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Trickjump
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=== Horizontal trickjumps === In contrast to vertical trickjumps, horizontal trickjumps generally involve crossing a gap of some sort. The optimal sequence generally involves performing a [[Vectoring|vectored]] triple jump with momentum, cap throwing and diving into a vectored cap bounce, performing a [[homing cap throw]] followed by a vectored [[cap return spin]], and finally cap throwing and diving onto the target platform. The cap bounce sequence and cap return spin sequence can often swap places. For certain precise horizontal trickjumps, [[triple throw]] mechanics can be used to ensure that a triple throw is used as the homing cap throw, since triple throws can be homed faster. This often involves intricate setups such as performing a [[roll cancel]] jump to initiate the triple jump at the start of the trickjump, in order to ensure Cappy does not return to Mario until the moment Mario is ready to throw him again. For extremely precise horizontal trickjumps where using a triple throw is not possible, such as those initiated with a [[vault]] rather than a triple jump, players may opt to use "relax tech" for the homing throw, named after its discoverer [https://twitter.com/relaxmas1 relaxmas]. This involves letting go of the control stick while homing Cappy, which causes Cappy to home directly down rather than down and out, allowing him to return to Mario slightly faster. Extremely long-distance horizontal trickjumps are often done with a vectored roll cancel off the edge of the platform instead of a triple jump, and the longest distance trickjumps in the entire game may utilize [[Speedflip|speedflips]].
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