Trick: Difference between revisions

Ellucinea (talk | contribs)
m negative iv
 
(5 intermediate revisions by 2 users not shown)
Line 1: Line 1:
The '''trick''' is a speed boost technique in ''[[Mario Kart Wii]]''.
'''Tricking''' is a speed boost technique in ''[[Mario Kart Wii]]''.


== Overview ==
== 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 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. For a trick to actually be triggered, the vehicle must get at least 3 frames of airtime (the '''trickable timer''' must count down from 3 to 0), and the magnitude of its IV must be at least 50% of its regular[[IV#Maximum speed | max speed]].
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.


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's still active. As soon as the trick is triggered, the '''trick cooldown''' value is set to 5, and begins counting down.
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 '''trickable timer''', 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.


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.<br>
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'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's height and angle.
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.
 
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.
{| class="wikitable mw-collapsible"
|+IV redirection angle ''(angle cap)''
!
!Stunt tricks
!Flip tricks
|-
|'''Lightweights'''
|15° ''(40''°'')''
|20° ''(45°)''
|-
|'''Mediumweights'''
|13° ''(36''°'')''
|18° ''(42''°'')''
|-
|'''Heavyweights'''
|11° ''(32''°'')''
|16° ''(39''°'')''
|}
If bikes are in a [[wheelie]] when the trick animation starts, the wheelie is canceled. As soon as the trick is triggered, the '''trick cooldown''' 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/. 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.
 
=== Tricking with negative IV ===
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.
 
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's Factory#UR Flap | Toad'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.


== Techniques ==
== Techniques ==
Line 15: Line 40:
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's better to trick slightly early, so that the second trick can also be delayed.
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's better to trick slightly early, so that the second trick can also be delayed.


After leaving trickable road, touching and leaving other ground while the trickable timer is still counting down from 3 allows you to extend how long you can delay a trick (the 10th frame of airtime is now calculated from the latter ground hit). 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.
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's speed lock and delay the trick to the 11th frame after touching the ramp.


=== Hop trick ===
=== Hop trick ===
[[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.
[[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.


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's vertical speed with the hop's, which is much lower. Hop tricks are the most effective way to reduce slow ramp airtime.
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's vertical speed with the hop's, which is much lower. Hop tricks are the most effective way to reduce slow ramp airtime.


=== Drift trick ===
=== Drift trick ===
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.  
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.  


Karts can't use drift tricks to reduce height, because they can't [[EV#Leaning | lean]] like bikes. However, drift tricks are still useful on karts to realign in the air.
Karts can't use drift tricks to reduce height, because they can't [[EV#Leaning |lean]] like bikes. However, drift tricks are still useful on karts to realign in the air.


=== Wall trick ===
=== Wall trick ===
Wall tricks are performed on flip trick ramps with bikes. [[Wall clip | Clipping a wall]] during a trick updates the vehicle'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's vertical speed to be directed down, reducing airtime.
Wall tricks are performed on flip trick ramps with bikes. [[Wall clip |Clipping a wall]] during a trick updates the vehicle'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's vertical speed to be directed down, reducing airtime.


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).
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).
Line 36: Line 61:


On the other hand, ending the RFH right before the end of the trickable ramp causes an ejection, as well as reset the bike'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's Castle]].
On the other hand, ending the RFH right before the end of the trickable ramp causes an ejection, as well as reset the bike'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's Castle]].
=== Double trick ===
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.


=== Side trick abuse ===
=== Side trick abuse ===
Line 42: Line 70:
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.
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.


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.<br>
Leaning forwards is known as STA. This corresponds to holding in the direction of the bike'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's orientation.<br>
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]].
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]].


Line 55: Line 83:


=== Tilt lock ===
=== Tilt lock ===
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.
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'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.
 
Notably, up/down stunt tricks do not reset the "trick type" 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.


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's better to only perform a side trick on the slow ramp on lap 3, despite it being faster due to STA.
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's better to only perform a side trick on the slow ramp on lap 3, despite it being faster due to STA.


=== Rotation conversion ===
=== Rotation conversion ===
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.
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.


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.<br>
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.<br>