Supersliding: Difference between revisions
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* 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 to | 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 stack EV indefinitely through leaning or other general means, so long as they are able to keep their wheels off of the ground. | ||
=== External Velocity Building === | === External Velocity Building === | ||
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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?>''' | ||
Like with other low | Like with other low traction states, EV can also be obtained through interactions with collision, such as EV from gravity being redirected down slopes or applying EV from interactions with walls. | ||
=== Hitbox | === Hitbox Effects on Supersliding === | ||
'' | When moving through a collision triangle from behind, such as road, a given hitbox sphere will collide with the triangle once it has passed about halfway through. This means that you will forcibly eject from a superslide once any of the hitboxes below the road passes more than halfway through the ground, and therefore the stability of a superslide correlates roughly with the smallest y-distance between the bottom of each body hitbox the vehicle rests on, and the center of the nearest wheel below. | ||
[[File:DDSS Diagram.png|alt=Dolphin Dasher Superslide Diagram|thumb|A cross-section of the Dolphin Dasher's hitbox. The units on the graph are 1:1 with Mario Kart Wii's units, but the hitbox has been shifted downwards so that the bottom body hitboxes rest along y=0.]] | |||
The hitboxes of bikes in Mario Kart Wii vary quite widely, and therefore the ability of each bike to superslide does as well. Of the outside drifting bikes (ODBs), not a single one has enough space between at least one wheel and body to superslide conventionally. The only ODB that is capable of supersliding is the Wario Bike, due to an major hitbox exception. Due to this exception, supersliding using this method was given its own name of Wario Bike Supersliding (WBSS). Of the inside drifting bikes (IDBs), Dolphin Dasher is the most stable, and supersliding with it is sometimes referred to as Dolphin Dasher Supersliding (DDSS), despite it supersliding in the same manner as most other bikes. All other IDBs are able to enter superslide state in some capacity, though many eject as soon as they attempt to lean or touch slopes. Other passable supersliding candidates include Jet Bubble, Bullet Bike, Spear, and Flame Runner, though they are comparatively very fragile and there are few situations in which they are useful. | |||
For a list of vehicle hitbox information and hitbox cross-sections, see [https://docs.google.com/spreadsheets/d/1ohyehngjXd1cpbXR0gJVwS61aBKjsPaV0PmEtXcwsGI/edit?usp=sharing this sheet] by dm248. For a list of approximate supersliding ranges for each vehicle, see [https://docs.google.com/spreadsheets/d/1ZiQbhKh4p86AV7_osbtl4dEdcrTCJvHaias52l9fwII/edit?usp=sharing this sheet] by Mikul. | |||
== Wario Bike Supersliding == | == Wario Bike Supersliding == | ||
<TODO talk about Wario Bike hitbox and forward lean> | |||
[[File:WBSS Diagram.png|thumb|A cross-section of the Wario Bike's hitbox, rotated to match the angle that it typically rests at in a Wario Bike Superslide. Note the much larger distance between the bottom of the resting hitbox and the next highest body hitbox.]] | |||
<TODO talk about things made possible by wario bike hitbox -- tighter turns, better slope handling, reversing (inverted turn direction + supertight turns), wall bonks for more EV / quick positive -> negative IV flip, driftsliding, superslidegrinding for upward slopes) | |||
== Additional Variants == | == Additional Variants == | ||
=== Autosliding === | === Autosliding === |