Slide Kick: Difference between revisions

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{{Action_infobox
'''Slide Kick''' is an attack action. The ''only'' way to enter this action is to be in [[Crouch Slide]] and press B with at least 10 speed.{{Action_infobox
|title= Slide Kick
|title= Slide Kick
|image=
|image=
|official name=  
|official name=  
|hex= todo
|hex= 0x018008AA
|flags= todo
|flags= Air, Attacking, Allow Vertical Wind Action
|group= Airborne
|group= Airborne
|id= todo
|id= 0x0AA
|into=
|into=airborne cancels: [[Water Plunge]], [[Squished]], [[Vertical Wind]], main: [[Freefall]], [[Slide Kick Slide]], [[Backward Air Kb]], [[Lava Boost]]
|out of=
|out of=[[Crouch Slide]] +B
|animation=
|animation=0x8C
|related=
|related=
}}
}}
== Interactions ==
One of the actions that merely wobble the kickable board in [[Whomp's Fortress]].
This is an attacking action: affecting [[Bully|bullies]] and bounce-top enemies like [[Goomba|goombas]], and Mario cannot be [[grabbed]] when also invulnerable.
== Transition In ==
# Set y-velocity to 12
# If forward velocity is '''less''' than 32, set it to 32. (inverse cap)
== Behavior ==
As with all Airborne actions there are Airborne cancels, see [[Single Jump#Airborne cancels]]


When a slide kick is happening:<ref>https://github.com/n64decomp/sm64/blob/master/src/game/mario_actions_airborne.c#L1580</ref>
When a slide kick is happening:<ref>https://github.com/n64decomp/sm64/blob/master/src/game/mario_actions_airborne.c#L1580</ref>
 
# If actionState and actionTimer are 0
# If actionTimer > 30 or yPos - floorHeight > 500; [[Freefall]]
## play the terrain's jump sound and Mario's "hoohoo" sound
## change to the slide kick animation
# If actionTimer > 30 or yPos - floorHeight > 500; [[Freefall]](actionArg 2)
# update_air_without_turn
# update_air_without_turn
# switch perform_air_step:
# if perform_air_step() (gravity = 2, y-velocity inverse capped to -75)
## case AIR_STEP_LANDED, if actionState != 0 or vel[1] >= 0; [[Slide Kick Slide]]
## is AIR_STEP_NONE
## case AIR_STEP_HIT_WALL, [[Backward Air Knockback]]
### if actionState == 0, change graphics angle
## case AIR_STEP_HIT_LAVA_WALL, [[Lava Boost]]
## is AIR_STEP_LANDED
 
### if actionState != 0 or vel[1] >= 0; [[Slide Kick Slide]]
### else y-velocity is negative (Mario is falling down); set vel[1] to -vel[1]/2 '''(this is the slide kick bounce)''', actionState to 1, actionTimer to 0, and play_mario_landing_sound
## is AIR_STEP_HIT_WALL, cap speed to 0, set star particles to display, and [[Backward Air Kb|Backward Air Knockback]]
## is AIR_STEP_HIT_LAVA_WALL, [[Lava Boost on Wall]]
(perform_air_step returns NONE if all quartersteps were cancelled)
==References==
==References==
<references />
<references />
{{actions}}
{{actions}}

Latest revision as of 17:22, 19 August 2025

Slide Kick is an attack action. The only way to enter this action is to be in Crouch Slide and press B with at least 10 speed.

Slide Kick
Properties
Hex 0x018008AA
Action Flags Air, Attacking, Allow Vertical Wind Action
Action Group Airborne
ID 0x0AA
Transitions
Into airborne cancels: Water Plunge, Squished, Vertical Wind, main: Freefall, Slide Kick Slide, Backward Air Kb, Lava Boost
Out of Crouch Slide +B
Other
Animation 0x8C


Interactions

One of the actions that merely wobble the kickable board in Whomp's Fortress.

This is an attacking action: affecting bullies and bounce-top enemies like goombas, and Mario cannot be grabbed when also invulnerable.

Transition In

  1. Set y-velocity to 12
  2. If forward velocity is less than 32, set it to 32. (inverse cap)

Behavior

As with all Airborne actions there are Airborne cancels, see Single Jump#Airborne cancels

When a slide kick is happening:[1]

  1. If actionState and actionTimer are 0
    1. play the terrain's jump sound and Mario's "hoohoo" sound
    2. change to the slide kick animation
  2. If actionTimer > 30 or yPos - floorHeight > 500; Freefall(actionArg 2)
  3. update_air_without_turn
  4. if perform_air_step() (gravity = 2, y-velocity inverse capped to -75)
    1. is AIR_STEP_NONE
      1. if actionState == 0, change graphics angle
    2. is AIR_STEP_LANDED
      1. if actionState != 0 or vel[1] >= 0; Slide Kick Slide
      2. else y-velocity is negative (Mario is falling down); set vel[1] to -vel[1]/2 (this is the slide kick bounce), actionState to 1, actionTimer to 0, and play_mario_landing_sound
    3. is AIR_STEP_HIT_WALL, cap speed to 0, set star particles to display, and Backward Air Knockback
    4. is AIR_STEP_HIT_LAVA_WALL, Lava Boost on Wall

(perform_air_step returns NONE if all quartersteps were cancelled)

References