Editing Skew
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
'''Skew''' is a specific form of movement in which Mario's in-game position changes where it is being tracked relative to Mario's model, and as a result causes Mario's hit sensors (informally known as "hitboxes | '''Skew''' is a specific form of movement in which Mario's in-game position changes where it is being tracked relative to Mario's model, and as a result causes Mario's hit sensors (informally known as "hitboxes") to rotate around the new position. | ||
== Execution == | == Execution == | ||
There are only a few ways to induce skew, due to the nature of how it works. Mario's feet must be at the center of his model or higher to initiate skew, which can be performed with the following | There are only a few ways to induce skew, due to the nature of how it works. Mario's feet must be at the center of his model or higher to initiate skew, which can be performed with the following moves: | ||
* | * [[Backflip]] | ||
* | * [[Sideflip]] | ||
* | * [[Triple jump]] | ||
* | * [[Vault]] | ||
* [[Rolling]] | * [[Rolling]] | ||
While Mario is upside-down or sideways in one of these animations, simply cap throwing will cause Mario's in-game position to instantly change to where his feet are at that moment. | While Mario is upside-down or sideways in one of these animations, simply cap throwing will cause Mario's in-game position to instantly change to where his feet are at that moment. | ||
Line 15: | Line 14: | ||
Performing skew in the rolling state is slightly more complicated, as it isn't possible to cap throw directly out of a roll without instead doing a [[roll cancel]], which automatically uprights Mario. Instead, Mario must [[long jump]] and then immediately cap throw, in a manuever sometimes called a "failed roll cancel", alluding to how players sometimes execute those inputs accidentally when mistiming the roll cancel inputs. | Performing skew in the rolling state is slightly more complicated, as it isn't possible to cap throw directly out of a roll without instead doing a [[roll cancel]], which automatically uprights Mario. Instead, Mario must [[long jump]] and then immediately cap throw, in a manuever sometimes called a "failed roll cancel", alluding to how players sometimes execute those inputs accidentally when mistiming the roll cancel inputs. | ||
==Properties== | == Properties == | ||
One of the most notable properties of skew is its ability to cause Mario to go out of bounds. The most recognized form of skew clipping is [[moon clip|moon clipping]], but other variants include [[Damage clip|damage clipping]] and [[Bonk clip|bonk clipping]]. | One of the most notable properties of skew is its ability to cause Mario to go out of bounds. The most recognized form of skew clipping is [[moon clip|moon clipping]], but other variants include [[Damage clip|damage clipping]] and [[Bonk clip|bonk clipping]]. | ||
Another useful property of skew is the ability for Mario to gain a large amount of extra height due to its "upwarp" nature. By utilizing [[two-player mode]] and the properties of a [ | Another useful property of skew is the ability for Mario to gain a large amount of extra height due to its "upwarp" nature. By utilizing [[two-player mode]] and the properties of a [https://smo-speedrun.fandom.com/wiki/Cap_throw#Triple_Throws triple throw], it is possible to initiate a [[dive]] much earlier than normal, causing Mario to gain much more height than normally possible. Two-player mode is required to make full use of this extra height, since it allows performing a midair [[cap bounce]] at the peak of the dive. | ||