Trick: Difference between revisions
m added info about trickable timer, is kind of weird so if someone has better phrasing please fix that |
m sta for double flip tricks |
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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 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. | 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 (as 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 | [[Hop |Hopping]] off of a trickable surface counts as leaving it, so it can be used to start a trick early. A hop trick can lead to increased airtime compared to driving off a trickable ramp, so 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. | ||
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Drifting off of a trickable surface allows for reduced airtime, by using [[TF physics]]. This is mostly useful for [[inside-drift bikes]], as they gain much more roll rotation by drifting. In general, it is best to start the drift such that the first drift frame happens right before going airborne. | Drifting off of a trickable surface allows for reduced airtime, by using [[TF physics]]. This is mostly useful for [[inside-drift bikes]], as they gain much more roll rotation by drifting. In general, it is best to start the drift such that the first drift frame happens right before going airborne. | ||
Karts can't use drift tricks to reduce height, because they can't [[EV#Leaning | lean]] like bikes. However, drift tricks are still useful on karts to realign in the air. | Karts can't use drift tricks to reduce height, because they can't [[EV#Leaning |lean]] like bikes. However, drift tricks are still useful on karts to realign in the air. | ||
=== Wall trick === | === Wall trick === | ||
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During side stunt tricks, the bike rotates about 90° sideways during the animation. Side flip tricks are similar, with the bike quickly rotating clockwise or counterclockwise. In both cases, the IV vector is unaffected, even though the bike is rotated sideways. Leaning during this animation causes EV to directed forwards or backwards, and converts to IV. | During side stunt tricks, the bike rotates about 90° sideways during the animation. Side flip tricks are similar, with the bike quickly rotating clockwise or counterclockwise. In both cases, the IV vector is unaffected, even though the bike is rotated sideways. Leaning during this animation causes EV to directed forwards or backwards, and converts to IV. | ||
Leaning forwards is known as STA. For stunt tricks, hold left for left tricks, and right for right tricks; for flip tricks, hold left for right tricks, and left for right tricks.<br> | Leaning forwards is known as STA. This corresponds to holding in the direction of the bike's back wheel during the trick. For stunt tricks, hold left for left tricks, and right for right tricks; for flip tricks, hold left for right tricks, and left for right tricks. For double flip tricks specifically, bikes rotate fast enough that they begin facing the other direction before the 20th frame of airtime, so the direction to hold switches along with the bike's orientation.<br> | ||
STA can increase IV in the air by up to ~7 u/f. Additionally, during stunt tricks, the bike gains a small amount of roll rotation, so STA also slightly increases airtime due to [[TF physics]]. | STA can increase IV in the air by up to ~7 u/f. Additionally, during stunt tricks, the bike gains a small amount of roll rotation, so STA also slightly increases airtime due to [[TF physics]]. | ||
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On bikes only, performing any stunt side trick activates a flag known as tilt lock. During tilt lock, the bike rotates to face down more than usual during trick animations. The tilt lock flag is automatically cleared when a flip trick is initiated, but it is not cleared if a up or down stunt trick is performed. Therefore, performing a side stunt trick, then a up/down stunt trick causes bikes to tilt down more quickly than normal. | On bikes only, performing any stunt side trick activates a flag known as tilt lock. During tilt lock, the bike rotates to face down more than usual during trick animations. The tilt lock flag is automatically cleared when a flip trick is initiated, but it is not cleared if a up or down stunt trick is performed. Therefore, performing a side stunt trick, then a up/down stunt trick causes bikes to tilt down more quickly than normal. | ||
In most situations, nosediving during up/down stunt tricks is optimal, making tilt lock inconsequential. However, if taildiving is better, tilt lock prevents the bike to face up as much, affecting its rotation upon landing. For example, on [[SNES Ghost Valley 2]] | In most situations, nosediving during up/down stunt tricks is optimal, making tilt lock inconsequential. However, if taildiving is better, tilt lock prevents the bike to face up as much, affecting its rotation upon landing. For example, on [[SNES Ghost Valley 2#No Glitch 3lap|SNES Ghost Valley 2 NG 3lap]], tilt lock causes the bike to not drift as tight upon landing from the trick ramp, so it's better to only perform a side trick on the slow ramp on lap 3, despite it being faster due to STA. | ||
=== Rotation conversion === | === Rotation conversion === | ||