Editing Roll cancel

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=== Motion roll cancels ===
=== Motion roll cancels ===
In addition to standard cap throws, roll cancels can also be performed with upthrows, downthrows (when using Joy-Cons), spinthrows, or forward motion throws. All motion roll cancels follow the same momentum conservation rules as standard roll cancels, meaning the joystick must be tilted to the side to conserve the most momentum, even with upthrows which do not appear to have a specific directionality.
In addition to standard cap throws, roll cancels can also be performed with upthrows, downthrows (when using Joy-Cons), spinthrows or forward motion throws. Although upthrows and spinthrows do not appear to occur in a specific direction, the joystick must still be moved in the desired angle of the roll cancel.


These roll cancels can be performed by replacing the X or Y press in the roll cancel with a motion input. Since motion inputs have a slight delay, the motion input will need to be performed a brief moment before pressing A or B, unlike standard roll cancels.
Motion roll cancels can be performed by replacing the X or Y press in the roll cancel with a motion input. Since motion inputs have a bit of a delay, the motion input will need to be performed roughly half a second before pressing A or B, unlike standard roll cancels.


Motion roll cancels are often useful for roll cancel jumps, since Mario can jump five frames earlier after a motion throw than a standard cap throw.<ref>https://www.youtube.com/watch?v=3P4zvHq0Ldw&t=287s</ref> Additionally, upthrow roll cancels are particularly useful for avoiding unwanted interactions between Cappy and nearby objects.
=== Roll cancels on ice ===
 
=== Roll cancels on ice===
Roll cancels have different properties on surfaces with ice physics. On these surfaces, roll canceling in any direction except directly backward will cause Mario's momentum to be redirected in that direction, unlike on standard surfaces where only specific angles exhibit this property. On ice, this momentum transfer happens in a more direct manner, and rather than Mario's path curving around to follow the direction of the roll cancel like normal, it is immediately channeled directly into the new direction. Roll canceling directly backward will cause Mario's momentum to be channeled ''opposite'' the direction of the cap throw.
Roll cancels have different properties on surfaces with ice physics. On these surfaces, roll canceling in any direction except directly backward will cause Mario's momentum to be redirected in that direction, unlike on standard surfaces where only specific angles exhibit this property. On ice, this momentum transfer happens in a more direct manner, and rather than Mario's path curving around to follow the direction of the roll cancel like normal, it is immediately channeled directly into the new direction. Roll canceling directly backward will cause Mario's momentum to be channeled ''opposite'' the direction of the cap throw.


Because throwing Cappy while on these surfaces redirects Mario's momentum instantaneously, rather than with a slight delay as is the case with standard surfaces, attempting to perform a roll cancel jump at an angle on an icy surface will result in Mario's velocity being redirected in the direction that Cappy is thrown instead of continuing forward as it normally would. To perform a roll cancel jump that continues forward on ice, one must perform the roll cancel directly forward or backward.
Because throwing Cappy while on these surfaces redirects Mario's momentum instantaneously, rather than with a slight delay as is the case with standard surfaces, attempting to perform a roll cancel jump at an angle on an icy surface will result in Mario's velocity being redirected in the direction that Cappy is thrown instead of continuing forward as it normally would. To perform a roll cancel jump that continues forward on ice, one must perform the roll cancel directly forward or backward.


==Uses==
== Uses ==
Roll cancels are extremely common practice in speedrunning, as they allow Mario to quickly gain speed for various maneuvers. Maneuvers that incorporate roll cancels include roll cancel jumps, falling off of platforms and activating objects using Cappy.
Roll cancels are extremely common practice in speedrunning, as they allow Mario to quickly gain speed for various maneuvers. Maneuvers that incorporate roll cancels include roll cancel jumps, falling off of platforms and activating objects using Cappy.


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Roll cancels can also be used to clip through walls in specific spots in a maneuver known as a [[roll cancel clip]].
Roll cancels can also be used to clip through walls in specific spots in a maneuver known as a [[roll cancel clip]].
== References ==
[[Category:Movement]]
[[Category:Movement]]
<references />
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