PART 1 (CHAPTERS 1-4) 2:43 - Terminology 4:27 - Version Differences 7:34 - Firehopping & Sliding? 10:40 - Character/Kart Combinations 14:25 - Mini Turbo Comparisons 18:20 - Racing Techniques (150cc vs 200cc) 22:45 - Starting Boost, Drafting, Minimap & Rearview Camera 25:53 - Drifting Mechanics 30:32 - Glider Mechanics 34:35 - Vectoring, Motion Glider & Fast Glider 39:01 - Other Techniques 41:21 - Online Play 45:17 - Item Smuggling/Sandbagging PART 2 (CHAPTER 5 / ITEMS) The following items should not be skipped (47:45 Coins, 52:42 Bananas, 1:00:53 Red Shells, 1:09:51 Mushrooms, 1:17:43 Blue Shells, 1:23:14 Bullet Bills, 1:27:27 Lightning, 1:36:16 Boo) The following items can be skipped (56:43 Green Shells, 1:13:30 Bob-ombs, 1:15:25 Blooper, 1:21:12 Stars, 1:29:30 Fire Flower, 1:30:55 Boomerang, 1:32:25 Piranha Plant, 1:34:43 Super Horn, 1:39:49 Crazy Eight) Thanks for watching and remember to subscribe if you liked it
It isn't a big deal, but you incorrectly claimed the Boo, Coin and Super Feather to be newly-introduced Items in Mario Kart 8 (Deluxe). All three have been around since Super Mario Kart on SNES and the coins reappeared in Super Circuit! and 7 and the Boo came back in 64 and DS.
For the red shell dodging being easier when dragging an item, I would assume it's because the red shell is aiming to hit the item instead of you, and bumping into a wall would often put the item closer to the wall than you are.
"It's better to prioritize taking shortcuts than purposefully going out of your way to hit someone... unless it's a Pink Gold Peach player." _shows the exact build my sister runs lmaoo_
For me it’s baby mario. FUCK YOU BABY MARIO! WITH YOUR BLUE SHELL RIGHT AT THE FINISH LINE IN THAT ONE GAME OF MARIO KART WII AAHHHHHHHHHHH I’ve always disliked babies, but baby mario makes me HATE THEM!!!
This was such a comprehensive guide that I forgot this was only part 1! Glad I could help with the fact checking. And to explain why dragging items makes red shell wall dodging consistent, that's because red shells normally target your kart directly when defenseless, but dragging an item will make the reds target the item instead. So with that, you can guide the reds into walls & course obstacles more easily!
@@TheRealRidley12 I see you skipped a lot of the video. He mentioned it like 10 times throughout the video that part 2 with go over each track for tips on what lines to do and when to use items
@@LizardDude I know what you mean but only in comparison to a blue shell being weaker than the horn so how the hell can't it kill the blooper. The piranha plant literally eats the little fucker. It's hilariously satisfying lol.
You forgot a very very important point that I see hardly anyone talk about! Cart flipping and rolling when tricking is directly tied to the left joystick's (or your preferred steering method) last position before tricking. Neutral is no orientation, Up is a front flip, Down is a back flip, and Right and Left are rolls clockwise and counterclockwise respectively. Okay, so it's not that important. But I wanted to mention it. It's a fun detail.
3:50 Note, "meta" is not actually an acronym, it's just an English prefix (derived from Greek, as many are) which means self-pertaining, second-level, or higher-order. ex: "metadata" means data about other data, like a filesize or standard deviation. In games, "meta" is typically short for "metagame" which means the game within the game, or how to game the game's systems.
I can only imagine how long this video took to make. SUPER comprehensive and exceptional editing. Felt like I already knew everything, but learned so much!
If you use a Blue shell in 6v6 it wont target the player who is 1st if he is your teammate. Instead it will go for the highest player of the enemy team.
Yes, but in some competitive 6v6 matches, players won't use the game's teams mode, but use regular free for all, with the added difficulty of trying not to hit your teammates with items.
One more thing with the boomerang. If you pick up an item box while the boomerang is thrown the item box you picked up becomes your first item and the boomerang gets added back into your inventory as the second item, forcing you to hold on to it until you get rid of the other item.
One tip for reds I noticed wasn't mentioned is check the mini map before trying to red 1st- if there is a blue shell they can either use your red to dodge the blue with s or alternatively they can purposefully get hit so you pass and the blue targets you. That being said reds catch up faster than blues at short distance so if a blue was JUST thrown maybe throw your red in case the player in first has a super horn or bomb, forcing them to burn their resources early.
Meta is not an acronym (though that's not a bad backronym you got there). Meta is from Greek meaning "above" or "on a higher level". Meta-game refers to the game above the game, or sometimes "game within a game". Such as the "game" of designing the optimal racer loadout, separate from the main or lower game of actually racing. Same place we get "metaphysics" and "metacarpal" and other words with "meta" as a prefix.
This is the best informative mario kart video i've found on youtube. I recently got a bunch of my friends into mario kart, and while explaining the basics was easy, I wasn't able to explain the more in-depth techniques in this game. I also learned a lot for myself while watching this. Now i know that I have a lot more to practice. Thank you, and I can't wait for part 2!
A quick correction to the bob-omb section: you can in fact drag a bob-omb to defend against reds. It will not work if you are drifting, however it works when simply driving straight at top speed or performing a turbo boost or trick boost. So if youre on a turn where its hard to drop the bob omb behind you to intercept the shell, let go of your drift earlier to save yourself from getting hit by both the red and the bomb.
the thing at 1:08:08 about reds hitting you less is because the red shell doesnt actually target you when you drag an item. it will instead target the item itself for some reason, and if you drift into a wall like the example at the timestamp, it will target the item, which is closer to the wall than your kart could ever be. my guess is that this guarantees that a dragged item will always get hit by an incoming red shell instead of taking a weird angle and then hitting you anyway
1:14:30 You can actually drag it in 150cc, but if you arent going top speed then its good to drop it. Like when you were drifting. Also, in 6v6, im pretty sure itll never target your teammates. So if you have 2 teammates in 1st and 2nd, itll still target the highest places enemy player, example the 3rd placed guy.
I have “liked” very few videos on UA-cam. This one was CLEARLY worth it. I know a lot about Mario kart and still watched the whole thing because the amount of work that you put into this was very clear.
You know what? I’ve actively avoided this video since it was first recommended to me months ago because, in my head I thought, “I’m absolutely great at this game (at least compared to my immediate friend groups), I don’t really need a guide” But tonight my curiosity got to me. So I clicked on it. My guy. I actually learned a few things. Like things I never thought I’d ever want/need to know. Especially the glider section. So thank you for your time in making this video. Much appreciated. 👍🏾
On the topic of Coins, it's also good to have that coin in case you get hit with something you weren't expecting so you can eat the coin and continue. Never just discard it because you can!
Hey, this is a great video going over some of the most important aspects of the game, but here are a couple of small things you got wrong/ didn't mention: -The boomerang doesn't break if you pick up an item box after throwing it. If there is a free item slot, it will go into that slot, and if you picked up a double item box, the boomerang will return to you, but you will not be able to collect it. -The boo has existed in previous mario kart games other than MK8 -Spinning out doesn't cause you to lose your trick boost, so if you hit someone in the air with an item that makes them spin out, they can still get a trick boost when they land, giving them instant top speed again.
0:24 I need that as my start screen for the game, lol. Anyway, this guide was pretty informative. I'm probably only going to max out at 150cc (and don't even get me started on Mirror Mode, lol), but I suppose this could apply to that speed too.
I had always wondered "How are people tricking while drifting?". I had no idea you could shake the controller to trick mid drift. This opens up a lot for me. Great guide, btw.
1:14:13 one small addition here: while dropping the bomb with proper timing is almost always safer, the blast won't hit you if you're moving fast enough in a straight line. At least in 150cc and 200cc, the blast won't catch up with you as the red shell hits unless you're moving at (in my experience) about 60% your top speed or less or are drifting. In the latter case, the blast radius cuts the corner a bit and ends up hitting.
Thank you so much for making an updated guide. I had been going off videos made from 5+ years ago. I had no idea there was differences to the switch and fire hopping and sliding were gone. This video definitely gave me a lot to hyper focus on to run with those really crazy good people online midnight hours.
amazing guide, even tho i thought i knew alot of the game you proved me wrong clearly. i learnt so much more in that video than i ever imagined. great work dude
59:26 Smartbouncing does actually exist. A large hitbox and how fast it is can be a factor, but green shells can bounce for long periods of time and still bounce in unnatural ways to hit you. The footage you provided seemed like cases of driving generally close to it which can leave little room to dodge, but I've had cases of being very far, sometimes even long stretches of road away from them, and they still ricochet at me. It is also from experience but I'm pretty sure it would make sense to make them smartbounce because, some people arent good at snipes, so it gives them a larger purpose
Just a quick note for people watching this now, 1:27:52 being shocked while in a glider (and also being blue shelled) no longer removes your glider, and therefore you don't lose that much speed and don't fall off, so it is now better to get hit while being in a glider than before entering one.
Me who just plays with CPU’s and with non meta characters and kart: *interesting* No but I really love this video it was interesting to watch and learn, because again as I said I only play with CPU’s and non meta stuff so it’s interesting to see what the pro’s do online. Great video man keep up the amazing work! 🥰❤️❤️
34:50 Pythagoras' theorem (yes, from school) helps explain this: apparently the game stores forward and sideways values separately, so if you imagine a square with side length 1, the square root of 1² + 1² (2) is about 1.4 - 1.4 is higher than 1 so you're going faster.
This comment will be a compilation of any corrections, clarifications, or comments that I felt should be made in regards to the info in the video. I'll list them in the order that they appear in the video: *Correction for Quick Turning in Battle Mode* 07:16 - 07:19: This quick turn mechanic was actually also on the Wii U edition. Like in Deluxe, it was also exclusive to Battle Mode on Wii U. *Comment on Firehopping's Actual Effect* 07:40 - 07:45: Literally since 2014 so many content creators were relaying the idea that firehopping "extended your boost," but this is the first video I've seen where _finally_ the correct explanation was given-that it literally makes you faster. It does *not* extend your boost. This was already known internally by the 8U community, so members the community and in general people who are interested in this stuff definitely will appreciate that the correct information is finally being relayed to a much greater audience; thanks for this! *Potential Explanation on Why Firehopping Makes You Faster* 08:33 - 08:39: I'm not entirely sure it has to do with air speed, though. Otherwise, neutral hopping (hopping without any directional input) would be just as fast as hopping from side-to-side, but it isn't. In fact, neutral hopping in a boost does basically nothing, as you're definitely aware. Air speed may play a part into why firehopping is so effective, but I think the reason why it even exists is because of the nature of outward drifting. This is speculation, so I can be wrong, but I think what happened was that with the reintroduction of inward drifting vehicles, the developers realized that when an inward bike came out of a turn into a straightaway, it is already roughly in a straight line. However, when doing the same with outward-drifting vehicles, they are oftentimes not in a straight line with the straightaway when emerging from a turn, and so they may need to hop in the direction opposite to their drift to correct their line and compensate. So when emerging from some sort of boost (MT, mushroom, etc) coming out of a turn, the developers likely thought it was best to give a directional hop an additional speed boost to help compensate recovery from the turn as well as make the most of the boost. However, the side effect of this (and probable oversight by the developers) is that nothing is stopping you from hopping more than once and just completely abusing the hops during a boost, which is probably why firehopping exists. This would also explain why firehopping doesn't exist with inward bikes, since they didn't need that compensation. This would also explain why neutral hopping during a boost does basically nothing, since neutral hopping during a boost wouldn't be any bit beneficial to correcting your line. Demon sliding is a different beast in its entirety and I don't think anyone really understands why it works, but it's probably a separate explanation from firehopping since inward bikes can actually do it in some cases. *Addendum on the Most Frequently Used Character Classes in WRs* 12:51 - 12:57: Dry Bowser also shares the same stats with Wario. As of February 20th, 2022, there are 4 current WRs that use Dry Bowser, so this bumps the total number of WRs that use this character class up to 20. It's minor since the same idea is still communicated regardless-that there are clear and definite character classes which dominate in Time Trials. *Alternative Way to Perform Motion Glider* 36:03 - 36:12 | 36:25 - 36:31: Funnily enough, you don't actually need to even a controller that has motion control support to perform motion glider. As long as the motion controls setting is enabled in the pause menu, you can still perform this technique. In order to do motion glider with a controller that lacks motion control support (or even with those that do have motion control support, this alternative method does still work for those), you can instead combine inputs on the joystick with inputs on the D-Pad. This works because although the D-Pad inputs completely override the inputs from motion controls, it doesn't override the joystick inputs, so yes, you can actually do this technique on a GameCube controller if you really wanted to. It's important to note, however, that even if your controller lacks motion controls support, you *must* still have motion controls enabled in the pause menu for this to work. If motion controls are disabled in the pause menu, then the D-Pad inputs will completely override the joystick inputs, which makes this technique impossible and is obviously not what you want if you're actively trying to pull it off. A benefit of using a controller without motion control support is that you can leave motion controls enabled at all times without any fear of misinputs with motion controls since the controller would lack support for those anyway. Thus you can take full advantage of motion glider without ever needing to pause mid-race with these kinds of controllers. *Correction for Adjusting the Rate of Descent in Anti-Gravity and Underwater Sections* 40:09 - 40:17: The ability to adjust how quickly or slowly you descend is actually not a feature of anti-gravity. It's _exclusive_ to areas with _underwater physics._ For the most part this just means underwater sections. There are some instances where an anti-gravity section is also underwater. Good examples of this are parts of Water Park and 3DS Piranha Plant Slide, and in these cases, yes you can adjust the rate at which you descend, but the fact that it's an anti-gravity section is merely coincidental. If you were to try this on anti-gravity sections that aren't submerged, you'll notice that you cannot adjust the rate at which you fall. There are plenty of anti-gravity segments that are above water where you can quickly test this, but Water Park happens to be very good for showcasing both of these cases (where you can and can't adjust the rate of descent). The section at the beginning of this track with the two ramps that lead into the water is the spot that I'll be referring to for this test (for further clarity, the part of the track I'm referring to is the one featured in the section of gameplay from 40:49 to 40:55). If you go off either of these ramps and try to adjust your fall rate, you'll notice that you won't be able to at first, but as soon as you are submerged into the water, suddenly you gain control over how quickly or slowly you fall. I chose this region of Water Park since the ramps and this first underwater part of the track are both in the anti-gravity section of the track, so it's very easy to observe both cases in a clear and fair manner. The reason why you are able to adjust the rate of descent on Mute City and Big Blue is because these tracks are actually somewhat of an exception. While there are clearly no underwater sections on either of these tracks, both of them had their physics altered to where they actually have underwater physics (or at the very least modified physics that behave a lot like underwater physics), and as a result you are able to adjust how quickly or slowly you fall. This is why I say they're a bit of an exception, since although they technically follow the rule, it isn't exactly the clearest from a quick glance. ==================== I won't comment on the item sections of the video since I'm much more focused in the Time Trial scene for this game, and so online and item play simply isn't my area of expertise. If there do happen to be any errors or information in need of further clarification in those sections, it makes more sense for someone who's much more experienced on that front to make those comments. Anyway, this was definitely a massive project and a major undertaking that you chose to take, and you definitely communicated a ton of great information in this guide. The community as a whole, and I'm sure many other people who express an interest in the game, will definitely be thankful that you made this!
majority of the video: well spoken, professional and well Informed about the ins and outs of competitive mario kart 56:43: DID I MENTION THAT SHELLS ARE STUPID AND DUMB. CAUSE THERE ARE THREE OF THEM NOW
Holy cow this much have been a lot of work to make. I really like the timetrial ghost technique comparisons, and the technique changes/comparisons to MK8, which I spent more time on. I'm just trying to get warmed up for the new tracks.
FANTASTIC video! One other thing to know about underwater driving is that up/down tricks are usually MUCH better than side tricks, for the same reason that you don't want to go out of the water when you trick: side tricks give you the trick immediately after you spin, while up/down tricks take much longer to activate, so they usually occur when you're back on ground. This can save up to .1 in places like the entrance to the water section on rPPS and pipe tricks in DS.
I watched this video the hour it came out and youtube just recommended it to me it is really sad to see such a well produced video underperform. I hope it is not because it is too long. The number of hours you would have sunken into this is insane.
22:45 the optimum time to start holding down the acceleration button is the millisecond when the two stops falling. Although in time trials it doesn't matter when you can just hold down the item use button before the race starts to use one of your mushrooms instantly, getting maximum amount of momentum right from the start.
47:22 I'm using this video as a podcast rn, I will listen to this entire thing and you cannot stop me, I'm also coming back and watching this later again
I've been playing the multiplayer with friends. I'm not as good as them but to earn those trophies, I like to hang back in second and move to third after I get a good item. It helps to earn all those trophies. Its a support offensive strategy that I enjoy
Thank you for this video. I personally struggle a lot in mk8 deluxe online in the higher rank VR (I have 14k VR) sessions and trying to find guides to get better. The one I tried looking up was pretty vague but this one is pretty helpful and learned some new tricks. Also, fun fact in 7 you can use the bob omb as a defensive item.
22:10 Omg, I had had no idea what to do in those situations: So often, I've fallen off the track because I'm drifting too far out and don't know what to do. It never occured to me that I can avoid that by letting go of the acceleration button. This is a great tip for me. Thanks, bro!
I feel obliged to mention that I primarily use "fitting" Kart combos (Link + Master Cycle, Waluigi + Duke, Mario + B-Dasher, Bowser + Landship, Mii + Mercedes, etc.). I also exclusively use motion controls- except for in handheld mode, because I hate having to steer with the screen I'm playing on in the first place. Believe it or not, META competitive "pro"-players, but more often than not I finish high, even in worldwide online lobbies.
Of note about Bob-Ombs: they explode when other players are in range, but you can get arbitrarily close to your own Bob-Ombs. So long as you don't touch it, of course. Naturally, cutting close to your Bob-Omb while your pursuer enters the range _will_ make it blow up in your face, so it's kinda risky. At least that's how it used to be in MK7. I loved doing that lol
And isn't that what Mario Kart / Super Smash Bros / etc. are all about? Destroying your friends and family in a brightly-colored, goofy-looking game? Family grudges, picking Rainbow Road, and high-fiving your uncle when he finally finishes in the top 3 (thanks to a last-minute Bullet Bill)? Bless. 🙏
I think the wall-based red shell dodge at 1:07:59 works better while dragging because there might be because some system is in place to make it target the item instead of you. Just to make sure dragging actually works as a defense. This was not a feature in MarioKart DS, where, even when I was dragging an item, reds would still hit me from the side, or more egregiously, miss and turn around, hitting me from the front.
One thing about the lightning: because of the new update, it is no longer ootimial to use the shock when people Are gliding, since they wont lose thier glider
I love how around 55:42 around where you were talking about shells the red shell falls and is “gone” but sneaks up behind you from below, that seriously should have had a sound effect put in there cause that red shell had even spooked me. Seriously though RED SHELLS SHOULD NEVER BE THOUGHT OF AS NOT ONTO YOU AS THEY MIGHT GO AFTER YOU WITH YOU THINKING ITS ONE SOMEONE ELSE.
Ive been looking for a Mario Kart tips video like this for MONTHS! This is super well put together and I have already improved so much thanks to your tips! Cant wait until part 2! Keep up the good work
_"i am not expecting anyone to sit through it"_ me: "oh boy a long ass video to listen to!!" for real tho amazing video, there was a whole lot i didn't even take into account when playing, subscribing for part 2!
Just another tip to add to the pile. Red shells can hit the side of your kart at sharp turns. Its been game enders for me multiple times. Weather against AI or players.
PART 1 (CHAPTERS 1-4)
2:43 - Terminology
4:27 - Version Differences
7:34 - Firehopping & Sliding?
10:40 - Character/Kart Combinations
14:25 - Mini Turbo Comparisons
18:20 - Racing Techniques (150cc vs 200cc)
22:45 - Starting Boost, Drafting, Minimap & Rearview Camera
25:53 - Drifting Mechanics
30:32 - Glider Mechanics
34:35 - Vectoring, Motion Glider & Fast Glider
39:01 - Other Techniques
41:21 - Online Play
45:17 - Item Smuggling/Sandbagging
PART 2 (CHAPTER 5 / ITEMS)
The following items should not be skipped (47:45 Coins, 52:42 Bananas, 1:00:53 Red Shells, 1:09:51 Mushrooms, 1:17:43 Blue Shells, 1:23:14 Bullet Bills, 1:27:27 Lightning, 1:36:16 Boo)
The following items can be skipped (56:43 Green Shells, 1:13:30 Bob-ombs, 1:15:25 Blooper, 1:21:12 Stars, 1:29:30 Fire Flower, 1:30:55 Boomerang, 1:32:25 Piranha Plant, 1:34:43 Super Horn, 1:39:49 Crazy Eight)
Thanks for watching and remember to subscribe if you liked it
Well, all the items can be skipped, you just propose particular items as being of great importance.
you should pin this comment, the item chapters on the video is broken and I didn't see this comment until after the video
@@dillon8124 Didn't know it wasn't already pinned, just did it
It isn't a big deal, but you incorrectly claimed the Boo, Coin and Super Feather to be newly-introduced Items in Mario Kart 8 (Deluxe).
All three have been around since Super Mario Kart on SNES and the coins reappeared in Super Circuit! and 7 and the Boo came back in 64 and DS.
For the red shell dodging being easier when dragging an item, I would assume it's because the red shell is aiming to hit the item instead of you, and bumping into a wall would often put the item closer to the wall than you are.
"It's better to prioritize taking shortcuts than purposefully going out of your way to hit someone... unless it's a Pink Gold Peach player." _shows the exact build my sister runs lmaoo_
must be a joke I dont get lol.
For me it’s baby mario. FUCK YOU BABY MARIO!
WITH YOUR BLUE SHELL RIGHT AT THE FINISH LINE IN THAT ONE GAME OF MARIO KART WII AAHHHHHHHHHHH
I’ve always disliked babies, but baby mario makes me HATE THEM!!!
@@thanksgivingh6185 it’s just the worldwide hatred for Pink Gold Peach that we have
well he's going to hit me then because I use pink gold peach ahah :)
@@daniel-5101 watch your back
You just HAD to hit that 10 minute mark…
No for real this is incredible the amount of work you clearly put into this, so thank you!
They didn’t even put in mid roll ads! I think. It was like an hour ago if it did happen so 🤷♂️
Imagine subjecting yourself to advertisement
This was such a comprehensive guide that I forgot this was only part 1! Glad I could help with the fact checking.
And to explain why dragging items makes red shell wall dodging consistent, that's because red shells normally target your kart directly when defenseless, but dragging an item will make the reds target the item instead. So with that, you can guide the reds into walls & course obstacles more easily!
Yeah, when I was editing that part it did seem that way!
Wait, this guide is only part 1?
Oh! That makes so much more sense as to why I've been missing my red shell wall dodges. Thanks!
@@TheRealRidley12 I see you skipped a lot of the video. He mentioned it like 10 times throughout the video that part 2 with go over each track for tips on what lines to do and when to use items
@@meee_5155 You're right, I actually did skip parts of the video.
1:16:05 you can also use a piranha plant seconds before being "inked" to stop the blooper from doing anything(the piranha plant eats it 😅)
Really? It's weird that a Piranha Plant can kill a Blooper but a Super Horn can't.
@@LizardDude I know what you mean but only in comparison to a blue shell being weaker than the horn so how the hell can't it kill the blooper. The piranha plant literally eats the little fucker. It's hilariously satisfying lol.
HE DOES??
WHAT?!
You forgot a very very important point that I see hardly anyone talk about!
Cart flipping and rolling when tricking is directly tied to the left joystick's (or your preferred steering method) last position before tricking.
Neutral is no orientation, Up is a front flip, Down is a back flip, and Right and Left are rolls clockwise and counterclockwise respectively.
Okay, so it's not that important. But I wanted to mention it. It's a fun detail.
I always like to do my tricks in certain directions and alternate between them so it looks cool
oh my goodness I was wondering how to do flips while tricking! thank you so much!
I thought this was common knowledge
I only realised this embarrassingy recently
3:50 Note, "meta" is not actually an acronym, it's just an English prefix (derived from Greek, as many are) which means self-pertaining, second-level, or higher-order.
ex: "metadata" means data about other data, like a filesize or standard deviation.
In games, "meta" is typically short for "metagame" which means the game within the game, or how to game the game's systems.
Meta is an acronym. What you said is also true but meta IS an acronym, you can't call something that is used daily as an acronym, not an acronym😐
I think it’s just a great coincidence.
Note: "AKCHOOOLEEE"
@@macduchesne1849 the acronym is derived from the greek term, it's a greek term. what a ridiculous argument
Hahah I didn't see that he said that when I watched the video, that's HILARIOUS. Thinking meta is an acronym is so stupid
This is an amazing piece of work Will! I really really enjoyed watching! 👏
Oh hey, it's the gamer himself! Wants to learn how to be better at MK8D, too?
I can only imagine how long this video took to make. SUPER comprehensive and exceptional editing. Felt like I already knew everything, but learned so much!
If you use a Blue shell in 6v6 it wont target the player who is 1st if he is your teammate. Instead it will go for the highest player of the enemy team.
@@TacoPretzel there is 0 point in your comment literally everyone knows this
@TacoPretzel "if you do 'X' in a 6v6, 'Y' will happen instead of how it happens in a free for all
🤓 but if you do 'X' in a 1v1 'Y' doesn't happen
Yes, but in some competitive 6v6 matches, players won't use the game's teams mode, but use regular free for all, with the added difficulty of trying not to hit your teammates with items.
@@idkwhoiam8237it’s obvious, but in the video he doesn’t know this. He says you should hold onto it to avoid hitting your teammate in first
One more thing with the boomerang. If you pick up an item box while the boomerang is thrown the item box you picked up becomes your first item and the boomerang gets added back into your inventory as the second item, forcing you to hold on to it until you get rid of the other item.
Never knew the blooper made traction worse i always thought it just obscured vision and saw it as a worthless item cause of that
Yeah that was new too me, in previous games it just blurred your vision but in mario kart 8 they made it worse
@@TheWererapter92 I honestly like that. The vision blocking wasn’t too bad so at least it does something else.
What’s blooper?
@@nano7055 the squid that puts ink on your screen
I think the blooper also slows down AI. Still useless online tho
The boo shell is an awesome idea! Less random, more aimed. Maybe different item like you can launch it at someone in front of you dragging a shell.
This was very much needed. Now is the time to prepare for the future courses!
One tip for reds I noticed wasn't mentioned is check the mini map before trying to red 1st- if there is a blue shell they can either use your red to dodge the blue with s or alternatively they can purposefully get hit so you pass and the blue targets you. That being said reds catch up faster than blues at short distance so if a blue was JUST thrown maybe throw your red in case the player in first has a super horn or bomb, forcing them to burn their resources early.
2:37
“Have a fantastic day!”
_I smile as I look over to my clock to see that it is now 1:24 AM_
Meta is not an acronym (though that's not a bad backronym you got there). Meta is from Greek meaning "above" or "on a higher level". Meta-game refers to the game above the game, or sometimes "game within a game". Such as the "game" of designing the optimal racer loadout, separate from the main or lower game of actually racing.
Same place we get "metaphysics" and "metacarpal" and other words with "meta" as a prefix.
24:39 You can also brake drift in certain parts of a track. You'll get a boost after collecting the item so you won't lose much time
This is the best informative mario kart video i've found on youtube. I recently got a bunch of my friends into mario kart, and while explaining the basics was easy, I wasn't able to explain the more in-depth techniques in this game. I also learned a lot for myself while watching this. Now i know that I have a lot more to practice. Thank you, and I can't wait for part 2!
Incredibly well made video NBC, hope this helps a lot of players improve at the game and get into the mario kart scene a lot more :)
A quick correction to the bob-omb section: you can in fact drag a bob-omb to defend against reds. It will not work if you are drifting, however it works when simply driving straight at top speed or performing a turbo boost or trick boost. So if youre on a turn where its hard to drop the bob omb behind you to intercept the shell, let go of your drift earlier to save yourself from getting hit by both the red and the bomb.
the thing at 1:08:08 about reds hitting you less is because the red shell doesnt actually target you when you drag an item. it will instead target the item itself for some reason, and if you drift into a wall like the example at the timestamp, it will target the item, which is closer to the wall than your kart could ever be. my guess is that this guarantees that a dragged item will always get hit by an incoming red shell instead of taking a weird angle and then hitting you anyway
DS Red shells. . .
Those were different times!
I never knew there was a lot more to the game, I am not going to remember but I can at least rewatch for specifics.
well done mate
1:14:30 You can actually drag it in 150cc, but if you arent going top speed then its good to drop it. Like when you were drifting.
Also, in 6v6, im pretty sure itll never target your teammates. So if you have 2 teammates in 1st and 2nd, itll still target the highest places enemy player, example the 3rd placed guy.
I have “liked” very few videos on UA-cam. This one was CLEARLY worth it. I know a lot about Mario kart and still watched the whole thing because the amount of work that you put into this was very clear.
Good Job on giving the newbies all that info so they can join the existing community 👍🏼
Top work man, watched every minute. Can't wait for part 2 👍
This is such good, useable advice! Thank you for this wonderful guide!
This video is insane! I finally know how to use boo shells.
You know what? I’ve actively avoided this video since it was first recommended to me months ago because, in my head I thought, “I’m absolutely great at this game (at least compared to my immediate friend groups), I don’t really need a guide”
But tonight my curiosity got to me. So I clicked on it.
My guy. I actually learned a few things. Like things I never thought I’d ever want/need to know. Especially the glider section.
So thank you for your time in making this video. Much appreciated. 👍🏾
Bro wtf?!?! this is video is amazing!! Now i understand better this game and i am ready to enjoy it even more, thx for all your work, new subscriber
Great video thanks a ton for it, looking forward to part 2 with the track specific strats!!!
28:07 I loved the use of the calibration screen here. Great explanation.
On the topic of Coins, it's also good to have that coin in case you get hit with something you weren't expecting so you can eat the coin and continue. Never just discard it because you can!
This is the BEST video that I have watch! This is really the complete guide to Mario Kart 8 Deluxe, thank you for taking the time to create video.
I made it all the way and I now have a headache… ok seriously, I thought I was decent… but this video was EVERYTHING. I learned so much!
Part 2 for DLC?
Hey, this is a great video going over some of the most important aspects of the game, but here are a couple of small things you got wrong/ didn't mention:
-The boomerang doesn't break if you pick up an item box after throwing it. If there is a free item slot, it will go into that slot, and if you picked up a double item box, the boomerang will return to you, but you will not be able to collect it.
-The boo has existed in previous mario kart games other than MK8
-Spinning out doesn't cause you to lose your trick boost, so if you hit someone in the air with an item that makes them spin out, they can still get a trick boost when they land, giving them instant top speed again.
He did talk about how the MK8DX Boo doesn't neutralize off-road like in prior games.
@@LizardDude Yes, but he starts the chapter (1:36:10) by saying "One of the _new items introduced in MK8D_ is the boo"
He clearly meant added to the original MK8.
@@LizardDude yeah, when I said "new" I meant "new to MK8DX"
Thanks so much for such a comprehensive guide. Maybe you’ll even help my racing with it!
0:24 I need that as my start screen for the game, lol.
Anyway, this guide was pretty informative. I'm probably only going to max out at 150cc (and don't even get me started on Mirror Mode, lol), but I suppose this could apply to that speed too.
200cc is a ton of fun! Once you get used to the fast speed, it’s not that bad and also how do you get a different start screen? I need that too
@@meee_5155 did you find out how?
amazing video! probably the best guide out there. incredible work as always!!!
I already knew most of this and yet still watched the whole thing, glad to support any mario kart creators
I had always wondered "How are people tricking while drifting?". I had no idea you could shake the controller to trick mid drift. This opens up a lot for me. Great guide, btw.
1:14:13 one small addition here: while dropping the bomb with proper timing is almost always safer, the blast won't hit you if you're moving fast enough in a straight line.
At least in 150cc and 200cc, the blast won't catch up with you as the red shell hits unless you're moving at (in my experience) about 60% your top speed or less or are drifting. In the latter case, the blast radius cuts the corner a bit and ends up hitting.
Amazing guide. I learned SO MANY new things lol. Thank you so much.
Is part two coming? This was really useful and I was psyched to dive into the next one and it doesn’t exist. Is it cancelled?
Great guide! Hoping for part 2 soon, since DLC courses have been coming out now.
Thank you so much for making an updated guide. I had been going off videos made from 5+ years ago. I had no idea there was differences to the switch and fire hopping and sliding were gone. This video definitely gave me a lot to hyper focus on to run with those really crazy good people online midnight hours.
I'm going to watch this when I get home from work - THIS looks like how a guide should be done.
amazing guide, even tho i thought i knew alot of the game you proved me wrong clearly. i learnt so much more in that video than i ever imagined. great work dude
59:26 Smartbouncing does actually exist. A large hitbox and how fast it is can be a factor, but green shells can bounce for long periods of time and still bounce in unnatural ways to hit you. The footage you provided seemed like cases of driving generally close to it which can leave little room to dodge, but I've had cases of being very far, sometimes even long stretches of road away from them, and they still ricochet at me. It is also from experience but I'm pretty sure it would make sense to make them smartbounce because, some people arent good at snipes, so it gives them a larger purpose
Watched it all and now I’m a pro!!!!!
Just a quick note for people watching this now, 1:27:52 being shocked while in a glider (and also being blue shelled) no longer removes your glider, and therefore you don't lose that much speed and don't fall off, so it is now better to get hit while being in a glider than before entering one.
Me who just plays with CPU’s and with non meta characters and kart:
*interesting*
No but I really love this video it was interesting to watch and learn, because again as I said I only play with CPU’s and non meta stuff so it’s interesting to see what the pro’s do online.
Great video man keep up the amazing work! 🥰❤️❤️
34:50 Pythagoras' theorem (yes, from school) helps explain this: apparently the game stores forward and sideways values separately, so if you imagine a square with side length 1, the square root of 1² + 1² (2) is about 1.4 - 1.4 is higher than 1 so you're going faster.
This comment will be a compilation of any corrections, clarifications, or comments that I felt should be made in regards to the info in the video. I'll list them in the order that they appear in the video:
*Correction for Quick Turning in Battle Mode*
07:16 - 07:19: This quick turn mechanic was actually also on the Wii U edition. Like in Deluxe, it was also exclusive to Battle Mode on Wii U.
*Comment on Firehopping's Actual Effect*
07:40 - 07:45: Literally since 2014 so many content creators were relaying the idea that firehopping "extended your boost," but this is the first video I've seen where _finally_ the correct explanation was given-that it literally makes you faster. It does *not* extend your boost. This was already known internally by the 8U community, so members the community and in general people who are interested in this stuff definitely will appreciate that the correct information is finally being relayed to a much greater audience; thanks for this!
*Potential Explanation on Why Firehopping Makes You Faster*
08:33 - 08:39: I'm not entirely sure it has to do with air speed, though. Otherwise, neutral hopping (hopping without any directional input) would be just as fast as hopping from side-to-side, but it isn't. In fact, neutral hopping in a boost does basically nothing, as you're definitely aware. Air speed may play a part into why firehopping is so effective, but I think the reason why it even exists is because of the nature of outward drifting. This is speculation, so I can be wrong, but I think what happened was that with the reintroduction of inward drifting vehicles, the developers realized that when an inward bike came out of a turn into a straightaway, it is already roughly in a straight line. However, when doing the same with outward-drifting vehicles, they are oftentimes not in a straight line with the straightaway when emerging from a turn, and so they may need to hop in the direction opposite to their drift to correct their line and compensate. So when emerging from some sort of boost (MT, mushroom, etc) coming out of a turn, the developers likely thought it was best to give a directional hop an additional speed boost to help compensate recovery from the turn as well as make the most of the boost. However, the side effect of this (and probable oversight by the developers) is that nothing is stopping you from hopping more than once and just completely abusing the hops during a boost, which is probably why firehopping exists. This would also explain why firehopping doesn't exist with inward bikes, since they didn't need that compensation. This would also explain why neutral hopping during a boost does basically nothing, since neutral hopping during a boost wouldn't be any bit beneficial to correcting your line. Demon sliding is a different beast in its entirety and I don't think anyone really understands why it works, but it's probably a separate explanation from firehopping since inward bikes can actually do it in some cases.
*Addendum on the Most Frequently Used Character Classes in WRs*
12:51 - 12:57: Dry Bowser also shares the same stats with Wario. As of February 20th, 2022, there are 4 current WRs that use Dry Bowser, so this bumps the total number of WRs that use this character class up to 20. It's minor since the same idea is still communicated regardless-that there are clear and definite character classes which dominate in Time Trials.
*Alternative Way to Perform Motion Glider*
36:03 - 36:12 | 36:25 - 36:31: Funnily enough, you don't actually need to even a controller that has motion control support to perform motion glider. As long as the motion controls setting is enabled in the pause menu, you can still perform this technique. In order to do motion glider with a controller that lacks motion control support (or even with those that do have motion control support, this alternative method does still work for those), you can instead combine inputs on the joystick with inputs on the D-Pad. This works because although the D-Pad inputs completely override the inputs from motion controls, it doesn't override the joystick inputs, so yes, you can actually do this technique on a GameCube controller if you really wanted to. It's important to note, however, that even if your controller lacks motion controls support, you *must* still have motion controls enabled in the pause menu for this to work. If motion controls are disabled in the pause menu, then the D-Pad inputs will completely override the joystick inputs, which makes this technique impossible and is obviously not what you want if you're actively trying to pull it off. A benefit of using a controller without motion control support is that you can leave motion controls enabled at all times without any fear of misinputs with motion controls since the controller would lack support for those anyway. Thus you can take full advantage of motion glider without ever needing to pause mid-race with these kinds of controllers.
*Correction for Adjusting the Rate of Descent in Anti-Gravity and Underwater Sections*
40:09 - 40:17: The ability to adjust how quickly or slowly you descend is actually not a feature of anti-gravity. It's _exclusive_ to areas with _underwater physics._ For the most part this just means underwater sections. There are some instances where an anti-gravity section is also underwater. Good examples of this are parts of Water Park and 3DS Piranha Plant Slide, and in these cases, yes you can adjust the rate at which you descend, but the fact that it's an anti-gravity section is merely coincidental. If you were to try this on anti-gravity sections that aren't submerged, you'll notice that you cannot adjust the rate at which you fall. There are plenty of anti-gravity segments that are above water where you can quickly test this, but Water Park happens to be very good for showcasing both of these cases (where you can and can't adjust the rate of descent). The section at the beginning of this track with the two ramps that lead into the water is the spot that I'll be referring to for this test (for further clarity, the part of the track I'm referring to is the one featured in the section of gameplay from 40:49 to 40:55). If you go off either of these ramps and try to adjust your fall rate, you'll notice that you won't be able to at first, but as soon as you are submerged into the water, suddenly you gain control over how quickly or slowly you fall. I chose this region of Water Park since the ramps and this first underwater part of the track are both in the anti-gravity section of the track, so it's very easy to observe both cases in a clear and fair manner. The reason why you are able to adjust the rate of descent on Mute City and Big Blue is because these tracks are actually somewhat of an exception. While there are clearly no underwater sections on either of these tracks, both of them had their physics altered to where they actually have underwater physics (or at the very least modified physics that behave a lot like underwater physics), and as a result you are able to adjust how quickly or slowly you fall. This is why I say they're a bit of an exception, since although they technically follow the rule, it isn't exactly the clearest from a quick glance.
====================
I won't comment on the item sections of the video since I'm much more focused in the Time Trial scene for this game, and so online and item play simply isn't my area of expertise. If there do happen to be any errors or information in need of further clarification in those sections, it makes more sense for someone who's much more experienced on that front to make those comments. Anyway, this was definitely a massive project and a major undertaking that you chose to take, and you definitely communicated a ton of great information in this guide. The community as a whole, and I'm sure many other people who express an interest in the game, will definitely be thankful that you made this!
majority of the video: well spoken, professional and well Informed about the ins and outs of competitive mario kart
56:43: DID I MENTION THAT SHELLS ARE STUPID AND DUMB. CAUSE THERE ARE THREE OF THEM NOW
What an awesome video, man! Sooo much effort put into this. New sub!
Holy cow this much have been a lot of work to make. I really like the timetrial ghost technique comparisons, and the technique changes/comparisons to MK8, which I spent more time on. I'm just trying to get warmed up for the new tracks.
FANTASTIC video! One other thing to know about underwater driving is that up/down tricks are usually MUCH better than side tricks, for the same reason that you don't want to go out of the water when you trick: side tricks give you the trick immediately after you spin, while up/down tricks take much longer to activate, so they usually occur when you're back on ground. This can save up to .1 in places like the entrance to the water section on rPPS and pipe tricks in DS.
This is one of the best tutorials I've seen on UA-cam. 👍 I'm glad it was on my recommended page. Keep up the great work, mah dude! 👌
I watched this video the hour it came out and youtube just recommended it to me it is really sad to see such a well produced video underperform. I hope it is not because it is too long. The number of hours you would have sunken into this is insane.
One of the most helpful videos I've seen on youtube
1:14:45 the blue shell targets 1st place of the enemy team, so if one of your teammates were in first you needn't worry.
*mario kart DS on the other hand*
This guide is genuinely super useful.
Might come back to it later on down the line! Good work!
22:45 the optimum time to start holding down the acceleration button is the millisecond when the two stops falling. Although in time trials it doesn't matter when you can just hold down the item use button before the race starts to use one of your mushrooms instantly, getting maximum amount of momentum right from the start.
Only when it's optimal to use a mushroom though, some courses it's not
this guide is VERY solid. I hope it gets a lot of views!
47:22 I'm using this video as a podcast rn, I will listen to this entire thing and you cannot stop me, I'm also coming back and watching this later again
My husband and I have been playing for years. Recently, we’ve both been interested in “getting gud”, and this video has helped us tremendously!
Excellent video. Probably the most informative gaming video I’ve seen to date. Some superb tips in here I can implement. Thank you.
The sheer delight I got from realizing that I figured out one of the best kart combinations by myself 😂😂 13:30
I've been playing the multiplayer with friends. I'm not as good as them but to earn those trophies, I like to hang back in second and move to third after I get a good item. It helps to earn all those trophies. Its a support offensive strategy that I enjoy
Thank you for this video. I personally struggle a lot in mk8 deluxe online in the higher rank VR (I have 14k VR) sessions and trying to find guides to get better. The one I tried looking up was pretty vague but this one is pretty helpful and learned some new tricks. Also, fun fact in 7 you can use the bob omb as a defensive item.
Thank you for this video. It was super helpful and overall informative. Can't imagine how long it took to fact check and edit. Well done!
First video of yours I've ever seen: Liked and Subscribed! Really informative, excellent presentation and insight. Thank you!
22:10 Omg, I had had no idea what to do in those situations: So often, I've fallen off the track because I'm drifting too far out and don't know what to do. It never occured to me that I can avoid that by letting go of the acceleration button. This is a great tip for me.
Thanks, bro!
if you don’t already i highly recommend brake drifting instead! you still get your mini turbo and don’t fall off the track ☺️
@@raggamuffin394thanks! I have learned about brake drifting since writing my comment. I use it all the time now :)
@@rasul01 amazing!!! makes such a difference hey!
~20k views is kinda criminal for how comprehensive this is, very nice
Nice, I knew intuitionally about brake drifting before watching the vid, now i know what to optimise
I feel obliged to mention that I primarily use "fitting" Kart combos (Link + Master Cycle, Waluigi + Duke, Mario + B-Dasher, Bowser + Landship, Mii + Mercedes, etc.).
I also exclusively use motion controls- except for in handheld mode, because I hate having to steer with the screen I'm playing on in the first place.
Believe it or not, META competitive "pro"-players, but more often than not I finish high, even in worldwide online lobbies.
honestly just watched this for entertainment. cheers for the fun video!
I sat through the whole thing! Great video and I keep learning more rewatching it. Also, green shells…need I say more 😂
Awesome video. Looking forward the the next part.
Of note about Bob-Ombs: they explode when other players are in range, but you can get arbitrarily close to your own Bob-Ombs. So long as you don't touch it, of course. Naturally, cutting close to your Bob-Omb while your pursuer enters the range _will_ make it blow up in your face, so it's kinda risky.
At least that's how it used to be in MK7. I loved doing that lol
Ive been looking for a video as deatiled and straightforward like this one since I got MK8 DX, you deserve more viewsss, I shared and subscribed :D
Thank you for doing that!
I believe in Mr. Scooty supremacy
Amazing video! The detail you went into is just brilliant! I can’t wait to see the rest.
I have no intent on playing competitively, I'm just watching this video so I can own at family games of Mario Kart.
And isn't that what Mario Kart / Super Smash Bros / etc. are all about? Destroying your friends and family in a brightly-colored, goofy-looking game? Family grudges, picking Rainbow Road, and high-fiving your uncle when he finally finishes in the top 3 (thanks to a last-minute Bullet Bill)? Bless. 🙏
Amaizing body of work!! you gained a sub for that.
This video also deserves much more views!
this video whips. i learned a bunch of new stuff. A++ would watch again
52:10 Boo shells definitely need to be an item in the next game.
Blue shells you cant see on the minimap.
I lol'd
I think the wall-based red shell dodge at 1:07:59 works better while dragging because there might be because some system is in place to make it target the item instead of you. Just to make sure dragging actually works as a defense.
This was not a feature in MarioKart DS, where, even when I was dragging an item, reds would still hit me from the side, or more egregiously, miss and turn around, hitting me from the front.
One thing about the lightning: because of the new update, it is no longer ootimial to use the shock when people Are gliding, since they wont lose thier glider
Legends say he still working on part 2
i just watched the whole vid and i didnt get bored good job!
Amazing video dude thank you so much! Looking forward to the next part.
1:26:10 the boo has been in mario kart 64 before, Love the vid!
I love how around 55:42 around where you were talking about shells the red shell falls and is “gone” but sneaks up behind you from below, that seriously should have had a sound effect put in there cause that red shell had even spooked me. Seriously though RED SHELLS SHOULD NEVER BE THOUGHT OF AS NOT ONTO YOU AS THEY MIGHT GO AFTER YOU WITH YOU THINKING ITS ONE SOMEONE ELSE.
Ive been looking for a Mario Kart tips video like this for MONTHS! This is super well put together and I have already improved so much thanks to your tips! Cant wait until part 2! Keep up the good work
Newcomer starting here and this is much appreciated
_"i am not expecting anyone to sit through it"_
me: "oh boy a long ass video to listen to!!"
for real tho amazing video, there was a whole lot i didn't even take into account when playing, subscribing for part 2!
I stick with Mario or my Mii, with the Standard Kart or Pipe Frame. I occasionally use the P Wing, B Dasher, or Circuit Special.
Just another tip to add to the pile. Red shells can hit the side of your kart at sharp turns. Its been game enders for me multiple times. Weather against AI or players.