External velocity

Revision as of 00:55, 21 October 2025 by Ejay B (talk | contribs)

External velocity, or EV, is one of four main types of velocity in Mario Kart Wii. It collectively refers to the effect of many forces other than the vehicle's engine, such as gravity, momentum from kart bumps and wall collisions, and leaning. Using physics exploits, EV can be used to maintain high speeds for prolonged periods of time, and its widespread recognition in 2022 has since led to the discovery of numerous ultras.

Overview

EV is represented as a vector, with a direction and magnitude. The direction of EV is always (nearly) perpendicular to the vehicle's facing direction at any given moment; if there is a EV vector component parallel to the facing direction, the games tends to convert it to IV. Gravity EV is an exception; it is always purely directed in the (negative) Y direction, no matter the vehicle's pitch rotation, but it can still be converted to IV on the ground.

The magnitude of the EV vector is, notably, uncapped. While internal velocity is capped at 120 u/f, and the sum of IV, EV, and moving road speed is also capped at 120 u/f, it is possible to accumulate EV in the thousands. It is worth noting that a vehicle with 1000 EV still moves at 120 u/f; however, the high amount of EV allows it to maintain its speed for a very long time.

EV naturally decays exponentially at a rate of 0.2% per frame at all times. This limits the amount of EV that can be accumulated in most circumstances. Additionally, if one or more of the vehicle's wheel hitboxes are making contact with the ground, a constant rate of ~6-10 EV per frame is applied. This rate is independent for each wheel and each bike, and this behavior isn't well understood at the moment. The wheel decay does not apply if the wheels do not properly make contact with the ground, such as when the bike is airborne, or in a low traction state such as supersliding.

EV sources

Leaning

Leaning is a major mechanic for both inside-drift and outside-drift bikes. Karts lack the ability to lean whatsoever.

Leaning is tracked through a lean rotation value (not to be confused with roll rotation). Inputs from +2 to +7 increment this counter by an amount known as the lean rate, which is a function of the bike's drift type and state. Inputs from -2 to -7 decrement the counter by the lean rate. This can be thought of more simply as leaning to the right or left, respectively. Inputs of 0 and ±1 are known as neutral inputs, and decrease the lean rotation exponentially by a rate of 10% per frame. For airborne bikes, leaning is disabled after 20 frames. Soft walls also disable leaning while the HWG timer is non-zero.

The lean rotation is bounded both left and right by the lean cap value, which varies with the lean rate. On each frame, if the lean rotation increases and does not become (strictly) greater than the lean cap, the bike gains EV directed to the right. Vice versa, if lean decreases and does not become (strictly) less than the lean cap, the bike gains EV to the left. The EV gained per frame by leaning is 1.0 u/f^2 for IDBs, and 0.8 u/f^2 for ODBs.

The following table lists all possible values for the lean rate and lean cap values, depending on the bike's drift type and state.

Inside-drift bikes Outside-drift bikes
IV < 5 u/f IV > 5 u/f SSMT Drifting IV < 5 u/f IV > 5 u/f SSMT Drifting
Lean rate 0.08 0.1 0.15 0.05 0.08 0.08 0.15 0.1
Lean cap 0.6 1.0 1.3 0.7 - 1.5 0.6 1.0 1.6 0.8 - 1.2

Optimal efficiency for leaning involves approaching the lean cap quickly, then alternating between neutral and leaning inputs in a pattern, staying just below the lean cap. This is because lean rotation decays more quickly at higher values.

Drifting directly sets the lean rotation value, so drifting for one frame to set lean rotation to a high magnitude in the opposite sign is an effective way to gain more leaning frames. This is occasionally referred to as drift resetting. This trick is commonly used to optimize superhopping and autosliding.

The theoretical optimal leaning patterns for each combination of lean rate and lean cap are contained in the table below. Note that 0 represents any neutral input, and 7 represents any leaning input. Inputs in brackets should be looped as many times as indicated before continuing with the pattern.

Drift type IV < 5 u/f IV > 5 u/f SSMT Drifting
IDB (0 0 7 0 7) * 3
0 7
0 7 0 (0 7) * 4
0 (0 7) * 5
0 7 7 7
ODB (0 7) * 5
7
0 7 (0 7) * 7
7

Gravity

Gravity applies a constant acceleration of 1.3 u/f^2, directed in the negative Y direction, as long as the vehicle is airborne. As mentioned previously, EV from gravity is never converted to IV as long as the bike remains airborne, no matter its pitch rotation.

After 50 frames of airtime, the pitch rotation of the vehicle affects gravity. The rate of acceleration is constant from 0° to -20° (facing down), increases linearly from -20° to -40°, and reaches its maximum modifier of 20% at -40° and beyond. (Vice versa if facing up.) Therefore, gravity is bounded between [1.04, 1.56] u/f^2.

Applications

TF physics

Main article: TF physics

TF physics are caused directly by a combination of leaning EV and roll rotation. When a bike gains a large amount of roll rotation, for example by drifting with IDBs, the leaning EV vectors follow the orientation of the bike, and therefore point partially upwards or downwards. For example, in a IDB drift to the right, leaning to the right causes EV to point down, e.g. reducing airtime, while leaning to the left causes EV to point up, e.g. increasing airtime.

Spindrifts

Main article: Drift#Spindrift

Spindrifts are a technique exclusive to bikes, caused by leaning EV. By committing to a drift in any direction, then holding the opposite direction in the air, bikes can generate EV which, upon landing, causes them to drift more sharply in the initial part of the drift compared to holding toward the drift the whole time.

Neutral gliding

During any (large) hop or wallclip, alternating between neutral and leaning inputs can be a small optimization, giving a bit more lateral distance. This is caused by the lean rotation value reaching the cap during the airtime, so input alternations (before the 20 frame limit) may generate more EV. This is often useful for superhopping as well.

Start slides

Bikes are able to move during the countdown due to leaning EV. Any bike can do a wheelie to rotate sideways, then use the IV < 5 u/f pattern to slide sideways. For longer bikes, double wheelies can cause them to go airborne too, which significantly decreases EV dissipation and allows them to slide much further. In this case, the optimal inputs change for each bike, and are not well understood.

Supergrinding

Main article: Supergrinding

Through the use of rapid fire hopping, the vehicle can get stuck in the ground. In this state, its wheels are not counted as making contact with the ground, and bikes can accumulate EV by leaning. However, much of the EV from supergrinding also comes from gravity and collisions with the terrain, in ways that are not properly understood yet. Karts are also able to gain EV from rapid fire hopping in certain situations, such as on a downhill.

Optimal inputs for supergrinding involve the "IV > 5 u/f" pattern. However, for ODBs, the optimal pattern is not always useful, because two consecutive turning inputs result in a much tighter turning arc, so alternating every frame (like the IDB pattern) is usually preferable.

Superhopping

Main article: Superhopping

Outside-drift bikes can gain EV anywhere by drifting and rotating the IV vector away from the facing direction, then repeatedly spindrifting in the same direction. This causes a positive feedback loop, gaining more EV by leaning than is dissipated from wheel decay and EV to IV conversion. The EV to IV conversion makes superhopping impossible for IDBs.

Superhopping is tough to optimize, as the inputs must be adapted depending on the situation. In general, to gain the most speed when superhopping to the right; start with a ~45° angle between facing direction and IV, -2 angle hop, +1 drift commit, hold -7 to lean, release drift before landing (wheelie optional); hop again with -2 angle hop, +1 drift commit, hold -7 to lean and neutral glide as needed, drift for 1 frame upon landing to drift reset, and repeat.

Supersliding

Main article: Supersliding

Some IDBs and Wario Bike are able to drive on the ground on their body hitboxes, instead of their wheels. The EV decay effect only applies to wheels and not body hitboxes, therefore they can simply lean to gain EV after entering this state. Supersliding is not stable for most vehicles, with the exception of Wario Bike. The optimal inputs for supersliding depend on the bike's state, according to the table above. If it's possible to initiate a slipdrift, it can be a very efficient way to gain EV in a superslide.

Autosliding is a technique exclusive to automatic drift. It involves holding ±6/±7 inputs to lean and begin an automatic drift (which requires 12 consecutive frames of ±6 or greater), switching to the opposite direction on the last frame to drift in the opposite direction and reset lean rotation, then immediately ending the drift to lean again. Example inputs: +6 for 11 frames, -7 for 1 frame, +5 for 1 frame.

Outside drift momentum

Main article: Outside drift momentum

Slope boosting

Main article: Slope boosting

Velocity stacking

Main article: Velocity stacking

It was called hydro pump or something idr

Main article: It was called hydro pump or something idr

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