[MKWii TAS] CTR N. Gin Labs Flap (Glitch) - 10.390
Michael
0:00 / 0:00
[MKWii TAS] CTR N. Gin Labs Flap (Glitch) - 10.390
1 931 просмотр · 2 года назад
Michael
1,31 тыс. подписчиков
1 931 просмотр · 2 года назад
Got the idea a while back to try for a delayed lap count on this track, and after months of putting it off, I finally got it done. If you've seen this ultra before, you probably know that a CP1 hit is required to satisfy the 95% rule. While this certainly isn't difficult, it takes quite a bit of time to drive to CP1, turn around, and drive back, especially given that KCP0 is gigantic. A delayed lap count allows for me to enter the flap already driving back towards the ultra, which more than makes up for being down 2 shrooms.
I start off by doing a clip similar to the typical ultra clip, however clipping off the right side of the pole gives much less air than the left, likely because the walls on the left are slanted. To make up for this, I have to perform an eject clip to get the necessary height/distance to land in 1 shroom. As an added bonus, I have to shroom earlier than normal to get a good floor ejection, which means the clip has to be extra extra cracked, and I still have to clip far left enough to land at all. This was not fun.
After landing, I just have to clip back to the area before the cannon and make my way back towards the finish line. At this point, I decided to set up a superslide to enter the flap. This superslide saves a few frames over just driving into the flap and drifting into the ultra, both because your average speed is slightly higher when doing so, but also because exiting the superslide gives you a much nicer alignment into the clip so that you can spend way less time drifting and get a good angle for the clip landing slightly faster. I also have to wheelie to eject and catch a slip drift on the way out, as trying to just hop results in a drastic decrease in IV since I'm trying to turn against the EV from the superslide.
The ultra itself is pretty standard, though I do feel pretty good about the level of optimization on both the air movement as well as the recovery. Where it gets interesting is the last turn, as I found that you can get an uphill supergrind in place of the second trick, which is fast as fuck when it's done well. Unfortunately, it's super QM-locked (as in, small changes in sub-frame movement can make the difference between 40 EV and 70 EV), which makes it a nightmare to work with. This is also the reason I get bounces on the first trick landing, despite it being possible to land cleanly. I also found an alternative strat that doesn't involve supergrinding, where I right trick to land earlier, immediately wheelie, and hop + drift into the second ramp to get airtime and end up with a super low second trick. Unfortunately, it's about 30ms slower than an optimal supergrind, and is unlikely to be useful even in a no-glitch TAS because the last turn is the optimal shroomspot anyway.
There's still a very small chance that the full delayed lap count is possible with only 1 shroom, but I was unsuccessful in doing so and was already ready to be done with this TAS by the time I came up with the idea, so for the time being I just decided to keep it this way.
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