Supersliding: Difference between revisions
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=== Low Traction State === | === Low Traction State === | ||
In Mario Kart Wii, there are two natural ways for external velocity to decay over time: | 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, | * At all times, the player's current EV is multiplied by 0.998 each frame (in other words, it decays exponentially at 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. | * 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. | ||
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=== 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. Your lean rotation decays exponentially by 10% each frame, and so your lean rotation decays faster the more that you're already leaning. | ||
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. | 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. | ||
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[[File:WBSS Diagram.png|thumb|A cross-section of the Wario Bike's hitbox, rotated to match the angle that it typically rests at in a Wario Bike Superslide. Note the much larger distance between the bottom of the tailpipe hitbox and the next highest body hitbox.]] | [[File:WBSS Diagram.png|thumb|A cross-section of the Wario Bike's hitbox, rotated to match the angle that it typically rests at in a Wario Bike Superslide. Note the much larger distance between the bottom of the tailpipe hitbox and the next highest body hitbox.]] | ||
Like other outside drifting bikes, the Wario Bike does not have enough space between its back wheel and lower body to allow it to superslide. However, unlike every other bike, it has a unique body hitbox on a layer above the rest, commonly referred to as the | Like other outside drifting bikes, the Wario Bike does not have enough space between its back wheel and lower body to allow it to superslide. However, unlike every other bike, it has a unique body hitbox on a layer above the rest, commonly referred to as the '''tailpipe hitbox'''. The Wario Bike can instead rest on this tailpipe hitbox, moving the rest of the vehicle body through the ground. | ||
This tailpipe hitbox is crucial for two main reasons. Firstly, compared to other supersliding bikes, this hitbox is both small and considerably detached from the rest of the main body, greatly increasing the y-distance between the bottom of it and the centers of nearby body hitboxes. The bike also leans forwards about 10 degrees (precisely -9.983338 degrees when resting) while in the WBSS state, so the much-closer front body hitbox | This tailpipe hitbox is crucial for two main reasons. Firstly, compared to other supersliding bikes, this hitbox is both small and considerably detached from the rest of the main body, greatly increasing the y-distance between the bottom of it and the centers of nearby body hitboxes. The bike also leans forwards about 10 degrees (precisely -9.983338 degrees when resting) while in the WBSS state, so the much-closer front body hitbox sinks into the floor considerably, preventing it from being a problem. Secondly, because the Wario Bike rests on only one body hitbox, it is far less sensitive to slope transitions, as there is no need for multiple body hitboxes to align with even small slope transitions to avoid ejecting. | ||
These two key factors enable a wide variety of supersliding applications and optimizations, and are why Wario Bike remains the single best vehicle at supersliding by a very wide margin. | These two key factors enable a wide variety of supersliding applications and optimizations, and are why Wario Bike remains the single best vehicle at supersliding by a very wide margin. | ||
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=== Reversing === | === Reversing === | ||
( | Unlike most other bike's, Wario Bike's increased stability also allows it to reverse while supersliding. Compared to when the player is accelerating, this flips the direction that the player is able to turn, but it does ''not'' flip the direction that their vehicle leans. This effectively allows the player to reverse their turning direction and continue gaining EV. It's now common in many WBSS applications to make use of this to carry high amounts of EV across multiple turn directions. It's possible to reverse carefully with the Dolphin Dasher as well, but it is much more fragile and is not able to flip between positive and negative IV at high speeds without ejecting. | ||
Notably, the Wario Bike can also reach highly negative IV speeds quite easily in a superslide. With all bikes, turning in the same direction as your EV while your IV is already negative will quickly push your IV further negative than it normally goes while reversing. This requires a decent amount of EV, but Wario Bike can quickly achieve this using the EV gained from supersliding. Past a certain threshold (around -40 IV), your IV actually begins to decrease faster when the B button is released. When doing so, the roll of the vehicle is heavily increased, and as such it is able to turn much tighter than it can while B is held. Furthermore, holding the A button will amplify both of these effects, sharply decreasing your IV and allowing you to turn even tighter still. This can only be done in short bursts, as doing it for too long will eventually lean the vehicle so severely that it ejects, but is useful for taking extremely tight turns, such as the [https://youtu.be/-NZ1OfaR2pk?si=zGyxhO6zbR7R1t4O&t=40 Daisy Circuit hairpin], without having to sacrifice large amounts of EV. | |||
=== Wall Bonks === | === Wall Bonks === | ||
=== Hops === | === Hops === | ||
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Another variation is the use of repeated spindrifts while in the floor to quickly build up EV when at low amounts, to quickly get the player to the speed cap. This is sometimes referred to as '''driftsliding''' or '''superslidehopping''', depending on the exact implementation. When this technique is used, Dry Bowser is sometimes used for his high offroad stat, as it's just barely enough to push the Wario Bike's offroad speed above its minimum drift speed, which enables the use of drifts to build EV while in offroad. | Another variation is the use of repeated spindrifts while in the floor to quickly build up EV when at low amounts, to quickly get the player to the speed cap. This is sometimes referred to as '''driftsliding''' or '''superslidehopping''', depending on the exact implementation. When this technique is used, Dry Bowser is sometimes used for his high offroad stat, as it's just barely enough to push the Wario Bike's offroad speed above its minimum drift speed, which enables the use of drifts to build EV while in offroad. | ||
=== Floor Squeeze === | |||
(rMR wall squeeze, booshi tas comp?) | |||
== Additional Variants == | == Additional Variants == |