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Difference between revisions of "MK64 Tactics"

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Release R to stop sliding.
 
Release R to stop sliding.
  
====[[MK64_Tactics#Mini-turbo (MT)|Mini-turbo]]====
+
====[[MK64_Tactics#Mini-turbos|Mini-turbos]]====
 
While sliding, move the control stick back and forth twice to charge the MT.  Release R to release the mini-turbo and get a speed boost.
 
While sliding, move the control stick back and forth twice to charge the MT.  Release R to release the mini-turbo and get a speed boost.
  
Line 60: Line 60:
 
# Start holding A before Lakitu gets into position.
 
# Start holding A before Lakitu gets into position.
 
# Release A ''before'' reaching the 10 frames.  Then press A again during those 10 frames.
 
# Release A ''before'' reaching the 10 frames.  Then press A again during those 10 frames.
*# Releasing A for less time is better.
+
#* Releasing A for less time is better.
*#* If you press A again too soon, you wipe out with gray smoke.  If you release A too late, you wipe out with orange smoke.
+
#* If you press A again too soon, you wipe out with gray smoke.  If you release A too late, you wipe out with orange smoke.
 +
 
 +
===Hopping===
 +
Hopping slows you down, so avoid hopping more than necessary.
 +
* Never hop on straightaways.
 +
* Hop repeatedly when you need to turn sharply.
 +
* Hopping can occasionally be used to hop over gaps to save distance, or to lose less speed offroad.
  
 
===Turning===
 
===Turning===
* "Turning" refers to simply pressing left/right to turn, but the typical method of going around turns is with an [[MK64_Tactics#Mini_Turbos|MT]], and only turning for a short amount of time after the MT.
+
"Turning" refers to pressing left/right to turn, without sliding.
* Turning slows you down, so avoid turning more often than necessary.
+
* Turning slows you down, so avoid turning more than necessary.
* Occasionally you'll need to make direction-adjustments without an MT.
+
* The normal way to go around a turn is with an [[MK64_Tactics#Mini-turbos|MT]].
** If a small adjustment (<20°)), then simply press left/right.
+
* Occasionally you'll need to turn slightly without sliding.
** If a larger adjustment, then do a [[MK64_Tactics#Hopping|hop-turn]].
+
** If turning <20&deg;, simply press left/right.
* After any kind of turn, always [[MK64_Tactics#Untilting|untilt]], unless you're in the middle of a turn that's too sharp for untilting.
+
** If turning >20&deg;, then do a hop-turn.
 +
* After you finish turning, always [[MK64_Tactics#Untilting|untilt]], unless you have to immediately turn again.
  
 
{| align="right"
 
{| align="right"
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|}
 
|}
 
====Untilting====
 
====Untilting====
* Possibly the most overlooked tactic among lower-level karters, so I can't stress this enough: '''Being tilted slows you down.'''
+
'''Being tilted slows you down.'''
* If you can see the character's head leaning to one side, or if the front tires are not centered in front of the back tires, then you know you're tilted.
+
* You know you're tilted when you can see the character's head leaning to one side, or if you can see the sides of the tires.
* To untilt, quickly tap the control stick in the opposite direction of the way you're tilted.
+
* To untilt, quickly tap the control stick slightly in the opposite direction of the way you're tilted.
** If you were just turning left, then quickly tap right to untilt.  If you just did a left-facing [[MK64_Tactics#SSMTs|SSMT]] and then turned right to straighten out, then quickly tap left to untilt.
+
** For example, if you were just turning left, then quickly tap right to untilt.
 +
*: '''Common mistake:''' Untilting is very important, yet many beginners overlook itTry to learn untilting early, and it will help you a lot.
  
===Mini Turbos===
+
===Mini-turbos===
Usually referred to as "MT".  MTs are the typical method of going around turns, because they give you a speed boost.  MTs can also be used on straightaways ([[MK64_Tactics#SSMTs|SSMTs]]).
+
Usually referred to as "MT".  MTs are the normal way to go around turns, because they give you a speed boost.  MTs can also be used on straightaways ([[MK64_Tactics#SSMTs|SSMTs]]).
  
 
====MT Speed====
 
====MT Speed====
* To MT, you need to slide, and sliding slows you down, so '''MTs should be as fast as possible''' (with some exceptions).
+
Sliding slows you down, so usually it's best to '''MT as fast as possible'''.
* You cannot just charge an MT as fast as you want.  You must follow a certain rhythm.  Also, you cannot charge an MT while in the air.
+
* There is a limit to how fast you can MTIf you try to MT too fast, it will not register.
* To '''perform''' a left-facing MT: (right-facing is just the mirror image)
+
* You cannot charge an MT while in the air.
# Press R+left to start a slide.
+
* To perform a left-facing MT: (right-facing is the mirror image)
# Continue to hold R, and as you reach the ground, press and hold right for at least 9 frames (.3 second) (or sometimes more than 9).  It's a good idea to do this step slow (but not too slow) to be safe.  Anything less than .5 second is good.
+
*# Press R+left to start a slide.
# Press left for 1 frame (yellow), right for 4 frames, and left for 1 frame (red), and then instantly release R to release the MT.  However, most people are unable to press left/right for fewer than 4 frames, so most people should do the whole left-right-left motion as fast as they can.  If you're PAL or have a fast thumb, you might need to slow down slightly.
+
*# Continue to hold R, and as you reach the ground, press and hold right for at least 9 frames (.3 second).  You may want to do this step a little slow to be safe.  Anything less than .5 second is good.
#; Common mistake
+
*# Press left for 1 frame (yellow), right for 4 frames, and left for 1 frame (red).  Then instantly release R to release the MT.  Note that these are theoretical minimums; realistically your MTs will be slower than that.  Most people should do this step as fast as they can.  You will only need to slow down if you have a very fast thumb.
#: Many beginners have trouble MTing because as soon as the slide starts, they instantly move the control stick back and forth as fast as they can.  However, this just makes the MT much slower.  You must follow the rhythm.
+
*#: '''Common mistake:''' Many beginners instantly move the control stick back and forth as fast as they can, and then get stuck on the white-yellow transitionDo not rush that step; it will only make the MT slower.
 +
*: '''Common mistake:''' Many beginners overlook MT speed on cornersIt is important to note that MTing as fast as possible often means starting the MT as late as possible.
 +
* In some cases, it is better to drag out an MT a little in order to release it onto a straightaway.
  
 
====MT Spacing====
 
====MT Spacing====
* Each time you MT, the slide slows you down, so if you keep MTing in quick succession, you'll be slowed down many times.
+
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.
* It's not worth it to be slowed down so often, because the speed boost slows down gradually, so it's better to '''space out''' your MTs rather than do them in quick succession.
+
* On straightaways, SSMTs should be about 2-2.5 seconds apart.
** On straightaways, typically each SSMT should be 2-2.5 seconds apart (adjust up or down to fit the track)
+
* [[MK64_Tactics#SSMTs|SSMTs]] should be spaced evenly, so adjust this number up or down to fit the section of track.
** For long gradual turns (e.g. [[Toad's_Turnpike|TT]]), the spacing is a little closer.
+
* If you have to turn again shortly after releasing the MT, the spacing is closer, because you need to turn and slow down anyway, so you might as well MT.
** For long sharper turns (e.g. [[Luigi_Raceway|LR]]), the spacing is even closer, because if you waited too long between MTs, you would need to turn, which slows you down anyway, so you might as well MT again.
+
* The sharper the turn, the closer the spacing.  For example, spacing is closer in [[Luigi Raceway|LR]] than in [[Toad's Turnpike|TT]].
** For corners or shorter turns, in general you should just space your MTs in whatever way fits the track, which usually means MTing around every corner, even if they are closer or farther than the ideal spacing.
 
  
====Boost Turns====
+
====Corner MTs====
 +
In general, you should MT around every corner.  Corner MTs should be fast and tight.
 +
* For sharp corners (>100&deg;): After releasing the MT, hop repeatedly around the rest of the turn.  If you started the MT a little too early, then after charging up the MT, hold the control stick towards the corner while holding the slide, until you reach the point where you can begin hopping.
 +
* For moderately sharp corners (~90&deg;): Release the MT a little before facing the right way, and then continue turning a little before untilting.
 +
* For less sharp corners (~60&deg;): Untilt as soon as possible after releasing the MT.
  
====SSMTs====
+
====Straight Stretch Mini-turbos====
 +
Usually referred to as "SSMT".
  
 
====Wall-hitting MTs====
 
====Wall-hitting MTs====

Revision as of 00:46, 14 August 2008

This page is under construction.

Racing Tactics used in the world of Mario Kart 64 time trials competition. This page explains in detail everything you need to know about Mario Kart 64 physics, and covers many important details that are not covered in the course-specific strategies.

Controls

See the Tactics section for more info on each control.

Non-shortcut

Acceleration: A

Always press A.

Exception: Triple-tapping A

Turning: left/right

Move the control stick farther to turn sharper.

Shrooming: Z

Hopping/Sliding: R+left/right

Release R to stop sliding.

Mini-turbos

While sliding, move the control stick back and forth twice to charge the MT. Release R to release the mini-turbo and get a speed boost.

AB-spinning: A+B+left/right

You must be standing still when you begin AB-spinning. Can be used in combination with a rocket boost or shroom.

Change view (C^)

Switch between zoomed-in and zoomed-out.

Dashboard (C>)

Switch between course map, speedometer, and big progress-rectangle.

Shortcut-only

Reverse (B+down)

Reverse-AB-spin

Press down+left/right while AB-spinning.

Tactics

Weight Class

Always use a lightweight (Toad, Peach, or Yoshi)

Exception: WS shortcut flap (Bowser)
  • All lightweights are identical. Lightweights have the fastest speed, acceleration, and off-road speed.
  • The lightweights and Bowser are the only 4 karts with triple-tapping A ability.

Rocket Boost

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.
    • 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.

  • If you need to turn sharply at the beginning of a race (FS/YV), do a quick AB-spin before sliding.
  • If you need to go in reverse at the beginning of a shortcut race (FS/DK), do a reverse-AB-spin. Release down to start moving.

Everettstart

To save an extra .01 during a rocket boost:

  1. Start holding A before Lakitu gets into position.
  2. Release A before reaching the 10 frames. Then press A again during those 10 frames.
    • Releasing A for less time is better.
    • If you press A again too soon, you wipe out with gray smoke. If you release A too late, you wipe out with orange smoke.

Hopping

Hopping slows you down, so avoid hopping more than necessary.

  • Never hop on straightaways.
  • Hop repeatedly when you need to turn sharply.
  • Hopping can occasionally be used to hop over gaps to save distance, or to lose less speed offroad.

Turning

"Turning" refers to pressing left/right to turn, without sliding.

  • Turning slows you down, so avoid turning more than necessary.
  • The normal way to go around a turn is with an MT.
  • Occasionally you'll need to turn slightly without sliding.
    • If turning <20°, simply press left/right.
    • If turning >20°, then do a hop-turn.
  • After you finish turning, always untilt, unless you have to immediately turn again.
About to release a left-facing SSMT
Finished straightening out, but still tilted
Now completely untilted, after tapping left

Untilting

Being tilted slows you down.

  • You know you're tilted when you can see the character's head leaning to one side, or if you can see the sides of the tires.
  • To untilt, quickly tap the control stick slightly in the opposite direction of the way you're tilted.
    • For example, if you were just turning left, then quickly tap right to untilt.
    Common mistake: Untilting is very important, yet many beginners overlook it. Try to learn untilting early, and it will help you a lot.

Mini-turbos

Usually referred to as "MT". MTs are the normal way to go around turns, because they give you a speed boost. MTs can also be used on straightaways (SSMTs).

MT Speed

Sliding slows you down, so usually it's best to 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.
  • You cannot charge an MT while in the air.
  • To perform a left-facing MT: (right-facing is the mirror image)
    1. Press R+left to start a slide.
    2. Continue to hold R, and as you reach the ground, press and hold right for at least 9 frames (.3 second). You may want to do this step a little slow to be safe. Anything less than .5 second is good.
    3. Press left for 1 frame (yellow), right for 4 frames, and left for 1 frame (red). Then instantly release R to release the MT. Note that these are theoretical minimums; realistically your MTs will be slower than that. Most people should do this step as fast as they can. You will only need to slow down if you have a very fast thumb.
      Common mistake: Many beginners instantly move the control stick back and forth as fast as they can, and then get stuck on the white-yellow transition. Do not rush that step; it will only make the MT slower.
    Common mistake: Many beginners overlook MT speed on corners. It is important to note that MTing as fast as possible often means starting the MT as late as possible.
  • In some cases, it is better to drag out an MT a little in order to release it onto a straightaway.

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.

  • On straightaways, SSMTs should be about 2-2.5 seconds apart.
  • SSMTs should be spaced evenly, so adjust this number up or down to fit the section of track.
  • If you have to turn again shortly after releasing the MT, the spacing is closer, because you need to turn and slow down anyway, so you might as well MT.
  • The sharper the turn, the closer the spacing. For example, spacing is closer in LR than in TT.

Corner MTs

In general, you should MT around every corner. Corner MTs should be fast and tight.

  • For sharp corners (>100°): After releasing the MT, hop repeatedly around the rest of the turn. If you started the MT a little too early, then after charging up the MT, hold the control stick towards the corner while holding the slide, until you reach the point where you can begin hopping.
  • For moderately sharp corners (~90°): Release the MT a little before facing the right way, and then continue turning a little before untilting.
  • For less sharp corners (~60°): Untilt as soon as possible after releasing the MT.

Straight Stretch Mini-turbos

Usually referred to as "SSMT".

Wall-hitting MTs

Shrooming

Shroomsliding

Shroomspots

Flaps on Lap 2

Fast Acceleration