Vectoring: Difference between revisions

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== Properties ==
== Properties ==
[[File:Vectoring Diagram.png|thumb|241x241px]]
[[File:Vectoring Diagram.png|thumb|241x241px]]
When Mario jumps (does not apply to [[Long jump|long jumps]]), [[Vault|vaults]], rolls, [[Roll cancel|roll cancels]] or falls off the edge of a platform, the game keeps track of the direction in which his jump or fall was initiated. If Mario has enough momentum, his fall can be vectored by moving in any direction that is diagonal from this initial direction (45, 135, 225 or 315 degrees apart). This is most noticeable when falling long distances, where one may be able to notice an invisible square or "box" in which Mario gains more speed at the corners.
After Mario leaves the ground, the game keeps track of the direction he was last facing while grounded. If Mario has enough momentum, he can gain extra air speed by moving in any direction that is diagonal from this initial direction (45, 135, 225 or 315 degrees apart). Note: [[Long jump|long jumps]] and [[Dive|dives]] cannot be vectored. Vectoring is most noticeable when falling long distances, where one may be able to feel an invisible square or "box" in which Mario gains more speed at the corners. While Mario's vector angle is set when he leaves the ground, it can be reset in the air with a [[cap throw]], [[ground pound]], or [[Cap Return|air twirl]].


The diagram at right shows the angles at which vectoring increases velocity by the maximum amount (denoted using green arrows).
The diagram at right shows the angles at which vectoring increases velocity by the maximum amount (denoted using green arrows).