New situational tech?
7 years ago
United States

MM community, I don't know if this has been discovered by anyone yet, but it is very situational. This was tested on Japanese Virtual Console.

Whenever Link walks, runs, or rolls on ice, there is a sliding animation because ice physics are in effect. Casually, this can be a problem, but when speedrunning, you can just equip the Goron Mask and you'll be fine.

While screwing around in Mountain Village trying to find out new frame data to write, I found out that if you pause on a specific part of the walk/run cycle, the sliding/ice physics are canceled. This also works with rolls, backwalks, and side hops, and walking sideways while Z-targeting.

One run cycle is about 10 to 11 frames. A roll is about 12 frames. If you pause buffer about 3 or 4 frames before the roll ends, the ice physics will be canceled. I don't know the specific frame data for cancelling the ice physics for a run cycle or a backwalk, but right after you let go of the analog stick, (about 1 or 2 frames) start pausing.

I would have a video to link (unintended pun) but I didn't record this thing with my elgato before typing this.

I don't know if anyone has discovered this yet. If someone has, please reply.

--Jacko

Edited by the author 7 years ago

This is known. I used to use this at the top of snowhead before hovering over to the boss door because I would need to pause and equip there anyway and it would keep me from hitting the sloped bit at the end of the ramp. Most people intentionally hit that slope now though as it always gives a straight angle afterwards. Which is used for the Boss Key skip there.

If you haven't already I would recommend joining the discord linked in the Resources and asking questions there. More people are likely to see it there than these forums.

Edited by the author 7 years ago
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