Supersliding: Difference between revisions

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Fill out reversing subsection and add floor squeeze subsection
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Finish WBSS section
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=== 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. Your lean rotation decays exponentially by 10% each frame, and so your lean rotation decays faster the more that you're already leaning.
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 so you have to allow your lean rotation to decay by moving the stick back to neutral before attempting to lean more. Your lean rotation decays exponentially by 10% each frame, and therefore your lean rotation decays faster the more that you're already leaning.


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.
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? how can i do that "full article" thing>'''


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.
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.
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Like other outside drifting bikes, the Wario Bike does not have enough space between its back wheel and lower body to allow it to superslide. However, unlike every other bike, it has a unique body hitbox on a layer above the rest, commonly referred to as the '''tailpipe hitbox'''. The Wario Bike can instead rest on this tailpipe hitbox, moving the rest of the vehicle body through the ground.
Like other outside drifting bikes, the Wario Bike does not have enough space between its back wheel and lower body to allow it to superslide. However, unlike every other bike, it has a unique body hitbox on a layer above the rest, commonly referred to as the '''tailpipe hitbox'''. The Wario Bike can instead rest on this tailpipe hitbox, moving the rest of the vehicle body through the ground.


This tailpipe hitbox is crucial for two main reasons. Firstly, compared to other supersliding bikes, this hitbox is both small and considerably detached from the rest of the main body, greatly increasing the y-distance between the bottom of it and the centers of nearby body hitboxes. The bike also leans forwards about 10 degrees (precisely -9.983338 degrees when resting) while in the WBSS state, so the much-closer front body hitbox sinks into the floor considerably, preventing it from being a problem. Secondly, because the Wario Bike rests on only one body hitbox, it is far less sensitive to slope transitions, as there is no need for multiple body hitboxes to align with even small slope transitions to avoid ejecting.
This tailpipe hitbox is crucial for two main reasons. Firstly, compared to other supersliding bikes, this hitbox is both small and considerably detached from the rest of the main body, greatly increasing the y-distance between the bottom of it and the centers of nearby body hitboxes. The bike also leans forwards about 10 degrees (precisely -9.983338 degrees when resting, though it varies based on IV and acceleration) while in the WBSS state, so the much-closer front body hitbox sinks into the floor considerably, preventing it from being a problem. Secondly, because the Wario Bike rests on only one body hitbox, it is far less sensitive to slope transitions, as there is no need for multiple body hitboxes to align with even small slope transitions to avoid ejecting.


These two key factors enable a wide variety of supersliding applications and optimizations, and are why Wario Bike remains the single best vehicle at supersliding by a very wide margin.
These two key factors enable a wide variety of supersliding applications and optimizations, and are why Wario Bike remains the single best vehicle at supersliding by a very wide margin.
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=== Wall Bonks ===
=== Wall Bonks ===
The Wario Bike is also capable of colliding with vertical or near-vertical walls at high speeds without ejecting from WBSS. This can be used for a variety of purposes, such as adjusting your line, stacking additional EV from wall interactions, or quickly swapping from positive to negative IV (or vice versa) to take multiple turns in quick succession. A few other vehicles are capable of bonking at low speeds or on flat ground, but are extremely limited.


=== Hops ===
=== Hops ===
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=== Floor Squeeze ===
=== Floor Squeeze ===
(rMR wall squeeze, booshi tas comp?)
In cases where the angle between a wall and floor is less than 90 degrees, running into it at high speed can push you through the floor. This is because in WBSS state, the bike is supported by a single, small hitbox, which can be shoved through floor and walls quite easily in certain scenarios. However, WBSS state is significantly more stable than [[Dayclip]] State in this regard, and it is not possible to fall through the floor using slope transitions alone.


== Additional Variants ==
== Additional Variants ==