Sideways crouch roll: Difference between revisions
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[[File:Sideways crouch roll on ice.mov|thumb|A sideways crouch roll performed on ice, increasing Mario's speed to 35 u/fr]] | |||
'''Sideways crouch rolling''' is a movement technique that can be used to gain more [[rolling]] speed than would otherwise be possible. It is performed by [[crouching]] while Mario’s rotation differs from the direction of his horizontal velocity, then [[rolling]]. Sideways crouching is most easily performed on ice, but it is also possible after landing from a jump, roll cancel vector, or falling. | '''Sideways crouch rolling''' is a movement technique that can be used to gain more [[rolling]] speed than would otherwise be possible. It is performed by [[crouching]] while Mario’s rotation differs from the direction of his horizontal velocity, then [[rolling]]. Sideways crouching is most easily performed on ice, but it is also possible after landing from a jump, roll cancel vector, or falling. | ||
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[[File:Sideways crouch roll from jump.mov|thumb|A sideways crouch roll performed after landing from a jump]] | [[File:Sideways crouch roll from jump.mov|thumb|A sideways crouch roll performed after landing from a jump]] | ||
Mario performs a max speed single jump, so his speed is capped at 24 u/fr upon landing, then gets reduced by 1.4 u/fr to set up the pivot. Mario uses the pivot to rotate so that he is facing 90 degrees from his velocity direction. When he crouches, all his velocity (22.6 u/fr) is perpendicular to his rotation. The player holds neutral to prevent all of Mario’s speed from being lost, but still a 7% decay is applied to this velocity, yielding a velocity of 21 u/fr in this direction. The player immediately initiates a roll, so Mario’s velocity in the direction he is facing is bumped up all the way to 20 u/fr from 0 u/fr. These velocity components yield total velocity of just over 29 u/fr, which usually takes several rolls to reach, and he is now traveling in a direction that differs from his previous velocity direction by around 44 degrees. | Mario performs a max speed single jump, so his speed is capped at 24 u/fr upon landing, then gets reduced by 1.4 u/fr to set up the pivot. Mario uses the pivot to rotate so that he is facing 90 degrees from his velocity direction. When he crouches, all his velocity (22.6 u/fr) is perpendicular to his rotation. The player holds neutral to prevent all of Mario’s speed from being lost, but still a 7% decay is applied to this velocity, yielding a velocity of 21 u/fr in this direction. The player immediately initiates a roll, so Mario’s velocity in the direction he is facing is bumped up all the way to 20 u/fr from 0 u/fr. These velocity components yield total velocity of just over 29 u/fr, which usually takes several rolls to reach, and he is now traveling in a direction that differs from his previous velocity direction by around 44 degrees. | ||
[[File:Rcv sideways crouch rolls.mov|thumb|Two sideways crouch rolls performed after roll cancel vectors.]] | |||
If Mario is lands from a roll cancel vector with 30 u/fr speed, then loses 1.4 u/fr speed from entering a moving pivot, then he can attain up to 33.3 u/fr speed from a sideways crouch roll. | If Mario is lands from a roll cancel vector with 30 u/fr speed, then loses 1.4 u/fr speed from entering a moving pivot, then he can attain up to 33.3 u/fr speed from a sideways crouch roll. |