Countdown: Difference between revisions
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== Overview == | == Overview == | ||
The countdown lasts for the first 239 frames of the race. During the countdown, [[IV#Maximum speed | max speed]] is set to 0; additionally, bikes are put into a "slow fall" state, where they move downwards at a constant 1.3 u/f instead of being affected by gravity's constant 1.3 u/ | The countdown lasts for the first 239 frames of the race. During the countdown, [[IV#Maximum speed | max speed]] is set to 0; additionally, bikes are put into a "slow fall" state, where they move downwards at a constant 1.3 u/f instead of being affected by gravity's constant 1.3 u/f² acceleration. | ||
Controls are limited during the countdown. Pressing A only affects the start boost charge, while pressing B has no effect. Stick inputs allow bikes to move by [[EV#Leaning | leaning]], and have no effect otherwise. Bikes are also allowed to [[wheelie]] by pressing up; wheelies are automatically cancelled after 15 frames since IV is 0. Wheelies can also cause the bike to go airborne, depending on the length of the bike. | Controls are limited during the countdown. Pressing A only affects the start boost charge, while pressing B has no effect. Stick inputs allow bikes to move by [[EV#Leaning | leaning]], and have no effect otherwise. Bikes are also allowed to [[wheelie]] by pressing up; wheelies are automatically cancelled after 15 frames since IV is 0. Wheelies can also cause the bike to go airborne, depending on the length of the bike. | ||
== Start boost == | == Start boost == | ||
As soon as the countdown ends, the vehicle can receive a [[Boost information | boost]] or burn out ( | As soon as the countdown ends, the vehicle can receive a [[Boost information | boost]] or burn out (hitstun animation lasting 120 frames) according to the start boost charge value. It is clamped between 0 and 1, and is updated every frame according to the state of the A button. If A is pressed, the charge is set to [0.02 + 0.982 * (''previous value'')]. If A is not pressed, it is set to [0.96 * (''previous value'')]. These recursive equations can be rewritten as such: | ||
If A is pressed,<br> | If A is pressed,<br> | ||
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where <math>n</math> is the number of frames the button is held or released. | where <math>n</math> is the number of frames the button is held or released. | ||
The start boost increases max speed by 20%, grants an IV acceleration of 3 u/ | The start boost increases max speed by 20%, grants an IV acceleration of 3 u/f², and lasts for a variable number of frames depending on the start boost charge. The possible start boost lengths are listed in the table below. | ||
{| class="wikitable" style="text-align:center;" | {| class="wikitable" style="text-align:center;" | ||
! Start boost charge | ! Start boost charge | ||
! Boost duration | ! Boost duration (frames) | ||
|- | |- | ||
| 0 - 0.85 | | 0 - 0.85 | ||
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| 45 | | 45 | ||
|- | |- | ||
| 0. | | 0.94 - 0.95 | ||
| 70 | | 70 | ||
|- | |- | ||
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=== Start curve === | === Start curve === | ||
After performing a start slide, the optimal strategy is to turn in the same direction to realign, known as a start curve. Start curves actually save a few milliseconds over realigning and driving in a straight line, due to EV to IV conversion causing the bike to gain a small amount of extra speed. To | After performing a start slide, the optimal strategy is to turn in the same direction to realign, known as a start curve. Start curves actually save a few milliseconds over realigning and driving in a straight line, due to EV to IV conversion causing the bike to gain a small amount of extra speed. To optimize start curves, it is better to keep turning in the direction of the slide and delay the wheelie as much as possible, then turn in the opposite direction to realign, even if this leads to a suboptimal driving line. This ensures the increased IV due to EV conversion is preserved as long as possible during the acceleration. | ||
On slippery road, EV to IV conversion works differently, allowing bikes to gain slightly more IV during the start curve. As such, there are different optimal start slides for regular and slippery road; for the latter, sacrificing a bit of distance for more rotation saves time during the start curve. | On slippery road, EV to IV conversion works differently, allowing bikes to gain slightly more IV during the start curve. As such, there are different optimal start slides for regular and slippery road; for the latter, sacrificing a bit of distance for more rotation saves time during the start curve.<ref>[https://discord.com/channels/214574342137315328/735589843513638940/1268880123332005941 Spear slide on slippery road]</ref> On slippery road only, the traction stat has a very small effect on the movement of start slides; it is the only character stat to affect start slides. | ||
== Start slide repository == | == Start slide repository == | ||
<references/> | <references/> | ||