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| ===Rocket Boost=== | | ===Rocket Boost=== |
| To get a speed boost at the beginning of a race: | | To get a speed boost at the beginning of a race: |
− | * Press and hold A after the 2nd light finishes dimming, and before the 3rd light is halfway lit up.
| + | # Press and hold A after the 2nd light finishes dimming, and before the 3rd light is halfway lit up. |
− | ** You have 10 frames (1/3 second) to press A. Earlier is better, but the difference is insignificant.
| + | # You have 10 frames (1/3 second) to press A. Earlier is better, but the difference is insignificant. |
− | During a rocket boost, sliding is faster, so usually it's best to start sliding as soon as possible. | + | *During a rocket boost, sliding is faster, so you should start sliding as soon as possible. |
− | * If you need to turn sharply at the beginning of a race ([[Frappe_Snowland#Non-Shortcut_3lap|FS]]/[[Yoshi_Valley#Non-Shortcut_3lap|YV]]), do a quick AB-spin before sliding. | + | * If you need to turn sharply at the beginning of a race ([[Frappe_Snowland|FS]]/[[Yoshi_Valley|YV]]), do a quick AB-spin before sliding. |
| * If you need to go in reverse at the beginning of a shortcut race ([[Frappe_Snowland#Shortcut_3lap|FS]]/[[D.K.'s_Jungle_Parkway#Shortcut_3lap|DK]]), do a [[MK64_Tactics#Reverse-AB-spin|reverse-AB-spin]]. Release down to start moving. | | * If you need to go in reverse at the beginning of a shortcut race ([[Frappe_Snowland#Shortcut_3lap|FS]]/[[D.K.'s_Jungle_Parkway#Shortcut_3lap|DK]]), do a [[MK64_Tactics#Reverse-AB-spin|reverse-AB-spin]]. Release down to start moving. |
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| ====MT Speed==== | | ====MT Speed==== |
− | Sliding slows you down, so usually it's best to '''MT as fast as possible'''. | + | Sliding slows you down, so '''MT as fast as possible'''. |
| * There is a limit to how fast you can MT. If you try to MT too fast, it will not register. | | * There is a limit to how fast you can MT. If you try to MT too fast, it will not register. |
| * You cannot charge an MT while in the air. | | * You cannot charge an MT while in the air. |
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| ====MT Spacing==== | | ====MT Spacing==== |
− | MTs last for a few seconds each, during which you slow down gradually. Sliding also slows you down, so it is best '''space out''' your MTs, by waiting until you have slowed down considerably before MTing again. | + | MTs last for a few seconds each, during which you slow down gradually. Sliding also slows you down, so you should '''space out''' your MTs, by waiting until you have slowed down considerably before MTing again. |
| * On straightaways, SSMTs should be about 2-2.5 seconds apart. | | * On straightaways, SSMTs should be about 2-2.5 seconds apart. |
| * [[MK64_Tactics#SSMTs|SSMTs]] should be spaced evenly, so adjust this number up or down to fit the section of track. | | * [[MK64_Tactics#SSMTs|SSMTs]] should be spaced evenly, so adjust this number up or down to fit the section of track. |
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| Usually referred to as "SSMT". You can save time by MTing on straightaways. | | Usually referred to as "SSMT". You can save time by MTing on straightaways. |
| * To perform an SSMT, [[MK64_Tactics#Angling slides|angle the slide]] so that you are pushed in the opposite direction of the way you are facing. For example, if you are driving in the center of the road, and you perform a left-facing SSMT, then you should be farther to the right when you release the MT. | | * To perform an SSMT, [[MK64_Tactics#Angling slides|angle the slide]] so that you are pushed in the opposite direction of the way you are facing. For example, if you are driving in the center of the road, and you perform a left-facing SSMT, then you should be farther to the right when you release the MT. |
− | * After releasing the SSMT, turn back (do not hop) so that you are facing the right direction again, and then untilt. | + | * After releasing the SSMT, turn back (do not hop) to straighten out, and then untilt. |
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| ====Angling slides==== | | ====Angling slides==== |
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| *# Start pressing left slightly before you press R, and only push the control stick part of the way. | | *# Start pressing left slightly before you press R, and only push the control stick part of the way. |
| *# Slightly '''before''' reaching the ground, push the control stick '''quickly''' to the right. | | *# Slightly '''before''' reaching the ground, push the control stick '''quickly''' to the right. |
− | *: '''Easier strategy''' Before starting the left-facing SSMT, turn slightly to the right. Untilt before you begin the SSMT. Now if you angle the slide poorly, you won't end up turning too far to the left. This strategy is only slightly slower, and is especially useful for the tricky uphill SSMTs. | + | *: '''Easier strategy:''' Before starting the left-facing SSMT, turn slightly to the right. Untilt before you begin the SSMT. Now if you angle the slide poorly, you won't end up turning so far to the left. This strategy is only slightly slower, and is especially useful for the tricky uphill SSMTs. |
| * If you do turn too far to the left, you can sometimes hop back to the right to avoid going offroad. However, if there is a wall on the side of the road, it is usually better to just turn back to the right normally, and let yourself hit the wall. | | * If you do turn too far to the left, you can sometimes hop back to the right to avoid going offroad. However, if there is a wall on the side of the road, it is usually better to just turn back to the right normally, and let yourself hit the wall. |
| + | * If the road is not perfectly straight (for example turning slightly to the left), then you want to do something in between a normal MT and an SSMT. Either wait slightly longer before hopping (so that you turn farther to the left), or press right slightly slower. If you do a normal SSMT, it will bring you too far away from the inside wall. |
| + | * Angling normal MTs: The same technique of only pushing the control stick part of the way before hopping is also sometimes useful for angling normal MTs, because small movements are easier to control than large sudden movements. |
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| ====Wall-hitting MTs==== | | ====Wall-hitting MTs==== |
| + | After charging up an MT, you can hit a wall to help straighten out faster. This can be done in two ways: |
| + | * Hit the wall with the inside of the kart ([[Luigi_Raceway|LR]] only). |
| + | * Hit a wall with the back of the kart during an SSMT (several tracks). This is hard to do consistently, so it's not recommended. |
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| ===Shrooming=== | | ===Shrooming=== |
| + | Use a mushroom to get a speed boost. |
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| ====Shroomsliding==== | | ====Shroomsliding==== |
| + | While shrooming, sliding is faster than driving straight, so you should always slide while shrooming. The same is true for rocket boosts. |
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| ====Shroomspots==== | | ====Shroomspots==== |
| + | * Because shroomsliding is faster, the best shroomspot is usually around a turn. |
| + | * If there is any offroad in the track, then shroom through the offroad section. |
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| ===Flaps on Lap 2=== | | ===Flaps on Lap 2=== |
| + | On lap 1, you start slightly behind the finish line, and it takes .19 second (.18 with [[MK64_Tactics#Everettstart|everettstart]]) to reach the line, so flaps are faster on lap 2 for some tracks. |
| + | * Lap 2: LR, MMF, KTB, TT, FS, CM, WS, SL, RRa, BC, BB, RRo |
| + | * Lap 1: KD, MR, DK, YV |
| + | * The most important track to do on lap 2 is [[Frappe_Snowland|FS]]], while CM and WS are not quite as important. |
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| ===Fast Acceleration=== | | ===Fast Acceleration=== |
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| [[Category:Tactics]] | | [[Category:Tactics]] |