Automatic drift: Difference between revisions

m max speed -> max base speed where appropriate
mNo edit summary
 
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== Overview ==
== Overview ==
Holding a horizontal stick input of ±6 or ±7 (from now on called '''hard inputs''') for 12 consecutive frames will initiate a drift. Holding an input of magnitude ±5 and lower (or '''soft input''') for even one frame will reset this drift timer, or cancel the drift if it's active. On bikes, during a wheelie, 16 frames of consecutive hard inputs automatically cause a wheelie drop.
Holding a horizontal stick input of ±6 or ±7 (from now on called '''hard inputs''') for 12 consecutive frames will initiate a drift, if [[IV]] is greater or equal to 55% of [[IV#Maximum speed | max base speed]]. Holding an input of magnitude ±5 and lower (or '''soft input''') for even one frame will reset this drift timer, or cancel the drift if it's active. On bikes, during a wheelie, 16 frames of consecutive hard inputs automatically cause a wheelie drop.


Compared to manual, automatic has different statistics for [[Statistic#Handling | handling]] and [[Statistic#Drift | drift]]. Handling is higher for all vehicles; drift is higher for karts and ODBs, but slightly lower for IDBs. Additionally, automatic is able to turn without speed loss, while for manual it causes speed loss (without a boost).
Compared to manual, automatic has different statistics for [[Statistic#Handling | handling]] and [[Statistic#Drift | drift]]. Handling is higher for all vehicles; drift is higher for karts and ODBs, but slightly lower for IDBs. Additionally, automatic is able to turn without speed loss, while for manual it causes speed loss (without a boost).


[[Hop | Hops]] and [[miniturbo | miniturbos]] are disabled for automatic. The inability to hop restricts movement options for automatic, and prevents it from performing glitches such as [[supergrinding]] and [[superhopping]]. Due to the lack of miniturbos, after most drifts, auto bikes have to slowly accelerate up to wheelie speed; for this reason, the best auto bikes are those with a 0.9 T2 [[acceleration]] value, such as [[Vehicles#Spear | Spear]] and [[Vehicles#Sneakster | Sneakster]], as they accelerate much quicker at the start of a wheelie.
[[Hop | Hops]] and [[miniturbo | miniturbos]] are disabled for automatic. The inability to hop restricts movement options for automatic, and prevents it from performing glitches such as [[supergrinding]] and [[superhopping]]. Due to the lack of miniturbos, after most drifts, auto bikes have to slowly accelerate up to wheelie speed; for this reason, the best auto bikes are those with a 0.9 T2 [[acceleration]] value (the [[Vehicles#Spear | Spear]], [[Vehicles#Sneakster | Sneakster]], and [[Vehicles#Quacker | Quacker]]) as they accelerate much quicker at the start of a wheelie.


Overall, the ability to perform hops and miniturbos makes manual superior to automatic. However, automatic has a niche on a couple no glitch tracks, such as [[DS Peach Gardens#No Glitch 3lap | DS Peach Gardens]] and [[DS Yoshi Falls#No Glitch 3lap | DS Yoshi Falls]], due to its improved wheelie turning ability, as well as many [[supersliding]] categories due to its drift mechanics and improved handling.
Overall, the ability to perform hops and miniturbos makes manual superior to automatic. However, automatic has a niche on a couple no glitch tracks, such as [[DS Peach Gardens#No Glitch 3lap | DS Peach Gardens]] and [[DS Yoshi Falls#No Glitch 3lap | DS Yoshi Falls]], due to its improved wheelie turning ability, as well as many [[supersliding]] categories due to its drift mechanics and improved handling.
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=== Rotation conversion ===
=== Rotation conversion ===
While driving, auto bikes are often subject to big changes in pitch and roll rotation, due to wheelie drops and drifting. This can be exploited for better turning, due to [[rotation conversion]].
While driving, auto bikes are often subject to big changes in pitch and roll rotation, due to wheelie drops and drifting. This can be exploited for better turning, due to [[Rotation#rotation conversion | rotation conversion]].
*'''Optimal drift''': Optimal inputs (to the right): starting from a wheelie drop, 11 frames +7, 1 frame -6, 1 frame +5, 4 frames +7, 1 frame +5, hold +7. These inputs start a left drift for 1 f, then delay the second drift with a soft input, resulting in better yaw rotation than simply holding +7.
*'''Optimal drift''': Optimal inputs (to the right): starting from a wheelie drop, 11 frames +7, 1 frame -6, 1 frame +5, 4 frames +7, 1 frame +5, hold +7. These inputs start a left drift for 1 f, then delay the second drift with a soft input, resulting in better yaw rotation than simply holding +7.
*'''Auto spindrift''': Example inputs: starting from a wheelie drop, 10 frames -2, hold +7. During a wheelie drop, leaning in the opposite direction for a few frames before initiating a drift allows for much greater yaw rotation at the start of the drift, due to the larger shift in roll rotation. This technique is typically done during a boost, as it takes more time to achieve the same yaw than simply holding +7.
*'''Auto spindrift''': Example inputs: starting from a wheelie drop, 10 frames -2, hold +7. During a wheelie drop, leaning in the opposite direction for a few frames before initiating a drift allows for much greater yaw rotation at the start of the drift, due to the larger shift in roll rotation. This technique is typically done during a boost, as it takes more time to achieve the same yaw than simply holding +7.