Luigi Circuit: Difference between revisions
Sir Corvid (talk | contribs) Added as much info as I remember about LC NG. I'll probably slowly work through the other tracks I am qualified for in the future |
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| style="text-align:center;" |21. | | style="text-align:center;" |21.325 | ||
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=== No Glitch 3lap === | === No Glitch 3lap === | ||
:''Video: [https://www.youtube.com/watch?v=QcT3FjJHyCw 1:07.788 by Alego11, César, Corvid, ego, Ejay B, Marth, sorry (2025)]'' | :''Video: [https://www.youtube.com/watch?v=QcT3FjJHyCw 1:07.788 by Alego11, César, Corvid, ego, Ejay B, Marth, sorry (2025)]'' | ||
Funky Kong + Spear is optimal; it's the fastest bike combo, and none of the sections require high drift. | |||
*<b>First turn</b>: 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. | |||
*<b>Second turn</b>: A chain happens right before the turn, so it's slightly faster to hop slightly early to spend less time below 98 u/f. To compensate, the drift starts with soft inputs briefly, then switches to hard right. | |||
*<b>Third turn</b>: Taken suboptimally on purpose, in preparation of the ramp. The aim of the turn is to release the MT far on the right side of the road. For this, the curb is used for greater airtime, allowing to hop much later than usual with a spindrift; the combination of rotation conversion from the curb and the spindrift allows for a very tight drift initially. An extended quickhop is done exiting the turn, to align for the ramp. | |||
*<b>Ramp lowtrick</b>: With the angle from the third turn, [[Wheelie#Optimal wheelie turning | optimal wheelie turning]], and a twist chain, enough angle is obtained that with good [[Quantised movement | airtime]] from the curb, it's possible to hold the wheelie through the air and land close to the ramp. The best airtime QM lands a bit short of the ramp, thus dropping to ~71 u/f from the offroad is forced. A small drift is done on landing for realignment. Aiming for the edge of the ramp precisely allows for a [[Lowtrick | lowtrick]], with [[Side trick abuse | STA]] to gain speed in the air. This interaction is the only QM lock in the track. This strategy for the ramp lands much further left than other methods, eliminating the [[Wheelie#Rehop | rehop]] before the shroom. | |||
*<b>Offroad cut</b>: 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'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. | |||
=== No Glitch Flap === | === No Glitch Flap === | ||
:''Video: [https:// | :''Video: [https://youtu.be/Uy1vjE6gBTg 21.325 by Corvid (2024)]'' | ||
Like for the NG 3lap, Funky Kong + Spear are used for high top speed. | |||
*<b>Lap entry + first turn</b>: 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]]. | |||
*<b>Second + third turn</b>: The first mushroom is used here, to cut through the third turn tighter. It'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. | |||
*<b>Ramp lowtrick</b>: 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. | |||
*<b>Offroad cut</b>: The third mushroom is used here. Very similar to the 3lap, although the wallclip is not necessary for a good line. | |||
== History == | == History == | ||
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'''UR Flap''' | '''UR Flap''' | ||
* Ejay improved the post-respawn section to achieve a 15.341, however the improvement has not been published due to over potential improvements in the lap existing. | * Ejay improved the post-respawn section to achieve a 15.341, however the improvement has not been published due to over potential improvements in the lap existing. | ||
'''NG Flap''' | '''NG Flap''' | ||
* | * Starting the lap with different QM, to allow for the best soft wall interaction possible at the ramp. | ||
* Delaying the hop on the first turn by a couple frames was a missed small optimization. | |||
* At the cut, there is a 1 f bounce during shroom acceleration, which can likely be prevented. | |||
=== Potential timesaves === | === Potential timesaves === | ||
'''UR Flap''' | '''UR Flap''' | ||
* Better optimisation of the pre-respawn section, as it is from a prelim demonstration from when the ultra was discovered. | * Better optimisation of the pre-respawn section, as it is from a prelim demonstration from when the ultra was discovered. | ||
== References == | == References == |