Supersliding

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Revision as of 03:12, 17 October 2025 by Mikul (talk | contribs) (Add info for additional variants, add 2025 RTA developments to History, small overview additions)
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Not to be confused with supergrinding or supergliding.
Supersliding

Other names SS, WBSS, DDSS
Class Glitch
Type External Velocity Exploit
Date found Unknown
Theoriser(s) Multiple
Discoverer(s) Multiple
Timesave N/A


Supersliding is an external velocity (EV) exploit that occurs when the player is on the ground, but is not touching the floor with any of their wheel hitboxes. This state of low traction allows the player to build EV through bike lean mechanics by repeatedly alternating between neutral and horizontal inputs. Like with other lean-based EV generation techniques, supersliding can only be performed on bikes. It can be performed in multiple ways, but the most common application is Wario Bike Supersliding, a technique in which the bike rests on the Wario Bike's unique tailpipe hitbox.

Prior to the inception of Wario Bike Supersliding, it saw very limited use, as the superslide state was very unstable on other bikes, which made them unable to handle slope changes, tight turns, reversing, or even leaning too far in one direction. Since then, however, its usage rate has skyrocketed, with it seeing use on a large number of Unrestricted and No Ultra flaps, and even some 3laps as well. In addition, Automatic Transmission has since been adopted in some glitch categories, as the handling boost it provides enables tighter lines for supersliding.

As all forms of lean-based EV exploits are considered glitches, supersliding is banned in no-glitch categories.

Basic Mechanics

Low Traction State

In Mario Kart Wii, there are two natural ways for external velocity to decay over time:

  • At all times, the player's current EV is multiplied by 0.998 each frame (in other words, they lose 0.2% of their current EV every frame), likely to simulate air resistance.
  • When the player's wheels are touching the ground, an additional constant decay of up to ~7 U/F is applied. The amount of EV reduced seems to vary based on how many wheels are touching the ground and the relative size of each wheel, but the mechanics for this are not yet well-understood.

Notably, there is no additional penalty applied to EV when any of the player's body hitboxes touch the ground. This means that when the player is touching the ground, without allowing contact by any of their wheels, they lose EV as if they were in the air, but retain full control of their vehicle, including the ability to turn and repeatedly generate EV through leaning. This allows the player to <TODO i forgot what i was writing here lol>

External Velocity Building

External velocity is generated in a superslide through bike lean mechanics. As your bike leans in one direction, it generates EV in that direction as long as its lean rotation continues to increase. As your bike leans, it eventually reaches a lean rotation cap, and will no longer be able to lean any further, and you have to allow your lean rotation to decay by moving the stick back to neutral before attempting to lean more.

As such, the optimal way to generate external velocity is to lean continuously until the lean rotation cap is reached, then balance your inputs such that you are leaning as much as possible without attempting to lean past the lean rotation cap. This sequence of inputs differs depending on the bike and situation, as the game uses different values for the lean rotation speed and lean rotation cap depending on which type of bike you're using as well as which driving state you're in (IV speed, SSMT, drifting). When available, you can also begin a drift in the opposite direction to quickly reset your lean rotation, allowing you to build EV at full speed again shortly after.

For more information about bike lean mechanics, including optimal input sequences, <TODO link page or something and maybe add input table?>

Like with other low-traction states, EV can also be obtained through interactions with collision, such as EV from gravity being redirected down slopes or applying EV from interactions with walls.

Hitbox Differences

<TODO worth linking the sheet in here?>

Wario Bike Supersliding

Additional Variants

Autosliding / Auto Driftsliding

Autosliding, also known as Auto Driftsliding, is a supersliding technique performed on Automatic Transmission, in which the player uses Automatic drifts repeatedly to gain EV at a much higher rate than is typically possible with supersliding.

This works because to begin an automatic drift, the player simply needs to be holding a horizontal input of 6 or above for 12 frames, and the game does not care about which direction is actually being held. Because of this, the player can hold one direction to lean all the way up to the lean rotation cap, and then flip their input all the way in the opposite direction on the frame drift counter reaches 12 to begin a drift in the opposite direction, thereby resetting their lean rotation. This can be repeated indefinitely, allowing a much higher rate of EV gain, and consequently a higher effective EV cap as well.

However, there are two main drawbacks that prevent Autosliding from seeing mainstream use. Firstly, as it is performed on Automatic, the player is unable to hop, which locks them out of some major techniques like Supergrinding and Superhopping, as well as other minor time-saving maneuvers. In addition, Autosliding for extended periods requires a much stricter trajectory than typical Supersliding, which limits its ability to save time outside of setups.

This variation was discovered by <Monster? needs verification>, and is most notably being used for a WIP flap on DS Peach Gardens that could save several seconds over the current BKT.

Headsliding, Cranium Sliding, whatever (name pending)

The low traction state also applies to any vehicle that is upside-down, as though the wheels are no longer below the floor, they are still not touching it. However, achieving this severe of a rotation often requires the use of Barrel Roll State, which prevents the player from being able to control the lean of their vehicle. As such, the only reliable way to gain EV in this state is to use slopes to redirect the downwards EV obtained via gravity.

Currently, this technique is exclusively useful alongside Wheelchair, as even small amounts of EV gained from slopes can significantly increase the speed you can travel across Solid Out of Bounds collision. This technique was first applied by Justin to improve the DS Desert Hills ultra flap by multiple seconds following the initial discovery of the Wheelchair ultra, but it has since been obsoleted.

Magikruiser Tailpipe Supersliding

Similarly to the Wario Bike, the Magikruiser has its own tailpipe hitbox. However, the Magikruiser's tailpipe extends directly behind the bike, rather than above it. This allows it to perform superslides while hanging off of ledges, which is useful when a seam you need to superslide on is otherwise blocked by a wall below.

This variation was first used by Mikul on his Superstar Dystopia ultra flap. It was required to circumvent the IV cap of Solid Out of Bounds and achieve a respawn that would not have otherwise been possible by supersliding on a walled-off seam.

Wheelie Supersliding

Some longer vehicles, such as the Spear are capable of entering a low-traction state by getting only their back wheel stuck in the floor and repeatedly performing wheelies to lift the front wheel off of the ground. This is an extremely limited technique, and there are currently no known practical use cases.

History

2012–2015: Initial Discovery

<TODO idk tbh someone is gonna have to help me out here>

2016: Wario Bike Discovery

<TODO cyanmk>

2021–2023: Minor IDB Applications

<TODO calidae desert, snes bc2>

2023–Present: Full Superslide Potential Realized

<TODO justin reminding us wario bike exists, monster on TF, autosliding, minor DDSS usages>

2025-Present: RTA Developments

<TODO ejay LC flap, flam + JC LC 3lap RTA, JC rMR flap

Applications

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

Supersliding is currently used in many 3lap and flap categories, and is used both on its own and to perform the following strats:

  • DC fountain skip[1]


Supersliding has also been used in TASes on the following custom tracks:


References

  1. [https://www.youtube.com/watch?v=uwTk9l81CdQ "[MKWii TAS] Daisy Circuit Fast Lap (No Ultra, Supersliding) - 20.675" by Monster, Alego11, César, clem, Ejay B, and Marth