Automatic drift: Difference between revisions
Sir Corvid (talk | contribs) Created page with "'''Automatic drift''' 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 '''hard inputs''') for 12 consecutive frames will initiate a drift. Holding a..." |
Sir Corvid (talk | contribs) mNo edit summary |
||
| (One intermediate revision by the same user not shown) | |||
| Line 2: | Line 2: | ||
== Overview == | == Overview == | ||
Holding a horizontal stick input of ±6 or ±7 (from now on called '''hard inputs''') for 12 consecutive frames will initiate a drift. Holding an input of magnitude ±5 and lower (or '''soft input''') for even one frame will reset this drift timer, or cancel the drift if it's active. On bikes, during a wheelie, 16 frames of consecutive hard inputs automatically cause a wheelie drop. | Holding a horizontal stick input of ±6 or ±7 (from now on called '''hard inputs''') 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 '''soft input''') for even one frame will reset this drift timer, or cancel the drift if it's active. On bikes, during a wheelie, 16 frames of consecutive hard inputs automatically cause a wheelie drop. | ||
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). | 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). | ||
[[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 | [[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. | ||
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. | 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. | ||
| Line 26: | Line 26: | ||
=== Rotation conversion === | === Rotation conversion === | ||
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]]. | 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]]. | ||
*'''Optimal drift''': 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. | *'''Optimal drift''': 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. | ||
*'''Auto spindrift''': 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. | *'''Auto spindrift''': 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. | ||
| Line 32: | Line 32: | ||
=== Brake drifting === | === Brake drifting === | ||
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 | 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. | ||
=== Auto hop === | === Auto hop === | ||
| Line 45: | Line 45: | ||
Autosliding works due to a combination of two quirks: switching from a right hard input to a left soft input switches the drift'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. | Autosliding works due to a combination of two quirks: switching from a right hard input to a left soft input switches the drift'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. | ||
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's IV must be at over 55% of its | 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'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. | ||