This sort of input is not legal for Super Mario Bros. speedrunning, for this reason. For instance, this sort of input would turn a one-frame release into a one-frame tap, which for most people would be easier to perform. However, there is a very similar technique that is used in a few places. In SMB1, the down input is normally used to crouch (as big Mario) or to go down pipes. If you are on the ground, it takes precedence over the right or left input, even if you are small Mario and it doesn't really do anything. But if you are in the air, down does nothing, so the left or right input takes priority. This means that for instance, you can hold right and down in a water section, and as long as you aren't touching the ground, the right input works, but as soon as you do touch the ground, it only counts the down input (which does nothing). Due to the specifics of SMB1 physics, you slow down more quickly when walking underwater than when just doing nothing, so it's advantageous to hold both down and right in case you accidentally touch the bottom.
@@NOT_A_ROBOT To play on an emulator, you need to disable L+R. The usual way this is accomplished is by making L+R map to no input. But that means for instance, you could press R on one frame, then L+R on the next, and then R on the third, which would be equivalent in that mapping to R, _, R. In other words, it turns a one-frame release into a one-frame tap, which might be easier to perform.
@@EebstertheGreat wouldn't it actually be harder though? 1f release = frame perfect release 1f tap = frame perfect button press down, and then at that same frame, frame perfect release
@@NOT_A_ROBOT It's very hard to lift your finger off the button and repress it exactly 1 frame easier. It's also hard to push a button for only one frame, but less hard. Either way, the trick is frame-perfect and must last only one frame.
The trouble with doing that is that if you press any of the buttons while one of the others is still held, you lose an input because it can't detect any release.
This sort of input is not legal for Super Mario Bros. speedrunning, for this reason. For instance, this sort of input would turn a one-frame release into a one-frame tap, which for most people would be easier to perform.
However, there is a very similar technique that is used in a few places. In SMB1, the down input is normally used to crouch (as big Mario) or to go down pipes. If you are on the ground, it takes precedence over the right or left input, even if you are small Mario and it doesn't really do anything. But if you are in the air, down does nothing, so the left or right input takes priority. This means that for instance, you can hold right and down in a water section, and as long as you aren't touching the ground, the right input works, but as soon as you do touch the ground, it only counts the down input (which does nothing). Due to the specifics of SMB1 physics, you slow down more quickly when walking underwater than when just doing nothing, so it's advantageous to hold both down and right in case you accidentally touch the bottom.
in smb1, pressing L+R does not actually negate into nothing. TASes use this for TAS fast accels and stopping very quickly.
@@NOT_A_ROBOT To play on an emulator, you need to disable L+R. The usual way this is accomplished is by making L+R map to no input. But that means for instance, you could press R on one frame, then L+R on the next, and then R on the third, which would be equivalent in that mapping to R, _, R. In other words, it turns a one-frame release into a one-frame tap, which might be easier to perform.
@@EebstertheGreat wouldn't it actually be harder though?
1f release = frame perfect release
1f tap = frame perfect button press down, and then at that same frame, frame perfect release
@@NOT_A_ROBOT It's very hard to lift your finger off the button and repress it exactly 1 frame easier. It's also hard to push a button for only one frame, but less hard. Either way, the trick is frame-perfect and must last only one frame.
If you're gonna abuse emulator features why not just bind 5 different keys to right and 5 to left?
The trouble with doing that is that if you press any of the buttons while one of the others is still held, you lose an input because it can't detect any release.
lmao I did that on techmino to reach ez 50hz tapping (techmino supports multiple button presses per frame)
can yutapping provide any sort of advantage though?
it’s pretty similar to butterfly in speed but highly discouraged since doing the same on controller would not work
Looks like 2 taps to me TBH, emu kinda based .....
Did you intentionally make this confusing or is that just a byproduct?
Nah it's supposed to be understandable lmao
this is not confusing bro