Luigi Circuit: Difference between revisions

Added as much info as I remember about LC NG. I'll probably slowly work through the other tracks I am qualified for in the future
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'''Luigi Circuit''' is the first course of the Mushroom Cup in ''[[Mario Kart Wii]]''. It is significant in that it was the first track where [[supergrinding]] saved time.
'''Luigi Circuit''' is the first course of the Mushroom Cup in ''[[Mario Kart Wii]]''. It is notable for featuring the first known useful application of [[supergrinding]].


== Overview ==
== Overview ==
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|-
|-
!Flap
!Flap
| style="text-align:center;" |15.495
| style="text-align:center;" |11.635
| style="text-align:center;" |18.426
| style="text-align:center;" |18.174
| style="text-align:center;" |21.325
| style="text-align:center;" |21.325
|}
|}


Luigi Circuit has a flap-only [[ultra shortcut]], and currently benefits from [[supergrinding]], [[superhopping]], and [[supersliding]] in both 3lap and flap categories. Hence, it has two 3lap categories and three flap categories. The Unrestricted 3lap record is also technically the No Ultra 3lap record, since no ultra shortcut is used.
Luigi Circuit has a 3lap viable [[ultra shortcut]], and currently benefits from [[supergrinding]], [[superhopping]], and [[supersliding]] in both 3lap and flap categories. Hence, it has three 3lap categories and three flap categories. Currently, there is no existing 3lap run using an ultra shortcut, so the Unrestricted 3lap record is also technically the No Ultra 3lap record.


=== Unrestricted 3lap ===
=== Unrestricted 3lap ===
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=== Unrestricted Flap ===
=== Unrestricted Flap ===
:''Video: [https://www.youtube.com/watch?v=lWVkvLACPCo 15.495 by Jellopuff (2022)]''
:''Video: [https://www.youtube.com/watch?v=lWVkvLACPCo 11.635 by Aoiro, Monster (2024)]''
The current strategy for UR flap is to perform an ultra shortcut. The strategy is dependent on an [[OOB bounce#OOB hop | OOB hop]], so requires an [[outside-drifting bike]]; in this case the [[Vehicles#Shooting Star | Shooting Star]] is used. Before entering the lap, you use the 1st mushroom to [[wallclip]] the surrounding fence near the second turn (the invisible wall is lowest at this point) and clear the invisible wall. After landing on the seam, you [[Seam riding | seam ride]] forwards until the finish line. The second mushroom is used to enter the lap at full speed in the offroad. It runs out in time for you to brake, [[Standstill miniturbo | SSMT]] to turn around, and use the third mushroom to accelerate again. By hopping to the right and drifting off the seam, you can angle the bike such that upon performing an OOB hop to the left on the solid OOB plane beneath the track, you will have enough sideways momentum to send you into the required checkpoint for respawning. After respawning, you simply SSMT to turn around, drive backwards to hit the [[Checkpoint system#Last KCP rule| last KCP]], perform a [[Standstill miniturbo#Wall bounce SSMT | wall bounce SSMT]] to turn around again, and finish the lap.
The current strategy for UR flap is to perform an ultra shortcut. Supersliding is useful in the flap, therefore [[Vehicles#Wario Bike | Wario Bike]] is used. King Boo is used for his handling bonus.<br>
The setup involves starting a supergrind on the long banked turn, gaining about 200 EV in the process. Then, the bike ejects from the supergrind, and lands on the slope of a decorative mushroom; this redirects its motion upwards and sideways due to the extreme EV. Enough height is obtained to perform an [[apex clip]] on the top of the invisible wall, to redirect motion sideways and clear the gap. The bike lands back on the exposed road seam, entering the superslide state. The lap is then completed from here, using the other mushrooms to stay at higher speed through the ending.


=== No Ultra Flap ===
=== No Ultra Flap ===
:''Video: [https://www.youtube.com/watch?v=g9MMXGobvnI 18.426 by Monster (2023)]''
:''Video: [https://youtu.be/acKztPTFIIc 18.174 by Tactical (2025)]''
The current strategy for NU flap is to perform [[Supersliding#Wario bike supersliding | WBSS]] for the entire lap, and as such uses [[Vehicles#Wario Bike | Wario Bike]]. The setup starts off similarly to the UR flap, by wallclipping over the invisible wall near the second turn. However, instead of seam riding, you get into the WBSS state, and start building [[external velocity | EV]]. After enough EV has been built, you approach the finish line, and then superslide until the last turn, where you leave the WBSS state, and use the 2nd and 3rd mushrooms to wheelie into the finish line. This is marginally faster than continuing to superslide until the finish line.
The current strategy for NU flap is to perform [[Supersliding#Wario bike supersliding | WBSS]] for the entire lap, and as such uses [[Vehicles#Wario Bike | Wario Bike]]. King Boo and [[automatic]] transmission are used to increase the handling stat.<br>
The setup involves using a mushroom to [[wallclip]] over the invisible wall, then landing on the seam. This is done between the first and second turn, where the wall is lowest. The WBSS state can be accessed from this seam. The setup continues by doing a lap in reverse, to allow for more time to build excess [[external velocity | EV]]. The lap is started with almost 200 EV, ensuring that the speed cap of 120 u/f is maintained for the entire lap. The second and third mushrooms are not used.


=== No Glitch 3lap ===
=== No Glitch 3lap ===
:''Video: [https://www.youtube.com/watch?v=QcT3FjJHyCw 1:07.788 by Alego11, César, Corvid, ego, Ejay B, Marth, sorry (2025)]''
:''Video: [https://www.youtube.com/watch?v=QcT3FjJHyCw 1:07.788 by Alego11, César, Corvid, ego, Ejay B, Marth, sorry (2025)]''
Funky Kong + Spear is optimal; it's the fastest bike combo, and none of the sections require high drift.
Funky Kong + [[Vehicles#Spear | Spear]] is optimal; it's the fastest bike combo, and its low drift is sufficient for the track.
*<b>First turn</b>: Hard drift to the right. Minor optimizations include getting a small landing bounce, and doing a small [[Drift#Spindrift | spindrift]] with a couple neutral inputs, for a tighter drift. A [[Hop#Quickhop | quickhop]] is performed to align to the left after exiting the turn.
*<b>First turn</b>: Hard drift to the right. Minor optimizations include getting a small landing bounce, and doing a small [[Drift#Spindrift | spindrift]] with a couple neutral inputs, for a tighter drift. A [[Hop#Quickhop | quickhop]] is performed to align to the left after exiting the turn.
*<b>Second turn</b>: A chain happens right before the turn, so it's slightly faster to hop slightly early to spend less time below 98 u/f. To compensate, the drift starts with soft inputs briefly, then switches to hard right.
*<b>Second turn</b>: A chain happens right before the turn, so it's slightly faster to hop early and spend less time below 98.4 u/f. The drift starts with soft inputs briefly, before switching to hard right.
*<b>Third turn</b>: Taken suboptimally on purpose, in preparation of the ramp. The aim of the turn is to release the MT far on the right side of the road. For this, the curb is used for greater airtime, allowing to hop much later than usual with a spindrift; the combination of rotation conversion from the curb and the spindrift allows for a very tight drift initially. An extended quickhop is done exiting the turn, to align for the ramp.
*<b>Third turn</b>: Taken suboptimally on purpose. In preparation of the ramp, the [[miniturbo]] must be released much further right than normal. The curb is used for greater hop airtime, and to gain roll rotation; the combination of [[rotation conversion]] from the curb, and the extended spindrift, allows for a very tight drift line. An extended quickhop is done exiting the turn, to align to the left.
*<b>Ramp lowtrick</b>: With the angle from the third turn, [[Wheelie#Optimal wheelie turning | optimal wheelie turning]], and a twist chain, enough angle is obtained that with good [[Quantised movement | airtime]] from the curb, it's possible to hold the wheelie through the air and land close to the ramp. The best airtime QM lands a bit short of the ramp, thus dropping to ~71 u/f from the offroad is forced. A small drift is done on landing for realignment. Aiming for the edge of the ramp precisely allows for a [[Lowtrick | lowtrick]], with [[Side trick abuse | STA]] to gain speed in the air. This interaction is the only QM lock in the track. This strategy for the ramp lands much further left than other methods, eliminating the [[Wheelie#Rehop | rehop]] before the shroom.
*<b>Ramp lowtrick</b>: With the angle exiting the third turn, [[Wheelie#Optimal wheelie turning | optimal wheelie turning]], and a twist chain, it is possible to hold the wheelie through the air and land close to the ramp. The best airtime [[Quantised movement | QM]] lands a bit short of the ramp, thus dropping to ~71 u/f from the offroad is forced. Aiming for the edge of the ramp precisely, using a short slipdrift, allows for a [[Lowtrick | lowtrick]], with [[Side trick abuse | STA]] to gain speed in the air. This strategy for the ramp lands much further left than other methods, eliminating the [[Wheelie#Rehop | rehop]] before the shroom.
*<b>Offroad cut</b>: The mushroom is used here on every lap. It is delayed as much as possible, by hopping late from the curb, and doing a wallclip on the corner of the wall. Despite this wallclip gaining (a small amount of) height, its main purpose is to change the bike's alignment to the right, so it was allowed in No Glitch. The combination of the spinhop and wallclip allow for a tight landing angle. Small bounces upon landing are common, and prevented because they delay acceleration from the shroom. A low spindrift is done shortly after landing to set up a good drift through the shortcut. A small airtime pocket upon exiting allows for a better exit line.
*<b>Offroad cut</b>: The mushroom is used here on every lap. It is delayed as much as possible, by hopping late from the curb, and doing a wallclip on the corner of the wall. Despite this wallclip gaining (a small amount of) height, its main purpose is to change the bike's alignment to the right, so it was allowed in No Glitch. The combination of the spinhop and wallclip allow for a tight landing angle. Small bounces upon landing are common, and prevented because they delay acceleration from the shroom. A low spindrift is done shortly after landing to set up a good drift through the shortcut. A small airtime pocket upon exiting allows for a better exit line.
*<b>QM locks</b>: The only QM lock is the ramp lowtrick. Landing further ahead decreases the window of positions which allow for a proper lowtrick, until it is no longer possible to perform. Small improvements were found on lap 3, but do not allow for a ramp lowtrick.


=== No Glitch Flap ===
=== No Glitch Flap ===
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=== Known timesaves ===
=== Known timesaves ===
'''UR 3lap'''
'''UR 3lap'''
* Implementing the ultra shortcut would bring the TAS well below the 50 seconds mark. A preliminary route involves performing SG and SH on lap 1, then doing two ultras to skip laps 2 and 3.
'''UR Flap'''
* Marth improved the flap to a 10.324, mostly by performing a tighter ultra and improving the superslide landing.
'''NU 3lap'''
* Monster and Marth have a 19.446 lap 1 using SG and SH. Were a full 3lap run finished, it would bring the TAS under 58 seconds.
* Monster and Marth have a 19.446 lap 1 using SG and SH. Were a full 3lap run finished, it would bring the TAS under 58 seconds.
'''UR Flap'''
* Ejay improved the post-respawn section to achieve a 15.341, however the improvement has not been published due to over potential improvements in the lap existing.
'''NG Flap'''
'''NG Flap'''
* Starting the lap with different QM, to allow for the best soft wall interaction possible at the ramp.
* Starting the lap with different QM, to allow for the best soft wall interaction possible at the ramp.
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=== Potential timesaves ===
=== Potential timesaves ===
'''UR Flap'''
'''NU 3lap'''
* Better optimisation of the pre-respawn section, as it is from a prelim demonstration from when the ultra was discovered.
* A potential route using supersliding; shroom off the ramp for height, land on the road seam at the last turn and continue supersliding from there.


== References ==
== References ==