Movement Mechanics

The player can move in many different ways, some of which are more obvious than others.

## Basic Movement

### Walking

The player can walk left and right by using the movement keybinds.

### Sprinting

Sprinting, or running, is done by holding the sprint keybind and walking. This allows you to move faster and perform more actions than by just walking.

## Jumping

### Single Jump

A jump can be started by pressing the jump keybind. The height of the jump depends on how long you held the button for, and how much speed you had when you initiated a jump. Some powerups also change jump height; both the Mini Mushroom and Super Star powerups will allow you to jump higher.

### Double/Triple Jumps

A double jump allows you to jump higher than a normal jump, and is initiated by jumping shortly after a normal jump at running speeds or higher. A triple jump is similar, but must be initatied after the double jump. When landing from a triple jump, the player will stop instantly if no direction is being held. Usually a 3-block tall space is required to start a double/triple jump.

### Wall Slides/Wall Jumps

Moving towards a wall while falling allows you to wall slide to fall slower. Pressing jump while wall sliding will propel you the opposite way, known as a wall jump (or wall kick).

## Crouching

### Crouching/Sliding

Pressing the down movement keybind while on the ground lets you crouch, making your hitbox smaller. Crouching while moving will cause the player to quickly slide to a stop.

Trying to crouch on a slope will make you slide down it, allowing to to kill most enemies by sliding into them.

### Ground Pound

A ground pound, also known as a hip drop, is performed by pressing the down movement keybind while in the air. This causes you stall in midair temporarily, before falling to the ground at a high speed. This can knock up to three Big Stars out of an opponent, and can break Brick Blocks if you are not Small or Mini Mario. Ground pounding also lets for activate ? Blocks by landing on them.

A ground pound can be cancelled by pressing the up movement keybind. Repeatedly ground pounding and then cancelling it with the purpose of stalling in the air is known as ground pound cancelling. Mega players can cancel a ground pound.

## Spinning

### Spinning

Spinning happens by jumping off of a Spin Block, or by pressing the Powerup Action keybind while using a Propeller Mushroom. These two are very similar in how they function, but have some notable differences.

While spinning, the player's fall speed is greatly reduced. Landing on an enemy or another player will give a large bounce and keep the spinning effect. If a Spin Block is used forst, the player can then use their propeller mushroom for additional height, if they have one. Moving in either horizontal direction will work as expected, though letting go of the movement keys will keep the player's momentum instead of slowing them down.

Collecting a powerup while in a Propeller spin will cancel the spin, and do nothing with a normal spin.

While propeller spinning, you are able to initiate a wall slide. Doing this will cancel the spin, and you will be unable to initaite another one until touching the ground.

### Drill Spinning

A Drill Spin is activated by pressing the down movement keybind while spinning. This causes the player to drill towards the ground, taking up to three stars from any opponent they hit and drilling through Brick Blocks, even without a powerup. Once started, a normal drill spin cannot be cancelled manually. The Propeller spin's drill can be cancelled by simply releasing the down movement key.

Landing on an enemy while drill spinning acts as though you jumped on it, and will cancel a normal drill spin by propelleing the player up and putting them back in the spinning state. With a propeller spin though, the drill spin goes straight through the enemy. Once landing, you will get a small amount of vertical momentum, implying that this may be unintended behavior.

### Twirling

Twirling can only be done with the Propeller spin varient. This is done by pressing or holding the Powerup Action keybind while spinning, and lessens the fall speed even more.

## Powerup Mechanics

### Fireball/Iceball

Pressing the Powerup Action keybind while the player has a Fire Flower or and Ice Flower allows them to throw a fireball or iceball respectively, which can be used to kill move enemies.

### Shell Dashing

A shell dash is performed by running at max speed for long enough with a Blue Shell. This then puts you in your shell, making you immune to most forms of damage and instead can damage others. It also caps your speeds at 0.9x the normal running speed, which does not get increased when combined by a Super Star.

A shell dash can be prevented by staying below running speed, or by continuously jumping as you hit the ground.

## Advanced Techniques

### Brick Jumping

There is a short period of time after a block is destroyed where you can still jump. This is mainly used when groundpounding a Brick Block or landing on blocks as Mega Mario. Brick jumping does not work when when breaking blocks with a drill spin.

### Air Speed Conservation

There is a cap applied to the max air speed, but it's only applied when holding the left or right movement keys. You can keep a lot more speed by not holding either direction in some scenarios.

#### Slope Jumping

Ground pounding a slope gives you a lot of momentum, which can be preserved by jumping as you hit the ground and not holding either movement direction. This will end if you get a triple jump though, so crouch jumping is needed to keep your speed for longer.

#### Spin Block Speed Conservation

You can keep your running speed when jumping off of a Spin Block by releasing movement keys before jumping.

## References

1. ↑ Needs testing - Can Megas cancel ground pounds?

Tested : Mega players can groundpound cancel.
2. ↑ Needs testing - Does it get reset when landing on an enemy?

Tested : it does not reset when landing on an enemy