Difference between revisions of "TASing"

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There are a few different spin cancel techniques, helpful in different ways.
There are a few different spin cancel techniques, helpful in different ways.


Spin cancel jump (SCJ), Spin cancel long jump (SCLJ)
'''Spin cancel jump (SCJ), Spin cancel long jump (SCLJ):'''
Shake for 2 frames and press A (can include special jumps e.g. while running, shake 2f then Z + A for a spin cancel long jump)
This cancels the slow spinning animation but keeps spin properties so you can hit anything during the jump until it reaches its peak.


Spin cancel ground pound/frame perfect ground pound (FPGP)
Shake for 2 frames and press A (can include special jumps e.g. while running, shake 2f then Z + A for a spin cancel long jump). This cancels the slow spinning animation but keeps spin properties so you can hit anything during the jump until it reaches its peak.
Shake for 1 frame, then shake + Z
 
This is mostly used for getting a regular ground pound from a long jump, but can also be used for its spin properties, for example Major Burrows instant hits.
'''Spin cancel ground pound/frame perfect ground pound (FPGP):'''
Spin cancel spin/float (need better names)
 
Before landing, shake for 1 frame, then shake + Z. This is only useful in specific circumstances and has two different effects
Shake for 1 frame, then shake + Z This is mostly used for getting a regular ground pound from a long jump, but can also be used for its spin properties, for example Major Burrows instant hits.
The ‘spin’ continues the spin animation but has a much lower height, whereas the float goes into a falling animation and is floatier with lower horizontal speed.
 
This could be used to avoid land stuns not caused by launch stars, or to gain a bit of extra distance before lava boosts.
'''Spin Cancel Spin/Float:'''
Example: <nowiki>https://youtu.be/Xi_4szzW2ls</nowiki> the movement in this video is: spin > backflip > HGP > jump > spin cancel float > jump > HGP
 
Before landing, shake for 1 frame, then shake + Z. This is only useful in specific circumstances and has two different effects. The ‘spin’ continues the spin animation but has a much lower height, whereas the float goes into a falling animation and is floatier with lower horizontal speed. This could be used to avoid land stuns not caused by launch stars, or to gain a bit of extra distance before lava boosts. It is also used to prevent Mario/Luigi floating for a bit after creating a cloud in SMG2 with the cloud flower.

Revision as of 13:30, 18 June 2021

What is a TAS?

TAS stands for "Tool-Assisted Speedrun". TASers will slow down the game in an emulator, and use savestates to push the game to its limits and make a theoretical "perfect" speedrun, or showcase interesting mechanics that can not be performed by humans. For more information about TASing, head to tasvideos.org

Super Mario Galaxy TASes

The Current TAS WIP for SMG1 Any% is being made by Xander and PurpleSun. Current progress for this TAS can be found here.

A seperate Any Luigi TAS is also in the works, being made by Toogs, and can be found here.

The current TAS WIP for SMG2 Any% is being made by Shadow64 and PurpleSun. Current progress for this TAS can be found here.


Along with full game TASes, there are many people trying to optimise Individual Level TASes. The fastest TAS ILs for SMG1 can be found here, and the fastest TAS ILs for SMG2 can be found here.


If you have any questions about SMG TASing, head over to the Discord Server

SMG TAS Tech

Instant Backflips (IBFs) & Instant Sideflips (ISFs)

Instant Backflip

IBFs are typically done by holding neutral for 2 frames before landing, then Z + any direction on the frame you land, and then A on the next frame.

ISFs are weird; they are typically done by falling backwards then holding Z + pressing A either on the frame you land or 1 frame before.

Goomba Cancel

Goomba Cancel

By shooting a Goomba with a starbit and having it spin into the player, Mario will go into a kicking animation and immediately start accelerating in any direction. This is faster than both DPad Cancels and Jump Cancels but it can only be done in specific scenarios

Spin Cancels

There are a few different spin cancel techniques, helpful in different ways.

Spin cancel jump (SCJ), Spin cancel long jump (SCLJ):

Shake for 2 frames and press A (can include special jumps e.g. while running, shake 2f then Z + A for a spin cancel long jump). This cancels the slow spinning animation but keeps spin properties so you can hit anything during the jump until it reaches its peak.

Spin cancel ground pound/frame perfect ground pound (FPGP):

Shake for 1 frame, then shake + Z This is mostly used for getting a regular ground pound from a long jump, but can also be used for its spin properties, for example Major Burrows instant hits.

Spin Cancel Spin/Float:

Before landing, shake for 1 frame, then shake + Z. This is only useful in specific circumstances and has two different effects. The ‘spin’ continues the spin animation but has a much lower height, whereas the float goes into a falling animation and is floatier with lower horizontal speed. This could be used to avoid land stuns not caused by launch stars, or to gain a bit of extra distance before lava boosts. It is also used to prevent Mario/Luigi floating for a bit after creating a cloud in SMG2 with the cloud flower.