Skew: Difference between revisions
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..." |
Reworded intro and Execution section |
||
Line 1: | Line 1: | ||
'''Skew''' is a specific form of movement | '''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 == | ||
There are only a few ways to | 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]] | * [[Backflip]] | ||
* [[Sideflip]] | * [[Sideflip]] | ||
* [[Triple jump | * [[Triple jump]] | ||
* [[Vault]] | * [[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 | 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 == | == Properties == |
Revision as of 19:55, 1 December 2021
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
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:
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 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 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.