Skew: Difference between revisions

From SMO.wiki
Created page with "'''Skew''' is a specific form of movement in Super Mario Odyssey in which Mario's in-game position changes where it's being tracked relative to Mario's model, and as a result..."
 
m →‎Properties: Removed reference/hyperlink to obscure clip type
 
(7 intermediate revisions by 4 users not shown)
Line 1: Line 1:
'''Skew''' is a specific form of movement in Super Mario Odyssey in which Mario's in-game position changes where it's being tracked relative to Mario's model, and as a result causes Mario's HitSensors (informally known as "hitboxes") to rotate around the new position.
'''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" or "hit boxes") to rotate around the new position.


== Performing Skew ==
== Execution ==
There are only a few ways to cause 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:
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 actions:


* [[Backflip]]
* Performing a [[backflip]]
* [[Sideflip]]
*Performing a [[sideflip]]
* [[Triple jump|Triple Jump]]
*Performing a [[triple jump]]
* [[Vault]]
*Performing a [[vault]]
* [[Rolling]]
* [[Rolling]]
*Jumping from the top of a pole<ref>https://twitter.com/relaxmas1/status/1411837310048501761</ref>


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 currently. For performing skew in the rolling state, it's slightly more complicated, as you can't cap throw directly out of a roll without instead doing a [[roll cancel]], so you must do what is called a "failed roll cancel", where you [[long jump]] and then immediately capthrow.
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.


== Properties ==
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.
One of the most notable properties of skew is its ability to cause Mario to go out of bounds. The most recognized form of clipping is the [[moon clip]], however there is also the damage clip and the bonk clip.  


Another useful property of skew is the ability to gain tons of height due to its "upwarp" nature. By utilizing 2-player mode and the properties of a [https://smo-speedrun.fandom.com/wiki/Cap_throw#Triple_Throws triple throw], you're able to initiate a [[dive]] much earlier than normal, causing Mario to gain much more height than what's normally possible. 2-player mode is required to make this height useful because you can then perform a mid-air [[cap bounce]] at the peak of the dive.
==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]]. Because of its ability to change Mario's position, it allows the player to get much closer to a wall or ceiling than what's normally possible. Certain animations, like taking damage or collecting a moon, then instantly place Mario's hit boxes completely upright, thereby placing them partially out of bounds, removing the rotation process the game does, which would normally prevent the clip. 
 
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 [[Cap throw|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.
 
== References ==
<references />
[[Category:Movement]]

Latest revision as of 05:32, 16 July 2023

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" or "hit boxes") to rotate around the new position.

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 actions:

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.

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

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 clipping, but other variants include damage clipping and bonk clipping. Because of its ability to change Mario's position, it allows the player to get much closer to a wall or ceiling than what's normally possible. Certain animations, like taking damage or collecting a moon, then instantly place Mario's hit boxes completely upright, thereby placing them partially out of bounds, removing the rotation process the game does, which would normally prevent the clip.

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 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.

References