Trick: Difference between revisions
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'''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. | 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 magnitude of the [[Internal velocity|IV]] vector must be at least 50% of its regular [[IV#Maximum speed |max base speed]]. | 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. | ||
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. | 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. | ||
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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/ | 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/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. | ||
=== 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 == | ||