Trick: Difference between revisions
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Sir Corvid (talk | contribs) more info about weight class and trickable timer |
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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 | 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 magnitude of the IV vector must be at least 50% of its regular [[IV#Maximum speed | max base speed]]. (It is possible to trick while moving backwards with sufficient negative IV.) Additionally, the vehicle must get airtime from the trickable road, and be airborne on the 3rd frame after leaving it. Internally, the game uses a value called '''trickable timer''', which is set to 3 while the vehicle is touching trickable road, and counts down each frame in the air; the trick can only be initiated once the trickable timer is 0, if the vehicle is airborne on the frame the timer hits 0. | |||
If the vehicle is grounded, and the trick cooldown value is zero, the vehicle receives a trick | After being triggered, tricks play an animation, according to the D-pad direction and the trick type. There are two types of tricks: stunt tricks, and flip tricks (single or double flip). The trick type is determined by the collision and can't be changed. | ||
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. | |||
Tricking redirects the IV vector upwards, at a 15° angle for stunt tricks and 20° angle for flip tricks. The [[Statistics#Weight class | weight class]] of the vehicle affects the trick angle; middleweight vehicles trick 2° lower, and heavyweight vehicles trick 4° lower, resulting in lower trajectories. If bikes are in a [[wheelie]] when the trick animation starts, the wheelie is canceled. 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. 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 == | ||
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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. | ||
It is possible to delay the trick further by leaving the trickable surface for 1 frame, landing for 1 frame, then going airborne again. In this case, the first airtime frame is a necessary condition for tricking; the grounded frame happens while the trickable timer is 1, thus only resets airtime; the first frame of the new airtime coincides trickable timer hitting 0. All conditions for tricking are satisfied, and the trick can be started anywhere between the 1st and 10th frame of the new airtime. 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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=== Rotation conversion === | === Rotation conversion === | ||
Due to rotation conversion, the pitch rotation upon landing affects how quickly yaw rotation changes upon landing. If the bike needs to drift immediately upon landing, landing while the bike is facing in the opposite direction due to the trick animation causes it to drift more sharply, as the bike quickly corrects to its proper rotation upon landing. As such, it is better to perform a left trick when landing into a left drift, and vice-versa. | Due to [[Rotation#rotation conversion | rotation conversion]], the pitch rotation upon landing affects how quickly yaw rotation changes upon landing. If the bike needs to drift immediately upon landing, landing while the bike is facing in the opposite direction due to the trick animation causes it to drift more sharply, as the bike quickly corrects to its proper rotation upon landing. As such, it is better to perform a left trick when landing into a left drift, and vice-versa. | ||
Nosediving during tricks is generally optimal; not only it reduce airtime, but landing on the nose of the bike causes it to turn more sharply upon landing too, due to rotation conversion. However, landing in a full nosedive usually causes the bike to bounce upon landing, due to the tire being pushed too far into the ground and suspension forcing a rebound. This can be prevented by nosediving for most of the trick, and taildiving shortly before landing.<br> | Nosediving during tricks is generally optimal; not only it reduce airtime, but landing on the nose of the bike causes it to turn more sharply upon landing too, due to rotation conversion. However, landing in a full nosedive usually causes the bike to bounce upon landing, due to the tire being pushed too far into the ground and suspension forcing a rebound. This can be prevented by nosediving for most of the trick, and taildiving shortly before landing.<br> | ||