Trick: Difference between revisions
Sir Corvid (talk | contribs) Created page with "The '''trick''' is a speed boost technique in ''Mario Kart Wii''. == Overview == Tricks can be initiated after colliding with trickable road, by pressing any direction on the D-pad (or flicking in any direction with Wii Wheel or Nunchuk). The D-pad input can be pressed up to 10 frames after leaving the trickable road; additionally, the D-pad input can also be buffered up to 13 frames before leaving the trickable surface. For a trick to actually be triggered, the veh..." |
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== Overview == | == Overview == | ||
Tricks can be initiated after colliding with trickable road, by pressing any direction on the D-pad (or flicking in any direction with Wii Wheel or Nunchuk). The D-pad input can be pressed up to | Tricks can be initiated after colliding with trickable road, by pressing any direction on the D-pad (or flicking in any direction with Wii Wheel or Nunchuk). The D-pad input can be pressed up to the 10th frame of airtime leaving the trickable road; additionally, the D-pad input can be buffered up to 13 frames before leaving the trickable surface. For a trick to actually be triggered, the vehicle must get at least 3 frames of airtime (the '''trickable timer''' must count down from 3 to 0), and the magnitude of its IV must be at least 50% of its regular[[IV#Maximum speed | max speed]]. | ||
After being triggered, tricks play an animation, according to the D-pad direction and the trick type. Tricking also gives additional vertical (Y-axis) velocity, and cancels the [[wheelie]] if it's still active. As soon as the trick is triggered, the '''trick cooldown''' value is set to 5, and begins counting down. | After being triggered, tricks play an animation, according to the D-pad direction and the trick type. Tricking also gives additional vertical (Y-axis) velocity, and cancels the [[wheelie]] if it's still active. As soon as the trick is triggered, the '''trick cooldown''' value is set to 5, and begins counting down. | ||
If the vehicle is grounded, and the trick cooldown value is zero, the vehicle receives a trick [[boost]]. All trick boost increase max speed by 30%, and IV accelerates at a rate of 6 u/f^2. Trick boosts have priority over all other boost types, including mushrooms which are otherwise stronger.<br> | If the vehicle is grounded, and the trick cooldown value is zero, the vehicle receives a trick [[boost]]. All trick boost increase max speed by 30%, and IV accelerates at a rate of 6 u/f^2. Trick boosts have priority over all other boost types, including mushrooms which are otherwise stronger.<br> | ||
The length of the boost depends on the trick type, as well as the vehicle type. Stunt | The length of the boost depends on the trick type, as well as the vehicle type. Stunt trick boosts last 45 frames for bikes and 40 frames for karts, single flip trick boosts for 80 and 70 frames respectively, and double flip tricks for 95 and 85 frames. | ||
== Techniques == | == Techniques == | ||
Trick boosts are long and powerful, but performing tricks is slow because of the forced wheelie cancel and airtime. Tricks are generally optimized by reducing airtime as much as possible, through many different techniques. The term '''low trick''' refers to the act of reducing trick airtime in general. | Trick boosts are long and powerful, but performing tricks is slow because of the forced wheelie cancel (for bikes) and airtime. Tricks are generally optimized by reducing airtime as much as possible, through many different techniques. The term '''low trick''' refers to the act of reducing trick airtime in general. | ||
=== Delay trick === | === Delay trick === | ||
Waiting as long as possible to trick (10th airtime frame) delays the vertical speed, reducing height. Delay tricks on the last frame are almost always fastest. However, in sections with long stretches of trickable road, delaying the trick fully may cause the next trick to occur on the first possible frame (3rd airtime frame), due to the 13 frame buffer; in this case, it's better to trick slightly early, so that the second trick can also be delayed. | Waiting as long as possible to trick (10th airtime frame) delays the vertical speed, reducing height. Delay tricks on the last frame are almost always fastest. However, in sections with long stretches of trickable road, delaying the trick fully may cause the next trick to occur on the first possible frame (3rd airtime frame), due to the 13 frame buffer; in this case, it's better to trick slightly early, so that the second trick can also be delayed. | ||
After leaving trickable road, touching and leaving other ground while the trickable timer is still counting down from 3 allows you to extend how long you can delay a trick (the 10th frame of airtime is now calculated from the latter ground hit). This is not currently used anywhere, but is possible on [[GBA Bowser Castle 3]] by touching a blue drivable rail for one frame after leaving a slow ramp. | |||
=== Hop trick === | === Hop trick === | ||
[[Hop | Hopping]] off of a trickable surface counts as leaving it, so it can be used to start a trick early. A hop trick often leads to reduced airtime compared to driving off a trickable ramp, but it is often not the best option available. | [[Hop |Hopping]] off of a trickable surface counts as leaving it, so it can be used to start a trick early. A hop trick often leads to reduced airtime compared to driving off a trickable ramp, but it is often not the best option available. | ||
The most notable use of hop tricking are [[slow ramp]] low tricks. Hopping on the first frame of touching the slow ramp replaces the ramp's vertical speed with the hop's, which is much lower. Hop tricks are the most effective way to reduce slow ramp airtime. | The most notable use of hop tricking are [[slow ramp]] low tricks. Hopping on the first frame of touching the slow ramp replaces the ramp's vertical speed with the hop's, which is much lower. Hop tricks are the most effective way to reduce slow ramp airtime. | ||