Wallclip: Difference between revisions

Tactical (talk | contribs)
Did the airtime section of the wallclip page under 'Technical description', may need revision
Tactical (talk | contribs)
m Changed the link to rMC3 in the airtime section of the wallclip page to be the Flap instead of just the general page
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'''2. Vehicle pitch.''' (todo)
'''2. Vehicle pitch.''' (todo)


'''3. Airtime.'''  When you collide with a wall, the height of the bounce you get can be affected by the airtime you have preceding the clip. Assuming the wall you collide with is facing ''towards'' you (more than 90° away from your direction of motion), there are 3 different factors that can determine airtimes effect on the wallclip attempt. First, if you have <4 frames of airtime, airtime will ''not'' have an effect on the wallclip, this is known as a <u>low clip</u>. If you have exactly 4 frames of airtime, airtime will have a ''small'' effect on the wallclip, only giving you a small bounce. This is only useful in very niche cases (see [[SNES Mario Circuit 3]]). And if you get >4 frames of airtime, airtime will have a ''drastic'' effect on the wallclip height, when combined with high vehicle pitch, this bounce can cross massive gaps and clear high walls. Typically, this high bounce (known as a <u>high clip</u>) gives the most air at 5 frames of airtime and decreases each frame you add at a moderate rate. For a traditional wallclip, hitting the wall with an airtime of 5 or more frames is essential,  
'''3. Airtime.'''  When you collide with a wall, the height of the bounce you get can be affected by the airtime you have preceding the clip. Assuming the wall you collide with is facing ''towards'' you (more than 90° away from your direction of motion), there are 3 different factors that can determine airtimes effect on the wallclip attempt. First, if you have <4 frames of airtime, airtime will ''not'' have an effect on the wallclip, this is known as a <u>low clip</u>. If you have exactly 4 frames of airtime, airtime will have a ''small'' effect on the wallclip, only giving you a small bounce. This is only useful in very niche cases (see [[SNES Mario Circuit 3#Unrestricted Flap|SNES Mario Circuit 3]]). And if you get >4 frames of airtime, airtime will have a ''drastic'' effect on the wallclip height, when combined with high vehicle pitch, this bounce can cross massive gaps and clear high walls. Typically, this high bounce (known as a <u>high clip</u>) gives the most air at 5 frames of airtime and decreases each frame you add at a moderate rate. For a traditional wallclip, hitting the wall with an airtime of 5 or more frames is essential,  


==Wallclip Variations==
==Wallclip Variations==