Roll cancel: Difference between revisions

Added Properties section explaining roll cancel angles
Added Uses section and explained use in speedrunning
Line 8: Line 8:
== Properties ==
== Properties ==
If the roll cancel is performed at an angle that is approximately 100 to 110 degrees apart from the direction of the roll, Mario's speed from rolling will be conserved and redirected into his running speed. In this case, his running speed will be in the direction of the roll cancel, not the direction of the initial roll. However, Mario's speed can be kept in the direction of the initial roll by immediately following the roll cancel with a jump; this technique is commonly known as a "roll cancel jump". If the jump is performed too late, Mario's speed will be directed in the direction of the roll cancel instead. (This can actually be beneficial rather than detrimental in certain scenarios.)
If the roll cancel is performed at an angle that is approximately 100 to 110 degrees apart from the direction of the roll, Mario's speed from rolling will be conserved and redirected into his running speed. In this case, his running speed will be in the direction of the roll cancel, not the direction of the initial roll. However, Mario's speed can be kept in the direction of the initial roll by immediately following the roll cancel with a jump; this technique is commonly known as a "roll cancel jump". If the jump is performed too late, Mario's speed will be directed in the direction of the roll cancel instead. (This can actually be beneficial rather than detrimental in certain scenarios.)
== Uses ==
Roll cancels are extremely common practice in speedrunning, as they allow Mario to quickly gain speed for various maneuvers. Maneuvers that incorporate roll cancels include roll cancel jumps, falling off of platforms and activating objects using Cappy.