My Mario Kart Wii competitive guide
So, some people here (and everywhere else on the internet) have dared to question the legitimacy of Mari Kart as a source of competitive gaming. As such I decided to post a guide I wrote detailing the advanced techniques of MKWii. It was originally designed as part one of a four part guide but parts 3 and 4 were never completed. If no ones cares fine, but I put a lot of work into this and wanted to share it.
If anything it could lead so some entertaining criticism and sarcasm
Mario Kart Wii Online Racing Guide
If you have little experience in Mario kart online races: This is the guide for you. This guide will show you all (or at least most of) the techniques used by expert MKWii racers in the Worldwide/Regional circuit.
If you already have experience online: This can still be of use. Most of this stuff you’ll probably know or have an idea of, but you’ll still probably find a thing or two you hadn’t thought of to help your game.
Permission is granted to use this guide on any site without permission, as long as credit is given and it is not used for commercial use or profit.
Important: This guide assumes you are using manual drift with the Wiimote and Nunchuck. Even so, most of the guide should still be useful to Whiil and Gamecube Controller users. I’ll try to be as generic as possible.
The Track Line
The track line is the path that you take through a course. Some courses have a simple track line (Luigi Circuit), while others have a variety of different paths to take (Mushroom Gorge). The more you race a track, the more experienced and confident you become on it. This will lead to you developing faster times by finding a better track line. This is important, because the winner of a race is always the one who had the best track line!
The most important parts of any track line are the turns. Learning how to take each turn effectively, taking as little time as possible while keeping yourself at a good angle for the next segment, is a large part of the game at any level. The best way to do this is practice your drifting ability.
Here’s the good stuff. Technical Skill is the backbone of every race. All of the other factors build upon (or break down) technical skill to determine the results of the match. Having tech skill means having a weapon you can use at any time. You can increase your rank using good driving at any point in any race. You don’t need to get a certain course or a certain item. To start this guide off, I’m going to detail many of the techniques you can use in your track line.
Drift is hard to explain without showing you. Yes, you can press it, you hop, you turn without losing speed, you get a Miniturbo (MT), you release. However, to use drift to its maximum, you must go beyond that. First, know that when you drift, you can lean in and out of it. Leaning into a drift is done by turning in the direction you’re drifting, and tightens your turn. Leaning out of a drift is the exact opposite in input and effect. These are the most important techniques that you need to know.
The other thing you need to get used to is the hop. When you hop to start your drift, you can turn and change your angle. This allows you to adjust your position before you take a turn.
Once you get a handle on controlling your drift, you can do all sorts of things. You can lean out to avoid an item or wall, then lean back in. You can lean into the inside of a turn, then lean out quickly and keep yourself aligned. You can lean out after a turn and drift down a straitaway! Here are some techniques involving drift.
Inward and Outward Drifting: This isn’t a technique, but it is necessary to understand this before going on. Inward drifting, used by some bikes, is when a vehicle’s drift goes in the direction of the drift immediately. Outward drifting, used by some bikes and all karts, is when the vehicle delays before moving inward, and swings around instead of veering. Depending on the type of drift you use, you must take turns differently.
To turn with inward drift, you want to take turns late. Try to draw a line from where you will start the drift and where it will put you. Then see how accurate you were. Lining up your turn may seem too much trouble to do in a race, but eventually it will be second nature. Also, the more you race a course, the more you will remember where you should start each turn.
To turn with outward drift, you must start your drift before you reach the turn. Each vehicle with outward drift has a certain amount of time at the start of a drift turn where it fishtails strait forward. Some, like the Classic Dragster, have a short delay. Others, like the Sugarscoot, have a longer delay. Try to time your drift so that the delay ends just as you reach the turn. Then, lean in. If you start too early, you can lean out to widen your turn. If you start too late, you’re probably going to hit the wall.
Multi-Turboing: Multi-turboing is a drift technique used by skilled drivers and one that can really help new drivers. It is no more than getting multiple MTs on a long turn. This is faster than holding one MT through an entire turn. Both inward and outward drifters can multi-turbo, and while I find inward turning easier to do this with, outward turning in a kart, if used right, can get a bigger advantage due to Super Miniturbos (SMT).
To multi-turbo, start a drift as far to the inside of the turn as possible. Hold this until you get an MT. As soon as you get it, release the drift, then immediately start another drift and lean in hard. Repeat this process to speed through a turn.
Hop Pivot: This is a versatile technique that is easy once you understand it. In fact, you may already use it without knowing it. Essentially, hop turning is using the drift hop to adjust your position. To perform it, simply tap the drift button and turn. Your vehicle will pivot in the air, and when it lands, will move in the new direction that it’s facing.
This technique is great for correcting your vehicle. If you are headed towards the wall on a drift, you can use a hop pivot to sharpen your turn. If you drifted extra while going for an MT, you can hop pivot in the opposite direction to face forward.
Drift Sliding: This technique, best used with outward drifting vehicles, allows you to move horizontally along the track while still facing forward. To drift slide, press and hold drift then turn in the opposite of your desired direction. When you land and begin the drift, turn the other way. As an example, if you were holding right during the hop, now hold left. You will now slide left without losing speed. Hold drift until you are in the desired position. Remember that if you hold drift for more than a couple moments, your vehicle will begin to turn.
The best use for this is dodging items on the track. I also like to use this to take shortcuts on the side of a track, since usually there will be a turn after and I can just hold the drift through the turn.
This is possible with inward drift, but since you go in the direction you drift right away, it’s basically just drifting side to side on a strait, so no explanation is needed. However, the same uses apply.
Peeling Out: To peel out, simply hold the accelerator and brake at the same time while at a complete stop. Your vehicle will rev in place and you will be able to turn your machine. This is useful if you hit a wall or got spun around and need to face the track. You can also get a miniturbo if you hold the peel out long enough. For most vehicles, this is a waste of time if you are already facing the right way. However, for vehicles with very low acceleration and high top speed, this is faster than regular accelerating! The downside is you are perfectly still while using this.
There are three types of jumps: natural jumps, track jumps, and ramps. Natural jumps won’t send you in the air unless you trick off of them, and are usually smaller. Track jumps have a boost panel, will always send you in the air, but will send you higher if you do a trick. Ramps are the same as track jumps, but they keep you against the wall, always give you at least a small boost, and the height you get is determined by the angle you take. No matter which jump it is, jumps are a very important part of your track line.
The most important thing to know when taking a jump is: is this worth it? To figure that out, see how long it takes you to get from the jump to the next turn when you trick of the jump, take the jump regularly, or just stay grounded. As a rule of thumb, the less air you get on a jump, the better. This means only taking jumps that don’t send you too high, and taking the lowest angle possible on ramps. Another thing about ramps: if they’re on the outside of a turn, take them only if you’re in need of an item. If they’re on the inside, take off just high enough that you can perform a trick without losing speed. The following techniques will show you how to make the most of your jumps.
Note: If you are just racing for fun and there’s nothing on the line, I suggest catching as much air as possible .
Air Sliding: When you do a trick of a jump, it is possible to make your vehicle slide to one side or the other without changing the direction it is facing. To do this, just turn in either direction as soon as you begin your trick. You can use this technique to get back towards the middle of the track if you would normally have hit a wall, or to hug the inside. Don’t do it too soon, or your kart will turn first.
Falling and Landing: After you’ve started your trick and you’re in position, press down on your nose to fall faster. That’s it.
Ever needed to wheelie or turn after you land and had those annoying bumps? Here’s the cure. You need to be falling with your nose facing down. To prevent any bouncing around or loss of speed when you land, tilt your nose back up as you’re about to land, so that you should be just about level with the ground. The timing takes practice, so as a tip, starting to even out too late is better than too early.
Drift Jumping: The technique of drift jumping is a technique that can be performed with both inward and outward drifting vehicles, but is more useful for outward drifters because it lets them skip their delay. Even so, inward drifters can still put this to good use. All it boils down to is going off of a jump while performing a drift, then landing and continuing your drift without needing to hop, allowing you to take a tighter turn. You can do a trick while in the air, and you also get to keep any miniturbo u charged. Drift jumping is also used for some shortcuts.
To drift jump with inward drift, come at the jump so that you are where the outside of the subsequent turn will be. As you are about to leave the ramp, start a drift. Hold the drift through the air and when you land. You can now continue your drift where you left off.
To drift jump with outward drift, start on the inside of the upcoming turn and start your drift so that you leave the jump as your delay ends. In addition to holding drift in the air, lean in as well. When you land, keep the drift held and take the turn.
This can also be done by taking the jump normally and pressing drift while in the air, however you won’t turn as sharp and won’t have any stored miniturbo charge.
Jump Clipping and Ramp Riding: Jump clipping is the act of getting the burst of speed from a jump and/or trick while barely catching any air. This is only possible with jumps that are placed on the track, not ones that are built into it. With a natural jump, drive over the very edge of the jump and trick. You should see the start of the trick animation, and then get a boost. The better you get at this, the less air you will catch. With a track jump, the same concept applies, but if you want to sacrifice a little boost and get zero air, you don’t have to trick. Just tap the corner and you will get the boost from the panel.
Ramp riding is the jump clipping method used for ramps. To do this, approach a ramp so that you are just less than parallel with it. When you hit the ramp, tap towards the ramp then hold away from it. You should lift just above the ramp then come back down on it. When you land, hold towards the ramp until you lift off again, then away again. Repeat this across the whole ramp. Note that this is much more difficult if the ramp curves. The best uses are the strait ramps on DK Summit and Waluigi Stadium.
Vehicle interaction can be broken down into two simple elements: Drafting and Ramming. Drafting is getting a boost from hanging behind your opponent. Ramming is turning so that your vehicle hits an opponent’s. Here I will explain techniques for each.
Drift Drafting: This technique is similar to drift jumping. It is no more than getting a draft on an opponent while drifting. To drift draft, simply follow behind an opponent through a turn while drifting until you get a draft. Be careful though, since the added speed can easily send u off the turn. It is best to time the draft so that you get it as you exit the turn. If you get an MT while doing this, try to lean out so that you can get the full effects of the draft, then release, but only if that’s possible; I can recall you plenty of times when I got greedy and lost both boosts by slamming into a wall.
I find this easier to do with outward drifters, since their delay and swing allows them to stay behind people longer through a turn.
Ramming: Ramming is its own technique. The first element of ramming is weight. The heavier vehicle will have an advantage in ramming, meaning they will be rammed less far and will send opponents farther. The second factor is speed. The faster your vehicle is going, the more ramming power it has. This means a speeding medium kart has an advantage over a recovering heavy one. The direction you’re going matters a little too. If a medium kart turns into a heavy kart going strait, the medium kart will gain a slight power boost.
Here are the best ways to ram someone. First off, you want a heavy vehicle. Top speed is also useful because it helps you catch up to them. Second, take any speed boost you can get. Ramming someone with a mushroom or draft boost, or hitting them after an item has slowed them down can even allow some light vehicles to nudge heavies. Third, always go into them. If you’re going strait, turn into them. If you’re turning, get on the inside.
Last edited by Fenn; 02-20-2011 at 01:33 PM.
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