Trick: Difference between revisions

Ellucinea (talk | contribs)
Ellucinea (talk | contribs)
m added info about trickable timer, is kind of weird so if someone has better phrasing please fix that
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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 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]].
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 airtime from the trickable road, be airborne on the 3rd frame after leaving the trickable road, and have IV with magnitude 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.
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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.
After leaving trickable road, touching and leaving other ground before the 3rd frame (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 ===
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=== Wall trick ===
=== Wall trick ===
Wall tricks are performed on flip trick ramps with bikes. [[Wall clip | Clipping a wall]] during a trick updates the vehicle's movement direction to match its pitch rotation, without any speed loss. For bikes, the animation of down flip tricks causes them to quickly rotate to face downwards. Thus, performing a wall clip during the trick animation causes the bike's vertical speed to be directed down, reducing airtime.
Wall tricks are performed on flip trick ramps with bikes. [[Wall clip |Clipping a wall]] during a trick updates the vehicle's movement direction to match its pitch rotation, without any speed loss. For bikes, the animation of down flip tricks causes them to quickly rotate to face downwards. Thus, performing a wall clip during the trick animation causes the bike's vertical speed to be directed down, reducing airtime.


Bikes change their orientation very quickly during flip tricks. Many different trajectories are possible, depending on the exact frame that the wall clip occurs. The optimal clip frame depends on the situation, and is typically a compromise between facing down (reduced airtime) and facing forwards (better horizontal speed).
Bikes change their orientation very quickly during flip tricks. Many different trajectories are possible, depending on the exact frame that the wall clip occurs. The optimal clip frame depends on the situation, and is typically a compromise between facing down (reduced airtime) and facing forwards (better horizontal speed).