Trickjump: Difference between revisions

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A '''trickjump''' refers to a difficult sequence of moves used to reach one platform or ledge from another without touching the ground in between, and often without relying on external objects. Certain trickjumps have applications for speedrunning, [[Low%]], or other objectives, while others serve no larger purpose and are purely done as isolated challenges.
A '''trickjump''' refers to a difficult sequence of moves used to reach one platform or ledge from another without touching the ground in between, and often without relying on external objects. Certain trickjumps have applications for speedrunning, [[Low%]], or other objectives, while others serve no larger purpose and are purely done as isolated challenges. Like Snow Dram


== Classifications ==
== Classifications ==
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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 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.
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]].
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]].
=== Restricted trickjumps ===
Some trickjumps will specifically disallow using certain moves in Mario's repertoire, simply for the purpose of making them more challenging. These include horizontal trickjumps that must be done with a vault rather than a triple jump, or more obscure categories such as "yellow drams", which must be initiated with a [[long jump]].
=== Capless trickjumps ===
Certain trickjumps must be done without the use of [[Cappy]], whether this be due to an artificially imposed restriction or due to the trickjump being done in a circumstance where Cappy is unavailable, such as certain [[Sub-world|sub-worlds]]. While horizontal capless trickjumps simply involve a well-vectored triple jump followed by a single dive, vertical capless trickjumps involve using a specific technique to turn Mario around as quickly as possible during a wall jump, in order to dive onto the target platform. This technique relies on the fact that Mario will turn fastest when the control stick is pointed in nearly opposite the direction Mario is facing, and involves rotating the control stick in a swift circle with precise timing such that the angle between the control stick and Mario's facing direction is continuously slightly less than 180 degrees. Due to the difficulty of this motion, most players opt to employ [[pause buffering]].
[[Category:Tricks]]
[[Category:Tricks]]