby body hitboxes. The bike also leans forwards about 10 degrees (precisely -9.983338 degrees when resting, though it varies based on IV and acceleration) while in the WBSS state, so the much-closer front body hitbox sinks into the floor considerably, preventing it from being a problem. Secondly, because the Wario Bike rests on only one body hitbox, it is far less sensitive to slope transitions, as there is no need for multiple body hitboxes to align with even small slope transitions to avoid ejecting.&lt;br /&gt;
&lt;br /&gt;
These two key factors enable a wide variety of supersliding applications and optimizations, and are why Wario Bike remains the single best vehicle at supersliding by a very wide margin.&lt;br /&gt;
&lt;br /&gt;
=== Better slope handling ===&lt;br /&gt;
Prior to the discovery of WBSS, the main limitation of supersliding was that it could only be performed on flat or near-flat ground. Wario Bike&#039;s hitbox differences largely solve this issue. Most other bikes could only handle slope transitions of a few degrees or less and could eject by simply ejecting on steeper slopes, but WBSS can be maintained on steep slopes and can even handle significant slope transitions, which allows it to be maintained for significant sections of many tracks.&lt;br /&gt;
&lt;br /&gt;
When handling large slope transitions in WBSS, it is best to approach at a sideways angle. While the front hitbox is typically not an issue, its large horizontal distance from the tailpipe hitbox can cause it to collide with changes in slope before the tailpipe hitbox actually gets there. Likewise, navigating large downward transitions backwards can sometimes cause it to clip the road above once your bike&#039;s angle has adjusted to match the road below. Larger slope transitions, especially at high speeds, can often be a game of testing techniques and bruteforcing [[QM]], so it&#039;s best to scope out any slope transitions that might be problematic beforehand.&lt;br /&gt;
&lt;br /&gt;
=== Tighter lines ===&lt;br /&gt;
Because of the large amount of wiggle room WBSS provides, it&#039;s also possible to take tighter lines than is normally possible with other bikes. In most situations, Wario Bike can afford to hold sideways inputs indefinitely, which allows it to take much tighter turns than previous iterations of supersliding allow, even across shallow slope transitions.&lt;br /&gt;
&lt;br /&gt;
=== Reversing ===&lt;br /&gt;
Unlike most other bikes, Wario Bike&#039;s increased stability also allows it to reverse while supersliding.  Compared to when the player is accelerating, this flips the direction that the player is able to turn, but it does &#039;&#039;not&#039;&#039; flip the direction that their vehicle leans. This effectively allows the player to reverse their turning direction and continue gaining EV. It&#039;s now common in many WBSS applications to make use of this to carry high amounts of EV across multiple turn directions. It&#039;s possible to reverse carefully with the Dolphin Dasher as well, but it is much more fragile and is not able to flip between positive and negative IV at high speeds without ejecting.&lt;br /&gt;
&lt;br /&gt;
Notably, the Wario Bike can also reach highly negative IV speeds quite easily in a superslide. With all bikes, turning in the same direction as your EV while your IV is already negative will quickly push your IV further negative than it normally goes while reversing. This requires a decent amount of EV, but Wario Bike can quickly achieve this using the EV gained from supersliding. Past a certain threshold (around -40 IV), your IV actually begins to decrease faster when the B button is released. When doing so, the roll of the vehicle is heavily increased, and as such it is able to turn much tighter than it can while B is held. Furthermore, holding the A button will amplify both of these effects, sharply decreasing your IV and allowing you to turn even tighter still. This can only be done in short bursts, as doing it for too long will eventually lean the vehicle so severely that it ejects, but is useful for taking extremely tight turns, such as the [https://youtu.be/-NZ1OfaR2pk?si=zGyxhO6zbR7R1t4O&amp;amp;t=40 Daisy Circuit hairpin], without having to sacrifice large amounts of EV.&lt;br /&gt;
&lt;br /&gt;
=== Wall bonks ===&lt;br /&gt;
The Wario Bike is also capable of colliding with vertical or near-vertical walls at high speeds without ejecting from WBSS. This can be used for a variety of purposes, such as adjusting your line, stacking additional EV from wall interactions, or quickly swapping from positive to negative IV (or vice versa) to take multiple turns in quick succession. A few other vehicles are capable of bonking at low speeds or on flat ground, but are extremely limited.&lt;br /&gt;
&lt;br /&gt;
=== Hops ===&lt;br /&gt;
Unlike every other bike, the Wario Bike is also capable of hopping in a superslide without ejection, though this is limited to cases where you are either moving uphill or have significant roll when hopping.&lt;br /&gt;
&lt;br /&gt;
This is primarily useful when navigating upward slopes. Normally, when moving up a slope, EV applied from gravity will be applied to your vehicle and redirected down the slope, which counteracts your existing EV. To remedy this, Wario Bike can hop during these upward sections to help offset the lost EV or even continue to gain EV.&lt;br /&gt;
&lt;br /&gt;
One such variation is the application of [[rapid fire hop abuse]] and supergrind inputs to continuously handle shallow upwards slopes, sometimes informally referred to as &#039;&#039;&#039;superslidegrinding&#039;&#039;&#039;. Interestingly, the rules for maintaining rapid fire hop abuse and staying in the floor seem to differ from normal, with the &#039;&#039;global&#039;&#039; slope of the floor mattering more, as opposed to the upward change in slope that is usually required for rapid fire hop abuse.&lt;br /&gt;
&lt;br /&gt;
Another variation is the use of repeated spindrifts while in the floor to quickly build up EV when at low amounts, to quickly get the player to the speed cap. This is sometimes referred to as &#039;&#039;&#039;driftsliding&#039;&#039;&#039; or &#039;&#039;&#039;superslidehopping&#039;&#039;&#039;, depending on the exact implementation. When this technique is used, Dry Bowser is sometimes used for his high offroad stat, as it&#039;s just barely enough to push the Wario Bike&#039;s offroad speed above its minimum drift speed, which enables the use of drifts to build EV while in offroad.&lt;br /&gt;
&lt;br /&gt;
=== Floor squeeze ===&lt;br /&gt;
In cases where the angle between a wall and floor is less than 90 degrees, running into it at high speed can push you through the floor. This is because in WBSS state, the bike is supported by a single, small hitbox, which can be shoved through floor and walls quite easily in certain scenarios. However, WBSS state is significantly more stable than [[dayclip]] state in this regard, and it is not possible to fall through the floor using slope transitions alone.&lt;br /&gt;
&lt;br /&gt;
== Additional variants ==&lt;br /&gt;
=== Autosliding ===&lt;br /&gt;
&#039;&#039;&#039;Autosliding&#039;&#039;&#039;, also known as &#039;&#039;&#039;auto driftsliding&#039;&#039;&#039;, is a supersliding technique performed on automatic, in which the player uses drifts repeatedly to gain EV at a much higher rate than is typically possible with supersliding.&lt;br /&gt;
&lt;br /&gt;
This works because to begin a drift on automatic, the player simply needs to be holding a horizontal input of 6 or above for 12 frames, and there is no restriction on which direction is actually being held during the drift. Because of this, the player can hold one direction to lean all the way up to the lean rotation cap, and then flip their input all the way in the opposite direction on the frame that the drift counter reaches 12 to begin a drift in the opposite direction, thereby resetting their lean rotation. The drift can then be cancelled with any input of less than 6, typically an input of 5 in the direction of EV to begin leaning again and turn as much as possible. This can be repeated indefinitely, allowing a much higher rate of EV gain, and consequently a higher effective EV cap as well.&lt;br /&gt;
&lt;br /&gt;
However, there are two main drawbacks that prevent Autosliding from seeing mainstream use. Firstly, as it is performed on Automatic, the player is unable to hop, which locks them out of some major techniques like [[supergrinding]] and [[superhopping]], as well as other track-specific maneuvers. In addition, autosliding for extended periods requires a much stricter trajectory than typical WBSS, and can only be done with positive IV, which limits its ability to save time over typical supersliding outside of setups.&lt;br /&gt;
&lt;br /&gt;
This variation was discovered by [[Monster]], and is most notably being used for a WIP ultra flap on DS Peach Gardens that will save multiple seconds over the current Unrestricted Flap BKT if the setup is confirmed.&lt;br /&gt;
&lt;br /&gt;
=== Headsliding, cranium sliding, whatever (name pending) ===&lt;br /&gt;
The low traction state also applies to any vehicle that is upside-down, as though the wheels are no longer below the floor, they are still not touching it. However, achieving this severe of a rotation often requires the use of [[barrel roll]] state, which prevents the player from being able to control the lean of their vehicle. As such, the only reliable way to gain EV in this state is to use slopes to redirect the downwards EV obtained via gravity.&lt;br /&gt;
&lt;br /&gt;
Currently, this technique is exclusively useful alongside [[wheelchair]], as even small amounts of EV gained from slopes can significantly increase the speed you can travel across solid out of bounds collision. This technique was first applied by [[Justin]] to improve the [[DS Desert Hills]] ultra flap by multiple seconds following the initial discovery of the wheelchair ultra, but it has since been obsoleted.&lt;br /&gt;
&lt;br /&gt;
=== Magikruiser tailpipe supersliding ===&lt;br /&gt;
Similarly to the Wario Bike, the [[Vehicles#Magikruiser | Magikruiser]] has its own tailpipe hitbox. However, this tailpipe extends directly behind the bike, rather than above it. This allows it to perform superslides while hanging off of ledges, which is useful when a seam you need to superslide on is otherwise blocked by a wall below.&lt;br /&gt;
&lt;br /&gt;
This variation was first used by [[Mikul]] on his [https://www.youtube.com/watch?v=zPD-vWGqq14 Superstar Dystopia ultra flap]. It was required to circumvent the IV cap of solid out of bounds and achieve a respawn that would not have otherwise been possible by supersliding on a walled-off seam.&lt;br /&gt;
&lt;br /&gt;
=== Wheelie supersliding ===&lt;br /&gt;
Some longer vehicles, such as the [[Vehicles#Spear | Spear]], are capable of entering a low-traction state by getting only their back wheel stuck in the floor and repeatedly performing wheelies to lift the front wheel off of the ground. This is an extremely limited technique, and there are currently no known practical use cases.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== 2012–2015: Initial discovery ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO idk tbh someone is gonna have to help me out here&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2016: Wario Bike discovery ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO cyanmk&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2021–2023: Minor IDB applications ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO calidae desert, snes bc2&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2023–Present: Full potential realized ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO justin reminding us wario bike exists, monster on TF, autosliding, minor DDSS usages&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2025-Present: RTA developments ===&lt;br /&gt;
Beginning in 2023, [[Ejay B]] began looking for ways to apply supersliding RTA, despite the low potential for RTA-viable setups. Over the next two years, he used TAS tools to conceptualize an RTA-viable method of supersliding to beat the current flap world record on [[Luigi Circuit]], and began attempts to execute his ideas shortly after. On August 10th, 2025, he revealed this flap world record [https://www.youtube.com/watch?v=o_CHJMAj-WU in a video] covering the history of supersliding and his attempts, marking the first ever RTA usage of supersliding on a Nintendo track, as well as Luigi Circuit&#039;s first ever glitch category after 17 years.&lt;br /&gt;
&lt;br /&gt;
Weeks later, on August 30th, 2025, RTA player flambambam managed to execute the superslide setup fast enough to achieve the [https://www.youtube.com/watch?v=WEYhkOMmpTg first ever glitch world record in a 3lap] on Luigi Circuit with a time of 1:08.126. Over the next few months, flambambam and another runner, JC, worked to push this time down another 3 seconds, implementing developments like Automatic.&lt;br /&gt;
&lt;br /&gt;
In the coming months, JC also began supersliding attempts on [[N64 Mario Raceway]] following suggestions made by TASers. While both the setup and execution of the superslide are more difficult than they were on Luigi Circuit, JC set the [https://www.youtube.com/watch?v=eO5GY6OhwXk first ever glitch flap world record] on September 27th, 2025, and later pushed the flap time much lower than the no-glitch world record.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Applicable categories&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; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; color:red&amp;quot; |&#039;&#039;Banned&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Flap&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; color:red&amp;quot; |&#039;&#039;Banned&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Supersliding is currently used in many 3lap and flap categories, and is used both on its own and to perform the following &#039;&#039;&#039;strats&#039;&#039;&#039;:&lt;br /&gt;
* DC fountain skip&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=uwTk9l81CdQ &amp;quot;&amp;lt;nowiki&amp;gt;[MKWii TAS]&amp;lt;/nowiki&amp;gt; Daisy Circuit Fast Lap (No Ultra, Supersliding) - 20.675&amp;quot; by Monster, Alego11, César, clem, Ejay B, and Marth&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Supersliding has also been used in TASes on the following &#039;&#039;&#039;custom tracks&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mikul</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Supersliding&amp;diff=1231</id>
		<title>Supersliding</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Supersliding&amp;diff=1231"/>
		<updated>2025-10-19T20:47:36Z</updated>

		<summary type="html">&lt;p&gt;Mikul: Link EV article under External Velocity Building&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{distinguish|supergrinding|supergliding}}&lt;br /&gt;
{{Infobox strat&lt;br /&gt;
|image=WBSS 1.png&lt;br /&gt;
|other_names=SS, WBSS, DDSS&lt;br /&gt;
|class=Glitch&lt;br /&gt;
|type=External Velocity Exploit&lt;br /&gt;
|date_found=&#039;&#039;Unknown&#039;&#039;&lt;br /&gt;
|timesave= N/A&lt;br /&gt;
|theorisers=&#039;&#039;Multiple&#039;&#039;&lt;br /&gt;
|discoverers=&#039;&#039;Multiple&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supersliding&#039;&#039;&#039; is an [[external velocity]] (EV) exploit that occurs when the player is on the ground, but is not touching the floor with any of their wheel hitboxes. This state of low traction allows the player to build EV through bike lean mechanics by repeatedly alternating between neutral and horizontal inputs. Like with other lean-based EV generation techniques, supersliding can only be performed on bikes. It can be performed in multiple ways, but the most common application is &#039;&#039;&#039;Wario Bike Supersliding (WBSS)&#039;&#039;&#039;, a technique in which the [[Vehicles#Wario Bike | Wario Bike]] rests on its unique tailpipe hitbox.&lt;br /&gt;
&lt;br /&gt;
Prior to the inception of Wario Bike Supersliding, it saw very limited use, as the superslide state is very unstable on other bikes, which makes them unable to handle slope changes, tight turns, reversing, or even leaning too far in one direction. Since then, however, its usage rate has skyrocketed, with it seeing use on a large number of Unrestricted and No Ultra flaps, and even some 3laps as well. [[Automatic Transmission]] has since been adopted in some glitch categories as well, as the handling boost it provides enables tighter lines for supersliding.&lt;br /&gt;
&lt;br /&gt;
Of the lean-based EV exploits, supersliding (specifically the WBSS variant) is the only exploit that is feasible to perform in real time, as the inputs required to build EV and maintain superslide state are comparatively much more lenient.&lt;br /&gt;
&lt;br /&gt;
As all forms of lean-based EV exploits are considered glitches, supersliding is banned in no-glitch categories in both TAS and RTA environments.&lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
=== Low Traction State ===&lt;br /&gt;
In Mario Kart Wii, there are two natural ways for external velocity to decay over time:&lt;br /&gt;
* At all times, the player&#039;s current EV is multiplied by 0.998 each frame (in other words, it decays exponentially at 0.2% of their current EV every frame), likely to simulate air resistance.&lt;br /&gt;
* When the player&#039;s wheels are touching the ground, an additional constant decay of up to ~7 U/F is applied. The amount of EV reduced seems to vary based on how many wheels are touching the ground and the relative size of each wheel, but the mechanics for this are not yet well-understood.&lt;br /&gt;
&lt;br /&gt;
Notably, there is no additional penalty applied to EV when any of the player&#039;s body hitboxes touch the ground. This means that when the player is touching the ground, without allowing contact by any of their wheels, they lose EV as if they were in the air, but retain full control of their vehicle, including the ability to turn and repeatedly generate EV through leaning. This allows the player to stack EV indefinitely through leaning or other general means, so long as they are able to keep their wheels off of the ground. &lt;br /&gt;
&lt;br /&gt;
=== External Velocity Building ===&lt;br /&gt;
:&#039;&#039;For an in-depth explanation of bike lean mechanics, including optimal input sequences, see [[External Velocity]]&#039;&#039;&lt;br /&gt;
External velocity is generated in a superslide through bike lean mechanics. As your bike leans in one direction, it generates EV in that direction as long as its lean rotation continues to increase. As your bike leans, it eventually reaches a lean rotation cap and will no longer be able to lean any further, and so you have to allow your lean rotation to decay by moving the stick back to neutral before attempting to lean more. Your lean rotation decays exponentially by 10% each frame, and therefore your lean rotation decays faster the more that you&#039;re already leaning.&lt;br /&gt;
&lt;br /&gt;
As such, the optimal way to generate external velocity is to lean continuously until the lean rotation cap is reached, then balance your inputs such that you are leaning as much as possible without attempting to lean past the lean rotation cap. This sequence of inputs differs depending on the bike and situation, as the game uses different values for the lean rotation speed and lean rotation cap depending on which type of bike you&#039;re using as well as which driving state you&#039;re in (IV speed, SSMT, drifting). When available, you can also begin a drift in the opposite direction to quickly reset your lean rotation, allowing you to build EV at full speed again shortly after.&lt;br /&gt;
&lt;br /&gt;
Like with other low traction states, EV can also be obtained through interactions with collision, such as EV from gravity being redirected down slopes or applying EV from interactions with walls.&lt;br /&gt;
&lt;br /&gt;
=== Hitbox Effects on Supersliding ===&lt;br /&gt;
[[File:DDSS Diagram.png|alt=Dolphin Dasher Superslide Diagram|thumb|A cross-section of the Dolphin Dasher&#039;s hitbox. The units on the graph are 1:1 with Mario Kart Wii&#039;s units, but the hitbox has been shifted downwards so that the bottom body hitboxes rest along y=0.]]&lt;br /&gt;
When moving through a collision triangle from behind, such as road, a given hitbox sphere will collide with the triangle once it has passed about halfway through. This means that you will forcibly eject from a superslide once any of the hitboxes below the road passes more than halfway through the ground, and therefore the stability of a superslide correlates roughly with the smallest y-distance between the bottom of each body hitbox the vehicle rests on, and the center of the nearest wheel below.&lt;br /&gt;
&lt;br /&gt;
The hitboxes of bikes in Mario Kart Wii vary quite widely, and therefore the ability of each bike to superslide does as well. Of the outside drifting bikes (ODBs), not a single one has enough space between at least one wheel and body to superslide conventionally. The only ODB that is capable of supersliding is the Wario Bike, due to a major hitbox exception. Because of this exception, supersliding using this method was given its own name of &#039;&#039;&#039;Wario Bike Supersliding (WBSS)&#039;&#039;&#039;. Of the inside drifting bikes (IDBs), Dolphin Dasher is the most stable, and supersliding with it is sometimes referred to as &#039;&#039;&#039;Dolphin Dasher Supersliding (DDSS)&#039;&#039;&#039;, despite it supersliding in the same manner as most other bikes. All other IDBs are able to enter superslide state in some capacity, though many eject as soon as they attempt to lean or touch slopes. Other passable supersliding candidates include Jet Bubble, Bullet Bike, Spear, and Flame Runner, though they are comparatively very fragile and there are few situations in which they are useful.&lt;br /&gt;
&lt;br /&gt;
For a list of vehicle hitbox information and hitbox cross-sections, see [https://docs.google.com/spreadsheets/d/1ohyehngjXd1cpbXR0gJVwS61aBKjsPaV0PmEtXcwsGI/edit?usp=sharing this sheet] by dm248. For a list of approximate supersliding ranges for each vehicle, see [https://docs.google.com/spreadsheets/d/1ZiQbhKh4p86AV7_osbtl4dEdcrTCJvHaias52l9fwII/edit?usp=sharing this sheet] by Mikul.&lt;br /&gt;
&lt;br /&gt;
== Wario Bike Supersliding ==&lt;br /&gt;
[[File:WBSS Diagram.png|thumb|A cross-section of the Wario Bike&#039;s hitbox, rotated to match the angle that it typically rests at in a Wario Bike Superslide. Note the much larger distance between the bottom of the tailpipe hitbox and the next highest body hitbox.]]&lt;br /&gt;
&lt;br /&gt;
Like other outside drifting bikes, the Wario Bike does not have enough space between its back wheel and lower body to allow it to superslide. However, unlike every other bike, it has a unique body hitbox on a layer above the rest, commonly referred to as the &#039;&#039;&#039;tailpipe hitbox&#039;&#039;&#039;. The Wario Bike can instead rest on this tailpipe hitbox, moving the rest of the vehicle body through the ground.&lt;br /&gt;
&lt;br /&gt;
This tailpipe hitbox is crucial for two main reasons. Firstly, compared to other supersliding bikes, this hitbox is both small and considerably detached from the rest of the main body, greatly increasing the y-distance between the bottom of it and the centers of nearby body hitboxes. The bike also leans forwards about 10 degrees (precisely -9.983338 degrees when resting, though it varies based on IV and acceleration) while in the WBSS state, so the much-closer front body hitbox sinks into the floor considerably, preventing it from being a problem. Secondly, because the Wario Bike rests on only one body hitbox, it is far less sensitive to slope transitions, as there is no need for multiple body hitboxes to align with even small slope transitions to avoid ejecting.&lt;br /&gt;
&lt;br /&gt;
These two key factors enable a wide variety of supersliding applications and optimizations, and are why Wario Bike remains the single best vehicle at supersliding by a very wide margin.&lt;br /&gt;
&lt;br /&gt;
=== Better Slope Handling ===&lt;br /&gt;
Prior to the discovery of WBSS, the main limitation of supersliding was that it could only be performed on flat or near-flat ground. Wario Bike&#039;s hitbox differences largely solve this issue. Most other bikes could only handle slope transitions of a few degrees or less and could eject by simply ejecting on steeper slopes, but WBSS can be maintained on steep slopes and can even handle significant slope transitions, which allows it to be maintained for significant sections of many tracks.&lt;br /&gt;
&lt;br /&gt;
When handling large slope transitions in WBSS, it is best to approach at a sideways angle. While the front hitbox is typically not an issue, its large horizontal distance from the tailpipe hitbox can cause it to collide with changes in slope before the tailpipe hitbox actually gets there. Likewise, navigating large downward transitions backwards can sometimes cause it to clip the road above once your bike&#039;s angle has adjusted to match the road below. Larger slope transitions, especially at high speeds, can often be a game of testing techniques and bruteforcing [[QM]], so it&#039;s best to scope out any slope transitions that might be problematic beforehand.&lt;br /&gt;
&lt;br /&gt;
=== Tighter Lines ===&lt;br /&gt;
Because of the large amount of wiggle room WBSS provides, it&#039;s also possible to take tighter lines than is normally possible with other bikes. In most situations, Wario Bike can afford to hold sideways inputs indefinitely, which allows it to take much tighter turns than previous iterations of supersliding allow, even across shallow slope transitions.&lt;br /&gt;
&lt;br /&gt;
=== Reversing ===&lt;br /&gt;
Unlike most other bikes, Wario Bike&#039;s increased stability also allows it to reverse while supersliding.  Compared to when the player is accelerating, this flips the direction that the player is able to turn, but it does &#039;&#039;not&#039;&#039; flip the direction that their vehicle leans. This effectively allows the player to reverse their turning direction and continue gaining EV. It&#039;s now common in many WBSS applications to make use of this to carry high amounts of EV across multiple turn directions. It&#039;s possible to reverse carefully with the Dolphin Dasher as well, but it is much more fragile and is not able to flip between positive and negative IV at high speeds without ejecting.&lt;br /&gt;
&lt;br /&gt;
Notably, the Wario Bike can also reach highly negative IV speeds quite easily in a superslide. With all bikes, turning in the same direction as your EV while your IV is already negative will quickly push your IV further negative than it normally goes while reversing. This requires a decent amount of EV, but Wario Bike can quickly achieve this using the EV gained from supersliding. Past a certain threshold (around -40 IV), your IV actually begins to decrease faster when the B button is released. When doing so, the roll of the vehicle is heavily increased, and as such it is able to turn much tighter than it can while B is held. Furthermore, holding the A button will amplify both of these effects, sharply decreasing your IV and allowing you to turn even tighter still. This can only be done in short bursts, as doing it for too long will eventually lean the vehicle so severely that it ejects, but is useful for taking extremely tight turns, such as the [https://youtu.be/-NZ1OfaR2pk?si=zGyxhO6zbR7R1t4O&amp;amp;t=40 Daisy Circuit hairpin], without having to sacrifice large amounts of EV.&lt;br /&gt;
&lt;br /&gt;
=== Wall Bonks ===&lt;br /&gt;
The Wario Bike is also capable of colliding with vertical or near-vertical walls at high speeds without ejecting from WBSS. This can be used for a variety of purposes, such as adjusting your line, stacking additional EV from wall interactions, or quickly swapping from positive to negative IV (or vice versa) to take multiple turns in quick succession. A few other vehicles are capable of bonking at low speeds or on flat ground, but are extremely limited.&lt;br /&gt;
&lt;br /&gt;
=== Hops ===&lt;br /&gt;
Unlike every other bike, the Wario Bike is also capable of hopping in a superslide without ejection, though this is limited to cases where you are either moving uphill or have significant roll when hopping.&lt;br /&gt;
&lt;br /&gt;
This is primarily useful when navigating upward slopes. Normally, when moving up a slope, EV applied from gravity will be applied to your vehicle and redirected down the slope, which counteracts your existing EV. To remedy this, Wario Bike can hop during these upward sections to help offset the lost EV or even continue to gain EV.&lt;br /&gt;
&lt;br /&gt;
One such variation is the application of [[rapid fire hop abuse]] and supergrind inputs to continuously handle shallow upwards slopes, sometimes informally referred to as &#039;&#039;&#039;superslidegrinding&#039;&#039;&#039;. Interestingly, the rules for maintaining rapid fire hop abuse and staying in the floor seem to differ from normal, with the &#039;&#039;global&#039;&#039; slope of the floor mattering more, as opposed to the upward change in slope that is usually required for rapid fire hop abuse.&lt;br /&gt;
&lt;br /&gt;
Another variation is the use of repeated spindrifts while in the floor to quickly build up EV when at low amounts, to quickly get the player to the speed cap. This is sometimes referred to as &#039;&#039;&#039;driftsliding&#039;&#039;&#039; or &#039;&#039;&#039;superslidehopping&#039;&#039;&#039;, depending on the exact implementation. When this technique is used, Dry Bowser is sometimes used for his high offroad stat, as it&#039;s just barely enough to push the Wario Bike&#039;s offroad speed above its minimum drift speed, which enables the use of drifts to build EV while in offroad.&lt;br /&gt;
&lt;br /&gt;
=== Floor Squeeze ===&lt;br /&gt;
In cases where the angle between a wall and floor is less than 90 degrees, running into it at high speed can push you through the floor. This is because in WBSS state, the bike is supported by a single, small hitbox, which can be shoved through floor and walls quite easily in certain scenarios. However, WBSS state is significantly more stable than [[Dayclip]] State in this regard, and it is not possible to fall through the floor using slope transitions alone.&lt;br /&gt;
&lt;br /&gt;
== Additional Variants ==&lt;br /&gt;
=== Autosliding ===&lt;br /&gt;
&#039;&#039;&#039;Autosliding&#039;&#039;&#039;, also known as &#039;&#039;&#039;Auto Driftsliding&#039;&#039;&#039;, is a supersliding technique performed on Automatic Transmission, in which the player uses Automatic drifts repeatedly to gain EV at a much higher rate than is typically possible with supersliding.&lt;br /&gt;
&lt;br /&gt;
This works because to begin an automatic drift, the player simply needs to be holding a horizontal input of 6 or above for 12 frames, and the game does not care about which direction is actually being held. Because of this, the player can hold one direction to lean all the way up to the lean rotation cap, and then flip their input all the way in the opposite direction on the frame that the drift counter reaches 12 to begin a drift in the opposite direction, thereby resetting their lean rotation. This can be repeated indefinitely, allowing a much higher rate of EV gain, and consequently a higher effective EV cap as well.&lt;br /&gt;
&lt;br /&gt;
However, there are two main drawbacks that prevent Autosliding from seeing mainstream use. Firstly, as it is performed on Automatic, the player is unable to hop, which locks them out of some major techniques like [[Supergrinding]] and [[Superhopping]], as well as other minor time-saving maneuvers. In addition, Autosliding for extended periods requires a much stricter trajectory than typical WBSS, and can only be done with positive IV, which limits its ability to save time over typical supersliding outside of setups.&lt;br /&gt;
&lt;br /&gt;
This variation was discovered by &#039;&#039;&#039;&amp;lt;Monster? needs verification&amp;gt;&#039;&#039;&#039;, and is most notably being used for a WIP ultra flap on DS Peach Gardens that could save several seconds over the current unrestricted BKT.&lt;br /&gt;
&lt;br /&gt;
=== Headsliding, Cranium Sliding, whatever (name pending) ===&lt;br /&gt;
The low traction state also applies to any vehicle that is upside-down, as though the wheels are no longer below the floor, they are still not touching it. However, achieving this severe of a rotation often requires the use of [[Barrel Roll State]], which prevents the player from being able to control the lean of their vehicle. As such, the only reliable way to gain EV in this state is to use slopes to redirect the downwards EV obtained via gravity.&lt;br /&gt;
&lt;br /&gt;
Currently, this technique is exclusively useful alongside [[Wheelchair]], as even small amounts of EV gained from slopes can significantly increase the speed you can travel across Solid Out of Bounds collision. This technique was first applied by Justin to improve the DS Desert Hills ultra flap by multiple seconds following the initial discovery of the Wheelchair ultra, but it has since been obsoleted.&lt;br /&gt;
&lt;br /&gt;
=== Magikruiser Tailpipe Supersliding ===&lt;br /&gt;
Similarly to the Wario Bike, the [[Vehicles#Magikruiser | Magikruiser]] has its own tailpipe hitbox. However, the Magikruiser&#039;s tailpipe extends directly behind the bike, rather than above it. This allows it to perform superslides while hanging off of ledges, which is useful when a seam you need to superslide on is otherwise blocked by a wall below.&lt;br /&gt;
&lt;br /&gt;
This variation was first used by [[Mikul]] on his [https://www.youtube.com/watch?v=zPD-vWGqq14 Superstar Dystopia ultra flap]. It was required to circumvent the IV cap of Solid Out of Bounds and achieve a respawn that would not have otherwise been possible by supersliding on a walled-off seam.&lt;br /&gt;
&lt;br /&gt;
=== Wheelie Supersliding ===&lt;br /&gt;
Some longer vehicles, such as the [[Vehicles#Spear | Spear]], are capable of entering a low-traction state by getting only their back wheel stuck in the floor and repeatedly performing wheelies to lift the front wheel off of the ground. This is an extremely limited technique, and there are currently no known practical use cases.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== 2012–2015: Initial Discovery ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO idk tbh someone is gonna have to help me out here&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2016: Wario Bike Discovery ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO cyanmk&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2021–2023: Minor IDB Applications ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO calidae desert, snes bc2&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2023–Present: Full Potential Realized ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO justin reminding us wario bike exists, monster on TF, autosliding, minor DDSS usages&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2025-Present: RTA Developments ===&lt;br /&gt;
Beginning in 2023, [[Ejay B]] began looking for ways to apply supersliding RTA, despite the low potential for RTA-viable setups. Over the next two years, he used TAS to conceptualize an RTA-viable method of supersliding to beat the current flap world record on [[Luigi Circuit]], and began attempts to execute his ideas shortly after. On August 10th, 2025, he revealed this flap world record [https://www.youtube.com/watch?v=o_CHJMAj-WU in a video] covering the history of supersliding and his attempts, marking the first ever RTA usage of supersliding on a Nintendo track, as well as Luigi Circuit&#039;s first ever glitch category after 17 years.&lt;br /&gt;
&lt;br /&gt;
Weeks later, on August 30th, 2025, RTA player flambambam managed to execute the superslide setup fast enough to achieve the [https://www.youtube.com/watch?v=WEYhkOMmpTg first ever glitch world record in a 3lap] on Luigi Circuit with a time of 1:08.126. Over the next few months, flambambam and another runner, JC, worked to push this time down another 3 seconds, implementing developments like Automatic.&lt;br /&gt;
&lt;br /&gt;
In the coming months, JC also began supersliding attempts on [[N64 Mario Raceway]] following suggestions made by TASers. While both the setup and execution of the superslide are more difficult than they were on LC, JC set the [https://www.youtube.com/watch?v=eO5GY6OhwXk first ever glitch flap world record] on September 27th, 2025, and later pushed the flap time much lower than the no-glitch world record.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Applicable categories&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; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; color:red&amp;quot; |&#039;&#039;Banned&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Flap&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; color:red&amp;quot; |&#039;&#039;Banned&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Supersliding is currently used in many 3lap and flap categories, and is used both on its own and to perform the following &#039;&#039;&#039;strats&#039;&#039;&#039;:&lt;br /&gt;
* DC fountain skip&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=uwTk9l81CdQ &amp;quot;&amp;lt;nowiki&amp;gt;[MKWii TAS]&amp;lt;/nowiki&amp;gt; Daisy Circuit Fast Lap (No Ultra, Supersliding) - 20.675&amp;quot; by Monster, Alego11, César, clem, Ejay B, and Marth&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Supersliding has also been used in TASes on the following &#039;&#039;&#039;custom tracks&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mikul</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Supersliding&amp;diff=1223</id>
		<title>Supersliding</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Supersliding&amp;diff=1223"/>
		<updated>2025-10-18T17:09:12Z</updated>

		<summary type="html">&lt;p&gt;Mikul: minor spelling mistake i win&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{distinguish|supergrinding|supergliding}}&lt;br /&gt;
{{Infobox strat&lt;br /&gt;
|image=WBSS 1.png&lt;br /&gt;
|other_names=SS, WBSS, DDSS&lt;br /&gt;
|class=Glitch&lt;br /&gt;
|type=External Velocity Exploit&lt;br /&gt;
|date_found=&#039;&#039;Unknown&#039;&#039;&lt;br /&gt;
|timesave= N/A&lt;br /&gt;
|theorisers=&#039;&#039;Multiple&#039;&#039;&lt;br /&gt;
|discoverers=&#039;&#039;Multiple&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supersliding&#039;&#039;&#039; is an [[external velocity]] (EV) exploit that occurs when the player is on the ground, but is not touching the floor with any of their wheel hitboxes. This state of low traction allows the player to build EV through bike lean mechanics by repeatedly alternating between neutral and horizontal inputs. Like with other lean-based EV generation techniques, supersliding can only be performed on bikes. It can be performed in multiple ways, but the most common application is &#039;&#039;&#039;Wario Bike Supersliding (WBSS)&#039;&#039;&#039;, a technique in which the [[Vehicles#Wario Bike | Wario Bike]] rests on its unique tailpipe hitbox.&lt;br /&gt;
&lt;br /&gt;
Prior to the inception of Wario Bike Supersliding, it saw very limited use, as the superslide state is very unstable on other bikes, which makes them unable to handle slope changes, tight turns, reversing, or even leaning too far in one direction. Since then, however, its usage rate has skyrocketed, with it seeing use on a large number of Unrestricted and No Ultra flaps, and even some 3laps as well. [[Automatic Transmission]] has since been adopted in some glitch categories as well, as the handling boost it provides enables tighter lines for supersliding.&lt;br /&gt;
&lt;br /&gt;
Of the lean-based EV exploits, supersliding (specifically the WBSS variant) is the only exploit that is feasible to perform in real time, as the inputs required to build EV and maintain superslide state are comparatively much more lenient.&lt;br /&gt;
&lt;br /&gt;
As all forms of lean-based EV exploits are considered glitches, supersliding is banned in no-glitch categories in both TAS and RTA environments.&lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
=== Low Traction State ===&lt;br /&gt;
In Mario Kart Wii, there are two natural ways for external velocity to decay over time:&lt;br /&gt;
* At all times, the player&#039;s current EV is multiplied by 0.998 each frame (in other words, it decays exponentially at 0.2% of their current EV every frame), likely to simulate air resistance.&lt;br /&gt;
* When the player&#039;s wheels are touching the ground, an additional constant decay of up to ~7 U/F is applied. The amount of EV reduced seems to vary based on how many wheels are touching the ground and the relative size of each wheel, but the mechanics for this are not yet well-understood.&lt;br /&gt;
&lt;br /&gt;
Notably, there is no additional penalty applied to EV when any of the player&#039;s body hitboxes touch the ground. This means that when the player is touching the ground, without allowing contact by any of their wheels, they lose EV as if they were in the air, but retain full control of their vehicle, including the ability to turn and repeatedly generate EV through leaning. This allows the player to stack EV indefinitely through leaning or other general means, so long as they are able to keep their wheels off of the ground. &lt;br /&gt;
&lt;br /&gt;
=== External Velocity Building ===&lt;br /&gt;
External velocity is generated in a superslide through bike lean mechanics. As your bike leans in one direction, it generates EV in that direction as long as its lean rotation continues to increase. As your bike leans, it eventually reaches a lean rotation cap and will no longer be able to lean any further, and so you have to allow your lean rotation to decay by moving the stick back to neutral before attempting to lean more. Your lean rotation decays exponentially by 10% each frame, and therefore your lean rotation decays faster the more that you&#039;re already leaning.&lt;br /&gt;
&lt;br /&gt;
As such, the optimal way to generate external velocity is to lean continuously until the lean rotation cap is reached, then balance your inputs such that you are leaning as much as possible without attempting to lean past the lean rotation cap. This sequence of inputs differs depending on the bike and situation, as the game uses different values for the lean rotation speed and lean rotation cap depending on which type of bike you&#039;re using as well as which driving state you&#039;re in (IV speed, SSMT, drifting). When available, you can also begin a drift in the opposite direction to quickly reset your lean rotation, allowing you to build EV at full speed again shortly after.&lt;br /&gt;
&lt;br /&gt;
For more information about bike lean mechanics, including optimal input sequences, &#039;&#039;&#039;&amp;lt;TODO link page or something and maybe add input table? how can i do that &amp;quot;full article&amp;quot; thing&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like with other low traction states, EV can also be obtained through interactions with collision, such as EV from gravity being redirected down slopes or applying EV from interactions with walls.&lt;br /&gt;
&lt;br /&gt;
=== Hitbox Effects on Supersliding ===&lt;br /&gt;
[[File:DDSS Diagram.png|alt=Dolphin Dasher Superslide Diagram|thumb|A cross-section of the Dolphin Dasher&#039;s hitbox. The units on the graph are 1:1 with Mario Kart Wii&#039;s units, but the hitbox has been shifted downwards so that the bottom body hitboxes rest along y=0.]]&lt;br /&gt;
When moving through a collision triangle from behind, such as road, a given hitbox sphere will collide with the triangle once it has passed about halfway through. This means that you will forcibly eject from a superslide once any of the hitboxes below the road passes more than halfway through the ground, and therefore the stability of a superslide correlates roughly with the smallest y-distance between the bottom of each body hitbox the vehicle rests on, and the center of the nearest wheel below.&lt;br /&gt;
&lt;br /&gt;
The hitboxes of bikes in Mario Kart Wii vary quite widely, and therefore the ability of each bike to superslide does as well. Of the outside drifting bikes (ODBs), not a single one has enough space between at least one wheel and body to superslide conventionally. The only ODB that is capable of supersliding is the Wario Bike, due to a major hitbox exception. Because of this exception, supersliding using this method was given its own name of &#039;&#039;&#039;Wario Bike Supersliding (WBSS)&#039;&#039;&#039;. Of the inside drifting bikes (IDBs), Dolphin Dasher is the most stable, and supersliding with it is sometimes referred to as &#039;&#039;&#039;Dolphin Dasher Supersliding (DDSS)&#039;&#039;&#039;, despite it supersliding in the same manner as most other bikes. All other IDBs are able to enter superslide state in some capacity, though many eject as soon as they attempt to lean or touch slopes. Other passable supersliding candidates include Jet Bubble, Bullet Bike, Spear, and Flame Runner, though they are comparatively very fragile and there are few situations in which they are useful.&lt;br /&gt;
&lt;br /&gt;
For a list of vehicle hitbox information and hitbox cross-sections, see [https://docs.google.com/spreadsheets/d/1ohyehngjXd1cpbXR0gJVwS61aBKjsPaV0PmEtXcwsGI/edit?usp=sharing this sheet] by dm248. For a list of approximate supersliding ranges for each vehicle, see [https://docs.google.com/spreadsheets/d/1ZiQbhKh4p86AV7_osbtl4dEdcrTCJvHaias52l9fwII/edit?usp=sharing this sheet] by Mikul.&lt;br /&gt;
&lt;br /&gt;
== Wario Bike Supersliding ==&lt;br /&gt;
[[File:WBSS Diagram.png|thumb|A cross-section of the Wario Bike&#039;s hitbox, rotated to match the angle that it typically rests at in a Wario Bike Superslide. Note the much larger distance between the bottom of the tailpipe hitbox and the next highest body hitbox.]]&lt;br /&gt;
&lt;br /&gt;
Like other outside drifting bikes, the Wario Bike does not have enough space between its back wheel and lower body to allow it to superslide. However, unlike every other bike, it has a unique body hitbox on a layer above the rest, commonly referred to as the &#039;&#039;&#039;tailpipe hitbox&#039;&#039;&#039;. The Wario Bike can instead rest on this tailpipe hitbox, moving the rest of the vehicle body through the ground.&lt;br /&gt;
&lt;br /&gt;
This tailpipe hitbox is crucial for two main reasons. Firstly, compared to other supersliding bikes, this hitbox is both small and considerably detached from the rest of the main body, greatly increasing the y-distance between the bottom of it and the centers of nearby body hitboxes. The bike also leans forwards about 10 degrees (precisely -9.983338 degrees when resting, though it varies based on IV and acceleration) while in the WBSS state, so the much-closer front body hitbox sinks into the floor considerably, preventing it from being a problem. Secondly, because the Wario Bike rests on only one body hitbox, it is far less sensitive to slope transitions, as there is no need for multiple body hitboxes to align with even small slope transitions to avoid ejecting.&lt;br /&gt;
&lt;br /&gt;
These two key factors enable a wide variety of supersliding applications and optimizations, and are why Wario Bike remains the single best vehicle at supersliding by a very wide margin.&lt;br /&gt;
&lt;br /&gt;
=== Better Slope Handling ===&lt;br /&gt;
Prior to the discovery of WBSS, the main limitation of supersliding was that it could only be performed on flat or near-flat ground. Wario Bike&#039;s hitbox differences largely solve this issue. Most other bikes could only handle slope transitions of a few degrees or less and could eject by simply ejecting on steeper slopes, but WBSS can be maintained on steep slopes and can even handle significant slope transitions, which allows it to be maintained for significant sections of many tracks.&lt;br /&gt;
&lt;br /&gt;
When handling large slope transitions in WBSS, it is best to approach at a sideways angle. While the front hitbox is typically not an issue, its large horizontal distance from the tailpipe hitbox can cause it to collide with changes in slope before the tailpipe hitbox actually gets there. Likewise, navigating large downward transitions backwards can sometimes cause it to clip the road above once your bike&#039;s angle has adjusted to match the road below. Larger slope transitions, especially at high speeds, can often be a game of testing techniques and bruteforcing [[QM]], so it&#039;s best to scope out any slope transitions that might be problematic beforehand.&lt;br /&gt;
&lt;br /&gt;
=== Tighter Lines ===&lt;br /&gt;
Because of the large amount of wiggle room WBSS provides, it&#039;s also possible to take tighter lines than is normally possible with other bikes. In most situations, Wario Bike can afford to hold sideways inputs indefinitely, which allows it to take much tighter turns than previous iterations of supersliding allow, even across shallow slope transitions.&lt;br /&gt;
&lt;br /&gt;
=== Reversing ===&lt;br /&gt;
Unlike most other bikes, Wario Bike&#039;s increased stability also allows it to reverse while supersliding.  Compared to when the player is accelerating, this flips the direction that the player is able to turn, but it does &#039;&#039;not&#039;&#039; flip the direction that their vehicle leans. This effectively allows the player to reverse their turning direction and continue gaining EV. It&#039;s now common in many WBSS applications to make use of this to carry high amounts of EV across multiple turn directions. It&#039;s possible to reverse carefully with the Dolphin Dasher as well, but it is much more fragile and is not able to flip between positive and negative IV at high speeds without ejecting.&lt;br /&gt;
&lt;br /&gt;
Notably, the Wario Bike can also reach highly negative IV speeds quite easily in a superslide. With all bikes, turning in the same direction as your EV while your IV is already negative will quickly push your IV further negative than it normally goes while reversing. This requires a decent amount of EV, but Wario Bike can quickly achieve this using the EV gained from supersliding. Past a certain threshold (around -40 IV), your IV actually begins to decrease faster when the B button is released. When doing so, the roll of the vehicle is heavily increased, and as such it is able to turn much tighter than it can while B is held. Furthermore, holding the A button will amplify both of these effects, sharply decreasing your IV and allowing you to turn even tighter still. This can only be done in short bursts, as doing it for too long will eventually lean the vehicle so severely that it ejects, but is useful for taking extremely tight turns, such as the [https://youtu.be/-NZ1OfaR2pk?si=zGyxhO6zbR7R1t4O&amp;amp;t=40 Daisy Circuit hairpin], without having to sacrifice large amounts of EV.&lt;br /&gt;
&lt;br /&gt;
=== Wall Bonks ===&lt;br /&gt;
The Wario Bike is also capable of colliding with vertical or near-vertical walls at high speeds without ejecting from WBSS. This can be used for a variety of purposes, such as adjusting your line, stacking additional EV from wall interactions, or quickly swapping from positive to negative IV (or vice versa) to take multiple turns in quick succession. A few other vehicles are capable of bonking at low speeds or on flat ground, but are extremely limited.&lt;br /&gt;
&lt;br /&gt;
=== Hops ===&lt;br /&gt;
Unlike every other bike, the Wario Bike is also capable of hopping in a superslide without ejection, though this is limited to cases where you are either moving uphill or have significant roll when hopping.&lt;br /&gt;
&lt;br /&gt;
This is primarily useful when navigating upward slopes. Normally, when moving up a slope, EV applied from gravity will be applied to your vehicle and redirected down the slope, which counteracts your existing EV. To remedy this, Wario Bike can hop during these upward sections to help offset the lost EV or even continue to gain EV.&lt;br /&gt;
&lt;br /&gt;
One such variation is the application of [[rapid fire hop abuse]] and supergrind inputs to continuously handle shallow upwards slopes, sometimes informally referred to as &#039;&#039;&#039;superslidegrinding&#039;&#039;&#039;. Interestingly, the rules for maintaining rapid fire hop abuse and staying in the floor seem to differ from normal, with the &#039;&#039;global&#039;&#039; slope of the floor mattering more, as opposed to the upward change in slope that is usually required for rapid fire hop abuse.&lt;br /&gt;
&lt;br /&gt;
Another variation is the use of repeated spindrifts while in the floor to quickly build up EV when at low amounts, to quickly get the player to the speed cap. This is sometimes referred to as &#039;&#039;&#039;driftsliding&#039;&#039;&#039; or &#039;&#039;&#039;superslidehopping&#039;&#039;&#039;, depending on the exact implementation. When this technique is used, Dry Bowser is sometimes used for his high offroad stat, as it&#039;s just barely enough to push the Wario Bike&#039;s offroad speed above its minimum drift speed, which enables the use of drifts to build EV while in offroad.&lt;br /&gt;
&lt;br /&gt;
=== Floor Squeeze ===&lt;br /&gt;
In cases where the angle between a wall and floor is less than 90 degrees, running into it at high speed can push you through the floor. This is because in WBSS state, the bike is supported by a single, small hitbox, which can be shoved through floor and walls quite easily in certain scenarios. However, WBSS state is significantly more stable than [[Dayclip]] State in this regard, and it is not possible to fall through the floor using slope transitions alone.&lt;br /&gt;
&lt;br /&gt;
== Additional Variants ==&lt;br /&gt;
=== Autosliding ===&lt;br /&gt;
&#039;&#039;&#039;Autosliding&#039;&#039;&#039;, also known as &#039;&#039;&#039;Auto Driftsliding&#039;&#039;&#039;, is a supersliding technique performed on Automatic Transmission, in which the player uses Automatic drifts repeatedly to gain EV at a much higher rate than is typically possible with supersliding.&lt;br /&gt;
&lt;br /&gt;
This works because to begin an automatic drift, the player simply needs to be holding a horizontal input of 6 or above for 12 frames, and the game does not care about which direction is actually being held. Because of this, the player can hold one direction to lean all the way up to the lean rotation cap, and then flip their input all the way in the opposite direction on the frame that the drift counter reaches 12 to begin a drift in the opposite direction, thereby resetting their lean rotation. This can be repeated indefinitely, allowing a much higher rate of EV gain, and consequently a higher effective EV cap as well.&lt;br /&gt;
&lt;br /&gt;
However, there are two main drawbacks that prevent Autosliding from seeing mainstream use. Firstly, as it is performed on Automatic, the player is unable to hop, which locks them out of some major techniques like [[Supergrinding]] and [[Superhopping]], as well as other minor time-saving maneuvers. In addition, Autosliding for extended periods requires a much stricter trajectory than typical WBSS, and can only be done with positive IV, which limits its ability to save time over typical supersliding outside of setups.&lt;br /&gt;
&lt;br /&gt;
This variation was discovered by &#039;&#039;&#039;&amp;lt;Monster? needs verification&amp;gt;&#039;&#039;&#039;, and is most notably being used for a WIP ultra flap on DS Peach Gardens that could save several seconds over the current unrestricted BKT.&lt;br /&gt;
&lt;br /&gt;
=== Headsliding, Cranium Sliding, whatever (name pending) ===&lt;br /&gt;
The low traction state also applies to any vehicle that is upside-down, as though the wheels are no longer below the floor, they are still not touching it. However, achieving this severe of a rotation often requires the use of [[Barrel Roll State]], which prevents the player from being able to control the lean of their vehicle. As such, the only reliable way to gain EV in this state is to use slopes to redirect the downwards EV obtained via gravity.&lt;br /&gt;
&lt;br /&gt;
Currently, this technique is exclusively useful alongside [[Wheelchair]], as even small amounts of EV gained from slopes can significantly increase the speed you can travel across Solid Out of Bounds collision. This technique was first applied by Justin to improve the DS Desert Hills ultra flap by multiple seconds following the initial discovery of the Wheelchair ultra, but it has since been obsoleted.&lt;br /&gt;
&lt;br /&gt;
=== Magikruiser Tailpipe Supersliding ===&lt;br /&gt;
Similarly to the Wario Bike, the [[Vehicles#Magikruiser | Magikruiser]] has its own tailpipe hitbox. However, the Magikruiser&#039;s tailpipe extends directly behind the bike, rather than above it. This allows it to perform superslides while hanging off of ledges, which is useful when a seam you need to superslide on is otherwise blocked by a wall below.&lt;br /&gt;
&lt;br /&gt;
This variation was first used by [[Mikul]] on his [https://www.youtube.com/watch?v=zPD-vWGqq14 Superstar Dystopia ultra flap]. It was required to circumvent the IV cap of Solid Out of Bounds and achieve a respawn that would not have otherwise been possible by supersliding on a walled-off seam.&lt;br /&gt;
&lt;br /&gt;
=== Wheelie Supersliding ===&lt;br /&gt;
Some longer vehicles, such as the [[Vehicles#Spear | Spear]], are capable of entering a low-traction state by getting only their back wheel stuck in the floor and repeatedly performing wheelies to lift the front wheel off of the ground. This is an extremely limited technique, and there are currently no known practical use cases.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== 2012–2015: Initial Discovery ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO idk tbh someone is gonna have to help me out here&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2016: Wario Bike Discovery ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO cyanmk&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2021–2023: Minor IDB Applications ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO calidae desert, snes bc2&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2023–Present: Full Potential Realized ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO justin reminding us wario bike exists, monster on TF, autosliding, minor DDSS usages&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2025-Present: RTA Developments ===&lt;br /&gt;
Beginning in 2023, [[Ejay B]] began looking for ways to apply supersliding RTA, despite the low potential for RTA-viable setups. Over the next two years, he used TAS to conceptualize an RTA-viable method of supersliding to beat the current flap world record on [[Luigi Circuit]], and began attempts to execute his ideas shortly after. On August 10th, 2025, he revealed this flap world record [https://www.youtube.com/watch?v=o_CHJMAj-WU in a video] covering the history of supersliding and his attempts, marking the first ever RTA usage of supersliding on a Nintendo track, as well as Luigi Circuit&#039;s first ever glitch category after 17 years.&lt;br /&gt;
&lt;br /&gt;
Weeks later, on August 30th, 2025, RTA player flambambam managed to execute the superslide setup fast enough to achieve the [https://www.youtube.com/watch?v=WEYhkOMmpTg first ever glitch world record in a 3lap] on Luigi Circuit with a time of 1:08.126. Over the next few months, flambambam and another runner, JC, worked to push this time down another 3 seconds, implementing developments like Automatic.&lt;br /&gt;
&lt;br /&gt;
In the coming months, JC also began supersliding attempts on [[N64 Mario Raceway]] following suggestions made by TASers. While both the setup and execution of the superslide are more difficult than they were on LC, JC set the [https://www.youtube.com/watch?v=eO5GY6OhwXk first ever glitch flap world record] on September 27th, 2025, and later pushed the flap time much lower than the no-glitch world record.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Applicable categories&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; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; color:red&amp;quot; |&#039;&#039;Banned&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Flap&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; color:red&amp;quot; |&#039;&#039;Banned&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Supersliding is currently used in many 3lap and flap categories, and is used both on its own and to perform the following &#039;&#039;&#039;strats&#039;&#039;&#039;:&lt;br /&gt;
* DC fountain skip&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=uwTk9l81CdQ &amp;quot;&amp;lt;nowiki&amp;gt;[MKWii TAS]&amp;lt;/nowiki&amp;gt; Daisy Circuit Fast Lap (No Ultra, Supersliding) - 20.675&amp;quot; by Monster, Alego11, César, clem, Ejay B, and Marth&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Supersliding has also been used in TASes on the following &#039;&#039;&#039;custom tracks&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mikul</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Supersliding&amp;diff=1222</id>
		<title>Supersliding</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Supersliding&amp;diff=1222"/>
		<updated>2025-10-18T17:06:10Z</updated>

		<summary type="html">&lt;p&gt;Mikul: Finish WBSS section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{distinguish|supergrinding|supergliding}}&lt;br /&gt;
{{Infobox strat&lt;br /&gt;
|image=WBSS 1.png&lt;br /&gt;
|other_names=SS, WBSS, DDSS&lt;br /&gt;
|class=Glitch&lt;br /&gt;
|type=External Velocity Exploit&lt;br /&gt;
|date_found=&#039;&#039;Unknown&#039;&#039;&lt;br /&gt;
|timesave= N/A&lt;br /&gt;
|theorisers=&#039;&#039;Multiple&#039;&#039;&lt;br /&gt;
|discoverers=&#039;&#039;Multiple&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supersliding&#039;&#039;&#039; is an [[external velocity]] (EV) exploit that occurs when the player is on the ground, but is not touching the floor with any of their wheel hitboxes. This state of low traction allows the player to build EV through bike lean mechanics by repeatedly alternating between neutral and horizontal inputs. Like with other lean-based EV generation techniques, supersliding can only be performed on bikes. It can be performed in multiple ways, but the most common application is &#039;&#039;&#039;Wario Bike Supersliding (WBSS)&#039;&#039;&#039;, a technique in which the [[Vehicles#Wario Bike | Wario Bike]] rests on its unique tailpipe hitbox.&lt;br /&gt;
&lt;br /&gt;
Prior to the inception of Wario Bike Supersliding, it saw very limited use, as the superslide state is very unstable on other bikes, which makes them unable to handle slope changes, tight turns, reversing, or even leaning too far in one direction. Since then, however, its usage rate has skyrocketed, with it seeing use on a large number of Unrestricted and No Ultra flaps, and even some 3laps as well. [[Automatic Transmission]] has since been adopted in some glitch categories as well, as the handling boost it provides enables tighter lines for supersliding.&lt;br /&gt;
&lt;br /&gt;
Of the lean-based EV exploits, supersliding (specifically the WBSS variant) is the only exploit that is feasible to perform in real time, as the inputs required to build EV and maintain superslide state are comparatively much more lenient.&lt;br /&gt;
&lt;br /&gt;
As all forms of lean-based EV exploits are considered glitches, supersliding is banned in no-glitch categories in both TAS and RTA environments.&lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
=== Low Traction State ===&lt;br /&gt;
In Mario Kart Wii, there are two natural ways for external velocity to decay over time:&lt;br /&gt;
* At all times, the player&#039;s current EV is multiplied by 0.998 each frame (in other words, it decays exponentially at 0.2% of their current EV every frame), likely to simulate air resistance.&lt;br /&gt;
* When the player&#039;s wheels are touching the ground, an additional constant decay of up to ~7 U/F is applied. The amount of EV reduced seems to vary based on how many wheels are touching the ground and the relative size of each wheel, but the mechanics for this are not yet well-understood.&lt;br /&gt;
&lt;br /&gt;
Notably, there is no additional penalty applied to EV when any of the player&#039;s body hitboxes touch the ground. This means that when the player is touching the ground, without allowing contact by any of their wheels, they lose EV as if they were in the air, but retain full control of their vehicle, including the ability to turn and repeatedly generate EV through leaning. This allows the player to stack EV indefinitely through leaning or other general means, so long as they are able to keep their wheels off of the ground. &lt;br /&gt;
&lt;br /&gt;
=== External Velocity Building ===&lt;br /&gt;
External velocity is generated in a superslide through bike lean mechanics. As your bike leans in one direction, it generates EV in that direction as long as its lean rotation continues to increase. As your bike leans, it eventually reaches a lean rotation cap and will no longer be able to lean any further, and so you have to allow your lean rotation to decay by moving the stick back to neutral before attempting to lean more. Your lean rotation decays exponentially by 10% each frame, and therefore your lean rotation decays faster the more that you&#039;re already leaning.&lt;br /&gt;
&lt;br /&gt;
As such, the optimal way to generate external velocity is to lean continuously until the lean rotation cap is reached, then balance your inputs such that you are leaning as much as possible without attempting to lean past the lean rotation cap. This sequence of inputs differs depending on the bike and situation, as the game uses different values for the lean rotation speed and lean rotation cap depending on which type of bike you&#039;re using as well as which driving state you&#039;re in (IV speed, SSMT, drifting). When available, you can also begin a drift in the opposite direction to quickly reset your lean rotation, allowing you to build EV at full speed again shortly after.&lt;br /&gt;
&lt;br /&gt;
For more information about bike lean mechanics, including optimal input sequences, &#039;&#039;&#039;&amp;lt;TODO link page or something and maybe add input table? how can i do that &amp;quot;full article&amp;quot; thing&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like with other low traction states, EV can also be obtained through interactions with collision, such as EV from gravity being redirected down slopes or applying EV from interactions with walls.&lt;br /&gt;
&lt;br /&gt;
=== Hitbox Effects on Supersliding ===&lt;br /&gt;
[[File:DDSS Diagram.png|alt=Dolphin Dasher Superslide Diagram|thumb|A cross-section of the Dolphin Dasher&#039;s hitbox. The units on the graph are 1:1 with Mario Kart Wii&#039;s units, but the hitbox has been shifted downwards so that the bottom body hitboxes rest along y=0.]]&lt;br /&gt;
When moving through a collision triangle from behind, such as road, a given hitbox sphere will collide with the triangle once it has passed about halfway through. This means that you will forcibly eject from a superslide once any of the hitboxes below the road passes more than halfway through the ground, and therefore the stability of a superslide correlates roughly with the smallest y-distance between the bottom of each body hitbox the vehicle rests on, and the center of the nearest wheel below.&lt;br /&gt;
&lt;br /&gt;
The hitboxes of bikes in Mario Kart Wii vary quite widely, and therefore the ability of each bike to superslide does as well. Of the outside drifting bikes (ODBs), not a single one has enough space between at least one wheel and body to superslide conventionally. The only ODB that is capable of supersliding is the Wario Bike, due to a major hitbox exception. Because of this exception, supersliding using this method was given its own name of &#039;&#039;&#039;Wario Bike Supersliding (WBSS)&#039;&#039;&#039;. Of the inside drifting bikes (IDBs), Dolphin Dasher is the most stable, and supersliding with it is sometimes referred to as &#039;&#039;&#039;Dolphin Dasher Supersliding (DDSS)&#039;&#039;&#039;, despite it supersliding in the same manner as most other bikes. All other IDBs are able to enter superslide state in some capacity, though many eject as soon as they attempt to lean or touch slopes. Other passable supersliding candidates include Jet Bubble, Bullet Bike, Spear, and Flame Runner, though they are comparatively very fragile and there are few situations in which they are useful.&lt;br /&gt;
&lt;br /&gt;
For a list of vehicle hitbox information and hitbox cross-sections, see [https://docs.google.com/spreadsheets/d/1ohyehngjXd1cpbXR0gJVwS61aBKjsPaV0PmEtXcwsGI/edit?usp=sharing this sheet] by dm248. For a list of approximate supersliding ranges for each vehicle, see [https://docs.google.com/spreadsheets/d/1ZiQbhKh4p86AV7_osbtl4dEdcrTCJvHaias52l9fwII/edit?usp=sharing this sheet] by Mikul.&lt;br /&gt;
&lt;br /&gt;
== Wario Bike Supersliding ==&lt;br /&gt;
[[File:WBSS Diagram.png|thumb|A cross-section of the Wario Bike&#039;s hitbox, rotated to match the angle that it typically rests at in a Wario Bike Superslide. Note the much larger distance between the bottom of the tailpipe hitbox and the next highest body hitbox.]]&lt;br /&gt;
&lt;br /&gt;
Like other outside drifting bikes, the Wario Bike does not have enough space between its back wheel and lower body to allow it to superslide. However, unlike every other bike, it has a unique body hitbox on a layer above the rest, commonly referred to as the &#039;&#039;&#039;tailpipe hitbox&#039;&#039;&#039;. The Wario Bike can instead rest on this tailpipe hitbox, moving the rest of the vehicle body through the ground.&lt;br /&gt;
&lt;br /&gt;
This tailpipe hitbox is crucial for two main reasons. Firstly, compared to other supersliding bikes, this hitbox is both small and considerably detached from the rest of the main body, greatly increasing the y-distance between the bottom of it and the centers of nearby body hitboxes. The bike also leans forwards about 10 degrees (precisely -9.983338 degrees when resting, though it varies based on IV and acceleration) while in the WBSS state, so the much-closer front body hitbox sinks into the floor considerably, preventing it from being a problem. Secondly, because the Wario Bike rests on only one body hitbox, it is far less sensitive to slope transitions, as there is no need for multiple body hitboxes to align with even small slope transitions to avoid ejecting.&lt;br /&gt;
&lt;br /&gt;
These two key factors enable a wide variety of supersliding applications and optimizations, and are why Wario Bike remains the single best vehicle at supersliding by a very wide margin.&lt;br /&gt;
&lt;br /&gt;
=== Better Slope Handling ===&lt;br /&gt;
Prior to the discovery of WBSS, the main limitation of supersliding was that it could only be performed on flat or near-flat ground. Wario Bike&#039;s hitbox differences largely solve this issue. Most other bikes could only handle slope transitions of a few degrees or less and could eject by simply ejecting on steeper slopes, but WBSS can be maintained on steep slopes and can even handle significant slope transitions, which allows it to be maintained for significant sections of many tracks.&lt;br /&gt;
&lt;br /&gt;
When handling large slope transitions in WBSS, it is best to approach at a sideways angle. While the front hitbox is typically not an issue, its large horizontal distance from the tailpipe hitbox can cause it to collide with changes in slope before the tailpipe hitbox actually gets there. Likewise, navigating large downward transitions backwards can sometimes cause it to clip the road above once your bike&#039;s angle has adjusted to match the road below. Larger slope transitions, especially at high speeds, can often be a game of testing techniques and bruteforcing [[QM]], so it&#039;s best to scope out any slope transitions that might be problematic beforehand.&lt;br /&gt;
&lt;br /&gt;
=== Tighter Lines ===&lt;br /&gt;
Because of the large amount of wiggle room WBSS provides, it&#039;s also possible to take tighter lines than is normally possible with other bikes. In most situations, Wario Bike can afford to hold sideways inputs indefinitely, which allows it to take much tighter turns than previous iterations of supersliding allow, even across shallow slope transitions.&lt;br /&gt;
&lt;br /&gt;
=== Reversing ===&lt;br /&gt;
Unlike most other bike&#039;s, Wario Bike&#039;s increased stability also allows it to reverse while supersliding.  Compared to when the player is accelerating, this flips the direction that the player is able to turn, but it does &#039;&#039;not&#039;&#039; flip the direction that their vehicle leans. This effectively allows the player to reverse their turning direction and continue gaining EV. It&#039;s now common in many WBSS applications to make use of this to carry high amounts of EV across multiple turn directions. It&#039;s possible to reverse carefully with the Dolphin Dasher as well, but it is much more fragile and is not able to flip between positive and negative IV at high speeds without ejecting.&lt;br /&gt;
&lt;br /&gt;
Notably, the Wario Bike can also reach highly negative IV speeds quite easily in a superslide. With all bikes, turning in the same direction as your EV while your IV is already negative will quickly push your IV further negative than it normally goes while reversing. This requires a decent amount of EV, but Wario Bike can quickly achieve this using the EV gained from supersliding. Past a certain threshold (around -40 IV), your IV actually begins to decrease faster when the B button is released. When doing so, the roll of the vehicle is heavily increased, and as such it is able to turn much tighter than it can while B is held. Furthermore, holding the A button will amplify both of these effects, sharply decreasing your IV and allowing you to turn even tighter still. This can only be done in short bursts, as doing it for too long will eventually lean the vehicle so severely that it ejects, but is useful for taking extremely tight turns, such as the [https://youtu.be/-NZ1OfaR2pk?si=zGyxhO6zbR7R1t4O&amp;amp;t=40 Daisy Circuit hairpin], without having to sacrifice large amounts of EV.&lt;br /&gt;
&lt;br /&gt;
=== Wall Bonks ===&lt;br /&gt;
The Wario Bike is also capable of colliding with vertical or near-vertical walls at high speeds without ejecting from WBSS. This can be used for a variety of purposes, such as adjusting your line, stacking additional EV from wall interactions, or quickly swapping from positive to negative IV (or vice versa) to take multiple turns in quick succession. A few other vehicles are capable of bonking at low speeds or on flat ground, but are extremely limited.&lt;br /&gt;
&lt;br /&gt;
=== Hops ===&lt;br /&gt;
Unlike every other bike, the Wario Bike is also capable of hopping in a superslide without ejection, though this is limited to cases where you are either moving uphill or have significant roll when hopping.&lt;br /&gt;
&lt;br /&gt;
This is primarily useful when navigating upward slopes. Normally, when moving up a slope, EV applied from gravity will be applied to your vehicle and redirected down the slope, which counteracts your existing EV. To remedy this, Wario Bike can hop during these upward sections to help offset the lost EV or even continue to gain EV.&lt;br /&gt;
&lt;br /&gt;
One such variation is the application of [[rapid fire hop abuse]] and supergrind inputs to continuously handle shallow upwards slopes, sometimes informally referred to as &#039;&#039;&#039;superslidegrinding&#039;&#039;&#039;. Interestingly, the rules for maintaining rapid fire hop abuse and staying in the floor seem to differ from normal, with the &#039;&#039;global&#039;&#039; slope of the floor mattering more, as opposed to the upward change in slope that is usually required for rapid fire hop abuse.&lt;br /&gt;
&lt;br /&gt;
Another variation is the use of repeated spindrifts while in the floor to quickly build up EV when at low amounts, to quickly get the player to the speed cap. This is sometimes referred to as &#039;&#039;&#039;driftsliding&#039;&#039;&#039; or &#039;&#039;&#039;superslidehopping&#039;&#039;&#039;, depending on the exact implementation. When this technique is used, Dry Bowser is sometimes used for his high offroad stat, as it&#039;s just barely enough to push the Wario Bike&#039;s offroad speed above its minimum drift speed, which enables the use of drifts to build EV while in offroad.&lt;br /&gt;
&lt;br /&gt;
=== Floor Squeeze ===&lt;br /&gt;
In cases where the angle between a wall and floor is less than 90 degrees, running into it at high speed can push you through the floor. This is because in WBSS state, the bike is supported by a single, small hitbox, which can be shoved through floor and walls quite easily in certain scenarios. However, WBSS state is significantly more stable than [[Dayclip]] State in this regard, and it is not possible to fall through the floor using slope transitions alone.&lt;br /&gt;
&lt;br /&gt;
== Additional Variants ==&lt;br /&gt;
=== Autosliding ===&lt;br /&gt;
&#039;&#039;&#039;Autosliding&#039;&#039;&#039;, also known as &#039;&#039;&#039;Auto Driftsliding&#039;&#039;&#039;, is a supersliding technique performed on Automatic Transmission, in which the player uses Automatic drifts repeatedly to gain EV at a much higher rate than is typically possible with supersliding.&lt;br /&gt;
&lt;br /&gt;
This works because to begin an automatic drift, the player simply needs to be holding a horizontal input of 6 or above for 12 frames, and the game does not care about which direction is actually being held. Because of this, the player can hold one direction to lean all the way up to the lean rotation cap, and then flip their input all the way in the opposite direction on the frame that the drift counter reaches 12 to begin a drift in the opposite direction, thereby resetting their lean rotation. This can be repeated indefinitely, allowing a much higher rate of EV gain, and consequently a higher effective EV cap as well.&lt;br /&gt;
&lt;br /&gt;
However, there are two main drawbacks that prevent Autosliding from seeing mainstream use. Firstly, as it is performed on Automatic, the player is unable to hop, which locks them out of some major techniques like [[Supergrinding]] and [[Superhopping]], as well as other minor time-saving maneuvers. In addition, Autosliding for extended periods requires a much stricter trajectory than typical WBSS, and can only be done with positive IV, which limits its ability to save time over typical supersliding outside of setups.&lt;br /&gt;
&lt;br /&gt;
This variation was discovered by &#039;&#039;&#039;&amp;lt;Monster? needs verification&amp;gt;&#039;&#039;&#039;, and is most notably being used for a WIP ultra flap on DS Peach Gardens that could save several seconds over the current unrestricted BKT.&lt;br /&gt;
&lt;br /&gt;
=== Headsliding, Cranium Sliding, whatever (name pending) ===&lt;br /&gt;
The low traction state also applies to any vehicle that is upside-down, as though the wheels are no longer below the floor, they are still not touching it. However, achieving this severe of a rotation often requires the use of [[Barrel Roll State]], which prevents the player from being able to control the lean of their vehicle. As such, the only reliable way to gain EV in this state is to use slopes to redirect the downwards EV obtained via gravity.&lt;br /&gt;
&lt;br /&gt;
Currently, this technique is exclusively useful alongside [[Wheelchair]], as even small amounts of EV gained from slopes can significantly increase the speed you can travel across Solid Out of Bounds collision. This technique was first applied by Justin to improve the DS Desert Hills ultra flap by multiple seconds following the initial discovery of the Wheelchair ultra, but it has since been obsoleted.&lt;br /&gt;
&lt;br /&gt;
=== Magikruiser Tailpipe Supersliding ===&lt;br /&gt;
Similarly to the Wario Bike, the [[Vehicles#Magikruiser | Magikruiser]] has its own tailpipe hitbox. However, the Magikruiser&#039;s tailpipe extends directly behind the bike, rather than above it. This allows it to perform superslides while hanging off of ledges, which is useful when a seam you need to superslide on is otherwise blocked by a wall below.&lt;br /&gt;
&lt;br /&gt;
This variation was first used by [[Mikul]] on his [https://www.youtube.com/watch?v=zPD-vWGqq14 Superstar Dystopia ultra flap]. It was required to circumvent the IV cap of Solid Out of Bounds and achieve a respawn that would not have otherwise been possible by supersliding on a walled-off seam.&lt;br /&gt;
&lt;br /&gt;
=== Wheelie Supersliding ===&lt;br /&gt;
Some longer vehicles, such as the [[Vehicles#Spear | Spear]], are capable of entering a low-traction state by getting only their back wheel stuck in the floor and repeatedly performing wheelies to lift the front wheel off of the ground. This is an extremely limited technique, and there are currently no known practical use cases.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== 2012–2015: Initial Discovery ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO idk tbh someone is gonna have to help me out here&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2016: Wario Bike Discovery ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO cyanmk&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2021–2023: Minor IDB Applications ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO calidae desert, snes bc2&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2023–Present: Full Potential Realized ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO justin reminding us wario bike exists, monster on TF, autosliding, minor DDSS usages&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2025-Present: RTA Developments ===&lt;br /&gt;
Beginning in 2023, [[Ejay B]] began looking for ways to apply supersliding RTA, despite the low potential for RTA-viable setups. Over the next two years, he used TAS to conceptualize an RTA-viable method of supersliding to beat the current flap world record on [[Luigi Circuit]], and began attempts to execute his ideas shortly after. On August 10th, 2025, he revealed this flap world record [https://www.youtube.com/watch?v=o_CHJMAj-WU in a video] covering the history of supersliding and his attempts, marking the first ever RTA usage of supersliding on a Nintendo track, as well as Luigi Circuit&#039;s first ever glitch category after 17 years.&lt;br /&gt;
&lt;br /&gt;
Weeks later, on August 30th, 2025, RTA player flambambam managed to execute the superslide setup fast enough to achieve the [https://www.youtube.com/watch?v=WEYhkOMmpTg first ever glitch world record in a 3lap] on Luigi Circuit with a time of 1:08.126. Over the next few months, flambambam and another runner, JC, worked to push this time down another 3 seconds, implementing developments like Automatic.&lt;br /&gt;
&lt;br /&gt;
In the coming months, JC also began supersliding attempts on [[N64 Mario Raceway]] following suggestions made by TASers. While both the setup and execution of the superslide are more difficult than they were on LC, JC set the [https://www.youtube.com/watch?v=eO5GY6OhwXk first ever glitch flap world record] on September 27th, 2025, and later pushed the flap time much lower than the no-glitch world record.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Applicable categories&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; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; color:red&amp;quot; |&#039;&#039;Banned&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Flap&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; color:red&amp;quot; |&#039;&#039;Banned&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Supersliding is currently used in many 3lap and flap categories, and is used both on its own and to perform the following &#039;&#039;&#039;strats&#039;&#039;&#039;:&lt;br /&gt;
* DC fountain skip&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=uwTk9l81CdQ &amp;quot;&amp;lt;nowiki&amp;gt;[MKWii TAS]&amp;lt;/nowiki&amp;gt; Daisy Circuit Fast Lap (No Ultra, Supersliding) - 20.675&amp;quot; by Monster, Alego11, César, clem, Ejay B, and Marth&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Supersliding has also been used in TASes on the following &#039;&#039;&#039;custom tracks&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mikul</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Supersliding&amp;diff=1218</id>
		<title>Supersliding</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Supersliding&amp;diff=1218"/>
		<updated>2025-10-17T20:46:20Z</updated>

		<summary type="html">&lt;p&gt;Mikul: Fill out reversing subsection and add floor squeeze subsection&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{distinguish|supergrinding|supergliding}}&lt;br /&gt;
{{Infobox strat&lt;br /&gt;
|image=WBSS 1.png&lt;br /&gt;
|other_names=SS, WBSS, DDSS&lt;br /&gt;
|class=Glitch&lt;br /&gt;
|type=External Velocity Exploit&lt;br /&gt;
|date_found=&#039;&#039;Unknown&#039;&#039;&lt;br /&gt;
|timesave= N/A&lt;br /&gt;
|theorisers=&#039;&#039;Multiple&#039;&#039;&lt;br /&gt;
|discoverers=&#039;&#039;Multiple&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supersliding&#039;&#039;&#039; is an [[external velocity]] (EV) exploit that occurs when the player is on the ground, but is not touching the floor with any of their wheel hitboxes. This state of low traction allows the player to build EV through bike lean mechanics by repeatedly alternating between neutral and horizontal inputs. Like with other lean-based EV generation techniques, supersliding can only be performed on bikes. It can be performed in multiple ways, but the most common application is &#039;&#039;&#039;Wario Bike Supersliding (WBSS)&#039;&#039;&#039;, a technique in which the [[Vehicles#Wario Bike | Wario Bike]] rests on its unique tailpipe hitbox.&lt;br /&gt;
&lt;br /&gt;
Prior to the inception of Wario Bike Supersliding, it saw very limited use, as the superslide state is very unstable on other bikes, which makes them unable to handle slope changes, tight turns, reversing, or even leaning too far in one direction. Since then, however, its usage rate has skyrocketed, with it seeing use on a large number of Unrestricted and No Ultra flaps, and even some 3laps as well. [[Automatic Transmission]] has since been adopted in some glitch categories as well, as the handling boost it provides enables tighter lines for supersliding.&lt;br /&gt;
&lt;br /&gt;
Of the lean-based EV exploits, supersliding (specifically the WBSS variant) is the only exploit that is feasible to perform in real time, as the inputs required to build EV and maintain superslide state are comparatively much more lenient.&lt;br /&gt;
&lt;br /&gt;
As all forms of lean-based EV exploits are considered glitches, supersliding is banned in no-glitch categories in both TAS and RTA environments.&lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
=== Low Traction State ===&lt;br /&gt;
In Mario Kart Wii, there are two natural ways for external velocity to decay over time:&lt;br /&gt;
* At all times, the player&#039;s current EV is multiplied by 0.998 each frame (in other words, it decays exponentially at 0.2% of their current EV every frame), likely to simulate air resistance.&lt;br /&gt;
* When the player&#039;s wheels are touching the ground, an additional constant decay of up to ~7 U/F is applied. The amount of EV reduced seems to vary based on how many wheels are touching the ground and the relative size of each wheel, but the mechanics for this are not yet well-understood.&lt;br /&gt;
&lt;br /&gt;
Notably, there is no additional penalty applied to EV when any of the player&#039;s body hitboxes touch the ground. This means that when the player is touching the ground, without allowing contact by any of their wheels, they lose EV as if they were in the air, but retain full control of their vehicle, including the ability to turn and repeatedly generate EV through leaning. This allows the player to stack EV indefinitely through leaning or other general means, so long as they are able to keep their wheels off of the ground. &lt;br /&gt;
&lt;br /&gt;
=== External Velocity Building ===&lt;br /&gt;
External velocity is generated in a superslide through bike lean mechanics. As your bike leans in one direction, it generates EV in that direction as long as its lean rotation continues to increase. As your bike leans, it eventually reaches a lean rotation cap, and will no longer be able to lean any further, and you have to allow your lean rotation to decay by moving the stick back to neutral before attempting to lean more. Your lean rotation decays exponentially by 10% each frame, and so your lean rotation decays faster the more that you&#039;re already leaning.&lt;br /&gt;
&lt;br /&gt;
As such, the optimal way to generate external velocity is to lean continuously until the lean rotation cap is reached, then balance your inputs such that you are leaning as much as possible without attempting to lean past the lean rotation cap. This sequence of inputs differs depending on the bike and situation, as the game uses different values for the lean rotation speed and lean rotation cap depending on which type of bike you&#039;re using as well as which driving state you&#039;re in (IV speed, SSMT, drifting). When available, you can also begin a drift in the opposite direction to quickly reset your lean rotation, allowing you to build EV at full speed again shortly after.&lt;br /&gt;
&lt;br /&gt;
For more information about bike lean mechanics, including optimal input sequences, &#039;&#039;&#039;&amp;lt;TODO link page or something and maybe add input table?&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like with other low traction states, EV can also be obtained through interactions with collision, such as EV from gravity being redirected down slopes or applying EV from interactions with walls.&lt;br /&gt;
&lt;br /&gt;
=== Hitbox Effects on Supersliding ===&lt;br /&gt;
[[File:DDSS Diagram.png|alt=Dolphin Dasher Superslide Diagram|thumb|A cross-section of the Dolphin Dasher&#039;s hitbox. The units on the graph are 1:1 with Mario Kart Wii&#039;s units, but the hitbox has been shifted downwards so that the bottom body hitboxes rest along y=0.]]&lt;br /&gt;
When moving through a collision triangle from behind, such as road, a given hitbox sphere will collide with the triangle once it has passed about halfway through. This means that you will forcibly eject from a superslide once any of the hitboxes below the road passes more than halfway through the ground, and therefore the stability of a superslide correlates roughly with the smallest y-distance between the bottom of each body hitbox the vehicle rests on, and the center of the nearest wheel below.&lt;br /&gt;
&lt;br /&gt;
The hitboxes of bikes in Mario Kart Wii vary quite widely, and therefore the ability of each bike to superslide does as well. Of the outside drifting bikes (ODBs), not a single one has enough space between at least one wheel and body to superslide conventionally. The only ODB that is capable of supersliding is the Wario Bike, due to a major hitbox exception. Because of this exception, supersliding using this method was given its own name of &#039;&#039;&#039;Wario Bike Supersliding (WBSS)&#039;&#039;&#039;. Of the inside drifting bikes (IDBs), Dolphin Dasher is the most stable, and supersliding with it is sometimes referred to as &#039;&#039;&#039;Dolphin Dasher Supersliding (DDSS)&#039;&#039;&#039;, despite it supersliding in the same manner as most other bikes. All other IDBs are able to enter superslide state in some capacity, though many eject as soon as they attempt to lean or touch slopes. Other passable supersliding candidates include Jet Bubble, Bullet Bike, Spear, and Flame Runner, though they are comparatively very fragile and there are few situations in which they are useful.&lt;br /&gt;
&lt;br /&gt;
For a list of vehicle hitbox information and hitbox cross-sections, see [https://docs.google.com/spreadsheets/d/1ohyehngjXd1cpbXR0gJVwS61aBKjsPaV0PmEtXcwsGI/edit?usp=sharing this sheet] by dm248. For a list of approximate supersliding ranges for each vehicle, see [https://docs.google.com/spreadsheets/d/1ZiQbhKh4p86AV7_osbtl4dEdcrTCJvHaias52l9fwII/edit?usp=sharing this sheet] by Mikul.&lt;br /&gt;
&lt;br /&gt;
== Wario Bike Supersliding ==&lt;br /&gt;
[[File:WBSS Diagram.png|thumb|A cross-section of the Wario Bike&#039;s hitbox, rotated to match the angle that it typically rests at in a Wario Bike Superslide. Note the much larger distance between the bottom of the tailpipe hitbox and the next highest body hitbox.]]&lt;br /&gt;
&lt;br /&gt;
Like other outside drifting bikes, the Wario Bike does not have enough space between its back wheel and lower body to allow it to superslide. However, unlike every other bike, it has a unique body hitbox on a layer above the rest, commonly referred to as the &#039;&#039;&#039;tailpipe hitbox&#039;&#039;&#039;. The Wario Bike can instead rest on this tailpipe hitbox, moving the rest of the vehicle body through the ground.&lt;br /&gt;
&lt;br /&gt;
This tailpipe hitbox is crucial for two main reasons. Firstly, compared to other supersliding bikes, this hitbox is both small and considerably detached from the rest of the main body, greatly increasing the y-distance between the bottom of it and the centers of nearby body hitboxes. The bike also leans forwards about 10 degrees (precisely -9.983338 degrees when resting) while in the WBSS state, so the much-closer front body hitbox sinks into the floor considerably, preventing it from being a problem. Secondly, because the Wario Bike rests on only one body hitbox, it is far less sensitive to slope transitions, as there is no need for multiple body hitboxes to align with even small slope transitions to avoid ejecting.&lt;br /&gt;
&lt;br /&gt;
These two key factors enable a wide variety of supersliding applications and optimizations, and are why Wario Bike remains the single best vehicle at supersliding by a very wide margin.&lt;br /&gt;
&lt;br /&gt;
=== Better Slope Handling ===&lt;br /&gt;
Prior to the discovery of WBSS, the main limitation of supersliding was that it could only be performed on flat or near-flat ground. Wario Bike&#039;s hitbox differences largely solve this issue. Most other bikes could only handle slope transitions of a few degrees or less and could eject by simply ejecting on steeper slopes, but WBSS can be maintained on steep slopes and can even handle significant slope transitions, which allows it to be maintained for significant sections of many tracks.&lt;br /&gt;
&lt;br /&gt;
When handling large slope transitions in WBSS, it is best to approach at a sideways angle. While the front hitbox is typically not an issue, its large horizontal distance from the tailpipe hitbox can cause it to collide with changes in slope before the tailpipe hitbox actually gets there. Likewise, navigating large downward transitions backwards can sometimes cause it to clip the road above once your bike&#039;s angle has adjusted to match the road below. Larger slope transitions, especially at high speeds, can often be a game of testing techniques and bruteforcing [[QM]], so it&#039;s best to scope out any slope transitions that might be problematic beforehand.&lt;br /&gt;
&lt;br /&gt;
=== Tighter Lines ===&lt;br /&gt;
Because of the large amount of wiggle room WBSS provides, it&#039;s also possible to take tighter lines than is normally possible with other bikes. In most situations, Wario Bike can afford to hold sideways inputs indefinitely, which allows it to take much tighter turns than previous iterations of supersliding allow, even across shallow slope transitions.&lt;br /&gt;
&lt;br /&gt;
=== Reversing ===&lt;br /&gt;
Unlike most other bike&#039;s, Wario Bike&#039;s increased stability also allows it to reverse while supersliding.  Compared to when the player is accelerating, this flips the direction that the player is able to turn, but it does &#039;&#039;not&#039;&#039; flip the direction that their vehicle leans. This effectively allows the player to reverse their turning direction and continue gaining EV. It&#039;s now common in many WBSS applications to make use of this to carry high amounts of EV across multiple turn directions. It&#039;s possible to reverse carefully with the Dolphin Dasher as well, but it is much more fragile and is not able to flip between positive and negative IV at high speeds without ejecting.&lt;br /&gt;
&lt;br /&gt;
Notably, the Wario Bike can also reach highly negative IV speeds quite easily in a superslide. With all bikes, turning in the same direction as your EV while your IV is already negative will quickly push your IV further negative than it normally goes while reversing. This requires a decent amount of EV, but Wario Bike can quickly achieve this using the EV gained from supersliding. Past a certain threshold (around -40 IV), your IV actually begins to decrease faster when the B button is released. When doing so, the roll of the vehicle is heavily increased, and as such it is able to turn much tighter than it can while B is held. Furthermore, holding the A button will amplify both of these effects, sharply decreasing your IV and allowing you to turn even tighter still. This can only be done in short bursts, as doing it for too long will eventually lean the vehicle so severely that it ejects, but is useful for taking extremely tight turns, such as the [https://youtu.be/-NZ1OfaR2pk?si=zGyxhO6zbR7R1t4O&amp;amp;t=40 Daisy Circuit hairpin], without having to sacrifice large amounts of EV.&lt;br /&gt;
&lt;br /&gt;
=== Wall Bonks ===&lt;br /&gt;
&lt;br /&gt;
=== Hops ===&lt;br /&gt;
Unlike every other bike, the Wario Bike is also capable of hopping in a superslide without ejection, though this is limited to cases where you are either moving uphill or have significant roll when hopping.&lt;br /&gt;
&lt;br /&gt;
This is primarily useful when navigating upward slopes. Normally, when moving up a slope, EV applied from gravity will be applied to your vehicle and redirected down the slope, which counteracts your existing EV. To remedy this, Wario Bike can hop during these upward sections to help offset the lost EV or even continue to gain EV.&lt;br /&gt;
&lt;br /&gt;
One such variation is the application of [[rapid fire hop abuse]] and supergrind inputs to continuously handle shallow upwards slopes, sometimes informally referred to as &#039;&#039;&#039;superslidegrinding&#039;&#039;&#039;. Interestingly, the rules for maintaining rapid fire hop abuse and staying in the floor seem to differ from normal, with the &#039;&#039;global&#039;&#039; slope of the floor mattering more, as opposed to the upward change in slope that is usually required for rapid fire hop abuse.&lt;br /&gt;
&lt;br /&gt;
Another variation is the use of repeated spindrifts while in the floor to quickly build up EV when at low amounts, to quickly get the player to the speed cap. This is sometimes referred to as &#039;&#039;&#039;driftsliding&#039;&#039;&#039; or &#039;&#039;&#039;superslidehopping&#039;&#039;&#039;, depending on the exact implementation. When this technique is used, Dry Bowser is sometimes used for his high offroad stat, as it&#039;s just barely enough to push the Wario Bike&#039;s offroad speed above its minimum drift speed, which enables the use of drifts to build EV while in offroad.&lt;br /&gt;
&lt;br /&gt;
=== Floor Squeeze ===&lt;br /&gt;
(rMR wall squeeze, booshi tas comp?)&lt;br /&gt;
&lt;br /&gt;
== Additional Variants ==&lt;br /&gt;
=== Autosliding ===&lt;br /&gt;
&#039;&#039;&#039;Autosliding&#039;&#039;&#039;, also known as &#039;&#039;&#039;Auto Driftsliding&#039;&#039;&#039;, is a supersliding technique performed on Automatic Transmission, in which the player uses Automatic drifts repeatedly to gain EV at a much higher rate than is typically possible with supersliding.&lt;br /&gt;
&lt;br /&gt;
This works because to begin an automatic drift, the player simply needs to be holding a horizontal input of 6 or above for 12 frames, and the game does not care about which direction is actually being held. Because of this, the player can hold one direction to lean all the way up to the lean rotation cap, and then flip their input all the way in the opposite direction on the frame that the drift counter reaches 12 to begin a drift in the opposite direction, thereby resetting their lean rotation. This can be repeated indefinitely, allowing a much higher rate of EV gain, and consequently a higher effective EV cap as well.&lt;br /&gt;
&lt;br /&gt;
However, there are two main drawbacks that prevent Autosliding from seeing mainstream use. Firstly, as it is performed on Automatic, the player is unable to hop, which locks them out of some major techniques like [[Supergrinding]] and [[Superhopping]], as well as other minor time-saving maneuvers. In addition, Autosliding for extended periods requires a much stricter trajectory than typical WBSS, and can only be done with positive IV, which limits its ability to save time over typical supersliding outside of setups.&lt;br /&gt;
&lt;br /&gt;
This variation was discovered by &#039;&#039;&#039;&amp;lt;Monster? needs verification&amp;gt;&#039;&#039;&#039;, and is most notably being used for a WIP ultra flap on DS Peach Gardens that could save several seconds over the current unrestricted BKT.&lt;br /&gt;
&lt;br /&gt;
=== Headsliding, Cranium Sliding, whatever (name pending) ===&lt;br /&gt;
The low traction state also applies to any vehicle that is upside-down, as though the wheels are no longer below the floor, they are still not touching it. However, achieving this severe of a rotation often requires the use of [[Barrel Roll State]], which prevents the player from being able to control the lean of their vehicle. As such, the only reliable way to gain EV in this state is to use slopes to redirect the downwards EV obtained via gravity.&lt;br /&gt;
&lt;br /&gt;
Currently, this technique is exclusively useful alongside [[Wheelchair]], as even small amounts of EV gained from slopes can significantly increase the speed you can travel across Solid Out of Bounds collision. This technique was first applied by Justin to improve the DS Desert Hills ultra flap by multiple seconds following the initial discovery of the Wheelchair ultra, but it has since been obsoleted.&lt;br /&gt;
&lt;br /&gt;
=== Magikruiser Tailpipe Supersliding ===&lt;br /&gt;
Similarly to the Wario Bike, the [[Vehicles#Magikruiser | Magikruiser]] has its own tailpipe hitbox. However, the Magikruiser&#039;s tailpipe extends directly behind the bike, rather than above it. This allows it to perform superslides while hanging off of ledges, which is useful when a seam you need to superslide on is otherwise blocked by a wall below.&lt;br /&gt;
&lt;br /&gt;
This variation was first used by [[Mikul]] on his [https://www.youtube.com/watch?v=zPD-vWGqq14 Superstar Dystopia ultra flap]. It was required to circumvent the IV cap of Solid Out of Bounds and achieve a respawn that would not have otherwise been possible by supersliding on a walled-off seam.&lt;br /&gt;
&lt;br /&gt;
=== Wheelie Supersliding ===&lt;br /&gt;
Some longer vehicles, such as the [[Vehicles#Spear | Spear]], are capable of entering a low-traction state by getting only their back wheel stuck in the floor and repeatedly performing wheelies to lift the front wheel off of the ground. This is an extremely limited technique, and there are currently no known practical use cases.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== 2012–2015: Initial Discovery ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO idk tbh someone is gonna have to help me out here&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2016: Wario Bike Discovery ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO cyanmk&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2021–2023: Minor IDB Applications ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO calidae desert, snes bc2&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2023–Present: Full Potential Realized ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO justin reminding us wario bike exists, monster on TF, autosliding, minor DDSS usages&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2025-Present: RTA Developments ===&lt;br /&gt;
Beginning in 2023, [[Ejay B]] began looking for ways to apply supersliding RTA, despite the low potential for RTA-viable setups. Over the next two years, he used TAS to conceptualize an RTA-viable method of supersliding to beat the current flap world record on [[Luigi Circuit]], and began attempts to execute his ideas shortly after. On August 10th, 2025, he revealed this flap world record [https://www.youtube.com/watch?v=o_CHJMAj-WU in a video] covering the history of supersliding and his attempts, marking the first ever RTA usage of supersliding on a Nintendo track, as well as Luigi Circuit&#039;s first ever glitch category after 17 years.&lt;br /&gt;
&lt;br /&gt;
Weeks later, on August 30th, 2025, RTA player flambambam managed to execute the superslide setup fast enough to achieve the [https://www.youtube.com/watch?v=WEYhkOMmpTg first ever glitch world record in a 3lap] on Luigi Circuit with a time of 1:08.126. Over the next few months, flambambam and another runner, JC, worked to push this time down another 3 seconds, implementing developments like Automatic.&lt;br /&gt;
&lt;br /&gt;
In the coming months, JC also began supersliding attempts on [[N64 Mario Raceway]] following suggestions made by TASers. While both the setup and execution of the superslide are more difficult than they were on LC, JC set the [https://www.youtube.com/watch?v=eO5GY6OhwXk first ever glitch flap world record] on September 27th, 2025, and later pushed the flap time much lower than the no-glitch world record.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Applicable categories&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; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; color:red&amp;quot; |&#039;&#039;Banned&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Flap&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; color:red&amp;quot; |&#039;&#039;Banned&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Supersliding is currently used in many 3lap and flap categories, and is used both on its own and to perform the following &#039;&#039;&#039;strats&#039;&#039;&#039;:&lt;br /&gt;
* DC fountain skip&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=uwTk9l81CdQ &amp;quot;&amp;lt;nowiki&amp;gt;[MKWii TAS]&amp;lt;/nowiki&amp;gt; Daisy Circuit Fast Lap (No Ultra, Supersliding) - 20.675&amp;quot; by Monster, Alego11, César, clem, Ejay B, and Marth&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Supersliding has also been used in TASes on the following &#039;&#039;&#039;custom tracks&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mikul</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Supersliding&amp;diff=1217</id>
		<title>Supersliding</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Supersliding&amp;diff=1217"/>
		<updated>2025-10-17T18:08:33Z</updated>

		<summary type="html">&lt;p&gt;Mikul: Accidentally duplicated an image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{distinguish|supergrinding|supergliding}}&lt;br /&gt;
{{Infobox strat&lt;br /&gt;
|image=WBSS 1.png&lt;br /&gt;
|other_names=SS, WBSS, DDSS&lt;br /&gt;
|class=Glitch&lt;br /&gt;
|type=External Velocity Exploit&lt;br /&gt;
|date_found=&#039;&#039;Unknown&#039;&#039;&lt;br /&gt;
|timesave= N/A&lt;br /&gt;
|theorisers=&#039;&#039;Multiple&#039;&#039;&lt;br /&gt;
|discoverers=&#039;&#039;Multiple&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supersliding&#039;&#039;&#039; is an [[external velocity]] (EV) exploit that occurs when the player is on the ground, but is not touching the floor with any of their wheel hitboxes. This state of low traction allows the player to build EV through bike lean mechanics by repeatedly alternating between neutral and horizontal inputs. Like with other lean-based EV generation techniques, supersliding can only be performed on bikes. It can be performed in multiple ways, but the most common application is &#039;&#039;&#039;Wario Bike Supersliding (WBSS)&#039;&#039;&#039;, a technique in which the [[Vehicles#Wario Bike | Wario Bike]] rests on its unique tailpipe hitbox.&lt;br /&gt;
&lt;br /&gt;
Prior to the inception of Wario Bike Supersliding, it saw very limited use, as the superslide state is very unstable on other bikes, which makes them unable to handle slope changes, tight turns, reversing, or even leaning too far in one direction. Since then, however, its usage rate has skyrocketed, with it seeing use on a large number of Unrestricted and No Ultra flaps, and even some 3laps as well. [[Automatic Transmission]] has since been adopted in some glitch categories as well, as the handling boost it provides enables tighter lines for supersliding.&lt;br /&gt;
&lt;br /&gt;
Of the lean-based EV exploits, supersliding (specifically the WBSS variant) is the only exploit that is feasible to perform in real time, as the inputs required to build EV and maintain superslide state are comparatively much more lenient.&lt;br /&gt;
&lt;br /&gt;
As all forms of lean-based EV exploits are considered glitches, supersliding is banned in no-glitch categories in both TAS and RTA environments.&lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
=== Low Traction State ===&lt;br /&gt;
In Mario Kart Wii, there are two natural ways for external velocity to decay over time:&lt;br /&gt;
* At all times, the player&#039;s current EV is multiplied by 0.998 each frame (in other words, they lose 0.2% of their current EV every frame), likely to simulate air resistance.&lt;br /&gt;
* When the player&#039;s wheels are touching the ground, an additional constant decay of up to ~7 U/F is applied. The amount of EV reduced seems to vary based on how many wheels are touching the ground and the relative size of each wheel, but the mechanics for this are not yet well-understood.&lt;br /&gt;
&lt;br /&gt;
Notably, there is no additional penalty applied to EV when any of the player&#039;s body hitboxes touch the ground. This means that when the player is touching the ground, without allowing contact by any of their wheels, they lose EV as if they were in the air, but retain full control of their vehicle, including the ability to turn and repeatedly generate EV through leaning. This allows the player to stack EV indefinitely through leaning or other general means, so long as they are able to keep their wheels off of the ground. &lt;br /&gt;
&lt;br /&gt;
=== External Velocity Building ===&lt;br /&gt;
External velocity is generated in a superslide through bike lean mechanics. As your bike leans in one direction, it generates EV in that direction as long as its lean rotation continues to increase. As your bike leans, it eventually reaches a lean rotation cap, and will no longer be able to lean any further, and you have to allow your lean rotation to decay by moving the stick back to neutral before attempting to lean more.&lt;br /&gt;
&lt;br /&gt;
As such, the optimal way to generate external velocity is to lean continuously until the lean rotation cap is reached, then balance your inputs such that you are leaning as much as possible without attempting to lean past the lean rotation cap. This sequence of inputs differs depending on the bike and situation, as the game uses different values for the lean rotation speed and lean rotation cap depending on which type of bike you&#039;re using as well as which driving state you&#039;re in (IV speed, SSMT, drifting). When available, you can also begin a drift in the opposite direction to quickly reset your lean rotation, allowing you to build EV at full speed again shortly after.&lt;br /&gt;
&lt;br /&gt;
For more information about bike lean mechanics, including optimal input sequences, &#039;&#039;&#039;&amp;lt;TODO link page or something and maybe add input table?&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like with other low traction states, EV can also be obtained through interactions with collision, such as EV from gravity being redirected down slopes or applying EV from interactions with walls.&lt;br /&gt;
&lt;br /&gt;
=== Hitbox Effects on Supersliding ===&lt;br /&gt;
[[File:DDSS Diagram.png|alt=Dolphin Dasher Superslide Diagram|thumb|A cross-section of the Dolphin Dasher&#039;s hitbox. The units on the graph are 1:1 with Mario Kart Wii&#039;s units, but the hitbox has been shifted downwards so that the bottom body hitboxes rest along y=0.]]&lt;br /&gt;
When moving through a collision triangle from behind, such as road, a given hitbox sphere will collide with the triangle once it has passed about halfway through. This means that you will forcibly eject from a superslide once any of the hitboxes below the road passes more than halfway through the ground, and therefore the stability of a superslide correlates roughly with the smallest y-distance between the bottom of each body hitbox the vehicle rests on, and the center of the nearest wheel below.&lt;br /&gt;
&lt;br /&gt;
The hitboxes of bikes in Mario Kart Wii vary quite widely, and therefore the ability of each bike to superslide does as well. Of the outside drifting bikes (ODBs), not a single one has enough space between at least one wheel and body to superslide conventionally. The only ODB that is capable of supersliding is the Wario Bike, due to a major hitbox exception. Because of this exception, supersliding using this method was given its own name of &#039;&#039;&#039;Wario Bike Supersliding (WBSS)&#039;&#039;&#039;. Of the inside drifting bikes (IDBs), Dolphin Dasher is the most stable, and supersliding with it is sometimes referred to as &#039;&#039;&#039;Dolphin Dasher Supersliding (DDSS)&#039;&#039;&#039;, despite it supersliding in the same manner as most other bikes. All other IDBs are able to enter superslide state in some capacity, though many eject as soon as they attempt to lean or touch slopes. Other passable supersliding candidates include Jet Bubble, Bullet Bike, Spear, and Flame Runner, though they are comparatively very fragile and there are few situations in which they are useful.&lt;br /&gt;
&lt;br /&gt;
For a list of vehicle hitbox information and hitbox cross-sections, see [https://docs.google.com/spreadsheets/d/1ohyehngjXd1cpbXR0gJVwS61aBKjsPaV0PmEtXcwsGI/edit?usp=sharing this sheet] by dm248. For a list of approximate supersliding ranges for each vehicle, see [https://docs.google.com/spreadsheets/d/1ZiQbhKh4p86AV7_osbtl4dEdcrTCJvHaias52l9fwII/edit?usp=sharing this sheet] by Mikul.&lt;br /&gt;
&lt;br /&gt;
== Wario Bike Supersliding ==&lt;br /&gt;
[[File:WBSS Diagram.png|thumb|A cross-section of the Wario Bike&#039;s hitbox, rotated to match the angle that it typically rests at in a Wario Bike Superslide. Note the much larger distance between the bottom of the tailpipe hitbox and the next highest body hitbox.]]&lt;br /&gt;
&lt;br /&gt;
Like other outside drifting bikes, the Wario Bike does not have enough space between its back wheel and lower body to allow it to superslide. However, unlike every other bike, it has a unique body hitbox on a layer above the rest, commonly referred to as the &amp;quot;tailpipe hitbox&amp;quot;. The Wario Bike can instead rest on this tailpipe hitbox, moving the rest of the vehicle body through the ground.&lt;br /&gt;
&lt;br /&gt;
This tailpipe hitbox is crucial for two main reasons. Firstly, compared to other supersliding bikes, this hitbox is both small and considerably detached from the rest of the main body, greatly increasing the y-distance between the bottom of it and the centers of nearby body hitboxes. The bike also leans forwards about 10 degrees (precisely -9.983338 degrees when resting) while in the WBSS state, so the much-closer front body hitbox becomes much less of a concern. Secondly, because it rests on only one body hitbox, it is far less sensitive to slope transitions, as there is no need for multiple body hitboxes to align with even small slope transitions to avoid ejecting.&lt;br /&gt;
&lt;br /&gt;
These two key factors enable a wide variety of supersliding applications and optimizations, and are why Wario Bike remains the single best vehicle at supersliding by a very wide margin.&lt;br /&gt;
&lt;br /&gt;
=== Better Slope Handling ===&lt;br /&gt;
Prior to the discovery of WBSS, the main limitation of supersliding was that it could only be performed on flat or near-flat ground. Wario Bike&#039;s hitbox differences largely solve this issue. Most other bikes could only handle slope transitions of a few degrees or less and could eject by simply ejecting on steeper slopes, but WBSS can be maintained on steep slopes and can even handle significant slope transitions, which allows it to be maintained for significant sections of many tracks.&lt;br /&gt;
&lt;br /&gt;
When handling large slope transitions in WBSS, it is best to approach at a sideways angle. While the front hitbox is typically not an issue, its large horizontal distance from the tailpipe hitbox can cause it to collide with changes in slope before the tailpipe hitbox actually gets there. Likewise, navigating large downward transitions backwards can sometimes cause it to clip the road above once your bike&#039;s angle has adjusted to match the road below. Larger slope transitions, especially at high speeds, can often be a game of testing techniques and bruteforcing [[QM]], so it&#039;s best to scope out any slope transitions that might be problematic beforehand.&lt;br /&gt;
&lt;br /&gt;
=== Tighter Lines ===&lt;br /&gt;
Because of the large amount of wiggle room WBSS provides, it&#039;s also possible to take tighter lines than is normally possible with other bikes. In most situations, Wario Bike can afford to hold sideways inputs indefinitely, which allows it to take much tighter turns than previous iterations of supersliding allow, even across shallow slope transitions.&lt;br /&gt;
&lt;br /&gt;
=== Reversing ===&lt;br /&gt;
(inverted turn direction + supertight turns)&lt;br /&gt;
&lt;br /&gt;
=== Wall Bonks ===&lt;br /&gt;
(added EV on bonk, fast IV direction flip)&lt;br /&gt;
&lt;br /&gt;
=== Hops ===&lt;br /&gt;
Unlike every other bike, the Wario Bike is also capable of hopping in a superslide without ejection, though this is limited to cases where you are either moving uphill or have significant roll when hopping.&lt;br /&gt;
&lt;br /&gt;
This is primarily useful when navigating upward slopes. Normally, when moving up a slope, EV applied from gravity will be applied to your vehicle and redirected down the slope, which counteracts your existing EV. To remedy this, Wario Bike can hop during these upward sections to help offset the lost EV or even continue to gain EV.&lt;br /&gt;
&lt;br /&gt;
One such variation is the application of [[rapid fire hop abuse]] and supergrind inputs to continuously handle shallow upwards slopes, sometimes informally referred to as &#039;&#039;&#039;superslidegrinding&#039;&#039;&#039;. Interestingly, the rules for maintaining rapid fire hop abuse and staying in the floor seem to differ from normal, with the &#039;&#039;global&#039;&#039; slope of the floor mattering more, as opposed to the upward change in slope that is usually required for rapid fire hop abuse.&lt;br /&gt;
&lt;br /&gt;
Another variation is the use of repeated spindrifts while in the floor to quickly build up EV when at low amounts, to quickly get the player to the speed cap. This is sometimes referred to as &#039;&#039;&#039;driftsliding&#039;&#039;&#039; or &#039;&#039;&#039;superslidehopping&#039;&#039;&#039;, depending on the exact implementation. When this technique is used, Dry Bowser is sometimes used for his high offroad stat, as it&#039;s just barely enough to push the Wario Bike&#039;s offroad speed above its minimum drift speed, which enables the use of drifts to build EV while in offroad.&lt;br /&gt;
&lt;br /&gt;
== Additional Variants ==&lt;br /&gt;
=== Autosliding ===&lt;br /&gt;
&#039;&#039;&#039;Autosliding&#039;&#039;&#039;, also known as &#039;&#039;&#039;Auto Driftsliding&#039;&#039;&#039;, is a supersliding technique performed on Automatic Transmission, in which the player uses Automatic drifts repeatedly to gain EV at a much higher rate than is typically possible with supersliding.&lt;br /&gt;
&lt;br /&gt;
This works because to begin an automatic drift, the player simply needs to be holding a horizontal input of 6 or above for 12 frames, and the game does not care about which direction is actually being held. Because of this, the player can hold one direction to lean all the way up to the lean rotation cap, and then flip their input all the way in the opposite direction on the frame that the drift counter reaches 12 to begin a drift in the opposite direction, thereby resetting their lean rotation. This can be repeated indefinitely, allowing a much higher rate of EV gain, and consequently a higher effective EV cap as well.&lt;br /&gt;
&lt;br /&gt;
However, there are two main drawbacks that prevent Autosliding from seeing mainstream use. Firstly, as it is performed on Automatic, the player is unable to hop, which locks them out of some major techniques like [[Supergrinding]] and [[Superhopping]], as well as other minor time-saving maneuvers. In addition, Autosliding for extended periods requires a much stricter trajectory than typical WBSS, and can only be done with positive IV, which limits its ability to save time over typical supersliding outside of setups.&lt;br /&gt;
&lt;br /&gt;
This variation was discovered by &#039;&#039;&#039;&amp;lt;Monster? needs verification&amp;gt;&#039;&#039;&#039;, and is most notably being used for a WIP ultra flap on DS Peach Gardens that could save several seconds over the current unrestricted BKT.&lt;br /&gt;
&lt;br /&gt;
=== Headsliding, Cranium Sliding, whatever (name pending) ===&lt;br /&gt;
The low traction state also applies to any vehicle that is upside-down, as though the wheels are no longer below the floor, they are still not touching it. However, achieving this severe of a rotation often requires the use of [[Barrel Roll State]], which prevents the player from being able to control the lean of their vehicle. As such, the only reliable way to gain EV in this state is to use slopes to redirect the downwards EV obtained via gravity.&lt;br /&gt;
&lt;br /&gt;
Currently, this technique is exclusively useful alongside [[Wheelchair]], as even small amounts of EV gained from slopes can significantly increase the speed you can travel across Solid Out of Bounds collision. This technique was first applied by Justin to improve the DS Desert Hills ultra flap by multiple seconds following the initial discovery of the Wheelchair ultra, but it has since been obsoleted.&lt;br /&gt;
&lt;br /&gt;
=== Magikruiser Tailpipe Supersliding ===&lt;br /&gt;
Similarly to the Wario Bike, the [[Vehicles#Magikruiser | Magikruiser]] has its own tailpipe hitbox. However, the Magikruiser&#039;s tailpipe extends directly behind the bike, rather than above it. This allows it to perform superslides while hanging off of ledges, which is useful when a seam you need to superslide on is otherwise blocked by a wall below.&lt;br /&gt;
&lt;br /&gt;
This variation was first used by [[Mikul]] on his [https://www.youtube.com/watch?v=zPD-vWGqq14 Superstar Dystopia ultra flap]. It was required to circumvent the IV cap of Solid Out of Bounds and achieve a respawn that would not have otherwise been possible by supersliding on a walled-off seam.&lt;br /&gt;
&lt;br /&gt;
=== Wheelie Supersliding ===&lt;br /&gt;
Some longer vehicles, such as the [[Vehicles#Spear | Spear]], are capable of entering a low-traction state by getting only their back wheel stuck in the floor and repeatedly performing wheelies to lift the front wheel off of the ground. This is an extremely limited technique, and there are currently no known practical use cases.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== 2012–2015: Initial Discovery ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO idk tbh someone is gonna have to help me out here&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2016: Wario Bike Discovery ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO cyanmk&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2021–2023: Minor IDB Applications ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO calidae desert, snes bc2&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2023–Present: Full Potential Realized ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO justin reminding us wario bike exists, monster on TF, autosliding, minor DDSS usages&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2025-Present: RTA Developments ===&lt;br /&gt;
Beginning in 2023, [[Ejay B]] began looking for ways to apply supersliding RTA, despite the low potential for RTA-viable setups. Over the next two years, he used TAS to conceptualize an RTA-viable method of supersliding to beat the current flap world record on [[Luigi Circuit]], and began attempts to execute his ideas shortly after. On August 10th, 2025, he revealed this flap world record [https://www.youtube.com/watch?v=o_CHJMAj-WU in a video] covering the history of supersliding and his attempts, marking the first ever RTA usage of supersliding on a Nintendo track, as well as Luigi Circuit&#039;s first ever glitch category after 17 years.&lt;br /&gt;
&lt;br /&gt;
Weeks later, on August 30th, 2025, RTA player flambambam managed to execute the superslide setup fast enough to achieve the [https://www.youtube.com/watch?v=WEYhkOMmpTg first ever glitch world record in a 3lap] on Luigi Circuit with a time of 1:08.126. Over the next few months, flambambam and another runner, JC, worked to push this time down another 3 seconds, implementing developments like Automatic.&lt;br /&gt;
&lt;br /&gt;
In the coming months, JC also began supersliding attempts on [[N64 Mario Raceway]] following suggestions made by TASers. While both the setup and execution of the superslide are more difficult than they were on LC, JC set the [https://www.youtube.com/watch?v=eO5GY6OhwXk first ever glitch flap world record] on September 27th, 2025, and later pushed the flap time much lower than the no-glitch world record.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Applicable categories&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; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; color:red&amp;quot; |&#039;&#039;Banned&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Flap&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; color:red&amp;quot; |&#039;&#039;Banned&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Supersliding is currently used in many 3lap and flap categories, and is used both on its own and to perform the following &#039;&#039;&#039;strats&#039;&#039;&#039;:&lt;br /&gt;
* DC fountain skip&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=uwTk9l81CdQ &amp;quot;&amp;lt;nowiki&amp;gt;[MKWii TAS]&amp;lt;/nowiki&amp;gt; Daisy Circuit Fast Lap (No Ultra, Supersliding) - 20.675&amp;quot; by Monster, Alego11, César, clem, Ejay B, and Marth&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Supersliding has also been used in TASes on the following &#039;&#039;&#039;custom tracks&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mikul</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Supersliding&amp;diff=1216</id>
		<title>Supersliding</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Supersliding&amp;diff=1216"/>
		<updated>2025-10-17T18:08:05Z</updated>

		<summary type="html">&lt;p&gt;Mikul: Add some info for WBSS optimizations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{distinguish|supergrinding|supergliding}}&lt;br /&gt;
{{Infobox strat&lt;br /&gt;
|image=WBSS 1.png&lt;br /&gt;
|other_names=SS, WBSS, DDSS&lt;br /&gt;
|class=Glitch&lt;br /&gt;
|type=External Velocity Exploit&lt;br /&gt;
|date_found=&#039;&#039;Unknown&#039;&#039;&lt;br /&gt;
|timesave= N/A&lt;br /&gt;
|theorisers=&#039;&#039;Multiple&#039;&#039;&lt;br /&gt;
|discoverers=&#039;&#039;Multiple&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supersliding&#039;&#039;&#039; is an [[external velocity]] (EV) exploit that occurs when the player is on the ground, but is not touching the floor with any of their wheel hitboxes. This state of low traction allows the player to build EV through bike lean mechanics by repeatedly alternating between neutral and horizontal inputs. Like with other lean-based EV generation techniques, supersliding can only be performed on bikes. It can be performed in multiple ways, but the most common application is &#039;&#039;&#039;Wario Bike Supersliding (WBSS)&#039;&#039;&#039;, a technique in which the [[Vehicles#Wario Bike | Wario Bike]] rests on its unique tailpipe hitbox.&lt;br /&gt;
&lt;br /&gt;
Prior to the inception of Wario Bike Supersliding, it saw very limited use, as the superslide state is very unstable on other bikes, which makes them unable to handle slope changes, tight turns, reversing, or even leaning too far in one direction. Since then, however, its usage rate has skyrocketed, with it seeing use on a large number of Unrestricted and No Ultra flaps, and even some 3laps as well. [[Automatic Transmission]] has since been adopted in some glitch categories as well, as the handling boost it provides enables tighter lines for supersliding.&lt;br /&gt;
&lt;br /&gt;
Of the lean-based EV exploits, supersliding (specifically the WBSS variant) is the only exploit that is feasible to perform in real time, as the inputs required to build EV and maintain superslide state are comparatively much more lenient.&lt;br /&gt;
&lt;br /&gt;
As all forms of lean-based EV exploits are considered glitches, supersliding is banned in no-glitch categories in both TAS and RTA environments.&lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
=== Low Traction State ===&lt;br /&gt;
In Mario Kart Wii, there are two natural ways for external velocity to decay over time:&lt;br /&gt;
* At all times, the player&#039;s current EV is multiplied by 0.998 each frame (in other words, they lose 0.2% of their current EV every frame), likely to simulate air resistance.&lt;br /&gt;
* When the player&#039;s wheels are touching the ground, an additional constant decay of up to ~7 U/F is applied. The amount of EV reduced seems to vary based on how many wheels are touching the ground and the relative size of each wheel, but the mechanics for this are not yet well-understood.&lt;br /&gt;
&lt;br /&gt;
Notably, there is no additional penalty applied to EV when any of the player&#039;s body hitboxes touch the ground. This means that when the player is touching the ground, without allowing contact by any of their wheels, they lose EV as if they were in the air, but retain full control of their vehicle, including the ability to turn and repeatedly generate EV through leaning. This allows the player to stack EV indefinitely through leaning or other general means, so long as they are able to keep their wheels off of the ground. &lt;br /&gt;
&lt;br /&gt;
=== External Velocity Building ===&lt;br /&gt;
External velocity is generated in a superslide through bike lean mechanics. As your bike leans in one direction, it generates EV in that direction as long as its lean rotation continues to increase. As your bike leans, it eventually reaches a lean rotation cap, and will no longer be able to lean any further, and you have to allow your lean rotation to decay by moving the stick back to neutral before attempting to lean more.&lt;br /&gt;
&lt;br /&gt;
As such, the optimal way to generate external velocity is to lean continuously until the lean rotation cap is reached, then balance your inputs such that you are leaning as much as possible without attempting to lean past the lean rotation cap. This sequence of inputs differs depending on the bike and situation, as the game uses different values for the lean rotation speed and lean rotation cap depending on which type of bike you&#039;re using as well as which driving state you&#039;re in (IV speed, SSMT, drifting). When available, you can also begin a drift in the opposite direction to quickly reset your lean rotation, allowing you to build EV at full speed again shortly after.&lt;br /&gt;
&lt;br /&gt;
For more information about bike lean mechanics, including optimal input sequences, &#039;&#039;&#039;&amp;lt;TODO link page or something and maybe add input table?&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like with other low traction states, EV can also be obtained through interactions with collision, such as EV from gravity being redirected down slopes or applying EV from interactions with walls.&lt;br /&gt;
&lt;br /&gt;
=== Hitbox Effects on Supersliding ===&lt;br /&gt;
[[File:DDSS Diagram.png|alt=Dolphin Dasher Superslide Diagram|thumb|A cross-section of the Dolphin Dasher&#039;s hitbox. The units on the graph are 1:1 with Mario Kart Wii&#039;s units, but the hitbox has been shifted downwards so that the bottom body hitboxes rest along y=0.]]&lt;br /&gt;
When moving through a collision triangle from behind, such as road, a given hitbox sphere will collide with the triangle once it has passed about halfway through. This means that you will forcibly eject from a superslide once any of the hitboxes below the road passes more than halfway through the ground, and therefore the stability of a superslide correlates roughly with the smallest y-distance between the bottom of each body hitbox the vehicle rests on, and the center of the nearest wheel below.&lt;br /&gt;
&lt;br /&gt;
The hitboxes of bikes in Mario Kart Wii vary quite widely, and therefore the ability of each bike to superslide does as well. Of the outside drifting bikes (ODBs), not a single one has enough space between at least one wheel and body to superslide conventionally. The only ODB that is capable of supersliding is the Wario Bike, due to a major hitbox exception. Because of this exception, supersliding using this method was given its own name of &#039;&#039;&#039;Wario Bike Supersliding (WBSS)&#039;&#039;&#039;. Of the inside drifting bikes (IDBs), Dolphin Dasher is the most stable, and supersliding with it is sometimes referred to as &#039;&#039;&#039;Dolphin Dasher Supersliding (DDSS)&#039;&#039;&#039;, despite it supersliding in the same manner as most other bikes. All other IDBs are able to enter superslide state in some capacity, though many eject as soon as they attempt to lean or touch slopes. Other passable supersliding candidates include Jet Bubble, Bullet Bike, Spear, and Flame Runner, though they are comparatively very fragile and there are few situations in which they are useful.&lt;br /&gt;
&lt;br /&gt;
For a list of vehicle hitbox information and hitbox cross-sections, see [https://docs.google.com/spreadsheets/d/1ohyehngjXd1cpbXR0gJVwS61aBKjsPaV0PmEtXcwsGI/edit?usp=sharing this sheet] by dm248. For a list of approximate supersliding ranges for each vehicle, see [https://docs.google.com/spreadsheets/d/1ZiQbhKh4p86AV7_osbtl4dEdcrTCJvHaias52l9fwII/edit?usp=sharing this sheet] by Mikul.&lt;br /&gt;
&lt;br /&gt;
== Wario Bike Supersliding ==&lt;br /&gt;
[[File:WBSS Diagram.png|thumb|A cross-section of the Wario Bike&#039;s hitbox, rotated to match the angle that it typically rests at in a Wario Bike Superslide. Note the much larger distance between the bottom of the tailpipe hitbox and the next highest body hitbox.]]&lt;br /&gt;
&lt;br /&gt;
Like other outside drifting bikes, the Wario Bike does not have enough space between its back wheel and lower body to allow it to superslide. However, unlike every other bike, it has a unique body hitbox on a layer above the rest, commonly referred to as the &amp;quot;tailpipe hitbox&amp;quot;. The Wario Bike can instead rest on this tailpipe hitbox, moving the rest of the vehicle body through the ground.&lt;br /&gt;
&lt;br /&gt;
This tailpipe hitbox is crucial for two main reasons. Firstly, compared to other supersliding bikes, this hitbox is both small and considerably detached from the rest of the main body, greatly increasing the y-distance between the bottom of it and the centers of nearby body hitboxes. The bike also leans forwards about 10 degrees (precisely -9.983338 degrees when resting) while in the WBSS state, so the much-closer front body hitbox becomes much less of a concern. Secondly, because it rests on only one body hitbox, it is far less sensitive to slope transitions, as there is no need for multiple body hitboxes to align with even small slope transitions to avoid ejecting.&lt;br /&gt;
&lt;br /&gt;
These two key factors enable a wide variety of supersliding applications and optimizations, and are why Wario Bike remains the single best vehicle at supersliding by a very wide margin.&lt;br /&gt;
&lt;br /&gt;
[[File:WBSS Diagram.png|thumb|A cross-section of the Wario Bike&#039;s hitbox, rotated to match the angle that it typically rests at in a Wario Bike Superslide. Note the much larger distance between the bottom of the tailpipe hitbox and the next highest body hitbox.]]&lt;br /&gt;
&lt;br /&gt;
=== Better Slope Handling ===&lt;br /&gt;
Prior to the discovery of WBSS, the main limitation of supersliding was that it could only be performed on flat or near-flat ground. Wario Bike&#039;s hitbox differences largely solve this issue. Most other bikes could only handle slope transitions of a few degrees or less and could eject by simply ejecting on steeper slopes, but WBSS can be maintained on steep slopes and can even handle significant slope transitions, which allows it to be maintained for significant sections of many tracks.&lt;br /&gt;
&lt;br /&gt;
When handling large slope transitions in WBSS, it is best to approach at a sideways angle. While the front hitbox is typically not an issue, its large horizontal distance from the tailpipe hitbox can cause it to collide with changes in slope before the tailpipe hitbox actually gets there. Likewise, navigating large downward transitions backwards can sometimes cause it to clip the road above once your bike&#039;s angle has adjusted to match the road below. Larger slope transitions, especially at high speeds, can often be a game of testing techniques and bruteforcing [[QM]], so it&#039;s best to scope out any slope transitions that might be problematic beforehand.&lt;br /&gt;
&lt;br /&gt;
=== Tighter Lines ===&lt;br /&gt;
Because of the large amount of wiggle room WBSS provides, it&#039;s also possible to take tighter lines than is normally possible with other bikes. In most situations, Wario Bike can afford to hold sideways inputs indefinitely, which allows it to take much tighter turns than previous iterations of supersliding allow, even across shallow slope transitions.&lt;br /&gt;
&lt;br /&gt;
=== Reversing ===&lt;br /&gt;
(inverted turn direction + supertight turns)&lt;br /&gt;
&lt;br /&gt;
=== Wall Bonks ===&lt;br /&gt;
(added EV on bonk, fast IV direction flip)&lt;br /&gt;
&lt;br /&gt;
=== Hops ===&lt;br /&gt;
Unlike every other bike, the Wario Bike is also capable of hopping in a superslide without ejection, though this is limited to cases where you are either moving uphill or have significant roll when hopping.&lt;br /&gt;
&lt;br /&gt;
This is primarily useful when navigating upward slopes. Normally, when moving up a slope, EV applied from gravity will be applied to your vehicle and redirected down the slope, which counteracts your existing EV. To remedy this, Wario Bike can hop during these upward sections to help offset the lost EV or even continue to gain EV.&lt;br /&gt;
&lt;br /&gt;
One such variation is the application of [[rapid fire hop abuse]] and supergrind inputs to continuously handle shallow upwards slopes, sometimes informally referred to as &#039;&#039;&#039;superslidegrinding&#039;&#039;&#039;. Interestingly, the rules for maintaining rapid fire hop abuse and staying in the floor seem to differ from normal, with the &#039;&#039;global&#039;&#039; slope of the floor mattering more, as opposed to the upward change in slope that is usually required for rapid fire hop abuse.&lt;br /&gt;
&lt;br /&gt;
Another variation is the use of repeated spindrifts while in the floor to quickly build up EV when at low amounts, to quickly get the player to the speed cap. This is sometimes referred to as &#039;&#039;&#039;driftsliding&#039;&#039;&#039; or &#039;&#039;&#039;superslidehopping&#039;&#039;&#039;, depending on the exact implementation. When this technique is used, Dry Bowser is sometimes used for his high offroad stat, as it&#039;s just barely enough to push the Wario Bike&#039;s offroad speed above its minimum drift speed, which enables the use of drifts to build EV while in offroad.&lt;br /&gt;
&lt;br /&gt;
== Additional Variants ==&lt;br /&gt;
=== Autosliding ===&lt;br /&gt;
&#039;&#039;&#039;Autosliding&#039;&#039;&#039;, also known as &#039;&#039;&#039;Auto Driftsliding&#039;&#039;&#039;, is a supersliding technique performed on Automatic Transmission, in which the player uses Automatic drifts repeatedly to gain EV at a much higher rate than is typically possible with supersliding.&lt;br /&gt;
&lt;br /&gt;
This works because to begin an automatic drift, the player simply needs to be holding a horizontal input of 6 or above for 12 frames, and the game does not care about which direction is actually being held. Because of this, the player can hold one direction to lean all the way up to the lean rotation cap, and then flip their input all the way in the opposite direction on the frame that the drift counter reaches 12 to begin a drift in the opposite direction, thereby resetting their lean rotation. This can be repeated indefinitely, allowing a much higher rate of EV gain, and consequently a higher effective EV cap as well.&lt;br /&gt;
&lt;br /&gt;
However, there are two main drawbacks that prevent Autosliding from seeing mainstream use. Firstly, as it is performed on Automatic, the player is unable to hop, which locks them out of some major techniques like [[Supergrinding]] and [[Superhopping]], as well as other minor time-saving maneuvers. In addition, Autosliding for extended periods requires a much stricter trajectory than typical WBSS, and can only be done with positive IV, which limits its ability to save time over typical supersliding outside of setups.&lt;br /&gt;
&lt;br /&gt;
This variation was discovered by &#039;&#039;&#039;&amp;lt;Monster? needs verification&amp;gt;&#039;&#039;&#039;, and is most notably being used for a WIP ultra flap on DS Peach Gardens that could save several seconds over the current unrestricted BKT.&lt;br /&gt;
&lt;br /&gt;
=== Headsliding, Cranium Sliding, whatever (name pending) ===&lt;br /&gt;
The low traction state also applies to any vehicle that is upside-down, as though the wheels are no longer below the floor, they are still not touching it. However, achieving this severe of a rotation often requires the use of [[Barrel Roll State]], which prevents the player from being able to control the lean of their vehicle. As such, the only reliable way to gain EV in this state is to use slopes to redirect the downwards EV obtained via gravity.&lt;br /&gt;
&lt;br /&gt;
Currently, this technique is exclusively useful alongside [[Wheelchair]], as even small amounts of EV gained from slopes can significantly increase the speed you can travel across Solid Out of Bounds collision. This technique was first applied by Justin to improve the DS Desert Hills ultra flap by multiple seconds following the initial discovery of the Wheelchair ultra, but it has since been obsoleted.&lt;br /&gt;
&lt;br /&gt;
=== Magikruiser Tailpipe Supersliding ===&lt;br /&gt;
Similarly to the Wario Bike, the [[Vehicles#Magikruiser | Magikruiser]] has its own tailpipe hitbox. However, the Magikruiser&#039;s tailpipe extends directly behind the bike, rather than above it. This allows it to perform superslides while hanging off of ledges, which is useful when a seam you need to superslide on is otherwise blocked by a wall below.&lt;br /&gt;
&lt;br /&gt;
This variation was first used by [[Mikul]] on his [https://www.youtube.com/watch?v=zPD-vWGqq14 Superstar Dystopia ultra flap]. It was required to circumvent the IV cap of Solid Out of Bounds and achieve a respawn that would not have otherwise been possible by supersliding on a walled-off seam.&lt;br /&gt;
&lt;br /&gt;
=== Wheelie Supersliding ===&lt;br /&gt;
Some longer vehicles, such as the [[Vehicles#Spear | Spear]], are capable of entering a low-traction state by getting only their back wheel stuck in the floor and repeatedly performing wheelies to lift the front wheel off of the ground. This is an extremely limited technique, and there are currently no known practical use cases.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== 2012–2015: Initial Discovery ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO idk tbh someone is gonna have to help me out here&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2016: Wario Bike Discovery ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO cyanmk&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2021–2023: Minor IDB Applications ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO calidae desert, snes bc2&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2023–Present: Full Potential Realized ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO justin reminding us wario bike exists, monster on TF, autosliding, minor DDSS usages&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2025-Present: RTA Developments ===&lt;br /&gt;
Beginning in 2023, [[Ejay B]] began looking for ways to apply supersliding RTA, despite the low potential for RTA-viable setups. Over the next two years, he used TAS to conceptualize an RTA-viable method of supersliding to beat the current flap world record on [[Luigi Circuit]], and began attempts to execute his ideas shortly after. On August 10th, 2025, he revealed this flap world record [https://www.youtube.com/watch?v=o_CHJMAj-WU in a video] covering the history of supersliding and his attempts, marking the first ever RTA usage of supersliding on a Nintendo track, as well as Luigi Circuit&#039;s first ever glitch category after 17 years.&lt;br /&gt;
&lt;br /&gt;
Weeks later, on August 30th, 2025, RTA player flambambam managed to execute the superslide setup fast enough to achieve the [https://www.youtube.com/watch?v=WEYhkOMmpTg first ever glitch world record in a 3lap] on Luigi Circuit with a time of 1:08.126. Over the next few months, flambambam and another runner, JC, worked to push this time down another 3 seconds, implementing developments like Automatic.&lt;br /&gt;
&lt;br /&gt;
In the coming months, JC also began supersliding attempts on [[N64 Mario Raceway]] following suggestions made by TASers. While both the setup and execution of the superslide are more difficult than they were on LC, JC set the [https://www.youtube.com/watch?v=eO5GY6OhwXk first ever glitch flap world record] on September 27th, 2025, and later pushed the flap time much lower than the no-glitch world record.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Applicable categories&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; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; color:red&amp;quot; |&#039;&#039;Banned&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Flap&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; color:red&amp;quot; |&#039;&#039;Banned&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Supersliding is currently used in many 3lap and flap categories, and is used both on its own and to perform the following &#039;&#039;&#039;strats&#039;&#039;&#039;:&lt;br /&gt;
* DC fountain skip&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=uwTk9l81CdQ &amp;quot;&amp;lt;nowiki&amp;gt;[MKWii TAS]&amp;lt;/nowiki&amp;gt; Daisy Circuit Fast Lap (No Ultra, Supersliding) - 20.675&amp;quot; by Monster, Alego11, César, clem, Ejay B, and Marth&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Supersliding has also been used in TASes on the following &#039;&#039;&#039;custom tracks&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mikul</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Supersliding&amp;diff=1215</id>
		<title>Supersliding</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Supersliding&amp;diff=1215"/>
		<updated>2025-10-17T17:27:36Z</updated>

		<summary type="html">&lt;p&gt;Mikul: Start WBSS section, other small edits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{distinguish|supergrinding|supergliding}}&lt;br /&gt;
{{Infobox strat&lt;br /&gt;
|image=WBSS 1.png&lt;br /&gt;
|other_names=SS, WBSS, DDSS&lt;br /&gt;
|class=Glitch&lt;br /&gt;
|type=External Velocity Exploit&lt;br /&gt;
|date_found=&#039;&#039;Unknown&#039;&#039;&lt;br /&gt;
|timesave= N/A&lt;br /&gt;
|theorisers=&#039;&#039;Multiple&#039;&#039;&lt;br /&gt;
|discoverers=&#039;&#039;Multiple&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supersliding&#039;&#039;&#039; is an [[external velocity]] (EV) exploit that occurs when the player is on the ground, but is not touching the floor with any of their wheel hitboxes. This state of low traction allows the player to build EV through bike lean mechanics by repeatedly alternating between neutral and horizontal inputs. Like with other lean-based EV generation techniques, supersliding can only be performed on bikes. It can be performed in multiple ways, but the most common application is Wario Bike Supersliding, a technique in which the [[Vehicles#Wario Bike | Wario Bike]] rests on its unique tailpipe hitbox.&lt;br /&gt;
&lt;br /&gt;
Prior to the inception of &#039;&#039;&#039;Wario Bike Supersliding (WBSS)&#039;&#039;&#039;, it saw very limited use, as the superslide state is very unstable on other bikes, which makes them unable to handle slope changes, tight turns, reversing, or even leaning too far in one direction. Since then, however, its usage rate has skyrocketed, with it seeing use on a large number of Unrestricted and No Ultra flaps, and even some 3laps as well. [[Automatic Transmission]] has since been adopted in some glitch categories as well, as the handling boost it provides enables tighter lines for supersliding.&lt;br /&gt;
&lt;br /&gt;
Of the lean-based EV exploits, supersliding (specifically the WBSS variant) is the only exploit that is feasible to perform in real time, as the inputs required to build EV and maintain superslide state are comparatively much more lenient.&lt;br /&gt;
&lt;br /&gt;
As all forms of lean-based EV exploits are considered glitches, supersliding is banned in no-glitch categories in both TAS and RTA environments.&lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
=== Low Traction State ===&lt;br /&gt;
In Mario Kart Wii, there are two natural ways for external velocity to decay over time:&lt;br /&gt;
* At all times, the player&#039;s current EV is multiplied by 0.998 each frame (in other words, they lose 0.2% of their current EV every frame), likely to simulate air resistance.&lt;br /&gt;
* When the player&#039;s wheels are touching the ground, an additional constant decay of up to ~7 U/F is applied. The amount of EV reduced seems to vary based on how many wheels are touching the ground and the relative size of each wheel, but the mechanics for this are not yet well-understood.&lt;br /&gt;
&lt;br /&gt;
Notably, there is no additional penalty applied to EV when any of the player&#039;s body hitboxes touch the ground. This means that when the player is touching the ground, without allowing contact by any of their wheels, they lose EV as if they were in the air, but retain full control of their vehicle, including the ability to turn and repeatedly generate EV through leaning. This allows the player to stack EV indefinitely through leaning or other general means, so long as they are able to keep their wheels off of the ground. &lt;br /&gt;
&lt;br /&gt;
=== External Velocity Building ===&lt;br /&gt;
External velocity is generated in a superslide through bike lean mechanics. As your bike leans in one direction, it generates EV in that direction as long as its lean rotation continues to increase. As your bike leans, it eventually reaches a lean rotation cap, and will no longer be able to lean any further, and you have to allow your lean rotation to decay by moving the stick back to neutral before attempting to lean more.&lt;br /&gt;
&lt;br /&gt;
As such, the optimal way to generate external velocity is to lean continuously until the lean rotation cap is reached, then balance your inputs such that you are leaning as much as possible without attempting to lean past the lean rotation cap. This sequence of inputs differs depending on the bike and situation, as the game uses different values for the lean rotation speed and lean rotation cap depending on which type of bike you&#039;re using as well as which driving state you&#039;re in (IV speed, SSMT, drifting). When available, you can also begin a drift in the opposite direction to quickly reset your lean rotation, allowing you to build EV at full speed again shortly after.&lt;br /&gt;
&lt;br /&gt;
For more information about bike lean mechanics, including optimal input sequences, &#039;&#039;&#039;&amp;lt;TODO link page or something and maybe add input table?&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like with other low traction states, EV can also be obtained through interactions with collision, such as EV from gravity being redirected down slopes or applying EV from interactions with walls.&lt;br /&gt;
&lt;br /&gt;
=== Hitbox Effects on Supersliding ===&lt;br /&gt;
[[File:DDSS Diagram.png|alt=Dolphin Dasher Superslide Diagram|thumb|A cross-section of the Dolphin Dasher&#039;s hitbox. The units on the graph are 1:1 with Mario Kart Wii&#039;s units, but the hitbox has been shifted downwards so that the bottom body hitboxes rest along y=0.]]&lt;br /&gt;
When moving through a collision triangle from behind, such as road, a given hitbox sphere will collide with the triangle once it has passed about halfway through. This means that you will forcibly eject from a superslide once any of the hitboxes below the road passes more than halfway through the ground, and therefore the stability of a superslide correlates roughly with the smallest y-distance between the bottom of each body hitbox the vehicle rests on, and the center of the nearest wheel below.&lt;br /&gt;
&lt;br /&gt;
The hitboxes of bikes in Mario Kart Wii vary quite widely, and therefore the ability of each bike to superslide does as well. Of the outside drifting bikes (ODBs), not a single one has enough space between at least one wheel and body to superslide conventionally. The only ODB that is capable of supersliding is the Wario Bike, due to a major hitbox exception. Because of this exception, supersliding using this method was given its own name of &#039;&#039;&#039;Wario Bike Supersliding (WBSS)&#039;&#039;&#039;. Of the inside drifting bikes (IDBs), Dolphin Dasher is the most stable, and supersliding with it is sometimes referred to as &#039;&#039;&#039;Dolphin Dasher Supersliding (DDSS)&#039;&#039;&#039;, despite it supersliding in the same manner as most other bikes. All other IDBs are able to enter superslide state in some capacity, though many eject as soon as they attempt to lean or touch slopes. Other passable supersliding candidates include Jet Bubble, Bullet Bike, Spear, and Flame Runner, though they are comparatively very fragile and there are few situations in which they are useful.&lt;br /&gt;
&lt;br /&gt;
For a list of vehicle hitbox information and hitbox cross-sections, see [https://docs.google.com/spreadsheets/d/1ohyehngjXd1cpbXR0gJVwS61aBKjsPaV0PmEtXcwsGI/edit?usp=sharing this sheet] by dm248. For a list of approximate supersliding ranges for each vehicle, see [https://docs.google.com/spreadsheets/d/1ZiQbhKh4p86AV7_osbtl4dEdcrTCJvHaias52l9fwII/edit?usp=sharing this sheet] by Mikul.&lt;br /&gt;
&lt;br /&gt;
== Wario Bike Supersliding ==&lt;br /&gt;
Like other outside drifting bikes, the Wario Bike does not have enough space between its back wheel and lower body to allow it to superslide. However, unlike every other bike, it has a unique body hitbox on a layer above the rest, commonly referred to as the &amp;quot;tailpipe hitbox&amp;quot;. The Wario Bike can instead rest on this tailpipe hitbox, moving the rest of the vehicle body through the ground.&lt;br /&gt;
&lt;br /&gt;
This tailpipe hitbox is crucial for two main reasons. Firstly, compared to other supersliding bikes, this hitbox is both small and considerably detached from the rest of the main body, greatly increasing the y-distance between the bottom of it and the centers of nearby body hitboxes. The bike also leans forwards about 10 degrees (precisely -9.983338 degrees when resting) while in the WBSS state, so the much-closer front body hitbox becomes much less of a concern. Secondly, because it rests on only one body hitbox, it is far less sensitive to slope transitions, as there is no need for multiple body hitboxes to align with even small slope transitions to avoid ejecting.&lt;br /&gt;
&lt;br /&gt;
These two key factors enable a wide variety of supersliding applications and optimizations, and are why Wario Bike remains the single best vehicle at supersliding by a very wide margin.&lt;br /&gt;
&lt;br /&gt;
[[File:WBSS Diagram.png|thumb|A cross-section of the Wario Bike&#039;s hitbox, rotated to match the angle that it typically rests at in a Wario Bike Superslide. Note the much larger distance between the bottom of the tailpipe hitbox and the next highest body hitbox.]]&lt;br /&gt;
&lt;br /&gt;
=== Better Slope Handling ===&lt;br /&gt;
(basically what&#039;s on the tin)&lt;br /&gt;
&lt;br /&gt;
=== Tighter Lines ===&lt;br /&gt;
(wario bike can lean indefinitely at any speed without ejecting)&lt;br /&gt;
&lt;br /&gt;
=== Reversing ===&lt;br /&gt;
(inverted turn direction + supertight turns)&lt;br /&gt;
&lt;br /&gt;
=== Wall Bonks ===&lt;br /&gt;
(added EV on bonk, fast IV direction flip)&lt;br /&gt;
&lt;br /&gt;
=== Hops ===&lt;br /&gt;
(upward slope handling -&amp;gt; superslidegrinding, spindrifts)&lt;br /&gt;
(driftsliding + dry bowser mention)&lt;br /&gt;
&lt;br /&gt;
== Additional Variants ==&lt;br /&gt;
=== Autosliding ===&lt;br /&gt;
&#039;&#039;&#039;Autosliding&#039;&#039;&#039;, also known as &#039;&#039;&#039;Auto Driftsliding&#039;&#039;&#039;, is a supersliding technique performed on Automatic Transmission, in which the player uses Automatic drifts repeatedly to gain EV at a much higher rate than is typically possible with supersliding.&lt;br /&gt;
&lt;br /&gt;
This works because to begin an automatic drift, the player simply needs to be holding a horizontal input of 6 or above for 12 frames, and the game does not care about which direction is actually being held. Because of this, the player can hold one direction to lean all the way up to the lean rotation cap, and then flip their input all the way in the opposite direction on the frame that the drift counter reaches 12 to begin a drift in the opposite direction, thereby resetting their lean rotation. This can be repeated indefinitely, allowing a much higher rate of EV gain, and consequently a higher effective EV cap as well.&lt;br /&gt;
&lt;br /&gt;
However, there are two main drawbacks that prevent Autosliding from seeing mainstream use. Firstly, as it is performed on Automatic, the player is unable to hop, which locks them out of some major techniques like [[Supergrinding]] and [[Superhopping]], as well as other minor time-saving maneuvers. In addition, Autosliding for extended periods requires a much stricter trajectory than typical WBSS, and can only be done with positive IV, which limits its ability to save time over typical supersliding outside of setups.&lt;br /&gt;
&lt;br /&gt;
This variation was discovered by &#039;&#039;&#039;&amp;lt;Monster? needs verification&amp;gt;&#039;&#039;&#039;, and is most notably being used for a WIP ultra flap on DS Peach Gardens that could save several seconds over the current unrestricted BKT.&lt;br /&gt;
&lt;br /&gt;
=== Headsliding, Cranium Sliding, whatever (name pending) ===&lt;br /&gt;
The low traction state also applies to any vehicle that is upside-down, as though the wheels are no longer below the floor, they are still not touching it. However, achieving this severe of a rotation often requires the use of [[Barrel Roll State]], which prevents the player from being able to control the lean of their vehicle. As such, the only reliable way to gain EV in this state is to use slopes to redirect the downwards EV obtained via gravity.&lt;br /&gt;
&lt;br /&gt;
Currently, this technique is exclusively useful alongside [[Wheelchair]], as even small amounts of EV gained from slopes can significantly increase the speed you can travel across Solid Out of Bounds collision. This technique was first applied by Justin to improve the DS Desert Hills ultra flap by multiple seconds following the initial discovery of the Wheelchair ultra, but it has since been obsoleted.&lt;br /&gt;
&lt;br /&gt;
=== Magikruiser Tailpipe Supersliding ===&lt;br /&gt;
Similarly to the Wario Bike, the [[Vehicles#Magikruiser | Magikruiser]] has its own tailpipe hitbox. However, the Magikruiser&#039;s tailpipe extends directly behind the bike, rather than above it. This allows it to perform superslides while hanging off of ledges, which is useful when a seam you need to superslide on is otherwise blocked by a wall below.&lt;br /&gt;
&lt;br /&gt;
This variation was first used by [[Mikul]] on his [https://www.youtube.com/watch?v=zPD-vWGqq14 Superstar Dystopia ultra flap]. It was required to circumvent the IV cap of Solid Out of Bounds and achieve a respawn that would not have otherwise been possible by supersliding on a walled-off seam.&lt;br /&gt;
&lt;br /&gt;
=== Wheelie Supersliding ===&lt;br /&gt;
Some longer vehicles, such as the [[Vehicles#Spear | Spear]], are capable of entering a low-traction state by getting only their back wheel stuck in the floor and repeatedly performing wheelies to lift the front wheel off of the ground. This is an extremely limited technique, and there are currently no known practical use cases.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== 2012–2015: Initial Discovery ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO idk tbh someone is gonna have to help me out here&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2016: Wario Bike Discovery ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO cyanmk&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2021–2023: Minor IDB Applications ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO calidae desert, snes bc2&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2023–Present: Full Potential Realized ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO justin reminding us wario bike exists, monster on TF, autosliding, minor DDSS usages&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2025-Present: RTA Developments ===&lt;br /&gt;
Beginning in 2023, [[Ejay B]] began looking for ways to apply supersliding RTA, despite the low potential for RTA-viable setups. Over the next two years, he used TAS to conceptualize an RTA-viable method of supersliding to beat the current flap world record on [[Luigi Circuit]], and began attempts to execute his ideas shortly after. On August 10th, 2025, he revealed this flap world record [https://www.youtube.com/watch?v=o_CHJMAj-WU in a video] covering the history of supersliding and his attempts, marking the first ever RTA usage of supersliding on a Nintendo track, as well as Luigi Circuit&#039;s first ever glitch category after 17 years.&lt;br /&gt;
&lt;br /&gt;
Weeks later, on August 30th, 2025, RTA player flambambam managed to execute the superslide setup fast enough to achieve the [https://www.youtube.com/watch?v=WEYhkOMmpTg first ever glitch world record in a 3lap] on Luigi Circuit with a time of 1:08.126. Over the next few months, flambambam and another runner, JC, worked to push this time down another 3 seconds, implementing developments like Automatic.&lt;br /&gt;
&lt;br /&gt;
In the coming months, JC also began supersliding attempts on [[N64 Mario Raceway]] following suggestions made by TASers. While both the setup and execution of the superslide are more difficult than they were on LC, JC set the [https://www.youtube.com/watch?v=eO5GY6OhwXk first ever glitch flap world record] on September 27th, 2025, and later pushed the flap time much lower than the no-glitch world record.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Applicable categories&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; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; color:red&amp;quot; |&#039;&#039;Banned&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Flap&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; color:red&amp;quot; |&#039;&#039;Banned&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Supersliding is currently used in many 3lap and flap categories, and is used both on its own and to perform the following &#039;&#039;&#039;strats&#039;&#039;&#039;:&lt;br /&gt;
* DC fountain skip&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=uwTk9l81CdQ &amp;quot;&amp;lt;nowiki&amp;gt;[MKWii TAS]&amp;lt;/nowiki&amp;gt; Daisy Circuit Fast Lap (No Ultra, Supersliding) - 20.675&amp;quot; by Monster, Alego11, César, clem, Ejay B, and Marth&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Supersliding has also been used in TASes on the following &#039;&#039;&#039;custom tracks&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mikul</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Supersliding&amp;diff=1214</id>
		<title>Supersliding</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Supersliding&amp;diff=1214"/>
		<updated>2025-10-17T16:55:14Z</updated>

		<summary type="html">&lt;p&gt;Mikul: Fill out RTA developments, minor overview additions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{distinguish|supergrinding|supergliding}}&lt;br /&gt;
{{Infobox strat&lt;br /&gt;
|image=WBSS 1.png&lt;br /&gt;
|other_names=SS, WBSS, DDSS&lt;br /&gt;
|class=Glitch&lt;br /&gt;
|type=External Velocity Exploit&lt;br /&gt;
|date_found=&#039;&#039;Unknown&#039;&#039;&lt;br /&gt;
|timesave= N/A&lt;br /&gt;
|theorisers=&#039;&#039;Multiple&#039;&#039;&lt;br /&gt;
|discoverers=&#039;&#039;Multiple&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supersliding&#039;&#039;&#039; is an [[external velocity]] (EV) exploit that occurs when the player is on the ground, but is not touching the floor with any of their wheel hitboxes. This state of low traction allows the player to build EV through bike lean mechanics by repeatedly alternating between neutral and horizontal inputs. Like with other lean-based EV generation techniques, supersliding can only be performed on bikes. It can be performed in multiple ways, but the most common application is Wario Bike Supersliding, a technique in which the [[Vehicles#Wario Bike | Wario Bike]] rests on its unique tailpipe hitbox.&lt;br /&gt;
&lt;br /&gt;
Prior to the inception of &#039;&#039;&#039;Wario Bike Supersliding (WBSS)&#039;&#039;&#039;, it saw very limited use, as the superslide state is very unstable on other bikes, which makes them unable to handle slope changes, tight turns, reversing, or even leaning too far in one direction. Since then, however, its usage rate has skyrocketed, with it seeing use on a large number of Unrestricted and No Ultra flaps, and even some 3laps as well. [[Automatic Transmission]] has since been adopted in some glitch categories as well, as the handling boost it provides enables tighter lines for supersliding.&lt;br /&gt;
&lt;br /&gt;
Of the lean-based EV exploits, supersliding (specifically the WBSS variant) is the only exploit that is feasible to perform in real time, as the inputs required to build EV and maintain superslide state are comparatively much more lenient.&lt;br /&gt;
&lt;br /&gt;
As all forms of lean-based EV exploits are considered glitches, supersliding is banned in no-glitch categories in both TAS and RTA environments.&lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
=== Low Traction State ===&lt;br /&gt;
In Mario Kart Wii, there are two natural ways for external velocity to decay over time:&lt;br /&gt;
* At all times, the player&#039;s current EV is multiplied by 0.998 each frame (in other words, they lose 0.2% of their current EV every frame), likely to simulate air resistance.&lt;br /&gt;
* When the player&#039;s wheels are touching the ground, an additional constant decay of up to ~7 U/F is applied. The amount of EV reduced seems to vary based on how many wheels are touching the ground and the relative size of each wheel, but the mechanics for this are not yet well-understood.&lt;br /&gt;
&lt;br /&gt;
Notably, there is no additional penalty applied to EV when any of the player&#039;s body hitboxes touch the ground. This means that when the player is touching the ground, without allowing contact by any of their wheels, they lose EV as if they were in the air, but retain full control of their vehicle, including the ability to turn and repeatedly generate EV through leaning. This allows the player to stack EV indefinitely through leaning or other general means, so long as they are able to keep their wheels off of the ground. &lt;br /&gt;
&lt;br /&gt;
=== External Velocity Building ===&lt;br /&gt;
External velocity is generated in a superslide through bike lean mechanics. As your bike leans in one direction, it generates EV in that direction as long as its lean rotation continues to increase. As your bike leans, it eventually reaches a lean rotation cap, and will no longer be able to lean any further, and you have to allow your lean rotation to decay by moving the stick back to neutral before attempting to lean more.&lt;br /&gt;
&lt;br /&gt;
As such, the optimal way to generate external velocity is to lean continuously until the lean rotation cap is reached, then balance your inputs such that you are leaning as much as possible without attempting to lean past the lean rotation cap. This sequence of inputs differs depending on the bike and situation, as the game uses different values for the lean rotation speed and lean rotation cap depending on which type of bike you&#039;re using as well as which driving state you&#039;re in (IV speed, SSMT, drifting). When available, you can also begin a drift in the opposite direction to quickly reset your lean rotation, allowing you to build EV at full speed again shortly after.&lt;br /&gt;
&lt;br /&gt;
For more information about bike lean mechanics, including optimal input sequences, &#039;&#039;&#039;&amp;lt;TODO link page or something and maybe add input table?&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like with other low traction states, EV can also be obtained through interactions with collision, such as EV from gravity being redirected down slopes or applying EV from interactions with walls.&lt;br /&gt;
&lt;br /&gt;
=== Hitbox Effects on Supersliding ===&lt;br /&gt;
[[File:DDSS Diagram.png|alt=Dolphin Dasher Superslide Diagram|thumb|A cross-section of the Dolphin Dasher&#039;s hitbox. The units on the graph are 1:1 with Mario Kart Wii&#039;s units, but the hitbox has been shifted downwards so that the bottom body hitboxes rest along y=0.]]&lt;br /&gt;
When moving through a collision triangle from behind, such as road, a given hitbox sphere will collide with the triangle once it has passed about halfway through. This means that you will forcibly eject from a superslide once any of the hitboxes below the road passes more than halfway through the ground, and therefore the stability of a superslide correlates roughly with the smallest y-distance between the bottom of each body hitbox the vehicle rests on, and the center of the nearest wheel below.&lt;br /&gt;
&lt;br /&gt;
The hitboxes of bikes in Mario Kart Wii vary quite widely, and therefore the ability of each bike to superslide does as well. Of the outside drifting bikes (ODBs), not a single one has enough space between at least one wheel and body to superslide conventionally. The only ODB that is capable of supersliding is the Wario Bike, due to a major hitbox exception. Because of this exception, supersliding using this method was given its own name of &#039;&#039;&#039;Wario Bike Supersliding (WBSS)&#039;&#039;&#039;. Of the inside drifting bikes (IDBs), Dolphin Dasher is the most stable, and supersliding with it is sometimes referred to as &#039;&#039;&#039;Dolphin Dasher Supersliding (DDSS)&#039;&#039;&#039;, despite it supersliding in the same manner as most other bikes. All other IDBs are able to enter superslide state in some capacity, though many eject as soon as they attempt to lean or touch slopes. Other passable supersliding candidates include Jet Bubble, Bullet Bike, Spear, and Flame Runner, though they are comparatively very fragile and there are few situations in which they are useful.&lt;br /&gt;
&lt;br /&gt;
For a list of vehicle hitbox information and hitbox cross-sections, see [https://docs.google.com/spreadsheets/d/1ohyehngjXd1cpbXR0gJVwS61aBKjsPaV0PmEtXcwsGI/edit?usp=sharing this sheet] by dm248. For a list of approximate supersliding ranges for each vehicle, see [https://docs.google.com/spreadsheets/d/1ZiQbhKh4p86AV7_osbtl4dEdcrTCJvHaias52l9fwII/edit?usp=sharing this sheet] by Mikul.&lt;br /&gt;
&lt;br /&gt;
== Wario Bike Supersliding ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TODO talk about Wario Bike hitbox and forward lean&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WBSS Diagram.png|thumb|A cross-section of the Wario Bike&#039;s hitbox, rotated to match the angle that it typically rests at in a Wario Bike Superslide. Note the much larger distance between the bottom of the resting hitbox and the next highest body hitbox.]]&lt;br /&gt;
&amp;lt;TODO talk about things made possible by wario bike hitbox -- tighter turns, better slope handling, reversing (inverted turn direction + supertight turns), wall bonks for more EV / quick positive -&amp;gt; negative IV flip, driftsliding, superslidegrinding for upward slopes)&lt;br /&gt;
== Additional Variants ==&lt;br /&gt;
=== Autosliding ===&lt;br /&gt;
&#039;&#039;&#039;Autosliding&#039;&#039;&#039;, also known as &#039;&#039;&#039;Auto Driftsliding&#039;&#039;&#039;, is a supersliding technique performed on Automatic Transmission, in which the player uses Automatic drifts repeatedly to gain EV at a much higher rate than is typically possible with supersliding.&lt;br /&gt;
&lt;br /&gt;
This works because to begin an automatic drift, the player simply needs to be holding a horizontal input of 6 or above for 12 frames, and the game does not care about which direction is actually being held. Because of this, the player can hold one direction to lean all the way up to the lean rotation cap, and then flip their input all the way in the opposite direction on the frame that the drift counter reaches 12 to begin a drift in the opposite direction, thereby resetting their lean rotation. This can be repeated indefinitely, allowing a much higher rate of EV gain, and consequently a higher effective EV cap as well.&lt;br /&gt;
&lt;br /&gt;
However, there are two main drawbacks that prevent Autosliding from seeing mainstream use. Firstly, as it is performed on Automatic, the player is unable to hop, which locks them out of some major techniques like [[Supergrinding]] and [[Superhopping]], as well as other minor time-saving maneuvers. In addition, Autosliding for extended periods requires a much stricter trajectory than typical WBSS, and can only be done with positive IV, which limits its ability to save time over typical supersliding outside of setups.&lt;br /&gt;
&lt;br /&gt;
This variation was discovered by &#039;&#039;&#039;&amp;lt;Monster? needs verification&amp;gt;&#039;&#039;&#039;, and is most notably being used for a WIP ultra flap on DS Peach Gardens that could save several seconds over the current unrestricted BKT.&lt;br /&gt;
&lt;br /&gt;
=== Headsliding, Cranium Sliding, whatever (name pending) ===&lt;br /&gt;
The low traction state also applies to any vehicle that is upside-down, as though the wheels are no longer below the floor, they are still not touching it. However, achieving this severe of a rotation often requires the use of [[Barrel Roll State]], which prevents the player from being able to control the lean of their vehicle. As such, the only reliable way to gain EV in this state is to use slopes to redirect the downwards EV obtained via gravity.&lt;br /&gt;
&lt;br /&gt;
Currently, this technique is exclusively useful alongside [[Wheelchair]], as even small amounts of EV gained from slopes can significantly increase the speed you can travel across Solid Out of Bounds collision. This technique was first applied by Justin to improve the DS Desert Hills ultra flap by multiple seconds following the initial discovery of the Wheelchair ultra, but it has since been obsoleted.&lt;br /&gt;
&lt;br /&gt;
=== Magikruiser Tailpipe Supersliding ===&lt;br /&gt;
Similarly to the Wario Bike, the [[Vehicles#Magikruiser | Magikruiser]] has its own tailpipe hitbox. However, the Magikruiser&#039;s tailpipe extends directly behind the bike, rather than above it. This allows it to perform superslides while hanging off of ledges, which is useful when a seam you need to superslide on is otherwise blocked by a wall below.&lt;br /&gt;
&lt;br /&gt;
This variation was first used by [[Mikul]] on his [https://www.youtube.com/watch?v=zPD-vWGqq14 Superstar Dystopia ultra flap]. It was required to circumvent the IV cap of Solid Out of Bounds and achieve a respawn that would not have otherwise been possible by supersliding on a walled-off seam.&lt;br /&gt;
&lt;br /&gt;
=== Wheelie Supersliding ===&lt;br /&gt;
Some longer vehicles, such as the [[Vehicles#Spear | Spear]], are capable of entering a low-traction state by getting only their back wheel stuck in the floor and repeatedly performing wheelies to lift the front wheel off of the ground. This is an extremely limited technique, and there are currently no known practical use cases.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== 2012–2015: Initial Discovery ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO idk tbh someone is gonna have to help me out here&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2016: Wario Bike Discovery ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO cyanmk&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2021–2023: Minor IDB Applications ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO calidae desert, snes bc2&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2023–Present: Full Potential Realized ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO justin reminding us wario bike exists, monster on TF, autosliding, minor DDSS usages&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2025-Present: RTA Developments ===&lt;br /&gt;
Beginning in 2023, [[Ejay B]] began looking for ways to apply supersliding RTA, despite the low potential for RTA-viable setups. Over the next two years, he used TAS to conceptualize an RTA-viable method of supersliding to beat the current flap world record on [[Luigi Circuit]], and began attempts to execute his ideas shortly after. On August 10th, 2025, he revealed this flap world record in a video covering the history of supersliding and his attempts, marking the first ever RTA usage of supersliding on a Nintendo track, as well as Luigi Circuit&#039;s first ever glitch category after 17 years.&lt;br /&gt;
&lt;br /&gt;
Weeks later, on August 30th, 2025, RTA player flambambam managed to execute the superslide setup fast enough to achieve the first ever glitch world record in a 3lap on Luigi Circuit with a time of 1:08.126. Over the next few months, flambambam and another runner, JC, worked to push this time down another 3 seconds, implementing developments like Automatic.&lt;br /&gt;
&lt;br /&gt;
In the coming months, JC also began supersliding attempts on [[N64 Mario Raceway]] following suggestions made by TASers. While both the setup and execution of the superslide are more difficult than they were on LC, JC set the first ever glitch flap world record on September 27th, 2025, and later pushed the flap time much lower than the no-glitch world record.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Applicable categories&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; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; color:red&amp;quot; |&#039;&#039;Banned&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Flap&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; color:red&amp;quot; |&#039;&#039;Banned&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Supersliding is currently used in many 3lap and flap categories, and is used both on its own and to perform the following &#039;&#039;&#039;strats&#039;&#039;&#039;:&lt;br /&gt;
* DC fountain skip&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=uwTk9l81CdQ &amp;quot;&amp;lt;nowiki&amp;gt;[MKWii TAS]&amp;lt;/nowiki&amp;gt; Daisy Circuit Fast Lap (No Ultra, Supersliding) - 20.675&amp;quot; by Monster, Alego11, César, clem, Ejay B, and Marth&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Supersliding has also been used in TASes on the following &#039;&#039;&#039;custom tracks&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mikul</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Supersliding&amp;diff=1213</id>
		<title>Supersliding</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Supersliding&amp;diff=1213"/>
		<updated>2025-10-17T05:10:03Z</updated>

		<summary type="html">&lt;p&gt;Mikul: Proofreading is hard (+ moved an image)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{distinguish|supergrinding|supergliding}}&lt;br /&gt;
{{Infobox strat&lt;br /&gt;
|image=WBSS 1.png&lt;br /&gt;
|other_names=SS, WBSS, DDSS&lt;br /&gt;
|class=Glitch&lt;br /&gt;
|type=External Velocity Exploit&lt;br /&gt;
|date_found=&#039;&#039;Unknown&#039;&#039;&lt;br /&gt;
|timesave= N/A&lt;br /&gt;
|theorisers=&#039;&#039;Multiple&#039;&#039;&lt;br /&gt;
|discoverers=&#039;&#039;Multiple&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supersliding&#039;&#039;&#039; is an [[external velocity]] (EV) exploit that occurs when the player is on the ground, but is not touching the floor with any of their wheel hitboxes. This state of low traction allows the player to build EV through bike lean mechanics by repeatedly alternating between neutral and horizontal inputs. Like with other lean-based EV generation techniques, supersliding can only be performed on bikes. It can be performed in multiple ways, but the most common application is Wario Bike Supersliding, a technique in which the [[Vehicles#Wario Bike | Wario Bike]] rests on its unique tailpipe hitbox.&lt;br /&gt;
&lt;br /&gt;
Prior to the inception of Wario Bike Supersliding, it saw very limited use, as the superslide state is very unstable on other bikes, which makes them unable to handle slope changes, tight turns, reversing, or even leaning too far in one direction. Since then, however, its usage rate has skyrocketed, with it seeing use on a large number of Unrestricted and No Ultra flaps, and even some 3laps as well. In addition, [[Automatic Transmission]] has since been adopted in some glitch categories, as the handling boost it provides enables tighter lines for supersliding.&lt;br /&gt;
&lt;br /&gt;
As all forms of lean-based EV exploits are considered glitches, supersliding is banned in no-glitch categories.&lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
=== Low Traction State ===&lt;br /&gt;
In Mario Kart Wii, there are two natural ways for external velocity to decay over time:&lt;br /&gt;
* At all times, the player&#039;s current EV is multiplied by 0.998 each frame (in other words, they lose 0.2% of their current EV every frame), likely to simulate air resistance.&lt;br /&gt;
* When the player&#039;s wheels are touching the ground, an additional constant decay of up to ~7 U/F is applied. The amount of EV reduced seems to vary based on how many wheels are touching the ground and the relative size of each wheel, but the mechanics for this are not yet well-understood.&lt;br /&gt;
&lt;br /&gt;
Notably, there is no additional penalty applied to EV when any of the player&#039;s body hitboxes touch the ground. This means that when the player is touching the ground, without allowing contact by any of their wheels, they lose EV as if they were in the air, but retain full control of their vehicle, including the ability to turn and repeatedly generate EV through leaning. This allows the player to stack EV indefinitely through leaning or other general means, so long as they are able to keep their wheels off of the ground. &lt;br /&gt;
&lt;br /&gt;
=== External Velocity Building ===&lt;br /&gt;
External velocity is generated in a superslide through bike lean mechanics. As your bike leans in one direction, it generates EV in that direction as long as its lean rotation continues to increase. As your bike leans, it eventually reaches a lean rotation cap, and will no longer be able to lean any further, and you have to allow your lean rotation to decay by moving the stick back to neutral before attempting to lean more.&lt;br /&gt;
&lt;br /&gt;
As such, the optimal way to generate external velocity is to lean continuously until the lean rotation cap is reached, then balance your inputs such that you are leaning as much as possible without attempting to lean past the lean rotation cap. This sequence of inputs differs depending on the bike and situation, as the game uses different values for the lean rotation speed and lean rotation cap depending on which type of bike you&#039;re using as well as which driving state you&#039;re in (IV speed, SSMT, drifting). When available, you can also begin a drift in the opposite direction to quickly reset your lean rotation, allowing you to build EV at full speed again shortly after.&lt;br /&gt;
&lt;br /&gt;
For more information about bike lean mechanics, including optimal input sequences, &#039;&#039;&#039;&amp;lt;TODO link page or something and maybe add input table?&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like with other low traction states, EV can also be obtained through interactions with collision, such as EV from gravity being redirected down slopes or applying EV from interactions with walls.&lt;br /&gt;
&lt;br /&gt;
=== Hitbox Effects on Supersliding ===&lt;br /&gt;
[[File:DDSS Diagram.png|alt=Dolphin Dasher Superslide Diagram|thumb|A cross-section of the Dolphin Dasher&#039;s hitbox. The units on the graph are 1:1 with Mario Kart Wii&#039;s units, but the hitbox has been shifted downwards so that the bottom body hitboxes rest along y=0.]]&lt;br /&gt;
When moving through a collision triangle from behind, such as road, a given hitbox sphere will collide with the triangle once it has passed about halfway through. This means that you will forcibly eject from a superslide once any of the hitboxes below the road passes more than halfway through the ground, and therefore the stability of a superslide correlates roughly with the smallest y-distance between the bottom of each body hitbox the vehicle rests on, and the center of the nearest wheel below.&lt;br /&gt;
&lt;br /&gt;
The hitboxes of bikes in Mario Kart Wii vary quite widely, and therefore the ability of each bike to superslide does as well. Of the outside drifting bikes (ODBs), not a single one has enough space between at least one wheel and body to superslide conventionally. The only ODB that is capable of supersliding is the Wario Bike, due to a major hitbox exception. Because of this exception, supersliding using this method was given its own name of Wario Bike Supersliding (WBSS). Of the inside drifting bikes (IDBs), Dolphin Dasher is the most stable, and supersliding with it is sometimes referred to as Dolphin Dasher Supersliding (DDSS), despite it supersliding in the same manner as most other bikes. All other IDBs are able to enter superslide state in some capacity, though many eject as soon as they attempt to lean or touch slopes. Other passable supersliding candidates include Jet Bubble, Bullet Bike, Spear, and Flame Runner, though they are comparatively very fragile and there are few situations in which they are useful.&lt;br /&gt;
&lt;br /&gt;
For a list of vehicle hitbox information and hitbox cross-sections, see [https://docs.google.com/spreadsheets/d/1ohyehngjXd1cpbXR0gJVwS61aBKjsPaV0PmEtXcwsGI/edit?usp=sharing this sheet] by dm248. For a list of approximate supersliding ranges for each vehicle, see [https://docs.google.com/spreadsheets/d/1ZiQbhKh4p86AV7_osbtl4dEdcrTCJvHaias52l9fwII/edit?usp=sharing this sheet] by Mikul.&lt;br /&gt;
&lt;br /&gt;
== Wario Bike Supersliding ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TODO talk about Wario Bike hitbox and forward lean&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WBSS Diagram.png|thumb|A cross-section of the Wario Bike&#039;s hitbox, rotated to match the angle that it typically rests at in a Wario Bike Superslide. Note the much larger distance between the bottom of the resting hitbox and the next highest body hitbox.]]&lt;br /&gt;
&amp;lt;TODO talk about things made possible by wario bike hitbox -- tighter turns, better slope handling, reversing (inverted turn direction + supertight turns), wall bonks for more EV / quick positive -&amp;gt; negative IV flip, driftsliding, superslidegrinding for upward slopes)&lt;br /&gt;
== Additional Variants ==&lt;br /&gt;
=== Autosliding ===&lt;br /&gt;
&#039;&#039;&#039;Autosliding&#039;&#039;&#039;, also known as &#039;&#039;&#039;Auto Driftsliding&#039;&#039;&#039;, is a supersliding technique performed on Automatic Transmission, in which the player uses Automatic drifts repeatedly to gain EV at a much higher rate than is typically possible with supersliding.&lt;br /&gt;
&lt;br /&gt;
This works because to begin an automatic drift, the player simply needs to be holding a horizontal input of 6 or above for 12 frames, and the game does not care about which direction is actually being held. Because of this, the player can hold one direction to lean all the way up to the lean rotation cap, and then flip their input all the way in the opposite direction on the frame that the drift counter reaches 12 to begin a drift in the opposite direction, thereby resetting their lean rotation. This can be repeated indefinitely, allowing a much higher rate of EV gain, and consequently a higher effective EV cap as well.&lt;br /&gt;
&lt;br /&gt;
However, there are two main drawbacks that prevent Autosliding from seeing mainstream use. Firstly, as it is performed on Automatic, the player is unable to hop, which locks them out of some major techniques like [[Supergrinding]] and [[Superhopping]], as well as other minor time-saving maneuvers. In addition, Autosliding for extended periods requires a much stricter trajectory than typical Supersliding, and can only be done with positive IV, which limits its ability to save time over typical supersliding outside of setups.&lt;br /&gt;
&lt;br /&gt;
This variation was discovered by &#039;&#039;&#039;&amp;lt;Monster? needs verification&amp;gt;&#039;&#039;&#039;, and is most notably being used for a WIP ultra flap on DS Peach Gardens that could save several seconds over the current unrestricted BKT.&lt;br /&gt;
&lt;br /&gt;
=== Headsliding, Cranium Sliding, whatever (name pending) ===&lt;br /&gt;
The low traction state also applies to any vehicle that is upside-down, as though the wheels are no longer below the floor, they are still not touching it. However, achieving this severe of a rotation often requires the use of [[Barrel Roll State]], which prevents the player from being able to control the lean of their vehicle. As such, the only reliable way to gain EV in this state is to use slopes to redirect the downwards EV obtained via gravity.&lt;br /&gt;
&lt;br /&gt;
Currently, this technique is exclusively useful alongside [[Wheelchair]], as even small amounts of EV gained from slopes can significantly increase the speed you can travel across Solid Out of Bounds collision. This technique was first applied by Justin to improve the DS Desert Hills ultra flap by multiple seconds following the initial discovery of the Wheelchair ultra, but it has since been obsoleted.&lt;br /&gt;
&lt;br /&gt;
=== Magikruiser Tailpipe Supersliding ===&lt;br /&gt;
Similarly to the Wario Bike, the [[Vehicles#Magikruiser | Magikruiser]] has its own tailpipe hitbox. However, the Magikruiser&#039;s tailpipe extends directly behind the bike, rather than above it. This allows it to perform superslides while hanging off of ledges, which is useful when a seam you need to superslide on is otherwise blocked by a wall below.&lt;br /&gt;
&lt;br /&gt;
This variation was first used by [[Mikul]] on his [https://www.youtube.com/watch?v=zPD-vWGqq14 Superstar Dystopia ultra flap]. It was required to circumvent the IV cap of Solid Out of Bounds and achieve a respawn that would not have otherwise been possible by supersliding on a walled-off seam.&lt;br /&gt;
&lt;br /&gt;
=== Wheelie Supersliding ===&lt;br /&gt;
Some longer vehicles, such as the [[Vehicles#Spear | Spear]], are capable of entering a low-traction state by getting only their back wheel stuck in the floor and repeatedly performing wheelies to lift the front wheel off of the ground. This is an extremely limited technique, and there are currently no known practical use cases.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== 2012–2015: Initial Discovery ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO idk tbh someone is gonna have to help me out here&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2016: Wario Bike Discovery ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO cyanmk&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2021–2023: Minor IDB Applications ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO calidae desert, snes bc2&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2023–Present: Full Superslide Potential Realized ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO justin reminding us wario bike exists, monster on TF, autosliding, minor DDSS usages&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2025-Present: RTA Developments ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO ejay LC flap, flam + JC LC 3lap RTA, JC rMR flap&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Applicable categories&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; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; color:red&amp;quot; |&#039;&#039;Banned&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Flap&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; color:red&amp;quot; |&#039;&#039;Banned&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Supersliding is currently used in many 3lap and flap categories, and is used both on its own and to perform the following &#039;&#039;&#039;strats&#039;&#039;&#039;:&lt;br /&gt;
* DC fountain skip&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=uwTk9l81CdQ &amp;quot;&amp;lt;nowiki&amp;gt;[MKWii TAS]&amp;lt;/nowiki&amp;gt; Daisy Circuit Fast Lap (No Ultra, Supersliding) - 20.675&amp;quot; by Monster, Alego11, César, clem, Ejay B, and Marth&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Supersliding has also been used in TASes on the following &#039;&#039;&#039;custom tracks&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mikul</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Supersliding&amp;diff=1212</id>
		<title>Supersliding</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Supersliding&amp;diff=1212"/>
		<updated>2025-10-17T05:07:25Z</updated>

		<summary type="html">&lt;p&gt;Mikul: Fill out Hitbox Effects section and add hitbox cross-section diagrams&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{distinguish|supergrinding|supergliding}}&lt;br /&gt;
{{Infobox strat&lt;br /&gt;
|image=WBSS 1.png&lt;br /&gt;
|other_names=SS, WBSS, DDSS&lt;br /&gt;
|class=Glitch&lt;br /&gt;
|type=External Velocity Exploit&lt;br /&gt;
|date_found=&#039;&#039;Unknown&#039;&#039;&lt;br /&gt;
|timesave= N/A&lt;br /&gt;
|theorisers=&#039;&#039;Multiple&#039;&#039;&lt;br /&gt;
|discoverers=&#039;&#039;Multiple&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supersliding&#039;&#039;&#039; is an [[external velocity]] (EV) exploit that occurs when the player is on the ground, but is not touching the floor with any of their wheel hitboxes. This state of low traction allows the player to build EV through bike lean mechanics by repeatedly alternating between neutral and horizontal inputs. Like with other lean-based EV generation techniques, supersliding can only be performed on bikes. It can be performed in multiple ways, but the most common application is Wario Bike Supersliding, a technique in which the [[Vehicles#Wario Bike | Wario Bike]] rests on its unique tailpipe hitbox.&lt;br /&gt;
&lt;br /&gt;
Prior to the inception of Wario Bike Supersliding, it saw very limited use, as the superslide state is very unstable on other bikes, which makes them unable to handle slope changes, tight turns, reversing, or even leaning too far in one direction. Since then, however, its usage rate has skyrocketed, with it seeing use on a large number of Unrestricted and No Ultra flaps, and even some 3laps as well. In addition, [[Automatic Transmission]] has since been adopted in some glitch categories, as the handling boost it provides enables tighter lines for supersliding.&lt;br /&gt;
&lt;br /&gt;
As all forms of lean-based EV exploits are considered glitches, supersliding is banned in no-glitch categories.&lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
=== Low Traction State ===&lt;br /&gt;
In Mario Kart Wii, there are two natural ways for external velocity to decay over time:&lt;br /&gt;
* At all times, the player&#039;s current EV is multiplied by 0.998 each frame (in other words, they lose 0.2% of their current EV every frame), likely to simulate air resistance.&lt;br /&gt;
* When the player&#039;s wheels are touching the ground, an additional constant decay of up to ~7 U/F is applied. The amount of EV reduced seems to vary based on how many wheels are touching the ground and the relative size of each wheel, but the mechanics for this are not yet well-understood.&lt;br /&gt;
&lt;br /&gt;
Notably, there is no additional penalty applied to EV when any of the player&#039;s body hitboxes touch the ground. This means that when the player is touching the ground, without allowing contact by any of their wheels, they lose EV as if they were in the air, but retain full control of their vehicle, including the ability to turn and repeatedly generate EV through leaning. This allows the player to stack EV indefinitely through leaning or other general means, so long as they are able to keep their wheels off of the ground. &lt;br /&gt;
&lt;br /&gt;
=== External Velocity Building ===&lt;br /&gt;
External velocity is generated in a superslide through bike lean mechanics. As your bike leans in one direction, it generates EV in that direction as long as its lean rotation continues to increase. As your bike leans, it eventually reaches a lean rotation cap, and will no longer be able to lean any further, and you have to allow your lean rotation to decay by moving the stick back to neutral before attempting to lean more.&lt;br /&gt;
&lt;br /&gt;
As such, the optimal way to generate external velocity is to lean continuously until the lean rotation cap is reached, then balance your inputs such that you are leaning as much as possible without attempting to lean past the lean rotation cap. This sequence of inputs differs depending on the bike and situation, as the game uses different values for the lean rotation speed and lean rotation cap depending on which type of bike you&#039;re using as well as which driving state you&#039;re in (IV speed, SSMT, drifting). When available, you can also begin a drift in the opposite direction to quickly reset your lean rotation, allowing you to build EV at full speed again shortly after.&lt;br /&gt;
&lt;br /&gt;
For more information about bike lean mechanics, including optimal input sequences, &#039;&#039;&#039;&amp;lt;TODO link page or something and maybe add input table?&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like with other low traction states, EV can also be obtained through interactions with collision, such as EV from gravity being redirected down slopes or applying EV from interactions with walls.&lt;br /&gt;
&lt;br /&gt;
=== Hitbox Effects on Supersliding ===&lt;br /&gt;
When moving through a collision triangle from behind, such as road, a given hitbox sphere will collide with the triangle once it has passed about halfway through. This means that you will forcibly eject from a superslide once any of the hitboxes below the road passes more than halfway through the ground, and therefore the stability of a superslide correlates roughly with the smallest y-distance between the bottom of each body hitbox the vehicle rests on, and the center of the nearest wheel below.&lt;br /&gt;
[[File:DDSS Diagram.png|alt=Dolphin Dasher Superslide Diagram|thumb|A cross-section of the Dolphin Dasher&#039;s hitbox. The units on the graph are 1:1 with Mario Kart Wii&#039;s units, but the hitbox has been shifted downwards so that the bottom body hitboxes rest along y=0.]]&lt;br /&gt;
The hitboxes of bikes in Mario Kart Wii vary quite widely, and therefore the ability of each bike to superslide does as well. Of the outside drifting bikes (ODBs), not a single one has enough space between at least one wheel and body to superslide conventionally. The only ODB that is capable of supersliding is the Wario Bike, due to an major hitbox exception. Due to this exception, supersliding using this method was given its own name of Wario Bike Supersliding (WBSS). Of the inside drifting bikes (IDBs), Dolphin Dasher is the most stable, and supersliding with it is sometimes referred to as Dolphin Dasher Supersliding (DDSS), despite it supersliding in the same manner as most other bikes. All other IDBs are able to enter superslide state in some capacity, though many eject as soon as they attempt to lean or touch slopes. Other passable supersliding candidates include Jet Bubble, Bullet Bike, Spear, and Flame Runner, though they are comparatively very fragile and there are few situations in which they are useful.&lt;br /&gt;
&lt;br /&gt;
For a list of vehicle hitbox information and hitbox cross-sections, see [https://docs.google.com/spreadsheets/d/1ohyehngjXd1cpbXR0gJVwS61aBKjsPaV0PmEtXcwsGI/edit?usp=sharing this sheet] by dm248. For a list of approximate supersliding ranges for each vehicle, see [https://docs.google.com/spreadsheets/d/1ZiQbhKh4p86AV7_osbtl4dEdcrTCJvHaias52l9fwII/edit?usp=sharing this sheet] by Mikul.&lt;br /&gt;
&lt;br /&gt;
== Wario Bike Supersliding ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TODO talk about Wario Bike hitbox and forward lean&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WBSS Diagram.png|thumb|A cross-section of the Wario Bike&#039;s hitbox, rotated to match the angle that it typically rests at in a Wario Bike Superslide. Note the much larger distance between the bottom of the resting hitbox and the next highest body hitbox.]]&lt;br /&gt;
&amp;lt;TODO talk about things made possible by wario bike hitbox -- tighter turns, better slope handling, reversing (inverted turn direction + supertight turns), wall bonks for more EV / quick positive -&amp;gt; negative IV flip, driftsliding, superslidegrinding for upward slopes)&lt;br /&gt;
== Additional Variants ==&lt;br /&gt;
=== Autosliding ===&lt;br /&gt;
&#039;&#039;&#039;Autosliding&#039;&#039;&#039;, also known as &#039;&#039;&#039;Auto Driftsliding&#039;&#039;&#039;, is a supersliding technique performed on Automatic Transmission, in which the player uses Automatic drifts repeatedly to gain EV at a much higher rate than is typically possible with supersliding.&lt;br /&gt;
&lt;br /&gt;
This works because to begin an automatic drift, the player simply needs to be holding a horizontal input of 6 or above for 12 frames, and the game does not care about which direction is actually being held. Because of this, the player can hold one direction to lean all the way up to the lean rotation cap, and then flip their input all the way in the opposite direction on the frame that the drift counter reaches 12 to begin a drift in the opposite direction, thereby resetting their lean rotation. This can be repeated indefinitely, allowing a much higher rate of EV gain, and consequently a higher effective EV cap as well.&lt;br /&gt;
&lt;br /&gt;
However, there are two main drawbacks that prevent Autosliding from seeing mainstream use. Firstly, as it is performed on Automatic, the player is unable to hop, which locks them out of some major techniques like [[Supergrinding]] and [[Superhopping]], as well as other minor time-saving maneuvers. In addition, Autosliding for extended periods requires a much stricter trajectory than typical Supersliding, and can only be done with positive IV, which limits its ability to save time over typical supersliding outside of setups.&lt;br /&gt;
&lt;br /&gt;
This variation was discovered by &#039;&#039;&#039;&amp;lt;Monster? needs verification&amp;gt;&#039;&#039;&#039;, and is most notably being used for a WIP ultra flap on DS Peach Gardens that could save several seconds over the current unrestricted BKT.&lt;br /&gt;
&lt;br /&gt;
=== Headsliding, Cranium Sliding, whatever (name pending) ===&lt;br /&gt;
The low traction state also applies to any vehicle that is upside-down, as though the wheels are no longer below the floor, they are still not touching it. However, achieving this severe of a rotation often requires the use of [[Barrel Roll State]], which prevents the player from being able to control the lean of their vehicle. As such, the only reliable way to gain EV in this state is to use slopes to redirect the downwards EV obtained via gravity.&lt;br /&gt;
&lt;br /&gt;
Currently, this technique is exclusively useful alongside [[Wheelchair]], as even small amounts of EV gained from slopes can significantly increase the speed you can travel across Solid Out of Bounds collision. This technique was first applied by Justin to improve the DS Desert Hills ultra flap by multiple seconds following the initial discovery of the Wheelchair ultra, but it has since been obsoleted.&lt;br /&gt;
&lt;br /&gt;
=== Magikruiser Tailpipe Supersliding ===&lt;br /&gt;
Similarly to the Wario Bike, the [[Vehicles#Magikruiser | Magikruiser]] has its own tailpipe hitbox. However, the Magikruiser&#039;s tailpipe extends directly behind the bike, rather than above it. This allows it to perform superslides while hanging off of ledges, which is useful when a seam you need to superslide on is otherwise blocked by a wall below.&lt;br /&gt;
&lt;br /&gt;
This variation was first used by [[Mikul]] on his [https://www.youtube.com/watch?v=zPD-vWGqq14 Superstar Dystopia ultra flap]. It was required to circumvent the IV cap of Solid Out of Bounds and achieve a respawn that would not have otherwise been possible by supersliding on a walled-off seam.&lt;br /&gt;
&lt;br /&gt;
=== Wheelie Supersliding ===&lt;br /&gt;
Some longer vehicles, such as the [[Vehicles#Spear | Spear]], are capable of entering a low-traction state by getting only their back wheel stuck in the floor and repeatedly performing wheelies to lift the front wheel off of the ground. This is an extremely limited technique, and there are currently no known practical use cases.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== 2012–2015: Initial Discovery ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO idk tbh someone is gonna have to help me out here&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2016: Wario Bike Discovery ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO cyanmk&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2021–2023: Minor IDB Applications ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO calidae desert, snes bc2&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2023–Present: Full Superslide Potential Realized ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO justin reminding us wario bike exists, monster on TF, autosliding, minor DDSS usages&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2025-Present: RTA Developments ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO ejay LC flap, flam + JC LC 3lap RTA, JC rMR flap&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Applicable categories&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; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; color:red&amp;quot; |&#039;&#039;Banned&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Flap&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; color:red&amp;quot; |&#039;&#039;Banned&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Supersliding is currently used in many 3lap and flap categories, and is used both on its own and to perform the following &#039;&#039;&#039;strats&#039;&#039;&#039;:&lt;br /&gt;
* DC fountain skip&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=uwTk9l81CdQ &amp;quot;&amp;lt;nowiki&amp;gt;[MKWii TAS]&amp;lt;/nowiki&amp;gt; Daisy Circuit Fast Lap (No Ultra, Supersliding) - 20.675&amp;quot; by Monster, Alego11, César, clem, Ejay B, and Marth&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Supersliding has also been used in TASes on the following &#039;&#039;&#039;custom tracks&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mikul</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=File:WBSS_Diagram.png&amp;diff=1211</id>
		<title>File:WBSS Diagram.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=File:WBSS_Diagram.png&amp;diff=1211"/>
		<updated>2025-10-17T05:02:13Z</updated>

		<summary type="html">&lt;p&gt;Mikul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A cross-section of the Wario Bike hitbox, rotated to match the angle the bike rests at in WBSS. Important locations and superslide distance are marked.&lt;/div&gt;</summary>
		<author><name>Mikul</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=File:DDSS_Diagram.png&amp;diff=1210</id>
		<title>File:DDSS Diagram.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=File:DDSS_Diagram.png&amp;diff=1210"/>
		<updated>2025-10-17T04:54:42Z</updated>

		<summary type="html">&lt;p&gt;Mikul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A cross-section of the Dolphin Dasher hitbox, with important locations and superslide distances marked.&lt;/div&gt;</summary>
		<author><name>Mikul</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Supersliding&amp;diff=1208</id>
		<title>Supersliding</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Supersliding&amp;diff=1208"/>
		<updated>2025-10-17T01:40:15Z</updated>

		<summary type="html">&lt;p&gt;Mikul: Minor punctuation and phrasing changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{distinguish|supergrinding|supergliding}}&lt;br /&gt;
{{Infobox strat&lt;br /&gt;
|image=WBSS 1.png&lt;br /&gt;
|other_names=SS, WBSS, DDSS&lt;br /&gt;
|class=Glitch&lt;br /&gt;
|type=External Velocity Exploit&lt;br /&gt;
|date_found=&#039;&#039;Unknown&#039;&#039;&lt;br /&gt;
|timesave= N/A&lt;br /&gt;
|theorisers=&#039;&#039;Multiple&#039;&#039;&lt;br /&gt;
|discoverers=&#039;&#039;Multiple&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supersliding&#039;&#039;&#039; is an [[external velocity]] (EV) exploit that occurs when the player is on the ground, but is not touching the floor with any of their wheel hitboxes. This state of low traction allows the player to build EV through bike lean mechanics by repeatedly alternating between neutral and horizontal inputs. Like with other lean-based EV generation techniques, supersliding can only be performed on bikes. It can be performed in multiple ways, but the most common application is Wario Bike Supersliding, a technique in which the [[Vehicles#Wario Bike | Wario Bike]] rests on its unique tailpipe hitbox.&lt;br /&gt;
&lt;br /&gt;
Prior to the inception of Wario Bike Supersliding, it saw very limited use, as the superslide state is very unstable on other bikes, which makes them unable to handle slope changes, tight turns, reversing, or even leaning too far in one direction. Since then, however, its usage rate has skyrocketed, with it seeing use on a large number of Unrestricted and No Ultra flaps, and even some 3laps as well. In addition, [[Automatic Transmission]] has since been adopted in some glitch categories, as the handling boost it provides enables tighter lines for supersliding.&lt;br /&gt;
&lt;br /&gt;
As all forms of lean-based EV exploits are considered glitches, supersliding is banned in no-glitch categories.&lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
=== Low Traction State ===&lt;br /&gt;
In Mario Kart Wii, there are two natural ways for external velocity to decay over time:&lt;br /&gt;
* At all times, the player&#039;s current EV is multiplied by 0.998 each frame (in other words, they lose 0.2% of their current EV every frame), likely to simulate air resistance.&lt;br /&gt;
* When the player&#039;s wheels are touching the ground, an additional constant decay of up to ~7 U/F is applied. The amount of EV reduced seems to vary based on how many wheels are touching the ground and the relative size of each wheel, but the mechanics for this are not yet well-understood.&lt;br /&gt;
&lt;br /&gt;
Notably, there is no additional penalty applied to EV when any of the player&#039;s body hitboxes touch the ground. This means that when the player is touching the ground, without allowing contact by any of their wheels, they lose EV as if they were in the air, but retain full control of their vehicle, including the ability to turn and repeatedly generate EV through leaning. This allows the player to &#039;&#039;&#039;&amp;lt;TODO i forgot what i was writing here lol&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
=== External Velocity Building ===&lt;br /&gt;
External velocity is generated in a superslide through bike lean mechanics. As your bike leans in one direction, it generates EV in that direction as long as its lean rotation continues to increase. As your bike leans, it eventually reaches a lean rotation cap, and will no longer be able to lean any further, and you have to allow your lean rotation to decay by moving the stick back to neutral before attempting to lean more.&lt;br /&gt;
&lt;br /&gt;
As such, the optimal way to generate external velocity is to lean continuously until the lean rotation cap is reached, then balance your inputs such that you are leaning as much as possible without attempting to lean past the lean rotation cap. This sequence of inputs differs depending on the bike and situation, as the game uses different values for the lean rotation speed and lean rotation cap depending on which type of bike you&#039;re using as well as which driving state you&#039;re in (IV speed, SSMT, drifting). When available, you can also begin a drift in the opposite direction to quickly reset your lean rotation, allowing you to build EV at full speed again shortly after.&lt;br /&gt;
&lt;br /&gt;
For more information about bike lean mechanics, including optimal input sequences, &#039;&#039;&#039;&amp;lt;TODO link page or something and maybe add input table?&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like with other low-traction states, EV can also be obtained through interactions with collision, such as EV from gravity being redirected down slopes or applying EV from interactions with walls.&lt;br /&gt;
&lt;br /&gt;
=== Hitbox Differences ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO worth linking the sheet in here?&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Wario Bike Supersliding ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Additional Variants ==&lt;br /&gt;
=== Autosliding ===&lt;br /&gt;
&#039;&#039;&#039;Autosliding&#039;&#039;&#039;, also known as &#039;&#039;&#039;Auto Driftsliding&#039;&#039;&#039;, is a supersliding technique performed on Automatic Transmission, in which the player uses Automatic drifts repeatedly to gain EV at a much higher rate than is typically possible with supersliding.&lt;br /&gt;
&lt;br /&gt;
This works because to begin an automatic drift, the player simply needs to be holding a horizontal input of 6 or above for 12 frames, and the game does not care about which direction is actually being held. Because of this, the player can hold one direction to lean all the way up to the lean rotation cap, and then flip their input all the way in the opposite direction on the frame that the drift counter reaches 12 to begin a drift in the opposite direction, thereby resetting their lean rotation. This can be repeated indefinitely, allowing a much higher rate of EV gain, and consequently a higher effective EV cap as well.&lt;br /&gt;
&lt;br /&gt;
However, there are two main drawbacks that prevent Autosliding from seeing mainstream use. Firstly, as it is performed on Automatic, the player is unable to hop, which locks them out of some major techniques like [[Supergrinding]] and [[Superhopping]], as well as other minor time-saving maneuvers. In addition, Autosliding for extended periods requires a much stricter trajectory than typical Supersliding, and can only be done with positive IV, which limits its ability to save time over typical supersliding outside of setups.&lt;br /&gt;
&lt;br /&gt;
This variation was discovered by &#039;&#039;&#039;&amp;lt;Monster? needs verification&amp;gt;&#039;&#039;&#039;, and is most notably being used for a WIP ultra flap on DS Peach Gardens that could save several seconds over the current unrestricted BKT.&lt;br /&gt;
&lt;br /&gt;
=== Headsliding, Cranium Sliding, whatever (name pending) ===&lt;br /&gt;
The low traction state also applies to any vehicle that is upside-down, as though the wheels are no longer below the floor, they are still not touching it. However, achieving this severe of a rotation often requires the use of [[Barrel Roll State]], which prevents the player from being able to control the lean of their vehicle. As such, the only reliable way to gain EV in this state is to use slopes to redirect the downwards EV obtained via gravity.&lt;br /&gt;
&lt;br /&gt;
Currently, this technique is exclusively useful alongside [[Wheelchair]], as even small amounts of EV gained from slopes can significantly increase the speed you can travel across Solid Out of Bounds collision. This technique was first applied by Justin to improve the DS Desert Hills ultra flap by multiple seconds following the initial discovery of the Wheelchair ultra, but it has since been obsoleted.&lt;br /&gt;
&lt;br /&gt;
=== Magikruiser Tailpipe Supersliding ===&lt;br /&gt;
Similarly to the Wario Bike, the [[Vehicles#Magikruiser | Magikruiser]] has its own tailpipe hitbox. However, the Magikruiser&#039;s tailpipe extends directly behind the bike, rather than above it. This allows it to perform superslides while hanging off of ledges, which is useful when a seam you need to superslide on is otherwise blocked by a wall below.&lt;br /&gt;
&lt;br /&gt;
This variation was first used by [[Mikul]] on his [https://www.youtube.com/watch?v=zPD-vWGqq14 Superstar Dystopia ultra flap]. It was required to circumvent the IV cap of Solid Out of Bounds and achieve a respawn that would not have otherwise been possible by supersliding on a walled-off seam.&lt;br /&gt;
&lt;br /&gt;
=== Wheelie Supersliding ===&lt;br /&gt;
Some longer vehicles, such as the [[Vehicles#Spear | Spear]], are capable of entering a low-traction state by getting only their back wheel stuck in the floor and repeatedly performing wheelies to lift the front wheel off of the ground. This is an extremely limited technique, and there are currently no known practical use cases.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== 2012–2015: Initial Discovery ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO idk tbh someone is gonna have to help me out here&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2016: Wario Bike Discovery ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO cyanmk&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2021–2023: Minor IDB Applications ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO calidae desert, snes bc2&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2023–Present: Full Superslide Potential Realized ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO justin reminding us wario bike exists, monster on TF, autosliding, minor DDSS usages&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2025-Present: RTA Developments ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO ejay LC flap, flam + JC LC 3lap RTA, JC rMR flap&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Applicable categories&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; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; color:red&amp;quot; |&#039;&#039;Banned&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Flap&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; color:red&amp;quot; |&#039;&#039;Banned&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Supersliding is currently used in many 3lap and flap categories, and is used both on its own and to perform the following &#039;&#039;&#039;strats&#039;&#039;&#039;:&lt;br /&gt;
* DC fountain skip&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=uwTk9l81CdQ &amp;quot;&amp;lt;nowiki&amp;gt;[MKWii TAS]&amp;lt;/nowiki&amp;gt; Daisy Circuit Fast Lap (No Ultra, Supersliding) - 20.675&amp;quot; by Monster, Alego11, César, clem, Ejay B, and Marth&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Supersliding has also been used in TASes on the following &#039;&#039;&#039;custom tracks&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mikul</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Supersliding&amp;diff=1207</id>
		<title>Supersliding</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Supersliding&amp;diff=1207"/>
		<updated>2025-10-17T01:12:35Z</updated>

		<summary type="html">&lt;p&gt;Mikul: Add info for additional variants, add 2025 RTA developments to History, small overview additions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{distinguish|supergrinding|supergliding}}&lt;br /&gt;
{{Infobox strat&lt;br /&gt;
|image=WBSS 1.png&lt;br /&gt;
|other_names=SS, WBSS, DDSS&lt;br /&gt;
|class=Glitch&lt;br /&gt;
|type=External Velocity Exploit&lt;br /&gt;
|date_found=&#039;&#039;Unknown&#039;&#039;&lt;br /&gt;
|timesave= N/A&lt;br /&gt;
|theorisers=&#039;&#039;Multiple&#039;&#039;&lt;br /&gt;
|discoverers=&#039;&#039;Multiple&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supersliding&#039;&#039;&#039; is an [[external velocity]] (EV) exploit that occurs when the player is on the ground, but is not touching the floor with any of their wheel hitboxes. This state of low traction allows the player to build EV through bike lean mechanics by repeatedly alternating between neutral and horizontal inputs. Like with other lean-based EV generation techniques, supersliding can only be performed on bikes. It can be performed in multiple ways, but the most common application is Wario Bike Supersliding, a technique in which the bike rests on the [[Vehicles#Wario Bike | Wario Bike&#039;s]] unique tailpipe hitbox.&lt;br /&gt;
&lt;br /&gt;
Prior to the inception of Wario Bike Supersliding, it saw very limited use, as the superslide state was very unstable on other bikes, which made them unable to handle slope changes, tight turns, reversing, or even leaning too far in one direction. Since then, however, its usage rate has skyrocketed, with it seeing use on a large number of Unrestricted and No Ultra flaps, and even some 3laps as well. In addition, [[Automatic Transmission]] has since been adopted in some glitch categories, as the handling boost it provides enables tighter lines for supersliding.&lt;br /&gt;
&lt;br /&gt;
As all forms of lean-based EV exploits are considered glitches, supersliding is banned in no-glitch categories.&lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
=== Low Traction State ===&lt;br /&gt;
In Mario Kart Wii, there are two natural ways for external velocity to decay over time:&lt;br /&gt;
* At all times, the player&#039;s current EV is multiplied by 0.998 each frame (in other words, they lose 0.2% of their current EV every frame), likely to simulate air resistance.&lt;br /&gt;
* When the player&#039;s wheels are touching the ground, an additional constant decay of up to ~7 U/F is applied. The amount of EV reduced seems to vary based on how many wheels are touching the ground and the relative size of each wheel, but the mechanics for this are not yet well-understood.&lt;br /&gt;
&lt;br /&gt;
Notably, there is no additional penalty applied to EV when any of the player&#039;s body hitboxes touch the ground. This means that when the player is touching the ground, without allowing contact by any of their wheels, they lose EV as if they were in the air, but retain full control of their vehicle, including the ability to turn and repeatedly generate EV through leaning. This allows the player to &#039;&#039;&#039;&amp;lt;TODO i forgot what i was writing here lol&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
=== External Velocity Building ===&lt;br /&gt;
External velocity is generated in a superslide through bike lean mechanics. As your bike leans in one direction, it generates EV in that direction as long as its lean rotation continues to increase. As your bike leans, it eventually reaches a lean rotation cap, and will no longer be able to lean any further, and you have to allow your lean rotation to decay by moving the stick back to neutral before attempting to lean more.&lt;br /&gt;
&lt;br /&gt;
As such, the optimal way to generate external velocity is to lean continuously until the lean rotation cap is reached, then balance your inputs such that you are leaning as much as possible without attempting to lean past the lean rotation cap. This sequence of inputs differs depending on the bike and situation, as the game uses different values for the lean rotation speed and lean rotation cap depending on which type of bike you&#039;re using as well as which driving state you&#039;re in (IV speed, SSMT, drifting). When available, you can also begin a drift in the opposite direction to quickly reset your lean rotation, allowing you to build EV at full speed again shortly after.&lt;br /&gt;
&lt;br /&gt;
For more information about bike lean mechanics, including optimal input sequences, &#039;&#039;&#039;&amp;lt;TODO link page or something and maybe add input table?&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like with other low-traction states, EV can also be obtained through interactions with collision, such as EV from gravity being redirected down slopes or applying EV from interactions with walls.&lt;br /&gt;
&lt;br /&gt;
=== Hitbox Differences ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO worth linking the sheet in here?&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Wario Bike Supersliding ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Additional Variants ==&lt;br /&gt;
=== Autosliding / Auto Driftsliding ===&lt;br /&gt;
&#039;&#039;&#039;Autosliding&#039;&#039;&#039;, also known as &#039;&#039;&#039;Auto Driftsliding&#039;&#039;&#039;, is a supersliding technique performed on Automatic Transmission, in which the player uses Automatic drifts repeatedly to gain EV at a much higher rate than is typically possible with supersliding.&lt;br /&gt;
&lt;br /&gt;
This works because to begin an automatic drift, the player simply needs to be holding a horizontal input of 6 or above for 12 frames, and the game does not care about which direction is actually being held. Because of this, the player can hold one direction to lean all the way up to the lean rotation cap, and then flip their input all the way in the opposite direction on the frame drift counter reaches 12 to begin a drift in the opposite direction, thereby resetting their lean rotation. This can be repeated indefinitely, allowing a much higher rate of EV gain, and consequently a higher effective EV cap as well.&lt;br /&gt;
&lt;br /&gt;
However, there are two main drawbacks that prevent Autosliding from seeing mainstream use. Firstly, as it is performed on Automatic, the player is unable to hop, which locks them out of some major techniques like [[Supergrinding]] and [[Superhopping]], as well as other minor time-saving maneuvers. In addition, Autosliding for extended periods requires a much stricter trajectory than typical Supersliding, which limits its ability to save time outside of setups.&lt;br /&gt;
&lt;br /&gt;
This variation was discovered by &amp;lt;Monster? needs verification&amp;gt;, and is most notably being used for a WIP flap on DS Peach Gardens that could save several seconds over the current BKT.&lt;br /&gt;
&lt;br /&gt;
=== Headsliding, Cranium Sliding, whatever (name pending) ===&lt;br /&gt;
The low traction state also applies to any vehicle that is upside-down, as though the wheels are no longer below the floor, they are still not touching it. However, achieving this severe of a rotation often requires the use of [[Barrel Roll State]], which prevents the player from being able to control the lean of their vehicle. As such, the only reliable way to gain EV in this state is to use slopes to redirect the downwards EV obtained via gravity.&lt;br /&gt;
&lt;br /&gt;
Currently, this technique is exclusively useful alongside [[Wheelchair]], as even small amounts of EV gained from slopes can significantly increase the speed you can travel across Solid Out of Bounds collision. This technique was first applied by Justin to improve the DS Desert Hills ultra flap by multiple seconds following the initial discovery of the Wheelchair ultra, but it has since been obsoleted.&lt;br /&gt;
&lt;br /&gt;
=== Magikruiser Tailpipe Supersliding ===&lt;br /&gt;
Similarly to the Wario Bike, the [[Vehicles#Magikruiser | Magikruiser]] has its own tailpipe hitbox. However, the Magikruiser&#039;s tailpipe extends directly behind the bike, rather than above it. This allows it to perform superslides while hanging off of ledges, which is useful when a seam you need to superslide on is otherwise blocked by a wall below.&lt;br /&gt;
&lt;br /&gt;
This variation was first used by [[Mikul]] on his [https://www.youtube.com/watch?v=zPD-vWGqq14 Superstar Dystopia ultra flap]. It was required to circumvent the IV cap of Solid Out of Bounds and achieve a respawn that would not have otherwise been possible by supersliding on a walled-off seam.&lt;br /&gt;
&lt;br /&gt;
=== Wheelie Supersliding ===&lt;br /&gt;
Some longer vehicles, such as the [[Vehicles#Spear | Spear]] are capable of entering a low-traction state by getting only their back wheel stuck in the floor and repeatedly performing wheelies to lift the front wheel off of the ground. This is an extremely limited technique, and there are currently no known practical use cases.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== 2012–2015: Initial Discovery ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO idk tbh someone is gonna have to help me out here&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2016: Wario Bike Discovery ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO cyanmk&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2021–2023: Minor IDB Applications ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO calidae desert, snes bc2&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2023–Present: Full Superslide Potential Realized ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO justin reminding us wario bike exists, monster on TF, autosliding, minor DDSS usages&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2025-Present: RTA Developments ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO ejay LC flap, flam + JC LC 3lap RTA, JC rMR flap&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Applicable categories&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; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; color:red&amp;quot; |&#039;&#039;Banned&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Flap&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; color:red&amp;quot; |&#039;&#039;Banned&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Supersliding is currently used in many 3lap and flap categories, and is used both on its own and to perform the following &#039;&#039;&#039;strats&#039;&#039;&#039;:&lt;br /&gt;
* DC fountain skip&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=uwTk9l81CdQ &amp;quot;&amp;lt;nowiki&amp;gt;[MKWii TAS]&amp;lt;/nowiki&amp;gt; Daisy Circuit Fast Lap (No Ultra, Supersliding) - 20.675&amp;quot; by Monster, Alego11, César, clem, Ejay B, and Marth&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Supersliding has also been used in TASes on the following &#039;&#039;&#039;custom tracks&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mikul</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Supersliding&amp;diff=1204</id>
		<title>Supersliding</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Supersliding&amp;diff=1204"/>
		<updated>2025-10-16T21:42:53Z</updated>

		<summary type="html">&lt;p&gt;Mikul: Some minor rewording of important stuff and a TODO where I left an incomplete sentence in&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{distinguish|supergrinding|supergliding}}&lt;br /&gt;
{{Infobox strat&lt;br /&gt;
|image=WBSS 1.png&lt;br /&gt;
|other_names=SS, WBSS, DDSS&lt;br /&gt;
|class=Glitch&lt;br /&gt;
|type=External Velocity Exploit&lt;br /&gt;
|date_found=&#039;&#039;Unknown&#039;&#039;&lt;br /&gt;
|timesave= N/A&lt;br /&gt;
|theorisers=&#039;&#039;Multiple&#039;&#039;&lt;br /&gt;
|discoverers=&#039;&#039;Multiple&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supersliding&#039;&#039;&#039; is an [[external velocity]] (EV) exploit that occurs when the player is on the ground, but is not touching the floor with any of their wheel hitboxes. This state of low traction allows the player to build EV through bike lean mechanics by repeatedly alternating between neutral and horizontal inputs. Like with other lean-based EV generation techniques, supersliding can only be performed on bikes. It can be performed in multiple ways, but the most common application is Wario Bike Supersliding, a technique in which the bike rests on the [[Vehicles#Wario Bike | Wario Bike&#039;s]] unique tailpipe hitbox.&lt;br /&gt;
&lt;br /&gt;
Prior to the inception of Wario Bike Supersliding, it saw very limited use, as the superslide state was very unstable on other bikes, which made them unable to handle slope changes, tight turns, reversing, or even leaning too far in one direction. Since then, however, its usage rate has skyrocketed, with it seeing use on a large number of Unrestricted and No Ultra flaps, and even some 3laps as well.&lt;br /&gt;
&lt;br /&gt;
As all forms of lean-based EV exploits are considered glitches, supersliding is banned in no-glitch categories.&lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
=== Low Traction State ===&lt;br /&gt;
In Mario Kart Wii, there are two natural ways for external velocity to decay over time:&lt;br /&gt;
* At all times, the player&#039;s current EV is multiplied by 0.998 each frame (in other words, they lose 0.2% of their current EV every frame), likely to simulate air resistance.&lt;br /&gt;
* When the player&#039;s wheels are touching the ground, an additional constant decay of up to ~7 U/F is applied. The amount of EV reduced seems to vary based on how many wheels are touching the ground and the relative size of each wheel, but the mechanics for this are not yet well-understood.&lt;br /&gt;
&lt;br /&gt;
Notably, there is no additional penalty applied to EV when any of the player&#039;s body hitboxes touch the ground. This means that when the player is touching the ground, without allowing contact by any of their wheels, they lose EV as if they were in the air, but retain full control of their vehicle, including the ability to turn and repeatedly generate EV through leaning. This allows the player to &#039;&#039;&#039;&amp;lt;TODO i forgot what i was writing here lol&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
=== External Velocity Building ===&lt;br /&gt;
External velocity is generated in a superslide through bike lean mechanics. As your bike leans in one direction, it generates EV in that direction as long as its lean rotation continues to increase. As your bike leans, it eventually reaches a lean rotation cap, and will no longer be able to lean any further, and you have to allow your lean rotation to decay by moving the stick back to neutral before attempting to lean more.&lt;br /&gt;
&lt;br /&gt;
As such, the optimal way to generate external velocity is to lean continuously until the lean rotation cap is reached, then balance your inputs such that you are leaning as much as possible without attempting to lean past the lean rotation cap. This sequence of inputs differs depending on the bike and situation, as the game uses different values for the lean rotation speed and lean rotation cap depending on which type of bike you&#039;re using as well as which driving state you&#039;re in (IV speed, SSMT, drifting). When available, you can also begin a drift in the opposite direction to quickly reset your lean rotation, allowing you to build EV at full speed again shortly after.&lt;br /&gt;
&lt;br /&gt;
For more information about bike lean mechanics, including optimal input sequences, &#039;&#039;&#039;&amp;lt;TODO link page or something and maybe add input table?&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like with other low-traction states, EV can also be obtained through interactions with collision, such as EV from gravity being redirected down slopes or applying EV from interactions with walls.&lt;br /&gt;
&lt;br /&gt;
=== Hitbox Differences ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO worth linking the sheet in here?&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Wario Bike Supersliding ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Additional Variants ==&lt;br /&gt;
=== Autosliding / Auto Driftsliding ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Magikruiser Tailpipe Supersliding ===&lt;br /&gt;
Add Mikul&#039;s Superstar Dystopia flap&lt;br /&gt;
&lt;br /&gt;
=== Wheelie Supersliding ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== Initial Discovery (2012-2015) ===&lt;br /&gt;
&lt;br /&gt;
=== Wario Bike Discovery (2016) ===&lt;br /&gt;
&lt;br /&gt;
=== Minor IDB Applications (2021-2023) ===&lt;br /&gt;
(Calidae Desert, SNES Bowser&#039;s Castle 2)&lt;br /&gt;
&lt;br /&gt;
=== Wario Bike Supersliding Potential Realized (2023) ===&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Applicable categories&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; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; color:red&amp;quot; |&#039;&#039;Banned&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Flap&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; color:red&amp;quot; |&#039;&#039;Banned&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Supersliding is currently used in many 3lap and flap categories, and is used both on its own and to perform the following &#039;&#039;&#039;strats&#039;&#039;&#039;:&lt;br /&gt;
* DC fountain skip&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=uwTk9l81CdQ &amp;quot;&amp;lt;nowiki&amp;gt;[MKWii TAS]&amp;lt;/nowiki&amp;gt; Daisy Circuit Fast Lap (No Ultra, Supersliding) - 20.675&amp;quot; by Monster, Alego11, César, clem, Ejay B, and Marth&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Supersliding has also been used in TASes on the following &#039;&#039;&#039;custom tracks&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mikul</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Supersliding&amp;diff=1203</id>
		<title>Supersliding</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Supersliding&amp;diff=1203"/>
		<updated>2025-10-16T21:27:54Z</updated>

		<summary type="html">&lt;p&gt;Mikul: Started a restructuring and rewrite of this page, will fill out more after feedback&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{distinguish|supergrinding|supergliding}}&lt;br /&gt;
{{Infobox strat&lt;br /&gt;
|image=WBSS 1.png&lt;br /&gt;
|other_names=SS, WBSS, DDSS&lt;br /&gt;
|class=Glitch&lt;br /&gt;
|type=External Velocity Exploit&lt;br /&gt;
|date_found=&#039;&#039;Unknown&#039;&#039;&lt;br /&gt;
|timesave= N/A&lt;br /&gt;
|theorisers=&#039;&#039;Multiple&#039;&#039;&lt;br /&gt;
|discoverers=&#039;&#039;Multiple&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supersliding&#039;&#039;&#039; is an [[external velocity]] (EV) exploit that occurs when the player is on the ground, but is not touching the floor with any of their wheel hitboxes. This state of low traction allows the player to build EV through bike lean mechanics by repeatedly alternating between neutral and horizontal inputs. Like with other lean-based EV generation techniques, supersliding can only be performed on bikes. It can be performed in multiple ways, but the most common application is Wario Bike Supersliding, a technique in which the bike rests on the [[Vehicles#Wario Bike | Wario Bike&#039;s]] unique tailpipe hitbox.&lt;br /&gt;
&lt;br /&gt;
Prior to the inception of Wario Bike Supersliding, it saw very limited use, as the superslide state was very unstable on other bikes, which made them unable to handle slope changes, tight turns, reversing, or even leaning too far in one direction. Since then, however, its usage rate has skyrocketed, with it seeing use on a large number of Unrestricted and No Ultra flaps, and even some 3laps as well.&lt;br /&gt;
&lt;br /&gt;
As all forms of lean-based EV exploits are considered glitches, supersliding is banned in no-glitch categories.&lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
=== Low Traction State ===&lt;br /&gt;
In Mario Kart Wii, there are two natural ways for external velocity to decay over time:&lt;br /&gt;
* At all times, the player&#039;s current EV is multiplied by 0.998 each frame (in other words, they lose 0.2% of their current EV every frame), likely to simulate air resistance.&lt;br /&gt;
* When the player&#039;s wheels are touching the ground, an additional constant decay of up to ~7 U/F is applied. The amount of EV reduced seems to vary based on how many wheels are touching the ground and the relative size of each wheel, but the mechanics for this are not yet well-understood.&lt;br /&gt;
&lt;br /&gt;
Notably, there is no additional penalty applied to EV when any of the player&#039;s body hitboxes touch the ground. This means that when the player is touching the ground, without allowing contact by any of their wheels, they lose EV as if they were in the air, but retain full control of their vehicle, including the ability to turn and repeatedly generate EV through leaning. This allows the player &lt;br /&gt;
&lt;br /&gt;
=== External Velocity Building ===&lt;br /&gt;
External velocity is generated in a superslide through bike lean mechanics. As your bike leans in one direction, it generates EV in that direction as long as its lean rotation continues to increase. As your bike leans, it eventually reaches a lean rotation cap, and will no longer be able to lean any further, and you have to allow your lean rotation to decay by moving the stick back to neutral before attempting to lean more.&lt;br /&gt;
&lt;br /&gt;
As such, the optimal way to generate external velocity is to reach the lean rotation cap as soon as possible, then balance your inputs such that you are leaning as much as possible without leaning past the lean rotation cap. This sequence of inputs differs depending on the bike and situation, as the game uses different values for the lean rotation speed and lean rotation cap depending on which type of bike you&#039;re using as well as which driving state you&#039;re in (IV speed, SSMT, drifting). When available, you can also begin a drift in the opposite direction to quickly reset your lean rotation, allowing you to build EV at full speed again shortly after.&lt;br /&gt;
&lt;br /&gt;
For more information about bike lean mechanics, including optimal input sequences, &#039;&#039;&#039;&amp;lt;TODO link page or something and maybe add input table?&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like with other low-traction states, EV can also be obtained through interactions with collision, such as EV from gravity being redirected down slopes or applying EV from interactions with walls.&lt;br /&gt;
&lt;br /&gt;
=== Hitbox Differences ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TODO worth linking the sheet in here?&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Wario Bike Supersliding ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Additional Variants ==&lt;br /&gt;
=== Autosliding / Auto Driftsliding ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Magikruiser Tailpipe Supersliding ===&lt;br /&gt;
Add Mikul&#039;s Superstar Dystopia flap&lt;br /&gt;
&lt;br /&gt;
=== Wheelie Supersliding ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== Initial Discovery (2012-2015) ===&lt;br /&gt;
&lt;br /&gt;
=== Wario Bike Discovery (2016) ===&lt;br /&gt;
&lt;br /&gt;
=== Minor IDB Applications (2021-2023) ===&lt;br /&gt;
(Calidae Desert, SNES Bowser&#039;s Castle 2)&lt;br /&gt;
&lt;br /&gt;
=== Wario Bike Supersliding Potential Realized (2023) ===&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Applicable categories&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; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; color:red&amp;quot; |&#039;&#039;Banned&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Flap&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#CCFFCC&amp;quot; |Yes&lt;br /&gt;
| style=&amp;quot;text-align:center; color:red&amp;quot; |&#039;&#039;Banned&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Supersliding is currently used in many 3lap and flap categories, and is used both on its own and to perform the following &#039;&#039;&#039;strats&#039;&#039;&#039;:&lt;br /&gt;
* DC fountain skip&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=uwTk9l81CdQ &amp;quot;&amp;lt;nowiki&amp;gt;[MKWii TAS]&amp;lt;/nowiki&amp;gt; Daisy Circuit Fast Lap (No Ultra, Supersliding) - 20.675&amp;quot; by Monster, Alego11, César, clem, Ejay B, and Marth&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Supersliding has also been used in TASes on the following &#039;&#039;&#039;custom tracks&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mikul</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=User:Mikul&amp;diff=1200</id>
		<title>User:Mikul</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=User:Mikul&amp;diff=1200"/>
		<updated>2025-10-16T05:07:27Z</updated>

		<summary type="html">&lt;p&gt;Mikul: Created page with &amp;quot;{{ Infobox user |honorific_prefix=I Will Finish a TAS in 2025 |image=Michael Youtube.jpg|frame|Michael&amp;#039;s YouTube Profile Picture |other_names=Michael |country=us |known_for=&amp;#039;&amp;#039;Glitches, TASes&amp;#039;&amp;#039; |youtube=mikul958 |mkwtas=Mikul |discord=mikul958 }}  Hey there, I&amp;#039;m Michael!  I&amp;#039;ve been a long-time fan of Mario Kart Wii since its release, and I&amp;#039;ve been playing it on and off for a little over 15 years at this point.  Around 2018, I rediscovered my love for the game, and while I...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{&lt;br /&gt;
Infobox user&lt;br /&gt;
|honorific_prefix=I Will Finish a TAS in 2025&lt;br /&gt;
|image=Michael Youtube.jpg|frame|Michael&#039;s YouTube Profile Picture&lt;br /&gt;
|other_names=Michael&lt;br /&gt;
|country=us&lt;br /&gt;
|known_for=&#039;&#039;Glitches, TASes&#039;&#039;&lt;br /&gt;
|youtube=mikul958&lt;br /&gt;
|mkwtas=Mikul&lt;br /&gt;
|discord=mikul958&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Hey there, I&#039;m Michael!&lt;br /&gt;
&lt;br /&gt;
I&#039;ve been a long-time fan of Mario Kart Wii since its release, and I&#039;ve been playing it on and off for a little over 15 years at this point.&lt;br /&gt;
&lt;br /&gt;
Around 2018, I rediscovered my love for the game, and while I&#039;ve never been the best at it, I decided to dedicate much more time to improving and learning everything I could about the game. From around 2018-2021, I played a lot of time trials and online, and absorbed any knowledge I could about the game&#039;s checkpoint system and physics, though it was rare you&#039;d ever find me interacting with the rest of the community.&lt;br /&gt;
&lt;br /&gt;
At the end of 2021, though, I got noticed by The Track Breakers, and from then on my interaction with the wider community completely changed. I picked up TASing with the goal of using it to break as many CTGP tracks as possible, and spent a lot of time collaborating with other people to achieve this goal. Eventually, I slowly pivoted to investigating the Nintendo tracks, and from there we started contributing to an ever-growing list of strat developments and track breakage.&lt;br /&gt;
&lt;br /&gt;
Some of my personal favorite Nintendo track discoveries include:&lt;br /&gt;
* DS Yoshi Falls [https://www.youtube.com/watch?v=kJlx67QVd1g Ultra Shortcut]&lt;br /&gt;
* DS Yoshi Falls [https://www.youtube.com/watch?v=orZH-X4fhJg Egg Shortcut] (both two-shroom and one-shroom variants)&lt;br /&gt;
* Koopa Cape [https://www.youtube.com/watch?v=SiRujcn554w Dragster Strat]&lt;br /&gt;
* Koopa Cape [https://www.youtube.com/watch?v=lMvcISr5Vj0 Respawnless Ultra] (with help from Justin)&lt;br /&gt;
* N64 Bowser&#039;s Castle [https://www.youtube.com/watch?v=t1yr5PC1ycI Sign Bypass] (with help from Epik95)&lt;br /&gt;
* DS Peach Gardens [https://www.youtube.com/watch?v=mAQWA60RMMo Tiny Titan Ultra] (with help from Epik95 and Justin)&lt;br /&gt;
&lt;br /&gt;
Whenever I find the time to TAS, you&#039;ll typically find me working to test out any strat ideas I have, rather than optimizing existing strats, so it&#039;s rare that you&#039;ll see published runs from me. I also revisit custom tracks from time to time, though these days it&#039;s more of a solo effort to work on whatever I find exciting. However, I still love to keep up with current strat developments, and I&#039;m currently an active admin for MKWTAS, so please don&#039;t hesitate to reach out to me if you have any questions or concerns about anything!&lt;/div&gt;</summary>
		<author><name>Mikul</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=File:Michael_Youtube.jpg&amp;diff=1199</id>
		<title>File:Michael Youtube.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=File:Michael_Youtube.jpg&amp;diff=1199"/>
		<updated>2025-10-16T04:34:27Z</updated>

		<summary type="html">&lt;p&gt;Mikul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Michael&#039;s YouTube Profile Picture.&lt;/div&gt;</summary>
		<author><name>Mikul</name></author>
	</entry>
</feed>