Trickjump: Difference between revisions
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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]]. | ||
=== Restricted trickjumps === | |||
Some trickjumps will specifically disallow using certain moves in Mario's repertoire, simply for the purpose of making them more challenging. These include horizontal trickjumps that must be done with a vault rather than a triple jump, or more obscure categories such as "yellow drams", which must be initiated with a [[long jump]]. | |||
=== Capless trickjumps === | |||
Certain trickjumps must be done without the use of [[Cappy]], whether this be due to an artificially imposed restriction or due to the trickjump being done in a circumstance where Cappy is unavailable, such as certain [[Sub-world|sub-worlds]]. While horizontal capless trickjumps simply involve a well-vectored triple jump followed by a single dive, vertical capless trickjumps involve using a specific technique to turn Mario around as quickly as possible during a wall jump, in order to dive onto the target platform. This technique relies on the fact that Mario will turn fastest when the control stick is pointed in nearly opposite the direction Mario is facing, and involves rotating the control stick in a swift circle with precise timing such that the angle between the control stick and Mario's facing direction is continuously slightly less than 180 degrees. Due to the difficulty of this motion, most players opt to employ [[Screen buffering|pause buffering]]. | |||
[[Category:Tricks]] | [[Category:Tricks]] | ||