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3 January 2026

4 December 2025

  • 15:2615:26, 4 December 2025 Superhopping (hist | edit) [16,554 bytes] Sir Corvid (talk | contribs) (Created page with "'''Superhopping''' is an external velocity (EV) exploit exclusive to outside-drifting bikes (ODBs) using manual drift. It involves performing spinhops repeatedly to gain EV. Superhopping is notable for being the most widely applicable out of the major EV exploits, as it can be performed even on a flat plane of ground without any setup. On the other hand, it is not as effective for accumulating large amounts of EV. Superhopping saves time on the...")

23 November 2025

16 November 2025

15 November 2025

  • 16:3316:33, 15 November 2025 Checkpoint (hist | edit) [10,489 bytes] Sir Corvid (talk | contribs) (Created page with "'''Checkpoints''', or '''CPs''', are a mechanic in ''Mario Kart Wii'' used to track progression through the lap. They handle lap counts and respawn locations. The checkpoint system attempts to prevent unintended shortcuts from counting the lap. However, there are several oversights in the system, which makes it possible to skip a majority of the track and still get a lap count. == Overview == Checkpoints are (convex) quadrilaterals on the XZ plane, spanning inf...")

14 November 2025

  • 21:4321:43, 14 November 2025 Rotation (hist | edit) [4,822 bytes] Sir Corvid (talk | contribs) (Created page with "'''Rotation''' is used to describe the vehicle's orientation in 3D space. == Overview == Internally, the game uses quaternions and [https://en.wikipedia.org/wiki/Euler_angles Euler angles] to compute rotation. However, it is much more convenient to use the [https://en.wikipedia.org/wiki/Aircraft_principal_axes aircraft principal axes] to describe the rotations and movement of the vehicle. '''Yaw rotation''' describes the rotation around the Y (vertical) axis, along the...")
  • 19:3519:35, 14 November 2025 Countdown (hist | edit) [7,384 bytes] Sir Corvid (talk | contribs) (Created page with "The '''countdown''' is to the period at the start of each race before the timer starts, where the player only has limited control over the vehicle. == Overview == The countdown lasts for the first 239 frames of the race. During the countdown, 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/f^2 acceleration. Controls a...")
  • 19:3319:33, 14 November 2025 Boost information (hist | edit) [3,836 bytes] Sir Corvid (talk | contribs) (Created page with "'''Boosts''' are a speed increase mechanic in ''Mario Kart Wii''. Boosts are visually represented by orange flames coming out of the vehicle's exhaust pipes. == Overview == While they are active, boosts increase the vehicle's maximum speed, and cause IV to increase every frame by a constant rate. If bikes are both in a boost and wheelie, the max sped modifiers are added together. Some boosts also grant offroad immunity while they are a...")

6 November 2025

  • 14:2514:25, 6 November 2025 Slow ramp (hist | edit) [8,634 bytes] Sir Corvid (talk | contribs) (i am not sure if this should be its own article, or if techniques deserve their own article, you can decide on your own)
  • 10:1710:17, 6 November 2025 Velocity (hist | edit) [4,498 bytes] Sir Corvid (talk | contribs) (Created page with "In ''Mario Kart Wii'', '''velocity''' is defined as the difference in the vehicle's position between two consecutive frames. It is measured in u/f (units per frame). == Overview == Velocity can be represented as a vector, with direction and magnitude. The magnitude is the value shown on speedometers, indicating how much the vehicle has moved from the previous frame. The direction simply represents the direction of motion. It can be useful to split velocity into mul...")

5 November 2025

4 November 2025

3 November 2025

  • 09:5009:50, 3 November 2025 Trick (hist | edit) [15,032 bytes] Sir Corvid (talk | contribs) (Created page with "The '''trick''' is a speed boost technique in ''Mario Kart Wii''. == Overview == Tricks can be initiated after colliding with trickable road, by pressing any direction on the D-pad (or flicking in any direction with Wii Wheel or Nunchuk). The D-pad input can be pressed up to 10 frames after leaving the trickable road; additionally, the D-pad input can also be buffered up to 13 frames before leaving the trickable surface. For a trick to actually be triggered, the veh...")

2 November 2025

  • 18:0318:03, 2 November 2025 Wheelie (hist | edit) [7,218 bytes] Sir Corvid (talk | contribs) (Created page with "The '''wheelie''' is a speed boost technique in ''Mario Kart Wii''. It is exclusive to bikes. == Overview == Wheelies can be started by pressing d-pad up on the ground, and canceled by pressing d-pad down both on the ground and in the air. This is the same input as up and down tricks, which have priority, so wheelies can't be started shortly before or after making contact with trickable road. Wheelies can also be canceled by activating the drift button, i.e. hop...")

28 October 2025

27 October 2025

  • 13:5613:56, 27 October 2025 Internal velocity (hist | edit) [9,168 bytes] Sir Corvid (talk | contribs) (Created page with "'''Internal velocity''', also known as '''IV''', '''vehicle speed''', or '''engine speed''', is one of four main types of velocity in ''Mario Kart Wii''. It refers to the speed coming from the vehicle's engine, while external velocity comes from other forces acting on the vehicle. == Overview == IV is represented as a vector, with a direction and magnitude. The direction of the IV vector is the same (or very close) as the vehicle's facing direction in most c...")

26 October 2025

  • 12:2912:29, 26 October 2025 Automatic drift (hist | edit) [8,039 bytes] Sir Corvid (talk | contribs) (Created page with "'''Automatic drift''' is an alternative drift type option available for every vehicle. A few basic mechanics are changed compared to manual, leading to exclusive techniques. While it performs worse than manual in most situations, it is currently the preferred option for a few no glitch and supersliding TASes. == 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 a...")