Supersliding: Difference between revisions
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=== Floor squeeze === | === Floor squeeze === | ||
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 [[ | 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 == | ||
=== Autosliding === | === Autosliding === | ||
'''Autosliding''', also known as '''auto driftsliding''', is a supersliding technique performed on automatic, in which the player uses drifts repeatedly to gain EV at a much higher rate than is typically possible with supersliding | '''Autosliding''', also known as '''auto driftsliding''', is a supersliding technique performed on automatic, in which the player uses drifts repeatedly to gain EV at a much higher rate than is typically possible with supersliding. | ||
This works because to begin a drift on automatic, the player simply needs to be holding a horizontal input of 6 or above for 12 frames, and | This works because to begin a drift on automatic, the player simply needs to be holding a horizontal input of 6 or above for 12 frames, and there is no restriction on which direction is actually being held during the drift. Because of this, the player can hold one direction to lean all the way up to the lean rotation cap, and then flip their input all the way in the opposite direction on the frame that the drift counter reaches 12 to begin a drift in the opposite direction, thereby resetting their lean rotation. The drift can then be cancelled with any input of less than 6, typically an input of 5 in the direction of EV to begin leaning again and turn as much as possible. This can be repeated indefinitely, allowing a much higher rate of EV gain, and consequently a higher effective EV cap as well. | ||
However, there are two main drawbacks that prevent Autosliding from seeing mainstream use. Firstly, as it is performed on Automatic, the player is unable to hop, which locks them out of some major techniques like [[supergrinding]] and [[superhopping]], as well as other | However, there are two main drawbacks that prevent Autosliding from seeing mainstream use. Firstly, as it is performed on Automatic, the player is unable to hop, which locks them out of some major techniques like [[supergrinding]] and [[superhopping]], as well as other track-specific maneuvers. In addition, autosliding for extended periods requires a much stricter trajectory than typical WBSS, and can only be done with positive IV, which limits its ability to save time over typical supersliding outside of setups. | ||
This variation was discovered by | This variation was discovered by [[Monster]], and is most notably being used for a WIP ultra flap on DS Peach Gardens that will save multiple seconds over the current Unrestricted Flap BKT if the setup is confirmed. | ||
=== Headsliding, | === Headsliding, cranium sliding, whatever (name pending) === | ||
The low traction state also applies to any vehicle that is upside-down, as though the wheels are no longer below the floor, they are still not touching it. However, achieving this severe of a rotation often requires the use of | The low traction state also applies to any vehicle that is upside-down, as though the wheels are no longer below the floor, they are still not touching it. However, achieving this severe of a rotation often requires the use of [[barrel roll]] state, which prevents the player from being able to control the lean of their vehicle. As such, the only reliable way to gain EV in this state is to use slopes to redirect the downwards EV obtained via gravity. | ||
Currently, this technique is exclusively useful alongside [[wheelchair]], as even small amounts of EV gained from slopes can significantly increase the speed you can travel across solid out | Currently, this technique is exclusively useful alongside [[wheelchair]], as even small amounts of EV gained from slopes can significantly increase the speed you can travel across solid out of bounds collision. This technique was first applied by [[Justin]] to improve the [[DS Desert Hills]] ultra flap by multiple seconds following the initial discovery of the wheelchair ultra, but it has since been obsoleted. | ||
=== Magikruiser tailpipe supersliding === | === Magikruiser tailpipe supersliding === | ||
Similarly to the Wario Bike, the [[Vehicles#Magikruiser | Magikruiser]] has its own tailpipe hitbox. However, | Similarly to the Wario Bike, the [[Vehicles#Magikruiser | Magikruiser]] has its own tailpipe hitbox. However, this tailpipe extends directly behind the bike, rather than above it. This allows it to perform superslides while hanging off of ledges, which is useful when a seam you need to superslide on is otherwise blocked by a wall below. | ||
This variation was first used by [[Mikul]] on his [https://www.youtube.com/watch?v=zPD-vWGqq14 Superstar Dystopia ultra flap]. It was required to circumvent the IV cap of solid out | This variation was first used by [[Mikul]] on his [https://www.youtube.com/watch?v=zPD-vWGqq14 Superstar Dystopia ultra flap]. It was required to circumvent the IV cap of solid out of bounds and achieve a respawn that would not have otherwise been possible by supersliding on a walled-off seam. | ||
=== Wheelie supersliding === | === Wheelie supersliding === | ||
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=== 2025-Present: RTA developments === | === 2025-Present: RTA developments === | ||
Beginning in 2023, [[Ejay B]] began looking for ways to apply supersliding RTA, despite the low potential for RTA-viable setups. Over the next two years, he used tools | Beginning in 2023, [[Ejay B]] began looking for ways to apply supersliding RTA, despite the low potential for RTA-viable setups. Over the next two years, he used TAS tools to conceptualize an RTA-viable method of supersliding to beat the current flap world record on [[Luigi Circuit]], and began attempts to execute his ideas shortly after. On August 10th, 2025, he revealed this flap world record [https://www.youtube.com/watch?v=o_CHJMAj-WU in a video] covering the history of supersliding and his attempts, marking the first ever RTA usage of supersliding on a Nintendo track, as well as Luigi Circuit's first ever glitch category after 17 years. | ||
Weeks later, on August 30th, 2025, RTA player flambambam managed to execute the superslide setup fast enough to achieve the [https://www.youtube.com/watch?v=WEYhkOMmpTg first ever glitch world record in a 3lap] on Luigi Circuit with a time of 1:08.126. Over the next few months, flambambam and another runner, JC, worked to push this time down another 3 seconds, implementing developments like Automatic. | Weeks later, on August 30th, 2025, RTA player flambambam managed to execute the superslide setup fast enough to achieve the [https://www.youtube.com/watch?v=WEYhkOMmpTg first ever glitch world record in a 3lap] on Luigi Circuit with a time of 1:08.126. Over the next few months, flambambam and another runner, JC, worked to push this time down another 3 seconds, implementing developments like Automatic. | ||