Supersliding: Difference between revisions
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'''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 [[Vehicles#Wario Bike | Wario Bike]] rests on its unique tailpipe hitbox. | '''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 [[Vehicles#Wario Bike | Wario Bike]] rests on its unique tailpipe hitbox. | ||
Prior to the inception of Wario Bike Supersliding, it saw very limited use, as the superslide state is very unstable on other bikes, which makes 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. | Prior to the inception of '''Wario Bike Supersliding (WBSS)''', it saw very limited use, as the superslide state is very unstable on other bikes, which makes 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. [[Automatic Transmission]] has since been adopted in some glitch categories as well, as the handling boost it provides enables tighter lines for supersliding. | ||
As all forms of lean-based EV exploits are considered glitches, supersliding is banned in no-glitch categories. | Of the lean-based EV exploits, supersliding (specifically the WBSS variant) is the only exploit that is feasible to perform in real time, as the inputs required to build EV and maintain superslide state are comparatively much more lenient. | ||
As all forms of lean-based EV exploits are considered glitches, supersliding is banned in no-glitch categories in both TAS and RTA environments. | |||
== Basic Mechanics == | == Basic Mechanics == | ||
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When moving through a collision triangle from behind, such as road, a given hitbox sphere will collide with the triangle once it has passed about halfway through. This means that you will forcibly eject from a superslide once any of the hitboxes below the road passes more than halfway through the ground, and therefore the stability of a superslide correlates roughly with the smallest y-distance between the bottom of each body hitbox the vehicle rests on, and the center of the nearest wheel below. | When moving through a collision triangle from behind, such as road, a given hitbox sphere will collide with the triangle once it has passed about halfway through. This means that you will forcibly eject from a superslide once any of the hitboxes below the road passes more than halfway through the ground, and therefore the stability of a superslide correlates roughly with the smallest y-distance between the bottom of each body hitbox the vehicle rests on, and the center of the nearest wheel below. | ||
The hitboxes of bikes in Mario Kart Wii vary quite widely, and therefore the ability of each bike to superslide does as well. Of the outside drifting bikes (ODBs), not a single one has enough space between at least one wheel and body to superslide conventionally. The only ODB that is capable of supersliding is the Wario Bike, due to a major hitbox exception. Because of this exception, supersliding using this method was given its own name of Wario Bike Supersliding (WBSS). Of the inside drifting bikes (IDBs), Dolphin Dasher is the most stable, and supersliding with it is sometimes referred to as Dolphin Dasher Supersliding (DDSS), despite it supersliding in the same manner as most other bikes. All other IDBs are able to enter superslide state in some capacity, though many eject as soon as they attempt to lean or touch slopes. Other passable supersliding candidates include Jet Bubble, Bullet Bike, Spear, and Flame Runner, though they are comparatively very fragile and there are few situations in which they are useful. | The hitboxes of bikes in Mario Kart Wii vary quite widely, and therefore the ability of each bike to superslide does as well. Of the outside drifting bikes (ODBs), not a single one has enough space between at least one wheel and body to superslide conventionally. The only ODB that is capable of supersliding is the Wario Bike, due to a major hitbox exception. Because of this exception, supersliding using this method was given its own name of '''Wario Bike Supersliding (WBSS)'''. Of the inside drifting bikes (IDBs), Dolphin Dasher is the most stable, and supersliding with it is sometimes referred to as '''Dolphin Dasher Supersliding (DDSS)''', despite it supersliding in the same manner as most other bikes. All other IDBs are able to enter superslide state in some capacity, though many eject as soon as they attempt to lean or touch slopes. Other passable supersliding candidates include Jet Bubble, Bullet Bike, Spear, and Flame Runner, though they are comparatively very fragile and there are few situations in which they are useful. | ||
For a list of vehicle hitbox information and hitbox cross-sections, see [https://docs.google.com/spreadsheets/d/1ohyehngjXd1cpbXR0gJVwS61aBKjsPaV0PmEtXcwsGI/edit?usp=sharing this sheet] by dm248. For a list of approximate supersliding ranges for each vehicle, see [https://docs.google.com/spreadsheets/d/1ZiQbhKh4p86AV7_osbtl4dEdcrTCJvHaias52l9fwII/edit?usp=sharing this sheet] by Mikul. | For a list of vehicle hitbox information and hitbox cross-sections, see [https://docs.google.com/spreadsheets/d/1ohyehngjXd1cpbXR0gJVwS61aBKjsPaV0PmEtXcwsGI/edit?usp=sharing this sheet] by dm248. For a list of approximate supersliding ranges for each vehicle, see [https://docs.google.com/spreadsheets/d/1ZiQbhKh4p86AV7_osbtl4dEdcrTCJvHaias52l9fwII/edit?usp=sharing this sheet] by Mikul. | ||
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This works because to begin an automatic drift, the player simply needs to be holding a horizontal input of 6 or above for 12 frames, and the game does not care about which direction is actually being held. 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. This can be repeated indefinitely, allowing a much higher rate of EV gain, and consequently a higher effective EV cap as well. | This works because to begin an automatic drift, the player simply needs to be holding a horizontal input of 6 or above for 12 frames, and the game does not care about which direction is actually being held. 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. 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 minor time-saving maneuvers. In addition, Autosliding for extended periods requires a much stricter trajectory than typical | 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 minor time-saving 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 '''<Monster? needs verification>''', and is most notably being used for a WIP ultra flap on DS Peach Gardens that could save several seconds over the current unrestricted BKT. | This variation was discovered by '''<Monster? needs verification>''', and is most notably being used for a WIP ultra flap on DS Peach Gardens that could save several seconds over the current unrestricted BKT. | ||
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'''<TODO calidae desert, snes bc2>''' | '''<TODO calidae desert, snes bc2>''' | ||
=== 2023–Present: Full | === 2023–Present: Full Potential Realized === | ||
'''<TODO justin reminding us wario bike exists, monster on TF, autosliding, minor DDSS usages> | '''<TODO justin reminding us wario bike exists, monster on TF, autosliding, minor DDSS usages> | ||
=== 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 TAS 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 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 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. | |||
In the coming months, JC also began supersliding attempts on [[N64 Mario Raceway]] following suggestions made by TASers. While both the setup and execution of the superslide are more difficult than they were on LC, JC set the first ever glitch flap world record on September 27th, 2025, and later pushed the flap time much lower than the no-glitch world record. | |||
== Applications == | == Applications == | ||