Hop: Difference between revisions
Sir Corvid (talk | contribs) Created page with "The '''hop''' is a basic driving mechanic in ''Mario Kart Wii''. 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..." |
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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. | 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. | ||
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 | 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]]). | ||
=== Angle hop === | === Angle hop === | ||
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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. | 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. | ||
Rehops are more effective for bikes with a 0.9 | 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. | ||
=== Grounded hop === | === Grounded hop === | ||