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		<id>https://wiki.mkwtas.com/index.php?title=Superhopping&amp;diff=1345</id>
		<title>Superhopping</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Superhopping&amp;diff=1345"/>
		<updated>2025-12-31T11:27:40Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: added some stuff i learned from monster&amp;#039;s blog&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Superhopping&#039;&#039;&#039; is an [[external velocity]] (EV) exploit exclusive to outside-drifting bikes (ODBs) using [[manual drift]]. It involves performing [[Hop#Spinhop | spinhops]] repeatedly to gain EV.&lt;br /&gt;
&lt;br /&gt;
Superhopping is notable for being the most widely applicable out of the major EV exploits, as it can be performed even on a flat plane of ground without any setup. On the other hand, it is not as effective for accumulating large amounts of EV. Superhopping saves time on the vast majority of unrestricted and no ultra categories, while it is not allowed in the [[Category rules | no glitch]] category.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Bikes are able to gain EV by [[EV#Leaning | leaning]] during a hop. Tilting the stick to either side causes the bike to lean in that direction and gain EV; it also increases the lean rotation value until reaching the lean rotation cap, at which point the vehicle stops gaining EV. If the stick is neutral, lean rotation decreases by 10% per frame. this also applies when the bike has been airborne for over 20 frames, no matter the stick input.&lt;br /&gt;
&lt;br /&gt;
Leaning EV is intended to be lost very quickly, due to two mechanics: wheel EV decay and EV to IV conversion. Wheel EV decay activates when a wheel hitbox is touching the ground, reducing EV by 2-4 per frame for each wheel. EV to IV conversion happens when landing from airtime in particular, and also contributes to EV loss.&lt;br /&gt;
&lt;br /&gt;
There is a distinction between a bike&#039;s facing direction (yaw), and the direction of the IV vector, which is the direction of movement without EV. The difference between these two direction is referred to as &#039;&#039;&#039;relative angle&#039;&#039;&#039;. When landing from airtime, the greater the relative angle, the more EV dissipation is reduced while the relative angle normalizes.&lt;br /&gt;
&lt;br /&gt;
The drifting mechanics of ODBs allow them to reach a relative angle of up to ~45° in a drift, and increase it even higher by repeatedly hopping. On the ground, the relative angle has a hard limit of 60°. When landing on the ground (without a drift), the relative angle is preserved from airtime, though it is capped at 60° and begins decreasing. For large relative angles, the EV loss is greatly reduced. Performing spinhops over and over again allows the bike to both gain EV by leaning, increase its relative angle (so that only a small amount of EV is lost upon landing), and move roughly in a straight line.&lt;br /&gt;
&lt;br /&gt;
Inside-drifting bikes are not able to superhop, because whenever they land from airtime, the relative angle is immediately set to 0°. As a result, the EV absorbed upon landing is much greater, and it is not possible to slowly gain EV over time by hopping.&lt;br /&gt;
&lt;br /&gt;
Superhopping tends to rotate the bike to turn inwards over time, due to the repeated spinhops. It is still possible to superhop in a (mostly) straight line; if the goal is to gain EV to the right, the basic superhop movement involves alternating a spinhop to the left with a counterhop to the right. Bikes with lower [[Statistics | handling]] are able to take wider lines, making them generally better at superhopping, although every bike slowly turns inwards over time. On the other hand, higher handling makes it slightly easier to accumulate EV, as the relative angle can increase to higher values.&lt;br /&gt;
&lt;br /&gt;
Superhopping is generally easier to perform on flat ground. Ground sloping affects the airtime of each individual hops, making it difficult to test changes and fully optimize superhopping. On uphills, superhopping is less effective because the reduced airtime makes it harder to accumulate EV. On downhills, the increased airtime makes it easier to gain EV, but controlling the bike&#039;s trajectory is more difficult on straight lines.&lt;br /&gt;
&lt;br /&gt;
== Optimizations ==&lt;br /&gt;
&lt;br /&gt;
=== Optimal inputs ===&lt;br /&gt;
Before starting a superhop sequence, it is very important to keep drifting for some time, so that the IV vector points fully away from the facing direction. If the initial drift is too short, the relative angle is too small, which causes bike to lose more EV when landing from each hop at the start of the superhop sequence. (Repeated spinhops continue increasing the relative angle, however, hence why the bike is still able to gain speed after some time.) The exact length of the drift depends on the situation, so it&#039;s best to test a few different lengths.&lt;br /&gt;
&lt;br /&gt;
To gain as much speed as possible while superhopping to the right, the angle hop input should be a +2, while the drift commit input should be -1 for a spinhop.&amp;lt;br&amp;gt;&lt;br /&gt;
Both inputs contribute to generating EV. For the drift commit, -1 is the only input which starts a left spinhop without gaining EV to the left. For the angle hop, any input between +2 and +7 generates EV to the right, but a softer input is better because it causes a smaller IV decrease. Using ±2 angle hops instead of ±7 makes a big difference when superhopping below 120 u/f.&lt;br /&gt;
&lt;br /&gt;
Other inputs during the hop only affect leaning, not the bike&#039;s rotation. The first input upon landing also does not affect rotation. For this reason, adjusting the angle hop and drift commit inputs is the easiest way to control the bike&#039;s trajectory while superhopping. Adding a few grounded frames is another option, although wheel EV decay causes EV to decrease rapidly on the ground.&lt;br /&gt;
&lt;br /&gt;
Vertical inputs during the hop always have an effect on yaw rotation due to [[Rotation#Rotation conversion | rotation conversion]]. Occasionally, vertical inputs also affect the airtime of individual hops, or how much EV is lost upon landing. It is recommended to always test both holding fully up and down for each hop when optimizing superhopping.&lt;br /&gt;
&lt;br /&gt;
=== Drift hops ===&lt;br /&gt;
To perform a drift hop, drift for 1 frame upon landing from a spinhop before starting the next hop. Drift hops should usually be performed every other hop, but it varies depending on the situation.&lt;br /&gt;
&lt;br /&gt;
Consider a superhop sequence to the right. When lean rotation reaches the cap of +1, leaning does not gain any more EV and superhopping stops being effective. However, by doing a spinhop to the left and landing in a drift, lean rotation is immediately reset to -0.8, restoring the ability to gain EV by leaning to the right. (The same principle works for superhopping to the left, with signs and directions swapped.)&lt;br /&gt;
&lt;br /&gt;
It is important to not drift after landing from a counterhop. In the example above, starting a hop to the right and landing in a drift sets lean rotation to a positive value like +1.1, which nullifies the ability to gain EV by leaning to the right. When superhopping to the right, a common pattern of hops is the following: left drift spinhop, right counterhop.&lt;br /&gt;
&lt;br /&gt;
When performing a drift hop on flat ground, lean rotation reaches the cap again after two hops. To keep resetting the lean rotation, a drift hops should be done every other hop. On downhills, it&#039;s better to drift hop every hop due to increased airtime, while on uphills drift hops can be done every third or fourth hop.&amp;lt;br&amp;gt;&lt;br /&gt;
Each drift hop counts as one more grounded frame, making the bike dissipate some EV and rotate inward. For long or tight turns, holding the drift for a few frames is the most efficient method to rotate and move tighter. Forgoing drift hops lets the bike move slightly wider, but affects EV generation, so it&#039;s usually better to rework previous superhop lines instead.&lt;br /&gt;
&lt;br /&gt;
To perform a drift hop, IV must be at least 55% of maximum base speed upon landing. Even if the bike is moving at 120 u/f, if its IV is too low it won&#039;t be able to drift hop. This makes the offroad stat very important on tracks like [[GBA Shy Guy Beach]], which features long stretches of superhopping on offroad.&lt;br /&gt;
&lt;br /&gt;
=== Neutral gliding ===&lt;br /&gt;
When lean rotation reaches its cap, leaning stops increasing EV. Instead of reaching the cap, it is better to alternate between neutral and leaning inputs, and hover below the lean rotation cap to keep generating EV. This technique is known as neutral gliding.&lt;br /&gt;
&lt;br /&gt;
Using neutral inputs, lean rotation decreases more quickly at higher values, so it is optimal to wait until one or two frames before reaching the cap to neutral glide. Optimal neutral gliding involves alternating between a leaning and neutral input every frame, as detailed [[EV#Leaning | here]].&lt;br /&gt;
&lt;br /&gt;
Neutral gliding is best used to squeeze out a little more EV before resetting lean rotation by drifting. Consider the previous example of a hop pattern: left drift spinhop, right counterhop. Neutral gliding is only useful at the end of the spinhop, while it should not be used during the counterhop since lean rotation is still far from the cap.&lt;br /&gt;
&lt;br /&gt;
In the long term, neutral gliding is less effective at gaining EV than performing drift hops. It is better to rework the superhop sequence to include more drift hops, than to neutral glide for an entire hop or longer.&lt;br /&gt;
&lt;br /&gt;
=== Wheelies ===&lt;br /&gt;
Between each hop, there is one frame where the bike is grounded and a wheelie can be started. Even though the wheelie is immediately cancelled by the hop, it still has a small effect on the superhop sequence. Wheelies are subject to the regular 20 frame cooldown, so on flat ground they can only be used every other hop.&lt;br /&gt;
&lt;br /&gt;
Doing a wheelie usually lets the bike move slightly wider while superhopping, though occasionally it may cause the bike to move tigher instead. It is not possible to lean during a wheelie, which slightly reduces EV gain. Wheelies slightly lift the front of the bike, which may cause the bike to gain more airtime when driving on uphill terrain. Finally, adding a wheelie may affect how much EV is lost after landing from the hop.&lt;br /&gt;
&lt;br /&gt;
Although wheelies are often good for taking wider lines, it can be hard to predict what they do in each sitauation. When optimizing superhopping, it is recommended to try adding a wheelie after each hop and check if it is beneficial compared to not doing a wheelie.&lt;br /&gt;
&lt;br /&gt;
On each grounded frame, an alternative option is releasing the A button. This causes IV to decrease, which usually causes the bike to move a bit wider, in the direction of the EV vector. Because IV also determines if the bike can drift hop, this is generally only useful at 120 u/f, and if IV can remain high for the entire superhop sequence.&lt;br /&gt;
&lt;br /&gt;
=== Soft walls ===&lt;br /&gt;
[[Collision types#Soft wall | Soft walls]] (also known as barrel roll collision) are often found on the edge of the track, and can be interacted with while superhopping. While colliding with a soft wall, and up to 10 frames after, both leaning and wheel EV decay are disabled.&lt;br /&gt;
&lt;br /&gt;
As long as wheel EV decay is disabled, there is no penalty for driving on the ground. This is very useful for accelerating (to increase IV without an EV penalty) and change the direction of IV, especially on straightways where movement options are limited. However, since soft walls also disable leaning, it may be better to avoid them if EV isn&#039;t high enough to stay at the speed cap. Soft walls are used for better lines on tracks like [[GBA Bowser Castle 3]] and [[GBA Shy Guy Beach]].&lt;br /&gt;
&lt;br /&gt;
=== Slippery road ===&lt;br /&gt;
On slippery road, the maximum relative angle on the ground changes from 60° to over 75°. This makes it easier to accumulate EV than on regular terrain, because a greater relative angle reduces the EV lost upon landing from each hop. Likewise, because the [[Statistics | traction]] stat &#039;&#039;decreases&#039;&#039; the maximum relative angle further on slippery road, low traction bikes are able to gain EV a bit more efficiently on slippery road.&lt;br /&gt;
&lt;br /&gt;
Instead of alternating between counterhops and spinhops, a viable movement option is to spinhop in the same direction, drift hop, and simply turn away on the ground for a few frames. Over time, this accumulates more EV than counterhopping and prevents IV from decreasing, but it causes the bike to rotate inwards much more than using counterhops would.&lt;br /&gt;
&lt;br /&gt;
=== Wallclips ===&lt;br /&gt;
When superhopping to the right, the only option for taking a turn to the left is to stop the superhop sequence, drift to the left until the relative angle reaches 45° again, and resume superhopping in the opposite direction. Clipping a wall immediately reduces the relative angle to 0°, by redirecting the IV vector to be parallel to the bike&#039;s facing direction. As such, wallclips can be used to shift the direction of movement and reach a high relative angle in the opposite direction more quickly. This is done, for example, on [[SNES Mario Circuit 3#NU Flap | SNES Mario Circuit 3 NU flap]]&#039;s second shroom, to quickly switch from drifting left at the hairpin to drifting right in preparation the final superhop sequence.&lt;br /&gt;
&lt;br /&gt;
== Usage with other EV exploits ==&lt;br /&gt;
Although superhopping is widely applicable, it is not the best movement option for every situation. Superhopping struggles with straightways and tight corners due to limited turning, and sections with many elevation changes. ODBs have access to many other EV exploits; when routing a complex track, it is very important to consider what other movement options may be better than superhopping on specific sections.&lt;br /&gt;
&lt;br /&gt;
[[Outside drift momentum]] is the most common alternative. ODM accumulates EV by leaning much like superhopping, but the airtime is gained by driving off a ledge or by getting a bounce, rather than by hopping. Without the hop, the bike&#039;s turning is not restricted like for superhopping. ODM is especially helpful for rotating outwards to move in a wider trajectory. Lean rotation can be reset by performing a slipdrift, and neutral gliding is also applicable.&amp;lt;br&amp;gt;&lt;br /&gt;
If the track&#039;s geometry allows for it, ODM is best used to let the bike realign in the air in-between two consecutive superhop sequences. An example can be seen on [[Luigi Circuit]]. By using the curbs, it is possible to get a large bounce and perform ODM; this lets the bike take the corners tight and realign, all without sacrificing EV.&lt;br /&gt;
&lt;br /&gt;
[[Supergrinding]] is often performed out of a superhop sequence, as seen on tracks like [[DS Delfino Square]] or [[DS Peach Gardens]]. Compared to superhopping, supergrinding allows for much greater control over turning, and deals much better with changes in ground slope. The main downside is that supergrinding not as versatile; since it requires a grounded hop, it can&#039;t be started at will, and any airtime forces the bike out of the supergrind state.&amp;lt;br&amp;gt;&lt;br /&gt;
Grounded hops are bad for superhopping, because airtime is necessary to avoid wheel EV decay. Using grounded hops to rapid fire hop is common on uphills, but does not always result in a proper supergrind, as wheel EV decay can&#039;t be prevented at times. Instead, supergrinds are usually started out of a superhop by using a downhill slope.&lt;br /&gt;
&lt;br /&gt;
While the Wario Bike is in the [[superslide]] state, it is able to hop without ejecting on most uphill and flat terrain. The same principles for superhopping detailed above can be applied while in the superslide state too. In particular, drift hops can be very effective on manual drift to reset lean rotation and quickly build EV; this is situational, however, as drifting requires high positive IV, while negative IV helps to turn tighter in a superslide.&amp;lt;br&amp;gt;&lt;br /&gt;
Overall, superhopping in the superslide state isn&#039;t more effective than performing regular superslide inputs. That being said, hopping can be used to take tighter lines at high IV or avoid offroad while still gaining EV, as seen on [[GCN Peach Beach]].&lt;br /&gt;
&lt;br /&gt;
== Reverse superhopping ==&lt;br /&gt;
In all cases discussed so far, superhopping increases the total speed of the bike. This is because the EV vector has a component parallel to the IV vector. The total speed is simply the sum of the IV and EV vectors; therefore, the more parallel the two vectors, the greater the total speed.&lt;br /&gt;
&lt;br /&gt;
It is also possible to decrease the total speed by superhopping, for example by drifting to the left and superhopping to the left. In this case, the EV vector has a component opposite the IV vector, and the bike appears to gradually slow down as EV increases; in reality, IV remains stable and EV increases, but since they are pointing in opposite directions, the two components cancel out rather than add together. This application is known as reverse superhopping.&lt;br /&gt;
&lt;br /&gt;
Reverse superhopping is generally not useful for 3lap categories, but it has seen use in certain flap setups, such as [[Mario Circuit]]. Compared to other EV exploits, the benefit of reverse superhopping is that takes little room to generate EV, since the speed is low, and it can be performed anywhere, including flat ground. It can also lead to other EV exploits, like supergrinding, while the IV and EV vectors are pointing away from each other. However, reverse superhopping alone is less effective than other methods at accumulating a large amount of EV.&lt;/div&gt;</summary>
		<author><name>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Trick&amp;diff=1339</id>
		<title>Trick</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Trick&amp;diff=1339"/>
		<updated>2025-12-17T21:02:38Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: negative iv&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Tricking&#039;&#039;&#039; is a speed boost technique in &#039;&#039;[[Mario Kart Wii]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Tricks can be initiated after colliding with trickable road, by pressing any direction on the D-pad (or flicking in any direction with Wii Wheel or Nunchuk). The D-pad input can be pressed up to the 10th frame of airtime leaving the trickable road; additionally, the D-pad input can be buffered up to 13 frames before leaving the trickable surface.&lt;br /&gt;
&lt;br /&gt;
For a trick to actually be triggered, the magnitude of the [[Internal velocity|IV]] vector must be at least 50% of its regular [[IV#Maximum speed |max base speed]]. Additionally, the vehicle must get airtime from the trickable road, and be airborne on the 3rd frame after leaving it. Internally, the game uses a value called &#039;&#039;&#039;trickable timer&#039;&#039;&#039;, which is set to 3 while the vehicle is touching trickable road, and counts down each frame in the air; the trick can only be initiated once the trickable timer is 0, if the vehicle is airborne on the frame the timer hits 0.&lt;br /&gt;
&lt;br /&gt;
After being triggered, tricks play an animation according to the D-pad direction and the &#039;&#039;&#039;trick type&#039;&#039;&#039;. There are two types of tricks: &#039;&#039;&#039;stunt tricks&#039;&#039;&#039; and &#039;&#039;&#039;flip tricks&#039;&#039;&#039; (single or double flip). The trick type is determined by the collision and can&#039;t be changed: flip tricks come from boost ramps, and stunt tricks come from any other trickable road. Whether a boost ramp results in a single flip trick or double flip trick depends on the ramp&#039;s height and angle.&lt;br /&gt;
&lt;br /&gt;
Tricking redirects the IV vector upwards at an angle dependent on the trick type and the [[Statistics#Weight class |weight class]] of the vehicle, as detailed in the table below. Vehicles in heavier weight classes trick lower, resulting in lower trajectories. The IV angle relative to the XZ-plane is also capped at the values in the table below; thus, for tricks on very steep ramps, the IV vector will not be redirected much or at all.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+IV redirection angle &#039;&#039;(angle cap)&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
!Stunt tricks&lt;br /&gt;
!Flip tricks&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lightweights&#039;&#039;&#039;&lt;br /&gt;
|15° &#039;&#039;(40&#039;&#039;°&#039;&#039;)&#039;&#039;&lt;br /&gt;
|20° &#039;&#039;(45°)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mediumweights&#039;&#039;&#039;&lt;br /&gt;
|13° &#039;&#039;(36&#039;&#039;°&#039;&#039;)&#039;&#039;&lt;br /&gt;
|18° &#039;&#039;(42&#039;&#039;°&#039;&#039;)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavyweights&#039;&#039;&#039;&lt;br /&gt;
|11° &#039;&#039;(32&#039;&#039;°&#039;&#039;)&#039;&#039;&lt;br /&gt;
|16° &#039;&#039;(39&#039;&#039;°&#039;&#039;)&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
If bikes are in a [[wheelie]] when the trick animation starts, the wheelie is canceled. As soon as the trick is triggered, the &#039;&#039;&#039;trick cooldown&#039;&#039;&#039; value is set to 5, and begins counting down. The vehicle receives a trick boost when the trick cooldown value is zero and the vehicle is grounded. All trick boosts increase max speed by 30%, and IV accelerates at a rate of 6 u/f². Trick boosts have priority over all other boost types, including mushrooms which are otherwise stronger. The length of the boost depends on the trick type, as well as the vehicle type. Stunt trick boosts last 45 frames for bikes and 40 frames for karts, single flip trick boosts for 80 and 70 frames respectively, and double flip tricks for 95 and 85 frames respectively.&lt;br /&gt;
&lt;br /&gt;
=== Tricking with negative IV ===&lt;br /&gt;
Even if IV is negative, it is still possible to perform tricks if the magnitude of the IV vector is greater than 50% of max base speed. This is unlike other actions which require high positive IV, like drifts and wheelies. Upon landing, the trick boost causes IV to increase, forcing the vehicle to brake to a standstill before accelerating in the opposite direction.&lt;br /&gt;
&lt;br /&gt;
When tricking with negative IV, the angle redirection follows the same mechanics as above, but is applied downwards, reducing airtime. This has implications for [[Toad&#039;s Factory#UR Flap | Toad&#039;s Factor UR flap]]; the lake cut is taken with negative IV, so if the kart tricks, it gets too little air and fails the cut.&lt;br /&gt;
&lt;br /&gt;
== Techniques ==&lt;br /&gt;
Trick boosts are long and powerful, but performing tricks is slow because of the forced wheelie cancel (for bikes) and airtime. Tricks are generally optimized by reducing airtime as much as possible, through many different techniques. The term &#039;&#039;&#039;low trick&#039;&#039;&#039; refers to the act of reducing trick airtime in general.&lt;br /&gt;
&lt;br /&gt;
=== Delay trick ===&lt;br /&gt;
Waiting as long as possible to trick (10th airtime frame) delays the vertical speed, reducing height. Delay tricks on the last frame are almost always fastest. However, in sections with long stretches of trickable road, delaying the trick fully may cause the next trick to occur on the first possible frame (3rd airtime frame), due to the 13 frame buffer; in this case, it&#039;s better to trick slightly early, so that the second trick can also be delayed.&lt;br /&gt;
&lt;br /&gt;
It is possible to delay the trick further by leaving the trickable surface for 1 frame, landing for 1 frame, then going airborne again. In this case, the first airtime frame is a necessary condition for tricking; the grounded frame happens while the trickable timer is 1, thus only resets airtime; the first frame of the new airtime coincides trickable timer hitting 0. All conditions for tricking are satisfied, and the trick can be started anywhere between the 1st and 10th frame of the new airtime. This is currently used on [[SNES Ghost Valley 2#No Glitch 3lap | SNES Ghost Valley 2 NG]], on the yellow ramp trick, to simultaneously remove the slow ramp&#039;s speed lock and delay the trick to the 11th frame after touching the ramp.&lt;br /&gt;
&lt;br /&gt;
=== Hop trick ===&lt;br /&gt;
[[Hop |Hopping]] off of a trickable surface counts as leaving it, so it can be used to start a trick early (useful for getting double tricks). A hop trick often leads to increased airtime compared to driving or drifting off a trickable ramp, so it is usually slower unless the extra height is needed or beneficial.&lt;br /&gt;
&lt;br /&gt;
The most notable use of hop tricking is for [[slow ramp]] low tricks. Hopping on the first frame of touching the slow ramp replaces the ramp&#039;s vertical speed with the hop&#039;s, which is much lower. Hop tricks are the most effective way to reduce slow ramp airtime.&lt;br /&gt;
&lt;br /&gt;
=== Drift trick ===&lt;br /&gt;
Drifting off of a trickable surface allows for reduced airtime, by using [[TF physics]]. This is mostly useful for [[inside-drift bikes]], as they gain much more roll rotation by drifting. In general, it is best to start the drift such that the first drift frame happens right before going airborne. &lt;br /&gt;
&lt;br /&gt;
Karts can&#039;t use drift tricks to reduce height, because they can&#039;t [[EV#Leaning |lean]] like bikes. However, drift tricks are still useful on karts to realign in the air.&lt;br /&gt;
&lt;br /&gt;
=== Wall trick ===&lt;br /&gt;
Wall tricks are performed on flip trick ramps with bikes. [[Wall clip |Clipping a wall]] during a trick updates the vehicle&#039;s movement direction to match its pitch rotation, without any speed loss. For bikes, the animation of down flip tricks causes them to quickly rotate to face downwards. Thus, performing a wall clip during the trick animation causes the bike&#039;s vertical speed to be directed down, reducing airtime.&lt;br /&gt;
&lt;br /&gt;
Bikes change their orientation very quickly during flip tricks. Many different trajectories are possible, depending on the exact frame that the wall clip occurs. The optimal clip frame depends on the situation, and is typically a compromise between facing down (reduced airtime) and facing forwards (better horizontal speed).&lt;br /&gt;
&lt;br /&gt;
=== RFH trick ===&lt;br /&gt;
[[Rapid fire hopping]] locks the vehicle&#039;s angle relative to the ground. When driving off a trickable ramp with RFH, the lower pitch rotation results in the vehicle&#039;s IV pointing lower, reducing airtime significantly. This is generally the best way to reduce airtime after steep trick ramps. RFH tricks can also be combined with drift tricks (simply hold B at the end of the ramp) and wall tricks to reduce airtime even more.&lt;br /&gt;
&lt;br /&gt;
On the other hand, ending the RFH right before the end of the trickable ramp causes an ejection, as well as reset the bike&#039;s rotation. This leads to much higher airtime than normal. RFH high tricks are slower for regular driving, but can be useful for shortcuts, for example on [[Bowser&#039;s Castle]].&lt;br /&gt;
&lt;br /&gt;
=== Double trick ===&lt;br /&gt;
Double tricks can be performed on sufficiently long trickable ramps. Tricking early on a long ramp and then landing back on the ramp to perform a second trick allows the vehicle to maintain trick boost (and higher IV) in the air. There are many methods to perform double tricks, but one common strategy is to drive along the very edge of a long ramp to ensure that you get early airtime and a low trick that lands instantly back on the ramp.&lt;br /&gt;
&lt;br /&gt;
=== Side trick abuse ===&lt;br /&gt;
Side trick abuse, or STA, is a bike-exclusive technique involving leaning. STA can be performed with any type of left or right trick.&lt;br /&gt;
&lt;br /&gt;
During side stunt tricks, the bike rotates about 90° sideways during the animation. Side flip tricks are similar, with the bike quickly rotating clockwise or counterclockwise. In both cases, the IV vector is unaffected, even though the bike is rotated sideways. Leaning during this animation causes EV to directed forwards or backwards, and converts to IV.&lt;br /&gt;
&lt;br /&gt;
Leaning forwards is known as STA. This corresponds to holding in the direction of the bike&#039;s back wheel during the trick. For stunt tricks, hold left for left tricks, and right for right tricks; for flip tricks, hold left for right tricks, and left for right tricks. For double flip tricks specifically, bikes rotate fast enough that they begin facing the other direction before the 20th frame of airtime, so the direction to hold switches along with the bike&#039;s orientation.&amp;lt;br&amp;gt;&lt;br /&gt;
STA can increase IV in the air by up to ~7 u/f. Additionally, during stunt tricks, the bike gains a small amount of roll rotation, so STA also slightly increases airtime due to [[TF physics]].&lt;br /&gt;
&lt;br /&gt;
Leaning backwards is known as reverse side trick abuse, or RSTA. The inputs are the opposite of STA for each trick type. RSTA causes IV to decrease by up to ~7 u/f, and also slightly decreases airtime during stunt tricks. RSTA is almost always worse than a regular trick, the main exception being reducing airtime from slow ramps.&lt;br /&gt;
&lt;br /&gt;
=== Jammed trick ===&lt;br /&gt;
Landing on the ground while the trick cooldown timer has not yet expired causes the trick boost to be delayed until the cooldown hits zero. Going airborne again, before the cooldown expires, causes the boost to be delayed until landing a second time. Any trick which is delayed this way is known as a jammed trick.&lt;br /&gt;
&lt;br /&gt;
While the vehicle is grounded, it is able to gain IV if a (previous) boost is active, and it can perform any ground action, such as hopping, drifting, or wheelieing. &#039;&#039;&#039;Wheelie tricks&#039;&#039;&#039; (or wheelie triggers) involve starting a wheelie during a jammed trick. Wheelie tricks allow bike to enter the wheelie state, using a (previous) boost to quickly reach max speed, then move in the air at high speed while &amp;quot;storing&amp;quot; a trick, and trigger the boost upon landing again. This is particularly useful in sections with lots of trickable terrain, to wheelie in-between tricks and better space out trick boosts.&lt;br /&gt;
&lt;br /&gt;
Another notable application of jammed tricks is [[Slow ramp#Slow ramp abuse | slow ramp abuse]]. Touching the ground removes the slow ramp&#039;s speed lock, allowing the vehicle to drive at much higher speed through the air while tricking.&lt;br /&gt;
&lt;br /&gt;
=== Tilt lock ===&lt;br /&gt;
On bikes only, performing any side stunt trick decreases the amount the player can rotate when taildiving. Internally, this occurs because the game adds 0.4 to the player&#039;s vertical (Y-joystick) input represented as a number between -1 and 1. (The output is then clamped again to be within this range.) This effectively means that the player can only input between -0.6 and 1 during side tricks, thus reducing taildiving rotation to 60% of its usual value.&lt;br /&gt;
&lt;br /&gt;
Notably, up/down stunt tricks do not reset the &amp;quot;trick type&amp;quot; flag, so any up/down stunt trick performed after a side stunt trick will continue to have this decreased taildiving rotation. (The bike will also rotate to face down more than usual during trick animations.) This state is known as tilt lock. It can be cleared by initiating any flip trick, which resets the trick type flag and sets rotation back to normal.&lt;br /&gt;
&lt;br /&gt;
In most situations, nosediving during up/down stunt tricks is optimal, making tilt lock inconsequential. However, if taildiving is better, tilt lock prevents the bike to face up as much, affecting its rotation upon landing. For example, on [[SNES Ghost Valley 2#No Glitch 3lap|SNES Ghost Valley 2 NG 3lap]], tilt lock causes the bike to not drift as tight upon landing from the trick ramp, so it&#039;s better to only perform a side trick on the slow ramp on lap 3, despite it being faster due to STA.&lt;br /&gt;
&lt;br /&gt;
=== Rotation conversion ===&lt;br /&gt;
Due to [[Rotation#rotation conversion |rotation conversion]], the pitch rotation upon landing affects how quickly yaw rotation changes upon landing. If the bike needs to drift immediately upon landing, landing while the bike is facing in the opposite direction due to the trick animation causes it to drift more sharply, as the bike quickly corrects to its proper rotation upon landing. As such, it is better to perform a left trick when landing into a left drift, and vice-versa.&lt;br /&gt;
&lt;br /&gt;
Nosediving during tricks is generally optimal; not only it reduce airtime, but landing on the nose of the bike causes it to turn more sharply upon landing too, due to rotation conversion. However, landing in a full nosedive usually causes the bike to bounce upon landing, due to the tire being pushed too far into the ground and suspension forcing a rebound. This can be prevented by nosediving for most of the trick, and taildiving shortly before landing.&amp;lt;br&amp;gt;&lt;br /&gt;
For the same reason, down flip tricks often allow bikes to turn the most out of any trick direction upon landing.&lt;br /&gt;
&lt;br /&gt;
== Zipper tricks ==&lt;br /&gt;
&#039;&#039;TO DO: unfinished&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zipper tricks behave differently from regular tricks. Zipper tricks can only be initiated if the IV vector is sufficiently angled up relative to the zipper surface. When driving off a zipper, the game immediately predicts the zipper trick airtime, based on the angle and magnitude of the IV vector; a zipper trick can only be initiated if the calculated airtime is 51 or greater. However, zipper tricks below 51 airtime are possible if the animation of the vehicle causes it to hit collision early, such as on [[Rainbow Road]].&lt;br /&gt;
&lt;br /&gt;
Trick directions can affect movement upon landing, but have no effect during the zipper trick itself. Stick inputs also have no effect while the vehicle is on a zipper, whether it is tricking or not.&lt;br /&gt;
&lt;br /&gt;
Like regular trick boosts, zipper trick boosts increase maximum speed by 30%, and IV at a rate of 6 u/f^2. They have priority over other boost types, even if faster. Zipper trick boost length is not dependent by vehicle type; a zipper trick lasts 100 frames, while driving off a zipper without tricking gives 50 frames of boost. Both types of zipper boosts provide offroad immunity, and double handling and automatic drift tightness, as long as they are active.&lt;br /&gt;
&lt;br /&gt;
When tricking off a zipper, the vehicle does not properly go airborne, but rather drives on wall collision while the trick animation plays out. Under the right conditions, it is possible to stick to the walls and wrap around a corner during a zipper trick.&lt;br /&gt;
&lt;br /&gt;
Double tricks are possible by getting landing bounces.&lt;/div&gt;</summary>
		<author><name>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Superhopping&amp;diff=1332</id>
		<title>Superhopping</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Superhopping&amp;diff=1332"/>
		<updated>2025-12-04T14:26:00Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Superhopping&amp;#039;&amp;#039;&amp;#039; is an external velocity (EV) exploit exclusive to outside-drifting bikes (ODBs) using manual drift. It involves performing  spinhops repeatedly to gain EV.  Superhopping is notable for being the most widely applicable out of the major EV exploits, as it can be performed even on a flat plane of ground without any setup. On the other hand, it is not as effective for accumulating large amounts of EV. Superhopping saves time on the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Superhopping&#039;&#039;&#039; is an [[external velocity]] (EV) exploit exclusive to outside-drifting bikes (ODBs) using [[manual drift]]. It involves performing [[Hop#Spinhop | spinhops]] repeatedly to gain EV.&lt;br /&gt;
&lt;br /&gt;
Superhopping is notable for being the most widely applicable out of the major EV exploits, as it can be performed even on a flat plane of ground without any setup. On the other hand, it is not as effective for accumulating large amounts of EV. Superhopping saves time on the vast majority of unrestricted and no ultra categories, while it is not allowed in the [[Category rules | no glitch]] category.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Bikes are able to gain EV by [[EV#Leaning | leaning]] during a hop. Tilting the stick to either side causes the bike to lean in that direction and gain EV; it also increases the lean rotation value until reaching the lean rotation cap, at which point the vehicle stops gaining EV. If the stick is neutral, lean rotation decreases by 10% per frame.&lt;br /&gt;
&lt;br /&gt;
Leaning EV is intended to be lost very quickly, due to two mechanics: wheel EV decay and EV to IV conversion. Wheel EV decay activates whwn a wheel hitbox is touching the ground, reducing EV by 2-4 per frame for each wheel. EV to IV conversion happens when landing from airtime in particular, and also contributes to EV loss.&lt;br /&gt;
&lt;br /&gt;
Outside-drifting bikes are able to prevent EV to IV conversion from reducing EV by drifting. Drifting causes the bike&#039;s facing angle to differ by up to ~45° from the IV vector&#039;s direction; starting the sequence of hops immediately after a drift nullifies EV to IV conversion, and mitigates wheel EV decay, making it possible to accumulate EV over time by leaning.&lt;br /&gt;
&lt;br /&gt;
Inside-drifting bikes are not able to superhop, because their drifting mechanics make it impossible for the IV vector to point away from the facing direction. As a result, EV to IV conversion always absorbs the EV gained by leaning upon landing from a hop. With a large amount of starting EV, momentum hops are still possible with IDBs, but EV quickly decreases with each hop, while ODBs can slowly gain EV.&lt;br /&gt;
&lt;br /&gt;
Superhopping tends to rotate the bike to turn inwards over time, due to the repeated spinhops. It is still possible to superhop in a (mostly) straight line; if the goal is to gain EV to the right, the basic superhop movement involves alternating a spinhop to the left with a counterhop to the right. Bikes with lower [[Statistics | handling]] are able to take wider lines, making them generally better at superhopping, although every bike slowly turns inwards over time. It is possible to turn tight while superhopping, but doing so too quickly tends to reduce IV.&lt;br /&gt;
&lt;br /&gt;
Superhopping is generally easier to perform on flat ground. Ground sloping affects the airtime of each individual hops, making it difficult to test changes and fully optimize superhopping. On uphills, superhopping is less effective because the reduced airtime makes it harder to accumulate EV. On downhills, the increased airtime makes it easier to gain EV, but controlling the bike&#039;s trajectory is more difficult.&lt;br /&gt;
&lt;br /&gt;
== Optimizations ==&lt;br /&gt;
&lt;br /&gt;
=== Optimal inputs ===&lt;br /&gt;
Before starting a superhop sequence, it is very important to keep drifting for some time, so that the IV vector points fully away from the facing direction. If the initial drift is too short, the bike loses more EV when landing from each hop, at least at the start of the superhop sequence. The exact length of the drift depends on the situation, so it&#039;s best to test a few different lengths.&lt;br /&gt;
&lt;br /&gt;
To gain as much speed as possible while superhopping to the right, the angle hop input should be a +2, while the drift commit input should be -1 for a spinhop.&amp;lt;br&amp;gt;&lt;br /&gt;
Both inputs contribute to generating EV. For the drift commit, -1 is the only input which starts a left spinhop without gaining EV to the left. For the angle hop, any input between +2 and +7 generates EV to the right, but a softer input is better because it causes a smaller IV decrease. Using ±2 angle hops instead of ±7 makes a big difference when superhopping below 120 u/f.&lt;br /&gt;
&lt;br /&gt;
Other inputs during the hop only affect leaning, not the bike&#039;s rotation. The first input upon landing also does not affect rotation. For this reason, adjusting the angle hop and drift commit inputs is the easiest way to control the bike&#039;s trajectory while superhopping. Adding a few grounded frames is another option, although wheel EV decay causes EV to decrease rapidly on the ground.&lt;br /&gt;
&lt;br /&gt;
Vertical inputs during the hop always have an effect on yaw rotation due to [[Rotation#Rotation conversion | rotation conversion]]. Occasionally, vertical inputs also affect the airtime of individual hops, or how much EV is lost upon landing. It is recommended to always test both holding fully up and down for each hop when optimizing superhopping.&lt;br /&gt;
&lt;br /&gt;
=== Drift hops ===&lt;br /&gt;
To perform a drift hop, drift for 1 frame upon landing from a spinhop before starting the next hop. Drift hops should usually be performed every other hop, but it varies depending on the situation.&lt;br /&gt;
&lt;br /&gt;
Consider a superhop sequence to the right. When lean rotation reaches the cap of +1, leaning does not gain any more EV and superhopping stops being effective. However, by doing a spinhop to the left and landing in a drift, lean rotation is immediately reset to -0.8, restoring the ability to gain EV by leaning to the right. (The same principle works for superhopping to the left, with signs and directions swapped.)&lt;br /&gt;
&lt;br /&gt;
It is important to not drift after landing from a counterhop. In the example above, starting a hop to the right and landing in a drift sets lean rotation to a positive value like +1.1, which nullifies the ability to gain EV by leaning to the right. When superhopping to the right, a common pattern of hops is the following: left drift spinhop, right counterhop.&lt;br /&gt;
&lt;br /&gt;
When performing a drift hop on flat ground, lean rotation reaches the cap again after two hops. To keep resetting the lean rotation, a drift hops should be done every other hop. On downhills, it&#039;s better to drift hop every hop due to increased airtime, while on uphills drift hops can be done every third or fourth hop.&amp;lt;br&amp;gt;&lt;br /&gt;
Each drift hop counts as one more grounded frame, making the bike dissipate some EV and rotate inward. For long or tight turns, holding the drift for a few frames is the most efficient method to rotate and move tighter. Forgoing drift hops lets the bike move slightly wider, but affects EV generation, so it&#039;s usually better to rework previous superhop lines intead.&lt;br /&gt;
&lt;br /&gt;
To perform a drift hop, IV must be at least 55% of maximum base speed upon landing. Even if the bike is moving at 120 u/f, if its IV is too low it won&#039;t be able to drift hop. This makes the offroad stat very important on tracks like [[GBA Shy Guy Beach]], which features long stretches of superhopping on offroad.&lt;br /&gt;
&lt;br /&gt;
=== Neutral gliding ===&lt;br /&gt;
When lean rotation reaches its cap, leaning stops increasing EV. Instead of reaching the cap, it is better to alternate between neutral and leaning inputs, and hover below the lean rotation cap to keep generating EV. This technique is known as neutral gliding.&lt;br /&gt;
&lt;br /&gt;
Using neutral inputs, lean rotation decreases more quickly at higher values, so it is optimal to wait until one or two frames before reaching the cap to neutral glide. Optimal neutral gliding involves alternating between a leaning and neutral input every frame, as detailed [[EV#Leaning | here]].&lt;br /&gt;
&lt;br /&gt;
Neutral gliding is best used to squeeze out a little more EV before resetting lean rotation by drifting. Consider the previous example of a hop pattern: left drift spinhop, right counterhop. Neutral gliding is only useful at the end of the spinhop, while it should not be used during the counterhop since lean rotation is still far from the cap.&lt;br /&gt;
&lt;br /&gt;
In the long term, neutral gliding is less effective at gaining EV than performing drift hops. It is better to rework the superhop sequence to include more drift hops, than to neutral glide for an entire hop or longer.&lt;br /&gt;
&lt;br /&gt;
=== Wheelies ===&lt;br /&gt;
Between each hop, there is one frame where the bike is grounded and a wheelie can be started. Even though the wheelie is immediately cancelled by the hop, it still has a small effect on the superhop sequence. Wheelies are subject to the regular 20 frame cooldown, so on flat ground they can only be used every other hop.&lt;br /&gt;
&lt;br /&gt;
Doing a wheelie usually lets the bike move slightly wider while superhopping, though occasionally it may cause the bike to move tigher instead. It is not possible to lean during a wheelie, which slightly reduces EV gain. Wheelies slightly lift the front of the bike, which may cause the bike to gain more airtime when driving on uphill terrain. Finally, adding a wheelie may affect how much EV is lost after landing from the hop.&lt;br /&gt;
&lt;br /&gt;
Although wheelies are often good for taking wider lines, it can be hard to predict what they do in each sitauation. When optimizing superhopping, it is recommended to try adding a wheelie after each hop and check if it is beneficial compared to not doing a wheelie.&lt;br /&gt;
&lt;br /&gt;
On each grounded frame, an alternative option is releasing the A button. This causes IV to decrease, which usually causes the bike to move a bit wider, in the direction of the EV vector. Because IV also determines if the bike can drift hop, this is generally only useful at 120 u/f, and if IV can remain high for the entire superhop sequence.&lt;br /&gt;
&lt;br /&gt;
=== Soft walls ===&lt;br /&gt;
[[Collision types#Soft wall | Soft walls]] (also known as barrel roll collision) are often found on the edge of the track, and can be interacted with while superhopping. While colliding with a soft wall, and up to 10 frames after, both leaning and wheel EV decay are disabled.&lt;br /&gt;
&lt;br /&gt;
As long as wheel EV decay is disabled, there is no penalty for driving on the ground. This is very useful for realigning and increasing IV, especially on straightways where movement options are limited. However, since soft walls also disable leaning, it may be better to avoid them if EV isn&#039;t high enough to reach the speed cap. Soft walls are used for better lines on tracks like [[GBA Bowser Castle 3]] and [[GBA Shy Guy Beach]].&lt;br /&gt;
&lt;br /&gt;
=== Slippery road ===&lt;br /&gt;
The decrease in traction caused by slippery terrain affects superhopping. It is generally easier to accumulate EV on slippery terrain compared to normal road, as wheel EV decay is more forgiving. Instead of alternating between counterhops and spinhops, a viable movement option is to spinhop in the same direction, drift hop, and simply turn away on the ground for a few frames. Over time, this accumulates more EV than counterhopping and prevents IV from decreasing, but it causes the bike to rotate inwards much more than using counterhops would.&lt;br /&gt;
&lt;br /&gt;
== Usage with other EV exploits ==&lt;br /&gt;
Although superhopping is widely applicable, it is not the best movement option for every situation. Superhopping struggles with straightways and tight corners due to limited turning, and sections with many elevation changes. ODBs have access to many other EV exploits; when routing a complex track, it is very important to consider what other movement options may be better than superhopping on specific sections.&lt;br /&gt;
&lt;br /&gt;
[[Outside drift momentum]] is the most common alternative. ODM accumulates EV by leaning much like superhopping, but the airtime is gained by driving off a ledge or by getting a bounce, rather than by hopping. Without the hop, the bike&#039;s turning is not restricted like for superhopping. ODM is especially helpful for rotating outwards to move in a wider trajectory. Lean rotation can be reset by performing a slipdrift, and neutral gliding is also applicable.&amp;lt;br&amp;gt;&lt;br /&gt;
If the track&#039;s geometry allows for it, ODM is best used to let the bike realign in the air in-between two consecutive superhop sequences. An example can be seen on [[Luigi Circuit]]. By using the curbs, it is possible to get a large bounce and perform ODM; this lets the bike take the corners tight and realign, all without sacrificing EV.&lt;br /&gt;
&lt;br /&gt;
[[Supergrinding]] is often performed out of a superhop sequence, as seen on tracks like [[DS Delfino Square]] or [[DS Peach Gardens]]. Compared to superhopping, supergrinding allows for much greater control over turning, and deals much better with changes in ground slope. The main downside is that supergrinding not as versatile; since it requires a grounded hop, it can&#039;t be started at will, and any airtime forces the bike out of the supergrind state.&amp;lt;br&amp;gt;&lt;br /&gt;
Grounded hops are bad for superhopping, because airtime is necessary to avoid wheel EV decay. Using grounded hops to rapid fire hop is common on uphills, but does not always result in a proper supergrind, as wheel EV decay can&#039;t be prevented at times. Instead, supergrinds are usually started out of a superhop by using a downhill slope.&lt;br /&gt;
&lt;br /&gt;
While the Wario Bike is in the [[superslide]] state, it is able to hop without ejecting on most uphill and flat terrain. The same principles for superhopping detailed above can be applied while in the superslide state too. In particular, drift hops can be very effective on manual drift to reset lean rotation and quickly build EV; this is situational, however, as drifting requires high positive IV, while negative IV helps to turn tighter in a superslide.&amp;lt;br&amp;gt;&lt;br /&gt;
Overall, superhopping in the superslide state isn&#039;t more effective than performing regular superslide inputs. That being said, hopping can be used to take tighter lines at high IV or avoid offroad while still gaining EV, as seen on [[GCN Peach Beach]].&lt;br /&gt;
&lt;br /&gt;
== Reverse superhopping ==&lt;br /&gt;
In all cases discussed so far, superhopping increases the total speed of the bike. This is because the EV vector has a component parallel to the IV vector. Because the total speed is simply the sum of the IV and EV vectors, the more parallel the two vectors, the greater the total speed.&lt;br /&gt;
&lt;br /&gt;
It is also possible to decrease the total speed by superhopping, for example by drifting to the left and superhopping to the left. In this case, the EV vector has a component opposite the IV vector, and the bike appears to gradually slow down as EV increases; in reality, IV remains stable and EV increases, but since they are pointing in opposite directions, the two components cancel out rather than add together. This application is known as reverse superhopping.&lt;br /&gt;
&lt;br /&gt;
Reverse superhopping is generally not useful for 3lap categories, but it has seen use in certain flap setups, such as [[Mario Circuit]]. Compared to other EV exploits, the benefit of reverse superhopping is that takes little room to generate EV, since the speed is low, and it can be performed anywhere, including flat ground. It can also lead to other EV exploits, like supergrinding, while the IV and EV vectors are pointing away from each other. However, reverse superhopping alone is less effective than other methods at accumulating a large amount of EV.&lt;/div&gt;</summary>
		<author><name>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Slow_ramp&amp;diff=1331</id>
		<title>Slow ramp</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Slow_ramp&amp;diff=1331"/>
		<updated>2025-11-30T16:09:00Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: some additions and corrections. slow ramps are messed up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;slow ramp&#039;&#039;&#039; is a special [[Collision types | collision type]] in &#039;&#039;[[Mario Kart Wii]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Slow ramps allow the vehicle to [[trick]], decrease [[IV]] to a set value until touching the ground again, and increase its Y velocity, typically forcing it airborne. This vertical speed can be canceled by [[Hop | hopping]] on the frame that the slow ramp is touched, making [[Trick#Hop trick | hop tricks]] an effective way to reduce slow ramp airtime.&lt;br /&gt;
&lt;br /&gt;
Slow ramps are only found on a few tracks. There are many different slow ramp types, each with different speed lock and vertical velocity values. The table below lists all variants in the game.&amp;lt;br&amp;gt;&lt;br /&gt;
If a mushroom or boost pad [[boost]] is active when touching slow ramps types 3 or 4, different values for the speed lock and vertical velocity are used. They are listed in brackets.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;   style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Variant type&lt;br /&gt;
! Speed lock (u/f)&lt;br /&gt;
! Y velocity (u/f)&lt;br /&gt;
! Used on&lt;br /&gt;
|-&lt;br /&gt;
! 0&lt;br /&gt;
| 50&lt;br /&gt;
| 35&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[GBA Bowser Castle 3]] yellow ramps&amp;lt;br&amp;gt; [[Moonview Highway]] vehicle roofs&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 50&lt;br /&gt;
| 47&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[SNES Ghost Valley 2]] ramp&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 59&lt;br /&gt;
| 30&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[GBA Shy Guy Beach]] ramp&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 73 (100)&lt;br /&gt;
| 45 (70)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Mushroom Gorge]] boost ramps&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| 73 (100)&lt;br /&gt;
| 53 (65)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Mushroom Gorge]] red mushrooms&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| 56&lt;br /&gt;
| 50&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Chain Chomp Roulette&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| 55&lt;br /&gt;
| 35&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[DS Yoshi Falls]] umbrellas&lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| 56&lt;br /&gt;
| 50&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unused&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Immediately upon touching the ramp, [[IV#Maximum speed | max speed]] decreases to the speed lock value, at a rate of 3 u/f²; additionally, if IV is lower than the speed lock value, then it is set equal to the speed lock value. Any effect that would change IV, such as EV to IV conversion or airtime IV decay, is also disabled while the speed lock is active.&amp;lt;br&amp;gt;&lt;br /&gt;
In general, IV can&#039;t decrease below the speed lock value even if max speed drops below it, while if max speed increases above the speed cap then IV also increases to match it.&lt;br /&gt;
&lt;br /&gt;
If a wheelie or boost is active when touching a slow ramp, the modifier continues to affect max speed as long as it is active. For example, using a mushroom before driving onto a GBA Bowser Castle 3 slow ramp sets max speed and IV to 70 u/f, until the boost runs out, after which they drop to the regular 50 u/f. Offroad also decreases max speed while the speed lock is active, as seen while [[supergliding]].&amp;lt;br&amp;gt;&lt;br /&gt;
This does not apply to slow ramp types 3 and 4. For these ramps, max speed modifiers have no effect while the speed lock is active; for example, driving into these slow ramps with a wheelie still sets max speed to 73 u/f. However, as noted previously, driving into these slow ramps while a mushroom or boost pad boost is active applies a higher speed lock value.&lt;br /&gt;
&lt;br /&gt;
Touching a slow ramp also grants a boost which lasts for 30 frames and accelerates IV by 7 u/f². This boost causes the vehicle to briefly speed up if its IV is slower than max speed, but the speed lock quickly decreases IV to a lower value again.&lt;br /&gt;
&lt;br /&gt;
Slow ramp type 4 (bouncy mushroom) is unique in that it allows the vehicle to keep turning in the air with full maneuverability, even after 20 frames. If a trick is performed, turning only affects the facing direction of the vehicle, and not the direction of the IV vector. Hopping out of this slow ramp type still disables turning entirely, but [[EV#Leaning | leaning]] for the first 20 frames is still possible.&lt;br /&gt;
&lt;br /&gt;
== Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Wallriding ===&lt;br /&gt;
:&#039;&#039;Main article: [[Mushroom wallriding]]&#039;&#039;&lt;br /&gt;
After touching a slow ramp, the IV vector remains constant in magnitude until landing on the ground, even when colliding with a wall. This can be heavily abused on [[Mushroom Gorge]] to create shortcuts; by driving into a wall with very high pitch rotation from taildiving, the IV vector points up, allowing vehicles to climb up walls.&lt;br /&gt;
&lt;br /&gt;
This quirk allows for another minor application in the no glitch category; while the speed lock is active, landing on edge of a red mushroom while touching the wall collision on its sides reduces max speed, but does not affect IV, so the vehicle does not slow down.&lt;br /&gt;
&lt;br /&gt;
=== Offroad glitch ===&lt;br /&gt;
:&#039;&#039;Main article: [[Offroad glitch]]&#039;&#039;&lt;br /&gt;
Touching a type 3 slow ramp without touching a type 4 slow ramp before landing causes max speed modifiers, such as [[Wheelie | wheelies]], boosts, or offroad, to be disabled. This is fixed by touching a type 4 slow ramp, or [[Respawn | respawning]]. This oversight is relevant on Mushroom Gorge, the only track to contain either slow ramp variant.&lt;br /&gt;
&lt;br /&gt;
=== Speed lock removal ===&lt;br /&gt;
It is possible to remove the speed lock during airtime by performing a [[Trick#Jammed trick | jammed trick]]. After going airborne so the trick can occur, touching the ground while the trick cooldown is non-zero removes the speed lock, without triggering the trick boost; then, going airborne a second time before the cooldown expires allows the vehicle to move through the air without at its current speed, and the trick boost is triggered upon landing again.&lt;br /&gt;
&lt;br /&gt;
This technique only removes the speed lock by resetting maximum velocity on the ground, but it does not affect IV by itself. If a boost is active, the vehicle can accelerate to its max speed again; otherwise, it moves through the air with reduced IV.&lt;br /&gt;
&lt;br /&gt;
This technique is used for each slow ramp on [[GBA Bowser Castle 3#No Glitch 3lap | GBA Bowser Castle 3 NG]], and on the yellow ramp at the end of [[SNES Ghost Valley 2]]. It is also performed after the wooden bridge on Mushroom Gorge, albeit without a boost, recovering IV with [[Trick#Side trick abuse | STA]].&lt;br /&gt;
&lt;br /&gt;
=== Mushroom abuse ===&lt;br /&gt;
A variation of speed lock removal, performed on Mushroom Gorge. On this track, the no glitch route involves bouncing on several slow ramps in a row. If speed lock removal is not performed on the first slow ramp, then IV is already at 73 u/f upon landing on the second slow ramp. However, the speed cap can be removed by landing on the mushroom for 1 f, then bouncing off again. By tricking off the previous slow ramp, the boost increases IV by 6 u/f for each grounded frame on the mushroom, and can be preserved in the air if the speed lock is not activated again.&lt;br /&gt;
&lt;br /&gt;
The basic pattern of bounces is the following: land on the mushroom, 1 f airtime, 1 f ground, airtime. The vehicle leaves the mushroom at 79 u/f. (The first airtime can be longer than 1 frame, but it is slightly slower because it delays the speed lock removal.)&lt;br /&gt;
&lt;br /&gt;
A more complex pattern, used in the no glitch TAS, is as follows: land on the mushroom, 1 f airtime, 2 f ground, 1 f airtime, 1 f ground, airtime. This sequence allows the vehicle to leave the mushroom at 91 u/f. Landing after the first bounce resets maximum speed; during the 2nd grounded frame, the speed lock is applied again, causing maximum speed to decrease while IV increases; the last grounded frame causes maximum speed to reset again.&lt;br /&gt;
&lt;br /&gt;
=== Outside drift momentum ===&lt;br /&gt;
:&#039;&#039;Main article: [[Outside drift momentum]]&#039;&#039;&lt;br /&gt;
Outside-drift bikes can gain significant EV on slow ramps; this is particularly useful on Mushroom Gorge and GBA Bowser Castle 3, which feature several slow ramps in a row. This is done by landing on a slow ramp with a drift, with the bike facing away from the IV vector, then ending the drift on the next frame and leaning.&lt;br /&gt;
&lt;br /&gt;
=== Supergliding ===&lt;br /&gt;
:&#039;&#039;Main article: [[Supergliding]]&#039;&#039;&lt;br /&gt;
The speed lock effect ends once the vehicle goes airborne, then lands. However, it is possible to touch a slow ramp in such a way to avoid all airtime. This is occasionally referred to as &#039;&#039;&#039;[[slow ramp abuse]]&#039;&#039;&#039;; the vehicle moves around the ground with the effects of the speed lock active. In this state, the vehicle&#039;s IV is set to the speed lock value, although max speed modifiers such as wheelies and boosts still have an effect, and turning only affects facing yaw, so the vehicle must rely on wall hits to move around. Going airborne and landing, or respawning, ends the state.&lt;br /&gt;
&lt;br /&gt;
After slow ramp abuse is activated, wheel EV decay is deactivated, so bikes are able to repeatedly lean to gain EV. This is known as supergliding, and it is currently not useful on any category.&lt;br /&gt;
&lt;br /&gt;
=== Respawn glitch ===&lt;br /&gt;
Respawning directly on top of a slow ramp causes gravity to not be applied to the vehicle once it starts moving. IV is set to the speed lock, and the vehicle falls at a constant -0.25 u/f, until it touches the ground or respawns again. This glitch can&#039;t be triggered on any Nintendo track, but is present on some custom tracks.&lt;/div&gt;</summary>
		<author><name>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Character_%26_vehicle_stats&amp;diff=1327</id>
		<title>Character &amp; vehicle stats</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Character_%26_vehicle_stats&amp;diff=1327"/>
		<updated>2025-11-23T17:03:06Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: not sure about the page structure, feel free to reorganize&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Both characters and vehicles have &#039;&#039;&#039;statistics&#039;&#039;&#039; which affect performance. Although the game features stat bars on the vehicle selection screen, they are inaccurate overall, and many hidden stats are missing.&lt;br /&gt;
&lt;br /&gt;
== Stat table ==&lt;br /&gt;
A comprehensive resource for the stats of each vehicle and character can be found on [https://docs.google.com/spreadsheets/d/1ZbrFItAoVqMiZP6n6vUEjjlJkK-uCdWkfY6U5g2kv-w this sheet].&lt;br /&gt;
&lt;br /&gt;
== List of statistics ==&lt;br /&gt;
*&#039;&#039;&#039;Speed&#039;&#039;&#039;: Increases [[IV#Maximum speed | maximum speed]], including during a boost or while in offroad. It is the most important stat in most circumstances, except when moving with high [[EV]], because the speed cap of 120 u/f is not affected.&lt;br /&gt;
*&#039;&#039;&#039;Turning speed&#039;&#039;&#039;: On [[manual drift]] only, reduces the IV loss from turning outside of a drift. Has no effect on [[automatic drift]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The &amp;quot;acceleration&amp;quot; of a vehicle, as in how quickly IV increases to max speed, is affected into many statistics. Acceleration is a function of current IV divided by current max speed. The acceleration curve is made up of 4 stages; if the vehicle is drifting, a different acceleration curve is used, with 2 stages.&lt;br /&gt;
**&#039;&#039;&#039;T1, T2, T3&#039;&#039;&#039;: Values between 0 and 1, which determine at what percentage of maximum speed each acceleration stage begins. There are 3 acceleration classes, depending on the T1/T2 values: 0.65/0.85, 0.2/0.8, 0.2/0.9.&lt;br /&gt;
**&#039;&#039;&#039;A0, A1, A2, A3&#039;&#039;&#039;: The acceleration rates when IV over max speed is equal to 0, T1, T2, and T3, respectively. All other points in the acceleration curve are linearly interpolated between two successive stages, or equal to A3 after T3.&lt;br /&gt;
**&#039;&#039;&#039;Drift A0, A1, T1&#039;&#039;&#039;: Same as the other parameters, but only used while the vehicle is drifting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Offroad&#039;&#039;&#039;: Decreases the maximum speed penalty while driving on most offroad [[collision types]]: light, medium, heavy, and slippery road 2. It notably does not affect max speed while driving on solid out of bounds, while the speed stat does.&lt;br /&gt;
*&#039;&#039;&#039;Traction&#039;&#039;&#039;: Affects rotation acceleration on slippery collision (all offroad types and slippery road 1). On higher traction combos, the IV vector is able to rotate more quickly, mitigating the low traction effect of slippery terrain. Higher traction generally allows for tighter turning on slippery terrain, but negatively affects [[superhopping]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Miniturbo&#039;&#039;&#039;: Increases the duration of regular and super [[miniturbos]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weight&#039;&#039;&#039;: Has no relevance in a time trial setting. Weight affects bumps, pushing other racers further and reducing pushes by others.&lt;br /&gt;
*&#039;&#039;&#039;Bump deviation&#039;&#039;&#039;: Also has no relevance in a time trial setting. Affects the change in facing direction when the vehicle gets bumped.&lt;br /&gt;
*&#039;&#039;&#039;Weight class&#039;&#039;&#039;: Whether the vehicle is a lightweight, mediumweight, or heavyweight. Heavier vehicles have lower [[trick]] angles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Handling&#039;&#039;&#039;: Increases turning ability while not drifting. There are different stats for manual and automatic drift types.&lt;br /&gt;
*&#039;&#039;&#039;Handling reactivity&#039;&#039;&#039;: Affects how quickly the vehicle can change its turning direction as the horizontal stick input changes. On manual drift, affects slowdown when turning without a boost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Drift&#039;&#039;&#039;: Increases turning ability while drifting. There are different stats for manual and automatic drift types.&lt;br /&gt;
*&#039;&#039;&#039;Drift reactivity&#039;&#039;&#039;: Affects how quickly the vehicle can change its turning direction while drifting as the horizontal stick input changes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Slack&#039;&#039;&#039;: Determines how much the wheel hitboxes can be displaced from their original position, e.g. by landing from airtime. Higher slack means the maximum displacement is larger. Different values for front and back tire(s).&lt;br /&gt;
*&#039;&#039;&#039;Suspension&#039;&#039;&#039;: Affects suspension force when the wheels are displaced. Higher suspension means the vehicle tends to be bouncier when the wheel is displaced. Different values for front and back tire(s).&lt;br /&gt;
*&#039;&#039;&#039;Speed suspension&#039;&#039;&#039;: Affects suspension force according to the wheel&#039;s vertical speed when it is displaced.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tilt&#039;&#039;&#039;: Affects how much karts tilt while turning. Not a statistic for bikes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mega scale&#039;&#039;&#039;: Increases the scale factor when using a [[Item information | Mega Mushroom]]. This stat increases the [[Velocity#Speed cap | speed cap]], and maximum IV for slow wheelie glitch, while using a Mega Mushroom.&lt;br /&gt;
*&#039;&#039;&#039;Wheel distance&#039;&#039;&#039;: The distance between the vehicle body and the wheel hitboxes. Also used as the scale factor while shrunk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally, every vehicle has its own unique hitbox data. This includes the origin point, used for [[checkpoint]] and [[Collision types#Out of bounds | out of bounds]] detection, and the position and radius of the hitbox spheres for the vehicle body and wheels. The data and graphs for all vehicles&#039; hitbox data is listed [https://docs.google.com/spreadsheets/d/1ohyehngjXd1cpbXR0gJVwS61aBKjsPaV0PmEtXcwsGI/edit?gid=0#gid=0 here].&lt;br /&gt;
&lt;br /&gt;
=== Character stats ===&lt;br /&gt;
Character choice has a small effect on certain stats: speed, turning speed, acceleration (A0, A1, Drift A0, Drift A1), offroad, traction, weight, handling, and drift.&lt;br /&gt;
&lt;br /&gt;
All stats are coded following a base value, plus an integer multiplied by an increment. However, the increments of characters and karts differ for weight, acceleration, offroad (on slippery road 2), handling, drift, and miniturbo.&lt;/div&gt;</summary>
		<author><name>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=List_of_ultras&amp;diff=1321</id>
		<title>List of ultras</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=List_of_ultras&amp;diff=1321"/>
		<updated>2025-11-17T18:48:09Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: added rds to timesaves + time update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article provides a &#039;&#039;&#039;list of [[ultra | ultras]]&#039;&#039;&#039;, and various statistics about them.&lt;br /&gt;
&lt;br /&gt;
== Track ==&lt;br /&gt;
* &#039;&#039;&#039;150cc:&#039;&#039;&#039; The original and only engine class for time trials in vanilla [[Mario Kart Wii]].&lt;br /&gt;
* &#039;&#039;&#039;GP/VS:&#039;&#039;&#039; Grand Prix and VS game modes. Ultras here have to compete with a theoretical NU flap with bullet bills.&lt;br /&gt;
* &#039;&#039;&#039;200cc:&#039;&#039;&#039; The fan-made speed modification with edited driving mechanics originally made for [[CTGP Revolution]].&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Italics&#039;&#039;:&#039;&#039;&#039; Viability stated is unconfirmed.&lt;br /&gt;
** &#039;&#039;3lap viable&#039;&#039; means confirmed flap only but unconfirmed 3lap viable.&lt;br /&gt;
** &#039;&#039;Flap only&#039;&#039; means confirmed longcut but unconfirmed flap only shortcut.&lt;br /&gt;
{{Legend inline|#CCFFCC|Currently has an ultra shortcut|border=1px solid #AAAAAA}}&lt;br /&gt;
{{Legend inline|#F6F5CE|Currently has an ultra longcut|border=1px solid #AAAAAA}}&lt;br /&gt;
{{Legend inline|#DDEBFF|Past ultra shortcut now obsoleted|border=1px solid #AAAAAA}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ List of ultras by track&lt;br /&gt;
|-&lt;br /&gt;
!Track&lt;br /&gt;
!150cc&lt;br /&gt;
!GP/VS&lt;br /&gt;
!200cc&lt;br /&gt;
|-&lt;br /&gt;
|[[Luigi Circuit]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | &#039;&#039;3lap viable&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background-color:#F6F5CE;&amp;quot; | Longcut&lt;br /&gt;
|-&lt;br /&gt;
|[[Moo Moo Meadows]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
|-&lt;br /&gt;
|[[Mushroom Gorge]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
|-&lt;br /&gt;
|[[Toad&#039;s Factory]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#F6F5CE;&amp;quot; | Longcut&lt;br /&gt;
| style=&amp;quot;background-color:#F6F5CE;&amp;quot; | Longcut&lt;br /&gt;
|-&lt;br /&gt;
|[[Mario Circuit]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
|-&lt;br /&gt;
|[[Coconut Mall]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
|-&lt;br /&gt;
|[[DK Summit]]&lt;br /&gt;
| style=&amp;quot;background-color:#F6F5CE;&amp;quot; | Longcut&lt;br /&gt;
| style=&amp;quot;background-color:#F6F5CE;&amp;quot; | Longcut&lt;br /&gt;
| style=&amp;quot;background-color:#F6F5CE;&amp;quot; | Longcut&lt;br /&gt;
|-&lt;br /&gt;
|[[Wario&#039;s Gold Mine]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
|-&lt;br /&gt;
|[[Daisy Circuit]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | &#039;&#039;3lap viable&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | &#039;&#039;3lap viable&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Koopa Cape]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
|-&lt;br /&gt;
|[[Maple Treeway]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
|-&lt;br /&gt;
|[[Grumble Volcano]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
|-&lt;br /&gt;
|[[Dry Dry Ruins]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | &#039;&#039;3lap viable&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | &#039;&#039;3lap viable&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Moonview Highway]]&lt;br /&gt;
| style=&amp;quot;background-color:#F6F5CE;&amp;quot; | Longcut&lt;br /&gt;
| style=&amp;quot;background-color:#F6F5CE;&amp;quot; | Longcut&lt;br /&gt;
| style=&amp;quot;background-color:#F6F5CE;&amp;quot; | Longcut&lt;br /&gt;
|-&lt;br /&gt;
|[[Bowser&#039;s Castle]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | &#039;&#039;3lap viable&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
|-&lt;br /&gt;
|[[Rainbow Road]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
|-&lt;br /&gt;
|[[GCN Peach Beach]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
|-&lt;br /&gt;
|[[DS Yoshi Falls]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | Flap only&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | Flap only&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | &#039;&#039;Flap only&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[SNES Ghost Valley 2]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
|-&lt;br /&gt;
|[[N64 Mario Raceway]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | Flap only&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | Flap only&lt;br /&gt;
|-&lt;br /&gt;
|[[N64 Sherbet Land]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
|-&lt;br /&gt;
|[[GBA Shy Guy Beach]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
|-&lt;br /&gt;
|[[DS Delfino Square]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
|-&lt;br /&gt;
|[[GCN Waluigi Stadium]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
|-&lt;br /&gt;
|[[DS Desert Hills]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
|-&lt;br /&gt;
|[[GBA Bowser Castle 3]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | &#039;&#039;3lap viable&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
|-&lt;br /&gt;
|[[N64 DK&#039;s Jungle Parkway]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
|-&lt;br /&gt;
|[[GCN Mario Circuit]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | Flap only&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | &#039;&#039;Flap only&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background-color:#F6F5CE;&amp;quot; | Longcut&lt;br /&gt;
|-&lt;br /&gt;
|[[SNES Mario Circuit 3]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[DS Peach Gardens]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | &#039;&#039;3lap viable&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
|-&lt;br /&gt;
|[[GCN DK Mountain]]&lt;br /&gt;
| style=&amp;quot;background-color:#F6F5CE;&amp;quot; | Longcut&lt;br /&gt;
| style=&amp;quot;background-color:#F6F5CE;&amp;quot; | Longcut&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[N64 Bowser&#039;s Castle]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | 3lap viable&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Date ==&lt;br /&gt;
&lt;br /&gt;
{{Legend inline|#CCFFCC|Ultra shortcut discovered|border=1px solid #AAAAAA}}&lt;br /&gt;
{{Legend inline|#F6F5CE|Ultra longcut discovered|border=1px solid #AAAAAA}}&lt;br /&gt;
{{Legend inline|#DDEBFF|Ultra shortcut obsoleted|border=1px solid #AAAAAA}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ List of ultras by date&lt;br /&gt;
|-&lt;br /&gt;
!Date&lt;br /&gt;
!Track&lt;br /&gt;
!Type&lt;br /&gt;
!Ultra&amp;lt;br&amp;gt;count&lt;br /&gt;
!Ultra&amp;lt;br&amp;gt;shortcut&amp;lt;br&amp;gt;count&lt;br /&gt;
!3lap&amp;lt;br&amp;gt;viable&amp;lt;br&amp;gt;count&lt;br /&gt;
!Notes&lt;br /&gt;
|- style=&amp;quot;background-color:#CCFFCC;&amp;quot;&lt;br /&gt;
|1 June 2008&lt;br /&gt;
|[[Grumble Volcano]]&lt;br /&gt;
|Ultra shortcut&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|[[Ridley]] discovers ultra RTA.&lt;br /&gt;
|- style=&amp;quot;background-color:#CCFFCC;&amp;quot;&lt;br /&gt;
|21 June 2008&lt;br /&gt;
|[[Mushroom Gorge]]&lt;br /&gt;
|Ultra shortcut&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|[[インゲン]] discovers ultra RTA.&lt;br /&gt;
|- style=&amp;quot;background-color:#CCFFCC;&amp;quot;&lt;br /&gt;
|19 January 2009&lt;br /&gt;
|[[Wario&#039;s Gold Mine]]&lt;br /&gt;
|Ultra shortcut&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|[[MrBean35000vr]] [https://www.youtube.com/watch?v=jIns-xUV_GU discovers ultra with speed hacks] &#039;&#039;(c. Sept 2008)&#039;&#039;&amp;lt;br&amp;gt;[[John13]] discovers ultra RTA.&lt;br /&gt;
|- style=&amp;quot;background-color:#CCFFCC;&amp;quot;&lt;br /&gt;
|26 November 2009&lt;br /&gt;
|[[SNES Ghost Valley 2]]&lt;br /&gt;
|Ultra shortcut&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|[[Pierrot]] discovers ultra RTA.&lt;br /&gt;
|- style=&amp;quot;background-color:#CCFFCC;&amp;quot;&lt;br /&gt;
|3 July 2011&lt;br /&gt;
|[[Coconut Mall]]&lt;br /&gt;
|Ultra shortcut&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|[[Nico]] discovers old entry RTA. &#039;&#039;(27 June 2011)&#039;&#039;&amp;lt;br&amp;gt; [[Fintan]] discovers ultra RTA.&lt;br /&gt;
|- style=&amp;quot;background-color:#CCFFCC;&amp;quot;&lt;br /&gt;
|6 August 2011&lt;br /&gt;
|[[Mario Circuit]]&lt;br /&gt;
|Ultra shortcut&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|Ridley discovers ultra RTA.&lt;br /&gt;
|- style=&amp;quot;background-color:#CCFFCC;&amp;quot;&lt;br /&gt;
|1 July 2012&lt;br /&gt;
|[[GCN Peach Beach]]&lt;br /&gt;
|Ultra shortcut&lt;br /&gt;
|7&lt;br /&gt;
|7&lt;br /&gt;
|7&lt;br /&gt;
|[[Marc]] discovers ultra.&lt;br /&gt;
|- style=&amp;quot;background-color:#CCFFCC;&amp;quot;&lt;br /&gt;
|8 September 2012&lt;br /&gt;
|[[Maple Treeway]]&lt;br /&gt;
|Ultra shortcut&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|[[7GhostKnight]] discovers gap cut RTA. &#039;&#039;(17 May 2009)&#039;&#039;&amp;lt;br&amp;gt;[[Malleo]] and [[Blackyboi39]] [https://www.youtube.com/watch?v=X1dgBbX0UEQ discover ultra shortcut with speed hacks] &#039;&#039;(8 Sept 2012)&#039;&#039;&amp;lt;br&amp;gt;[[Troy]] confirms KCP1 skip possible RTA.&lt;br /&gt;
|- style=&amp;quot;background-color:#CCFFCC;&amp;quot;&lt;br /&gt;
|28 June 2015&lt;br /&gt;
|[[N64 DK&#039;s Jungle Parkway]]&lt;br /&gt;
|Ultra shortcut&lt;br /&gt;
|9&lt;br /&gt;
|9&lt;br /&gt;
|9&lt;br /&gt;
|[[Blaze]] confirms ultra possible.&lt;br /&gt;
|- style=&amp;quot;background-color:#CCFFCC;&amp;quot;&lt;br /&gt;
|4 July 2015&lt;br /&gt;
|[[N64 Sherbet Land]]&lt;br /&gt;
|Ultra shortcut&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Blaze confirms ultra possible.&lt;br /&gt;
|- style=&amp;quot;background-color:#CCFFCC;&amp;quot;&lt;br /&gt;
|5 July 2015&lt;br /&gt;
|[[GCN Waluigi Stadium]]&lt;br /&gt;
|Ultra shortcut&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|[[10timey01]] confirms zipper bypass possible. &#039;&#039;(19 May 2013)&#039;&#039;&amp;lt;br&amp;gt;Blaze confirms bypass possible. &#039;&#039;(3 July 2015)&#039;&#039;&amp;lt;br&amp;gt;Blaze confirms bypass without NLC possible.&lt;br /&gt;
|- style=&amp;quot;background-color:#CCFFCC;&amp;quot;&lt;br /&gt;
|4 March 2016&lt;br /&gt;
|[[Rainbow Road]]&lt;br /&gt;
|Ultra shortcut&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|[[Estaloy]] confirms ultra possible.&lt;br /&gt;
|- style=&amp;quot;background-color:#CCFFCC;&amp;quot;&lt;br /&gt;
|17 June 2019&lt;br /&gt;
|[[Koopa Cape]]&lt;br /&gt;
|Ultra shortcut&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|Blaze confirms ultra possible.&lt;br /&gt;
|- style=&amp;quot;background-color:#CCFFCC;&amp;quot;&lt;br /&gt;
|12 July 2019&lt;br /&gt;
|[[N64 Bowser&#039;s Castle]]&lt;br /&gt;
|Ultra shortcut&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|[[cf]] confirms pole clip possible. &#039;&#039;(11 April 2019)&#039;&#039;&amp;lt;br&amp;gt;mkwLuke, [[Marth]], Blaze, and Malleo confirm ultra possible.&lt;br /&gt;
|- style=&amp;quot;background-color:#CCFFCC;&amp;quot;&lt;br /&gt;
|12 July 2019&lt;br /&gt;
|[[GBA Shy Guy Beach]]&lt;br /&gt;
|Ultra shortcut&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|14&lt;br /&gt;
|cf confirms ultra possible.&lt;br /&gt;
|- style=&amp;quot;background-color:#F6F5CE;&amp;quot;&lt;br /&gt;
|17 July 2019&lt;br /&gt;
|[[GBA Bowser Castle 3]]&lt;br /&gt;
|Ultra longcut&lt;br /&gt;
|16&lt;br /&gt;
|15&lt;br /&gt;
|14&lt;br /&gt;
|[[TAS Snoop]] confirms KCP1 skip possible.&lt;br /&gt;
|- style=&amp;quot;background-color:#CCFFCC;&amp;quot;&lt;br /&gt;
|24 August 2019&lt;br /&gt;
|[[GBA Bowser Castle 3]]&lt;br /&gt;
|Ultra shortcut&lt;br /&gt;
|17&lt;br /&gt;
|15&lt;br /&gt;
|14&lt;br /&gt;
|[[kierio04]] and [[Estaloy]] confirm KCP1 skip with Flame Runner possible. &#039;&#039;(22 July 2019)&#039;&#039;&amp;lt;br&amp;gt;Estaloy confirms last turn skip possible. &#039;&#039;(22 July 2019)&#039;&#039;&amp;lt;br&amp;gt;[[Ejay B]] and kierio04 confirm that ultra is faster than NU strats.&lt;br /&gt;
|- style=&amp;quot;background-color:#DDEBFF;&amp;quot;&lt;br /&gt;
|24 October 2019&lt;br /&gt;
|GBA Bowser Castle 3&lt;br /&gt;
|Obsoletion&lt;br /&gt;
|16&lt;br /&gt;
|15&lt;br /&gt;
|14&lt;br /&gt;
|[[Monster]] discovers wallclip shortcut, making NU strats faster than ultra.&lt;br /&gt;
|- style=&amp;quot;background-color:#F6F5CE;&amp;quot;&lt;br /&gt;
|9 January 2020&lt;br /&gt;
|[[N64 Mario Raceway]]&lt;br /&gt;
|Ultra longcut&lt;br /&gt;
|17&lt;br /&gt;
|15&lt;br /&gt;
|14&lt;br /&gt;
|[[TAS Snoop]] confirms seam ride possible. &#039;&#039;(8 January 2020)&#039;&#039;&amp;lt;br&amp;gt;[[Jellopuff]] confirms respawn possible.&lt;br /&gt;
|- style=&amp;quot;background-color:#CCFFCC;&amp;quot;&lt;br /&gt;
|9 January 2020&lt;br /&gt;
|N64 Mario Raceway&lt;br /&gt;
|Ultra shortcut&lt;br /&gt;
|17&lt;br /&gt;
|16&lt;br /&gt;
|14&lt;br /&gt;
|[[CHARL1E]] confirms seam ride past charlie corner possible. &#039;&#039;(8 January 2020)&#039;&#039;&amp;lt;br&amp;gt;TAS Snoop confirms respawn with Flame Runner possible.&lt;br /&gt;
|- style=&amp;quot;background-color:#CCFFCC;&amp;quot;&lt;br /&gt;
|12 January 2020&lt;br /&gt;
|[[Dry Dry Ruins]]&lt;br /&gt;
|Ultra shortcut&lt;br /&gt;
|18&lt;br /&gt;
|17&lt;br /&gt;
|15&lt;br /&gt;
|Blaze confirms ultra possible.&lt;br /&gt;
|-&lt;br /&gt;
|29 March 2020&lt;br /&gt;
|GBA Bowser Castle 3&lt;br /&gt;
|Ultra shortcut again&lt;br /&gt;
|18&lt;br /&gt;
|18&lt;br /&gt;
|15&lt;br /&gt;
|[[Akari]] confirms shroomless dirt cut faster. &#039;&#039;(20 January 2020)&#039;&#039;&amp;lt;br&amp;gt;Ejay B, kierio04, and Estaloy confirm high clip last turn skip possible. &#039;&#039;(2 March 2020)&#039;&#039;&amp;lt;br&amp;gt;Ejay B confirms no stop last turn skip possible. &#039;&#039;(22 March 2020)&#039;&#039;&amp;lt;br&amp;gt;Monster, Ejay B, Marth, kierio04, and N3vermind confirm ultra faster than NU strats.&lt;br /&gt;
|- style=&amp;quot;background-color:#F6F5CE;&amp;quot;&lt;br /&gt;
|2 March 2021&lt;br /&gt;
|[[DS Peach Gardens]]&lt;br /&gt;
|Ultra longcut&lt;br /&gt;
|19&lt;br /&gt;
|18&lt;br /&gt;
|15&lt;br /&gt;
|[[Mario Karter]] confirms seam ride to finish line possible. &#039;&#039;(17 July 2013)&#039;&#039;&amp;lt;br&amp;gt;Ejay B and cf confirm barrel roll to wheelchair spot possible. &#039;&#039;(29 December 2020)&#039;&#039;&amp;lt;br&amp;gt;CHARL1E confirms wheelchair possible. &#039;&#039;(26 January 2021)&#039;&#039;&amp;lt;br&amp;gt;cf confirms respawn possible.&lt;br /&gt;
|- style=&amp;quot;background-color:#CCFFCC;&amp;quot;&lt;br /&gt;
|6 March 2021&lt;br /&gt;
|DS Peach Gardens&lt;br /&gt;
|Ultra shortcut&lt;br /&gt;
|19&lt;br /&gt;
|19&lt;br /&gt;
|15&lt;br /&gt;
|cf confirms QM DLC possible.&lt;br /&gt;
|-&lt;br /&gt;
|8 March 2021&lt;br /&gt;
|GBA Bowser Castle 3&lt;br /&gt;
|3lap viability&lt;br /&gt;
|19&lt;br /&gt;
|19&lt;br /&gt;
|16&lt;br /&gt;
|[[Justin]] and kierio04 confirm 1 shroom KCP1 skip possible. &#039;&#039;(4 March 2021)&#039;&#039;&amp;lt;br&amp;gt;Justin and kierio04 confirm no stop method to get onto blocks. &#039;&#039;(5 March 2021)&#039;&#039;&amp;lt;br&amp;gt;Ejay B confirms cf&#039;s big cut possible with Flame Runner.&lt;br /&gt;
|- style=&amp;quot;background-color:#CCFFCC;&amp;quot;&lt;br /&gt;
|5 April 2021&lt;br /&gt;
|[[Daisy Circuit]]&lt;br /&gt;
|Ultra shortcut&lt;br /&gt;
|20&lt;br /&gt;
|20&lt;br /&gt;
|16&lt;br /&gt;
|[[BennyMKW]] and Marth confirm 2 shroom banner clip possible.&amp;lt;br&amp;gt;TAS Snoop proves ultra faster than NU strats.&lt;br /&gt;
|- style=&amp;quot;background-color:#F6F5CE;&amp;quot;&lt;br /&gt;
|23 April 2021&lt;br /&gt;
|[[GCN Mario Circuit]]&lt;br /&gt;
|Ultra longcut&lt;br /&gt;
|21&lt;br /&gt;
|20&lt;br /&gt;
|16&lt;br /&gt;
|Monster confirms bypass possible. &#039;&#039;(14 November 2020)&#039;&#039;&amp;lt;br&amp;gt;CHARL1E confirms 3 shroom KCP1 skip possible.&lt;br /&gt;
|-&lt;br /&gt;
|7 June 2021&lt;br /&gt;
|Daisy Circuit&lt;br /&gt;
|3lap viability&lt;br /&gt;
|21&lt;br /&gt;
|20&lt;br /&gt;
|17&lt;br /&gt;
|BennyMKW discovers tree bounce strategy. &#039;&#039;(18 April 2021)&#039;&#039;&amp;lt;br&amp;gt;BennyMKW confirms 2 shroom banner clip possible with Flame Runner. &#039;&#039;(22 April 2021)&#039;&#039;&amp;lt;br&amp;gt;Marth, Justin, and BennyMKW confirm 1 shroom banner clip possible with Flame Runner.&lt;br /&gt;
|- style=&amp;quot;background-color:#CCFFCC;&amp;quot;&lt;br /&gt;
|30 July 2021&lt;br /&gt;
|[[DS Desert Hills]]&lt;br /&gt;
|Ultra shortcut&lt;br /&gt;
|22&lt;br /&gt;
|21&lt;br /&gt;
|17&lt;br /&gt;
|cf confirms banner clip possible. &#039;&#039;(24 July 2019)&#039;&#039;&amp;lt;br&amp;gt;Ejay B confirms OOB hop possible. &#039;&#039;(29 July 2021)&#039;&#039;&amp;lt;br&amp;gt;Ejay B and CHARL1E confirm respawn possible.&lt;br /&gt;
|-&lt;br /&gt;
|23 April 2022&lt;br /&gt;
|GBA Shy Guy Beach&lt;br /&gt;
|3lap viability&lt;br /&gt;
|22&lt;br /&gt;
|21&lt;br /&gt;
|18&lt;br /&gt;
|Justin discovers ODB ultra.&lt;br /&gt;
|- style=&amp;quot;background-color:#CCFFCC;&amp;quot;&lt;br /&gt;
|26 April 2022&lt;br /&gt;
|[[Luigi Circuit]]&lt;br /&gt;
|Ultra shortcut&lt;br /&gt;
|23&lt;br /&gt;
|22&lt;br /&gt;
|18&lt;br /&gt;
|BennyMKW confirms seam ride possible. &#039;&#039;(4 August 2015)&#039;&#039;&amp;lt;br&amp;gt;Jellopuff confirms seam ride past mushroom possible. &#039;&#039;(11 March 2021)&#039;&#039;&amp;lt;br&amp;gt;Jellopuff confirms seam ride past mushroom with ODB possible. &#039;&#039;(26 April 2022)&#039;&#039;&amp;lt;br&amp;gt;Jellopuff confirms OOB hop possible. &#039;&#039;(26 April 2022)&#039;&#039;&amp;lt;br&amp;gt;Jellopuff confirms respawn possible.&lt;br /&gt;
|-&lt;br /&gt;
|24 May 2022&lt;br /&gt;
|DS Desert Hills&lt;br /&gt;
|3lap viability&lt;br /&gt;
|23&lt;br /&gt;
|22&lt;br /&gt;
|19&lt;br /&gt;
|[[Ancient]] confirms superhopping useful.&lt;br /&gt;
|-&lt;br /&gt;
|29 May 2022&lt;br /&gt;
|GBA Bowser Castle 3&lt;br /&gt;
|3lap obsoletion&lt;br /&gt;
|23&lt;br /&gt;
|22&lt;br /&gt;
|18&lt;br /&gt;
|[[Monster]] confirms superhopping useful.&lt;br /&gt;
|- style=&amp;quot;background-color:#DDEBFF;&amp;quot;&lt;br /&gt;
|20 June 2022&lt;br /&gt;
|GBA Bowser Castle 3&lt;br /&gt;
|Obsoletion&lt;br /&gt;
|23&lt;br /&gt;
|21&lt;br /&gt;
|18&lt;br /&gt;
|Monster and Marth confirm superhopping faster than ultra.&lt;br /&gt;
|- style=&amp;quot;background-color:#CCFFCC;&amp;quot;&lt;br /&gt;
|22 January 2023&lt;br /&gt;
|[[Bowser&#039;s Castle]]&lt;br /&gt;
|Ultra shortcut&lt;br /&gt;
|24&lt;br /&gt;
|22&lt;br /&gt;
|18&lt;br /&gt;
|Jellopuff confirms ultra possible.&lt;br /&gt;
|- style=&amp;quot;background-color:#F6F5CE;&amp;quot;&lt;br /&gt;
|25 February 2023&lt;br /&gt;
|[[Moo Moo Meadows]]&lt;br /&gt;
|Ultra longcut&lt;br /&gt;
|25&lt;br /&gt;
|22&lt;br /&gt;
|18&lt;br /&gt;
|CHARL1E confirms banner bypass possible. &#039;&#039;(8 May 2019)&#039;&#039;&amp;lt;br&amp;gt;Ejay B confirms banner bypass with Phantom possible. &#039;&#039;(30 April 2022)&#039;&#039;&amp;lt;br&amp;gt;Ejay B confirms ODB clip possible.&amp;lt;br&amp;gt;Ejay B confirms OOB hop possible.&amp;lt;br&amp;gt;Ejay B confirms seam landing possible.&amp;lt;br&amp;gt;Ejay B confirms respawn possible.&lt;br /&gt;
|-&lt;br /&gt;
|25 February 2023&lt;br /&gt;
|DS Peach Gardens&lt;br /&gt;
|3lap viability&lt;br /&gt;
|25&lt;br /&gt;
|22&lt;br /&gt;
|19&lt;br /&gt;
|Justin discovers ODB ultra. &#039;&#039;(24 February 2023)&#039;&#039;&amp;lt;br&amp;gt;Justin discovers no stop last turn OOB entry.&lt;br /&gt;
|- style=&amp;quot;background-color:#CCFFCC;&amp;quot;&lt;br /&gt;
|25 February 2023&lt;br /&gt;
|Moo Moo Meadows&lt;br /&gt;
|Ultra shortcut&lt;br /&gt;
|25&lt;br /&gt;
|23&lt;br /&gt;
|19&lt;br /&gt;
|Ejay B confirms seam swing possible.&amp;lt;br&amp;gt;Ejay B confirms mid-air KCP hit possible.&amp;lt;br&amp;gt;Ejay B confirms shroomless banner bypass possible&amp;lt;br&amp;gt;Ejay B confirms ultra faster than NU strats.&lt;br /&gt;
|-&lt;br /&gt;
|26 February 2023&lt;br /&gt;
|Moo Moo Meadows&lt;br /&gt;
|3lap viability&lt;br /&gt;
|25&lt;br /&gt;
|23&lt;br /&gt;
|20&lt;br /&gt;
|kierio04 confirms superhopping fast enough to beat NU strats.&lt;br /&gt;
|-&lt;br /&gt;
|27 February 2023&lt;br /&gt;
|Bowser&#039;s Castle&lt;br /&gt;
|3lap viability&lt;br /&gt;
|25&lt;br /&gt;
|23&lt;br /&gt;
|21&lt;br /&gt;
|Jellopuff confirms shroomless no stop left side spiral skip possible.&lt;br /&gt;
|-&lt;br /&gt;
|14 March 2023&lt;br /&gt;
|Dry Dry Ruins&lt;br /&gt;
|3lap obsoletion&lt;br /&gt;
|25&lt;br /&gt;
|23&lt;br /&gt;
|20&lt;br /&gt;
|[[Thomas]] discovers long supergrind.&lt;br /&gt;
|-&lt;br /&gt;
|26 March 2023&lt;br /&gt;
|GBA Bowser Castle 3&lt;br /&gt;
|Ultra shortcut again&lt;br /&gt;
|25&lt;br /&gt;
|24&lt;br /&gt;
|20&lt;br /&gt;
|Justin confirms ODB-friendly KCP1 skip. &#039;&#039;(10 March 2023)&#039;&#039;&amp;lt;br&amp;gt;Justin confirms ODB-friendly last turn skip.&lt;br /&gt;
|- style=&amp;quot;background-color:#CCFFCC;&amp;quot;&lt;br /&gt;
|8 April 2023&lt;br /&gt;
|[[DS Yoshi Falls]]&lt;br /&gt;
|Ultra shortcut&lt;br /&gt;
|26&lt;br /&gt;
|25&lt;br /&gt;
|20&lt;br /&gt;
|Mikul confirms 3 shroom DLC possible. &#039;&#039;(6 April 2023)&#039;&#039;&amp;lt;br&amp;gt;Mikul confirms 2 shroom DLC possible. &#039;&#039;(7 April 2023)&#039;&#039;&amp;lt;br&amp;gt;Mikul confirms ultra possible.&lt;br /&gt;
|- style=&amp;quot;background-color:#F6F5CE;&amp;quot;&lt;br /&gt;
|11 April 2023&lt;br /&gt;
|[[Moonview Highway]]&lt;br /&gt;
|Ultra longcut&lt;br /&gt;
|27&lt;br /&gt;
|25&lt;br /&gt;
|20&lt;br /&gt;
|CHARL1E confirms right side clip up to banner possible. &#039;&#039;(January-March 2023)&#039;&#039;&amp;lt;br&amp;gt;CHARL1E confirms left side clip up to banner possible. &#039;&#039;(4 April 2023)&#039;&#039;&amp;lt;br&amp;gt;CHARL1E confirms banner bypass possible. &#039;&#039;(5 April 2023)&#039;&#039;&amp;lt;br&amp;gt;Jellopuff confirms banner bypass possible with Bullet Bike. &#039;&#039;(11 April 2023)&#039;&#039;&amp;lt;br&amp;gt;Jellopuff confirms 3 shroom KCP1 skip possible.&lt;br /&gt;
|- style=&amp;quot;background-color:#CCFFCC;&amp;quot;&lt;br /&gt;
|20 April 2023&lt;br /&gt;
|Moonview Highway&lt;br /&gt;
|Ultra shortcut&lt;br /&gt;
|27&lt;br /&gt;
|26&lt;br /&gt;
|20&lt;br /&gt;
|Monster confirms KCP1 skip possible without entering lap. &#039;&#039;(12 April 2023)&#039;&#039;&amp;lt;br&amp;gt;Monster confirms 2 shroom KCP1 skip possible with Shooting Star. &#039;&#039;(14 April 2023)&#039;&#039;&amp;lt;br&amp;gt;Monster discovers supergrind landing strat. &#039;&#039;(15 April 2023)&#039;&#039;&amp;lt;br&amp;gt;Monster confirms ultra faster than NU strats.&lt;br /&gt;
|- style=&amp;quot;background-color:#F6F5CE;&amp;quot;&lt;br /&gt;
|20 October 2023&lt;br /&gt;
|[[GCN DK Mountain]]&lt;br /&gt;
|Ultra longcut&lt;br /&gt;
|28&lt;br /&gt;
|26&lt;br /&gt;
|20&lt;br /&gt;
|Jellopuff confirms KCP1 skip possible.&lt;br /&gt;
|-&lt;br /&gt;
|29 December 2023&lt;br /&gt;
|Dry Dry Ruins&lt;br /&gt;
|3lap viability again&lt;br /&gt;
|28&lt;br /&gt;
|26&lt;br /&gt;
|21&lt;br /&gt;
|Justin confirms ultra possible with Zip Zip.&lt;br /&gt;
|- style=&amp;quot;background-color:#DDEBFF;&amp;quot;&lt;br /&gt;
|5 January 2024&lt;br /&gt;
|Moonview Highway&lt;br /&gt;
|Obsoletion&lt;br /&gt;
|28&lt;br /&gt;
|25&lt;br /&gt;
|21&lt;br /&gt;
|Monster confirms supersliding faster than ultra.&lt;br /&gt;
|- style=&amp;quot;background-color:#F6F5CE;&amp;quot;&lt;br /&gt;
|23 January 2024&lt;br /&gt;
|[[DK Summit]]&lt;br /&gt;
|Ultra longcut&lt;br /&gt;
|29&lt;br /&gt;
|25&lt;br /&gt;
|21&lt;br /&gt;
|Monster confirms KCP1 skip possible.&lt;br /&gt;
|-&lt;br /&gt;
|25 January 2024&lt;br /&gt;
|Luigi Circuit&lt;br /&gt;
|3lap viability&lt;br /&gt;
|29&lt;br /&gt;
|25&lt;br /&gt;
|22&lt;br /&gt;
|Monster discovers 1 shroom respawnless ultra.&lt;br /&gt;
|- style=&amp;quot;background-color:#CCFFCC;&amp;quot;&lt;br /&gt;
|20 February 2024&lt;br /&gt;
|GCN Mario Circuit&lt;br /&gt;
|Ultra shortcut&lt;br /&gt;
|29&lt;br /&gt;
|26&lt;br /&gt;
|22&lt;br /&gt;
|kierio04 discovers superslide landing strat. &#039;&#039;(28 April 2021)&#039;&#039;&amp;lt;br&amp;gt;Justin, Ejay B, and kierio04 confirm 2 shroom respawn cut possible. &#039;&#039;(28 June 2021)&#039;&#039;&amp;lt;br&amp;gt;Justin confirms 1 shroom respawnless cut possible. &#039;&#039;(8 November 2021)&#039;&#039;&amp;lt;br&amp;gt;CHARL1E confirms 2 shroom KCP1 skip possible. &#039;&#039;(4 March 2023)&#039;&#039;&amp;lt;br&amp;gt;CHARL1E confirms 1 shroom ultra-only respawn cut faster. &#039;&#039;(4 March 2023)&#039;&#039;&amp;lt;br&amp;gt;Justin confirms 1 shroom NU respawn cut possible. &#039;&#039;(7 November 2023)&#039;&#039;&amp;lt;br&amp;gt;Monster confirms 1 shroom KCP1 skip possible. &#039;&#039;(19 February 2024)&#039;&#039;&amp;lt;br&amp;gt;Monster confirms ultra faster than NU strats.&lt;br /&gt;
|- style=&amp;quot;background-color:#DDEBFF;&amp;quot;&lt;br /&gt;
|21 February 2024&lt;br /&gt;
|GCN Mario Circuit&lt;br /&gt;
|Obsoletion&lt;br /&gt;
|29&lt;br /&gt;
|25&lt;br /&gt;
|22&lt;br /&gt;
|Mikul confirms supersliding possible. &#039;&#039;(June 2023)&#039;&#039;&amp;lt;br&amp;gt;Jellopuff confirms supersliding to tunnel possible. &#039;&#039;(20 February 2024)&#039;&#039;&amp;lt;br&amp;gt;Monster confirms supersliding faster than ultra.&lt;br /&gt;
|-&lt;br /&gt;
|22 February 2024&lt;br /&gt;
|GCN Mario Circuit&lt;br /&gt;
|Ultra shortcut again&lt;br /&gt;
|29&lt;br /&gt;
|26&lt;br /&gt;
|22&lt;br /&gt;
|[[Arthur]] and Monster confirm no stop respawn cut possible.&lt;br /&gt;
|-&lt;br /&gt;
|8 August 2024&lt;br /&gt;
|N64 Mario Raceway&lt;br /&gt;
|3lap viability&lt;br /&gt;
|29&lt;br /&gt;
|26&lt;br /&gt;
|23&lt;br /&gt;
|[[Ejay B]], [[Justin]] and [[Shadow]] confirm 3lap viability using seam entry from rim of green pipe.&lt;br /&gt;
|-&lt;br /&gt;
|14 April 2025&lt;br /&gt;
|GBA Bowser Castle 3&lt;br /&gt;
|3lap viability again&lt;br /&gt;
|29&lt;br /&gt;
|26&lt;br /&gt;
|24&lt;br /&gt;
|[[Monster]] confirms 3lap viability using new strats at the slow ramps and shroomspots&lt;br /&gt;
|- style=&amp;quot;background-color:#CCFFCC;&amp;quot;&lt;br /&gt;
|14 November 2025&lt;br /&gt;
|DS Delfino Square&lt;br /&gt;
|Ultra shortcut&lt;br /&gt;
|30&lt;br /&gt;
|27&lt;br /&gt;
|25&lt;br /&gt;
|[[Monster]] confirms ultra shortcut possible (respawnless too).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== TASer ==&lt;br /&gt;
&lt;br /&gt;
== Timesave ==&lt;br /&gt;
Note: outdated (see mkwtas.com for latest). &lt;br /&gt;
{{Legend inline|#CCFFCC|Ultra shortcut|border=1px solid #AAAAAA}}&lt;br /&gt;
{{Legend inline|#F6F5CE|Ultra longcut|border=1px solid #AAAAAA}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ List of ultras by timesave&lt;br /&gt;
|-&lt;br /&gt;
!Track&lt;br /&gt;
!Ultra&lt;br /&gt;
!Diff.&lt;br /&gt;
!No Ultra&lt;br /&gt;
|-&lt;br /&gt;
|[[Koopa Cape]]&lt;br /&gt;
|6.399&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | &amp;lt;nowiki&amp;gt;-34.151&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|40.550&lt;br /&gt;
|-&lt;br /&gt;
|[[Rainbow Road]]&lt;br /&gt;
|8.458&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | &amp;lt;nowiki&amp;gt;-33.709&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|42.167&lt;br /&gt;
|-&lt;br /&gt;
|[[N64 DK&#039;s Jungle Parkway]]&lt;br /&gt;
|3.069&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | &amp;lt;nowiki&amp;gt;-30.254&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|33.323&lt;br /&gt;
|-&lt;br /&gt;
|[[N64 Sherbet Land]]&lt;br /&gt;
|5.086&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | &amp;lt;nowiki&amp;gt;-28.982&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|34.068&lt;br /&gt;
|-&lt;br /&gt;
|[[Wario&#039;s Gold Mine]]&lt;br /&gt;
|5.959&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | &amp;lt;nowiki&amp;gt;-28.687&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|34.646&lt;br /&gt;
|-&lt;br /&gt;
|[[N64 Bowser&#039;s Castle]]&lt;br /&gt;
|18.299&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | &amp;lt;nowiki&amp;gt;-25.080&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|43.379&lt;br /&gt;
|-&lt;br /&gt;
|[[Grumble Volcano]]&lt;br /&gt;
|1.426&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | &amp;lt;nowiki&amp;gt;-24.268&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|25.694&lt;br /&gt;
|-&lt;br /&gt;
|[[Bowser&#039;s Castle]]&lt;br /&gt;
|13.241&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | &amp;lt;nowiki&amp;gt;-23.248&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|36.489&lt;br /&gt;
|-&lt;br /&gt;
|[[Mushroom Gorge]]&lt;br /&gt;
|2.509&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | &amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&#039;&#039;22.4xx&#039;&#039;&lt;br /&gt;
|&#039;&#039;24.9xx&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[DS Peach Gardens]]&lt;br /&gt;
|11.894&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | &amp;lt;nowiki&amp;gt;-22.140&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|34.034&lt;br /&gt;
|-&lt;br /&gt;
|[[Maple Treeway]]&lt;br /&gt;
|18.276&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | &amp;lt;nowiki&amp;gt;-21.897&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|40.173&lt;br /&gt;
|-&lt;br /&gt;
|[[GCN Waluigi Stadium]]&lt;br /&gt;
|12.240&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | &amp;lt;nowiki&amp;gt;-18.441&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|30.681&lt;br /&gt;
|-&lt;br /&gt;
|[[DS Desert Hills]]&lt;br /&gt;
|6.383&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | &amp;lt;nowiki&amp;gt;-18.416&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|24.799&lt;br /&gt;
|-&lt;br /&gt;
|[[N64 Mario Raceway]]&lt;br /&gt;
|7.138&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | &amp;lt;nowiki&amp;gt;-17.379&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|24.517&lt;br /&gt;
|-&lt;br /&gt;
|[[Coconut Mall]]&lt;br /&gt;
|3.395&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | &amp;lt;nowiki&amp;gt;-15.002&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|18.397&lt;br /&gt;
|-&lt;br /&gt;
|[[Moo Moo Meadows]]&lt;br /&gt;
|7.620&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | &amp;lt;nowiki&amp;gt;-14.342&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|21.962&lt;br /&gt;
|-&lt;br /&gt;
|[[Dry Dry Ruins]]&lt;br /&gt;
|16.830&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | &amp;lt;nowiki&amp;gt;-13.392&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|30.222&lt;br /&gt;
|-&lt;br /&gt;
|[[Mario Circuit]]&lt;br /&gt;
|7.686&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | &amp;lt;nowiki&amp;gt;-12.405&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|20.091&lt;br /&gt;
|-&lt;br /&gt;
|[[DS Delfino Square]]&lt;br /&gt;
|21.838&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | &amp;lt;nowiki&amp;gt;-11.955&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|33.793&lt;br /&gt;
|-&lt;br /&gt;
|[[Daisy Circuit]]&lt;br /&gt;
|11.391&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | &amp;lt;nowiki&amp;gt;-9.284&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|20.675&lt;br /&gt;
|-&lt;br /&gt;
|[[SNES Ghost Valley 2]]&lt;br /&gt;
|6.751&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | &amp;lt;nowiki&amp;gt;-8.053&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|14.804&lt;br /&gt;
|-&lt;br /&gt;
|[[Luigi Circuit]]&lt;br /&gt;
|10.324&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | &amp;lt;nowiki&amp;gt;-7.850&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|18.174&lt;br /&gt;
|-&lt;br /&gt;
|[[GCN Peach Beach]]&lt;br /&gt;
|12.771&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | &amp;lt;nowiki&amp;gt;-6.561&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|19.332&lt;br /&gt;
|-&lt;br /&gt;
|[[DS Yoshi Falls]]&lt;br /&gt;
|5.886&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | &amp;lt;nowiki&amp;gt;-5.860&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|11.746&lt;br /&gt;
|-&lt;br /&gt;
|[[GBA Shy Guy Beach]]&lt;br /&gt;
|14.615&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | &amp;lt;nowiki&amp;gt;-5.579&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|20.194&lt;br /&gt;
|-&lt;br /&gt;
|[[GCN Mario Circuit]]&lt;br /&gt;
|22.680&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | &#039;&#039;&amp;lt;nowiki&amp;gt;-2.752&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|25.432&lt;br /&gt;
|-&lt;br /&gt;
|[[GBA Bowser Castle 3]]&lt;br /&gt;
|32.099&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | &amp;lt;nowiki&amp;gt;-0.689&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|32.788&lt;br /&gt;
|-&lt;br /&gt;
|[[Moonview Highway]]&lt;br /&gt;
|30.406&lt;br /&gt;
| style=&amp;quot;background-color:#F6F5CE;&amp;quot; | &amp;lt;nowiki&amp;gt;+0.579&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|29.827&lt;br /&gt;
|-&lt;br /&gt;
|[[DK Summit]]&lt;br /&gt;
|&#039;&#039;33.0xx&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background-color:#F6F5CE;&amp;quot; | &#039;&#039;&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;2.4xx&#039;&#039;&lt;br /&gt;
|30.654&lt;br /&gt;
|-&lt;br /&gt;
|[[GCN DK Mountain]]&lt;br /&gt;
|46.588&lt;br /&gt;
| style=&amp;quot;background-color:#F6F5CE;&amp;quot; | &amp;lt;nowiki&amp;gt;+10.145&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|36.443&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
&lt;br /&gt;
== Vehicle type ==&lt;/div&gt;</summary>
		<author><name>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Countdown&amp;diff=1320</id>
		<title>Countdown</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Countdown&amp;diff=1320"/>
		<updated>2025-11-17T18:32:21Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: zip zip + startslip&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;countdown&#039;&#039;&#039; is the period at the start of each race before the timer starts, where the player only has limited control over the vehicle.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The countdown lasts for the first 239 frames of the race. During the countdown, [[IV#Maximum speed | max speed]] is set to 0; additionally, bikes are put into a &amp;quot;slow fall&amp;quot; state, where they move downwards at a constant 1.3 u/f instead of being affected by gravity&#039;s constant 1.3 u/f² acceleration.&lt;br /&gt;
&lt;br /&gt;
Controls are limited during the countdown. Pressing A only affects the start boost charge, while pressing B has no effect. Stick inputs allow bikes to move by [[EV#Leaning | leaning]], and have no effect otherwise. Bikes are also allowed to [[wheelie]] by pressing up; wheelies are automatically cancelled after 15 frames since IV is 0. Wheelies can also cause the bike to go airborne, depending on the length of the bike.&lt;br /&gt;
&lt;br /&gt;
== Start boost ==&lt;br /&gt;
As soon as the countdown ends, the vehicle can receive a [[Boost information | boost]] or burn out (hitstun animation lasting 120 frames) according to the start boost charge value. It is clamped between 0 and 1, and is updated every frame according to the state of the A button. If A is pressed, the charge is set to [0.02 + 0.982 * (&#039;&#039;previous value&#039;&#039;)]. If A is not pressed, it is set to [0.96 * (&#039;&#039;previous value&#039;&#039;)]. These recursive equations can be rewritten as such:&lt;br /&gt;
&lt;br /&gt;
If A is pressed,&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;math&amp;gt; \displaystyle x = \frac{10}{9}\left(1 - (0.982)^n\right)&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If A is not pressed,&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;math&amp;gt; x = (0.96)^n&amp;lt;/math&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
where &amp;lt;math&amp;gt;n&amp;lt;/math&amp;gt; is the number of frames the button is held or released.&lt;br /&gt;
&lt;br /&gt;
The start boost increases max speed by 20%, grants an IV acceleration of 3 u/f², and lasts for a variable number of frames depending on the start boost charge. The possible start boost lengths are listed in the table below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
! Start boost charge&lt;br /&gt;
! Boost duration (frames)&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 0.85&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 0.85 - 0.88&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 0.88 - 0.905&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 0.905 - 0.925&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| 0.925 - 0.94&lt;br /&gt;
| 45&lt;br /&gt;
|-&lt;br /&gt;
| 0.94 - 0.95&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
| 0.95 - 1&lt;br /&gt;
| 0 (burnout)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Start slide ==&lt;br /&gt;
Using the ability to wheelie and lean, bikes are able to move forwards a small amount during the countdown. The general strategy for start slides to the right is as follows; rotate counter-clockwise with a wheelie, lean to the right to slide sideways (and partially forwards), then (optionally) rotate clockwise with a wheelie to adjust rotation.&lt;br /&gt;
&lt;br /&gt;
All bikes can wiggle sideways by alternating leaning and neutral inputs. Some bikes are also able to slide much more efficiently by going airborne when performing a double wheelie (e.g. doing a second wheelie immediately after the cooldown from the first expires). This strategy works because while the bike is airborne, wheel EV decay does not apply, so the leaning EV lasts a long time. The ability of bikes to double wheelie is correlated with the distance between the bike&#039;s origin and its bike tire; the greater the distance, the greater the airtime from a double wheelie, while short bikes can&#039;t gain airtime from double wheelies at all.&lt;br /&gt;
&lt;br /&gt;
Depending on the length of the bike, there are three main types of start slides.&lt;br /&gt;
*&#039;&#039;&#039;Short bikes&#039;&#039;&#039;: Standard Bike S, Bullet Bike, Bit Bike, Quacker, Magikruiser, Dolphin Dasher, Standard Bike L, Shooting Star. They are unable to gain airtime during the countdown. As such, the optimal strategy is to wiggle sideways a short distance, following the optimal leaning pattern for |IV| &amp;lt; 5 u/f. These vehicles share the same optimal slide inputs, as the leaning pattern is the same for both IDBs and ODBs; however, they all slide a slightly different amount, as wheel EV dissipation varies slightly by vehicle.&amp;lt;ref&amp;gt;[https://discord.com/channels/214574342137315328/735589843513638940/1374115991713349722 Wiggle slide]&amp;lt;/ref&amp;gt; Dolphin Dasher slides the furthest (by a small amount).&lt;br /&gt;
*&#039;&#039;&#039;Medium-length bikes&#039;&#039;&#039;: Jet Bubble, Standard Bike M, Mach Bike, Sugarscoot, Zip Zip, Flame Runner. These bikes can gain a small amount of airtime (12-15 frames) by performing a double wheelie, but only while A is not held. (Holding A increases grip to the ground.) As such, these bikes perform one small double wheelie, then wiggle or perform single wheelies for the rest of the countdown. In theory, each bike should have its own unique optimal slide, but slides have only been made for Flame Runner,&amp;lt;ref&amp;gt;[https://discord.com/channels/214574342137315328/600410593937195069/1224750661988778085 Flame Runner slide]&amp;lt;/ref&amp;gt;, Mach Bike,&amp;lt;ref&amp;gt;[https://discord.com/channels/214574342137315328/600410593937195069/1230105156507664386 Mach Bike slide]&amp;lt;/ref&amp;gt; and Zip Zip.&amp;lt;ref&amp;gt;[https://discord.com/channels/214574342137315328/735589843513638940/1440023652174135398 Zip Zip slide]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Long bikes&#039;&#039;&#039;: Sneakster, Wario Bike, Spear, Phantom. These bikes can go airborne at will by performing both single (12-15 frames), and double wheelies (20+ frames). For each bike, the optimal strategy is to perform one single wheelie to rotate and move a small amount, then two double wheelies to slide very far. An optimal strat slide has been made for each long bike. Spear slides the furthest,&amp;lt;ref&amp;gt;[https://discord.com/channels/214574342137315328/600410593937195069/1261061431990812682 Spear slide]&amp;lt;/ref&amp;gt; followed by Sneakster,&amp;lt;ref&amp;gt;[https://discord.com/channels/214574342137315328/1406282264932782242/1430861007139639366 Sneakster slide]&amp;lt;/ref&amp;gt; Wario Bike,&amp;lt;ref&amp;gt;[https://discord.com/channels/214574342137315328/600410593937195069/1261030328869453864 Wario Bike slide]&amp;lt;/ref&amp;gt; and Phantom.&amp;lt;ref&amp;gt;[https://discord.com/channels/214574342137315328/735589843513638940/1433516103786696845 Phantom slide]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On all bikes, performing a wheelie shortly before the end of the countdown causes the bike&#039;s pitch to quickly decrease during the start boost, due to the acceleration. With the right inputs during the slide, the bike can get airtime pockets during the boost, as late as during the boost deceleration. These airtime pockets can be used for a [[Drift#Slipdrift | slipdrift]], known as a &#039;&#039;&#039;start slip&#039;&#039;&#039;, or a [[Wheelie#Slipchain | slipchain]].&lt;br /&gt;
&lt;br /&gt;
=== Start curve ===&lt;br /&gt;
After performing a start slide, the optimal strategy is to turn in the same direction to realign, known as a start curve. Start curves actually save a few milliseconds over realigning and driving in a straight line, due to EV to IV conversion causing the bike to gain a small amount of extra speed. To optimize start curves, it is better to keep turning in the direction of the slide and delay the wheelie as much as possible, then turn in the opposite direction to realign, even if this leads to a suboptimal driving line. This ensures the increased IV due to EV conversion is preserved as long as possible during the acceleration.&lt;br /&gt;
&lt;br /&gt;
On slippery road, EV to IV conversion works differently, allowing bikes to gain slightly more IV during the start curve. As such, there are different optimal start slides for regular and slippery road; for the latter, sacrificing a bit of distance for more rotation saves time during the start curve.&amp;lt;ref&amp;gt;[https://discord.com/channels/214574342137315328/735589843513638940/1268880123332005941 Spear slide on slippery road]&amp;lt;/ref&amp;gt; On slippery road only, the traction stat has a very small effect on the movement of start slides; it is the only character stat to affect start slides.&lt;br /&gt;
&lt;br /&gt;
== Start slide repository ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Luigi_Circuit&amp;diff=1313</id>
		<title>Luigi Circuit</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Luigi_Circuit&amp;diff=1313"/>
		<updated>2025-11-16T11:59:37Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: trying out a new format for the track pages. i think having a reference for what big strat changes are confirmed slower is valuable&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Luigi Circuit&#039;&#039;&#039; is the first course of the Mushroom Cup in &#039;&#039;[[Mario Kart Wii]]&#039;&#039;. It is notable for featuring the first known useful application of [[supergrinding]].&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Current BKTs&lt;br /&gt;
|-&lt;br /&gt;
!Type&lt;br /&gt;
!Unrestricted&lt;br /&gt;
!No Ultra&lt;br /&gt;
!No Glitch&lt;br /&gt;
|-&lt;br /&gt;
!3lap&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |0:59.796&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |1:07.788&lt;br /&gt;
|-&lt;br /&gt;
!Flap&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |11.635&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |18.174&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |21.325&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Luigi Circuit has a 3lap viable [[ultra shortcut]]&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=SgXFztUFK5E New Shortcut on Luigi Circuit (MKWii TAS)]&amp;lt;/ref&amp;gt;, and currently benefits from [[supergrinding]], [[superhopping]], and [[supersliding]] in both 3lap and flap categories. Hence, it has three 3lap categories and three flap categories. Currently, there is no existing 3lap run using an ultra shortcut, so the Unrestricted 3lap record is also technically the No Ultra 3lap record.&lt;br /&gt;
&lt;br /&gt;
=== Unrestricted 3lap ===&lt;br /&gt;
:&#039;&#039;Video: [https://www.youtube.com/watch?v=PmgyRsrVXHU 0:59.796 by flambambam (2025)]&#039;&#039;&lt;br /&gt;
Despite it fastest existing run, this TAS doesn&#039;t implement the best known strategies, as it was created to be an RTA strategy TAS.&amp;lt;br&amp;gt;&lt;br /&gt;
The current strategy for UR 3lap is to superslide for almost the entire race. Wario Bike is used to superslide, and King Boo is used for the handling stat bonus. Automatic transmission is used for the additional handling (and due to the RTA strategy restriction; manual would be faster due to superhopping).&amp;lt;br&amp;gt;&lt;br /&gt;
To access the superslide, a wallclip is performed from a billboard after the first turn, clearing an invisible wall and landing on the road seam. The first two shrooms are used to quickly reach the wallclip, the third is used for the wallclip itself. Upon landing, the superslide state is entered without fully stopping, although the entry is not instant and uses a landing bounce. After this, [[EV]] is quickly generated to stay at 120 u/f for the rest of the race, driving on offroad for tighter lines without worrying about slowdown.&lt;br /&gt;
&lt;br /&gt;
=== Unrestricted Flap ===&lt;br /&gt;
:&#039;&#039;Video: [https://www.youtube.com/watch?v=lWVkvLACPCo 11.635 by Aoiro, Monster (2024)]&#039;&#039;&lt;br /&gt;
The current strategy for UR flap is to perform an ultra shortcut. Supersliding is useful in the flap, therefore [[Vehicles#Wario Bike | Wario Bike]] is used. King Boo is used for his handling bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
The setup involves starting a supergrind on the long banked turn, gaining about 200 EV in the process. Then, the bike ejects from the supergrind, and lands on the slope of a decorative mushroom; this redirects its motion upwards and sideways due to the extreme EV. Enough height is obtained to perform an [[apex clip]] on the top of the invisible wall, to redirect motion sideways and clear the gap. The bike lands back on the exposed road seam, entering the superslide state. The lap is then completed from here, using the other mushrooms to stay at higher speed through the ending.&lt;br /&gt;
&lt;br /&gt;
=== No Ultra Flap ===&lt;br /&gt;
:&#039;&#039;Video: [https://youtu.be/acKztPTFIIc 18.174 by Tactical (2025)]&#039;&#039;&lt;br /&gt;
The current strategy for NU flap is to perform [[Supersliding#Wario bike supersliding | WBSS]] for the entire lap, and as such uses [[Vehicles#Wario Bike | Wario Bike]]. King Boo and [[automatic]] transmission are used to increase the handling stat.&amp;lt;br&amp;gt;&lt;br /&gt;
The setup involves using a mushroom to [[wallclip]] over the invisible wall, then landing on the seam. This is done between the first and second turn, where the wall is lowest. The WBSS state can be accessed from this seam. The setup continues by doing a lap in reverse, to allow for more time to build excess [[external velocity | EV]]. The lap is started with almost 200 EV, ensuring that the speed cap of 120 u/f is maintained for the entire lap. The second and third mushrooms are not used.&lt;br /&gt;
&lt;br /&gt;
=== No Glitch 3lap ===&lt;br /&gt;
:&#039;&#039;Video: [https://www.youtube.com/watch?v=QcT3FjJHyCw 1:07.788 by Alego11, César, Corvid, ego, Ejay B, Marth, sorry (2025)]&#039;&#039;&lt;br /&gt;
Funky Kong + [[Vehicles#Spear | Spear]] is optimal; it&#039;s the fastest bike combo, and its low drift is sufficient for the track.&lt;br /&gt;
*&amp;lt;b&amp;gt;First turn&amp;lt;/b&amp;gt;: Hard drift to the right. Minor optimizations include getting a small landing bounce, and doing a small [[Drift#Spindrift | spindrift]] with a couple neutral inputs, for a tighter drift. A [[Hop#Quickhop | quickhop]] is performed to align to the left after exiting the turn.&lt;br /&gt;
*&amp;lt;b&amp;gt;Second turn&amp;lt;/b&amp;gt;: A chain happens right before the turn, so it&#039;s slightly faster to hop early and spend less time below 98.4 u/f. The drift starts with soft inputs briefly, before switching to hard right.&lt;br /&gt;
*&amp;lt;b&amp;gt;Third turn&amp;lt;/b&amp;gt;: Taken suboptimally on purpose. In preparation of the ramp, the [[miniturbo]] must be released much further right than normal. The curb is used for greater hop airtime, and to gain roll rotation; the combination of [[rotation conversion]] from the curb, and the extended spindrift, allows for a very tight drift line. An extended quickhop is done exiting the turn, to align to the left.&lt;br /&gt;
*&amp;lt;b&amp;gt;Ramp lowtrick&amp;lt;/b&amp;gt;: With the angle exiting the third turn, [[Wheelie#Optimal wheelie turning | optimal wheelie turning]], and a twist chain, it is possible to hold the wheelie through the air and land close to the ramp. The best airtime [[Quantised movement | QM]] lands a bit short of the ramp, thus dropping to ~71 u/f from the offroad is forced. Aiming for the edge of the ramp precisely, using a short slipdrift, allows for a [[Lowtrick | lowtrick]], with [[Side trick abuse | STA]] to gain speed in the air. This strategy for the ramp lands much further left than other methods, eliminating the [[Wheelie#Rehop | rehop]] before the shroom.&lt;br /&gt;
*&amp;lt;b&amp;gt;Offroad cut&amp;lt;/b&amp;gt;: The mushroom is used here on every lap. It is delayed as much as possible, by hopping late from the curb, and doing a wallclip on the corner of the wall. Despite this wallclip gaining (a small amount of) height, its main purpose is to change the bike&#039;s alignment to the right, so it was allowed in No Glitch. The combination of the spinhop and wallclip allow for a tight landing angle. Small bounces upon landing are common, and prevented because they delay acceleration from the shroom. A low spindrift is done shortly after landing to set up a good drift through the shortcut. A small airtime pocket upon exiting allows for a better exit line.&lt;br /&gt;
*&amp;lt;b&amp;gt;QM locks&amp;lt;/b&amp;gt;: The only QM lock is the ramp lowtrick. Landing further ahead decreases the window of positions which allow for a proper lowtrick, until it is no longer possible to perform. Small improvements were found on lap 3, but do not allow for a ramp lowtrick.&lt;br /&gt;
&lt;br /&gt;
=== No Glitch Flap ===&lt;br /&gt;
:&#039;&#039;Video: [https://youtu.be/Uy1vjE6gBTg 21.325 by Corvid (2024)]&#039;&#039;&lt;br /&gt;
Like for the NG 3lap, Funky Kong + Spear are used for high top speed.&lt;br /&gt;
*&amp;lt;b&amp;gt;Lap entry + first turn&amp;lt;/b&amp;gt;: The flap is entered on the right curb; this not only reduces distance driven, but also allows to reduce the airtime from the first turn hop with a spindrift, using [[TF physics]].&lt;br /&gt;
*&amp;lt;b&amp;gt;Second + third turn&amp;lt;/b&amp;gt;: The first mushroom is used here, to cut through the third turn tighter. It&#039;s faster than the first turn shroom by about a frame. Getting airtime out of the curb after the third turn is a small optimization.&lt;br /&gt;
*&amp;lt;b&amp;gt;Ramp lowtrick&amp;lt;/b&amp;gt;: The second mushroom is used on the sand before the ramp, setting up for a [[Low trick#RFH low trick | RFH low trick]] with STA. The wheelie is dropped briefly to facilitate starting RFH. With good QM, low airtime can be gotten while touching the soft wall behind the ramp, allowing for one frame of direct position update (up to ~164 u/f). The shroom is used early to allow for optimal boost distribution with the following trick boost.&lt;br /&gt;
*&amp;lt;b&amp;gt;Offroad cut&amp;lt;/b&amp;gt;: The third mushroom is used here. Very similar to the 3lap, although the wallclip is not necessary for a good line.&lt;br /&gt;
&lt;br /&gt;
== Alternative strategies ==&lt;br /&gt;
&lt;br /&gt;
=== Known timesaves ===&lt;br /&gt;
&#039;&#039;&#039;UR 3lap&#039;&#039;&#039;&lt;br /&gt;
* Implementing the ultra shortcut would bring the TAS well below the 50 seconds mark. A preliminary route involves performing SH on lap 1, then doing two ultras to skip laps 2 and 3.&lt;br /&gt;
&#039;&#039;&#039;UR Flap&#039;&#039;&#039;&lt;br /&gt;
* Marth improved the flap to a 10.324, mostly by performing a tighter ultra and improving the superslide landing.&amp;lt;ref&amp;gt;[https://discord.com/channels/214574342137315328/600410593937195069/1204959369041678416 #tas-files channel]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;NU 3lap&#039;&#039;&#039;&lt;br /&gt;
* Monster and Marth have a 19.446 lap 1 using SG and SH.&amp;lt;ref&amp;gt;[https://discord.com/channels/214574342137315328/1428639704315723876/1428645355297181796 LC NU 3lap thread]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;NU Flap&#039;&#039;&#039;&lt;br /&gt;
*Aoiro and Monster set a currently unuploaded 18.045.&amp;lt;ref&amp;gt;[https://discord.com/channels/214574342137315328/1405497073544990871/1405497073544990871 LC NU Flap thread]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;NG Flap&#039;&#039;&#039;&lt;br /&gt;
* Starting the lap with different QM, to allow for the best soft wall interaction possible at the ramp.&lt;br /&gt;
* Delaying the hop on the first turn by a couple frames was a missed small optimization.&amp;lt;ref&amp;gt;[https://discord.com/channels/214574342137315328/600410593937195069/1260419713851195453 #tas-files channel]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* At the cut, there is a 1 f bounce during shroom acceleration, which can likely be prevented.&lt;br /&gt;
&lt;br /&gt;
=== Notable obsoleted strategies ===&lt;br /&gt;
&#039;&#039;&#039;UR 3lap&#039;&#039;&#039;&lt;br /&gt;
* On lap 1, after the first turn, it is possible to initiate a supergrind on the sloped curb to the left using a mushroom; the SG can be kept through the next straightway, to reach the trick ramp shroomless with an ejection.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=7D6dpk4ht6A (MKW TAS) Luigi Circuit (Supergrinding) - 1:02.466 by Jellopuff, Ejay, Kierio, Malleo, and Thomas]&amp;lt;/ref&amp;gt; However, superhopping is faster because it doesn&#039;t take a mushroom, and speed doesn&#039;t drop below 120 u/f.&lt;br /&gt;
&#039;&#039;&#039;UR Flap&#039;&#039;&#039;&lt;br /&gt;
* There is an alternative method for performing the ultra. The setup involves using a mushroom to wallclip and land on the seam (like the current NU Flap), then [[seam riding]] up to KCP 0. Starting the lap on the seam, the [[Checkpoint#CP 1 trick | CP 1 trick]] is performed, and two mushrooms are used to turn around and perform an OOB bounce, avoiding CP 22 and respawning in CP 21 such that the 95% rule is satisfied.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=lWVkvLACPCo (MKW TAS) New Ultra Shortcut on Luigi Circuit]&amp;lt;/ref&amp;gt; This strategy requires a [[respawn]], so it is slower than the respawnless ultra.&lt;br /&gt;
&#039;&#039;&#039;NU 3lap&#039;&#039;&#039;&lt;br /&gt;
* Like for UR 3lap, using the sloped curb after the first turn to start a supergrind on each lap is slower than superhopping.&lt;br /&gt;
* An alternative route involves starting a supergrind on lap 1, using the last two mushrooms for more EV, and ejecting at the ramp for massive airtime to enter a superslide at the ending shortcut.&amp;lt;ref&amp;gt;[https://discord.com/channels/214574342137315328/1428639704315723876/1430979522550960199 NU 3lap thread]&amp;lt;/ref&amp;gt; This route is about 1-2 seconds slower than simply superhopping on every lap.&lt;br /&gt;
&#039;&#039;&#039;NG 3lap&#039;&#039;&#039;&lt;br /&gt;
* It is possible to perform the ramp trick by driving the 3rd turn normally, then spinhopping on the curb and clipping the corner of the ramp.&amp;lt;ref&amp;gt;[https://youtu.be/Zfs86h6BPVU?t=16 (Obsoleted) (MKWii TAS) Luigi Circuit - 1:07.986 (No Glitch)]&amp;lt;/ref&amp;gt; This approach is about equal to the BKT, but the bike lands much further right from the trick, requiring a [[Hop#Rehop | rehop]] before the cut. Overall, it loses about 25-30 ms per lap to the BKT method.&lt;br /&gt;
&#039;&#039;&#039;NG Flap&#039;&#039;&#039;&lt;br /&gt;
* Using the first shroom at the first turn is ~25 ms slower than using it around turns 2 and 3.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;TODO: History of all strat developements. Section devoted to supergrinding as well as one for the ultra shortcut and all the theories that led to its discovery.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== TAS Competitions ===&lt;br /&gt;
&lt;br /&gt;
Luigi Circuit has featured in three tasks of the [[MKWii TAS Competition]] (Task 2 2020, Task 2 2023, Christmas Task 2023).&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox courses}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Courses]]&lt;/div&gt;</summary>
		<author><name>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Main_Page&amp;diff=1309</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Main_Page&amp;diff=1309"/>
		<updated>2025-11-16T07:05:14Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: &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;
* [[Miniturbo]]&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;
* [[Slow ramp]]&lt;br /&gt;
* [[Upwarp]]&lt;br /&gt;
* [[Countdown]]&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;
* [[Checkpoint]]&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]]&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;
* [[Delayed lap count]]&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>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Delayed_lap_count&amp;diff=1308</id>
		<title>Delayed lap count</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Delayed_lap_count&amp;diff=1308"/>
		<updated>2025-11-16T07:03:37Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: information may be incorrect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Delayed lap counts&#039;&#039;&#039;, or &#039;&#039;&#039;DLCs&#039;&#039;&#039;, are a [[checkpoint]] exploit in &#039;&#039;[[Mario Kart Wii]]&#039;&#039;. They are not allowed in the [[Category rules | no glitch category]].&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Under normal circumstances, laps are started by crossing from the front of the last CP to the back of KCP 0. A delayed lap count consists in starting a lap by entering KCP 0 from the front or sides instead. In general, performing a DLC involves breaking the checkpoint system by exiting a checkpoint in the last KCP region from the side, so that KCP 0 remains active, then driving into KCP 0 from another side. DLCs are mostly used in flap categories as part of a lengthy lap setup, to start the lap facing backwards in preparation of an [[ultra]] or to trigger the lap count with a headstart; on the other hand, they are rarely useful in 3lap categories.&lt;br /&gt;
&lt;br /&gt;
To perform a DLC, all the usual requirements for getting a lap count must be satisfied. The condition on the KCP value is naturally satisfied. If starting from the last CP of the track, performing a DLC guarantees a lap count. Otherwise, starting elsewhere from the last KCP region and performing a DLC will only count the lap if the [[Checkpoint#Lap%, Race% | Lap%]] value decreases by over 0.95 upon entering KCP 0.&lt;br /&gt;
&lt;br /&gt;
The lap split calculation bugs out when starting a lap with a DLC. To determine the exact duration of a lap with float-level precision, the game makes a calculation using the position of the vehicle on the frame before and after crossing into KCP 0. However, this calculation assumes that KCP 0 is entered from the back; entering it from a different direction causes the lap split to always be equal to (length in frames * 60000/1001 + 1) ms, meaning lap splits are only calculated up to the precision of one frame.&lt;br /&gt;
&lt;br /&gt;
== Tracks with known DLCs ==&lt;br /&gt;
&lt;br /&gt;
{{Legend inline|#CCFFCC|Known DLC, useful in UR flap|border=1px solid #AAAAAA}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Legend inline|#CCFFFF|Known DLC, useful in NU flap|border=1px solid #AAAAAA}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Legend inline|#F6F5CE|Known DLC, not useful for BKT|border=1px solid #AAAAAA}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Legend inline|#DDEBFF|No known DLC|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;
!Status&lt;br /&gt;
|-&lt;br /&gt;
|[[Luigi Circuit]]&lt;br /&gt;
| style=&amp;quot;background-color:#DDEBFF;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Moo Moo Meadows]]&lt;br /&gt;
| style=&amp;quot;background-color:#F6F5CE;&amp;quot; | [https://discord.com/channels/214574342137315328/735589843513638940/1195244831656640512 ]&lt;br /&gt;
|-&lt;br /&gt;
|[[Mushroom Gorge]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFFF;&amp;quot; | [https://discord.com/channels/214574342137315328/600410593937195069/840415280638853150 ]&lt;br /&gt;
|-&lt;br /&gt;
|[[Toad&#039;s Factory]]&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;
|-&lt;br /&gt;
|[[Coconut Mall]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | also used in 3lap&lt;br /&gt;
|-&lt;br /&gt;
|[[DK Summit]]&lt;br /&gt;
| style=&amp;quot;background-color:#DDEBFF;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Wario&#039;s Gold Mine]]&lt;br /&gt;
| style=&amp;quot;background-color:#F6F5CE;&amp;quot; | [https://mkwtas.com/uploads/1031.rkg ]&lt;br /&gt;
|-&lt;br /&gt;
|[[Daisy Circuit]]&lt;br /&gt;
| style=&amp;quot;background-color:#F6F5CE;&amp;quot; | perform ultra without crossing into kcp0&lt;br /&gt;
|-&lt;br /&gt;
|[[Koopa Cape]]&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:#F6F5CE;&amp;quot; | by Monster&lt;br /&gt;
|-&lt;br /&gt;
|[[Grumble Volcano]]&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:#F6F5CE;&amp;quot; | [https://www.youtube.com/watch?v=a2tnRvgCnwA ]&lt;br /&gt;
|-&lt;br /&gt;
|[[Moonview Highway]]&lt;br /&gt;
| style=&amp;quot;background-color:#F6F5CE;&amp;quot; | go oob anywhere in the last kcp region&lt;br /&gt;
|-&lt;br /&gt;
|[[Bowser&#039;s Castle]]&lt;br /&gt;
| style=&amp;quot;background-color:#DDEBFF;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[Rainbow Road]]&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:#F6F5CE;&amp;quot; | [https://www.youtube.com/watch?v=VpXcvFCT6ss ]&lt;br /&gt;
|-&lt;br /&gt;
|[[DS Yoshi Falls]]&lt;br /&gt;
| style=&amp;quot;background-color:#CCFFCC;&amp;quot; | also useful in NU&lt;br /&gt;
|-&lt;br /&gt;
|[[SNES Ghost Valley 2]]&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:#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;
|-&lt;br /&gt;
|[[GBA Shy Guy Beach]]&lt;br /&gt;
| style=&amp;quot;background-color:#DDEBFF;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[DS Delfino Square]]&lt;br /&gt;
| style=&amp;quot;background-color:#DDEBFF;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[GCN Waluigi Stadium]]&lt;br /&gt;
| style=&amp;quot;background-color:#F6F5CE;&amp;quot; | [https://www.youtube.com/watch?v=o6TnHcMoTvc ]&lt;br /&gt;
|-&lt;br /&gt;
|[[DS Desert Hills]]&lt;br /&gt;
| style=&amp;quot;background-color:#F6F5CE;&amp;quot; | [https://www.youtube.com/watch?v=LxpqKoo4IHI ]&lt;br /&gt;
|-&lt;br /&gt;
|[[GBA Bowser Castle 3]]&lt;br /&gt;
| style=&amp;quot;background-color:#DDEBFF;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[N64 DK&#039;s Jungle Parkway]]&lt;br /&gt;
| style=&amp;quot;background-color:#DDEBFF;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|[[GCN Mario Circuit]]&lt;br /&gt;
| style=&amp;quot;background-color:#DDEBFF;&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;
|-&lt;br /&gt;
|[[DS Peach Gardens]]&lt;br /&gt;
| style=&amp;quot;background-color:#F6F5CE;&amp;quot; | infinite wheelchair&lt;br /&gt;
|-&lt;br /&gt;
|[[GCN DK Mountain]]&lt;br /&gt;
| style=&amp;quot;background-color:#F6F5CE;&amp;quot; | [https://www.youtube.com/watch?v=Q18Q-YxezHA ]&lt;br /&gt;
|-&lt;br /&gt;
|[[N64 Bowser&#039;s Castle]]&lt;br /&gt;
| style=&amp;quot;background-color:#DDEBFF;&amp;quot; |&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Main_Page&amp;diff=1306</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Main_Page&amp;diff=1306"/>
		<updated>2025-11-15T15:45:13Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: &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;
* [[Miniturbo]]&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;
* [[Slow ramp]]&lt;br /&gt;
* [[Upwarp]]&lt;br /&gt;
* [[Checkpoint]]&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]]&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>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Checkpoint&amp;diff=1305</id>
		<title>Checkpoint</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Checkpoint&amp;diff=1305"/>
		<updated>2025-11-15T15:33:54Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Checkpoints&amp;#039;&amp;#039;&amp;#039;, or &amp;#039;&amp;#039;&amp;#039;CPs&amp;#039;&amp;#039;&amp;#039;, are a mechanic in &amp;#039;&amp;#039;Mario Kart Wii&amp;#039;&amp;#039; used to track progression through the lap. They handle lap counts and respawn locations.  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.  == Overview == Checkpoints are (convex) quadrilaterals on the XZ plane, spanning inf...&amp;quot;&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;
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;
=== Lap%, Race% ===&lt;br /&gt;
&#039;&#039;&#039;Lap%&#039;&#039;&#039; and &#039;&#039;&#039;Race%&#039;&#039;&#039; are two float values used internally to keep track of the vehicle&#039;s progress through the lap. Lap% is a value between 0 and 1, and it is updated each time the vehicle enters a new checkpoint. Race% is not bounded, the integer and decimal parts represent the current lap count and lap progress respectively, and it is updated each frame that the vehicle is inside a checkpoint.&lt;br /&gt;
&lt;br /&gt;
The Race% 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.&lt;br /&gt;
&lt;br /&gt;
The Lap% value is involved in a failsafe to prevent lap skips. If Lap% increases by more than 0.95, then Race% decreases by 1 (to subtract a lap). Likewise, if Lap% decreases by more than 0.95, then Race% increases by 1. These failsafes are known as the &#039;&#039;&#039;95% rule&#039;&#039;&#039;, and &#039;&#039;&#039;reverse 95% rule&#039;&#039;&#039; / &#039;&#039;&#039;5% rule&#039;&#039;&#039;, respectively.&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;
== 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;
=== CP 1 trick ===&lt;br /&gt;
Entering a checkpoint from the front results in a higher Lap% value than entering from the back. For example, entering CP 0 from the back results in a Lap% of 0.0000; moving into CP 1 and then back causes Lap% to update to a higher value, while still being in KCP 0. This is useful for making the 95% rule requirement more lenient when performing ultras.&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 sign error during one of the calculations, with certain configurations of checkpoints it is possible to be considered simultaneously in front of the first CP, behind the second CP, and within side boundaries of both. In this case, a failsafe is triggered which considers the vehicle to be right on the line connecting the two CPs. This causes the effective range for certain checkpoints to extend far past the quadrilateral itself. The calculation error generally occurs when the front and back lines of a CP are not parallel.&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;/div&gt;</summary>
		<author><name>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Ultra&amp;diff=1304</id>
		<title>Ultra</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Ultra&amp;diff=1304"/>
		<updated>2025-11-15T15:32:58Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: partial update, change the organization of the page as you see fit&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:#DDEBFF;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#DDEBFF;&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>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Countdown&amp;diff=1303</id>
		<title>Countdown</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Countdown&amp;diff=1303"/>
		<updated>2025-11-15T05:54:13Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;countdown&#039;&#039;&#039; is the period at the start of each race before the timer starts, where the player only has limited control over the vehicle.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The countdown lasts for the first 239 frames of the race. During the countdown, [[IV#Maximum speed | max speed]] is set to 0; additionally, bikes are put into a &amp;quot;slow fall&amp;quot; state, where they move downwards at a constant 1.3 u/f instead of being affected by gravity&#039;s constant 1.3 u/f² acceleration.&lt;br /&gt;
&lt;br /&gt;
Controls are limited during the countdown. Pressing A only affects the start boost charge, while pressing B has no effect. Stick inputs allow bikes to move by [[EV#Leaning | leaning]], and have no effect otherwise. Bikes are also allowed to [[wheelie]] by pressing up; wheelies are automatically cancelled after 15 frames since IV is 0. Wheelies can also cause the bike to go airborne, depending on the length of the bike.&lt;br /&gt;
&lt;br /&gt;
== Start boost ==&lt;br /&gt;
As soon as the countdown ends, the vehicle can receive a [[Boost information | boost]] or burn out (hitstun animation lasting 120 frames) according to the start boost charge value. It is clamped between 0 and 1, and is updated every frame according to the state of the A button. If A is pressed, the charge is set to [0.02 + 0.982 * (&#039;&#039;previous value&#039;&#039;)]. If A is not pressed, it is set to [0.96 * (&#039;&#039;previous value&#039;&#039;)]. These recursive equations can be rewritten as such:&lt;br /&gt;
&lt;br /&gt;
If A is pressed,&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;math&amp;gt; \displaystyle x = \frac{10}{9}\left(1 - (0.982)^n\right)&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If A is not pressed,&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;math&amp;gt; x = (0.96)^n&amp;lt;/math&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
where &amp;lt;math&amp;gt;n&amp;lt;/math&amp;gt; is the number of frames the button is held or released.&lt;br /&gt;
&lt;br /&gt;
The start boost increases max speed by 20%, grants an IV acceleration of 3 u/f², and lasts for a variable number of frames depending on the start boost charge. The possible start boost lengths are listed in the table below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
! Start boost charge&lt;br /&gt;
! Boost duration (frames)&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 0.85&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 0.85 - 0.88&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 0.88 - 0.905&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 0.905 - 0.925&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| 0.925 - 0.94&lt;br /&gt;
| 45&lt;br /&gt;
|-&lt;br /&gt;
| 0.94 - 0.95&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
| 0.95 - 1&lt;br /&gt;
| 0 (burnout)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Start slide ==&lt;br /&gt;
Using the ability to wheelie and lean, bikes are able to move forwards a small amount during the countdown. The general strategy for start slides to the right is as follows; rotate counter-clockwise with a wheelie, lean to the right to slide sideways (and partially forwards), then (optionally) rotate clockwise with a wheelie to adjust rotation.&lt;br /&gt;
&lt;br /&gt;
All bikes can wiggle sideways by alternating leaning and neutral inputs. Some bikes are also able to slide much more efficiently by going airborne when performing a double wheelie (e.g. doing a second wheelie immediately after the cooldown from the first expires). This strategy works because while the bike is airborne, wheel EV decay does not apply, so the leaning EV lasts a long time. The ability of bikes to double wheelie is correlated with the distance between the bike&#039;s origin and its bike tire; the greater the distance, the greater the airtime from a double wheelie, while short bikes can&#039;t gain airtime from double wheelies at all.&lt;br /&gt;
&lt;br /&gt;
Depending on the length of the bike, there are three main types of start slides.&lt;br /&gt;
*&#039;&#039;&#039;Short bikes&#039;&#039;&#039;: Standard Bike S, Bullet Bike, Bit Bike, Quacker, Magikruiser, Dolphin Dasher, Standard Bike L, Shooting Star. They are unable to gain airtime during the countdown. As such, the optimal strategy is to wiggle sideways a short distance, following the optimal leaning pattern for |IV| &amp;lt; 5 u/f. These vehicles share the same optimal slide inputs, as the leaning pattern is the same for both IDBs and ODBs; however, they all slide a slightly different amount, as wheel EV dissipation varies slightly by vehicle.&amp;lt;ref&amp;gt;[https://discord.com/channels/214574342137315328/735589843513638940/1374115991713349722 Wiggle slide]&amp;lt;/ref&amp;gt; Dolphin Dasher slides the furthest (by a small amount).&lt;br /&gt;
*&#039;&#039;&#039;Medium-length bikes&#039;&#039;&#039;: Jet Bubble, Standard Bike M, Mach Bike, Sugarscoot, Zip Zip, Flame Runner. These bikes can gain a small amount of airtime (12-15 frames) by performing a double wheelie, but only while A is not held. (Holding A increases grip to the ground.) As such, these bikes perform one small double wheelie, then wiggle or perform single wheelies for the rest of the countdown. In theory, each bike should have its own unique optimal slide, but slides have only been made for Flame Runner and Mach Bike.&amp;lt;ref&amp;gt;[https://discord.com/channels/214574342137315328/600410593937195069/1224750661988778085 Flame Runner slide]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[https://discord.com/channels/214574342137315328/600410593937195069/1230105156507664386 Mach Bike slide]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Long bikes&#039;&#039;&#039;: Sneakster, Wario Bike, Spear, Phantom. These bikes can go airborne at will by performing both single (12-15 frames), and double wheelies (20+ frames). For each bike, the optimal strategy is to perform one single wheelie to rotate and move a small amount, then two double wheelies to slide very far. An optimal strat slide has been made for each long bike. Spear slides the furthest,&amp;lt;ref&amp;gt;[https://discord.com/channels/214574342137315328/600410593937195069/1261061431990812682 Spear slide]&amp;lt;/ref&amp;gt; followed by Sneakster,&amp;lt;ref&amp;gt;[https://discord.com/channels/214574342137315328/1406282264932782242/1430861007139639366 Sneakster slide]&amp;lt;/ref&amp;gt; Wario Bike,&amp;lt;ref&amp;gt;[https://discord.com/channels/214574342137315328/600410593937195069/1261030328869453864 Wario Bike slide]&amp;lt;/ref&amp;gt; and Phantom.&amp;lt;ref&amp;gt;[https://discord.com/channels/214574342137315328/735589843513638940/1433516103786696845 Phantom slide]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Start curve ===&lt;br /&gt;
After performing a start slide, the optimal strategy is to turn in the same direction to realign, known as a start curve. Start curves actually save a few milliseconds over realigning and driving in a straight line, due to EV to IV conversion causing the bike to gain a small amount of extra speed. To optimize start curves, it is better to keep turning in the direction of the slide and delay the wheelie as much as possible, then turn in the opposite direction to realign, even if this leads to a suboptimal driving line. This ensures the increased IV due to EV conversion is preserved as long as possible during the acceleration.&lt;br /&gt;
&lt;br /&gt;
On slippery road, EV to IV conversion works differently, allowing bikes to gain slightly more IV during the start curve. As such, there are different optimal start slides for regular and slippery road; for the latter, sacrificing a bit of distance for more rotation saves time during the start curve.&amp;lt;ref&amp;gt;[https://discord.com/channels/214574342137315328/735589843513638940/1268880123332005941 Spear slide on slippery road]&amp;lt;/ref&amp;gt; On slippery road only, the traction stat has a very small effect on the movement of start slides; it is the only character stat to affect start slides.&lt;br /&gt;
&lt;br /&gt;
== Start slide repository ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Internal_velocity&amp;diff=1302</id>
		<title>Internal velocity</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Internal_velocity&amp;diff=1302"/>
		<updated>2025-11-15T05:51:55Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: i found out there&amp;#039;s a superscript 2 unicode character cool stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Internal velocity&#039;&#039;&#039;, also known as &#039;&#039;&#039;IV&#039;&#039;&#039;, &#039;&#039;&#039;vehicle speed&#039;&#039;&#039;, or &#039;&#039;&#039;engine speed&#039;&#039;&#039;, is one of four main types of [[velocity]] in &#039;&#039;[[Mario Kart Wii]]&#039;&#039;. It refers to the speed coming from the vehicle&#039;s engine, while [[external velocity]] comes from other forces acting on the vehicle.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
IV is represented as a vector, with a direction and magnitude. The direction of the IV vector is the same (or very close) as the vehicle&#039;s facing direction in most circumstances. On outside-drift vehicles, the IV vector can deviate by up to ~45° from the facing direction during a drift, and even more during [[superhopping]].&lt;br /&gt;
&lt;br /&gt;
The magnitude of the IV vector is limited by &#039;&#039;&#039;maximum speed&#039;&#039;&#039;. IV is the speed actually provided by the engine, and it cannot increase above the maximum speed value (or decrease below, if moving backwards). Max speed is capped at 120 u/f, and the sum of IV, EV, and moving road speed is capped at 120 u/f too. &#039;&#039;&#039;Maximum base speed&#039;&#039;&#039; refers to the max speed value without any modifiers.&lt;br /&gt;
&lt;br /&gt;
IV determines if the vehicle can perform certain actions. [[Drift | Drifting]] requires IV to be over 55% of max base speed. If IV is below 30% of max base speed, [[Wheelie | wheelies]] can be started but are canceled automatically. [[Trick | Tricking]] requires the magnitude of IV to be over 50% of max base speed instead, making it possible to trick at high negative IV. [[Stand-still miniturbo | Stand-still miniturbos]] can only be sustained if IV is within ±10 u/f, and the [[barrel roll]] state ends if IV exceeds ±15 u/f. [[EV#Leaning | Lean rotation]] values change depending if IV is above or below 5 u/f in magnitude.&lt;br /&gt;
&lt;br /&gt;
== Changes to internal velocity ==&lt;br /&gt;
&lt;br /&gt;
=== Increase ===&lt;br /&gt;
Holding A increases IV according to the vehicle&#039;s [[Statistic#Acceleration | acceleration stat]]. Acceleration is a function of the percentage of IV relative to current max speed, thus being in a wheelie or on offroad affects the vehicle&#039;s acceleration.&lt;br /&gt;
&lt;br /&gt;
While driving backwards, reversing (holding B) increases negative IV by 2 u/f², up to -20 u/f.&lt;br /&gt;
&lt;br /&gt;
While a [[boost]] is active, a constant acceleration is applied to IV, so that the vehicle can reach its new maximum speed. The acceleration depends on the type of boost: 7 u/f² for mushroom-type boosts, 6 u/f² for [[trick]]-type boosts, 3 u/f^2 for [[miniturbo]]-type boosts, and 0.7 u/f² for drafts. If multiple boost accelerations are active, they do not stack and only the biggest is applied (except for tricks which have priority).&lt;br /&gt;
&lt;br /&gt;
=== Decrease ===&lt;br /&gt;
If both A and B are released, IV decays exponentially at a rate of 2% per frame.&lt;br /&gt;
&lt;br /&gt;
Braking decreases IV, applying a constant acceleration of -1.5 u/f² starting on the 2nd brake frame. Braking for 1 frame only reduces IV very slightly, with the slowdown being stronger if the vehicle&#039;s last-stage acceleration is low and on steeper slopes (both up and down); this is useful to manipulate [[QM]].&lt;br /&gt;
&lt;br /&gt;
If a vehicle has been airborne for over 5 frames, its IV begins decaying exponentially at a rate of 0.1% per frame, until it touches the ground again.&lt;br /&gt;
&lt;br /&gt;
During a [[stand-still miniturbo]], IV decays exponentially at a rate of 20% per frame.&lt;br /&gt;
&lt;br /&gt;
On manual drift, turning without a boost decreases IV. The slowdown is proportional to the magnitude of the horizontal stick input, but it is also a function of the acceleration, [[Statistic#Handling | handling]], top speed, and handling reactivity stats. This slowdown stacks with deceleration from releasing A+B or braking, so holding hard left/right while decelerating loses speed faster. [[Wheelie#Optimal wheelie turning | Optimal wheelie turning]] is the sequence of inputs which allows for the most turning in a wheelie without losing IV over time; it can be derived mathematically and changes for each character + bike combo.  &lt;br /&gt;
&lt;br /&gt;
The waterfalls on [[DS Yoshi Falls]], and at the last turn of [[Koopa Cape]], are [[moving road]] which slows down the vehicle, by disabling boost acceleration and decreasing IV by 0.5% and 3.5% per frame respectively. Both effects are prevented if the vehicle has offroad immunity. Since the waterfalls are not offroad, they do not affect maximum speed.&lt;br /&gt;
&lt;br /&gt;
At sufficiently high IV, the cones on [[Daisy Circuit]] are knocked away and decrease IV by 18% upon collision. At low IV, the cones are simply pushed around and do not affect IV.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
[[Wallclip | Hitting a wall]] updates the IV direction to match the horizontal (XZ) facing direction. If the vehicle has been airborne for 5 frames or more, then IV matches the vertical facing direction too.&lt;br /&gt;
&lt;br /&gt;
EV can be converted to IV. EV is either (almost) perpendicular to the facing direction, or purely vertical while airborne in the case of gravity; if the facing angle changes such that EV is partially parallel to it, the projection of EV on the facing unit vector is converted to IV.&lt;br /&gt;
&lt;br /&gt;
During the [[countdown]], IV is set to 0 u/f. Movement is still possible due to EV.&lt;br /&gt;
&lt;br /&gt;
== Maximum speed ==&lt;br /&gt;
Maximum speed acts as the limit of IV; if the vehicle&#039;s IV were to increase over max speed, it is set equal to the max speed instead. The value of maximum speed is affected by the [[Statistics#Speed | top speed]] stat, ranging from 75.00 to 86.13 u/f.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum speed is a positive value, but it limits both positive and negative IV. If IV is negative, its absolute value can&#039;t increase above maximum speed.&lt;br /&gt;
&lt;br /&gt;
=== Increase ===&lt;br /&gt;
&lt;br /&gt;
Boosts increase maximum speed while they are active, as well as provide acceleration to IV. Miniturbos increase maximum speed by 20%, tricks by 30%, and mushrooms by 40% with a minimum of 115 u/f. If two boosts are active at once, the biggest one determines max speed, except trick boosts which have priority over mushrooms.&lt;br /&gt;
&lt;br /&gt;
Wheelies increase maximum speed by 15%, and do not boost IV. The wheelie bonus stacks additively with other boosts, i.e. a wheelie + miniturbo increases max speed by 35%.&lt;br /&gt;
&lt;br /&gt;
=== Decrease ===&lt;br /&gt;
&lt;br /&gt;
When a boost or wheelie ends, maximum speed does not immediately jump to a lower value; it decreases at a constant rate of 3 u/f², bringing IV down with it, until it reaches the regular top speed value. Deceleration from multiple sources does not stack; for instance, bikes can drop the wheelie while decelerating from a boost, without any penalty to their max speed. This is known as &#039;&#039;&#039;deceleration stacking&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Touching offroad works similarly; as long as at least one hitbox is colliding with offroad, maximum speed decreases by 3 u/f², until reaching max offroad speed. This value depends on the offroad type, and is a function of the speed and [[Statistics#Offroad | offroad]] stats. This means that clipping offroad for N frames only reduces max speed by 3N. Offroad deceleration also doesn&#039;t stack with wheelie and boost deceleration.&lt;br /&gt;
&lt;br /&gt;
When driving on [[out of bounds]] collision, it counts as offroad and reduces max speed to 10% of the regular value. This is not affected by the offroad stat, so only the speed stat affects max speed on out of bounds.&lt;br /&gt;
&lt;br /&gt;
[[Slow ramp | Slow ramps]] also decrease maximum speed (and thus IV) by a constant 3 u/f² until reaching the speed lock.&lt;br /&gt;
&lt;br /&gt;
If the angle between the vehicle&#039;s velocity and the wall&#039;s normal is greater than 90° (i.e. the wall is facing towards the vehicle), maximum speed abruptly decreases by a large amount, so that the vehicle quickly slows down. Depending on the angle of collision, maximum speed can decrease from ~35% of the previous value up to just above 0 u/f. Max speed remains lowered as long as the vehicle is colliding with the wall, then returns to its previous value.&lt;br /&gt;
&lt;br /&gt;
=== Discrepancy between IV and maximum speed ===&lt;br /&gt;
Summing up, when max speed increases, it jumps to a higher value. When max speed decreases, it is gradually lowered by 3 u/f^2, and the vehicle is expected to slow down due to IV being capped. However, if IV is much lower than max speed, then max speed can decrease, and the vehicle doesn&#039;t slow down until the two values are equal.&lt;br /&gt;
&lt;br /&gt;
The most common application of this quirk involves clipping offroad without speed loss. For example: the Spear drifts at 85.60 u/f; its max speed jumps to 115.56 u/f with a miniturbo + wheelie, and IV begins increasing by 3 u/f². On the following frame, the Spear touches offroad; max speed begins decreasing by 3 u/f², but IV is unaffected.&amp;lt;br&amp;gt;&lt;br /&gt;
After 4 frames, IV and max speed are at 100.60 and 103.56 u/f respectively, so the Spear has not slowed down yet. On the next frame, max speed would decrease to 100.56 u/f, and so would IV; but if the Spear stops touching offroad, then max speed jumps to 115.56 u/f again, and IV continues increasing. As a result, the Spear is able to drive over offroad for 4 frames without speed loss, because it is accelerating from the boost.&lt;br /&gt;
&lt;br /&gt;
Another less common application is [[Automatic drift#Rewheelies | rewheelies]] for automatic. Starting a wheelie after a drift increases max speed by 15%, while IV slowly matches it. Dropping the wheelie by holding ±6/±7 for 16 frames decreases max speed by 3 u/f², but IV is still much lower, so the bike is able to turn tighter for a few frames without losing speed. This can be looped to improve the bike&#039;s turning out of a drift without affecting its IV.&lt;/div&gt;</summary>
		<author><name>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Rotation&amp;diff=1300</id>
		<title>Rotation</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Rotation&amp;diff=1300"/>
		<updated>2025-11-14T20:43:46Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Rotation&amp;#039;&amp;#039;&amp;#039; is used to describe the vehicle&amp;#039;s orientation in 3D space.  == Overview == Internally, the game uses quaternions and [https://en.wikipedia.org/wiki/Euler_angles Euler angles] to compute rotation. However, it is much more convenient to use the [https://en.wikipedia.org/wiki/Aircraft_principal_axes aircraft principal axes] to describe the rotations and movement of the vehicle.  &amp;#039;&amp;#039;&amp;#039;Yaw rotation&amp;#039;&amp;#039;&amp;#039; describes the rotation around the Y (vertical) axis, along the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Rotation&#039;&#039;&#039; is used to describe the vehicle&#039;s orientation in 3D space.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Internally, the game uses quaternions and [https://en.wikipedia.org/wiki/Euler_angles Euler angles] to compute rotation. However, it is much more convenient to use the [https://en.wikipedia.org/wiki/Aircraft_principal_axes aircraft principal axes] to describe the rotations and movement of the vehicle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yaw rotation&#039;&#039;&#039; describes the rotation around the Y (vertical) axis, along the XZ (horizontal) plane. A positive change in yaw represents rotation to the right, and vice-versa. Yaw 0 represents the cardinal direction south. Turning and [[Drift | drifting]] are common ways to affect yaw rotation on every vehicle.&amp;lt;br&amp;gt;&lt;br /&gt;
It is important to make a distinction between facing and moving yaw. The first represents the direction that the vehicle is facing towards visually, while the latter is the actual direction of motion. These two values can diverge significantly, for example when the vehicle has a lot of [[EV]], and during a drift for any outside-drifting vehicles. Notably, facing yaw determines the direction of motion after a [[wallclip]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pitch rotation&#039;&#039;&#039; describes the rotation around the X axis, along the YZ plane. A positive change in pitch represents rotation to face upwards, and vice-versa. Pitch 0 represents the vehicle facing directly forwards. In the air, vehicles can affect pitch rotation by holding up or down, to nosedive and taildive respectively. Bikes can also affect their pitch rotation by performing a [[wheelie]]. Driving on any slope also affects pitch rotation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roll rotation&#039;&#039;&#039; describes the rotation around the Z axis, along the XY plane. A positive change in roll represents the vehicle tilting to the right, and vice-versa. Roll 0 represents the vehicle not tilting in either direction. Bikes can gain roll rotation by drifting in either direction, with inside-drift bikes gaining much more rotation than outside-drift.&lt;br /&gt;
&lt;br /&gt;
== Rotation conversion ==&lt;br /&gt;
In &#039;&#039;Mario Kart Wii&#039;&#039;, the axes of rotation are not static; rather, they change to match the vehicle&#039;s orientation. Mathematically, this leads to interesting consequences; if the vehicle is rotated around its X axis, then around its Y axis, and finally around its X axis in the opposite direction, the final result is equivalent to a single rotation around the Z axis. This can be applied in many subtle ways to turn tighter than usual, by using a combination of pitch and roll rotations to affect pitch rotation.&lt;br /&gt;
&lt;br /&gt;
A common application of rotation conversion is [[Trick#Rotation conversion | drifting tighter when landing from a trick]], particularly on inside-drift bikes. For stunt tricks, tricking in the same direction as the drift allows the bike to turn tighter on landing. Down flip tricks cause tighter drifting in many situations, as pitch corrects by increasing upon landing. For the same reason, nosediving in the air allows for both reduced airtime and tighter turning in all cases.&lt;br /&gt;
&lt;br /&gt;
Another common application for bikes is [[Wheelie#Rotation conversion | driving in a wheelie on a steep slope transition]]; the large change in roll rotation combined with pitch rotation has a noticeable effect on yaw rotation. This is most evident on [[DS Yoshi Falls]], at the bridge stick, and on [[GCN Mario Circuit]], using the slanted curbs before the tunnel to realign in a wheelie. This is also used on the sloped curbs on [[Mario Circuit]] and [[Luigi Circuit]], in combination with a spindrift, to drift much tighter than normal.&lt;br /&gt;
&lt;br /&gt;
On [[automatic drift#Rotation conversion | automatic drift]], rotation conversion can be used in subtle ways to drift tighter than normal with bikes. When starting a drift to the right, turning left for one frame after 11 frames (vice-versa for a left drift) allows the bike to turn tighter than normal. When dropping the wheelie, leaning left for a few frames before drifting to the right (or vice-versa) allows for significantly increased rotation at the start of a drift.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A-tech&#039;&#039;&#039; is a subtle application of rotation conversion. Releasing A affects the bike&#039;s pitch rotation, keeping it more pointed up. While IV is decreasing due to a deceleration in max speed (e.g. a boost has just ended), the usual IV reduction from releasing A is not very impactful. Therefore, releasing A at this point while the vehicle has roll rotation allows it to turn tighter in the direction of the roll rotation, without losing any speed in most circumstances. For certain vehicles on [[manual drift]] with high wheelie turn speed loss, such as the Spear, A-tech does cause a small IV loss even while decelerating from the boost, so it is generally not worth doing. A-tech is most useful for automatic drift, where decelerating from a boost with very high roll rotation is common due to the lack of miniturbos.&lt;/div&gt;</summary>
		<author><name>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Hop&amp;diff=1299</id>
		<title>Hop</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Hop&amp;diff=1299"/>
		<updated>2025-11-14T20:37:28Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;hop&#039;&#039;&#039; is a basic driving mechanic in &#039;&#039;[[Mario Kart Wii]]&#039;&#039;. Hops are exclusive to the manual drift type.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Hops can be initiated on the ground at any time, by pressing B or R while holding A. Internally, the [[drift button]] is what actually triggers the hop, rather than the B/R input. Hops can only occur if [[IV]] is greater than 10 u/f, otherwise a [[stand-still miniturbo]] is initiated. Hops can also be performed if IV is negative, in particular while reversing using [[Drift button#Button switching | button switching]]; in this case, IV must be lower than -10 u/f.&lt;br /&gt;
&lt;br /&gt;
Hopping causes the vehicle to gain a small amount of vertical [[EV]], usually going airborne as a result. On flat ground, all vehicles go airborne for 13 frames. For bikes in a [[wheelie]], the center point is lifted from the ground by varing amounts, causing the hop airtime out of a wheelie to change depending on bike length, from 14 to 17 frames. The bike&#039;s orientation relative to the ground is not updated for 2 frames when hopping.&lt;br /&gt;
&lt;br /&gt;
Hops are generally used to initiate a [[Manual drift | drift]], by pressing a directional input in the air and holding B/R when landing. After this directional input, the ability to turn during the hop is disabled; bikes still retain the ability to [[EV#Leaning | lean]] during the hop, however. Hopping automatically cancels [[Wheelie | wheelies]] which costs IV, so bikes want to reduce time spent hopping as much as possible.&lt;br /&gt;
&lt;br /&gt;
== Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Vertical inputs ===&lt;br /&gt;
Vertical inputs have a small effect on [[Rotation#Pitch | pitch rotation]], even during the small hop airtime. On bikes, due to [[Rotation#Rotation conversion | rotation conversion]], the yaw rotation changes slightly upon landing into a drift; holding up usually helps turn in the direction of the drift, and holding down has the opposite effect.&lt;br /&gt;
&lt;br /&gt;
By holding down during the hop, it is possible to reduce airtime by 1 frame on flat ground with certain bikes, notably [[Vehicles#Spear | Spear]] and [[Vehicles#Mach Bike | Mach Bike]]. This happens because the bike has pitch rotation due to the wheelie, rotates around its center point when hopping out of the wheelie, and holding down causes the bike to lean back very slightly, allowing the back wheel to make contact with the ground sooner. This airtime reduction is easier to perform with a [[Drift#Delay drift | delay drift]], and with lower pitch rotation (both important to get 15 f hops on [[SNES Mario Circuit 3#No Glitch 3lap | SNES Mario Circuit 3 NG]]).&lt;br /&gt;
&lt;br /&gt;
=== Angle hop ===&lt;br /&gt;
On the frame that the hop is started, the vehicle is still considered grounded, and it can turn without slowdown with a directional input. The angle hop frame has no effect on committing to a drift; for example, it is possible to turn right with an angle hop, then wait until the last airtime frame to commit to a left drift.&lt;br /&gt;
&lt;br /&gt;
=== Rehop ===&lt;br /&gt;
Rehopping simply refers to hopping out of a wheelie, realigning during the hop, then starting a wheelie again. Rehops cause a large speed drop, since the wheelie is cancelled and there is no boost to quickly accelerate. In certain situations, they are the best movement option for realignments too sharp for [[Wheelie#Optimal wheelie turning | optimal wheelie turning]], but too shallow for a drift.&lt;br /&gt;
&lt;br /&gt;
Rehops are more effective for bikes with a 0.9 T2 acceleration stat, such as Spear or Sneakster. This is because their acceleration curve allows for much stronger acceleration at the start of the wheelie, while other bikes have slow acceleration for the entire wheelie.&lt;br /&gt;
&lt;br /&gt;
=== Grounded hop ===&lt;br /&gt;
The term grounded hop refers to any hop with 0 frame airtime. Performing a grounded hop into a drift allows the [[miniturbo]] charge to start immediately, which is very fast for bikes. However, grounded hops are very situational as they can&#039;t be performed on flat ground. Common ways to get grounded hops include hopping into an uphill slope (it gets easier on steeper slopes, but with the right positioning it&#039;s possible on many shallow slopes too), or hopping with high roll rotation.&lt;br /&gt;
&lt;br /&gt;
=== Quickhop ===&lt;br /&gt;
A quickhop is any grounded hop performed immediately after a miniturbo, to realign quickly. Quickhops are commonly performed on most inside-drift bikes, because they gain significant roll rotation during a drift (except Sneakster, which can&#039;t quickhop due to its hitbox). Outside-drift bikes gain much less roll rotation during a drift, so quickhops are only possible with a few large bikes such as the [[Vehicles#Shooting Star | Shooting Star]].&lt;br /&gt;
&lt;br /&gt;
Quickhops usually last 3-5 frames so to not lose speed, although they can be extended for longer, as seen on [[Luigi Circuit#No Glitch 3lap | Luigi Circuit NG 3lap]]. This is because it takes a few frames for IV to increase up to [[IV#Maximum speed | boost max speed]], so the wheelie can be delayed without speed loss until the frame before max speed is reached.&lt;br /&gt;
&lt;br /&gt;
Typical inputs for a quickhop are as follows; release B for one frame to stop drifting, then press B (with any directional input), and press D-pad up to wheelie as soon as the hop ends. If possible, releasing B for two frames (and turning) can save a very small amount of time. The quickhop follows the same mechanic as other hops, so the first frame is the angle hop frame, and from the second frame onwards, the first direction input commits to a drift.&lt;br /&gt;
&lt;br /&gt;
Quickhops can result in airtime during boost acceleration, which loses significant time. This can happen due to low roll rotation, sloping in the ground (quickhops work best on flat ground), or other factors. Experimenting with the inputs may be necessary to get a grounded hop; in particular, using a ±1 input for the drift commit frame and the angle hop frame, or delaying the drift commit, can help in removing airtime.&lt;br /&gt;
&lt;br /&gt;
=== Rapid fire hopping ===&lt;br /&gt;
:&#039;&#039;Main article: [[Rapid fire hopping]]&#039;&#039;&lt;br /&gt;
Repeatedly performing grounded hops every other frame forces the vehicle&#039;s orientation relative to the ground to never update. Visually, this causes it to get stuck in the ground as it moves, not changing in rotation even over slope changes.&lt;br /&gt;
&lt;br /&gt;
=== Supergrinding ===&lt;br /&gt;
:&#039;&#039;Main article: [[Supergrinding]]&#039;&#039;&lt;br /&gt;
During RFH, the vehicle&#039;s wheels do not make proper contact with the ground, placing the vehicle in a low-traction state where wheel EV decay doesn&#039;t occur. Bikes are able to repeatedly lean during this state to gain EV, resulting in a major speed increase.&lt;br /&gt;
&lt;br /&gt;
Unlike other major EV exploits, some of the speed during supergrinding comes from interactions with the terrain, too. All vehicles can gain a lot of EV by performing RFH through a downhill slope, including karts, which can&#039;t perform &amp;quot;proper&amp;quot; SGs due to their inability to lean.&lt;br /&gt;
&lt;br /&gt;
=== Spinhop ===&lt;br /&gt;
Bikes retain the ability to lean in a hop, giving them some control over the trajectory of the hop even after committing to a drift. Starting a left drift, then leaning to the right (or vice-versa) is known as a spinhop. Spinhops are performed done as a rehop for realignment, but typically lead into a [[Drift#Spindrift | spindrift]], allowing for tighter initial rotation than usual.&lt;br /&gt;
&lt;br /&gt;
=== Superhopping ===&lt;br /&gt;
:&#039;&#039;Main article: [[Superhopping]]&#039;&#039;&lt;br /&gt;
On outside-drift bikes only, it is possible to gain significant EV by drifting, which rotates the IV vector away from the facing direction, then repeatedly spinhopping. This causes the EV gained by leaning to not be dissipated fully by wheel decay and EV to IV conversion, which makes it possible to accumulate enough EV to move at 120 u/f for extended periods of time.&lt;/div&gt;</summary>
		<author><name>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Manual_drift&amp;diff=1298</id>
		<title>Manual drift</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Manual_drift&amp;diff=1298"/>
		<updated>2025-11-14T20:35:14Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: new &amp;quot;tech&amp;quot; who knows&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;drift&#039;&#039;&#039; is a basic driving mechanic in &#039;&#039;[[Mario Kart Wii]]&#039;&#039;. This article describes mechanics and techniques exclusive to the &#039;&#039;&#039;manual drift&#039;&#039;&#039; type, which is used for the majority of TASes. The other drift type, [[automatic drift]], follows different mechanics for drifting.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Internally, a drift is started by landing on the ground with the [[drift button]] active, if at least one directional input was pressed in the air. In practice, drifts can be started from the ground, by performing a [[hop]] first and pressing a directional input at any point during airtime; or in the air, by pressing B while holding A and a direction before landing. Additionally, [[IV]] must be strictly greater than 55% of [[IV#Maximum speed |max base speed]] to start a drift. If IV is exactly equal to 55% of max base speed, the drift is not started, but on outside-drifting vehicles only, a turning bonus is applied on that frame, as if a drift had been started.&lt;br /&gt;
&lt;br /&gt;
Drifting allows the vehicle to turn much more sharply than regular turning, and without any IV loss. Continuing the drift for a long enough time charges a [[miniturbo]], triggering a [[boost]] as the drift ends. For this reason, drifting and charging a miniturbo is the optimal method for taking the vast majority of turns across every track in the no glitch category.&lt;br /&gt;
&lt;br /&gt;
Vehicles can be divided into two categories depending on their drift type. All karts and half of the bikes are outside-drift vehicles; during a drift, the vehicle rotates to face up to 45° away from the IV vector, and drifting ability is reduced until the 45° offset is reached. The other bikes are inside-drift vehicles; the facing direction is always the same as the direction of IV and there is no delay in drifting. They also gain much more [[Rotation#Roll rotation |roll rotation]] while drifting than outside-drift bikes (karts do not gain any roll). Inside-drift bikes are able to take turns by drifting more efficiently than outside-drift vehicles in general. The [[Statistics#Drift |drift stat]] controls the tightness of the drift.&lt;br /&gt;
&lt;br /&gt;
== Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Softdrift ===&lt;br /&gt;
The tightness of a drift can be controlled with horizontal stick inputs, which also determine the charge rate of the miniturbo. During a right drift, inputs from +3 to +7 charge the miniturbo equally quickly, whereas countersteer inputs from -7 to +2 charge the miniturbo more slowly. (For left drifts, the same is true with opposite signs.) Turning with a ±3 input in the direction of the drift, known as a soft drift, gives a much wider line without delaying the miniturbo charge compared to turning with ±7 inputs (known as a hard drift).&lt;br /&gt;
&lt;br /&gt;
For very wide turns, optimizing softdrifts may involve minimizing the number of necessary countersteer inputs for a given line. This is particularly true for karts during snaking.&lt;br /&gt;
&lt;br /&gt;
=== Slipdrift ===&lt;br /&gt;
The term slipdrift refers to any drift started in the air, without a hop, by pressing B + direction while holding A before landing. The term is also sometimes improperly used for chain drifts (see below).&lt;br /&gt;
&lt;br /&gt;
Slipdrifts skip the airtime that comes from hopping before starting a drift. The miniturbo charge does not progress during hop airtime, which makes slipdrifts very useful for bikes to spend less time below wheelie speed. However, slipdrifts require getting at least 1 frame of airtime, making them situational. On top of this, slipdrifts cause the vehicle to take a much wider line at the start of the drift; this is particularly noticeable on outside-drift vehicles, since it takes longer for the facing direction to fully turn away from IV.&lt;br /&gt;
&lt;br /&gt;
Performing a slipdrift, then immediately ending the drift to start a wheelie, is known as a [[Wheelie#Slipchain |slipchain]].&lt;br /&gt;
&lt;br /&gt;
=== Wheelie lock ===&lt;br /&gt;
Performing a slipdrift requires pressing both B and a directional input. Holding B without committing to a directional input when landing causes a state known as wheelie lock (or drift lock, drift storage). In this state, the vehicle is not able to hop or drift, until either the B button is released and pressed again, or it goes airborne again and begins a slipdrift using a directional input. Wheelie locks can be useful RTA to make inputting slipdrifts easier, but are not useful for TASing.&lt;br /&gt;
&lt;br /&gt;
=== Chain drift ===&lt;br /&gt;
Performing a grounded hop and starting a drift immediately after ending a drift is known as chain drifting. Inside-drift bikes gain a lot of roll rotation by drifting, which makes it easy to perform grounded hops. Some large outside-drift bikes are also able to chain drift, but it is less consistent because of the decreased roll rotation. Karts generally cannot perform chain drifts.&lt;br /&gt;
&lt;br /&gt;
Chain drifts allow vehicles to start a second drift without getting any airtime from the hop. This makes them very useful to quickly charge miniturbos through long turns, as on [[SNES Mario Circuit 3#No Glitch 3lap|SNES Mario Circuit 3 NG 3lap]]. Chain drifts rely on the ability to get a grounded hop, which may be difficult on terrain that isn&#039;t flat; adding a wheelie between the drifts and increasing roll rotation helps with consistency.&lt;br /&gt;
&lt;br /&gt;
=== Delay drift ===&lt;br /&gt;
After hopping, it is possible to commit to a drift direction from the second hop frame onwards, causing the vehicle to start rotating in that direction in the air. Delaying the drift commit input by holding neutral first allows the vehicle to land with less rotation, taking a wider line during the drift.&lt;br /&gt;
&lt;br /&gt;
Delay drifting is less useful overall in TAS than RTA, due to [[Hop#Quickhop |quickhops]] allowing inside-drift bikes to quickly rotate in the opposite direction after a drift with no speed loss. Partial delay drifts (as in, only waiting a few frames) is quite common for turns that are slightly too shallow for the bike&#039;s drift; whether it is better to delay drift and drift with ±7, or simply softdrift, is highly situational and should always be tested. Fully delayed drifts are occasionally useful to start drifting with as little rotation as possible.&lt;br /&gt;
&lt;br /&gt;
=== Spindrift ===&lt;br /&gt;
Bikes retain the ability to lean during a hop after committing to a drift, giving them the ability to [[Hop#Spinhop |spinhop]] by leaning in the opposite direction of the drift commit. Performing a drift after a spinhop is known as a spindrift.&lt;br /&gt;
&lt;br /&gt;
Spindrifts allow bikes to drift with a tighter line upon landing initially. However, the more leaning in the opposite direction, the more the bike moves away from the corner during the hop, and the less rotation it will have later in the drift. &amp;quot;Full&amp;quot; spindrifts are typically used for turns where taking the initial part tighter is much more significant than keeping a tighter angle throughout. This is particularly common for vehicles with a low drift stat, such as the [[Vehicles#Spear |Spear]].&lt;br /&gt;
&lt;br /&gt;
It is more common to only spin for a few frames during the hop. This can still result in a notable difference in the initial rotation, without compromising the final line as much. Inputs for maximal rotation are as follows: commit to a right drift (+7), 3 frames -7, 1 frame 0, hold +7; alternatively, commit to a right drift (+7), 5 frames 0, hold +7. The first input sequence grants the best landing rotation, the second keeps a slightly more direct line during the hop.&lt;br /&gt;
&lt;br /&gt;
=== Reo drift ===&lt;br /&gt;
A Reo drift consists of starting a normal drift in some direction, getting a landing bounce, and using it to initiate a slipdrift in the opposite direction. Using a spinhop to start the initial drift allows the second drift to start with even less rotation than a delay drift would allow. However, Reo drifts cause the bike to stay below wheelie speed for longer than usual, so it is almost always better to change the approach into the turn than to perform a Reo drift.&lt;br /&gt;
&lt;br /&gt;
Two examples where Reo drifts are optimal are on the 3rd turn of lap 1 on [[SNES Ghost Valley 2#No Glitch 3lap |SNES Ghost Valley 2 NG 3lap]], and 1st turn on laps 2 and 3 on [[N64 Sherbet Land#No Glitch 3lap |N64 Sherbet Land NG 3lap]]; in both cases, Reo drifts are useful to gain rotation in the opposite direction before drifting, and no other approach is possible.&lt;br /&gt;
&lt;br /&gt;
It is possible for some inside-drifting bikes to chain Reo drifts indefinitely on flat ground, as starting a drift and leaning in the opposite direction will consistently give airtime on these bikes.&lt;br /&gt;
&lt;br /&gt;
=== TF physics ===&lt;br /&gt;
External velocity from leaning always causes bikes to move perpendicular to their facing direction. If the bike has a large amount of roll rotation, the direction of EV points partially up or down, so EV can have an effect on the bike&#039;s vertical movement as well as lateral.&lt;br /&gt;
&lt;br /&gt;
The most common application of TF physics is drifting with an inside-drift bike to gain roll rotation, then leaning in the air. During a right drift, the bike is tilted clockwise; leaning left causes TF physics to increase airtime, while leaning right has the opposite effect of lowering airtime. Drifting to the left tilts the bike counter-clockwise, with left and right having the opposite effect.&lt;br /&gt;
&lt;br /&gt;
The effect of TF physics is proportional to the bike&#039;s roll rotation. TF physics are most noticeable while drifting, but apply whenever the bike has any amount of roll rotation. For example, TF physics affect airtime during [[Trick#Side trick abuse |side trick abuse]] with stunt tricks; [[Trick#Drift trick |drift tricks]] are faster due to TF physics lowering airtime; spinhops can lower or increase hop airtime due to TF physics, especially if performed on a curb; [[Wallclip |wallclips]] benefit from TF physics to gain additional height, if applicable.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that TF physics apply to automatic drift, too; they are responsible for [[Automatic drift#Auto hop |auto hops]], for example.&lt;br /&gt;
&lt;br /&gt;
=== Rapid fire hops ===&lt;br /&gt;
&#039;&#039;Main article: [[Rapid fire hop abuse]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hopping at a concave slope change will often result in zero airtime. Hops do not update the vehicle&#039;s facing angle until 2 frames after the hop; thus, if the player hops every other frame, the vehicle will retain the initial angle from before the slope change and will continue to get grounded hops while moving along the new slope. This is generally known as rapid fire hopping (RFH), and enables many other physics exploits through RFH abuse.&lt;/div&gt;</summary>
		<author><name>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Automatic_drift&amp;diff=1297</id>
		<title>Automatic drift</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Automatic_drift&amp;diff=1297"/>
		<updated>2025-11-14T20:34:34Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Automatic drift&#039;&#039;&#039; is an alternative drift type option available for every vehicle. A few basic mechanics are changed compared to manual, leading to exclusive techniques. While it performs worse than manual in most situations, it is currently the preferred option for a few no glitch and [[supersliding]] TASes.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Holding a horizontal stick input of ±6 or ±7 (from now on called &#039;&#039;&#039;hard inputs&#039;&#039;&#039;) for 12 consecutive frames will initiate a drift, if [[IV]] is greater or equal to 55% of [[IV#Maximum speed | max base speed]]. Holding an input of magnitude ±5 and lower (or &#039;&#039;&#039;soft input&#039;&#039;&#039;) for even one frame will reset this drift timer, or cancel the drift if it&#039;s active. On bikes, during a wheelie, 16 frames of consecutive hard inputs automatically cause a wheelie drop.&lt;br /&gt;
&lt;br /&gt;
Compared to manual, automatic has different statistics for [[Statistic#Handling | handling]] and [[Statistic#Drift | drift]]. Handling is higher for all vehicles; drift is higher for karts and ODBs, but slightly lower for IDBs. Additionally, automatic is able to turn without speed loss, while for manual it causes speed loss (without a boost).&lt;br /&gt;
&lt;br /&gt;
[[Hop | Hops]] and [[miniturbo | miniturbos]] are disabled for automatic. The inability to hop restricts movement options for automatic, and prevents it from performing glitches such as [[supergrinding]] and [[superhopping]]. Due to the lack of miniturbos, after most drifts, auto bikes have to slowly accelerate up to wheelie speed; for this reason, the best auto bikes are those with a 0.9 T2 [[acceleration]] value (the [[Vehicles#Spear | Spear]], [[Vehicles#Sneakster | Sneakster]], and [[Vehicles#Quacker | Quacker]]) as they accelerate much quicker at the start of a wheelie.&lt;br /&gt;
&lt;br /&gt;
Overall, the ability to perform hops and miniturbos makes manual superior to automatic. However, automatic has a niche on a couple no glitch tracks, such as [[DS Peach Gardens#No Glitch 3lap | DS Peach Gardens]] and [[DS Yoshi Falls#No Glitch 3lap | DS Yoshi Falls]], due to its improved wheelie turning ability, as well as many [[supersliding]] categories due to its drift mechanics and improved handling.&lt;br /&gt;
&lt;br /&gt;
== Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Optimal wheelie turning ===&lt;br /&gt;
In a wheelie, 16 consecutive hard inputs cause a wheelie drop; therefore, the pattern for the best wheelie turning is 15 frames of ±7, followed by 1 frame of ±5. Since turning in a wheelie with auto does not lose speed, this pattern does not depend on any statistic and applies to every bike.&lt;br /&gt;
&lt;br /&gt;
=== Artificial chain wheelie ===&lt;br /&gt;
After forcing a wheelie drop by holding hard inputs for 16 frames, a new wheelie can be started immediately after. This is similar to a [[Wheelie#chain | chain wheelie]] due to the unavoidable a 3 u/f speed loss, but unlike a regular chain, it can be performed on command. Artificial chains allow for slightly tighter turning, but they lose time if they cause an additional chain later.&lt;br /&gt;
&lt;br /&gt;
=== Rewheelies ===&lt;br /&gt;
The rewheelie strat consists in performing several artificial chains in a row, typically out of a drift. Rewheelies allow for much better turning than wheelie turning, but worse than drifting. The average top speed during rewheelies approaches about 3 u/f slower than a normal wheelie, which is much higher than a drift. Rewheelies are usually performed out of a drift, because the bike&#039;s acceleration is barely affected during the first 3 rewheelies.&lt;br /&gt;
&lt;br /&gt;
Rewheelies work because of quirks with [[Internal velocity#Maximum speed | maximum speed]]. When starting a wheelie, maximum speed immediately jumps to the new value; when dropping a wheelie, maximum speed decreases back to regular top speed at a rate of 3 u/f^2. Therefore, the bike&#039;s IV can still increase during a wheelie drop for a few frames (if its IV is more than 3 u/f below max wheelie speed). This can be exploited after a drift, since IV is much lower than wheelie speed, by repeatedly starting and dropping wheelies, allowing for improved turning while still accelerating up to wheelie speed.&lt;br /&gt;
&lt;br /&gt;
The optimal inputs for rewheelieing to the right are as follows: starting from a drift, 1 frame +5, 1 frame +7, 1 frame +5, 17 frames +7, 1 frame +7 + wheelie, 2 frames +7, 1 frame +5, 16 frames +7, 1 frame +7 + wheelie. This sequence performs 2 rewheelies, which is useful out of most turns. If the bike needs to keep turning in the same direction, looping the last 20 frames allows for additional rewheelies. Typically, 2-4 rewheelies is optimal, depending on the situation.&lt;br /&gt;
&lt;br /&gt;
=== Rotation conversion ===&lt;br /&gt;
While driving, auto bikes are often subject to big changes in pitch and roll rotation, due to wheelie drops and drifting. This can be exploited for better turning, due to [[Rotation#rotation conversion | rotation conversion]].&lt;br /&gt;
*&#039;&#039;&#039;Optimal drift&#039;&#039;&#039;: Optimal inputs (to the right): starting from a wheelie drop, 11 frames +7, 1 frame -6, 1 frame +5, 4 frames +7, 1 frame +5, hold +7. These inputs start a left drift for 1 f, then delay the second drift with a soft input, resulting in better yaw rotation than simply holding +7.&lt;br /&gt;
*&#039;&#039;&#039;Auto spindrift&#039;&#039;&#039;: Example inputs: starting from a wheelie drop, 10 frames -2, hold +7. During a wheelie drop, leaning in the opposite direction for a few frames before initiating a drift allows for much greater yaw rotation at the start of the drift, due to the larger shift in roll rotation. This technique is typically done during a boost, as it takes more time to achieve the same yaw than simply holding +7.&lt;br /&gt;
*&#039;&#039;&#039;A-tech&#039;&#039;&#039;: Releasing A while decelerating from any boost causes no speed loss, and keeps the bike&#039;s pitch rotation from changing as much. When drifting and starting a wheelie out of a boost, the pitch rotation conversion lets the bike turn a little more in the direction of the drift. Not exclusive to auto, but much more powerful; decelerating with high roll is more common, and some manual bikes lose speed during A-tech due to turning speed loss. &lt;br /&gt;
&lt;br /&gt;
=== Brake drifting ===&lt;br /&gt;
On automatic only, it is possible to release A during a drift, and brake by pressing B, without cancelling the drift as long as IV remains above 55% of max base speed. Releasing A and braking for 1 frame can be useful to lose a very small amount of time and manipulate [[QM]]. Releasing A for longer loses a lot of speed, so it is generally not useful.&lt;br /&gt;
&lt;br /&gt;
=== Auto hop ===&lt;br /&gt;
An auto drift is started and continued by holding hard inputs. The game only checks the magnitude of the input, not the sign; therefore, switching from a +7 to a -7 input (or ±6) changes the direction of the drift, without ending the drift. The drift direction can be switched on every frame by repeatedly alternating inputs.&lt;br /&gt;
&lt;br /&gt;
(Inside-drift) bikes gain significant roll rotation while drifting. By changing the drift direction with high roll rotation, the shift in momentum causes the bike to bounce due to [[TF physics]]. The greater the roll rotation, the bigger the bounce. It is possible to chain auto hops too, for even bigger bounces.&lt;br /&gt;
&lt;br /&gt;
=== Autosliding ===&lt;br /&gt;
:&#039;&#039;Main article: [[Supersliding#Autosliding]]&#039;&#039;&lt;br /&gt;
Automatic bikes are able to gain [[EV]] much more efficiently than manual bikes in a superslide, by repeatedly starting and ending auto drifts. This allows them to accelerate more quickly at the start of a superslide, and reach higher caps. An example input sequence is: 11 (or more) frames +6, 1 frame -7, 1 frame +5.&lt;br /&gt;
&lt;br /&gt;
Autosliding works due to a combination of two quirks: switching from a right hard input to a left soft input switches the drift&#039;s direction, and resets the [[EV#Leaning | lean rotation]] value to a high value in the opposite direction. This makes it possible to lean for a long time (while turning and drifting), switch drift direction to immediately reset the lean counter, then cancel the drift and resume leaning in the same direction.&lt;br /&gt;
&lt;br /&gt;
Autosliding allows for a much higher percentage of leaning frames than optimal patterns otherwise allow. A big limitation of autosliding is the IV requirement: the bike&#039;s IV must be at over 55% of its max base speed to drift, but negative IV is very useful to turn tighter in a superslide.&lt;/div&gt;</summary>
		<author><name>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Main_Page&amp;diff=1296</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Main_Page&amp;diff=1296"/>
		<updated>2025-11-14T18:45:41Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: &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;
* [[Slow ramp]]&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]]&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>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Drift&amp;diff=1295</id>
		<title>Drift</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Drift&amp;diff=1295"/>
		<updated>2025-11-14T18:39:00Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: Redirected page to Manual drift&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Manual drift]]&lt;/div&gt;</summary>
		<author><name>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Boost&amp;diff=1294</id>
		<title>Boost</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Boost&amp;diff=1294"/>
		<updated>2025-11-14T18:38:44Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: Redirected page to Boost information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Boost information]]&lt;/div&gt;</summary>
		<author><name>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Countdown&amp;diff=1293</id>
		<title>Countdown</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Countdown&amp;diff=1293"/>
		<updated>2025-11-14T18:35:58Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: Created page with &amp;quot;The &amp;#039;&amp;#039;&amp;#039;countdown&amp;#039;&amp;#039;&amp;#039; is to the period at the start of each race before the timer starts, where the player only has limited control over the vehicle.  == Overview == The countdown lasts for the first 239 frames of the race. During the countdown,  max speed is set to 0; additionally, bikes are put into a &amp;quot;slow fall&amp;quot; state, where they move downwards at a constant 1.3 u/f instead of being affected by gravity&amp;#039;s constant 1.3 u/f^2 acceleration.  Controls a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;countdown&#039;&#039;&#039; is to the period at the start of each race before the timer starts, where the player only has limited control over the vehicle.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The countdown lasts for the first 239 frames of the race. During the countdown, [[IV#Maximum speed | max speed]] is set to 0; additionally, bikes are put into a &amp;quot;slow fall&amp;quot; state, where they move downwards at a constant 1.3 u/f instead of being affected by gravity&#039;s constant 1.3 u/f^2 acceleration.&lt;br /&gt;
&lt;br /&gt;
Controls are limited during the countdown. Pressing A only affects the start boost charge, while pressing B has no effect. Stick inputs allow bikes to move by [[EV#Leaning | leaning]], and have no effect otherwise. Bikes are also allowed to [[wheelie]] by pressing up; wheelies are automatically cancelled after 15 frames since IV is 0. Wheelies can also cause the bike to go airborne, depending on the length of the bike.&lt;br /&gt;
&lt;br /&gt;
== Start boost ==&lt;br /&gt;
As soon as the countdown ends, the vehicle can receive a [[Boost information | boost]] or burn out (spin hitstun animation) according to the start boost charge value. It is clamped between 0 and 1, and is updated every frame according to the state of the A button. If A is pressed, the charge is set to 0.02 + 0.982 * previous value; if A is not pressed, it is set to 0.96 * previous value. These recursive equations can be rewritten as such: if A is pressed, x = 10/9 - 10/9*(0.982)^n; if A is not pressed, x = (0.96)^n, where n is the number of frames the button is held or released.&lt;br /&gt;
&lt;br /&gt;
The start boost increases max speed by 20%, grants an IV acceleration of 3 u/f^2, and lasts for a variable number of frames depending on the start boost charge. The possible start boost lengths are listed in the table below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
! Start boost charge&lt;br /&gt;
! Boost duration&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 0.85&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 0.85 - 0.88&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 0.88 - 0.905&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 0.905 - 0.925&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| 0.925 - 0.94&lt;br /&gt;
| 45&lt;br /&gt;
|-&lt;br /&gt;
| 0.95 - 0.95&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
| 0.95 - 1&lt;br /&gt;
| 0 (burnout)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Start slide ==&lt;br /&gt;
Using the ability to wheelie and lean, bikes are able to move forwards a small amount during the countdown. The general strategy for start slides to the right is as follows; rotate counter-clockwise with a wheelie, lean to the right to slide sideways (and partially forwards), then (optionally) rotate clockwise with a wheelie to adjust rotation.&lt;br /&gt;
&lt;br /&gt;
All bikes can wiggle sideways by alternating leaning and neutral inputs. Some bikes are also able to slide much more efficiently by going airborne when performing a double wheelie (e.g. doing a second wheelie immediately after the cooldown from the first expires). This strategy works because while the bike is airborne, wheel EV decay does not apply, so the leaning EV lasts a long time. The ability of bikes to double wheelie is correlated with the distance between the bike&#039;s origin and its bike tire; the greater the distance, the greater the airtime from a double wheelie, while short bikes can&#039;t gain airtime from double wheelies at all.&lt;br /&gt;
&lt;br /&gt;
Depending on the length of the bike, there are three main types of start slides.&lt;br /&gt;
*&#039;&#039;&#039;Short bikes&#039;&#039;&#039;: Standard Bike S, Bullet Bike, Bit Bike, Quacker, Magikruiser, Dolphin Dasher, Standard Bike L, Shooting Star. They are unable to gain airtime during the countdown. As such, the optimal strategy is to wiggle sideways a short distance, following the optimal leaning pattern for |IV| &amp;lt; 5 u/f. These vehicles share the same optimal slide inputs, as the leaning pattern is the same for both IDBs and ODBs; however, they all slide a slightly different amount, as wheel EV dissipation varies slightly by vehicle.&amp;lt;ref&amp;gt;[https://discord.com/channels/214574342137315328/735589843513638940/1374115991713349722 Wiggle slide]&amp;lt;/ref&amp;gt; Dolphin Dasher slides the furthest (by a small amount).&lt;br /&gt;
*&#039;&#039;&#039;Medium-length bikes&#039;&#039;&#039;: Jet Bubble, Standard Bike M, Mach Bike, Sugarscoot, Zip Zip, Flame Runner. These bikes can gain a small amount of airtime (12-15 frames) by performing a double wheelie, but only while A is not held. (Holding A increases grip to the ground.) As such, these bikes perform one small double wheelie, then wiggle or perform single wheelies for the rest of the countdown. In theory, each bike should have its own unique optimal slide, but slides have only been made for Flame Runner and Mach Bike.&amp;lt;ref&amp;gt;[https://discord.com/channels/214574342137315328/600410593937195069/1224750661988778085 Flame Runner slide]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[https://discord.com/channels/214574342137315328/600410593937195069/1230105156507664386 Mach Bike slide]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Long bikes&#039;&#039;&#039;: Sneakster, Wario Bike, Spear, Phantom. These bikes can go airborne at will by performing both single (12-15 frames), and double wheelies (20+ frames). For each bike, the optimal strategy is to perform one single wheelie to rotate and move a small amount, then two double wheelies to slide very far. An optimal strat slide has been made for each long bike. Spear slides the furthest,&amp;lt;ref&amp;gt;[https://discord.com/channels/214574342137315328/600410593937195069/1261061431990812682 Spear slide]&amp;lt;/ref&amp;gt; followed by Sneakster,&amp;lt;ref&amp;gt;[https://discord.com/channels/214574342137315328/1406282264932782242/1430861007139639366 Sneakster slide]&amp;lt;/ref&amp;gt; Wario Bike,&amp;lt;ref&amp;gt;[https://discord.com/channels/214574342137315328/600410593937195069/1261030328869453864 Wario Bike slide]&amp;lt;/ref&amp;gt; and Phantom.&amp;lt;ref&amp;gt;[https://discord.com/channels/214574342137315328/735589843513638940/1433516103786696845 Phantom slide]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Start curve ===&lt;br /&gt;
After performing a start slide, the optimal strategy is to turn in the same direction to realign, known as a start curve. Start curves actually save a few milliseconds over realigning and driving in a straight line, due to EV to IV conversion causing the bike to gain a small amount of extra speed. To gain the most amount of speed possible, it is better to keep turning in the direction of the slide and delay the wheelie as much as possible, then turn in the opposite direction to realign, even if this causes a suboptimal driving line.&lt;br /&gt;
&lt;br /&gt;
On slippery road, EV to IV conversion works differently, allowing bikes to gain slightly more IV during the start curve. As such, there are different optimal start slides for regular and slippery road; for the latter, sacrificing a bit of distance for more rotation saves time during the start curve.&lt;br /&gt;
&lt;br /&gt;
== Start slide repository ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Boost_information&amp;diff=1292</id>
		<title>Boost information</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Boost_information&amp;diff=1292"/>
		<updated>2025-11-14T18:33:44Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Boosts&amp;#039;&amp;#039;&amp;#039; are a speed increase mechanic in &amp;#039;&amp;#039;Mario Kart Wii&amp;#039;&amp;#039;. Boosts are visually represented by orange flames coming out of the vehicle&amp;#039;s exhaust pipes.  == Overview == While they are active, boosts increase the vehicle&amp;#039;s  maximum speed, and cause IV to increase every frame by a constant rate. If bikes are both in a boost and wheelie, the max sped modifiers are added together. Some boosts also grant offroad immunity while they are a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Boosts&#039;&#039;&#039; are a speed increase mechanic in &#039;&#039;[[Mario Kart Wii]]&#039;&#039;. Boosts are visually represented by orange flames coming out of the vehicle&#039;s exhaust pipes.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
While they are active, boosts increase the vehicle&#039;s [[IV#Maximum speed | maximum speed]], and cause [[IV]] to increase every frame by a constant rate. If bikes are both in a boost and [[wheelie]], the max sped modifiers are added together. Some boosts also grant offroad immunity while they are active, preventing the decrease in max speed and deactivating the slippery road physics.&lt;br /&gt;
&lt;br /&gt;
The length of boosts is tracked by a timer, which decreases every frame. Once the timer hits 0, maximum speed returns to the base value decreasing at a rate of 3 u/f^2, the IV acceleration ends, and the offroad immunity is removed. &lt;br /&gt;
&lt;br /&gt;
There are three main types of boosts: [[miniturbo]] boosts, [[trick]] boosts, and mushroom boosts. They differ in the max speed modifier, and IV acceleration rate.&lt;br /&gt;
&lt;br /&gt;
=== Boost properties ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
! colspan=4 | [[Miniturbo]] boosts&lt;br /&gt;
! colspan=5 | [[Trick]] boosts&lt;br /&gt;
! colspan=3 | Mushroom boosts&lt;br /&gt;
|-&lt;br /&gt;
! [[Standstill miniturbo]]&lt;br /&gt;
! Miniturbo&lt;br /&gt;
! [[Countdown | Start boost]]&lt;br /&gt;
! [[Respawn | Respawn boost]]&lt;br /&gt;
! Stunt trick&lt;br /&gt;
! Single flip trick&lt;br /&gt;
! Double flip trick&lt;br /&gt;
! Zipper boost&lt;br /&gt;
! Zipper trick&lt;br /&gt;
! [[Item information | Mushroom]]&lt;br /&gt;
! Boost panel&lt;br /&gt;
! Flip trick ramp&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Duration (bikes)&lt;br /&gt;
| rowspan=2 | 30&lt;br /&gt;
| rowspan=2 | 15 - 141&lt;br /&gt;
| rowspan=2 | 10 - 70&lt;br /&gt;
| rowspan=2 | 30&lt;br /&gt;
| 45&lt;br /&gt;
| 80&lt;br /&gt;
| 95&lt;br /&gt;
| rowspan=2 | 50&lt;br /&gt;
| rowspan=2 | 100&lt;br /&gt;
| rowspan=2 | 90&lt;br /&gt;
| rowspan=2 | 60&lt;br /&gt;
| rowspan=2 | 60&lt;br /&gt;
|-&lt;br /&gt;
! Duration (karts)&lt;br /&gt;
| 40&lt;br /&gt;
| 70&lt;br /&gt;
| 85&lt;br /&gt;
|-&lt;br /&gt;
! Max speed increase&lt;br /&gt;
| colspan=4 | 20%&lt;br /&gt;
| colspan=5 | 30%&lt;br /&gt;
| colspan=2 | 40% (minimum 115 u/f)&lt;br /&gt;
| set to 100 u/f&lt;br /&gt;
|-&lt;br /&gt;
! IV acceleration rate&lt;br /&gt;
| colspan=4 | 3 u/f^2&lt;br /&gt;
| colspan=5 | 6 u/f^2&lt;br /&gt;
| colspan=3 | 7 u/f^2&lt;br /&gt;
|-&lt;br /&gt;
! Offroad immunity&lt;br /&gt;
| colspan=4 | No&lt;br /&gt;
| colspan=3 | No&lt;br /&gt;
| colspan=2 | Yes&lt;br /&gt;
| colspan=3 | Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Boost priority ==&lt;br /&gt;
If multiple boosts are active at the same time, their effects do not stack. If the two boosts are the same type, then the second boost simply resets the boost timer, not adds to it. If it is possible to get multiple boosts in quick succession, for example during a [[Trick#Double trick | double trick]], it is better to space out the boosts to avoid wasting frames of boost, instead of getting as many boosts as possible.&lt;br /&gt;
&lt;br /&gt;
If the boosts are of different types, one of them takes priority. Mushroom boosts have priority over miniturbo boosts. Trick boosts have priority over both, despite giving a lower speed increase and acceleration than mushroom boosts. Therefore, overlapping trick and mushroom type boosts should be avoided, as this gives a lower speed boost. (This is not as relevant during a wheelie, because max speed reaches the cap of 120 u/f anyway, but the IV acceleration is still affected.)&lt;br /&gt;
&lt;br /&gt;
=== Optimal boost distribution ===&lt;br /&gt;
When two boosts can be chained one after the other (for, it is optimal to trigger the second boost midway through the deceleration from the first. As discussed in [https://docs.google.com/document/d/1mcPltCB7EAIY-XBsIAcT6qTEkKHBA51dJZXUgM8EV9Q this document], it is a trade-off between spending more frames above maximum base speed, and starting the second boost at a higher speed to spend more frames at max boost speed.&lt;br /&gt;
&lt;br /&gt;
The optimal speed for releasing the miniturbo depends on many factors: the vehicle combo&#039;s speed stat, the max speed modifier of the second boost (boost type + wheelie), and whether the wheelie is active at the end of the second boost. [https://docs.google.com/spreadsheets/d/1OAqxTmO4WBaBbKW09c3Jytu7kSTeI5fDAp8ri_leYyM This sheet] includes the theoretical optimal speed in all possible cases; in practice, the optimal frame for starting the second boost is whenever IV is closest to the theoretical value.&lt;/div&gt;</summary>
		<author><name>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Trick&amp;diff=1289</id>
		<title>Trick</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Trick&amp;diff=1289"/>
		<updated>2025-11-06T13:47:37Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;trick&#039;&#039;&#039; is a speed boost technique in &#039;&#039;[[Mario Kart Wii]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Tricks can be initiated after colliding with trickable road, by pressing any direction on the D-pad (or flicking in any direction with Wii Wheel or Nunchuk). The D-pad input can be pressed up to the 10th frame of airtime leaving the trickable road; additionally, the D-pad input can be buffered up to 13 frames before leaving the trickable surface.&lt;br /&gt;
&lt;br /&gt;
For a trick to actually be triggered, the magnitude of the IV vector must be at least 50% of its regular [[IV#Maximum speed | max base speed]]. (It is possible to trick while moving backwards with sufficient negative IV.) Additionally, the vehicle must get airtime from the trickable road, and be airborne on the 3rd frame after leaving it. Internally, the game uses a value called &#039;&#039;&#039;trickable timer&#039;&#039;&#039;, which is set to 3 while the vehicle is touching trickable road, and counts down each frame in the air; the trick can only be initiated once the trickable timer is 0, if the vehicle is airborne on the frame the timer hits 0.&lt;br /&gt;
&lt;br /&gt;
After being triggered, tricks play an animation, according to the D-pad direction and the trick type. There are two types of tricks: stunt tricks, and flip tricks (single or double flip). The trick type is determined by the collision and can&#039;t be changed.&lt;br /&gt;
&lt;br /&gt;
Tricking redirects the IV vector upwards, at a 15° angle for stunt tricks and 20° angle for flip tricks. The [[Statistics#Weight class | weight class]] of the vehicle affects the trick angle; middleweight vehicles trick 2° lower, and heavyweight vehicles trick 4° lower, resulting in lower trajectories. If bikes are in a [[wheelie]] when the trick animation starts, the wheelie is canceled. As soon as the trick is triggered, the &#039;&#039;&#039;trick cooldown&#039;&#039;&#039; value is set to 5, and begins counting down.&lt;br /&gt;
&lt;br /&gt;
If the vehicle is grounded, and the trick cooldown value is zero, the vehicle receives a trick boost. All trick boost increase max speed by 30%, and IV accelerates at a rate of 6 u/f^2. Trick boosts have priority over all other boost types, including mushrooms which are otherwise stronger. The length of the boost depends on the trick type, as well as the vehicle type. Stunt trick boosts last 45 frames for bikes and 40 frames for karts, single flip trick boosts for 80 and 70 frames respectively, and double flip tricks for 95 and 85 frames.&lt;br /&gt;
&lt;br /&gt;
== Techniques ==&lt;br /&gt;
Trick boosts are long and powerful, but performing tricks is slow because of the forced wheelie cancel (for bikes) and airtime. Tricks are generally optimized by reducing airtime as much as possible, through many different techniques. The term &#039;&#039;&#039;low trick&#039;&#039;&#039; refers to the act of reducing trick airtime in general.&lt;br /&gt;
&lt;br /&gt;
=== Delay trick ===&lt;br /&gt;
Waiting as long as possible to trick (10th airtime frame) delays the vertical speed, reducing height. Delay tricks on the last frame are almost always fastest. However, in sections with long stretches of trickable road, delaying the trick fully may cause the next trick to occur on the first possible frame (3rd airtime frame), due to the 13 frame buffer; in this case, it&#039;s better to trick slightly early, so that the second trick can also be delayed.&lt;br /&gt;
&lt;br /&gt;
It is possible to delay the trick further by leaving the trickable surface for 1 frame, landing for 1 frame, then going airborne again. In this case, the first airtime frame is a necessary condition for tricking; the grounded frame happens while the trickable timer is 1, thus only resets airtime; the first frame of the new airtime coincides trickable timer hitting 0. All conditions for tricking are satisfied, and the trick can be started anywhere between the 1st and 10th frame of the new airtime. This is currently used on [[SNES Ghost Valley 2#No Glitch 3lap | SNES Ghost Valley 2 NG]], on the yellow ramp trick, to simultaneously remove the slow ramp&#039;s speed lock and delay the trick to the 11th frame after touching the ramp.&lt;br /&gt;
&lt;br /&gt;
=== Hop trick ===&lt;br /&gt;
[[Hop |Hopping]] off of a trickable surface counts as leaving it, so it can be used to start a trick early. A hop trick can lead to increased airtime compared to driving off a trickable ramp, so it is often not the best option available.&lt;br /&gt;
&lt;br /&gt;
The most notable use of hop tricking are [[slow ramp]] low tricks. Hopping on the first frame of touching the slow ramp replaces the ramp&#039;s vertical speed with the hop&#039;s, which is much lower. Hop tricks are the most effective way to reduce slow ramp airtime.&lt;br /&gt;
&lt;br /&gt;
=== Drift trick ===&lt;br /&gt;
Drifting off of a trickable surface allows for reduced airtime, by using [[TF physics]]. This is mostly useful for [[inside-drift bikes]], as they gain much more roll rotation by drifting. In general, it is best to start the drift such that the first drift frame happens right before going airborne. &lt;br /&gt;
&lt;br /&gt;
Karts can&#039;t use drift tricks to reduce height, because they can&#039;t [[EV#Leaning |lean]] like bikes. However, drift tricks are still useful on karts to realign in the air.&lt;br /&gt;
&lt;br /&gt;
=== Wall trick ===&lt;br /&gt;
Wall tricks are performed on flip trick ramps with bikes. [[Wall clip |Clipping a wall]] during a trick updates the vehicle&#039;s movement direction to match its pitch rotation, without any speed loss. For bikes, the animation of down flip tricks causes them to quickly rotate to face downwards. Thus, performing a wall clip during the trick animation causes the bike&#039;s vertical speed to be directed down, reducing airtime.&lt;br /&gt;
&lt;br /&gt;
Bikes change their orientation very quickly during flip tricks. Many different trajectories are possible, depending on the exact frame that the wall clip occurs. The optimal clip frame depends on the situation, and is typically a compromise between facing down (reduced airtime) and facing forwards (better horizontal speed).&lt;br /&gt;
&lt;br /&gt;
=== RFH trick ===&lt;br /&gt;
[[Rapid fire hopping]] locks the vehicle&#039;s angle relative to the ground. When driving off a trickable ramp with RFH, the lower pitch rotation results in the vehicle&#039;s IV pointing lower, reducing airtime significantly. This is generally the best way to reduce airtime after steep trick ramps. RFH tricks can also be combined with drift tricks (simply hold B at the end of the ramp) and wall tricks to reduce airtime even more.&lt;br /&gt;
&lt;br /&gt;
On the other hand, ending the RFH right before the end of the trickable ramp causes an ejection, as well as reset the bike&#039;s rotation. This leads to much higher airtime than normal. RFH high tricks are slower for regular driving, but can be useful for shortcuts, for example on [[Bowser&#039;s Castle]].&lt;br /&gt;
&lt;br /&gt;
=== Side trick abuse ===&lt;br /&gt;
Side trick abuse, or STA, is a bike-exclusive technique involving leaning. STA can be performed with any type of left or right trick.&lt;br /&gt;
&lt;br /&gt;
During side stunt tricks, the bike rotates about 90° sideways during the animation. Side flip tricks are similar, with the bike quickly rotating clockwise or counterclockwise. In both cases, the IV vector is unaffected, even though the bike is rotated sideways. Leaning during this animation causes EV to directed forwards or backwards, and converts to IV.&lt;br /&gt;
&lt;br /&gt;
Leaning forwards is known as STA. This corresponds to holding in the direction of the bike&#039;s back wheel during the trick. For stunt tricks, hold left for left tricks, and right for right tricks; for flip tricks, hold left for right tricks, and left for right tricks. For double flip tricks specifically, bikes rotate fast enough that they begin facing the other direction before the 20th frame of airtime, so the direction to hold switches along with the bike&#039;s orientation.&amp;lt;br&amp;gt;&lt;br /&gt;
STA can increase IV in the air by up to ~7 u/f. Additionally, during stunt tricks, the bike gains a small amount of roll rotation, so STA also slightly increases airtime due to [[TF physics]].&lt;br /&gt;
&lt;br /&gt;
Leaning backwards is known as reverse side trick abuse, or RSTA. The inputs are the opposite of STA for each trick type. RSTA causes IV to decrease by up to ~7 u/f, and also slightly decreases airtime during stunt tricks. RSTA is almost always worse than a regular trick, the main exception being reducing airtime from slow ramps.&lt;br /&gt;
&lt;br /&gt;
=== Jammed trick ===&lt;br /&gt;
Landing on the ground while the trick cooldown timer has not yet expired causes the trick boost to be delayed until the cooldown hits zero. Going airborne again, before the cooldown expires, causes the boost to be delayed until landing a second time. Any trick which is delayed this way is known as a jammed trick.&lt;br /&gt;
&lt;br /&gt;
While the vehicle is grounded, it is able to gain IV if a (previous) boost is active, and it can perform any ground action, such as hopping, drifting, or wheelieing. &#039;&#039;&#039;Wheelie tricks&#039;&#039;&#039; (or wheelie triggers) involve starting a wheelie during a jammed trick. Wheelie tricks allow bike to enter the wheelie state, using a (previous) boost to quickly reach max speed, then move in the air at high speed while &amp;quot;storing&amp;quot; a trick, and trigger the boost upon landing again. This is particularly useful in sections with lots of trickable terrain, to wheelie in-between tricks and better space out trick boosts.&lt;br /&gt;
&lt;br /&gt;
Another notable application of jammed tricks is [[Slow ramp#Slow ramp abuse | slow ramp abuse]]. Touching the ground removes the slow ramp&#039;s speed lock, allowing the vehicle to drive at much higher speed through the air while tricking.&lt;br /&gt;
&lt;br /&gt;
=== Tilt lock ===&lt;br /&gt;
On bikes only, performing any stunt side trick activates a flag known as tilt lock. During tilt lock, the bike rotates to face down more than usual during trick animations. The tilt lock flag is automatically cleared when a flip trick is initiated, but it is not cleared if a up or down stunt trick is performed. Therefore, performing a side stunt trick, then a up/down stunt trick causes bikes to tilt down more quickly than normal.&lt;br /&gt;
&lt;br /&gt;
In most situations, nosediving during up/down stunt tricks is optimal, making tilt lock inconsequential. However, if taildiving is better, tilt lock prevents the bike to face up as much, affecting its rotation upon landing. For example, on [[SNES Ghost Valley 2#No Glitch 3lap|SNES Ghost Valley 2 NG 3lap]], tilt lock causes the bike to not drift as tight upon landing from the trick ramp, so it&#039;s better to only perform a side trick on the slow ramp on lap 3, despite it being faster due to STA.&lt;br /&gt;
&lt;br /&gt;
=== Rotation conversion ===&lt;br /&gt;
Due to [[Rotation#rotation conversion | rotation conversion]], the pitch rotation upon landing affects how quickly yaw rotation changes upon landing. If the bike needs to drift immediately upon landing, landing while the bike is facing in the opposite direction due to the trick animation causes it to drift more sharply, as the bike quickly corrects to its proper rotation upon landing. As such, it is better to perform a left trick when landing into a left drift, and vice-versa.&lt;br /&gt;
&lt;br /&gt;
Nosediving during tricks is generally optimal; not only it reduce airtime, but landing on the nose of the bike causes it to turn more sharply upon landing too, due to rotation conversion. However, landing in a full nosedive usually causes the bike to bounce upon landing, due to the tire being pushed too far into the ground and suspension forcing a rebound. This can be prevented by nosediving for most of the trick, and taildiving shortly before landing.&amp;lt;br&amp;gt;&lt;br /&gt;
For the same reason, down flip tricks often allow bikes to turn the most out of any trick direction upon landing.&lt;br /&gt;
&lt;br /&gt;
== Zipper tricks ==&lt;br /&gt;
&#039;&#039;TO DO: unfinished&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zipper tricks behave differently from regular tricks. Zipper tricks can only be initiated if the IV vector is sufficiently angled up relative to the zipper surface. When driving off a zipper, the game immediately predicts the zipper trick airtime, based on the angle and magnitude of the IV vector; a zipper trick can only be initiated if the calculated airtime is 51 or greater. However, zipper tricks below 51 airtime are possible if the animation of the vehicle causes it to hit collision early, such as on [[Rainbow Road]].&lt;br /&gt;
&lt;br /&gt;
Trick directions can affect movement upon landing, but have no effect during the zipper trick itself. Stick inputs also have no effect while the vehicle is on a zipper, whether it is tricking or not.&lt;br /&gt;
&lt;br /&gt;
Like regular trick boosts, zipper trick boosts increase maximum speed by 30%, and IV at a rate of 6 u/f^2. They have priority over other boost types, even if faster. Zipper trick boost length is not dependent by vehicle type; a zipper trick lasts 100 frames, while driving off a zipper without tricking gives 50 frames of boost. Both types of zipper boosts provide offroad immunity, and double handling and automatic drift tightness, as long as they are active.&lt;br /&gt;
&lt;br /&gt;
When tricking off a zipper, the vehicle does not properly go airborne, but rather drives on wall collision while the trick animation plays out. Under the right conditions, it is possible to stick to the walls and wrap around a corner during a zipper trick.&lt;br /&gt;
&lt;br /&gt;
Double tricks are possible by getting landing bounces.&lt;/div&gt;</summary>
		<author><name>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Slow_ramp&amp;diff=1288</id>
		<title>Slow ramp</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Slow_ramp&amp;diff=1288"/>
		<updated>2025-11-06T13:25:16Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: i am not sure if this should be its own article, or if techniques deserve their own article, you can decide on your own&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;slow ramp&#039;&#039;&#039; is a special [[Collision types | collision type]] in &#039;&#039;[[Mario Kart Wii]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Slow ramps allow the vehicle to [[trick]], and add a certain value to its Y velocity, so that it can go airborne. This speed can be canceled by [[Hop | hopping]] on the frame that the slow ramp is touched, making [[Trick#Hop trick | hop tricks]] an effective way to reduce airtime.&lt;br /&gt;
&lt;br /&gt;
Slow ramps also lock the vehicle&#039;s [[IV]] until it touches the ground again; this is done by decreasing [[IV#Maximum speed | max speed]] up to the speed lock value, at a rate of 3 u/f per frame, and disabling any other changes to IV, such as EV to IV conversion or airtime deceleration. The magnitude of IV is effectively constant while the vehicle is airborne, but [[EV]] and [[Velocity#Direct position update | direct position updates]] can still cause the vehicle to move faster than the intended speed lock.&lt;br /&gt;
&lt;br /&gt;
Uniquely, slow ramps allow the vehicle to keep turning in the air using the [[Statistics#Handling | handling stat]] even after 20 frames have passed. Turning in the air as such affects the facing direction of the vehicle, but not IV. This turning ability is disabled if the vehicle hops out of the slow ramp, but [[EV#Leaning | leaning]] for the first 20 frames is always possible.&lt;br /&gt;
&lt;br /&gt;
Slow ramps are only found on a few tracks, and the values for the speed lock and added Y velocity change for each collision type. The table below lists all values used in the game&#039;s 32 race tracks.&amp;lt;br&amp;gt;&lt;br /&gt;
For certain slow ramps, the speed lock and Y velocity are increased if a mushroom, boost pad, or 100 u/f flip trick ramp [[boost]] is active upon collision. These values are listed in brackets.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;   style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Variant type&lt;br /&gt;
! Speed lock (u/f)&lt;br /&gt;
! Y velocity (u/f)&lt;br /&gt;
! Used on&lt;br /&gt;
|-&lt;br /&gt;
! 0&lt;br /&gt;
| 50&lt;br /&gt;
| 35&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[GBA Bowser Castle 3]] yellow ramps&amp;lt;br&amp;gt; [[Moonview Highway]] vehicle tops&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 50&lt;br /&gt;
| 47&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[SNES Ghost Valley 2]] ramp&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 59&lt;br /&gt;
| 30&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[GBA Shy Guy Beach]] ramps&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 73 (100)&lt;br /&gt;
| 45 (70)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Mushroom Gorge]] ramps&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| 73 (100)&lt;br /&gt;
| 53 (65)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Mushroom Gorge]] red mushrooms&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| 55&lt;br /&gt;
| 35&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[DS Yoshi Falls]] umbrellas&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Wallriding ===&lt;br /&gt;
:&#039;&#039;Main article: [[Mushroom wallriding]]&#039;&#039;&lt;br /&gt;
After touching a slow ramp, the IV vector remains constant in magnitude until landing on the ground, even when colliding with a wall. This can be heavily abused on [[Mushroom Gorge]] to create shortcuts; by driving into a wall with very high pitch rotation from taildiving, the IV vector points up, allowing vehicles to climb up walls.&lt;br /&gt;
&lt;br /&gt;
This quirk allows for another minor application in the no glitch category; after touching a slow ramp, landing on a mushroom while hitting the wall collision edge reduces max speed, but does not affect IV, so the vehicle does not slow down.&lt;br /&gt;
&lt;br /&gt;
=== Offroad glitch ===&lt;br /&gt;
:&#039;&#039;Main article: [[Offroad glitch]]&#039;&#039;&lt;br /&gt;
Touching a variant 3 slow ramp without touching a variant 4 slow ramp before landing causes max speed modifiers, such as [[Wheelie | wheelies]], boosts, or offroad, to be disabled. This is fixed by touching a variant 4 slow ramp, or [[Respawn | respawning]]. This oversight is relevant on Mushroom Gorge, the only track to contain either slow type variant.&lt;br /&gt;
&lt;br /&gt;
=== Speed lock removal ===&lt;br /&gt;
It is possible to remove the speed lock during airtime by performing a [[Trick#Jammed trick | jammed trick]]. After going airborne so the trick can occur, touching the ground while the trick cooldown is non-zero removes the speed lock, without triggering the trick boost; then, going airborne a second time before the cooldown expires allows the vehicle to move through the air without at its current speed, and the trick boost is triggered upon landing again.&lt;br /&gt;
&lt;br /&gt;
This technique only removes the speed lock by resetting maximum velocity on the ground, but it does not affect IV by itself. If a boost is active, the vehicle can accelerate to its max speed again; otherwise, it moves through the air with reduced IV.&lt;br /&gt;
&lt;br /&gt;
This technique is used for each slow ramp on [[GBA Bowser Castle 3#No Glitch 3lap | GBA Bowser Castle 3 NG]], and on the yellow ramp at the end of [[SNES Ghost Valley 2]]. It is also performed after the wooden bridge on Mushroom Gorge, albeit without a boost, recovering IV with [[Trick#Side trick abuse | STA]].&lt;br /&gt;
&lt;br /&gt;
=== Mushroom abuse ===&lt;br /&gt;
A variation of speed lock removal, performed on Mushroom Gorge. On this track, the no glitch route involves bouncing on several slow ramps in a row. If speed lock removal is not performed on the first slow ramp, then IV is already at 73 u/f upon landing on the second slow ramp. However, the speed cap can be removed by landing on the mushroom for 1 f, then bouncing off again. By tricking off the previous slow ramp, the boost increases IV by 6 u/f for each grounded frame on the mushroom, and can be preserved in the air if the speed lock is not activated again.&lt;br /&gt;
&lt;br /&gt;
The basic pattern of bounces is the following: land on the mushroom, 1 f airtime, 1 f ground, airtime. The vehicle leaves the mushroom at 79 u/f. (The first airtime can be longer than 1 frame, but it is slightly slower.)&lt;br /&gt;
&lt;br /&gt;
Another harder pattern, used in the no glitch TAS, is as follows: land on the mushroom, 1 f airtime, 2 f ground, 1 f airtime, 1 f ground, airtime. This sequence allows the vehicle to leave the mushroom at 91 u/f. Landing after the first bounce resets maximum speed; during the 2nd grounded frame, the speed lock is applied again, causing maximum speed to decrease while IV increases; the last grounded frame causes maximum speed to reset again.&lt;br /&gt;
&lt;br /&gt;
=== Outside drift momentum ===&lt;br /&gt;
:&#039;&#039;Main article: [[Outside drift momentum]]&#039;&#039;&lt;br /&gt;
Outside-drift bikes can gain significant EV on slow ramps; this is particularly useful on Mushroom Gorge and GBA Bowser Castle 3, which feature several slow ramps in a row. This is done by landing on a slow ramp with a drift, with the bike facing away from the IV vector, then ending the drift on the next frame and leaning.&lt;br /&gt;
&lt;br /&gt;
=== Supergliding ===&lt;br /&gt;
:&#039;&#039;Main article: [[Supergliding]]&#039;&#039;&lt;br /&gt;
The speed lock effect ends once the vehicle goes airborne, then lands. However, it is possible to touch a slow ramp in such a way to avoid all airtime. This is occasionally referred to as &#039;&#039;&#039;[[slow ramp abuse]]&#039;&#039;&#039;; the vehicle moves around the ground with the effects of the speed lock active. In this state, the vehicle&#039;s IV is set to the speed lock value, although max speed modifiers such as wheelies and boosts still have an effect, and turning only affects facing yaw, so the vehicle must rely on wall hits to move around. Going airborne and landing, or respawning, ends the state.&lt;br /&gt;
&lt;br /&gt;
After slow ramp abuse is activated, wheel EV decay is deactivated, so bikes are able to repeatedly lean to gain EV. This is known as supergliding, and it is currently not useful on any category.&lt;/div&gt;</summary>
		<author><name>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Velocity&amp;diff=1287</id>
		<title>Velocity</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Velocity&amp;diff=1287"/>
		<updated>2025-11-06T09:17:01Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: Created page with &amp;quot;In &amp;#039;&amp;#039;Mario Kart Wii&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;velocity&amp;#039;&amp;#039;&amp;#039; is defined as the difference in the vehicle&amp;#039;s position between two consecutive frames. It is measured in u/f (units per frame).  == Overview == Velocity can be represented as a vector, with direction and magnitude. The magnitude is the value shown on speedometers, indicating how much the vehicle has moved from the previous frame. The direction simply represents the direction of motion.  It can be useful to split velocity into mul...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In &#039;&#039;[[Mario Kart Wii]]&#039;&#039;, &#039;&#039;&#039;velocity&#039;&#039;&#039; is defined as the difference in the vehicle&#039;s position between two consecutive frames. It is measured in u/f (units per frame).&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Velocity can be represented as a vector, with direction and magnitude. The magnitude is the value shown on speedometers, indicating how much the vehicle has moved from the previous frame. The direction simply represents the direction of motion.&lt;br /&gt;
&lt;br /&gt;
It can be useful to split velocity into multiple components. The most common choice is to separate the horizontal (XZ plane) and vertical (Y axis) components. The horizontal component is sometimes also divided into forward and sideways (where forward is the vehicle&#039;s [[Rotation#Yaw rotation | facing yaw]]), or the X and Z axes.&lt;br /&gt;
&lt;br /&gt;
=== Sources of velocity ===&lt;br /&gt;
The velocity vector is the sum of three other vectors:&lt;br /&gt;
*&#039;&#039;&#039;[[Internal velocity]]&#039;&#039;&#039; / IV, representing the speed from the vehicle&#039;s engine by pressing A or B, limited by &#039;&#039;&#039;[[IV#Maximum velocity | maximum velocity]];&lt;br /&gt;
*&#039;&#039;&#039;[[External velocity]]&#039;&#039;&#039; / EV, the total effect of external forces acting on the vehicle, such as gravity, wall hits, or leaning;&lt;br /&gt;
*&#039;&#039;&#039;[[Moving road]] speed&#039;&#039;&#039;, the speed boost from moving road collision if the vehicle is driving on it.&lt;br /&gt;
&lt;br /&gt;
=== Speed cap ===&lt;br /&gt;
Velocity from the three main sources is capped at 120 u/f; if the result of the sum is a vector with magnitude above 120, it is simply resized to fit the cap. However, direct position updates and [[Cannon | cannons]] can cause velocity to exceed the cap of 120 u/f. The speed cap isn&#039;t actually a constant, but strangely, it is proportional to the scale factor of the vehicle.&lt;br /&gt;
&lt;br /&gt;
The most notable case is using a [[Item information#Mega Mushroom | Mega Mushroom]], which multiplies the speed cap by the vehicle&#039;s [[Statistics#Mega scale | Mega scale stat]] while it is active. Among bikes, this stat ranges from 1.60x for the Phantom, up to 2.60x for the Bit Bike and Quacker, resulting in speed caps between 192 and 312 u/f. Because EV is not capped, performing any EV expoit and activating a Mega Mushroom lets vehicles move significantly faster than normal.&lt;br /&gt;
&lt;br /&gt;
Another known case of the speed cap being affected by size scaling is the growing animation after being shocked, either by the [[Koopa Cape]] zappers or items such as the Thunder Cloud or Lightning. This animation is, however, very brief, thus the increased speed cap is not as abusable as the Mega Mushroom case.&lt;br /&gt;
&lt;br /&gt;
=== Direct position update ===&lt;br /&gt;
A direct position update is any source of velocity that doesn&#039;t affect IV, EV, or moving road speed. As such, direct position updates can be used to briefly exceed the speed cap.&lt;br /&gt;
&lt;br /&gt;
All of the following interactions are direct position updates:&lt;br /&gt;
*During a [[supergrind]], the ground is constantly pushing the vehicle out while it remains stuck. It is common to sustain speeds slightly above 120 u/f, especially on downhills.&lt;br /&gt;
*Being pushed out by wall collision may force the vehicle to move faster than 120 u/f for 1 frame. For example, during the ramp lowtrick on [[Luigi Circuit#No Glitch Flap | Luigi Circuit NG flap]], the bike collides with the back of the ramp, pushing it forwards with good QM, up to ~164 u/f. Another example is the [[horizontal wall glitch]] shroom on [[SNES Ghost Valley 2#No Ultra 3lap | SNES Ghost Valley 2 NU]], where driving into a block as HWG ends forces the bike to be pushed upwards out of the block, reaching about 170 u/f.&lt;br /&gt;
*Driving on [[barrel roll]] collision at high speed causes the HWG timer to be set to 10; while the timer is non-zero, a direct position update of up to ±10 u/f is applied to the vehicle. With the right orientation relative to the barrel roll collision, it is possible to move up to 130 u/f briefly after touching it.&lt;br /&gt;
*Reject road always tries to move the vehicle away from it. Moving up the reject wall at an angle allows the vehicle to move at very quick speed while the road tries to turn it away. Notably, on [[Koopa Cape#No Glitch 3lap | Koopa Cape NG 3lap]], it is possible to sustain speeds of over 200 u/f through the underwater pipe.&lt;br /&gt;
*Sticky road attempts to keep the vehicle driving on it using direct position updates.&lt;br /&gt;
&lt;br /&gt;
Two other sources of direct position updates are [[Cannon | cannons]] and [[Upwarp | upwarps]]. Cannons on tracks like [[DK Summit]] or [[Maple Treeway]] allow vehicles to move at almost 500 u/f during the animation. Upwarps do not have a speed cap, so it theoretically possible to move in the thousands of u/f (vertically) for 1 frame.&lt;/div&gt;</summary>
		<author><name>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Manual_drift&amp;diff=1286</id>
		<title>Manual drift</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Manual_drift&amp;diff=1286"/>
		<updated>2025-11-05T19:59:25Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: it may be better to split tf physics from this&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;drift&#039;&#039;&#039; is a basic driving mechanic in &#039;&#039;[[Mario Kart Wii]]&#039;&#039;. This article describes mechanics and techniques exclusive to the &#039;&#039;&#039;manual drift&#039;&#039;&#039; type, which is used for the majority of TASes. The other drift type, [[automatic drift]], follows different mechanics for drifting.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Internally, a drift is started by landing on the ground with the [[drift button]] active, if at least one directional input was pressed in the air. In practice, drifts can be started from the ground, by performing a [[hop]] first and pressing a directional input at any point during airtime, or in the air, by pressing B while holding A and a direction before landing. Additionally, [[IV]] must be greater than 55% of [[IV#Maximum speed | max base speed]] to start a drift.&lt;br /&gt;
&lt;br /&gt;
Drifting allows the vehicle to turn much more sharply than regular turning, and without any IV loss. Continuing the drift for a long enough time charges a [[miniturbo]], triggering a [[boost]] as the drift ends. For this reason, drifting and charging a miniturbo is the optimal method for taking the vast majority of turns across every track in the no glitch category.&lt;br /&gt;
&lt;br /&gt;
Vehicles can be divided into two categories depending on their drift type. All karts and half of the bikes are outside-drift vehicles; during a drift, the vehicle rotates to face up to 45° away from the IV vector, and drifting ability is reduced until the 45° offset is reached. The other bikes are inside-drift vehicles; the facing direction is always the same as the direction of IV and there is no delay in drifting. They also gain much more [[Rotation#Roll rotation | roll rotation]] while drifting than outside-drift bikes (karts do not gain any roll). Inside-drift bikes are able to take turns by drifting more efficiently than outside-drift vehicles in general. The [[Statistics#Drift | drift stat]] controls the tightness of the drift.&lt;br /&gt;
&lt;br /&gt;
== Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Softdrift ===&lt;br /&gt;
The tightness of the drift can be controlled with horizontal stick inputs, which also determine the charge rate of the miniturbo; during a right drift, inputs from +3 to +7 charge the miniturbo more quickly, and vice-versa for left drift. Turning with a ±3 input in the direction of the drift gives a much wider line, without delaying the miniturbo charge compared to turning with ±7 inputs (known as a hard drift).&lt;br /&gt;
&lt;br /&gt;
=== Slipdrift ===&lt;br /&gt;
The term slipdrift refers to any drift started in the air, without a hop, by pressing B + direction while holding A before landing. It is also sometimes improperly used to for drifts started with a [[Hop#Grounded hop | grounded hop]].&lt;br /&gt;
&lt;br /&gt;
Slipdrifts skip the airtime that comes from hopping before starting a drift. The miniturbo charge does not progress during hop airtime, which makes slipdrifts very useful for bikes to spend less time below wheelie speed. However, slipdrifts require getting at least 1 frame of airtime, making them situational. On top of this, slipdrifts cause the vehicle to take a much wider line at the start of the drift; this is particularly noticeable on outside-drift vehicles, since it takes longer for the facing direction to fully turn away from IV.&lt;br /&gt;
&lt;br /&gt;
Performing a slipdrift, then immediately ending the drift to start a wheelie, is known as a [[Wheelie#Slipchain | slipchain]].&lt;br /&gt;
&lt;br /&gt;
=== Wheelie lock ===&lt;br /&gt;
Performing a slipdrift requires pressing both B and a directional input. Holding B without committing to a directional input when landing causes a state known as wheelie lock (or drift lock, drift storage). In this state, the vehicle is not able to hop or drift, until either the B button is released and pressed again, or it goes airborne again and begins a slipdrift using a directional input. Wheelie locks can be useful RTA to avoid timing inputs, but are not useful for TASing.&lt;br /&gt;
&lt;br /&gt;
=== Chain drift ===&lt;br /&gt;
Immediately after ending a drift, performing a grounded hop and starting another drift is known as a chain drift. Inside-drift bikes gain a lot of roll rotation by drifting, which makes it easy to perform grounded hops. Some large outside-drift bikes are also able to chain drift, but it is less consistent because of the decreased roll rotation.&lt;br /&gt;
&lt;br /&gt;
Chain drifts allow to start the second drift without getting any airtime from the hop. This makes them very useful to quickly charge miniturbos through long turns. Chain drifts rely on the ability to get a grounded hop, which may be difficult on terrain that isn&#039;t flat; adding a wheelie between the drifts and increasing roll rotation helps with consistency.&lt;br /&gt;
&lt;br /&gt;
=== Delay drift ===&lt;br /&gt;
After hopping, it is possible to commit to a drift direction from the second hop frame onwards, causing the vehicle to start rotating in that direction in the air. Delaying the drift commit input by holding neutral first allows the vehicle to land with less rotation, taking a wider line during the drift.&lt;br /&gt;
&lt;br /&gt;
Delay drifting is less useful overall in TAS than RTA, due to [[Hop#Quickhop | quickhops]] allowing inside-drift bikes to quickly rotate in the opposite direction after a drift with no speed loss. Partial delay drifts (as in, only waiting a few frames) is quite common for turns that are slightly too shallow for the bike&#039;s drift; whether it is better to delay drift and drift with ±7, or simply softdrift, is highly situational and should always be tested. Fully delayed drifts are occasionally useful to start drifting with as little rotation as possible.&lt;br /&gt;
&lt;br /&gt;
=== Spindrift ===&lt;br /&gt;
Bikes retain the ability to lean during a hop after committing to a drift, giving them the ability to [[Hop#Spinhop | spinhop]] by leaning in the opposite direction of the drift commit. Performing a drift after a spinhop is known as a spindrift.&lt;br /&gt;
&lt;br /&gt;
Spindrifts allow bikes to drift with a tighter line upon landing initially. However, the more leaning in the opposite direction, the more the bike moves away from the corner during the hop, and the less rotation it will have later in the drift. &amp;quot;Full&amp;quot; spindrifts are typically used for turns where taking the initial part tighter is much more significant than keeping a tighter angle throughout. This is particularly commong for low drift vehicles, such as the [[Vehicles#Spear | Spear]].&lt;br /&gt;
&lt;br /&gt;
It is more common to only spin for a few frames during the hop. This can still result in a notable difference in the initial rotation, without compromising the final line as much. Optimal inputs are as follows: commit to a right drift (+7), 3 frames -7, 1 frame 0, hold +7; alternatively, commit to a right drift (+7), 5 frames 0, hold +7. The first input sequence grants the best landing rotation, the second keeps a slightly more direct line during the hop.&lt;br /&gt;
&lt;br /&gt;
=== Reo drift ===&lt;br /&gt;
A reo drift consists in spinhopping in some direction, getting a landing bounce, and using it to initiate a slipdrift in the opposite direction. The initial spinhop allows the drift to start with even less rotation than a delay drift would allow. However, reo drifts cause the bike to stay below wheelie speed for longer than usual, so it is almost always better to change the approach into the turn than to perform a reo drift.&lt;br /&gt;
&lt;br /&gt;
Two examples where reo drifts are optimal are 3rd turn of lap 1 on [[SNES Ghost Valley 2#No Glitch 3lap | SNES Ghost Valley 2 NG 3lap]], and 1st turn on laps 2 and 3 on [[N64 Sherbet Land#No Glitch 3lap | N64 Sherbet Land NG 3lap]]; in both cases, reo drifts are useful to gain rotation in the opposite direction before drifting, and no other approach is possible.&lt;br /&gt;
&lt;br /&gt;
=== TF physics ===&lt;br /&gt;
External velocity from leaning always causes bikes to move perpendicular to their facing direction. If the bike has a large amount of roll rotation, the direction of EV points partially up or down, therefore EV can have an effect on the bike&#039;s vertical movement as well as lateral.&lt;br /&gt;
&lt;br /&gt;
The most common application of TF physics is drifting with an inside-drift bike to gain roll rotation, then leaning in the air. During a right drift, the bike is tilted clockwise; leaning left causes TF physics to increase airtime, while leaning right has the opposite effect of lowering airtime. Drifting to the left tilts the bike counter-clockwise, with left and right having the opposite effect.&lt;br /&gt;
&lt;br /&gt;
The effect of TF physics is proportional to the bike&#039;s roll rotation. TF physics are most noticeable while drifting, but apply whenever the bike has any amount of roll rotation. For example, TF physics affect airtime during [[Trick#Side trick abuse | side trick abuse]] with stunt tricks; [[Trick#Drift trick | drift tricks]] are faster due to TF physics lowering airtime; spinhops can lower or increase hop airtime due to TF physics, especially if performed on a curb; [[Wallclip | wallclips]] benefit from TF physics to gain additional height, if applicable.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that TF physics apply to automatic drift, too; they are responsible for [[Automatic drift#Auto hop | auto hops]], for example.&lt;/div&gt;</summary>
		<author><name>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Hop&amp;diff=1285</id>
		<title>Hop</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Hop&amp;diff=1285"/>
		<updated>2025-11-05T11:30:00Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: Created page with &amp;quot;The &amp;#039;&amp;#039;&amp;#039;hop&amp;#039;&amp;#039;&amp;#039; is a basic driving mechanic in &amp;#039;&amp;#039;Mario Kart Wii&amp;#039;&amp;#039;. Hops are exclusive to the manual drift type.  == Overview == Hops can be initiated on the ground at any time, by pressing B or R while holding A. Internally, the drift button is what actually triggers the hop, rather than the B/R input. Hops can only occur if IV is greater than 10 u/f, otherwise a stand-still miniturbo is initiated. Hops can also be performed if IV is negative, in particular...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;hop&#039;&#039;&#039; is a basic driving mechanic in &#039;&#039;[[Mario Kart Wii]]&#039;&#039;. Hops are exclusive to the manual drift type.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Hops can be initiated on the ground at any time, by pressing B or R while holding A. Internally, the [[drift button]] is what actually triggers the hop, rather than the B/R input. Hops can only occur if [[IV]] is greater than 10 u/f, otherwise a [[stand-still miniturbo]] is initiated. Hops can also be performed if IV is negative, in particular while reversing using [[Drift button#Button switching | button switching]]; in this case, IV must be lower than -10 u/f.&lt;br /&gt;
&lt;br /&gt;
Hopping causes the vehicle to gain a small amount of vertical [[EV]], usually going airborne as a result. On flat ground, all vehicles go airborne for 13 frames. For bikes in a [[wheelie]], the center point is lifted from the ground by varing amounts, causing the hop airtime out of a wheelie to change depending on bike length, from 14 to 17 frames. The bike&#039;s orientation relative to the ground is not updated for 2 frames when hopping.&lt;br /&gt;
&lt;br /&gt;
Hops are generally used to initiate a [[Manual drift | drift]], by pressing a directional input in the air and holding B/R when landing. After this directional input, the ability to turn during the hop is disabled; bikes still retain the ability to [[EV#Leaning | lean]] during the hop, however. Hopping automatically cancels [[Wheelie | wheelies]] which costs IV, so bikes want to reduce time spent hopping as much as possible.&lt;br /&gt;
&lt;br /&gt;
== Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Vertical inputs ===&lt;br /&gt;
Vertical inputs have a small effect on [[Rotation#Pitch | pitch rotation]], even during the small hop airtime. On bikes, due to [[Rotation#Rotation conversion | rotation conversion]], the yaw rotation changes slightly upon landing into a drift; holding up usually helps turn in the direction of the drift, and holding down has the opposite effect.&lt;br /&gt;
&lt;br /&gt;
By holding down during the hop, it is possible to reduce airtime by 1 frame on flat ground with certain bikes, notably [[Vehicles#Spear | Spear]] and [[Vehicles#Mach Bike | Mach Bike]]. This happens because the bike has pitch rotation due to the wheelie, rotates around its center point when hopping out of the wheelie, and holding down causes the bike to lean back very slightly, allowing the back wheel to make contact with the ground sooner. This airtime reduction is sometimes not possible due to hop inputs (on Spear, a [[Manual drift#Delay drift | delay drift]] is usually required), or bike rotation (for example, on [[SNES Mario Circuit 3]]&#039;s 5th turn, a 15 frame hop requires hopping on a specific frame).&lt;br /&gt;
&lt;br /&gt;
=== Angle hop ===&lt;br /&gt;
On the frame that the hop is started, the vehicle is still considered grounded, and it can turn without slowdown with a directional input. The angle hop frame has no effect on committing to a drift; for example, it is possible to turn right with an angle hop, then wait until the last airtime frame to commit to a left drift.&lt;br /&gt;
&lt;br /&gt;
=== Rehop ===&lt;br /&gt;
Rehopping simply refers to hopping out of a wheelie, realigning during the hop, then starting a wheelie again. Rehops cause a large speed drop, since the wheelie is cancelled and there is no boost to quickly accelerate. In certain situations, they are the best movement option for realignments too sharp for [[Wheelie#Optimal wheelie turning | optimal wheelie turning]], but too shallow for a drift.&lt;br /&gt;
&lt;br /&gt;
Rehops are more effective for bikes with a 0.9 T3 acceleration stat, such as Spear or Sneakster. This is because their acceleration curve allows for much stronger acceleration at the start of the wheelie, while other bikes have slow acceleration for the entire wheelie.&lt;br /&gt;
&lt;br /&gt;
=== Grounded hop ===&lt;br /&gt;
The term grounded hop refers to any hop with 0 frame airtime. Performing a grounded hop into a drift allows the [[miniturbo]] charge to start immediately, which is very fast for bikes. However, grounded hops are very situational as they can&#039;t be performed on flat ground. Common ways to get grounded hops include hopping into an uphill slope (it gets easier on steeper slopes, but with the right positioning it&#039;s possible on many shallow slopes too), or hopping with high roll rotation.&lt;br /&gt;
&lt;br /&gt;
=== Quickhop ===&lt;br /&gt;
A quickhop is any grounded hop performed immediately after a miniturbo, to realign quickly. Quickhops are commonly performed on most inside-drift bikes, because they gain significant roll rotation during a drift (except Sneakster, which can&#039;t quickhop due to its hitbox). Outside-drift bikes gain much less roll rotation during a drift, so quickhops are only possible with a few large bikes such as the [[Vehicles#Shooting Star | Shooting Star]].&lt;br /&gt;
&lt;br /&gt;
Quickhops usually last 3-5 frames so to not lose speed, although they can be extended for longer, as seen on [[Luigi Circuit#No Glitch 3lap | Luigi Circuit NG 3lap]]. This is because it takes a few frames for IV to increase up to [[IV#Maximum speed | boost max speed]], so the wheelie can be delayed without speed loss until the frame before max speed is reached.&lt;br /&gt;
&lt;br /&gt;
Typical inputs for a quickhop are as follows; release B for one frame to stop drifting, then press B (with any directional input), and press D-pad up to wheelie as soon as the hop ends. If possible, releasing B for two frames (and turning) can save a very small amount of time. The quickhop follows the same mechanic as other hops, so the first frame is the angle hop frame, and from the second frame onwards, the first direction input commits to a drift.&lt;br /&gt;
&lt;br /&gt;
Quickhops can result in airtime during boost acceleration, which loses significant time. This can happen due to low roll rotation, sloping in the ground (quickhops work best on flat ground), or other factors. Experimenting with the inputs may be necessary to get a grounded hop; in particular, using a ±1 input for the drift commit frame and the angle hop frame, or delaying the drift commit, can help in removing airtime.&lt;br /&gt;
&lt;br /&gt;
=== Rapid fire hopping ===&lt;br /&gt;
:&#039;&#039;Main article: [[Rapid fire hopping]]&#039;&#039;&lt;br /&gt;
Repeatedly performing grounded hops every other frame forces the vehicle&#039;s orientation relative to the ground to never update. Visually, this causes it to get stuck in the ground as it moves, not changing in rotation even over slope changes.&lt;br /&gt;
&lt;br /&gt;
=== Supergrinding ===&lt;br /&gt;
:&#039;&#039;Main article: [[Supergrinding]]&#039;&#039;&lt;br /&gt;
During RFH, the vehicle&#039;s wheels do not make proper contact with the ground, placing the vehicle in a low-traction state where wheel EV decay doesn&#039;t occur. Bikes are able to repeatedly lean during this state to gain EV, resulting in a major speed increase.&lt;br /&gt;
&lt;br /&gt;
Unlike other major EV exploits, some of the speed during supergrinding comes from interactions with the terrain, too. All vehicles can gain a lot of EV by performing RFH through a downhill slope, including karts, which can&#039;t perform &amp;quot;proper&amp;quot; SGs due to their inability to lean.&lt;br /&gt;
&lt;br /&gt;
=== Spinhop ===&lt;br /&gt;
Bikes retain the ability to lean in a hop, giving them some control over the trajectory of the hop even after committing to a drift. Starting a left drift, then leaning to the right (or vice-versa) is known as a spinhop. Spinhops are performed done as a rehop for realignment, but typically lead into a [[Drift#Spindrift | spindrift]], allowing for tighter initial rotation than usual.&lt;br /&gt;
&lt;br /&gt;
=== Superhopping ===&lt;br /&gt;
:&#039;&#039;Main article: [[Superhopping]]&#039;&#039;&lt;br /&gt;
On outside-drift bikes only, it is possible to gain significant EV by drifting, which rotates the IV vector away from the facing direction, then repeatedly spinhopping. This causes the EV gained by leaning to not be dissipated fully by wheel decay and EV to IV conversion, which makes it possible to accumulate enough EV to move at 120 u/f for extended periods of time.&lt;/div&gt;</summary>
		<author><name>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Automatic_drift&amp;diff=1284</id>
		<title>Automatic drift</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Automatic_drift&amp;diff=1284"/>
		<updated>2025-11-05T10:33:57Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: max speed -&amp;gt; max base speed where appropriate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Automatic drift&#039;&#039;&#039; is an alternative drift type option available for every vehicle. A few basic mechanics are changed compared to manual, leading to exclusive techniques. While it performs worse than manual in most situations, it is currently the preferred option for a few no glitch and [[supersliding]] TASes.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Holding a horizontal stick input of ±6 or ±7 (from now on called &#039;&#039;&#039;hard inputs&#039;&#039;&#039;) for 12 consecutive frames will initiate a drift. Holding an input of magnitude ±5 and lower (or &#039;&#039;&#039;soft input&#039;&#039;&#039;) for even one frame will reset this drift timer, or cancel the drift if it&#039;s active. On bikes, during a wheelie, 16 frames of consecutive hard inputs automatically cause a wheelie drop.&lt;br /&gt;
&lt;br /&gt;
Compared to manual, automatic has different statistics for [[Statistic#Handling | handling]] and [[Statistic#Drift | drift]]. Handling is higher for all vehicles; drift is higher for karts and ODBs, but slightly lower for IDBs. Additionally, automatic is able to turn without speed loss, while for manual it causes speed loss (without a boost).&lt;br /&gt;
&lt;br /&gt;
[[Hop | Hops]] and [[miniturbo | miniturbos]] are disabled for automatic. The inability to hop restricts movement options for automatic, and prevents it from performing glitches such as [[supergrinding]] and [[superhopping]]. Due to the lack of miniturbos, after most drifts, auto bikes have to slowly accelerate up to wheelie speed; for this reason, the best auto bikes are those with a 0.9 T2 [[acceleration]] value, such as [[Vehicles#Spear | Spear]] and [[Vehicles#Sneakster | Sneakster]], as they accelerate much quicker at the start of a wheelie.&lt;br /&gt;
&lt;br /&gt;
Overall, the ability to perform hops and miniturbos makes manual superior to automatic. However, automatic has a niche on a couple no glitch tracks, such as [[DS Peach Gardens#No Glitch 3lap | DS Peach Gardens]] and [[DS Yoshi Falls#No Glitch 3lap | DS Yoshi Falls]], due to its improved wheelie turning ability, as well as many [[supersliding]] categories due to its drift mechanics and improved handling.&lt;br /&gt;
&lt;br /&gt;
== Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Optimal wheelie turning ===&lt;br /&gt;
In a wheelie, 16 consecutive hard inputs cause a wheelie drop; therefore, the pattern for the best wheelie turning is 15 frames of ±7, followed by 1 frame of ±5. Since turning in a wheelie with auto does not lose speed, this pattern does not depend on any statistic and applies to every bike.&lt;br /&gt;
&lt;br /&gt;
=== Artificial chain wheelie ===&lt;br /&gt;
After forcing a wheelie drop by holding hard inputs for 16 frames, a new wheelie can be started immediately after. This is similar to a [[Wheelie#chain | chain wheelie]] due to the unavoidable a 3 u/f speed loss, but unlike a regular chain, it can be performed on command. Artificial chains allow for slightly tighter turning, but they lose time if they cause an additional chain later.&lt;br /&gt;
&lt;br /&gt;
=== Rewheelies ===&lt;br /&gt;
The rewheelie strat consists in performing several artificial chains in a row, typically out of a drift. Rewheelies allow for much better turning than wheelie turning, but worse than drifting. The average top speed during rewheelies approaches about 3 u/f slower than a normal wheelie, which is much higher than a drift. Rewheelies are usually performed out of a drift, because the bike&#039;s acceleration is barely affected during the first 3 rewheelies.&lt;br /&gt;
&lt;br /&gt;
Rewheelies work because of quirks with [[Internal velocity#Maximum speed | maximum speed]]. When starting a wheelie, maximum speed immediately jumps to the new value; when dropping a wheelie, maximum speed decreases back to regular top speed at a rate of 3 u/f^2. Therefore, the bike&#039;s IV can still increase during a wheelie drop for a few frames (if its IV is more than 3 u/f below max wheelie speed). This can be exploited after a drift, since IV is much lower than wheelie speed, by repeatedly starting and dropping wheelies, allowing for improved turning while still accelerating up to wheelie speed.&lt;br /&gt;
&lt;br /&gt;
The optimal inputs for rewheelieing to the right are as follows: starting from a drift, 1 frame +5, 1 frame +7, 1 frame +5, 17 frames +7, 1 frame +7 + wheelie, 2 frames +7, 1 frame +5, 16 frames +7, 1 frame +7 + wheelie. This sequence performs 2 rewheelies, which is useful out of most turns. If the bike needs to keep turning in the same direction, looping the last 20 frames allows for additional rewheelies. Typically, 2-4 rewheelies is optimal, depending on the situation.&lt;br /&gt;
&lt;br /&gt;
=== Rotation conversion ===&lt;br /&gt;
While driving, auto bikes are often subject to big changes in pitch and roll rotation, due to wheelie drops and drifting. This can be exploited for better turning, due to [[rotation conversion]].&lt;br /&gt;
*&#039;&#039;&#039;Optimal drift&#039;&#039;&#039;: Optimal inputs (to the right): starting from a wheelie drop, 11 frames +7, 1 frame -6, 1 frame +5, 4 frames +7, 1 frame +5, hold +7. These inputs start a left drift for 1 f, then delay the second drift with a soft input, resulting in better yaw rotation than simply holding +7.&lt;br /&gt;
*&#039;&#039;&#039;Auto spindrift&#039;&#039;&#039;: Example inputs: starting from a wheelie drop, 10 frames -2, hold +7. During a wheelie drop, leaning in the opposite direction for a few frames before initiating a drift allows for much greater yaw rotation at the start of the drift, due to the larger shift in roll rotation. This technique is typically done during a boost, as it takes more time to achieve the same yaw than simply holding +7.&lt;br /&gt;
*&#039;&#039;&#039;A-tech&#039;&#039;&#039;: Releasing A while decelerating from any boost causes no speed loss, and keeps the bike&#039;s pitch rotation from changing as much. When drifting and starting a wheelie out of a boost, the pitch rotation conversion lets the bike turn a little more in the direction of the drift. Not exclusive to auto, but much more powerful; decelerating with high roll is more common, and some manual bikes lose speed during A-tech due to turning speed loss. &lt;br /&gt;
&lt;br /&gt;
=== Brake drifting ===&lt;br /&gt;
On automatic only, it is possible to release A during a drift, and brake by pressing B, without cancelling the drift as long as IV remains above 55% of max base speed. Releasing A and braking for 1 frame can be useful to lose a very small amount of time and manipulate [[QM]]. Releasing A for longer loses a lot of speed, so it is generally not useful.&lt;br /&gt;
&lt;br /&gt;
=== Auto hop ===&lt;br /&gt;
An auto drift is started and continued by holding hard inputs. The game only checks the magnitude of the input, not the sign; therefore, switching from a +7 to a -7 input (or ±6) changes the direction of the drift, without ending the drift. The drift direction can be switched on every frame by repeatedly alternating inputs.&lt;br /&gt;
&lt;br /&gt;
(Inside-drift) bikes gain significant roll rotation while drifting. By changing the drift direction with high roll rotation, the shift in momentum causes the bike to bounce due to [[TF physics]]. The greater the roll rotation, the bigger the bounce. It is possible to chain auto hops too, for even bigger bounces.&lt;br /&gt;
&lt;br /&gt;
=== Autosliding ===&lt;br /&gt;
:&#039;&#039;Main article: [[Supersliding#Autosliding]]&#039;&#039;&lt;br /&gt;
Automatic bikes are able to gain [[EV]] much more efficiently than manual bikes in a superslide, by repeatedly starting and ending auto drifts. This allows them to accelerate more quickly at the start of a superslide, and reach higher caps. An example input sequence is: 11 (or more) frames +6, 1 frame -7, 1 frame +5.&lt;br /&gt;
&lt;br /&gt;
Autosliding works due to a combination of two quirks: switching from a right hard input to a left soft input switches the drift&#039;s direction, and resets the [[EV#Leaning | lean rotation]] value to a high value in the opposite direction. This makes it possible to lean for a long time (while turning and drifting), switch drift direction to immediately reset the lean counter, then cancel the drift and resume leaning in the same direction.&lt;br /&gt;
&lt;br /&gt;
Autosliding allows for a much higher percentage of leaning frames than optimal patterns otherwise allow. A big limitation of autosliding is the IV requirement: the bike&#039;s IV must be at over 55% of its max base speed to drift, but negative IV is very useful to turn tighter in a superslide.&lt;/div&gt;</summary>
		<author><name>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Wheelie&amp;diff=1283</id>
		<title>Wheelie</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Wheelie&amp;diff=1283"/>
		<updated>2025-11-05T10:33:29Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: max speed -&amp;gt; max base speed where appropriate&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 current IV. 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 max base speed, or if it&#039;s driving on a slope over 30° in pitch, wheelies can be started but drop automatically after 15 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>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Internal_velocity&amp;diff=1282</id>
		<title>Internal velocity</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Internal_velocity&amp;diff=1282"/>
		<updated>2025-11-05T10:32:21Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: introduced max base speed + miscellaneous edits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Internal velocity&#039;&#039;&#039;, also known as &#039;&#039;&#039;IV&#039;&#039;&#039;, &#039;&#039;&#039;vehicle speed&#039;&#039;&#039;, or &#039;&#039;&#039;engine speed&#039;&#039;&#039;, is one of four main types of [[velocity]] in &#039;&#039;[[Mario Kart Wii]]&#039;&#039;. It refers to the speed coming from the vehicle&#039;s engine, while [[external velocity]] comes from other forces acting on the vehicle.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
IV is represented as a vector, with a direction and magnitude. The direction of the IV vector is the same (or very close) as the vehicle&#039;s facing direction in most circumstances. On outside-drift vehicles, the IV vector can deviate by up to ~45° from the facing direction during a drift, and even more during [[superhopping]].&lt;br /&gt;
&lt;br /&gt;
The magnitude of the IV vector is limited by &#039;&#039;&#039;maximum speed&#039;&#039;&#039;. IV is the speed actually provided by the engine, and it cannot increase above the maximum speed value (or decrease below, if moving backwards). Max speed is capped at 120 u/f, and the sum of IV, EV, and moving road speed is capped at 120 u/f too. &#039;&#039;&#039;Maximum base speed&#039;&#039;&#039; refers to the max speed value without any modifiers.&lt;br /&gt;
&lt;br /&gt;
IV determines if the vehicle can perform certain actions. [[Drift | Drifting]] requires IV to be over 55% of max base speed. If IV is below 30% of max base speed, [[Wheelie | wheelies]] can be started but are canceled automatically. [[Trick | Tricking]] requires the magnitude of IV to be over 50% of max base speed instead, making it possible to trick at high negative IV. [[Stand-still miniturbo | Stand-still miniturbos]] can only be sustained if IV is within ±10 u/f, and the [[barrel roll]] state ends if IV exceeds ±15 u/f. [[EV#Leaning | Lean rotation]] values change depending if IV is above or below 5 u/f in magnitude.&lt;br /&gt;
&lt;br /&gt;
== Changes to internal velocity ==&lt;br /&gt;
&lt;br /&gt;
=== Increase ===&lt;br /&gt;
Holding A increases IV according to the vehicle&#039;s [[Statistic#Acceleration | acceleration stat]]. Acceleration is a function of the percentage of IV relative to current max speed, thus being in a wheelie or on offroad affects the vehicle&#039;s acceleration.&lt;br /&gt;
&lt;br /&gt;
While driving backwards, reversing (holding B) increases negative IV by 2 u/f^2, up to -20 u/f.&lt;br /&gt;
&lt;br /&gt;
While a [[boost]] is active, a constant acceleration is applied to IV, so that the vehicle can reach its new maximum speed. The acceleration depends on the type of boost: 7 u/f^2 for mushrooms, 6 u/f^2 for [[trick]] boosts, 5 u/f^2 for boost panels, 3 u/f^2 for [[Miniturbo | miniturbos]], 0.7 u/f^2 for drafts. If multiple boost accelerations are active, they do not stack and only the biggest is applied (except for tricks which have priority).&lt;br /&gt;
&lt;br /&gt;
=== Decrease ===&lt;br /&gt;
If both A and B are released, IV decays exponentially at a rate of 2% per frame.&lt;br /&gt;
&lt;br /&gt;
Braking decreases IV, applying a constant acceleration of -1.5 u/f^2 starting on the 2nd brake frame. Braking for 1 frame only reduces IV very slightly, with the slowdown being stronger if the vehicle&#039;s last-stage acceleration is low and on steeper slopes (both up and down); this is useful to manipulate [[QM]].&lt;br /&gt;
&lt;br /&gt;
If a vehicle has been airborne for over 5 frames, its IV begins decaying exponentially at a rate of 0.1% per frame, until it touches the ground again.&lt;br /&gt;
&lt;br /&gt;
During a [[stand-still miniturbo]], IV decays exponentially at a rate of 20% per frame.&lt;br /&gt;
&lt;br /&gt;
On manual drift, turning without a boost decreases IV. The slowdown is proportional to the magnitude of the horizontal stick input, but it is also a function of the acceleration, [[Statistic#Handling | handling]], top speed, and handling reactivity stats. This slowdown stacks with deceleration from releasing A+B or braking, so holding hard left/right while decelerating loses speed faster. [[Wheelie#Optimal wheelie turning | Optimal wheelie turning]] is the sequence of inputs which allows for the most turning in a wheelie without losing IV over time; it can be derived mathematically and changes for each character + bike combo.  &lt;br /&gt;
&lt;br /&gt;
The waterfalls on [[DS Yoshi Falls]], and at the last turn of [[Koopa Cape]], are [[moving road]] which slows down the vehicle, by disabling boost acceleration and decreasing IV by 0.5% and 3.5% per frame respectively. Both effects are prevented if the vehicle has offroad immunity. Since the waterfalls are not offroad, they do not affect maximum speed.&lt;br /&gt;
&lt;br /&gt;
At sufficiently high IV, the cones on [[Daisy Circuit]] are knocked away and decrease IV by 18% upon collision. At low IV, the cones are simply pushed around and do not affect IV.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
[[Wallclip | Hitting a wall]] updates the IV direction to match the horizontal (XZ) facing direction. If the vehicle has been airborne for 5 frames or more, then IV matches the vertical facing direction too.&lt;br /&gt;
&lt;br /&gt;
EV can be converted to IV. EV is either (almost) perpendicular to the facing direction, or purely vertical while airborne in the case of gravity; if the facing angle changes such that EV is partially parallel to it, the projection of EV on the facing unit vector is converted to IV.&lt;br /&gt;
&lt;br /&gt;
During the countdown, IV is set to 0 u/f. Movement is still possible due to EV.&lt;br /&gt;
&lt;br /&gt;
== Maximum speed ==&lt;br /&gt;
Maximum speed acts as the limit of IV; if the vehicle&#039;s IV were to increase over max speed, it is set equal to the max speed instead. The value of maximum speed is affected by the [[Statistics#Speed | top speed]] stat, ranging from 75.00 to 86.13 u/f.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum speed is a positive value, but it limits both positive and negative IV. If IV is negative, its absolute value can&#039;t increase above maximum speed.&lt;br /&gt;
&lt;br /&gt;
=== Increase ===&lt;br /&gt;
&lt;br /&gt;
Boosts increase maximum speed while they are active, as well as provide acceleration to IV. Miniturbos increase maximum speed by 20%, tricks by 30%, and mushrooms by 40% with a minimum of 115 u/f. If two boosts are active at once, the biggest one determines max speed, except trick boosts which have priority over mushrooms.&lt;br /&gt;
&lt;br /&gt;
Wheelies increase maximum speed by 15%, and do not boost IV. The wheelie bonus stacks additively with other boosts, i.e. a wheelie + miniturbo increases max speed by 35%.&lt;br /&gt;
&lt;br /&gt;
=== Decrease ===&lt;br /&gt;
&lt;br /&gt;
When a boost or wheelie ends, maximum speed does not immediately jump to a lower value; it decreases at a constant rate of 3 u/f^2, bringing IV down with it, until it reaches the regular top speed value. Deceleration from multiple sources does not stack; for instance, bikes can drop the wheelie while decelerating from a boost, without any penalty to their max speed. This is known as &#039;&#039;&#039;deceleration stacking&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Touching offroad works similarly; as long as at least one hitbox is colliding with offroad, maximum speed decreases by 3 u/f^2, until reaching max offroad speed. This value depends on the offroad type, and is a function of the speed and [[Statistics#Offroad | offroad]] stats. This means that clipping offroad for N frames only reduces max speed by 3N. Offroad deceleration also doesn&#039;t stack with wheelie and boost deceleration.&lt;br /&gt;
&lt;br /&gt;
When driving on [[out of bounds]] collision, it counts as offroad and reduces max speed to 10% of the regular value. This is not affected by the offroad stat, so only the speed stat affects max speed on out of bounds.&lt;br /&gt;
&lt;br /&gt;
[[Slow ramp | Slow ramps]] also decrease maximum speed (and thus IV) by a constant 3 u/f^2 until reaching the speed lock.&lt;br /&gt;
&lt;br /&gt;
If the angle between the vehicle&#039;s velocity and the wall&#039;s normal is greater than 90° (i.e. the wall is facing towards the vehicle), maximum speed abruptly decreases by a large amount, so that the vehicle quickly slows down. Depending on the angle of collision, maximum speed can decrease from ~35% of the previous value up to just above 0 u/f. Max speed remains lowered as long as the vehicle is colliding with the wall, then returns to its previous value.&lt;br /&gt;
&lt;br /&gt;
=== Discrepancy between IV and maximum speed ===&lt;br /&gt;
Summing up, when max speed increases, it jumps to a higher value. When max speed decreases, it is gradually lowered by 3 u/f^2, and the vehicle is expected to slow down due to IV being capped. However, if IV is much lower than max speed, then max speed can decrease, and the vehicle doesn&#039;t slow down until the two values are equal.&lt;br /&gt;
&lt;br /&gt;
The most common application of this quirk involves clipping offroad without speed loss. For example: the Spear drifts at 85.60 u/f; its max speed jumps to 115.56 u/f with a miniturbo + wheelie, and IV begins increasing by 3 u/f^2. On the following frame, the Spear touches offroad; max speed begins decreasing by 3 u/f^2, but IV is unaffected.&amp;lt;br&amp;gt;&lt;br /&gt;
After 4 frames, IV and max speed are at 100.60 and 103.56 u/f respectively, so the Spear has not slowed down yet. On the next frame, max speed would decrease to 100.56 u/f, and so would IV; but if the Spear stops touching offroad, then max speed jumps to 115.56 u/f again, and IV continues increasing. As a result, the Spear is able to drive over offroad for 4 frames without speed loss, because it is accelerating from the boost.&lt;br /&gt;
&lt;br /&gt;
Another less common application is [[Automatic drift#Rewheelies | rewheelies]] for automatic. Starting a wheelie after a drift increases max speed by 15%, while IV slowly matches it. Dropping the wheelie by holding ±6/±7 for 16 frames decreases max speed by 3 u/f^2, but IV is still much lower, so the bike is able to turn tighter for a few frames without losing speed. This can be looped to improve the bike&#039;s turning out of a drift without affecting its IV.&lt;/div&gt;</summary>
		<author><name>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Trick&amp;diff=1281</id>
		<title>Trick</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Trick&amp;diff=1281"/>
		<updated>2025-11-05T09:08:20Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: more info about weight class and trickable timer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;trick&#039;&#039;&#039; is a speed boost technique in &#039;&#039;[[Mario Kart Wii]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Tricks can be initiated after colliding with trickable road, by pressing any direction on the D-pad (or flicking in any direction with Wii Wheel or Nunchuk). The D-pad input can be pressed up to the 10th frame of airtime leaving the trickable road; additionally, the D-pad input can be buffered up to 13 frames before leaving the trickable surface.&lt;br /&gt;
&lt;br /&gt;
For a trick to actually be triggered, the magnitude of the IV vector must be at least 50% of its regular [[IV#Maximum speed | max base speed]]. (It is possible to trick while moving backwards with sufficient negative IV.) Additionally, the vehicle must get airtime from the trickable road, and be airborne on the 3rd frame after leaving it. Internally, the game uses a value called &#039;&#039;&#039;trickable timer&#039;&#039;&#039;, which is set to 3 while the vehicle is touching trickable road, and counts down each frame in the air; the trick can only be initiated once the trickable timer is 0, if the vehicle is airborne on the frame the timer hits 0.&lt;br /&gt;
&lt;br /&gt;
After being triggered, tricks play an animation, according to the D-pad direction and the trick type. There are two types of tricks: stunt tricks, and flip tricks (single or double flip). The trick type is determined by the collision and can&#039;t be changed.&lt;br /&gt;
&lt;br /&gt;
Tricking redirects the IV vector upwards, at a 15° angle for stunt tricks and 20° angle for flip tricks. The [[Statistics#Weight class | weight class]] of the vehicle affects the trick angle; middleweight vehicles trick 2° lower, and heavyweight vehicles trick 4° lower, resulting in lower trajectories. If bikes are in a [[wheelie]] when the trick animation starts, the wheelie is canceled. As soon as the trick is triggered, the &#039;&#039;&#039;trick cooldown&#039;&#039;&#039; value is set to 5, and begins counting down.&lt;br /&gt;
&lt;br /&gt;
If the vehicle is grounded, and the trick cooldown value is zero, the vehicle receives a trick boost. All trick boost increase max speed by 30%, and IV accelerates at a rate of 6 u/f^2. Trick boosts have priority over all other boost types, including mushrooms which are otherwise stronger. The length of the boost depends on the trick type, as well as the vehicle type. Stunt trick boosts last 45 frames for bikes and 40 frames for karts, single flip trick boosts for 80 and 70 frames respectively, and double flip tricks for 95 and 85 frames.&lt;br /&gt;
&lt;br /&gt;
== Techniques ==&lt;br /&gt;
Trick boosts are long and powerful, but performing tricks is slow because of the forced wheelie cancel (for bikes) and airtime. Tricks are generally optimized by reducing airtime as much as possible, through many different techniques. The term &#039;&#039;&#039;low trick&#039;&#039;&#039; refers to the act of reducing trick airtime in general.&lt;br /&gt;
&lt;br /&gt;
=== Delay trick ===&lt;br /&gt;
Waiting as long as possible to trick (10th airtime frame) delays the vertical speed, reducing height. Delay tricks on the last frame are almost always fastest. However, in sections with long stretches of trickable road, delaying the trick fully may cause the next trick to occur on the first possible frame (3rd airtime frame), due to the 13 frame buffer; in this case, it&#039;s better to trick slightly early, so that the second trick can also be delayed.&lt;br /&gt;
&lt;br /&gt;
It is possible to delay the trick further by leaving the trickable surface for 1 frame, landing for 1 frame, then going airborne again. In this case, the first airtime frame is a necessary condition for tricking; the grounded frame happens while the trickable timer is 1, thus only resets airtime; the first frame of the new airtime coincides trickable timer hitting 0. All conditions for tricking are satisfied, and the trick can be started anywhere between the 1st and 10th frame of the new airtime. This is not currently used anywhere, but is possible on [[GBA Bowser Castle 3]] by touching a blue drivable rail for one frame after leaving a slow ramp.&lt;br /&gt;
&lt;br /&gt;
=== Hop trick ===&lt;br /&gt;
[[Hop |Hopping]] off of a trickable surface counts as leaving it, so it can be used to start a trick early. A hop trick can lead to increased airtime compared to driving off a trickable ramp, so it is often not the best option available.&lt;br /&gt;
&lt;br /&gt;
The most notable use of hop tricking are [[slow ramp]] low tricks. Hopping on the first frame of touching the slow ramp replaces the ramp&#039;s vertical speed with the hop&#039;s, which is much lower. Hop tricks are the most effective way to reduce slow ramp airtime.&lt;br /&gt;
&lt;br /&gt;
=== Drift trick ===&lt;br /&gt;
Drifting off of a trickable surface allows for reduced airtime, by using [[TF physics]]. This is mostly useful for [[inside-drift bikes]], as they gain much more roll rotation by drifting. In general, it is best to start the drift such that the first drift frame happens right before going airborne. &lt;br /&gt;
&lt;br /&gt;
Karts can&#039;t use drift tricks to reduce height, because they can&#039;t [[EV#Leaning |lean]] like bikes. However, drift tricks are still useful on karts to realign in the air.&lt;br /&gt;
&lt;br /&gt;
=== Wall trick ===&lt;br /&gt;
Wall tricks are performed on flip trick ramps with bikes. [[Wall clip |Clipping a wall]] during a trick updates the vehicle&#039;s movement direction to match its pitch rotation, without any speed loss. For bikes, the animation of down flip tricks causes them to quickly rotate to face downwards. Thus, performing a wall clip during the trick animation causes the bike&#039;s vertical speed to be directed down, reducing airtime.&lt;br /&gt;
&lt;br /&gt;
Bikes change their orientation very quickly during flip tricks. Many different trajectories are possible, depending on the exact frame that the wall clip occurs. The optimal clip frame depends on the situation, and is typically a compromise between facing down (reduced airtime) and facing forwards (better horizontal speed).&lt;br /&gt;
&lt;br /&gt;
=== RFH trick ===&lt;br /&gt;
[[Rapid fire hopping]] locks the vehicle&#039;s angle relative to the ground. When driving off a trickable ramp with RFH, the lower pitch rotation results in the vehicle&#039;s IV pointing lower, reducing airtime significantly. This is generally the best way to reduce airtime after steep trick ramps. RFH tricks can also be combined with drift tricks (simply hold B at the end of the ramp) and wall tricks to reduce airtime even more.&lt;br /&gt;
&lt;br /&gt;
On the other hand, ending the RFH right before the end of the trickable ramp causes an ejection, as well as reset the bike&#039;s rotation. This leads to much higher airtime than normal. RFH high tricks are slower for regular driving, but can be useful for shortcuts, for example on [[Bowser&#039;s Castle]].&lt;br /&gt;
&lt;br /&gt;
=== Side trick abuse ===&lt;br /&gt;
Side trick abuse, or STA, is a bike-exclusive technique involving leaning. STA can be performed with any type of left or right trick.&lt;br /&gt;
&lt;br /&gt;
During side stunt tricks, the bike rotates about 90° sideways during the animation. Side flip tricks are similar, with the bike quickly rotating clockwise or counterclockwise. In both cases, the IV vector is unaffected, even though the bike is rotated sideways. Leaning during this animation causes EV to directed forwards or backwards, and converts to IV.&lt;br /&gt;
&lt;br /&gt;
Leaning forwards is known as STA. This corresponds to holding in the direction of the bike&#039;s back wheel during the trick. For stunt tricks, hold left for left tricks, and right for right tricks; for flip tricks, hold left for right tricks, and left for right tricks. For double flip tricks specifically, bikes rotate fast enough that they begin facing the other direction before the 20th frame of airtime, so the direction to hold switches along with the bike&#039;s orientation.&amp;lt;br&amp;gt;&lt;br /&gt;
STA can increase IV in the air by up to ~7 u/f. Additionally, during stunt tricks, the bike gains a small amount of roll rotation, so STA also slightly increases airtime due to [[TF physics]].&lt;br /&gt;
&lt;br /&gt;
Leaning backwards is known as reverse side trick abuse, or RSTA. The inputs are the opposite of STA for each trick type. RSTA causes IV to decrease by up to ~7 u/f, and also slightly decreases airtime during stunt tricks. RSTA is almost always worse than a regular trick, the main exception being reducing airtime from slow ramps.&lt;br /&gt;
&lt;br /&gt;
=== Jammed trick ===&lt;br /&gt;
Landing on the ground while the trick cooldown timer has not yet expired causes the trick boost to be delayed until the cooldown hits zero. Going airborne again, before the cooldown expires, causes the boost to be delayed until landing a second time. Any trick which is delayed this way is known as a jammed trick.&lt;br /&gt;
&lt;br /&gt;
While the vehicle is grounded, it is able to gain IV if a (previous) boost is active, and it can perform any ground action, such as hopping, drifting, or wheelieing. &#039;&#039;&#039;Wheelie tricks&#039;&#039;&#039; (or wheelie triggers) involve starting a wheelie during a jammed trick. Wheelie tricks allow bike to enter the wheelie state, using a (previous) boost to quickly reach max speed, then move in the air at high speed while &amp;quot;storing&amp;quot; a trick, and trigger the boost upon landing again. This is particularly useful in sections with lots of trickable terrain, to wheelie in-between tricks and better space out trick boosts.&lt;br /&gt;
&lt;br /&gt;
Another notable application of jammed tricks is [[Slow ramp#Slow ramp abuse | slow ramp abuse]]. Touching the ground removes the slow ramp&#039;s speed lock, allowing the vehicle to drive at much higher speed through the air while tricking.&lt;br /&gt;
&lt;br /&gt;
=== Tilt lock ===&lt;br /&gt;
On bikes only, performing any stunt side trick activates a flag known as tilt lock. During tilt lock, the bike rotates to face down more than usual during trick animations. The tilt lock flag is automatically cleared when a flip trick is initiated, but it is not cleared if a up or down stunt trick is performed. Therefore, performing a side stunt trick, then a up/down stunt trick causes bikes to tilt down more quickly than normal.&lt;br /&gt;
&lt;br /&gt;
In most situations, nosediving during up/down stunt tricks is optimal, making tilt lock inconsequential. However, if taildiving is better, tilt lock prevents the bike to face up as much, affecting its rotation upon landing. For example, on [[SNES Ghost Valley 2#No Glitch 3lap|SNES Ghost Valley 2 NG 3lap]], tilt lock causes the bike to not drift as tight upon landing from the trick ramp, so it&#039;s better to only perform a side trick on the slow ramp on lap 3, despite it being faster due to STA.&lt;br /&gt;
&lt;br /&gt;
=== Rotation conversion ===&lt;br /&gt;
Due to [[Rotation#rotation conversion | rotation conversion]], the pitch rotation upon landing affects how quickly yaw rotation changes upon landing. If the bike needs to drift immediately upon landing, landing while the bike is facing in the opposite direction due to the trick animation causes it to drift more sharply, as the bike quickly corrects to its proper rotation upon landing. As such, it is better to perform a left trick when landing into a left drift, and vice-versa.&lt;br /&gt;
&lt;br /&gt;
Nosediving during tricks is generally optimal; not only it reduce airtime, but landing on the nose of the bike causes it to turn more sharply upon landing too, due to rotation conversion. However, landing in a full nosedive usually causes the bike to bounce upon landing, due to the tire being pushed too far into the ground and suspension forcing a rebound. This can be prevented by nosediving for most of the trick, and taildiving shortly before landing.&amp;lt;br&amp;gt;&lt;br /&gt;
For the same reason, down flip tricks often allow bikes to turn the most out of any trick direction upon landing.&lt;br /&gt;
&lt;br /&gt;
== Zipper tricks ==&lt;br /&gt;
&#039;&#039;TO DO: unfinished&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zipper tricks behave differently from regular tricks. Zipper tricks can only be initiated if the IV vector is sufficiently angled up relative to the zipper surface. When driving off a zipper, the game immediately predicts the zipper trick airtime, based on the angle and magnitude of the IV vector; a zipper trick can only be initiated if the calculated airtime is 51 or greater. However, zipper tricks below 51 airtime are possible if the animation of the vehicle causes it to hit collision early, such as on [[Rainbow Road]].&lt;br /&gt;
&lt;br /&gt;
Trick directions can affect movement upon landing, but have no effect during the zipper trick itself. Stick inputs also have no effect while the vehicle is on a zipper, whether it is tricking or not.&lt;br /&gt;
&lt;br /&gt;
Like regular trick boosts, zipper trick boosts increase maximum speed by 30%, and IV at a rate of 6 u/f^2. They have priority over other boost types, even if faster. Zipper trick boost length is not dependent by vehicle type; a zipper trick lasts 100 frames, while driving off a zipper without tricking gives 50 frames of boost. Both types of zipper boosts provide offroad immunity, and double handling and automatic drift tightness, as long as they are active.&lt;br /&gt;
&lt;br /&gt;
When tricking off a zipper, the vehicle does not properly go airborne, but rather drives on wall collision while the trick animation plays out. Under the right conditions, it is possible to stick to the walls and wrap around a corner during a zipper trick.&lt;br /&gt;
&lt;br /&gt;
Double tricks are possible by getting landing bounces.&lt;/div&gt;</summary>
		<author><name>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Drift_button&amp;diff=1268</id>
		<title>Drift button</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Drift_button&amp;diff=1268"/>
		<updated>2025-11-04T07:49:17Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: this article is sorely needed. ty to everyone who explained this crap to me&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;drift button&#039;&#039;&#039; is an internal input tracked by &#039;&#039;[[Mario Kart Wii]]&#039;&#039;, not directly accessible to the player.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
On manual drift, many actions are mapped to the B and R buttons (1 and B on Wii Wheel, B on Nunchuk), such as [[Hop | hopping]], [[Manual drift | drifting]], and braking. To remove the disambiguation, the game uses a flag known as the drift button to control the actions of the vehicle.&lt;br /&gt;
&lt;br /&gt;
For all intents and purposes, the drift button is treated just like any other controller button by the game; however, it is not a physical button on the controller, therefore the player is not able to directly press or unpress the drift button. The state of the drift button is completely reliant on the A and B/R buttons (2 and 1/B on Wii Wheel, A and B on Nunchuk); if both A and B are active, and B was &#039;&#039;not pressed before&#039;&#039; A, then the drift button is pressed. Otherwise, the drift button is not pressed.&lt;br /&gt;
&lt;br /&gt;
Even though the player pressed the B/R buttons to hop or drift, internally it is the drift button that initiates both actions. Pressing B/R while the drift button is not set causes the vehicle to brake or reverse instead.&lt;br /&gt;
&lt;br /&gt;
== Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Button switching ===&lt;br /&gt;
Every controller except the Nunchuk features two buttons mapped to the hop and brake actions. Switching from one button to the other prompts the game to check the state of the drift button again.&lt;br /&gt;
&lt;br /&gt;
Pressing B, then A+B on the next frame, does not trigger the drift button, and the vehicle simply continues braking. Normally, in order to trigger the drift button, it is required to release the B button for at least one frame, such that A can be pressed first, for example B -&amp;gt; A -&amp;gt; A+B. However, pressing B, then A+R, does trigger the drift button, since R was pressed on the same frame as A.&lt;br /&gt;
&lt;br /&gt;
Button switching allows the vehicle to remove delay between two consecutive actions, such as braking into a hop (seen on [[N64 Bowser&#039;s Castle#UR 3lap | N64 Bowser&#039;s Castle UR 3lap]]) or hopping while reversing (seen on [[GBA Shy Guy Beach#UR 3lap | GBA Shy Guy Beach UR 3lap]]). Button switching also allows for [[Supergrinding#Brake supergrinding | brake supergrinding]].&lt;br /&gt;
&lt;br /&gt;
=== Pause tech ===&lt;br /&gt;
The two conditions for pressing the drift button are handled differently. The game checks whether A and B are actively only while the race is progressing. However, the condition for the order of the inputs is checked on every frame, including during in-game pauses. This makes it possible to change the state of the drift button by pausing, without releasing the B button during the race.&lt;br /&gt;
&lt;br /&gt;
Pressing B, then A+B does not set the drift button, as above. However, it is possible to press B, pause the game, then release B, and press A+B, unpausing the game; this results in going from pressing B without drift, to pressing A+B and the drift button, on two consecutive frames of the race. Unlike button switching, this is valid for Nunchuk too.&lt;br /&gt;
&lt;br /&gt;
Another application of pause tech is as follows: press A+B, setting the drift button, then pause, release A and B, press B, then press A unpausing the game. This results in A+B being pressed on two consecutive frames, but the drift button is released on the second frame.&lt;br /&gt;
&lt;br /&gt;
== Illegal inputs ==&lt;br /&gt;
Button switching and pause tech make it possible to press the A, B, and drift buttons at the same time in any situation, regardless of what the vehicle was doing on the previous frame. In any case, the game requires the A and B buttons to be held for the drift button to be pressed. Pressing A + drift, B + drift, and neither A or B + drift, is not possible with a normal controller under any circumstance. These button combinations are known as illegal inputs.&lt;br /&gt;
&lt;br /&gt;
Using tools such as [[TAS Toolkit]], it is possible to control the state of the drift button independently from the game&#039;s logic. The game&#039;s physics actually do allow for illegal button combinations, and it is even possible for an .rkg file to be saved featuring illegal inputs. However, since there is no known way of achieving these button combinations in regular gameplay, they are not allowed under any [[category rules | category]] in TAS. This distinction is notable for certain categories, such GBA Shy Guy Beach UR; the inability to hop while reversing, without pressing A for a frame, causes the movement after the [[respawn]] to be slightly slower than what the game allows using illegal inputs.&lt;/div&gt;</summary>
		<author><name>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Trick&amp;diff=1267</id>
		<title>Trick</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Trick&amp;diff=1267"/>
		<updated>2025-11-03T08:50:21Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: Created page with &amp;quot;The &amp;#039;&amp;#039;&amp;#039;trick&amp;#039;&amp;#039;&amp;#039; is a speed boost technique in &amp;#039;&amp;#039;Mario Kart Wii&amp;#039;&amp;#039;.  == Overview == Tricks can be initiated after colliding with trickable road, by pressing any direction on the D-pad (or flicking in any direction with Wii Wheel or Nunchuk). The D-pad input can be pressed up to 10 frames after leaving the trickable road; additionally, the D-pad input can also be buffered up to 13 frames before leaving the trickable surface. For a trick to actually be triggered, the veh...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;trick&#039;&#039;&#039; is a speed boost technique in &#039;&#039;[[Mario Kart Wii]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Tricks can be initiated after colliding with trickable road, by pressing any direction on the D-pad (or flicking in any direction with Wii Wheel or Nunchuk). The D-pad input can be pressed up to 10 frames after leaving the trickable road; additionally, the D-pad input can also be buffered up to 13 frames before leaving the trickable surface. For a trick to actually be triggered, the vehicle must have at least 3 frames of airtime, and its IV must be at least 50% of its regular [[IV#Maximum speed | max speed]].&lt;br /&gt;
&lt;br /&gt;
After being triggered, tricks play an animation, according to the D-pad direction and the trick type. Tricking also gives additional vertical (Y-axis) velocity, and cancels the [[wheelie]] if it&#039;s still active. As soon as the trick is triggered, the &#039;&#039;&#039;trick cooldown&#039;&#039;&#039; value is set to 5, and begins counting down.&lt;br /&gt;
&lt;br /&gt;
If the vehicle is grounded, and the trick cooldown value is zero, the vehicle receives a trick [[boost]]. All trick boost increase max speed by 30%, and IV accelerates at a rate of 6 u/f^2. Trick boosts have priority over all other boost types, including mushrooms which are otherwise stronger.&amp;lt;br&amp;gt;&lt;br /&gt;
The length of the boost depends on the trick type, as well as the vehicle type. Stunt tricks last 45 frames for bikes, and 40 frames for karts; single flip tricks last 80 and 70 frames; double flip tricks last 95 and 85 frames.&lt;br /&gt;
&lt;br /&gt;
== Techniques ==&lt;br /&gt;
Trick boosts are long and powerful, but performing tricks is slow because of the forced wheelie cancel and airtime. Tricks are generally optimized by reducing airtime as much as possible, through many different techniques. The term &#039;&#039;&#039;low trick&#039;&#039;&#039; refers to the act of reducing trick airtime in general.&lt;br /&gt;
&lt;br /&gt;
=== Delay trick ===&lt;br /&gt;
Waiting as long as possible to trick (10th airtime frame) delays the vertical speed, reducing height. Delay tricks on the last frame are almost always fastest. However, in sections with long stretches of trickable road, delaying the trick fully may cause the next trick to occur on the first possible frame (3rd airtime frame), due to the 13 frame buffer; in this case, it&#039;s better to trick slightly early, so that the second trick can also be delayed.&lt;br /&gt;
&lt;br /&gt;
=== Hop trick ===&lt;br /&gt;
[[Hop | Hopping]] off of a trickable surface counts as leaving it, so it can be used to start a trick early. A hop trick often leads to reduced airtime compared to driving off a trickable ramp, but it is often not the best option available.&lt;br /&gt;
&lt;br /&gt;
The most notable use of hop tricking are [[slow ramp]] low tricks. Hopping on the first frame of touching the slow ramp replaces the ramp&#039;s vertical speed with the hop&#039;s, which is much lower. Hop tricks are the most effective way to reduce slow ramp airtime.&lt;br /&gt;
&lt;br /&gt;
=== Drift trick ===&lt;br /&gt;
Drifting off of a trickable surface allows for reduced airtime, by using [[TF physics]]. This is mostly useful for [[inside-drift bikes]], as they gain much more roll rotation by drifting. In general, it is best to start the drift such that the first drift frame happens right before going airborne. &lt;br /&gt;
&lt;br /&gt;
Karts can&#039;t use drift tricks to reduce height, because they can&#039;t [[EV#Leaning | lean]] like bikes. However, drift tricks are still useful on karts to realign in the air.&lt;br /&gt;
&lt;br /&gt;
=== Wall trick ===&lt;br /&gt;
Wall tricks are performed on flip trick ramps with bikes. [[Wall clip | Clipping a wall]] during a trick updates the vehicle&#039;s movement direction to match its pitch rotation, without any speed loss. For bikes, the animation of down flip tricks causes them to quickly rotate to face downwards. Thus, performing a wall clip during the trick animation causes the bike&#039;s vertical speed to be directed down, reducing airtime.&lt;br /&gt;
&lt;br /&gt;
Bikes change their orientation very quickly during flip tricks. Many different trajectories are possible, depending on the exact frame that the wall clip occurs. The optimal clip frame depends on the situation, and is typically a compromise between facing down (reduced airtime) and facing forwards (better horizontal speed).&lt;br /&gt;
&lt;br /&gt;
=== RFH trick ===&lt;br /&gt;
[[Rapid fire hopping]] locks the vehicle&#039;s angle relative to the ground. When driving off a trickable ramp with RFH, the lower pitch rotation results in the vehicle&#039;s IV pointing lower, reducing airtime significantly. This is generally the best way to reduce airtime after steep trick ramps. RFH tricks can also be combined with drift tricks (simply hold B at the end of the ramp) and wall tricks to reduce airtime even more.&lt;br /&gt;
&lt;br /&gt;
On the other hand, ending the RFH right before the end of the trickable ramp causes an ejection, as well as reset the bike&#039;s rotation. This leads to much higher airtime than normal. RFH high tricks are slower for regular driving, but can be useful for shortcuts, for example on [[Bowser&#039;s Castle]].&lt;br /&gt;
&lt;br /&gt;
=== Side trick abuse ===&lt;br /&gt;
Side trick abuse, or STA, is a bike-exclusive technique involving leaning. STA can be performed with any type of left or right trick.&lt;br /&gt;
&lt;br /&gt;
During side stunt tricks, the bike rotates about 90° sideways during the animation. Side flip tricks are similar, with the bike quickly rotating clockwise or counterclockwise. In both cases, the IV vector is unaffected, even though the bike is rotated sideways. Leaning during this animation causes EV to directed forwards or backwards, and converts to IV.&lt;br /&gt;
&lt;br /&gt;
Leaning forwards is known as STA. For stunt tricks, hold left for left tricks, and right for right tricks; for flip tricks, hold left for right tricks, and left for right tricks.&amp;lt;br&amp;gt;&lt;br /&gt;
STA can increase IV in the air by up to ~7 u/f. Additionally, during stunt tricks, the bike gains a small amount of roll rotation, so STA also slightly increases airtime due to [[TF physics]].&lt;br /&gt;
&lt;br /&gt;
Leaning backwards is known as reverse side trick abuse, or RSTA. The inputs are the opposite of STA for each trick type. RSTA causes IV to decrease by up to ~7 u/f, and also slightly decreases airtime during stunt tricks. RSTA is almost always worse than a regular trick, the main exception being reducing airtime from slow ramps.&lt;br /&gt;
&lt;br /&gt;
=== Jammed trick ===&lt;br /&gt;
Landing on the ground while the trick cooldown timer has not yet expired causes the trick boost to be delayed until the cooldown hits zero. Going airborne again, before the cooldown expires, causes the boost to be delayed until landing a second time. Any trick which is delayed this way is known as a jammed trick.&lt;br /&gt;
&lt;br /&gt;
While the vehicle is grounded, it is able to gain IV if a (previous) boost is active, and it can perform any ground action, such as hopping, drifting, or wheelieing. &#039;&#039;&#039;Wheelie tricks&#039;&#039;&#039; (or wheelie triggers) involve starting a wheelie during a jammed trick. Wheelie tricks allow bike to enter the wheelie state, using a (previous) boost to quickly reach max speed, then move in the air at high speed while &amp;quot;storing&amp;quot; a trick, and trigger the boost upon landing again. This is particularly useful in sections with lots of trickable terrain, to wheelie in-between tricks and better space out trick boosts.&lt;br /&gt;
&lt;br /&gt;
Another notable application of jammed tricks is [[Slow ramp#Slow ramp abuse | slow ramp abuse]]. Touching the ground removes the slow ramp&#039;s speed lock, allowing the vehicle to drive at much higher speed through the air while tricking.&lt;br /&gt;
&lt;br /&gt;
=== Tilt lock ===&lt;br /&gt;
On bikes only, performing any stunt side trick activates a flag known as tilt lock. During tilt lock, the bike rotates to face down more than usual during trick animations. The tilt lock flag is automatically cleared when a flip trick is initiated, but it is not cleared if a up or down stunt trick is performed. Therefore, performing a side stunt trick, then a up/down stunt trick causes bikes to tilt down more quickly than normal.&lt;br /&gt;
&lt;br /&gt;
In most situations, nosediving during up/down stunt tricks is optimal, making tilt lock inconsequential. However, if taildiving is better, tilt lock prevents the bike to face up as much, affecting its rotation upon landing. For example, on [[SNES Ghost Valley 2]] NG, tilt lock causes the bike to not drift as tight upon landing from the trick ramp, so it&#039;s better to only perform a side trick on the slow ramp on lap 3, despite it being faster due to STA.&lt;br /&gt;
&lt;br /&gt;
=== Rotation conversion ===&lt;br /&gt;
Due to rotation conversion, the pitch rotation upon landing affects how quickly yaw rotation changes upon landing. If the bike needs to drift immediately upon landing, landing while the bike is facing in the opposite direction due to the trick animation causes it to drift more sharply, as the bike quickly corrects to its proper rotation upon landing. As such, it is better to perform a left trick when landing into a left drift, and vice-versa.&lt;br /&gt;
&lt;br /&gt;
Nosediving during tricks is generally optimal; not only it reduce airtime, but landing on the nose of the bike causes it to turn more sharply upon landing too, due to rotation conversion. However, landing in a full nosedive usually causes the bike to bounce upon landing, due to the tire being pushed too far into the ground and suspension forcing a rebound. This can be prevented by nosediving for most of the trick, and taildiving shortly before landing.&amp;lt;br&amp;gt;&lt;br /&gt;
For the same reason, down flip tricks often allow bikes to turn the most out of any trick direction upon landing.&lt;br /&gt;
&lt;br /&gt;
== Zipper tricks ==&lt;br /&gt;
&#039;&#039;TO DO: unfinished&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zipper tricks behave differently from regular tricks. Zipper tricks can only be initiated if the IV vector is sufficiently angled up relative to the zipper surface. When driving off a zipper, the game immediately predicts the zipper trick airtime, based on the angle and magnitude of the IV vector; a zipper trick can only be initiated if the calculated airtime is 51 or greater. However, zipper tricks below 51 airtime are possible if the animation of the vehicle causes it to hit collision early, such as on [[Rainbow Road]].&lt;br /&gt;
&lt;br /&gt;
Trick directions can affect movement upon landing, but have no effect during the zipper trick itself. Stick inputs also have no effect while the vehicle is on a zipper, whether it is tricking or not.&lt;br /&gt;
&lt;br /&gt;
Like regular trick boosts, zipper trick boosts increase maximum speed by 30%, and IV at a rate of 6 u/f^2. They have priority over other boost types, even if faster. Zipper trick boost length is not dependent by vehicle type; a zipper trick lasts 100 frames, while driving off a zipper without tricking gives 50 frames of boost. Both types of zipper boosts provide offroad immunity, and double handling and automatic drift tightness, as long as they are active.&lt;br /&gt;
&lt;br /&gt;
When tricking off a zipper, the vehicle does not properly go airborne, but rather drives on wall collision while the trick animation plays out. Under the right conditions, it is possible to stick to the walls and wrap around a corner during a zipper trick.&lt;br /&gt;
&lt;br /&gt;
Double tricks are possible by getting landing bounces.&lt;/div&gt;</summary>
		<author><name>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Internal_velocity&amp;diff=1264</id>
		<title>Internal velocity</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Internal_velocity&amp;diff=1264"/>
		<updated>2025-11-02T17:09:19Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Internal velocity&#039;&#039;&#039;, also known as &#039;&#039;&#039;IV&#039;&#039;&#039;, &#039;&#039;&#039;vehicle speed&#039;&#039;&#039;, or &#039;&#039;&#039;engine speed&#039;&#039;&#039;, is one of four main types of [[velocity]] in &#039;&#039;[[Mario Kart Wii]]&#039;&#039;. It refers to the speed coming from the vehicle&#039;s engine, while [[external velocity]] comes from other forces acting on the vehicle.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
IV is represented as a vector, with a direction and magnitude. The direction of the IV vector is the same (or very close) as the vehicle&#039;s facing direction in most circumstances. On outside-drift vehicles, the IV vector can deviate by up to ~45° from the facing direction during a drift.&lt;br /&gt;
&lt;br /&gt;
The magnitude of the IV vector is limited by &#039;&#039;&#039;maximum speed&#039;&#039;&#039;. IV is the speed actually provided by the engine, and it cannot increase above the maximum speed value (or decrease below, if moving backwards). Max speed is capped at 120 u/f, and the sum of IV, EV, and moving road speed is capped at 120 u/f too.&lt;br /&gt;
&lt;br /&gt;
IV determines if the vehicle can perform certain actions. [[Trick | Tricking]] and [[Drift | drifting]] require IV to be over 50% and 55% of maximum speed, respectively. If IV is below 30% of maximum speed, [[Wheelie | wheelies]] can be started but are canceled automatically. [[Stand-still miniturbo | Stand-still miniturbos]] can only be sustained if IV is within ±10 u/f, and the [[barrel roll]] state ends if IV exceeds ±15 u/f. [[EV#Leaning | Lean rotation]] values change depending if IV is above or below 5 u/f in absolute value.&lt;br /&gt;
&lt;br /&gt;
== Changes to internal velocity ==&lt;br /&gt;
&lt;br /&gt;
=== Increase ===&lt;br /&gt;
Holding A increases IV according to the vehicle&#039;s [[Statistic#Acceleration | acceleration stat]]. Acceleration is a function of the percentage of IV relative to max speed.&lt;br /&gt;
&lt;br /&gt;
While driving backwards, reversing (holding B) increases negative IV by 2 u/f^2, up to -20 u/f.&lt;br /&gt;
&lt;br /&gt;
While a [[boost]] is active, a constant acceleration is applied to IV, so that the vehicle can reach its new maximum speed. The acceleration depends on the type of boost: 7 u/f^2 for mushrooms, 6 u/f^2 for [[trick]] boosts, 5 u/f^2 for boost panels, 3 u/f^2 for [[Miniturbo | miniturbos]], 0.7 u/f^2 for drafts. If multiple boost accelerations are active, they do not stack and only the biggest is applied (except for tricks which have priority).&lt;br /&gt;
&lt;br /&gt;
=== Decrease ===&lt;br /&gt;
If both A and B are released, IV decays exponentially at a rate of 2% per frame.&amp;lt;br&amp;gt;&lt;br /&gt;
Braking decreases IV, applying a constant acceleration of -1.5 u/f^2. Therefore, above 75 u/f it is faster to decelerate by releasing A than by braking.&lt;br /&gt;
&lt;br /&gt;
If a vehicle has been airborne for over 5 frames, its IV begins decaying exponentially at a rate of 0.1% per frame, until it touches the ground again.&lt;br /&gt;
&lt;br /&gt;
During a [[stand-still miniturbo]], IV decays exponentially at a rate of 20% per frame.&lt;br /&gt;
&lt;br /&gt;
On manual drift, turning without a boost decreases IV. The slowdown is proportional to the magnitude of the horizontal stick input, but it is also a function of the acceleration, [[Statistic#Handling | handling]], top speed, and handling reactivity stats. [[Wheelie#Optimal wheelie turning | Optimal wheelie turning]] is the sequence of inputs which allows for the most turning in a wheelie without losing IV over time; it can be derived mathematically and changes for each character + bike combo.&lt;br /&gt;
&lt;br /&gt;
The waterfalls on [[DS Yoshi Falls]], and at the last turn of [[Koopa Cape]], are [[moving road]] which slows down the vehicle, by disabling boost acceleration and decreasing IV by 0.5% and 3.5% per frame respectively. Both effects are disabled if the vehicle has offroad immunity. Since the waterfalls are not offroad, they do not affect maximum speed.&lt;br /&gt;
&lt;br /&gt;
At sufficiently high IV, the cones on [[Daisy Circuit]] are knocked away and decrease IV by 18% upon collision. At low IV, the cones are simply pushed around and do not affect IV.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
[[Wallclip | Hitting a wall]] updates the IV direction to match the horizontal (XZ) facing direction. If the vehicle has been airborne for 5 frames or more, then IV matches the vertical facing direction too.&lt;br /&gt;
&lt;br /&gt;
EV can be converted to IV. EV is either (almost) perpendicular to the facing direction, or purely vertical while airborne in the case of gravity; if the facing angle changes such that EV is partially parallel to it, the projection of EV on the facing unit vector is converted to IV.&lt;br /&gt;
&lt;br /&gt;
During the countdown, IV is set to 0 u/f. Movement is still possible due to EV.&lt;br /&gt;
&lt;br /&gt;
== Maximum speed ==&lt;br /&gt;
Maximum speed acts as the limit of IV; if the vehicle&#039;s IV were to increase over max speed, it is set equal to the max speed instead. The value of maximum speed is affected by the [[Statistics#Speed | top speed]] stat, ranging from 75.00 to 86.13 u/f.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum speed is a positive value, but it limits both positive and negative IV. If IV is negative, its absolute value can&#039;t increase above maximum speed.&lt;br /&gt;
&lt;br /&gt;
=== Increase ===&lt;br /&gt;
&lt;br /&gt;
Boosts increase maximum speed while they are active, as well as provide acceleration to IV. Miniturbos increase maximum speed by 20%, tricks by 30%, and mushrooms by 40% with a minimum of 115 u/f. If two boosts are active at once, the biggest one determines max speed, except trick boosts which have priority over mushrooms.&lt;br /&gt;
&lt;br /&gt;
Wheelies increase maximum speed by 15%, and do not boost IV. The wheelie bonus stacks additively with other boosts, i.e. a wheelie + miniturbo increases max speed by 35%.&lt;br /&gt;
&lt;br /&gt;
=== Decrease ===&lt;br /&gt;
&lt;br /&gt;
When a boost or wheelie ends, maximum speed does not immediately jump to a lower value; it decreases at a constant rate of 3 u/f^2, bringing IV down with it, until it reaches the regular top speed value. Deceleration from multiple sources does not stack; for instance, bikes can drop the wheelie while decelerating from a boost, without any penalty to their max speed.&lt;br /&gt;
&lt;br /&gt;
Touching offroad works similarly; as long as at least one hitbox is colliding with offroad, maximum speed decreases by 3 u/f^2, until reaching max offroad speed. This value depends on the offroad type, and is a function of the speed and [[Statistics#Offroad | offroad]] stats. This means that clipping offroad for N frames only reduces max speed by 3N. Offroad deceleration also doesn&#039;t stack with wheelie and boost deceleration.&lt;br /&gt;
&lt;br /&gt;
When driving on [[out of bounds]] collision, it counts as offroad and reduces max speed to 10% of the regular value. This is not affected by the offroad stat, so only the speed stat affects max speed on out of bounds.&lt;br /&gt;
&lt;br /&gt;
[[Slow ramp | Slow ramps]] also decrease maximum speed (and thus IV) by a constant 3 u/f^2 until reaching the speed lock.&lt;br /&gt;
&lt;br /&gt;
If the angle between the vehicle&#039;s velocity and the wall&#039;s normal is greater than 90° (i.e. the wall is facing towards the vehicle), maximum speed abruptly decreases by a large amount, so that the vehicle quickly slows down. Depending on the angle of collision, maximum speed can decrease from ~35% of the previous value up to just above 0 u/f. Max speed remains lowered as long as the vehicle is colliding with the wall, then returns to its previous value.&lt;br /&gt;
&lt;br /&gt;
=== Discrepancy between IV and maximum speed ===&lt;br /&gt;
Summing up, when max speed increases, it jumps to a higher value. When max speed decreases, it is gradually lowered by 3 u/f^2, and the vehicle is expected to slow down due to IV being capped. However, if IV is much lower than max speed, then max speed can decrease, and the vehicle doesn&#039;t slow down until the two values are equal.&lt;br /&gt;
&lt;br /&gt;
The most common application of this quirk involves clipping offroad without speed loss. For example: the Spear drifts at 85.60 u/f; its max speed jumps to 115.56 u/f with a miniturbo + wheelie, and IV begins increasing by 3 u/f^2. On the following frame, the Spear touches offroad; max speed begins decreasing by 3 u/f^2, but IV is unaffected.&amp;lt;br&amp;gt;&lt;br /&gt;
After 4 frames, IV and max speed are at 100.60 and 103.56 u/f respectively, so the Spear has not slowed down yet. On the next frame, max speed would decrease to 100.56 u/f, and so would IV; but if the Spear stops touching offroad, then max speed jumps to 115.56 u/f again, and IV continues increasing. As a result, the Spear is able to drive over offroad for 4 frames without speed loss, because it is accelerating from the boost.&lt;br /&gt;
&lt;br /&gt;
Another less common application are [[Automatic drift#Rewheelies | rewheelies]] for automatic. Starting a wheelie after a drift increases max speed by 15%, while IV slowly matches it. Dropping the wheelie by holding ±6/±7 for 16 frames decreases max speed by 3 u/f^2, but IV is still much lower, so the bike is able to turn tighter for a few frames without losing speed. This can be looped to improve the bike&#039;s turning out of a drift without affecting its IV.&lt;/div&gt;</summary>
		<author><name>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Wheelie&amp;diff=1263</id>
		<title>Wheelie</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Wheelie&amp;diff=1263"/>
		<updated>2025-11-02T17:03:59Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: Created page with &amp;quot;The &amp;#039;&amp;#039;&amp;#039;wheelie&amp;#039;&amp;#039;&amp;#039; is a speed boost technique in &amp;#039;&amp;#039;Mario Kart Wii&amp;#039;&amp;#039;. It is exclusive to bikes.  == Overview == Wheelies can be started by pressing d-pad up on the ground, and canceled by pressing d-pad down both on the ground and in the air. This is the same input as up and down tricks, which have priority, so wheelies can&amp;#039;t be started shortly before or after making contact with trickable road. Wheelies can also be canceled by activating the drift button, i.e. hop...&amp;quot;&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 on the ground, and canceled by pressing d-pad down both on the ground and in the air. This is the same input as up and down [[tricks]], which have priority, so wheelies can&#039;t be started shortly before or after making contact with trickable road. Wheelies can also be canceled by activating the drift button, i.e. hopping, or drifting in midair.&lt;br /&gt;
&lt;br /&gt;
Wheelies increase [[IV#Maximum speed | maximum speed]] by 15%. 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;; the timer starts after using d-pad up/down to start or cancel a wheelie, and while it&#039;s non-zero the d-pad has no effect on wheelies.&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>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Internal_velocity&amp;diff=1259</id>
		<title>Internal velocity</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Internal_velocity&amp;diff=1259"/>
		<updated>2025-10-28T21:27:55Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Internal velocity&#039;&#039;&#039;, also known as &#039;&#039;&#039;IV&#039;&#039;&#039;, &#039;&#039;&#039;vehicle speed&#039;&#039;&#039;, or &#039;&#039;&#039;engine speed&#039;&#039;&#039;, is one of four main types of [[velocity]] in &#039;&#039;[[Mario Kart Wii]]&#039;&#039;. It refers to the speed coming from the vehicle&#039;s engine, while [[external velocity]] comes from other forces acting on the vehicle.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
IV is represented as a vector, with a direction and magnitude. The direction of the IV vector is the same (or very close) as the vehicle&#039;s facing direction in most circumstances. On outside-drift vehicles, the IV vector can deviate by up to ~45° from the facing direction during a drift.&lt;br /&gt;
&lt;br /&gt;
The magnitude of the IV vector is limited by &#039;&#039;&#039;maximum speed&#039;&#039;&#039;. IV is the speed actually provided by the engine, and it cannot increase above the maximum speed value (or decrease below, if moving backwards). Max speed is capped at 120 u/f, and the sum of IV, EV, and moving road speed is capped at 120 u/f too.&lt;br /&gt;
&lt;br /&gt;
IV determines if the vehicle can perform certain actions. [[Trick | tricking]] and [[Drift | Drifting]] require IV to be over 50% and 55% of maximum speed, respectively. [[Stand-still miniturbo | Stand-still miniturbos]] can only be sustained if IV is within ±10 u/f, and the [[barrel roll]] state ends if IV exceeds ±15 u/f. [[EV#Leaning | Lean rotation]] values change depending if IV is above or below 5 u/f in absolute value.&lt;br /&gt;
&lt;br /&gt;
== Changes to internal velocity ==&lt;br /&gt;
&lt;br /&gt;
=== Increase ===&lt;br /&gt;
Holding A increases IV according to the vehicle&#039;s [[Statistic#Acceleration | acceleration stat]]. Acceleration is a function of proportion of IV to max speed, and whether the vehicle is in a drift, wheelie, or neither.&lt;br /&gt;
&lt;br /&gt;
While driving backwards, reversing (holding B) increases negative IV by 2 u/f^2, up to -20 u/f.&lt;br /&gt;
&lt;br /&gt;
While a [[boost]] is active, a constant acceleration is applied to IV, so that the vehicle can reach its new maximum speed. The acceleration depends on the type of boost: 7 u/f^2 for mushrooms, 6 u/f^2 for [[trick]] boosts, 5 u/f^2 for boost panels, 3 u/f^2 for [[Miniturbo | miniturbos]], 0.7 u/f^2 for drafts. If multiple boost accelerations are active, they do not stack and only the biggest is applied (except for tricks which have priority).&lt;br /&gt;
&lt;br /&gt;
=== Decrease ===&lt;br /&gt;
If both A and B are released, IV decays exponentially at a rate of 2% per frame.&amp;lt;br&amp;gt;&lt;br /&gt;
Braking decreases IV, applying a constant acceleration of -1.5 u/f^2. Therefore, above 75 u/f it is faster to decelerate by releasing A than by braking.&lt;br /&gt;
&lt;br /&gt;
If a vehicle has been airborne for over 5 frames, its IV begins decaying exponentially at a rate of 0.1% per frame, until it touches the ground again.&lt;br /&gt;
&lt;br /&gt;
During a [[stand-still miniturbo]], IV decays exponentially at a rate of 20% per frame.&lt;br /&gt;
&lt;br /&gt;
On manual drift, turning without a boost decreases IV. The slowdown is proportional to the magnitude of the horizontal stick input, but it is also a function of the acceleration, [[Statistic#Handling | handling]], top speed, and handling reactivity stats. [[Wheelie#Optimal wheelie turning | Optimal wheelie turning]] is the sequence of inputs which allows for the most turning in a wheelie without losing IV over time; it can be derived mathematically and changes for each character + bike combo.&lt;br /&gt;
&lt;br /&gt;
The waterfalls on [[DS Yoshi Falls]], and at the last turn of [[Koopa Cape]], are [[moving road]] which slows down the vehicle, by disabling boost acceleration and decreasing IV by 0.5% and 3.5% per frame respectively. Both effects are disabled if the vehicle has offroad immunity. Since the waterfalls are not offroad, they do not affect maximum speed.&lt;br /&gt;
&lt;br /&gt;
At sufficiently high IV, the cones on [[Daisy Circuit]] are knocked away and decrease IV by 18% upon collision. At low IV, the cones are simply pushed around and do not affect IV.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
[[Wallclip | Hitting a wall]] updates the IV direction to match the horizontal (XZ) facing direction. If the vehicle has been airborne for 5 frames or more, then IV matches the vertical facing direction too.&lt;br /&gt;
&lt;br /&gt;
EV can be converted to IV. EV is either (almost) perpendicular to the facing direction, or purely vertical while airborne in the case of gravity; if the facing angle changes such that EV is partially parallel to it, the projection of EV on the facing unit vector is converted to IV.&lt;br /&gt;
&lt;br /&gt;
During the countdown, IV is set to 0 u/f. Movement is still possible due to EV.&lt;br /&gt;
&lt;br /&gt;
== Maximum speed ==&lt;br /&gt;
Maximum speed acts as the limit of IV; if the vehicle&#039;s IV were to increase over max speed, it is set equal to the max speed instead. The value of maximum speed is affected by the [[Statistics#Speed | top speed]] stat, ranging from 75.00 to 86.13 u/f.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum speed is a positive value, but it limits both positive and negative IV. If IV is negative, its absolute value can&#039;t increase above maximum speed.&lt;br /&gt;
&lt;br /&gt;
=== Increase ===&lt;br /&gt;
&lt;br /&gt;
Boosts increase maximum speed while they are active, as well as provide acceleration to IV. Miniturbos increase maximum speed by 20%, tricks by 30%, and mushrooms by 40% with a minimum of 115 u/f. If two boosts are active at once, the biggest one determines max speed, except trick boosts which have priority over mushrooms.&lt;br /&gt;
&lt;br /&gt;
Wheelies increase maximum speed by 15%, without providing any boost to IV. The wheelie bonus stacks additively with other boosts, i.e. a wheelie + miniturbo increases max speed by 35%.&lt;br /&gt;
&lt;br /&gt;
=== Decrease ===&lt;br /&gt;
&lt;br /&gt;
When a boost or wheelie ends, maximum speed does not immediately jump to a lower value; it decreases at a constant rate of 3 u/f^2, bringing IV down with it, until it reaches the regular top speed value. Deceleration from multiple sources does not stack; for instance, bikes can drop the wheelie while decelerating from a boost, without any penalty to their max speed.&lt;br /&gt;
&lt;br /&gt;
Touching offroad works similarly; as long as at least one hitbox is colliding with offroad, maximum speed decreases by 3 u/f^2, until reaching max offroad speed. This value depends on the offroad type, and is a function of the speed and [[Statistics#Offroad | offroad]] stats. This means that clipping offroad for N frames only reduces max speed by 3N. Offroad deceleration also doesn&#039;t stack with wheelie and boost deceleration.&lt;br /&gt;
&lt;br /&gt;
When driving on [[out of bounds]] collision, it counts as offroad and reduces max speed to 10% of the regular value. This is not affected by the offroad stat, so only the speed stat affects max speed on out of bounds.&lt;br /&gt;
&lt;br /&gt;
[[Slow ramp | Slow ramps]] also decrease maximum speed (and thus IV) by a constant 3 u/f^2 until reaching the speed lock.&lt;br /&gt;
&lt;br /&gt;
If the angle between the vehicle&#039;s velocity and the wall&#039;s normal is greater than 90° (i.e. the wall is facing towards the vehicle), maximum speed abruptly decreases by a large amount, so that the vehicle quickly slows down. Depending on the angle of collision, maximum speed can decrease from ~35% of the previous value up to just above 0 u/f. Max speed remains lowered as long as the vehicle is colliding with the wall, then returns to its previous value.&lt;br /&gt;
&lt;br /&gt;
=== Discrepancy between IV and maximum speed ===&lt;br /&gt;
Summing up, when max speed increases, it jumps to a higher value. When max speed decreases, it is gradually lowered by 3 u/f^2, and the vehicle is expected to slow down due to IV being capped. However, if IV is much lower than max speed, then max speed can decrease, and the vehicle doesn&#039;t slow down until the two values are equal.&lt;br /&gt;
&lt;br /&gt;
The most common application of this quirk involves clipping offroad without speed loss. For example: the Spear drifts at 85.60 u/f; its max speed jumps to 115.56 u/f with a miniturbo + wheelie, and IV begins increasing by 3 u/f^2. On the following frame, the Spear touches offroad; max speed begins decreasing by 3 u/f^2, but IV is unaffected.&amp;lt;br&amp;gt;&lt;br /&gt;
After 4 frames, IV and max speed are at 100.60 and 103.56 u/f respectively, so the Spear has not slowed down yet. On the next frame, max speed would decrease to 100.56 u/f, and so would IV; but if the Spear stops touching offroad, then max speed jumps to 115.56 u/f again, and IV continues increasing. As a result, the Spear is able to drive over offroad for 4 frames without speed loss, because it is accelerating from the boost.&lt;br /&gt;
&lt;br /&gt;
Another less common application are [[Automatic drift#Rewheelies | rewheelies]] for automatic. Starting a wheelie after a drift increases max speed by 15%, while IV slowly matches it. Dropping the wheelie by holding ±6/±7 for 16 frames decreases max speed by 3 u/f^2, but IV is still much lower, so the bike is able to turn tighter for a few frames without losing speed. This can be looped to improve the bike&#039;s turning out of a drift without affecting its IV.&lt;/div&gt;</summary>
		<author><name>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Standstill_miniturbo&amp;diff=1255</id>
		<title>Standstill miniturbo</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Standstill_miniturbo&amp;diff=1255"/>
		<updated>2025-10-28T20:39:27Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: i think this should be a separate article, but can be merged with miniturbo if you want&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[stand-still miniturbo]], or &#039;&#039;&#039;SSMT&#039;&#039;&#039;, is a speed boost technique present in &#039;&#039;[[Mario Kart Wii]]&#039;&#039;. Unlike other types of [[miniturbo | miniturbos]], SSMTs can be performed with both manual and [[automatic drift]].&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Stand-still miniturbos are performed by holding A + B. Like regular miniturbos, SSMTs have a charge counter, which counts up by 1 every frame. Once the counter is strictly greater than 75, so after 76 frames, the SSMT is charged (visually shown by blue sparks underneath the back tires) and can be released starting from the next frame. Unlike regular miniturbos, SSMTs charge both on the ground and in the air. Upon releasing the SSMT, a [[boost]] activates for 30 frames, increasing [[IV#Maximum speed | maximum speed]] by 20%, and IV at a rate of 3 u/f^2. The boost is too short for most bikes to reach max wheelie speed during it.&lt;br /&gt;
&lt;br /&gt;
Stand-still miniturbos can only be performed while [[internal velocity]] is within ±10 u/f. If IV exceeds this boundary at any point during an SSMT, the vehicle begins accelerating instead. During an SSMT, IV decreases exponentially at a rate of 20% per frame; however, it is possible to accelerate during an SSMT and exceed the ±10 u/f limit with [[EV]] to IV conversion.&lt;br /&gt;
&lt;br /&gt;
== Unreleasable SSMT ==&lt;br /&gt;
Unreleasable SSMTs are a glitched version of SSMTs with unexpected behavior when trying to release the boost. Currently, they have no use on any category.&lt;br /&gt;
&lt;br /&gt;
After fully charging an SSMT, releasing the A button for exactly 1 frame (B can be released or not), then holding A + B again ends the previous SSMT and starts a new glitched SSMT. The charge counter is reset and the boost is not triggered. Ending the second SSMT before it is charged will trigger the boost, while doing so after it is charged does not activate a boost.&lt;/div&gt;</summary>
		<author><name>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=N64_Mario_Raceway&amp;diff=1254</id>
		<title>N64 Mario Raceway</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=N64_Mario_Raceway&amp;diff=1254"/>
		<updated>2025-10-28T19:08:54Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: new flap info update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;N64 Mario Raceway&#039;&#039;&#039; is the fourth and final course of the Shell Cup in &#039;&#039;[[Mario Kart Wii]]&#039;&#039;. Its first appearance as a course was in &#039;&#039;[[Mario Kart 64]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Current BKTs&lt;br /&gt;
|-&lt;br /&gt;
!Type&lt;br /&gt;
!Unrestricted&lt;br /&gt;
!No Ultra&lt;br /&gt;
!No Glitch&lt;br /&gt;
|-&lt;br /&gt;
!3lap&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |1:35.910&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |1:38.895&lt;br /&gt;
|-&lt;br /&gt;
!Flap&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |7.138&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |24.517&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |30.564&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
N64 Mario Raceway has a 3lap viable [[ultra shortcut]]&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=5xwA7HIjok4 rMR ultra is now 3lap viable!]&amp;lt;/ref&amp;gt;, and currently benefits from the use of [[supergrinding]], [[superhopping]], [[supersliding]], and a large shortcut currently deemed a [[Categories#Community shortcut | community shortcut]]. Hence, it has three 3lap and three flap categories. The Unrestricted 3lap record is technically the No Ultra 3lap record since no run exists using an ultra shortcut.&lt;br /&gt;
&lt;br /&gt;
=== Unrestricted 3lap ===&lt;br /&gt;
:&#039;&#039;Video: [https://www.youtube.com/watch?v=6VQeSnYH2Q0 1:35.910 by Ejay B, kierio04, Malleo, Marth (2025)]&#039;&#039;&lt;br /&gt;
Despite the run being created in 2025, it was made to reflect the best known strategies as of late 2019.&amp;lt;br&amp;gt;&lt;br /&gt;
The strategy involves the hill shortcut. A supergrind is started at the pipe exit, carried all the way to the big hill after turn 2, and clears over the entire hill with a supergrind ejection. The [[Vehicles#Bullet Bike | Bullet Bike]] is used because it is the fastest [[Inside-drifting bikes | IDB]] that can perform the shortcut with one mushroom; Baby Daisy is used for the speed bonus.&lt;br /&gt;
*&amp;lt;b&amp;gt;Lap 1&amp;lt;/b&amp;gt;: Driven following most strats from the [[N64 Mario Raceway#No Glitch 3lap | NG 3lap]], up until the end of the pipe, where a supergrind is started.&lt;br /&gt;
*&amp;lt;b&amp;gt;Lap 2&amp;lt;/b&amp;gt;: The hill shortcut is performed using the second mushroom. Upon landing, a short supergrind is started to skip the hairpin turn shroomless. Another supergrind is started at the end of the lap.&lt;br /&gt;
*&amp;lt;b&amp;gt;Lap 3&amp;lt;/b&amp;gt;: Same as lap 2, except the second pipe trick and last turn are driven like the NG 3lap.&lt;br /&gt;
&lt;br /&gt;
=== Unrestricted Flap ===&lt;br /&gt;
:&#039;&#039;Video: [https://www.youtube.com/watch?v=B93Wh0JXE7w 7.138 by Jellopuff, Police (2025)]&#039;&#039;&lt;br /&gt;
The current strategy for UR flap is to perform an ultra shortcut with a delayed lap count. The [[Vehicles#Quacker | Quacker]] is used due to having the highest handling among [[Inside-drifting bikes | IDBs]], while Baby Daisy is used for her top speed stat bonus.&lt;br /&gt;
&lt;br /&gt;
The setup involves performing the delayed lap count shroomless. Using [[rapid-fire hop abuse | RFH]], it is possible to reach the upside-down reject road within the pipe, and accumulate almost 2000 [[EV]] with [[Velocity stacking#Reject road velocity stacking | reject road velocity stacking]]. From there, the bike launches off the pipe, using the road inside the pipe to gain height and extreme pitch rotation. Using [[banana clearance sale]], the bike turns sharply in the air, landing on the road seam after crossing into the last checkpoint, concluding the delayed lap count setup.&lt;br /&gt;
&lt;br /&gt;
After some [[seam riding]], the lap is started from the front of the finish line checkpoint. The first mushroom is used to cross over to the other side. The second mushroom is used immediately after to clear the chasm between the seam and the last key checkpoint. After drifting to the left, and braking into a [[stand-still miniturbo]], the third shroom is used on the grass, skipping the last turn. A [[Wallclip#Lowclip | lowclip]] is performed to charge a [[miniturbo]] exiting the grass.&lt;br /&gt;
&lt;br /&gt;
=== No Ultra Flap ===&lt;br /&gt;
:&#039;&#039;Video: [https://www.youtube.com/watch?v=iJ3FQRu3fqQ 24.517 by Estaloy, Shadow (2023)]&#039;&#039;&lt;br /&gt;
The current strategy for NU flap is to [[Supersliding#Wario bike supersliding | superslide]] for the entire lap with the [[Vehicles#Wario Bike | Wario Bike]]. King Boo is used to increase the handling stat.&lt;br /&gt;
&lt;br /&gt;
The setup involves using a mushroom to [[wallclip]] over the invisible wall, then landing on the road seam. This is done by clipping the giant mushroom stalk; there is a convenient gap in the invisible walls here. After landing on the seam to the right, the WBSS state is entered. The flap begins after building an excess of [[EV]], such that almost the entire lap is spent at the speed cap of 120 u/f. The bike ejects from the superslide near the end of the lap, then cuts through the offroad at the last turn with the two leftover mushrooms.&lt;br /&gt;
&lt;br /&gt;
=== No Glitch 3lap ===&lt;br /&gt;
:&#039;&#039;Video: [https://www.youtube.com/watch?v=bm-X8sfS3x0 1:38.895 by Corvid, ego, Ejay B, sorry (2025)]&#039;&#039;&lt;br /&gt;
Funky Kong + [[Vehicles#Flame Runner | Flame Runner]] is the optimal combo.&lt;br /&gt;
*&amp;lt;b&amp;gt;First + second turns&amp;lt;/b&amp;gt;: Delayed [[Drift#Softdrift | softdrift]] to the right, with a quickhop realignment, followed by a regular hard drift to the right. On lap 1 only, a startslip is used to avoid having to hop.&lt;br /&gt;
*&amp;lt;b&amp;gt;Third turn&amp;lt;/b&amp;gt;: A combination of softdrifting and counterdrifting. Due to the awkward shape of the road, the [[miniturbo]] can&#039;t be released earlier without getting a bad exit line, while hopping later into the turn results in a bad line through the turn.&lt;br /&gt;
*&amp;lt;b&amp;gt;Fourth turn&amp;lt;/b&amp;gt;: Some wheelie turning preceding a delayed softdrift. Offroad is clipped for 2 f during the miniturbo release. The shape of the road makes it fast to start drifting as far left as possible, and softdrifting prevents exiting the turn with too much left rotation.&lt;br /&gt;
*&amp;lt;b&amp;gt;Piranha cut&amp;lt;/b&amp;gt;: It&#039;s possible to fit between the Piranha Plant and the wall for a tight cut. This is done with a short right drift to realign, followed by a spindrift for good rotation upon landing. Landing bounces are minimized without compromising the line, but some airtime during acceleration is present.&lt;br /&gt;
*&amp;lt;b&amp;gt;Ramp trick&amp;lt;/b&amp;gt;: While it&#039;s possible to get significantly lower tricks, the fastest strategy involves performing a [[Trick#Wheelie trick | wheelie trick]], by drifting off the edge of the ramp and quickly landing on it again using a left trick. This saves time over a simple [[lowtrick]] due to the miniturbo boost. The increased trick height, combined with a [[slipchain]], is also used to remove a [[Wheelie#Chain | chain wheelie]] outright.&lt;br /&gt;
*&amp;lt;b&amp;gt;Fifth + sixth turns&amp;lt;/b&amp;gt;: Basic turns, with some softdrifting to accomodate the shape of the road. A [[chain drift]] is done on the fifth turn, holding the first miniturbo briefly due to the length of the turn.&lt;br /&gt;
*&amp;lt;b&amp;gt;Pipe tricks&amp;lt;/b&amp;gt;: Two [[Trick#Drift trick | drift tricks]] are done to greatly reduce the airtime from both tricks, and quickly realign during boost acceleration.&lt;br /&gt;
*&amp;lt;b&amp;gt;Last turn&amp;lt;/b&amp;gt;: Also a basic turn to the right, with small amounts of softdrifting.&lt;br /&gt;
*&amp;lt;b&amp;gt;QM locks&amp;lt;/b&amp;gt;: Shroom (saving time results in hitting the offroad, doing the spindrift 1 f early results in a poor drift line); pipe tricks (the second one in particular is very strict).&lt;br /&gt;
&lt;br /&gt;
=== No Glitch Flap ===&lt;br /&gt;
:&#039;&#039;Video: [https://www.youtube.com/watch?v=smCuRVV8DAs 30.564 by Citrinitas, ego, sorry (2023)]&#039;&#039;&lt;br /&gt;
Like for the NG 3lap, Funky Kong + Flame Runner is the optimal combo.&lt;br /&gt;
*&amp;lt;b&amp;gt;Lap entry -&amp;gt; piranha cut&amp;lt;/b&amp;gt;: Same strategy as the 3lap. The lap is entered on the right side of the road to reduce distance driven.&lt;br /&gt;
*&amp;lt;b&amp;gt;Ramp trick&amp;lt;/b&amp;gt;: The wheelie trick strat is not performed because it was not known at the time. It would still save time, even if the wheelie cancel is not applicable.&lt;br /&gt;
*&amp;lt;b&amp;gt;Fifth + sixth turns&amp;lt;/b&amp;gt;: The second and third mushrooms are used here to cut through as much offroad as possible. The hop before the third shroom is done to delay the mushroom usage.&lt;br /&gt;
*&amp;lt;b&amp;gt;Pipe tricks + last turn&amp;lt;/b&amp;gt;: Same as the 3lap.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;TODO: History of all strat developements. Section devoted to the ultra shortcut and its many variations, the no glitch optimisation development, and supergrinding/supersliding.&lt;br /&gt;
&lt;br /&gt;
=== TAS Competitions ===&lt;br /&gt;
&lt;br /&gt;
N64 Mario Raceway has featured in four tasks of the [[MKWii TAS Competition]] (Task 8 2020, Task 1 2021, Special Task I, Task 6 2023) and one tafk of the [[MKWii TAF Competition]] (Tafk 1).&lt;br /&gt;
&lt;br /&gt;
== Future ==&lt;br /&gt;
&lt;br /&gt;
=== Known timesaves ===&lt;br /&gt;
&#039;&#039;&#039;UR 3lap&#039;&#039;&#039;&lt;br /&gt;
* Implement the ultra shortcut and supersliding.&lt;br /&gt;
&#039;&#039;&#039;NU 3lap&#039;&#039;&#039;&lt;br /&gt;
* Implement supersliding.&lt;br /&gt;
&#039;&#039;&#039;NU 3lap&#039;&#039;&#039;&lt;br /&gt;
* Redo with automatic transmission and better optimization.&lt;br /&gt;
&#039;&#039;&#039;NG Flap&#039;&#039;&#039;&lt;br /&gt;
* Add the ramp wheelie trick.&lt;br /&gt;
&lt;br /&gt;
=== Potential timesaves ===&lt;br /&gt;
&#039;&#039;&#039;UR Flap&#039;&#039;&#039;&lt;br /&gt;
* Koopa may save a few milliseconds over Baby Daisy, due to the combination of handling (to use the 3rd shroom 1 f early) and miniturbo bonuses.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox courses}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Courses]]&lt;/div&gt;</summary>
		<author><name>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=IV&amp;diff=1252</id>
		<title>IV</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=IV&amp;diff=1252"/>
		<updated>2025-10-27T12:57:31Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: Redirected page to Internal velocity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Internal velocity]]&lt;/div&gt;</summary>
		<author><name>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Internal_velocity&amp;diff=1251</id>
		<title>Internal velocity</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Internal_velocity&amp;diff=1251"/>
		<updated>2025-10-27T12:56:45Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Internal velocity&amp;#039;&amp;#039;&amp;#039;, also known as &amp;#039;&amp;#039;&amp;#039;IV&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;vehicle speed&amp;#039;&amp;#039;&amp;#039;, or &amp;#039;&amp;#039;&amp;#039;engine speed&amp;#039;&amp;#039;&amp;#039;, is one of four main types of velocity in &amp;#039;&amp;#039;Mario Kart Wii&amp;#039;&amp;#039;. It refers to the speed coming from the vehicle&amp;#039;s engine, while external velocity comes from other forces acting on the vehicle.  == Overview == IV is represented as a vector, with a direction and magnitude. The direction of the IV vector is the same (or very close) as the vehicle&amp;#039;s facing direction in most c...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Internal velocity&#039;&#039;&#039;, also known as &#039;&#039;&#039;IV&#039;&#039;&#039;, &#039;&#039;&#039;vehicle speed&#039;&#039;&#039;, or &#039;&#039;&#039;engine speed&#039;&#039;&#039;, is one of four main types of [[velocity]] in &#039;&#039;[[Mario Kart Wii]]&#039;&#039;. It refers to the speed coming from the vehicle&#039;s engine, while [[external velocity]] comes from other forces acting on the vehicle.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
IV is represented as a vector, with a direction and magnitude. The direction of the IV vector is the same (or very close) as the vehicle&#039;s facing direction in most circumstances. On outside-drift vehicles, the IV vector can deviate by up to ~45° from the facing direction during a drift.&lt;br /&gt;
&lt;br /&gt;
The magnitude of the IV vector is limited by &#039;&#039;&#039;maximum speed&#039;&#039;&#039;. IV is the speed actually provided by the engine, and it cannot increase above the maximum speed value (or decrease below, if moving backwards). Max speed is capped at 120 u/f, and the sum of IV, EV, and moving road speed is capped at 120 u/f too.&lt;br /&gt;
&lt;br /&gt;
== Changes to internal velocity ==&lt;br /&gt;
Holding A increases IV according to the vehicle&#039;s [[Statistic#Acceleration | acceleration stat]]. Acceleration is a function of proportion of IV to max speed, and whether the vehicle is in a drift, wheelie, or neither. Braking decreases IV, applying a constant acceleration of -1.5 u/f^2. If both A and B are released, IV decays exponentially at a rate of 2% per frame.&amp;lt;br&amp;gt;&lt;br /&gt;
While driving backwards, reversing (holding B) increases negative IV by 2 u/f^2, up to -20 u/f. Holding A, and neither A or B, have the same effect as driving forwards.&lt;br /&gt;
&lt;br /&gt;
On manual drift, turning without a boost decreases IV. The slowdown is proportional to the magnitude of the horizontal stick input, but it is also a function of the acceleration, [[Statistic#Handling | handling]], and handling reactivity stats. [[Wheelie#Optimal wheelie turning | Optimal wheelie turning]] is the sequence of inputs which allows for the most turning in a wheelie without losing IV over time; it can be derived mathematically and depends for each character + bike combo.&lt;br /&gt;
&lt;br /&gt;
If a vehicle has been airborne for over 5 frames, its IV begins decreasing exponentially at a rate of 0.1% per frame, until it touches the ground again.&lt;br /&gt;
&lt;br /&gt;
While a [[boost]] is active, a constant acceleration is applied to IV, so that the vehicle can reach its new maximum speed. The acceleration depends on the type of boost: 7 u/f^2 for mushrooms, 6 u/f^2 for trick boosts, 5 u/f^2 for boost panels, 3 u/f^2 for [[Miniturbo | miniturbos]], 0.7 u/f^2 for drafts.&amp;lt;br&amp;gt;&lt;br /&gt;
If multiple boost accelerations are active, they do not stack. Usually the biggest acceleration takes priority, but tricks have priority over mushrooms.&lt;br /&gt;
&lt;br /&gt;
[[Wallclip | Hitting a wall]] updates the IV direction to match the horizontal (XZ) facing direction. If the vehicle has been airborne for 5 frames or more, then IV matches the vertical facing direction too.&lt;br /&gt;
&lt;br /&gt;
EV can be converted to IV. EV is either (almost) perpendicular to the facing direction, or purely vertical while airborne in the case of gravity; if the facing angle changes such that EV is partially parallel to it, the projection of EV on the facing unit vector is converted to IV.&lt;br /&gt;
&lt;br /&gt;
During the countdown, IV is set to 0 u/f. Movement is still possible due to EV.&lt;br /&gt;
&lt;br /&gt;
== Maximum speed ==&lt;br /&gt;
Maximum speed acts as the limit of IV; if the vehicle&#039;s IV were to increase over max speed, it is set equal to the max speed instead. The value of maximum speed is affected by the [[Statistics#Speed | top speed]] stat, ranging from 75.00 to 86.13 u/f.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum speed is a positive value, but it limits both positive and negative IV. If IV is negative, its absolute value can&#039;t increase above maximum speed.&lt;br /&gt;
&lt;br /&gt;
Wheelies and boosts increase maximum speed, and provide a constant acceleration to IV such that it can reach max speed, while they are active. Wheelies increase max speed by 15%, miniturbos by 20%, tricks by 30%, and mushrooms by 40% (with a minimum of 115 u/f).&amp;lt;br&amp;gt;&lt;br /&gt;
The wheelie bonus stacks additively with other boosts, i.e. a wheelie + miniturbo increases max speed by 35%. If two boosts are active at once, the biggest one takes priority, except trick boosts which have priority over mushrooms.&lt;br /&gt;
&lt;br /&gt;
When a boost or wheelie ends, maximum speed does not immediately jump to a lower value; it decreases at a constant rate of 3 u/f^2, bringing IV down with it, until it reaches the regular top speed value. Deceleration from multiple sources does not stack; for instance, bikes can drop the wheelie while decelerating from a boost, without any penalty to their speed.&lt;br /&gt;
&lt;br /&gt;
Touching offroad works similarly; as long as at least one hitbox is colliding with offroad, maximum speed decreases by 3 u/f^2, until reaching max offroad speed, which is a function of the speed and [[Statistics#Offroad | offroad]] stats. This means that clipping offroad for N frames only reduces max speed by 3N, and not to the minimum value. Offroad deceleration also doesn&#039;t stack with wheelie and boost deceleration.&lt;br /&gt;
&lt;br /&gt;
[[Slow ramp | Slow ramps]] also decrease maximum speed (and thus IV) by a constant 3 u/f^2 until reaching the speed lock value.&lt;br /&gt;
&lt;br /&gt;
If the angle between the vehicle&#039;s velocity and the wall&#039;s normal is greater than 90° (i.e. the wall is facing towards the vehicle), maximum speed abruptly decreases by a large amount, so that the vehicle quickly slows down. Depending on the angle of collision, maximum speed can decrease from ~35% of the previous value up to just above 0 u/f. Max speed remains lowered as long as the vehicle is colliding with the wall, then returns to its previous value.&lt;br /&gt;
&lt;br /&gt;
=== Discrepancy between IV and maximum speed ===&lt;br /&gt;
Summing up, when max speed increases, it jumps to a higher value. When max speed decreases, it is gradually lowered by 3 u/f^2, and the vehicle is expected to slow down due to IV being capped. However, if IV is much lower than max speed, then max speed can decrease, and the vehicle doesn&#039;t slow down until the two values are equal.&lt;br /&gt;
&lt;br /&gt;
The most common application of this quirk involves clipping offroad without speed loss. For example: the Spear drifts at 85.60 u/f; its max speed jumps to 115.56 u/f with a miniturbo + wheelie, and IV begins increasing by 3 u/f^2. On the following frame, the Spear touches offroad; max speed begins decreasing by 3 u/f^2, but IV is unaffected.&amp;lt;br&amp;gt;&lt;br /&gt;
After 4 frames, IV and max speed are at 100.60 and 103.56 u/f respectively, so the Spear has not slowed down yet. On the next frame, max speed would decrease to 100.56 u/f, and so would IV; but if the Spear stops touching offroad, then max speed jumps to 115.56 u/f again, and IV continues increasing. As a result, the Spear is able to drive over offroad for 4 frames without speed loss, because it is accelerating from the boost.&lt;br /&gt;
&lt;br /&gt;
Another less common application are [[Automatic drift#Rewheelies | rewheelies]] for automatic. Starting a wheelie after a drift increases max speed by 15%, while IV slowly matches it. Dropping the wheelie by holding ±6/±7 for 16 frames decreases max speed by 3 u/f^2, but IV is still much lower, so the bike is able to turn tighter for a few frames without losing speed. This can be looped to improve the bike&#039;s turning out of a drift without affecting its IV.&lt;/div&gt;</summary>
		<author><name>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Automatic_drift&amp;diff=1250</id>
		<title>Automatic drift</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Automatic_drift&amp;diff=1250"/>
		<updated>2025-10-26T11:29:02Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Automatic drift&amp;#039;&amp;#039;&amp;#039; is an alternative drift type option available for every vehicle. A few basic mechanics are changed compared to manual, leading to exclusive techniques. While it performs worse than manual in most situations, it is currently the preferred option for a few no glitch and supersliding TASes.  == Overview == Holding a horizontal stick input of ±6 or ±7 (from now on called &amp;#039;&amp;#039;&amp;#039;hard inputs&amp;#039;&amp;#039;&amp;#039;) for 12 consecutive frames will initiate a drift. Holding a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Automatic drift&#039;&#039;&#039; is an alternative drift type option available for every vehicle. A few basic mechanics are changed compared to manual, leading to exclusive techniques. While it performs worse than manual in most situations, it is currently the preferred option for a few no glitch and [[supersliding]] TASes.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Holding a horizontal stick input of ±6 or ±7 (from now on called &#039;&#039;&#039;hard inputs&#039;&#039;&#039;) for 12 consecutive frames will initiate a drift. Holding an input of magnitude ±5 and lower (or &#039;&#039;&#039;soft input&#039;&#039;&#039;) for even one frame will reset this drift timer, or cancel the drift if it&#039;s active. On bikes, during a wheelie, 16 frames of consecutive hard inputs automatically cause a wheelie drop.&lt;br /&gt;
&lt;br /&gt;
Compared to manual, automatic has different statistics for [[Statistic#Handling | handling]] and [[Statistic#Drift | drift]]. Handling is higher for all vehicles; drift is higher for karts and ODBs, but slightly lower for IDBs. Additionally, automatic is able to turn without speed loss, while for manual it causes speed loss (without a boost).&lt;br /&gt;
&lt;br /&gt;
[[Hop | Hops]] and [[miniturbo | miniturbos]] are disabled for automatic. The inability to hop restricts movement options for automatic, and prevents it from performing glitches such as [[supergrinding]] and [[superhopping]]. Due to the lack of miniturbos, after most drifts, auto bikes have to slowly accelerate up to wheelie speed; for this reason, the best auto bikes are those with a 0.9 T2 [[acceleration]] value, such as [[Vehicles#Spear | Spear]] and [[Vehicles#Sneakster | Sneakster]], as they accelerate much quicker at the start of a wheelie.&lt;br /&gt;
&lt;br /&gt;
Overall, the ability to perform hops and miniturbos makes manual superior to automatic. However, automatic has a niche on a couple no glitch tracks, such as [[DS Peach Gardens#No Glitch 3lap | DS Peach Gardens]] and [[DS Yoshi Falls#No Glitch 3lap | DS Yoshi Falls]], due to its improved wheelie turning ability, as well as many [[supersliding]] categories due to its drift mechanics and improved handling.&lt;br /&gt;
&lt;br /&gt;
== Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Optimal wheelie turning ===&lt;br /&gt;
In a wheelie, 16 consecutive hard inputs cause a wheelie drop; therefore, the pattern for the best wheelie turning is 15 frames of ±7, followed by 1 frame of ±5. Since turning in a wheelie with auto does not lose speed, this pattern does not depend on any statistic and applies to every bike.&lt;br /&gt;
&lt;br /&gt;
=== Artificial chain wheelie ===&lt;br /&gt;
After forcing a wheelie drop by holding hard inputs for 16 frames, a new wheelie can be started immediately after. This is similar to a [[Wheelie#chain | chain wheelie]] due to the unavoidable a 3 u/f speed loss, but unlike a regular chain, it can be performed on command. Artificial chains allow for slightly tighter turning, but they lose time if they cause an additional chain later.&lt;br /&gt;
&lt;br /&gt;
=== Rewheelies ===&lt;br /&gt;
The rewheelie strat consists in performing several artificial chains in a row, typically out of a drift. Rewheelies allow for much better turning than wheelie turning, but worse than drifting. The average top speed during rewheelies approaches about 3 u/f slower than a normal wheelie, which is much higher than a drift. Rewheelies are usually performed out of a drift, because the bike&#039;s acceleration is barely affected during the first 3 rewheelies.&lt;br /&gt;
&lt;br /&gt;
Rewheelies work because of quirks with [[Internal velocity#Maximum speed | maximum speed]]. When starting a wheelie, maximum speed immediately jumps to the new value; when dropping a wheelie, maximum speed decreases back to regular top speed at a rate of 3 u/f^2. Therefore, the bike&#039;s IV can still increase during a wheelie drop for a few frames (if its IV is more than 3 u/f below max wheelie speed). This can be exploited after a drift, since IV is much lower than wheelie speed, by repeatedly starting and dropping wheelies, allowing for improved turning while still accelerating up to wheelie speed.&lt;br /&gt;
&lt;br /&gt;
The optimal inputs for rewheelieing to the right are as follows: starting from a drift, 1 frame +5, 1 frame +7, 1 frame +5, 17 frames +7, 1 frame +7 + wheelie, 2 frames +7, 1 frame +5, 16 frames +7, 1 frame +7 + wheelie. This sequence performs 2 rewheelies, which is useful out of most turns. If the bike needs to keep turning in the same direction, looping the last 20 frames allows for additional rewheelies. Typically, 2-4 rewheelies is optimal, depending on the situation.&lt;br /&gt;
&lt;br /&gt;
=== Rotation conversion ===&lt;br /&gt;
While driving, auto bikes are often subject to big changes in pitch and roll rotation, due to wheelie drops and drifting. This can be exploited for better turning, due to [[rotation conversion]].&lt;br /&gt;
*&#039;&#039;&#039;Optimal drift&#039;&#039;&#039;: Optimal inputs (to the right): starting from a wheelie drop, 11 frames +7, 1 frame -6, 1 frame +5, 4 frames +7, 1 frame +5, hold +7. These inputs start a left drift for 1 f, then delay the second drift with a soft input, resulting in better yaw rotation than simply holding +7.&lt;br /&gt;
*&#039;&#039;&#039;Auto spindrift&#039;&#039;&#039;: Example inputs: starting from a wheelie drop, 10 frames -2, hold +7. During a wheelie drop, leaning in the opposite direction for a few frames before initiating a drift allows for much greater yaw rotation at the start of the drift, due to the larger shift in roll rotation. This technique is typically done during a boost, as it takes more time to achieve the same yaw than simply holding +7.&lt;br /&gt;
*&#039;&#039;&#039;A-tech&#039;&#039;&#039;: Releasing A while decelerating from any boost causes no speed loss, and keeps the bike&#039;s pitch rotation from changing as much. When drifting and starting a wheelie out of a boost, the pitch rotation conversion lets the bike turn a little more in the direction of the drift. Not exclusive to auto, but much more powerful; decelerating with high roll is more common, and some manual bikes lose speed during A-tech due to turning speed loss. &lt;br /&gt;
&lt;br /&gt;
=== Brake drifting ===&lt;br /&gt;
On automatic only, it is possible to release A during a drift, and brake by pressing B, without cancelling the drift as long as IV remains above 55% of maximum speed. Releasing A and braking for 1 frame can be useful to lose a very small amount of time and manipulate [[QM]]. Releasing A for longer loses a lot of speed, so it is generally not useful.&lt;br /&gt;
&lt;br /&gt;
=== Auto hop ===&lt;br /&gt;
An auto drift is started and continued by holding hard inputs. The game only checks the magnitude of the input, not the sign; therefore, switching from a +7 to a -7 input (or ±6) changes the direction of the drift, without ending the drift. The drift direction can be switched on every frame by repeatedly alternating inputs.&lt;br /&gt;
&lt;br /&gt;
(Inside-drift) bikes gain significant roll rotation while drifting. By changing the drift direction with high roll rotation, the shift in momentum causes the bike to bounce due to [[TF physics]]. The greater the roll rotation, the bigger the bounce. It is possible to chain auto hops too, for even bigger bounces.&lt;br /&gt;
&lt;br /&gt;
=== Autosliding ===&lt;br /&gt;
:&#039;&#039;Main article: [[Supersliding#Autosliding]]&#039;&#039;&lt;br /&gt;
Automatic bikes are able to gain [[EV]] much more efficiently than manual bikes in a superslide, by repeatedly starting and ending auto drifts. This allows them to accelerate more quickly at the start of a superslide, and reach higher caps. An example input sequence is: 11 (or more) frames +6, 1 frame -7, 1 frame +5.&lt;br /&gt;
&lt;br /&gt;
Autosliding works due to a combination of two quirks: switching from a right hard input to a left soft input switches the drift&#039;s direction, and resets the [[EV#Leaning | lean rotation]] value to a high value in the opposite direction. This makes it possible to lean for a long time (while turning and drifting), switch drift direction to immediately reset the lean counter, then cancel the drift and resume leaning in the same direction.&lt;br /&gt;
&lt;br /&gt;
Autosliding allows for a much higher percentage of leaning frames than optimal patterns otherwise allow. A big limitation of autosliding is the IV requirement: the bike&#039;s IV must be at over 55% of its maximum speed to drift, but negative IV is very useful to turn tighter in a superslide.&lt;/div&gt;</summary>
		<author><name>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Miniturbo&amp;diff=1249</id>
		<title>Miniturbo</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Miniturbo&amp;diff=1249"/>
		<updated>2025-10-25T19:55:44Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: /* Luke&amp;#039;s rule */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;Not to be confused with [[Stand-still miniturbo]].&#039;&#039;&lt;br /&gt;
The &#039;&#039;&#039;miniturbo&#039;&#039;&#039;, or &#039;&#039;&#039;mini-turbo&#039;&#039;&#039; / &#039;&#039;&#039;MT&#039;&#039;&#039; is a speed boost technique present in &#039;&#039;[[Mario Kart Wii]]&#039;&#039;. Miniturbos can only be performed on manual transmission; they are disabled for [[automatic drift]].&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Miniturbos charge over time while drifting, with an integer value tracking progress (the &#039;&#039;&#039;miniturbo charge&#039;&#039;&#039;). After a miniturbo is charged, ending the drift triggers a brief speed boost, adding 20% to maximum [[IV]]. There are two tiers of miniturbos in Mario Kart Wii: a standard miniturbo, displayed by blue sparks at the rear wheel(s), and a &#039;&#039;&#039;super miniturbo&#039;&#039;&#039; / &#039;&#039;&#039;SMT&#039;&#039;&#039;, displayed by orange sparks. Super miniturbos are only available to karts.&lt;br /&gt;
&lt;br /&gt;
The rate of charge of a miniturbo depends on the horizontal stick input held during the drift. There are 15 possible horizontal stick inputs, ranging from -7 to +7. For inputs between +3 and +7 during a right drift, or -3 to -7 during a left drift, the miniturbo charge increases by 5 each frame. Otherwise, the miniturbo charge increases by 2 each frame.&lt;br /&gt;
&lt;br /&gt;
Standard miniturbos can be released from the frame &#039;&#039;after&#039;&#039; the charge is &#039;&#039;strictly greater&#039;&#039; than 270. Therefore, miniturbos take anywhere between 55 and 136 frames to charge. On karts, the super miniturbo&#039;s progress is tracked by a separate charge value; it is charged when the charge value exceeds 300, which takes between 61 and 151 frames. Small blue and orange sparks appear when the charge values reach 150 and 180, respectively, but they are purely cosmetic.&lt;br /&gt;
&lt;br /&gt;
The boost length depends on the [[Statistic#Miniturbo | miniturbo statistic]], affected by both vehicle and character choice. Standard miniturbos can be as short as 15 frames (Jetsetter + Waluigi, Bowser, King Boo, or Funky Kong) and as long as 48 frames (Bullet Bike + Koopa Troopa or Dry Bones). Super miniturbos are always three times as long as a standard miniturbo; the length ranges from 45 to 141 (Mini Beast + Koopa Troopa or Dry Bones).&lt;br /&gt;
&lt;br /&gt;
== Techniques ==&lt;br /&gt;
On bikes, miniturbos are used after nearly every turn to quickly accelerate from drift speed to max wheelie speed. Miniturbos replace the bike&#039;s regular (slow) acceleration with a constant 3 u/f^2 acceleration while they&#039;re active, making it effortless to reach max speed in a miniturbo. This is an important reason why manual transmission is almost always better than automatic; due to the lack of miniturbos, auto bikes have to slowly accelerate up to wheelie speed out of every turn.&lt;br /&gt;
&lt;br /&gt;
=== Softdrift ===&lt;br /&gt;
:&#039;&#039;Main article: [[Drift#Softdrift]]&lt;br /&gt;
As mentioned earlier, the charge rate is the same for all inputs between +3 and +7 during a right drift. Therefore, holding +3 gives a much wider drift trajectory than holding +7 would, without delaying the miniturbo release at all.&lt;br /&gt;
&lt;br /&gt;
=== Luke&#039;s rule ===&lt;br /&gt;
Recall earlier that (standard) miniturbos can be released when the charge value is strictly greater than 270. In a right drift, holding +3 to +7 for 54 frames gives a charge value of exactly 270, but the miniturbo is not considered charged until the next frame (and can first be released frame after). Replacing one frame with a +2 to -7 input decreases the charge of 267, which allows for a wider drift without delaying the miniturbo charge.&lt;br /&gt;
&lt;br /&gt;
This off-by-one oddity is known as &#039;&#039;&#039;Luke&#039;s rule&#039;&#039;&#039;. While the most common use case is described above, it can be useful for mixed drifts too. Depending on how many countersteer inputs have been performed, sometimes one countersteer input can be added without delaying the miniturbo, while others it will delay the miniturbo charge by one frame. In particular, Luke&#039;s rule applies if the number of countersteer frames in the drift is 0 mod 5, or 2 mod 5.&amp;lt;ref&amp;gt;[https://docs.google.com/spreadsheets/d/1GFpKnkULNgec2HIKeK1HCcDSgQ37BknheY3tzoTl5vY/edit?gid=0#gid=0 Google Sheets]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Relevant code ==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot; line=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
// TODO: context, comments&lt;br /&gt;
// NOTE: This has not been confirmed to match yet, but is at least functionally equivalent&lt;br /&gt;
void Kart::KartMove::calcMtCharge() {&lt;br /&gt;
    if (mDriftState &amp;gt;= 3) {&lt;br /&gt;
        return;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    KartState *state = mAccessor-&amp;gt;getState();&lt;br /&gt;
    if (state-&amp;gt;mFlags &amp;amp; ONLINE_REMOTE) {&lt;br /&gt;
        return;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    addMtCharge(1, mMtCharge, BASE_MT_CHARGE, MAX_MT_CHARGE);&lt;br /&gt;
    addMtCharge(2, mSmtCharge, BASE_SMT_CHARGE, MAX_SMT_CHARGE);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
bool Kart::KartMove::addMtCharge(s32 driftState, s16 &amp;amp;mtCharge, s16 baseMtCharge, s16 maxMtCharge) {&lt;br /&gt;
    bool charged = false;&lt;br /&gt;
    if (mDriftState == driftState) {&lt;br /&gt;
        mtCharge += baseMtCharge;&lt;br /&gt;
        addExtraMtCharge(mtCharge, EXTRA_MT_CHARGE, NO_EXTRA_MT_CHARGE, BONUS_CHARGE_STICK_THRESHOLD);&lt;br /&gt;
        if (checkMtCharge(mtCharge, maxMtCharge)) {&lt;br /&gt;
            charged = true;&lt;br /&gt;
            ++mDriftState;&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
    return charged;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
void Kart::KartMove::addExtraMtCharge(s16 &amp;amp;mtCharge, s16 left, s16 right, f32 bonusStickChargeThreshold) const {&lt;br /&gt;
    s16 leftTurningBonus = left;&lt;br /&gt;
    s16 rightTurningBonus = right;&lt;br /&gt;
    if (mHopStickX == -1) {&lt;br /&gt;
        leftTurningBonus = right;&lt;br /&gt;
        rightTurningBonus = left;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    f32 stickX = mAccessor-&amp;gt;getState()-&amp;gt;getStickX();&lt;br /&gt;
    if (stickX &amp;lt; -bonusStickChargeThreshold) {&lt;br /&gt;
        mtCharge += leftTurningBonus;&lt;br /&gt;
    } else if (stickX &amp;gt; bonusStickChargeThreshold) {&lt;br /&gt;
        mtCharge += rightTurningBonus;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
// This function is never seen anywhere in the binary&lt;br /&gt;
// However, it&#039;s heavily speculated to exist due to the assembly instructions&lt;br /&gt;
inline bool Kart::KartMove::checkMtCharge(s16 &amp;amp;mtCharge, s16 maxMtCharge) {&lt;br /&gt;
    if (maxMtCharge &amp;lt; mtCharge) {&lt;br /&gt;
        mtCharge = maxMtCharge;&lt;br /&gt;
        return true;&lt;br /&gt;
    }&lt;br /&gt;
    return false;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=Miniturbo&amp;diff=1248</id>
		<title>Miniturbo</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=Miniturbo&amp;diff=1248"/>
		<updated>2025-10-25T12:55:55Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: rewritten, also i think that ssmts should be in a different page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;Not to be confused with [[Stand-still miniturbo]].&#039;&#039;&lt;br /&gt;
The &#039;&#039;&#039;miniturbo&#039;&#039;&#039;, or &#039;&#039;&#039;mini-turbo&#039;&#039;&#039; / &#039;&#039;&#039;MT&#039;&#039;&#039; is a speed boost technique present in &#039;&#039;[[Mario Kart Wii]]&#039;&#039;. Miniturbos can only be performed on manual transmission; they are disabled for [[automatic drift]].&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Miniturbos charge over time while drifting, with an integer value tracking progress (the &#039;&#039;&#039;miniturbo charge&#039;&#039;&#039;). After a miniturbo is charged, ending the drift triggers a brief speed boost, adding 20% to maximum [[IV]]. There are two tiers of miniturbos in Mario Kart Wii: a standard miniturbo, displayed by blue sparks at the rear wheel(s), and a &#039;&#039;&#039;super miniturbo&#039;&#039;&#039; / &#039;&#039;&#039;SMT&#039;&#039;&#039;, displayed by orange sparks. Super miniturbos are only available to karts.&lt;br /&gt;
&lt;br /&gt;
The rate of charge of a miniturbo depends on the horizontal stick input held during the drift. There are 15 possible horizontal stick inputs, ranging from -7 to +7. For inputs between +3 and +7 during a right drift, or -3 to -7 during a left drift, the miniturbo charge increases by 5 each frame. Otherwise, the miniturbo charge increases by 2 each frame.&lt;br /&gt;
&lt;br /&gt;
Standard miniturbos can be released from the frame &#039;&#039;after&#039;&#039; the charge is &#039;&#039;strictly greater&#039;&#039; than 270. Therefore, miniturbos take anywhere between 55 and 136 frames to charge. On karts, the super miniturbo&#039;s progress is tracked by a separate charge value; it is charged when the charge value exceeds 300, which takes between 61 and 151 frames. Small blue and orange sparks appear when the charge values reach 150 and 180, respectively, but they are purely cosmetic.&lt;br /&gt;
&lt;br /&gt;
The boost length depends on the [[Statistic#Miniturbo | miniturbo statistic]], affected by both vehicle and character choice. Standard miniturbos can be as short as 15 frames (Jetsetter + Waluigi, Bowser, King Boo, or Funky Kong) and as long as 48 frames (Bullet Bike + Koopa Troopa or Dry Bones). Super miniturbos are always three times as long as a standard miniturbo; the length ranges from 45 to 141 (Mini Beast + Koopa Troopa or Dry Bones).&lt;br /&gt;
&lt;br /&gt;
== Techniques ==&lt;br /&gt;
On bikes, miniturbos are used after nearly every turn to quickly accelerate from drift speed to max wheelie speed. Miniturbos replace the bike&#039;s regular (slow) acceleration with a constant 3 u/f^2 acceleration while they&#039;re active, making it effortless to reach max speed in a miniturbo. This is an important reason why manual transmission is almost always better than automatic; due to the lack of miniturbos, auto bikes have to slowly accelerate up to wheelie speed out of every turn.&lt;br /&gt;
&lt;br /&gt;
=== Softdrift ===&lt;br /&gt;
:&#039;&#039;Main article: [[Drift#Softdrift]]&lt;br /&gt;
As mentioned earlier, the charge rate is the same for all inputs between +3 and +7 during a right drift. Therefore, holding +3 gives a much wider drift trajectory than holding +7 would, without delaying the miniturbo release at all.&lt;br /&gt;
&lt;br /&gt;
=== Luke&#039;s rule ===&lt;br /&gt;
Recall earlier that (standard) miniturbos can be released when the charge value is strictly greater than 270. In a right drift, holding +3 to +7 for 54 frames gives a charge value of exactly 270, but the miniturbo is not considered charged until the next frame (and can first be released frame after). Replacing one frame with a +2 to -7 input gives a charge of 267, which still gives a charged miniturbo on the next frame, while allowing for a slightly wider drift.&lt;br /&gt;
&lt;br /&gt;
This off-by-one oddity is known as &#039;&#039;&#039;Luke&#039;s rule&#039;&#039;&#039;. While the most common use case is described above, it can be useful for mixed drifts too. Depending on how many countersteer inputs have been performed, sometimes one countersteer input can be added without delaying the miniturbo, while others it will delay the miniturbo charge by one frame. In particular, Luke&#039;s rule applies if the number of countersteer frames in the drift is 0 mod 5, or 2 mod 5.&amp;lt;ref&amp;gt;[https://docs.google.com/spreadsheets/d/1GFpKnkULNgec2HIKeK1HCcDSgQ37BknheY3tzoTl5vY/edit?gid=0#gid=0 Google Sheets]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Relevant code ==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot; line=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
// TODO: context, comments&lt;br /&gt;
// NOTE: This has not been confirmed to match yet, but is at least functionally equivalent&lt;br /&gt;
void Kart::KartMove::calcMtCharge() {&lt;br /&gt;
    if (mDriftState &amp;gt;= 3) {&lt;br /&gt;
        return;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    KartState *state = mAccessor-&amp;gt;getState();&lt;br /&gt;
    if (state-&amp;gt;mFlags &amp;amp; ONLINE_REMOTE) {&lt;br /&gt;
        return;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    addMtCharge(1, mMtCharge, BASE_MT_CHARGE, MAX_MT_CHARGE);&lt;br /&gt;
    addMtCharge(2, mSmtCharge, BASE_SMT_CHARGE, MAX_SMT_CHARGE);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
bool Kart::KartMove::addMtCharge(s32 driftState, s16 &amp;amp;mtCharge, s16 baseMtCharge, s16 maxMtCharge) {&lt;br /&gt;
    bool charged = false;&lt;br /&gt;
    if (mDriftState == driftState) {&lt;br /&gt;
        mtCharge += baseMtCharge;&lt;br /&gt;
        addExtraMtCharge(mtCharge, EXTRA_MT_CHARGE, NO_EXTRA_MT_CHARGE, BONUS_CHARGE_STICK_THRESHOLD);&lt;br /&gt;
        if (checkMtCharge(mtCharge, maxMtCharge)) {&lt;br /&gt;
            charged = true;&lt;br /&gt;
            ++mDriftState;&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
    return charged;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
void Kart::KartMove::addExtraMtCharge(s16 &amp;amp;mtCharge, s16 left, s16 right, f32 bonusStickChargeThreshold) const {&lt;br /&gt;
    s16 leftTurningBonus = left;&lt;br /&gt;
    s16 rightTurningBonus = right;&lt;br /&gt;
    if (mHopStickX == -1) {&lt;br /&gt;
        leftTurningBonus = right;&lt;br /&gt;
        rightTurningBonus = left;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    f32 stickX = mAccessor-&amp;gt;getState()-&amp;gt;getStickX();&lt;br /&gt;
    if (stickX &amp;lt; -bonusStickChargeThreshold) {&lt;br /&gt;
        mtCharge += leftTurningBonus;&lt;br /&gt;
    } else if (stickX &amp;gt; bonusStickChargeThreshold) {&lt;br /&gt;
        mtCharge += rightTurningBonus;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
// This function is never seen anywhere in the binary&lt;br /&gt;
// However, it&#039;s heavily speculated to exist due to the assembly instructions&lt;br /&gt;
inline bool Kart::KartMove::checkMtCharge(s16 &amp;amp;mtCharge, s16 maxMtCharge) {&lt;br /&gt;
    if (maxMtCharge &amp;lt; mtCharge) {&lt;br /&gt;
        mtCharge = maxMtCharge;&lt;br /&gt;
        return true;&lt;br /&gt;
    }&lt;br /&gt;
    return false;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=External_velocity&amp;diff=1247</id>
		<title>External velocity</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=External_velocity&amp;diff=1247"/>
		<updated>2025-10-21T20:27:06Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: i forgot about sta&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;External velocity&#039;&#039;&#039;, or &#039;&#039;&#039;EV&#039;&#039;&#039;, is one of four main types of [[velocity]] in &#039;&#039;[[Mario Kart Wii]]&#039;&#039;. It collectively refers to the effect of many forces other than the vehicle&#039;s engine, such as gravity, momentum from kart bumps and wall collisions, and leaning. Using physics exploits, EV can be used to maintain high speeds for prolonged periods of time, and its widespread recognition in 2022 has since led to the discovery of numerous [[ultra| ultras]].&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
EV is represented as a vector, with a direction and magnitude. The direction of EV is always (nearly) perpendicular to the vehicle&#039;s facing direction at any given moment; if there is a EV vector component parallel to the facing direction, the games tends to convert it to IV. Gravity EV is an exception; it is always purely directed in the (negative) Y direction, no matter the vehicle&#039;s pitch rotation, but it can still be converted to IV on the ground.&lt;br /&gt;
&lt;br /&gt;
The magnitude of the EV vector is, notably, uncapped. While [[internal velocity]] is capped at 120 u/f, and the sum of IV, EV, and moving road speed is also capped at 120 u/f, it is possible to accumulate EV in the thousands. It is worth noting that a vehicle with 1000 EV still moves at 120 u/f; however, the high amount of EV allows it to maintain its speed for a very long time.&lt;br /&gt;
&lt;br /&gt;
EV naturally decays exponentially at a rate of 0.2% per frame at all times. This EV decay is universal and can&#039;t be disabled. Additionally, if one or more of the vehicle&#039;s wheel hitboxes are making contact with the ground, a constant rate of ~6-10 EV per frame is applied. This rate is independent for each wheel and each bike, and this behavior isn&#039;t well understood at the moment. The wheel decay does not apply if the wheels do not properly make contact with the ground, such as when the bike is airborne, or in a low traction state such as [[supersliding]].&lt;br /&gt;
&lt;br /&gt;
== EV sources ==&lt;br /&gt;
&lt;br /&gt;
=== Leaning ===&lt;br /&gt;
&#039;&#039;&#039;Leaning&#039;&#039;&#039; is a major mechanic for both [[IDB | inside-drift]] and [[ODB | outside-drift]] bikes. Karts lack the ability to lean entirely.&lt;br /&gt;
&lt;br /&gt;
Leaning is tracked through a &#039;&#039;&#039;lean rotation&#039;&#039;&#039; value (not to be confused with roll rotation). Inputs from +2 to +7 increment this counter by an amount known as the &#039;&#039;&#039;lean rate&#039;&#039;&#039;, which is a function of the bike&#039;s drift type and state. Inputs from -2 to -7 decrement the counter by the lean rate. This can be thought of more simply as leaning to the right or left, respectively. Inputs of 0 and ±1 are known as &#039;&#039;&#039;neutral inputs&#039;&#039;&#039;, and decrease the lean rotation exponentially by a rate of 10% per frame. For airborne bikes, leaning is disabled after 20 frames. [[Barrel roll | Soft walls]] also disable leaning while the HWG timer is non-zero.&lt;br /&gt;
&lt;br /&gt;
The lean rotation is bounded both left and right by the &#039;&#039;&#039;lean cap&#039;&#039;&#039; value, which varies with the lean rate. On each frame, if the lean rotation increases and does not become (strictly) greater than the lean cap, the bike gains EV directed to the right. Vice versa, if lean decreases and does not become (strictly) less than the lean cap, the bike gains EV to the left. The EV gained per frame by leaning is 1.0 u/f^2 for IDBs, and 0.8 u/f^2 for ODBs. Considering the universal EV decay, this gives an upper limit to leaning EV of 500 for IDBs and 400 for ODBs; in practice, wheel decay and lean rotation make true limits much lower.&lt;br /&gt;
&lt;br /&gt;
The following table lists all possible values for the lean rate and lean cap values, depending on the bike&#039;s drift type and state. Note that |IV| means the absolute value, or magnitude of the IV vector.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
!&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Inside-drift bikes&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Outside-drift bikes&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!| |IV| &amp;lt; 5 u/f&lt;br /&gt;
!| |IV| &amp;gt; 5 u/f&lt;br /&gt;
! SSMT&lt;br /&gt;
! Drifting&lt;br /&gt;
!| |IV| &amp;lt; 5 u/f&lt;br /&gt;
!| |IV| &amp;gt; 5 u/f&lt;br /&gt;
! SSMT&lt;br /&gt;
! Drifting&lt;br /&gt;
|-&lt;br /&gt;
! Lean rate&lt;br /&gt;
| 0.08 || 0.1 || 0.15 || 0.05 || 0.08 || 0.08 || 0.15 || 0.1&lt;br /&gt;
|-&lt;br /&gt;
! Lean cap&lt;br /&gt;
| 0.6 || 1.0 || 1.3 || 0.7 - 1.5 || 0.6 || 1.0 || 1.6 || 0.8 - 1.2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Optimal efficiency for leaning involves approaching the lean cap quickly, then alternating between neutral and leaning inputs in a pattern, staying just below the lean cap. This is because lean rotation decays more quickly at higher values.&lt;br /&gt;
&lt;br /&gt;
Drifting directly sets the lean rotation value, so drifting for one frame to set lean rotation to a high magnitude in the opposite sign is an effective way to gain more leaning frames. This is occasionally referred to as drift resetting. This trick is commonly used to optimize [[superhopping]] and [[Supersliding#Autosliding | autosliding]]. &lt;br /&gt;
&lt;br /&gt;
The theoretical optimal leaning patterns for each combination of lean rate and lean cap are contained in the table below. Note that 0 represents any &#039;&#039;neutral&#039;&#039; input, and 7 represents any &#039;&#039;leaning&#039;&#039; input. Inputs in brackets should be looped as many times as indicated before continuing with the pattern.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Drift type&lt;br /&gt;
! | |IV| &amp;lt; 5 u/f&lt;br /&gt;
! | |IV| &amp;gt; 5 u/f&lt;br /&gt;
! SSMT&lt;br /&gt;
! Drifting&lt;br /&gt;
|-&lt;br /&gt;
! IDB&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | (0 0 7 0 7) * 3 &amp;lt;br&amp;gt; 0 7&lt;br /&gt;
| 0 7&lt;br /&gt;
| 0 (0 7) * 4 &amp;lt;br&amp;gt; 0 (0 7) * 5&lt;br /&gt;
| 0 7 7 7&lt;br /&gt;
|-&lt;br /&gt;
! ODB&lt;br /&gt;
| (0 7) * 5 &amp;lt;br&amp;gt; 7&lt;br /&gt;
| 0 7&lt;br /&gt;
| (0 7) * 7 &amp;lt;br&amp;gt; 7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Gravity ===&lt;br /&gt;
Gravity applies a constant acceleration of 1.3 u/f^2, directed in the negative Y direction, as long as the vehicle is airborne. As mentioned previously, EV from gravity is never converted to IV as long as the bike remains airborne, no matter its pitch rotation.&lt;br /&gt;
&lt;br /&gt;
After 50 frames of airtime, the pitch rotation of the vehicle affects gravity. The rate of acceleration is constant from 0° to -20° (facing down), increases linearly from -20° to -40°, and reaches its maximum modifier of 20% at -40° and beyond. (Vice versa if facing up.) Therefore, gravity is bounded between [1.04, 1.56] u/f^2.&lt;br /&gt;
&lt;br /&gt;
=== Wall hits ===&lt;br /&gt;
Wall collisions apply a force to the vehicle, acting on both EV and IV. The amount of EV gained generally depends on the angle of the bike relative to the wall; facing head-on to the wall affects only IV, while facing increasingly sideways grants more and more EV. In general, a good wall hit can gain about 40 EV, starting at low EV.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
&lt;br /&gt;
=== Start slides ===&lt;br /&gt;
Bikes are able to move during the countdown due to leaning EV. Any bike can do a wheelie to rotate sideways, then use the |IV| &amp;lt; 5 u/f pattern to slide sideways. For longer bikes, double wheelies can cause them to go airborne too, which significantly decreases EV dissipation and allows them to slide much further. In this case, the optimal inputs change for each bike, and are not well understood.&lt;br /&gt;
&lt;br /&gt;
=== TF physics ===&lt;br /&gt;
:&#039;&#039;Main article: [[TF physics]]&#039;&#039;&lt;br /&gt;
TF physics are caused directly by a combination of leaning EV and roll rotation. When a bike gains a large amount of roll rotation, for example by drifting with IDBs, the leaning EV vectors follow the orientation of the bike, and therefore point partially upwards or downwards. For example, in a IDB drift to the right, leaning to the right causes EV to point down, e.g. reducing airtime, while leaning to the left causes EV to point up, e.g. increasing airtime.&lt;br /&gt;
&lt;br /&gt;
=== Side trick abuse ===&lt;br /&gt;
:&#039;&#039;Main article: [[Trick#Side trick abuse]]&#039;&#039;&lt;br /&gt;
During a left/right stunt trick, bikes rotate clockwise/counterclockwise, respectively. This causes one side of the vehicle to temporarily face forwards. Leaning to the left/right during this animation causes the leaning EV to be converted to IV, as the two vectors are parallel, for an IV increase of about 7 u/f. The bike also gains a small amount of roll rotation during the animation, so the EV also causes a small airtime increase due to TF physics.&lt;br /&gt;
&lt;br /&gt;
Leaning to the right/left during the trick causes reverse side trick abuse, with leaning EV decreasing both IV and airtime.&lt;br /&gt;
&lt;br /&gt;
=== Spindrifts ===&lt;br /&gt;
:&#039;&#039;Main article: [[Drift#Spindrift]]&#039;&#039;&lt;br /&gt;
Spindrifts are a technique exclusive to bikes, caused by leaning EV. By committing to a drift in any direction, then holding the opposite direction in the air, bikes can generate EV which, upon landing, causes them to drift more sharply in the initial part of the drift compared to holding toward the drift the whole time.&lt;br /&gt;
&lt;br /&gt;
=== Neutral gliding ===&lt;br /&gt;
During any (large) hop or wallclip, alternating between neutral and leaning inputs can be a small optimization, giving a bit more lateral distance. This is caused by the lean rotation value reaching the cap during the airtime, so input alternations (before the 20 frame limit) may generate more EV. This is often useful for superhopping as well.&lt;br /&gt;
&lt;br /&gt;
=== Supergrinding ===&lt;br /&gt;
:&#039;&#039;Main article: [[Supergrinding]]&#039;&#039;&lt;br /&gt;
Through the use of [[rapid fire hopping]], the vehicle can get stuck in the ground. In this state, its wheels are not counted as making contact with the ground, and bikes can accumulate EV by leaning. However, much of the EV from supergrinding also comes from gravity and collisions with the terrain, in ways that are not properly understood yet. Karts are also able to gain EV from rapid fire hopping in certain situations, such as on a downhill.&lt;br /&gt;
&lt;br /&gt;
Optimal inputs for supergrinding involve the |IV| &amp;gt; 5 u/f pattern. However, for ODBs, the optimal pattern is not always useful, because two consecutive turning inputs result in a much tighter turning arc, so alternating every frame (like the IDB pattern) is usually preferable.&lt;br /&gt;
&lt;br /&gt;
=== Supersliding ===&lt;br /&gt;
:&#039;&#039;Main article: [[Supersliding]]&#039;&#039;&lt;br /&gt;
Some IDBs and [[Vehicles#Wario Bike | Wario Bike]] are able to drive on the ground on their body hitboxes, instead of their wheels. The EV decay effect only applies to wheels and not body hitboxes, therefore they can simply lean to gain EV after entering this state. Supersliding is not stable for most vehicles, with the exception of Wario Bike. The optimal inputs for supersliding depend on the bike&#039;s state, according to the table above. If it&#039;s possible to initiate a slipdrift, it can be a very efficient way to gain EV in a superslide.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Supersliding#Autosliding | Autosliding]]&#039;&#039;&#039; is a technique exclusive to [[automatic drift]]. It involves holding ±6/±7 inputs to lean and begin an automatic drift (which requires 12 consecutive frames of ±6 or greater), switching to the opposite direction on the last frame to drift in the opposite direction and reset lean rotation, then immediately ending the drift to lean again. The inputs for the widest possible rotation to the right are as follows: +6 for 11 frames, -7 for 1 frame, +5 for 1 frame.&lt;br /&gt;
&lt;br /&gt;
Taking into account the lean patterns, the theoretical limit of superslide EV is calculated by multiplying the average EV gain by 499. For manual, this results in ~217.75 for ODB, and 249.5 for IDB. With autosliding, the limits are about 380 for ODB and 470 for IDB, depending on how many frames each drift lasts.&lt;br /&gt;
&lt;br /&gt;
=== Supergliding ===&lt;br /&gt;
:&#039;&#039;Main article: [[Supergliding]]&#039;&#039;&lt;br /&gt;
Performing [[slow ramp abuse]] allows the bike to preserve the slow ramp properties while being on the ground. In this state, the IV vector is mostly locked (only affected by wheelies and wall collisions), and wheel decay is disabled. Therefore, bikes are able to gain EV by leaning and redirect themselves using walls. The optimal leaning inputs follow the |IV| &amp;gt; 5 u/f pattern.&lt;br /&gt;
&lt;br /&gt;
=== Superhopping ===&lt;br /&gt;
:&#039;&#039;Main article: [[Superhopping]]&#039;&#039;&lt;br /&gt;
Outside-drift bikes can gain EV anywhere by drifting and rotating the IV vector away from the facing direction, then repeatedly spindrifting in the same direction. This causes a positive feedback loop, gaining more EV by leaning than is dissipated from wheel decay and EV to IV conversion. For IDBs, IV cannot be rotated away from the facing direction, so EV to IV conversion makes superhopping impossible.&lt;br /&gt;
&lt;br /&gt;
Superhopping is tough to optimize, as the inputs must be adapted depending on the situation. In general, to gain the most speed when superhopping to the right; start with a ~45° angle between facing direction and IV, -2 angle hop, +1 drift commit, hold -7 to lean, release drift before landing (wheelie optional); hop again with -2 angle hop, +1 drift commit, hold -7 to lean and neutral glide as needed, drift for 1 frame upon landing to drift reset, and repeat.&lt;br /&gt;
&lt;br /&gt;
=== Outside drift momentum ===&lt;br /&gt;
:&#039;&#039;Main article: [[Outside drift momentum]]&#039;&#039;&lt;br /&gt;
Outside-drift bikes can also gain EV by drifting off any surface, then ending the drift and leaning in the opposite direction in the air. Like superhopping, this tech relies on the IV vector being rotated away from the bike&#039;s facing direction.&lt;br /&gt;
&lt;br /&gt;
ODM is notably useful for tracks with many slow ramps in a row, like [[Mushroom Gorge]] and [[GBA Bowser Castle 3]]. Slow ramps provide airtime, which helps setting up ODM, and greatly reduce IV in the air, making the speed from EV more desirable.&lt;br /&gt;
&lt;br /&gt;
=== Hydroplaning(?) ===&lt;br /&gt;
:&#039;&#039;Main article: [[Hydroplaning]]&#039;&#039;&lt;br /&gt;
Karts and outside-drift bikes can gain very high EV by simply drifting on moving road, either with a boost or on very fast moving road. Hydroplaning appears to happen because the wheel decay function erroneously increases EV instead of reducing it, but it is not very understood at the moment. In optimal conditions (a circle of fast moving road), the EV gain seems to differ greatly between vehicles; lightweight karts have reached above 2000 EV.&lt;br /&gt;
&lt;br /&gt;
=== Slope boosting ===&lt;br /&gt;
:&#039;&#039;Main article: [[Slope boosting]]&#039;&#039;&lt;br /&gt;
As mentioned previous, the EV from gravity is always directed in the negative Y velocity while in the air. When landing on a downhill slope, this EV is redirected horizontally. Hopping immediately after landing on a steep downhill slope converts most of the vertical gravity EV into horizontal EV.&lt;br /&gt;
&lt;br /&gt;
This is easier to perform with karts and outside-drift bikes, by drifting before gaining gravity EV and landing with the IV vector pointing away from the facing direction; however, IDBs are also able to take advantage of slope boosting on tracks like [[GCN DK Mountain]]. Karts are best at slope boosting, because landing with only one wheel results in less wheel EV decay, and their inability to lean allows them to turn in the direction opposite the EV vector without reducing EV.&lt;br /&gt;
&lt;br /&gt;
=== Velocity stacking ===&lt;br /&gt;
:&#039;&#039;Main article: [[Velocity stacking]]&#039;&#039;&lt;br /&gt;
Velocity stacking is a catch-all term encompassing methods of gaining very high EV without moving. Currently, the following velocity stacking methods are known:&lt;br /&gt;
*On [[GCN DK Mountain]], falling onto the wooden ramps with high Y velocity may cause the bike to enter a superslide state, and the bike very rapidly gains EV in the negative Y direction. This is presumably because of the walls in the ramp pushing the bike while it is stuck inside. It is possible to reach over 8000 EV with this method.&lt;br /&gt;
*&#039;&#039;&#039;Reject road velocity stacking&#039;&#039;&#039;: Certain full pipes on tracks like [[Koopa Cape]] and [[N64 Mario Raceway]] have [[reject road]] collision on the ceiling of the pipe. It is possible to fully stop and start and SSMT while hanging upside down; the game tries to push the bike away and generates very high EV, while the SSMT keeps it stopped. [[Vehicles#Wario Bike | Wario Bike]] seems to be by far the best vehicle at RRVS, being able to exceed 2000 EV.&lt;/div&gt;</summary>
		<author><name>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=External_velocity&amp;diff=1246</id>
		<title>External velocity</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=External_velocity&amp;diff=1246"/>
		<updated>2025-10-21T11:45:01Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;External velocity&#039;&#039;&#039;, or &#039;&#039;&#039;EV&#039;&#039;&#039;, is one of four main types of [[velocity]] in &#039;&#039;[[Mario Kart Wii]]&#039;&#039;. It collectively refers to the effect of many forces other than the vehicle&#039;s engine, such as gravity, momentum from kart bumps and wall collisions, and leaning. Using physics exploits, EV can be used to maintain high speeds for prolonged periods of time, and its widespread recognition in 2022 has since led to the discovery of numerous [[ultra| ultras]].&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
EV is represented as a vector, with a direction and magnitude. The direction of EV is always (nearly) perpendicular to the vehicle&#039;s facing direction at any given moment; if there is a EV vector component parallel to the facing direction, the games tends to convert it to IV. Gravity EV is an exception; it is always purely directed in the (negative) Y direction, no matter the vehicle&#039;s pitch rotation, but it can still be converted to IV on the ground.&lt;br /&gt;
&lt;br /&gt;
The magnitude of the EV vector is, notably, uncapped. While [[internal velocity]] is capped at 120 u/f, and the sum of IV, EV, and moving road speed is also capped at 120 u/f, it is possible to accumulate EV in the thousands. It is worth noting that a vehicle with 1000 EV still moves at 120 u/f; however, the high amount of EV allows it to maintain its speed for a very long time.&lt;br /&gt;
&lt;br /&gt;
EV naturally decays exponentially at a rate of 0.2% per frame at all times. This limits the amount of EV that can be accumulated in most circumstances. Additionally, if one or more of the vehicle&#039;s wheel hitboxes are making contact with the ground, a constant rate of ~6-10 EV per frame is applied. This rate is independent for each wheel and each bike, and this behavior isn&#039;t well understood at the moment. The wheel decay does not apply if the wheels do not properly make contact with the ground, such as when the bike is airborne, or in a low traction state such as [[supersliding]].&lt;br /&gt;
&lt;br /&gt;
== EV sources ==&lt;br /&gt;
&lt;br /&gt;
=== Leaning ===&lt;br /&gt;
&#039;&#039;&#039;Leaning&#039;&#039;&#039; is a major mechanic for both [[IDB | inside-drift]] and [[ODB | outside-drift]] bikes. Karts lack the ability to lean entirely.&lt;br /&gt;
&lt;br /&gt;
Leaning is tracked through a &#039;&#039;&#039;lean rotation&#039;&#039;&#039; value (not to be confused with roll rotation). Inputs from +2 to +7 increment this counter by an amount known as the &#039;&#039;&#039;lean rate&#039;&#039;&#039;, which is a function of the bike&#039;s drift type and state. Inputs from -2 to -7 decrement the counter by the lean rate. This can be thought of more simply as leaning to the right or left, respectively. Inputs of 0 and ±1 are known as &#039;&#039;&#039;neutral inputs&#039;&#039;&#039;, and decrease the lean rotation exponentially by a rate of 10% per frame. For airborne bikes, leaning is disabled after 20 frames. [[Barrel roll | Soft walls]] also disable leaning while the HWG timer is non-zero.&lt;br /&gt;
&lt;br /&gt;
The lean rotation is bounded both left and right by the &#039;&#039;&#039;lean cap&#039;&#039;&#039; value, which varies with the lean rate. On each frame, if the lean rotation increases and does not become (strictly) greater than the lean cap, the bike gains EV directed to the right. Vice versa, if lean decreases and does not become (strictly) less than the lean cap, the bike gains EV to the left. The EV gained per frame by leaning is 1.0 u/f^2 for IDBs, and 0.8 u/f^2 for ODBs.&lt;br /&gt;
&lt;br /&gt;
The following table lists all possible values for the lean rate and lean cap values, depending on the bike&#039;s drift type and state. Note that |IV| means the absolute value, or magnitude of the IV vector.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
!&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Inside-drift bikes&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Outside-drift bikes&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!| |IV| &amp;lt; 5 u/f&lt;br /&gt;
!| |IV| &amp;gt; 5 u/f&lt;br /&gt;
! SSMT&lt;br /&gt;
! Drifting&lt;br /&gt;
!| |IV| &amp;lt; 5 u/f&lt;br /&gt;
!| |IV| &amp;gt; 5 u/f&lt;br /&gt;
! SSMT&lt;br /&gt;
! Drifting&lt;br /&gt;
|-&lt;br /&gt;
! Lean rate&lt;br /&gt;
| 0.08 || 0.1 || 0.15 || 0.05 || 0.08 || 0.08 || 0.15 || 0.1&lt;br /&gt;
|-&lt;br /&gt;
! Lean cap&lt;br /&gt;
| 0.6 || 1.0 || 1.3 || 0.7 - 1.5 || 0.6 || 1.0 || 1.6 || 0.8 - 1.2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Optimal efficiency for leaning involves approaching the lean cap quickly, then alternating between neutral and leaning inputs in a pattern, staying just below the lean cap. This is because lean rotation decays more quickly at higher values.&lt;br /&gt;
&lt;br /&gt;
Drifting directly sets the lean rotation value, so drifting for one frame to set lean rotation to a high magnitude in the opposite sign is an effective way to gain more leaning frames. This is occasionally referred to as drift resetting. This trick is commonly used to optimize [[superhopping]] and [[Supersliding#Autosliding | autosliding]]. &lt;br /&gt;
&lt;br /&gt;
The theoretical optimal leaning patterns for each combination of lean rate and lean cap are contained in the table below. Note that 0 represents any &#039;&#039;neutral&#039;&#039; input, and 7 represents any &#039;&#039;leaning&#039;&#039; input. Inputs in brackets should be looped as many times as indicated before continuing with the pattern.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Drift type&lt;br /&gt;
! | |IV| &amp;lt; 5 u/f&lt;br /&gt;
! | |IV| &amp;gt; 5 u/f&lt;br /&gt;
! SSMT&lt;br /&gt;
! Drifting&lt;br /&gt;
|-&lt;br /&gt;
! IDB&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | (0 0 7 0 7) * 3 &amp;lt;br&amp;gt; 0 7&lt;br /&gt;
| 0 7&lt;br /&gt;
| 0 (0 7) * 4 &amp;lt;br&amp;gt; 0 (0 7) * 5&lt;br /&gt;
| 0 7 7 7&lt;br /&gt;
|-&lt;br /&gt;
! ODB&lt;br /&gt;
| (0 7) * 5 &amp;lt;br&amp;gt; 7&lt;br /&gt;
| 0 7&lt;br /&gt;
| (0 7) * 7 &amp;lt;br&amp;gt; 7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Gravity ===&lt;br /&gt;
Gravity applies a constant acceleration of 1.3 u/f^2, directed in the negative Y direction, as long as the vehicle is airborne. As mentioned previously, EV from gravity is never converted to IV as long as the bike remains airborne, no matter its pitch rotation.&lt;br /&gt;
&lt;br /&gt;
After 50 frames of airtime, the pitch rotation of the vehicle affects gravity. The rate of acceleration is constant from 0° to -20° (facing down), increases linearly from -20° to -40°, and reaches its maximum modifier of 20% at -40° and beyond. (Vice versa if facing up.) Therefore, gravity is bounded between [1.04, 1.56] u/f^2.&lt;br /&gt;
&lt;br /&gt;
=== Wall hits ===&lt;br /&gt;
Wall collisions apply a force to the vehicle, acting on both EV and IV. The amount of EV gained generally depends on the angle of the bike relative to the wall; facing head-on to the wall affects only IV, while facing increasingly sideways grants more and more EV. In general, a good wall hit can gain about 40 EV, starting at low EV.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
&lt;br /&gt;
=== TF physics ===&lt;br /&gt;
:&#039;&#039;Main article: [[TF physics]]&#039;&#039;&lt;br /&gt;
TF physics are caused directly by a combination of leaning EV and roll rotation. When a bike gains a large amount of roll rotation, for example by drifting with IDBs, the leaning EV vectors follow the orientation of the bike, and therefore point partially upwards or downwards. For example, in a IDB drift to the right, leaning to the right causes EV to point down, e.g. reducing airtime, while leaning to the left causes EV to point up, e.g. increasing airtime.&lt;br /&gt;
&lt;br /&gt;
=== Spindrifts ===&lt;br /&gt;
:&#039;&#039;Main article: [[Drift#Spindrift]]&#039;&#039;&lt;br /&gt;
Spindrifts are a technique exclusive to bikes, caused by leaning EV. By committing to a drift in any direction, then holding the opposite direction in the air, bikes can generate EV which, upon landing, causes them to drift more sharply in the initial part of the drift compared to holding toward the drift the whole time.&lt;br /&gt;
&lt;br /&gt;
=== Neutral gliding ===&lt;br /&gt;
During any (large) hop or wallclip, alternating between neutral and leaning inputs can be a small optimization, giving a bit more lateral distance. This is caused by the lean rotation value reaching the cap during the airtime, so input alternations (before the 20 frame limit) may generate more EV. This is often useful for superhopping as well.&lt;br /&gt;
&lt;br /&gt;
=== Start slides ===&lt;br /&gt;
Bikes are able to move during the countdown due to leaning EV. Any bike can do a wheelie to rotate sideways, then use the |IV| &amp;lt; 5 u/f pattern to slide sideways. For longer bikes, double wheelies can cause them to go airborne too, which significantly decreases EV dissipation and allows them to slide much further. In this case, the optimal inputs change for each bike, and are not well understood.&lt;br /&gt;
&lt;br /&gt;
=== Supergrinding ===&lt;br /&gt;
:&#039;&#039;Main article: [[Supergrinding]]&#039;&#039;&lt;br /&gt;
Through the use of [[rapid fire hopping]], the vehicle can get stuck in the ground. In this state, its wheels are not counted as making contact with the ground, and bikes can accumulate EV by leaning. However, much of the EV from supergrinding also comes from gravity and collisions with the terrain, in ways that are not properly understood yet. Karts are also able to gain EV from rapid fire hopping in certain situations, such as on a downhill.&lt;br /&gt;
&lt;br /&gt;
Optimal inputs for supergrinding involve the |IV| &amp;gt; 5 u/f pattern. However, for ODBs, the optimal pattern is not always useful, because two consecutive turning inputs result in a much tighter turning arc, so alternating every frame (like the IDB pattern) is usually preferable.&lt;br /&gt;
&lt;br /&gt;
=== Supersliding ===&lt;br /&gt;
:&#039;&#039;Main article: [[Supersliding]]&#039;&#039;&lt;br /&gt;
Some IDBs and [[Vehicles#Wario Bike | Wario Bike]] are able to drive on the ground on their body hitboxes, instead of their wheels. The EV decay effect only applies to wheels and not body hitboxes, therefore they can simply lean to gain EV after entering this state. Supersliding is not stable for most vehicles, with the exception of Wario Bike. The optimal inputs for supersliding depend on the bike&#039;s state, according to the table above. If it&#039;s possible to initiate a slipdrift, it can be a very efficient way to gain EV in a superslide.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Supersliding#Autosliding | Autosliding]]&#039;&#039;&#039; is a technique exclusive to [[automatic drift]]. It involves holding ±6/±7 inputs to lean and begin an automatic drift (which requires 12 consecutive frames of ±6 or greater), switching to the opposite direction on the last frame to drift in the opposite direction and reset lean rotation, then immediately ending the drift to lean again. Example inputs: +6 for 11 frames, -7 for 1 frame, +5 for 1 frame.&lt;br /&gt;
&lt;br /&gt;
=== Supergliding ===&lt;br /&gt;
:&#039;&#039;Main article: [[Supergliding]]&#039;&#039;&lt;br /&gt;
Performing [[slow ramp abuse]] allows the bike to preserve the slow ramp properties while being on the ground. In this state, the IV vector is mostly locked (only affected by wheelies and wall collisions), and wheel decay is disabled. Therefore, bikes are able to gain EV by leaning and redirect themselves using walls. The optimal leaning inputs follow the |IV| &amp;gt; 5 u/f pattern.&lt;br /&gt;
&lt;br /&gt;
=== Superhopping ===&lt;br /&gt;
:&#039;&#039;Main article: [[Superhopping]]&#039;&#039;&lt;br /&gt;
Outside-drift bikes can gain EV anywhere by drifting and rotating the IV vector away from the facing direction, then repeatedly spindrifting in the same direction. This causes a positive feedback loop, gaining more EV by leaning than is dissipated from wheel decay and EV to IV conversion. For IDBs, IV cannot be rotated away from the facing direction, so EV to IV conversion makes superhopping impossible.&lt;br /&gt;
&lt;br /&gt;
Superhopping is tough to optimize, as the inputs must be adapted depending on the situation. In general, to gain the most speed when superhopping to the right; start with a ~45° angle between facing direction and IV, -2 angle hop, +1 drift commit, hold -7 to lean, release drift before landing (wheelie optional); hop again with -2 angle hop, +1 drift commit, hold -7 to lean and neutral glide as needed, drift for 1 frame upon landing to drift reset, and repeat.&lt;br /&gt;
&lt;br /&gt;
=== Outside drift momentum ===&lt;br /&gt;
:&#039;&#039;Main article: [[Outside drift momentum]]&#039;&#039;&lt;br /&gt;
Outside-drift bikes can also gain EV by drifting off any surface, then ending the drift and leaning in the opposite direction in the air. Like superhopping, this tech relies on the IV vector being rotated away from the bike&#039;s facing direction.&lt;br /&gt;
&lt;br /&gt;
ODM is notably useful for tracks with many slow ramps in a row, like [[Mushroom Gorge]] and [[GBA Bowser Castle 3]]. Slow ramps provide airtime, which helps setting up ODM, and greatly reduce IV in the air, making the speed from EV more desirable.&lt;br /&gt;
&lt;br /&gt;
=== Hydroplaning(?) ===&lt;br /&gt;
:&#039;&#039;Main article: [[Hydroplaning]]&#039;&#039;&lt;br /&gt;
Karts and outside-drift bikes can gain very high EV by simply drifting on moving road, either with a boost or on very fast moving road. Hydroplaning appears to happen because the wheel decay function erroneously increases EV instead of reducing it, but it is not very understood at the moment. In optimal conditions (a circle of fast moving road), the EV gain seems to differ greatly between vehicles; lightweight karts have reached above 2000 EV.&lt;br /&gt;
&lt;br /&gt;
=== Slope boosting ===&lt;br /&gt;
:&#039;&#039;Main article: [[Slope boosting]]&#039;&#039;&lt;br /&gt;
As mentioned previous, the EV from gravity is always directed in the negative Y velocity while in the air. When landing on a downhill slope, this EV is redirected horizontally. Hopping immediately after landing on a steep downhill slope converts most of the vertical gravity EV into horizontal EV.&lt;br /&gt;
&lt;br /&gt;
This is easier to perform with karts and outside-drift bikes, by drifting before gaining gravity EV and landing with the IV vector pointing away from the facing direction; however, IDBs are also able to take advantage of slope boosting on tracks like [[GCN DK Mountain]]. Karts are best at slope boosting, because landing with only one wheel results in less wheel EV decay, and their inability to lean allows them to turn in the direction opposite the EV vector without reducing EV.&lt;br /&gt;
&lt;br /&gt;
=== Velocity stacking ===&lt;br /&gt;
:&#039;&#039;Main article: [[Velocity stacking]]&#039;&#039;&lt;br /&gt;
Velocity stacking is a catch-all term encompassing methods of gaining very high EV without moving. Currently, the following velocity stacking methods are known:&lt;br /&gt;
*On [[GCN DK Mountain]], falling onto the wooden ramps with high Y velocity may cause the bike to enter a superslide state, and the bike very rapidly gains EV in the negative Y direction. This is presumably because of the walls in the ramp pushing the bike while it is stuck inside. It is possible to reach over 8000 EV with this method.&lt;br /&gt;
*&#039;&#039;&#039;Reject road velocity stacking&#039;&#039;&#039;: Certain full pipes on tracks like [[Koopa Cape]] and [[N64 Mario Raceway]] have [[reject road]] collision on the ceiling of the pipe. It is possible to fully stop and start and SSMT while hanging upside down; the game tries to push the bike away and generates very high EV, while the SSMT keeps it stopped. [[Vehicles#Wario Bike | Wario Bike]] seems to be by far the best vehicle at RRVS, being able to exceed 2000 EV.&lt;/div&gt;</summary>
		<author><name>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=EV&amp;diff=1245</id>
		<title>EV</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=EV&amp;diff=1245"/>
		<updated>2025-10-21T11:44:41Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: Redirected page to External velocity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[External velocity]]&lt;/div&gt;</summary>
		<author><name>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=External_velocity&amp;diff=1235</id>
		<title>External velocity</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=External_velocity&amp;diff=1235"/>
		<updated>2025-10-20T20:44:02Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;External Velocity&amp;#039;&amp;#039;&amp;#039;, or &amp;#039;&amp;#039;&amp;#039;EV&amp;#039;&amp;#039;&amp;#039;, is one of two main types of speed in &amp;#039;&amp;#039;Mario Kart Wii&amp;#039;&amp;#039;. It collectively refers to the effect of many forces other than the vehicle&amp;#039;s engine, such as gravity, momentum from kart bumps and wall collisions, and leaning. Using physics exploits, EV can be used to maintain high speeds for prolonged periods of time.  == Overview == EV is represented as a vector, with a direction and magnitude. The direction of EV is always (nearly) per...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;External Velocity&#039;&#039;&#039;, or &#039;&#039;&#039;EV&#039;&#039;&#039;, is one of two main types of speed in &#039;&#039;[[Mario Kart Wii]]&#039;&#039;. It collectively refers to the effect of many forces other than the vehicle&#039;s engine, such as gravity, momentum from kart bumps and wall collisions, and leaning. Using physics exploits, EV can be used to maintain high speeds for prolonged periods of time.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
EV is represented as a vector, with a direction and magnitude. The direction of EV is always (nearly) perpendicular to the vehicle&#039;s facing direction at any given moment; if there is a EV vector component parallel to the facing direction, the games tends to convert it to IV. Gravity EV is an exception; it is always purely directed in the (negative) Y direction, no matter the vehicle&#039;s pitch rotation, but it can still be converted to IV on the ground.&lt;br /&gt;
&lt;br /&gt;
The magnitude of the EV vector is, notably, uncapped. While [[Internal Velocity]] is capped at 120 u/f, and the sum of IV, EV, and moving road speed is also capped at 120 u/f, it is possible to accumulate EV in the thousands. It is worth noting that a vehicle with 1000 EV still moves at 120 u/f; however, the high amount of EV ensures it will maintain its speed for a very long time.&lt;br /&gt;
&lt;br /&gt;
EV naturally decays exponentially at a rate of 0.2% per frame at all times. This limits the amount of EV that can be accumulated in most circumstances. Additionally, if one or more of the vehicle&#039;s wheel hitboxes are making contact with the ground, a constant rate of ~6-10 EV per frame is applied. This rate is independent for each wheel and each bike, and this behavior isn&#039;t well understood at the moment. The wheel decay does not apply if the wheels do not properly make contact with the ground, such as when the bike is airborne, or in a low traction state such as [[supersliding]].&lt;br /&gt;
&lt;br /&gt;
== EV sources ==&lt;br /&gt;
&lt;br /&gt;
=== Leaning ===&lt;br /&gt;
&#039;&#039;&#039;Leaning&#039;&#039;&#039; is a major mechanic for both [[IDB | inside-drift]] and [[ODB | outside-drift]] bikes. Karts lack the ability to lean whatsoever.&lt;br /&gt;
&lt;br /&gt;
Leaning is tracked through a &#039;&#039;&#039;lean rotation&#039;&#039;&#039; value (not to be confused with roll rotation). Inputs from +2 to +7 increment this counter by an amount known as the &#039;&#039;&#039;lean rate&#039;&#039;&#039;, which is a function of the bike&#039;s drift type and state. Inputs from -2 to -7 decrement the counter by the lean rate. This can be thought of more simply as leaning to the right or left, respectively. Inputs of 0 and ±1 are known as &#039;&#039;&#039;neutral inputs&#039;&#039;&#039;, and decrease the lean rotation exponentially by a rate of 10% per frame. For airborne bikes, leaning is disabled after 20 frames. [[Barrel roll | Soft walls]] also disable leaning while the HWG timer is non-zero.&lt;br /&gt;
&lt;br /&gt;
The lean rotation is bounded both left and right by the &#039;&#039;&#039;lean cap&#039;&#039;&#039; value, which varies with the lean rate. On each frame, if the lean rotation increases and does not become (strictly) greater than the lean cap, the bike gains EV directed to the right. Vice versa, if lean decreases and does not become (strictly) less than the lean cap, the bike gains EV to the left. The EV gained per frame by leaning is 1.0 u/f^2 for IDBs, and 0.8 u/f^2 for ODBs.&lt;br /&gt;
&lt;br /&gt;
The following table lists all possible values for the lean rate and lean cap values, depending on the bike&#039;s drift type and state.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
!&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Inside-drift bikes&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Outside-drift bikes&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! IV &amp;lt; 5 u/f&lt;br /&gt;
! IV &amp;gt; 5 u/f&lt;br /&gt;
! SSMT&lt;br /&gt;
! Drifting&lt;br /&gt;
! IV &amp;lt; 5 u/f&lt;br /&gt;
! IV &amp;gt; 5 u/f&lt;br /&gt;
! SSMT&lt;br /&gt;
! Drifting&lt;br /&gt;
|-&lt;br /&gt;
! Lean rate&lt;br /&gt;
| 0.08 || 0.1 || 0.15 || 0.05 || 0.08 || 0.08 || 0.15 || 0.1&lt;br /&gt;
|-&lt;br /&gt;
! Lean cap&lt;br /&gt;
| 0.6 || 1.0 || 1.3 || 0.7 - 1.5 || 0.6 || 1.0 || 1.6 || 0.8 - 1.2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Optimal efficiency for leaning involves approaching the lean cap quickly, then alternating between neutral and leaning inputs in a pattern, staying just below the lean cap. This is because lean rotation decays more quickly at higher values.&lt;br /&gt;
&lt;br /&gt;
Drifting directly sets the lean rotation value, so drifting for one frame to set lean rotation to a high magnitude in the opposite sign is an effective way to gain more leaning frames. This is occasionally referred to as drift resetting. This trick is commonly used to optimize [[superhopping]] and [[Supersliding#Autosliding | autosliding]]. &lt;br /&gt;
&lt;br /&gt;
The theoretical optimal leaning patterns for each combination of lean rate and lean cap are contained in the table below. Note that 0 represents any &#039;&#039;neutral&#039;&#039; input, and 7 represents any &#039;&#039;leaning&#039;&#039; input. Inputs in brackets should be looped as many times as indicated before continuing with the pattern.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Drift Type&lt;br /&gt;
! IV &amp;lt; 5 u/f&lt;br /&gt;
! IV &amp;gt; 5 u/f&lt;br /&gt;
! SSMT&lt;br /&gt;
! Drifting&lt;br /&gt;
|-&lt;br /&gt;
! IDB&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | (0 0 7 0 7) * 3 &amp;lt;br&amp;gt; 0 7&lt;br /&gt;
| 0 7&lt;br /&gt;
| 0 (0 7) * 4 &amp;lt;br&amp;gt; 0 (0 7) * 5&lt;br /&gt;
| 0 7 7 7&lt;br /&gt;
|-&lt;br /&gt;
! ODB&lt;br /&gt;
| (0 7) * 5 &amp;lt;br&amp;gt; 7&lt;br /&gt;
| 0 7&lt;br /&gt;
| (0 7) * 7 &amp;lt;br&amp;gt; 7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Gravity ===&lt;br /&gt;
Gravity applies a constant acceleration of 1.3 u/f^2, directed in the negative Y direction, as long as the vehicle is airborne. As mentioned previously, EV from gravity is never converted to IV as long as the bike remains airborne, no matter its pitch rotation.&lt;br /&gt;
&lt;br /&gt;
After 50 frames of airtime, the pitch rotation of the vehicle affects gravity. The rate of acceleration is constant from 0° to -20° (facing down), increases linearly from -20° to -40°, and reaches its maximum modifier of 20% at -40° and beyond. (Vice versa if facing up.) Therefore, gravity is bounded between [1.04, 1.56] u/f^2.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
&lt;br /&gt;
=== TF physics ===&lt;br /&gt;
:&#039;&#039;Main article: [[TF physics]]&#039;&#039;&lt;br /&gt;
TF physics are caused directly by a combination of leaning EV and roll rotation. When a bike gains a large amount of roll rotation, for example by drifting with IDBs, the leaning EV vectors follow the orientation of the bike, and therefore point partially upwards or downwards. For example, in a IDB drift to the right, leaning to the right causes EV to point down, e.g. reducing airtime, while leaning to the left causes EV to point up, e.g. increasing airtime.&lt;br /&gt;
&lt;br /&gt;
=== Spindrifts ===&lt;br /&gt;
:&#039;&#039;Main article: [[Drift#Spindrift]]&#039;&#039;&lt;br /&gt;
Spindrifts are a technique exclusive to bikes, caused by leaning EV. By committing to a drift in any direction, then holding the opposite direction in the air, bikes can generate EV which, upon landing, causes them to drift more sharply in the initial part of the drift, compared to holding toward the drift the whole time.&lt;br /&gt;
&lt;br /&gt;
=== Neutral gliding ===&lt;br /&gt;
During any (large) hop or wallclip, alternating between neutral and leaning inputs can be a small optimization, giving a bit more lateral distance. This is caused by the lean rotation value reaching the cap during the airtime, so input alternations (before the 20 frame limit) may generate more EV. This is often useful for superhopping as well.&lt;br /&gt;
&lt;br /&gt;
=== Start slides ===&lt;br /&gt;
Bikes are able to move during the countdown due to leaning EV. Any bike can do a wheelie to rotate sideways, then use the IV &amp;lt; 5 u/f pattern to slide sideways. For longer bikes, double wheelies can cause them to go airborne too, which significantly decreases EV dissipation and allows them to slide much further. In this case, the optimal inputs change for each bike, and are not well understood.&lt;br /&gt;
&lt;br /&gt;
=== Supergrinding ===&lt;br /&gt;
:&#039;&#039;Main article: [[Supergrinding]]&#039;&#039;&lt;br /&gt;
Through the use of [[rapid fire hopping]], the vehicle can get stuck in the ground. In this state, its wheels are not counted as making contact with the ground, and bikes can accumulate EV by leaning. However, much of the EV from supergrinding also comes from gravity and collisions with the terrain, in ways that are not properly understood yet. Karts are also able to gain EV from rapid fire hopping in certain situations, such as on a downhill.&lt;br /&gt;
&lt;br /&gt;
Optimal inputs for supergrinding involve the &amp;quot;IV &amp;gt; 5 u/f&amp;quot; pattern. However, for ODBs, the optimal pattern is not always useful, because two consecutive turning inputs result in a much tighter turning arc, so alternating every frame (like the IDB pattern) is usually preferable.&lt;br /&gt;
&lt;br /&gt;
=== Superhopping ===&lt;br /&gt;
:&#039;&#039;Main article: [[Superhopping]]&#039;&#039;&lt;br /&gt;
Outside-drift bikes can gain EV anywhere by drifting and rotating the IV vector away from the facing direction, then repeatedly spindrifting in the same direction. This causes a positive feedback loop, gaining more EV by leaning than is dissipated from wheel decay and EV to IV conversion. The EV to IV conversion makes superhopping impossible for IDBs.&lt;br /&gt;
&lt;br /&gt;
Superhopping is tough to optimize, as the inputs must be adapted depending on the situation. In general, to gain the most speed when superhopping to the right; start with a ~45° angle between facing direction and IV, -2 angle hop, +1 drift commit, hold -7 to lean, release drift before landing (wheelie optional); hop again with -2 angle hop, +1 drift commit, hold -7 to lean and neutral glide as needed, drift for 1 frame upon landing to drift reset, and repeat.&lt;br /&gt;
&lt;br /&gt;
=== Supersliding ===&lt;br /&gt;
:&#039;&#039;Main article: [[Supersliding]]&#039;&#039;&lt;br /&gt;
Some IDBs and [[Vehicles#Wario Bike | Wario Bike]] are able to drive on the ground on their body hitboxes, instead of their wheels. The EV decay effect only applies to wheels and not body hitboxes, therefore they can simply lean to gain EV after entering this state. Supersliding is not stable for most vehicles, with the exception of Wario Bike. The optimal inputs for supersliding depend on the bike&#039;s state, according to the table above. If it&#039;s possible to initiate a slipdrift, it can be a very efficient way to gain EV in a superslide.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Supersliding#Autosliding | Autosliding]]&#039;&#039;&#039; is a technique exclusive to [[automatic drift]]. It involves holding ±6/±7 inputs to lean and begin an automatic drift (which requires 12 consecutive frames of ±6 or greater), switching to the opposite direction on the last frame to drift in the opposite direction and reset lean rotation, then immediately ending the drift to lean again. Example inputs: +6 for 11 frames, -7 for 1 frame, +5 for 1 frame.&lt;br /&gt;
&lt;br /&gt;
=== Outside drift momentum ===&lt;br /&gt;
:&#039;&#039;Main article: [[Outside drift momentum]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Slope boosting ===&lt;br /&gt;
:&#039;&#039;Main article: [[Slope boosting]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Velocity stacking ===&lt;br /&gt;
:&#039;&#039;Main article: [[Velocity stacking]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== It was called hydro pump or something idr ===&lt;br /&gt;
:&#039;&#039;Main article: [[It was called hydro pump or something idr]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
In 1687, Sir Isaac Newton invented gravity. His theories inspired Miyamoto to add EV to Mario Kart Wii.&lt;br /&gt;
&lt;br /&gt;
In 1905, Albert Einstein discovered leaning EV. It was a great revolution in Mario Kart Wii science and created many fervent debate among peers on categorization.&lt;br /&gt;
&lt;br /&gt;
It is speculated that state-of-the-art research on gravitons may lead to the discovery of brand new types of EV.&lt;/div&gt;</summary>
		<author><name>Sir Corvid</name></author>
	</entry>
	<entry>
		<id>https://wiki.mkwtas.com/index.php?title=DS_Yoshi_Falls&amp;diff=1230</id>
		<title>DS Yoshi Falls</title>
		<link rel="alternate" type="text/html" href="https://wiki.mkwtas.com/index.php?title=DS_Yoshi_Falls&amp;diff=1230"/>
		<updated>2025-10-19T10:44:04Z</updated>

		<summary type="html">&lt;p&gt;Sir Corvid: /* Potential timesaves */ i just didn&amp;#039;t finish writing this lmfao&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;DS Yoshi Falls&#039;&#039;&#039; is the second course of the Shell Cup in &#039;&#039;[[Mario Kart Wii]]&#039;&#039;. Its first appearance as a course was in &#039;&#039;[[Mario Kart DS]]&#039;&#039;. It is significant in that it has the fastest NU Flap of all 32 tracks, being faster than most tracks&#039; UR flaps utilising [[ultra shortcuts]].&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Current BKTs&lt;br /&gt;
|-&lt;br /&gt;
!Type&lt;br /&gt;
!Unrestricted&lt;br /&gt;
!No Ultra&lt;br /&gt;
!No Glitch&lt;br /&gt;
|-&lt;br /&gt;
!3lap&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |0:49.913&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |0:57.572&lt;br /&gt;
|-&lt;br /&gt;
!Flap&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |6.969&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |12.190&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |18.176&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
DS Yoshi Falls has a flap-only [[ultra shortcut]], which uses [[supergrinding]], a [[delayed lap count]], [[wallclips]], and [[Respawn glitch | respawning to save time]]. Outside the ultra shortcut, it also currently benefits from the use of [[supergrinding]] and [[wallclips]] in both 3lap and flap categories. Hence, it has two 3lap and three flap categories. The Unrestricted 3lap record is also technically the No Ultra 3lap record since no ultra shortcut is used.&lt;br /&gt;
&lt;br /&gt;
=== Unrestricted 3lap ===&lt;br /&gt;
:&#039;&#039;Video: [https://www.youtube.com/watch?v=K1mMWQSSI3o 0:49.913 by Corvid, Mikul (2025)]&#039;&#039;&lt;br /&gt;
The current strategy for UR 3lap is to supergrind on all 3 laps, and perform the egg shortcut on lap 3. Funky Kong + [[Vehicles#Spear | Spear]] is used, because this combo is able to gain a lot of EV in the short supergrind before the egg cut.&lt;br /&gt;
*&amp;lt;b&amp;gt;Lap 1&amp;lt;/b&amp;gt;: A custom startslide is used to start with a good line into the waterfall, while sacrificing as little forward distance as possible. The first mushroom is used at the waterfall to prevent speed loss and start a supergrind on the banking. This supergrind continues until the second supergrind, and [[EV]] is preserved with a few momentum hops. Another supergrind is started on the slopes at the last turn, using the boost from the zipper. It is carried into the next lap.&lt;br /&gt;
*&amp;lt;b&amp;gt;Lap 2&amp;lt;/b&amp;gt;: The supergrind is continued up until the first waterfall. The EV from it is preserved with momentum hops, and using the soft walls at the edge of the turn. The soft walls also help redirect motion so that the bike can make it through the turn in a drift, and the [[miniturbo]] is released into the bridge. The next part of the track follows [[DS Yoshi Falls#No Glitch 3lap | manual no glitch]] strategies, up to the last turn where another supergrind is started.&lt;br /&gt;
*&amp;lt;b&amp;gt;Lap 3&amp;lt;/b&amp;gt;: The previous supergrind is continued up to the first waterfall. The second mushroom is used there to start a supergrind on the banking, like on lap 1, and gain a lot of EV. The EV is preserved up to the next waterfall with momentum hops, launching towards the giant egg shroomless. The third mushroom is used at the egg to increase IV upon touching it; because of the bike&#039;s high pitch rotation, IV is pointing upwards, therefore the mushroom has a big effect on height. The landing recovery simply involves a [[Standstill miniturbo | SSMT]] to turn towards the finish line.&lt;br /&gt;
&lt;br /&gt;
=== Unrestricted Flap ===&lt;br /&gt;
:&#039;&#039;Video: [https://www.youtube.com/watch?v=ixRo4WABTfY 6.969 by Jellopuff, Kierio (2024)]&#039;&#039;&lt;br /&gt;
The current strategy for UR flap is to perform the ultra shortcut with a delayed lap count. Baby Daisy + [[Vehicles#Bullet Bike | Bullet Bike]] is used.&lt;br /&gt;
First, the delayed lap count is performed shroomless. This involves starting a supergrind at the bridge, accumulating over 200 EV, and ejecting to carry a lot of momentum into the giant egg. With a good bounce from the egg, it is possible to land on the other side of the track and break the checkpoint progression, with the finish line still active.&amp;lt;br&amp;gt;&lt;br /&gt;
The second part of the setup involves starting another supergrind at the bridge, this time driving through the track backwards to carry it all the way to the first turn. The first mushroom is used at the banking at the first turn; this greatly increases the amount of EV accumulated, to about 300. The slopes around the waterfall are used to turn to the left and gain a lot of height, before crossing the finish line backwards to start the flap, flying towards the egg. The second mushroom is used before touching the egg to increase IV, and therefore height. The third mushroom is used in the air for more distance, and also to have boost upon landing to quickly accelerate. Due to the mushroom boost, using the barrel roll state to quickly turn is not viable, so the landing recovery simply involves hopping up and charging a [[miniturbo]].&lt;br /&gt;
&lt;br /&gt;
=== No Ultra Flap ===&lt;br /&gt;
:&#039;&#039;Video: [https://www.youtube.com/watch?v=ixRo4WABTfY&amp;amp;t=57s 12.190 by Jellopuff (2024)]&#039;&#039;&lt;br /&gt;
The current strategy for NU flap is to perform supergrinding and the egg shortcut. Funky Kong + Spear is used.&lt;br /&gt;
The flap setup involves entering a supergrind at the wooden bridge near the end of the track, and accumulating about 200 EV before starting the flap. The bike ejects from the supergrind at the first turn, and uses preserves most of the EV with momentum hops through the first turn, using the soft walls at the edge of the banking to redirect motion and keep a tight line. After more momentum hops the waterfall, the bike launches off towards the giant egg shroomless. The first mushroom is used at the egg, to increase IV (and therefore height) upon touching it. After landing on the other side of the track facing backwards, the soft walls are used to enter a barrel roll state, nearly flipping the bike. The second mushroom is used to accelerate, forcing the bike out of the barrel roll and sharply changing its yaw rotation in the process. The third mushroom is used to stay at 120 u/f until the finish.&lt;br /&gt;
&lt;br /&gt;
=== No Glitch 3lap ===&lt;br /&gt;
:&#039;&#039;Video: [https://www.youtube.com/watch?v=bzHJnV3UPx8 0:57.572 by Alego11, Corvid, Marth (2025)]&#039;&#039;&lt;br /&gt;
Funky Kong + Spear is used for the high top speed stat. [[Automatic drift | Automatic transmission]] has been demonstrated to be a few frames faster than manual.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=BBAi6wn7SRk (MKW TAS) DS Yoshi Falls - 57.641 ( No Glitch )]&amp;lt;/ref&amp;gt; This is due to its ability to [[Wheelie#Optimal wheelie turning | wheelie turn]] without speed loss, eliminating [[Wheelie#Rehop | rehops]].&lt;br /&gt;
*&amp;lt;b&amp;gt;First turn&amp;lt;/b&amp;gt;: The mushroom is used here on every lap, both to avoid the speed loss from the waterfall, and to avoid having to slowly accelerate to max wheelie speed after the drift ends. The sloping after the waterfall is used to go airborne and cut over some of the turn. The soft walls assist in recovering from the jump and making the turn. The shroom is delayed as much as possible, for a better line into the bridge.&lt;br /&gt;
*&amp;lt;b&amp;gt;Bridge&amp;lt;/b&amp;gt;: Automatic is able to wheelie turn through both shallow turns, being the main time gain over manual. On the slope transition before the bridge, getting a stick rotates the bike sharply to the right due to [[rotation conversion]], making this strategy possible.&lt;br /&gt;
*&amp;lt;b&amp;gt;Second turn&amp;lt;/b&amp;gt;: A wheelie drop before the boost panel is done for a tighter line through the turn. The wheelie drop allows for an [[Drift#Auto spindrift | auto spindrift]], to quickly turn to the right. Bounces after the boost panel, and [[A-tech]] further assist with turning.&lt;br /&gt;
*&amp;lt;b&amp;gt;Waterfall&amp;lt;/b&amp;gt;: The waterfall causes speed loss, and automatic can&#039;t miniturbo to quickly get up to top speed. Landing on the waterfall is delayed as much as possible, by using the soft wall before the downhill slope to gain large airtime. The wheelie is dropped midway through the waterfall (once IV is about to drop below regular top speed) for tighter turning exiting the waterfall. After sticking to the uphill slope, the auto rewheelie strat is performed to turn tighter, without speed penalty due to already being far below max wheelie speed.&lt;br /&gt;
*&amp;lt;b&amp;gt;Last turn&amp;lt;/b&amp;gt;: An auto spindrift is done at the boost panel, like before. Going from +7 to -7 and back during the drift allows to change the drifting direction on command, which is used to realign to the left before committing to the right fully. A-tech is again used to get more rotation when the boost ends. On lap 3, there is no need to align for the next lap, so an artificial chain wheelie is done for a better line to the finish.&lt;br /&gt;
*&amp;lt;b&amp;gt;Lap transition&amp;lt;/b&amp;gt;: The turn is too tight to simply wheelie turn throughout, so a small drift is started, followed by auto rewheelies, to gain rotation while sacrificing as little speed as possible. On lap 1, the start slide and start boost allow a simpler alternative line.&lt;br /&gt;
&lt;br /&gt;
=== No Glitch Flap ===&lt;br /&gt;
:&#039;&#039;Video: [https://www.youtube.com/watch?v=BDff2FLJrdU 18.176 by Estaloy, Kierio, SirLucas (2023)]&#039;&#039;&lt;br /&gt;
Like for the 3lap, Funky Kong + Spear is used. Automatic transmission is currently used too, but manual is likely better.&lt;br /&gt;
*&amp;lt;b&amp;gt;Lap entry&amp;lt;/b&amp;gt;: The flap starts on the right side to reduce distance driven. The first mushroom is used at the downhill slope transition, to realign into the first turn without losing a lot of speed like the 3lap.&lt;br /&gt;
*&amp;lt;b&amp;gt;First turn - second turn&amp;lt;/b&amp;gt;: Same strategies as the 3lap. Second mushroom is used here.&lt;br /&gt;
*&amp;lt;b&amp;gt;Waterfall&amp;lt;/b&amp;gt;: The third mushroom is used here, both to avoid the slowdown from the waterfall, and to cut a small part of the track using airtime from the uphill slope transition.&lt;br /&gt;
*&amp;lt;b&amp;gt;Last turn&amp;lt;/b&amp;gt;: Same as the 3lap.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;TODO: History of all strat developements. Section devoted to the ultra shortcut, the egg shortcut, and supergrinding.&lt;br /&gt;
&lt;br /&gt;
=== TAS Competitions ===&lt;br /&gt;
&lt;br /&gt;
DS Yoshi Falls has featured in two tasks of the [[MKWii TAS Competition]] (Task 6 2020, Task 10 2021).&lt;br /&gt;
&lt;br /&gt;
== Future ==&lt;br /&gt;
&lt;br /&gt;
=== Known timesaves ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;UR 3lap&amp;lt;/b&amp;gt;&lt;br /&gt;
*It is possible to perform the egg cut with only 1 mushroom, by starting the supergrind with a miniturbo instead of a mushroom, which still gives enough EV for the shortcut. This makes it faster to do the cut on all 3 laps.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=j6qLjxVNxVE is rYF BORING now????]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Sneakster gains more EV than Spear at the egg cut supergrind.&amp;lt;ref&amp;gt;[https://discord.com/channels/214574342137315328/864397137667555329/1418793276437299342 #tas-strats channel]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;UR Flap&amp;lt;/b&amp;gt;&lt;br /&gt;
*There is a currently unuploaded 5.886 collab.&amp;lt;ref&amp;gt;[https://discord.com/channels/214574342137315328/1426543297769242726/1426972084894175355 rYF UR flap thread]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NU Flap&amp;lt;/b&amp;gt;&lt;br /&gt;
*Implement the delayed lap count.&lt;br /&gt;
&lt;br /&gt;
=== Potential timesaves ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NG Flap&amp;lt;/b&amp;gt;&lt;br /&gt;
*Manual transition is likely better than automatic. With the additional mushrooms, manual is able to eliminate one of the rehops, closing the gap between it and automatic. However, no fully optimized flaps exist for either transmission, so it is not confirmed which transmission is better.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox courses}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Courses]]&lt;br /&gt;
[[Category:Incomplete]]&lt;/div&gt;</summary>
		<author><name>Sir Corvid</name></author>
	</entry>
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