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  
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 '''<TODO i forgot what i was writing here lol>'''


=== 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.
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.


As such, the optimal way to generate external velocity is to reach the lean rotation cap as soon as possible, then balance your inputs such that you are leaning as much as possible without leaning 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?>'''

Revision as of 23:42, 16 October 2025

Not to be confused with supergrinding or supergliding.
Supersliding

Other names SS, WBSS, DDSS
Class Glitch
Type External Velocity Exploit
Date found Unknown
Theoriser(s) Multiple
Discoverer(s) Multiple
Timesave N/A


Supersliding is an external velocity (EV) exploit that occurs when the player is on the ground, but is not touching the floor with any of their wheel hitboxes. This state of low traction allows the player to build EV through bike lean mechanics by repeatedly alternating between neutral and horizontal inputs. Like with other lean-based EV generation techniques, supersliding can only be performed on bikes. It can be performed in multiple ways, but the most common application is Wario Bike Supersliding, a technique in which the bike rests on the Wario Bike's unique tailpipe hitbox.

Prior to the inception of Wario Bike Supersliding, it saw very limited use, as the superslide state was very unstable on other bikes, which made them unable to handle slope changes, tight turns, reversing, or even leaning too far in one direction. Since then, however, its usage rate has skyrocketed, with it seeing use on a large number of Unrestricted and No Ultra flaps, and even some 3laps as well.

As all forms of lean-based EV exploits are considered glitches, supersliding is banned in no-glitch categories.

Basic Mechanics

Low Traction State

In Mario Kart Wii, there are two natural ways for external velocity to decay over time:

  • At all times, the player's current EV is multiplied by 0.998 each frame (in other words, they lose 0.2% of their current EV every frame), likely to simulate air resistance.
  • 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 <TODO i forgot what i was writing here lol>

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.

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?>

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 Differences

<TODO worth linking the sheet in here?>

Wario Bike Supersliding

Additional Variants

Autosliding / Auto Driftsliding

Magikruiser Tailpipe Supersliding

Add Mikul's Superstar Dystopia flap

Wheelie Supersliding

History

Initial Discovery (2012-2015)

Wario Bike Discovery (2016)

Minor IDB Applications (2021-2023)

(Calidae Desert, SNES Bowser's Castle 2)

Wario Bike Supersliding Potential Realized (2023)

Applications

Applicable categories
Type Unrestricted No Ultra No Glitch
3lap Yes Yes Banned
Flap Yes Yes Banned

Supersliding is currently used in many 3lap and flap categories, and is used both on its own and to perform the following strats:

  • DC fountain skip[1]


Supersliding has also been used in TASes on the following custom tracks:


References

  1. [https://www.youtube.com/watch?v=uwTk9l81CdQ "[MKWii TAS] Daisy Circuit Fast Lap (No Ultra, Supersliding) - 20.675" by Monster, Alego11, César, clem, Ejay B, and Marth