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- Jul 10, 2007
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Drifting in Mario Kart 8 is a bit more complex than in Mario Kart Wii. For one, there are no inside turns for bikes to make life easy, thus bikes are no longer op (/sad face).
To initiate and hold a drift, hold hop.
The standard drift is just hop + left/right direction. This will begin drifting in the target direction. However, before drifting, the character will initially move in the opposite direction. If you were going to drift right, it'd move left, then right. This depends on the handling stat on the vehicle. This is extremely useful to move sideways on vehicles with poor handling. Rather than a turn, the vehicle can just move sideways over a winding road. It looks as funky as it sounds, lmao.
If you initiate a drift (turning right for example), then moving in the opposite direction will do a soft drift, meaning that you'll just slowly rotate around a point (keeping your character in check). This can pretty much move poor vehicles sideways, which is awesome, and a bit op.
These are the simple mechanics. Beyond this are slightly more complex things.
When initiating a drift, a sharp drift can be achieved by hopping, then turning, then opposite turning, then turning again, all in quick succession. This will prevent the character from initially moving sideways and just initiate a very sharp turn. It will also start up a mini-boost more quickly. This mechanic isn't obvious.
After drifting, a mini-boost will occur on release. The mini-boost time depends on how long the tires are on the ground. Hopping time? Yes. Hopping will double the time of the boost.
When going uphill on regular terrain (not anti-gravity), the vehicle will move more slowly. Hopping helps.
This is what I know of drifting so far from doing HOURS and HOURS of time trials and watching the extreme players play and trying to figure out how they are doing what they are doing and then doing it on accident ;D.
One useful thing you can do with hopping is instantly turn. I watched one extreme player drift along a long, long curved wall. Every time they had a turbo, they'd hop along the wall (just rotating the character around so that it wouldn't leave the side of the wall or bump into the wall) (this also makes the boost last two times longer) and then initiate another drift. It was madness O_O. When they wanted to go from one wall to another (path snaked), they'd hop across to the other side (hop right, hop left, hop left, hop right, hop left, hop left, etc, etc, then drift). That player had some extreme skill.
To initiate and hold a drift, hold hop.
The standard drift is just hop + left/right direction. This will begin drifting in the target direction. However, before drifting, the character will initially move in the opposite direction. If you were going to drift right, it'd move left, then right. This depends on the handling stat on the vehicle. This is extremely useful to move sideways on vehicles with poor handling. Rather than a turn, the vehicle can just move sideways over a winding road. It looks as funky as it sounds, lmao.
If you initiate a drift (turning right for example), then moving in the opposite direction will do a soft drift, meaning that you'll just slowly rotate around a point (keeping your character in check). This can pretty much move poor vehicles sideways, which is awesome, and a bit op.
These are the simple mechanics. Beyond this are slightly more complex things.
When initiating a drift, a sharp drift can be achieved by hopping, then turning, then opposite turning, then turning again, all in quick succession. This will prevent the character from initially moving sideways and just initiate a very sharp turn. It will also start up a mini-boost more quickly. This mechanic isn't obvious.
After drifting, a mini-boost will occur on release. The mini-boost time depends on how long the tires are on the ground. Hopping time? Yes. Hopping will double the time of the boost.
When going uphill on regular terrain (not anti-gravity), the vehicle will move more slowly. Hopping helps.
This is what I know of drifting so far from doing HOURS and HOURS of time trials and watching the extreme players play and trying to figure out how they are doing what they are doing and then doing it on accident ;D.
One useful thing you can do with hopping is instantly turn. I watched one extreme player drift along a long, long curved wall. Every time they had a turbo, they'd hop along the wall (just rotating the character around so that it wouldn't leave the side of the wall or bump into the wall) (this also makes the boost last two times longer) and then initiate another drift. It was madness O_O. When they wanted to go from one wall to another (path snaked), they'd hop across to the other side (hop right, hop left, hop left, hop right, hop left, hop left, etc, etc, then drift). That player had some extreme skill.