Supersliding: Difference between revisions
Started a restructuring and rewrite of this page, will fill out more after feedback |
m Some minor rewording of important stuff and a TODO where I left an incomplete sentence in |
||
Line 22: | Line 22: | ||
* When the player's wheels are touching the ground, an additional constant decay of up to ~7 U/F is applied. The amount of EV reduced seems to vary based on how many wheels are touching the ground and the relative size of each wheel, but the mechanics for this are not yet well-understood. | * When the player's wheels are touching the ground, an additional constant decay of up to ~7 U/F is applied. The amount of EV reduced seems to vary based on how many wheels are touching the ground and the relative size of each wheel, but the mechanics for this are not yet well-understood. | ||
Notably, there is no additional penalty applied to EV when any of the player's body hitboxes touch the ground. This means that when the player is touching the ground, without allowing contact by any of their wheels, they lose EV as if they were in the air, but retain full control of their vehicle, including the ability to turn and repeatedly generate EV through leaning. This allows the player | Notably, there is no additional penalty applied to EV when any of the player's body hitboxes touch the ground. This means that when the player is touching the ground, without allowing contact by any of their wheels, they lose EV as if they were in the air, but retain full control of their vehicle, including the ability to turn and repeatedly generate EV through leaning. This allows the player to '''<TODO i forgot what i was writing here lol>''' | ||
=== External Velocity Building === | === External Velocity Building === | ||
External velocity is generated in a superslide through bike lean mechanics. As your bike leans in one direction, it generates EV in that direction as long as its lean rotation continues to increase. As your bike leans, it eventually reaches a lean rotation cap, and will no longer be able to lean any further, and you have to allow your lean rotation to decay by moving the stick back to neutral before attempting to lean more. | External velocity is generated in a superslide through bike lean mechanics. As your bike leans in one direction, it generates EV in that direction as long as its lean rotation continues to increase. As your bike leans, it eventually reaches a lean rotation cap, and will no longer be able to lean any further, and you have to allow your lean rotation to decay by moving the stick back to neutral before attempting to lean more. | ||
As such, the optimal way to generate external velocity is to | As such, the optimal way to generate external velocity is to lean continuously until the lean rotation cap is reached, then balance your inputs such that you are leaning as much as possible without attempting to lean past the lean rotation cap. This sequence of inputs differs depending on the bike and situation, as the game uses different values for the lean rotation speed and lean rotation cap depending on which type of bike you're using as well as which driving state you're in (IV speed, SSMT, drifting). When available, you can also begin a drift in the opposite direction to quickly reset your lean rotation, allowing you to build EV at full speed again shortly after. | ||
For more information about bike lean mechanics, including optimal input sequences, '''<TODO link page or something and maybe add input table?>''' | For more information about bike lean mechanics, including optimal input sequences, '''<TODO link page or something and maybe add input table?>''' |