Wallclip

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Revision as of 17:24, 9 October 2025 by Tactical (talk | contribs) (Changed the link to rMC3 in the airtime section of the wallclip page to be the Flap instead of just the general page)
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Wallclip

Class Glitch
Type ?
Date found ?
Theoriser(s) ?
Discoverer(s) ?
Timesave ?


A Wallclip refers to any interaction where the player collides with a wall and gains height without losing speed.

Technical description

(todo: example of a typical wallclip before this part, for better context)

There are 3 main components to keep in mind when performing a wallclip:

1. Approach angle. When you collide with a wall, the effect it has on your speed depends on the direction you're moving in relative to the facing direction (the normal) of the wall. Specifically, if the wall is facing towards you (more than 90° away from your direction of motion), colliding with it will kill all your speed and bounce you backwards a bit; but if the wall is facing away from you (less than 90° away from your direction of motion), you maintain all the speed you had before the collision, aside from any speed loss from a wheelie being cancelled. From a mathematical perspective, if the dot product of the player's total velocity vector and the wall's normal vector is positive, then no speed is lost. Colliding with the wall in this way is essential for a successful wallclip.

(todo: visual with vectors and stuff)

2. Vehicle pitch. (todo)

3. Airtime. When you collide with a wall, the height of the bounce you get can be affected by the airtime you have preceding the clip. Assuming the wall you collide with is facing towards you (more than 90° away from your direction of motion), there are 3 different factors that can determine airtimes effect on the wallclip attempt. First, if you have <4 frames of airtime, airtime will not have an effect on the wallclip, this is known as a low clip. If you have exactly 4 frames of airtime, airtime will have a small effect on the wallclip, only giving you a small bounce. This is only useful in very niche cases (see SNES Mario Circuit 3). And if you get >4 frames of airtime, airtime will have a drastic effect on the wallclip height, when combined with high vehicle pitch, this bounce can cross massive gaps and clear high walls. Typically, this high bounce (known as a high clip) gives the most air at 5 frames of airtime and decreases each frame you add at a moderate rate. For a traditional wallclip, hitting the wall with an airtime of 5 or more frames is essential,

Wallclip Variations

History

TAS BKTs

Applicable categories
Type Unrestricted No Ultra No Glitch
3lap Yes Yes Banned
Flap Yes Yes Banned

Runs:

Relevant code

For Vabold and other programmers.