Trickjump: Difference between revisions

No change in size ,  17 July 2023
m
uncapitalize relaxmas
m (→‎Capless trickjumps: Updated hyperlink)
m (uncapitalize relaxmas)
 
Line 12: Line 12:
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]].