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- -- A-tech
- Also known as "Full a-tech", "Synced a-tech" or "Normal a-tech", this is the normal way of doing a-tech where you release A and R and repress them at the same time. Primarily used on normal straights.
- -- Half a-tech
- Way of a-teching where you release do release A between MiniTurbos, but repress it again before you repress R. Also known as "a dab of a-tech" when releasing A for a very short time. Lesser way of doing a [Fancy a-tech]. Primarily used to correctly lines.
- -- Fancy a-tech
- Way of extreme a-teching where you release A before you release R during a drift. Used in Baby Park for sideways strat, staying on the track in Luigi Circuit, and other life-threatening situations.
- -- Smooth a-tech
- Also known as "Directionless a-tech". Done by a-teching constantly in 1 direction. Needs a solid set-up MT. Primarily used at the end of Wario Colosseum.
- -- Alt a-tech
- Alt being short for Alternating. Done by people starting to learn a-tech to keep control of the kart. The idea is to do 1 a-tech, then normal MT, then 1 a-tech, Then normal MT, etc. It helps reset the momentum every time, allowing you to not go very wide and save time.
- -- A-less MTs
- Very tricky quick Miniturbos done while A is not being pressed. Done to make extreme turns and negate momentum. Primarily used after the shortcut on DKM.
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- Track specific:
- LC - Big U-turn, chomp lane, emo lane, 1st straight, 2nd straight
- PB - Pink dick [entrance~corner], pole, fountain, sideways
- BP - Swag strat, TAS strat, Magic Disney Corner, sideways
- DDD - Big rock (1st corner), good hop, sandpit/sinkhole, pillars, dunes
- MB - Green tunnel, side lane, grass strat, red tunnel, THE truck, fence bumps, sudoku, bridge hop, lakitu hop
- MaC - Wall bonk, Bumps (Goomba section)
- DC - Extra MT, Pool skip, Sexy Stairs, Tables, Kitchen, Basement
- WS - Small bumps, Bump grind, ramp trick #1 and #2, wall drive, big bumps, mud, Mister Set-up
- SL - Pond, Extra MT, God shroom, Ice section #1 and #2
- MuC - Extra MT, zero to hero shroomspot, between the truck
- YC - Yolo, Drop, Richard MT, S-turn, Tunnel strat
- DKM - Entrance, Air, skip, a-less MTs, Bridge
- WC - U-turn, Big Ramp, Spiral, Casual Corner, Drop, Donut, Smooth A-tech section
- DDJ - Shroomless, zipper bridge, dino bridge, dino leg, last bumps
- BC - Bridge, Grid, Firebar room, Balcony MTs, Good stairs, statue, skip, flhop, lakitu hop
- RR - 1st drop, hairpin, wall bonk, Zipper Spiral, squiggly straight, elevator, sticky R-tech
- -- LC
- 1st Straight: The part from the first zipper to the chomp lane.
- Chomp lane: The part of the road where there's a chain chomp on the left often trying to block your ass in Grand Prix
- Big U-turn: The big ol turn after the chomp lane. Noobs do 4 MTs. Everyone else does 5 MTs. Goomba does 6. Stay close to the sand.
- 2nd Straight: Technically it's the same straight, but on the way back. From the 2nd zipper to the last corner.
- -- PB
- Pink dick: The corner with the huge pink sculpture above it.
- Pole: At the very last straight where it has flattened out there's a pole that has a protruding extended hitbox that could kill your run if you're on the very right.
- Fountain: That pianta statue on the left of the straight. Good for testing R-tech and L-tech. Has double item box on the left of it and actually changes into a star in multiplayer.
- Sideways: WR strats involve going sideways at the very beginning to stay as close to the grass as possible. Can also be done at the very end, but the [pole] makes it difficult.
- -- BP
- Swag strat: Different name coined by Jacob Purcell for going [sideways]. Either done in a flap by going sideways after the first shroom, or going sideways for the 7lap, doing the R L R R strat using fancy a-tech + swb.
- TAS strat: Using the human strategy based off the TAS video, done by turning around your kart in a straight line instead of going sideways. Lil slower but a lot easier
- Magic Disney Corner: Corner that gives you a little push after getting a really tight corner. Really rare but saves quite a lot.
- Sideways: Same as [Swag strat]
- -- DDD
- Big Rock: The big rock in the 1st corner
- Good hop: When your kart gets a lot of air in the beginning of the 1st shroom it's good so get that good hop
- Sandpit: Also known as the sinkhole. This is the part right after the 1st shroom where you can go around it as well.
- Pillars: Part after the [sinkhole] with the pokeys. Players often gets stuck on the last pillar.
- Dunes: Part after the [Pillars]. Contains pokeys and big ol bumps. Really tricky to get down.
- -- MB
- Green tunnel: The very first tunnel you go through. Contains first shroom spot.
- Side lane: that lane on the left after the green tunnel where you'll get stuck in if ur shroom is garbage
- Grass strat: Shrooming on the grass on the part with the toad house. Used in the TAS. Jacob Purcell coined this.
- Red tunnel: The long tunnel you grind against the wall in.
- THE truck: Kills your run lap 3 in the first corner. You know the one.
- Fence bumps: Sometimes grinding a fence with MTs will kill your drift. It happens cuz of weird bumps. It sucks.
- Sudoku: The first ultra SC in TT. Done by jumping off a bridge and going past the finish line in the air. Found and coined by Goomba.
- Bridge hop: Part of the [sudoku] method. By driving on the rails and jumping off you have to reach a certain checkpoint.
- Lakitu hop: Part of the [sudoku] method. By driving off the bridge support or shrooming off the grass, you cross the finish line in the air before getting picked up and placed back by lakitu.
- -- MaC
- Wall bonk: By slamming into the wall at the beginning of the track you can get a tighter turn.
- Bumps: Often meant are the bumps at the Goomba section. These are important to get right as they can lose you a lot of time.
- -- DC
- Extra MT: Often meant by this is the extra MT done by top level players before the stairs [pool skip].
- Pool skip: Instead of going around, it's faster to go to the right of the pool. It's more of a shortcut, but it's called pool skip because it sounds cool and is short. Often way overrated in time save.
- Sexy Stairs: When you go smoothly down the stairs right after [Pool skip] without slowing down or getting any bumps, that's a Sexy Stairs.
- Tables: Those tables that move in the big hall when you enter the inside of the cruiser.
- Kitchen: A meme by Jacob Purcell who claims you can go through the star faced door after the [Table] room. Now often used to describe the 2 corners right before the [Basement] drop.
- Basement: Part after the [Table] room and [kitchen] where you can fall down to a storage looking room. The only way to get out is to use the cannon. It's slow.
- -- WS
- Small bumps: the small bumps on the floor before the first ramp. Can decide your run. Size isn't everything.
- Bump grind: Holding a drift grinding the right side of the bumps at the first ramp, or doing a Sideways MiniTurbo across them. Saves hella time
- Ramp trick #1: Inconsistent garbage trick that saves too much. Done by drifting on the left side of the 2nd ramp in the track.
- Ramp trick #2: Same kind of trick, but on the right side on the final ramp in the track. Can't catch too many zippers or you will fall. Fireball risk very low.
- Wall drive: Driving on that slope on the side of the second shroomspot. Also known as the mudskip or wall grind.
- Big bumps: the bumps after the piranha plants, under the shortcut.
- Mud: Catching mud at the quick s-corner after the [Big bumps]
- Mister set-up: Doing the shortcut hitting the fence late, but sideways. It's slow
- -- SL
- Pond: The place that you'll fall in straight away starting a lap, close to the shy guys.
- Extra MT: Often a third MT in the beginning of the tunnel. Tricky because of the slope.
- God shroom: Going perfectly all the way around the snow.
- Ice section 1: Part with the shy guys and [pond].
- Ice section 2: Part at the end of the lap. Contains freezies in GP.
- -- MuC
- Extra MT: Often the added third MT in the 1st corner.
- Zero To Hero shroomspot: Shrooming on the right of the gap at the end of the lap. Goomba says it's useful when working towards sub 1:40 but nobody believes him.
- Between the truck: Going to the right of the trucks in lap 2 and 3.
- -- YC
- Yolo: Other name for doing the shortcut shroomless. Name originated from doing it in Grand Prix, as it's a high risk low reward trick. Coined by Goomba.
- Drop: Part where the track significantly gets lower, between the large tunnel and [S-turn]. When an MT is timed correctly on the drop it can save a lot of time.
- S-turn: Part with the flower bed on the right and piranha plant to the left. Can contain an Extra MT.
- Richard MT: Extra MT on the underside of Yoshi's tail. Very advanced.
- Tunnel strat: Going through the tunnel that's accessible between the large tunnel and [drop] on the left either shroomless or with a shroom. Doesn't save any time but contains two double item boxes in GP. Exits at the Uturn after the [S-turn].
- -- DKM
- Entrance
- Part from the finish line to the canon. Can be deceivingly hard.
- Air: Generally meaning the air from the first jump after landing on the mountain.
- Skip: Also known as the shortcut. Very tricky to do fast.
- A-less MTs: MTs done without holding A. See a-tech tutorial for more details. Done after landing the shortcut.
- Bridge: The swaying bridge at the end of the lap. Tends to throw you off if you get to close to the edges. Killed 1:41.
- -- WC
- U-turn: The corner before the [Big Ramp]
- Big Ramp: The huge ramp before the [Spiral]
- Spiral: The long spiral after the [Big Ramp], difficult because of a lot of hidden bumps.
- Casual Corner: The left corner after the [spiral]. Very tricky for noobs and may accidentally force a sidewaysboost, killing off even more. The following corner is considered part of casual corner, although it's technically not part of it.
- Drop: The part where the track dips down a lot, comparable to Yoshi's, although here you'll fly off, instead of grip on to it.
- Donut: Part where the track splits up in two ways with a ramp in the middle. Smooth donut means no bumps, which is more luck than wisdom.
- Smooth A-tech section: The long slight bend at the end of the lap that eventually ends up being all smooth a-tech.
- -- DDJ
- Shroomless: Getting the jump from the bridge in the cave without a shroom. Very tricky.
- Zipper bridge: The small bridge that is slightly hidden, after the cave and the [Dino leg]. Might be tricky to beginners.
- Dino bridge: Bridge after the cave where the Dino head peaks out.
- Dino leg: Part before the cave and the [Zipper Bridge] where you can go in between the Dino's legs. Only used at top level.
- Last bumps: Generally the rickety "stairs" at the end of the lap after the last corner.
- -- BC
- Bridge: Wooden bridge in the beginning of the lap. Can lose you a lot of time without understanding why.
- Grid: Part where the fireballs jump up after the thwomp section.
- Firebar room: Part where there's a firebar spinning around.
- Balcony MTs: MTs done at top level right at both U-turns. Often combined with R-tech.
- Good Stairs: Same as [Sexy Stairs] in DC, but with bowser. Literally hell
- Statue: That statue of Bowser after (hopefully getting) the [Good Stairs]. Spits fireballs and moves ranging from left, middle and right.
- Skip: Often used to describe the shortcut in the [statue] room. Lately been used to describe the [flhop].
- Flhop: The name for the ultra SC in Bowser's Castle. Works by jumping from the balcony with weird A-tech to a certain checkpoint. Killed Grand Prix speedruns.
- Lakitu hop: After each flhop you have to do an extra Lakitu hop to make the next jump count. Works the same way as in MB's [Sudoku] method.
- -- RR
- Smooth 1st drop: When doing a drift right when you land you can sometimes cancel the bounce, saving around 50ms. Useful at top level.
- Hairpin: Different name for the corner that's the 1st shroomspot. Technically the corner afterwards is another hairpin.
- Wall bonk: The name for the action and 2nd hairpin itself. The hairpin can easily make or break a run.
- Squiggly Straight: Part after the [zipper spiral]. Can sometimes contain an extra MT.
- Elevator: Part where you're launched up, after the [squiggly straight].
- Sticky R-tech: Term for getting perfect R-tech in the last spiral at the end of the lap. Looks like you get stuck on the wall but you still keep going with full speed. Needs hella luck as well.
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