Bianco 2 | Windmill

  1. Grab Setups
    1. Wall-Kick Hover
    2. GWKH
  2. Wall-Kicks
    1. Right Ledgegrab
    2. Left Sideflip
    3. Y-Turn Wall-Kicks

The windmill turns one full circle in 60.06s (that’s 60×30 frames at 29.97fps), meaning its cycles repeat every 15s. We’ll look at 3 setups for windmill wallkicks, covering different cycles and difficulties.

Grab Setups

The first step before each wallkick setup is to ledge-grab the windmill’s alcove. Where exactly depends on the setup, but the methods are the same. Here are two:

Wall-Kick Hover

This is the usual setup; some tips to do it quickly:

  1. After landing from the hover to the windmill, buffer a spin-jump, and release it after taking a step towards the left edge of the alcove.
  2. Once airborne, hold up-right to drift rightwards, setting up a more obtuse angle for the wall-kick, which will let Mario turn more quickly.
  3. Press A to kick, then hover right after – how much later depends on how high up the wall the wall-kick hits, but optimally it’s immediate.
  4. After the kick, hold up-left to turn, then drop the hover into a ledgegrab in the right spot.

GWKH

HALP

Wall-Kicks

The three wall-kick setups cover different arrival times into the ledgegrab. A brief summary first; times are discussed using the in-game timer from practice codes, but there’ll be an example of catching each cycle early and late, since you need to be able to tell from the windmill’s position when doing runs without cheat codes.

We’ll take a look at each setup, with detailed inputs and cues. The first two setups are very lenient, so it’s far from necessary to perform each tip every time, but they give a solid grounding to build consistency and good habits, as a basis for muscle memory.

Right Ledgegrab

Fast (ledge-release at 29.32)

Slow (ledge-release at 33.95)

Where to grab the alcove: this white area just right of centre is a good balance of safety and speed. The further right you grab, the faster and riskier the setup becomes - particularly after Mario’s left hand exits the dark region he’s holding in this picture. Left is easier and slower, but it stops working if Mario’s left side crosses into the left half of the ledge.

When to start the wallkicks: firstly, make sure to let the camera settle after the ledge-grab if you’re looking for a visual cue. There are a couple of cues for when to start if you’re too early, and when is too late, but you’re often on time (it’s a ~5s window) and can go right away.

What the inputs are: press B to wallslide, then hold down, then press A for the first kick. Do 6 wall-kicks, then hover, turn towards the roof, and dive onto it.

Wall-kick specifics: what matters here is the direction of the left stick (affecting the trajectories) and the duration of the A-press (affecting hight) at each kick. Maximum hight is gained by holding A for 5 frames or longer, which we think of as a long press; we do short presses (≤3f but it doesn’t matter since the strats are lenient) to try to space on the windmill.

Wall-kick intuition: the basic ideas are to stay just-to-the-right of the windmill axis, to space safely on the windmill blades, and to not get stuck under the eaves. The up/down-left inputs pull Mario towards the centre, so if you start kicks further on the left, go for more straight up/down inputs. It’s hard to hit every diagonal input cleanly, but much more important if you start kicks further on the right. On the final kick, going straight-right can be safer to avoid the eaves, and hovering for longer gains hight to give more clearance over the roof. Take your time when starting out to get wallslides before kicking, and clean, high kicks.

Left Sideflip

Fast (sideflip at 32.12)

Slow (sideflip at 39.36)

Where to grab the alcove: this white area just left of centre.

When to start the wallkicks: there aren’t many good visuals for when is too late, but the 2 videos above loosely show the time window (7.5s – 50% of the time – at least). It overlaps with the right ledgegrab window by about 3 seconds.

What the inputs are: there are two setups to get the sideflip. First press L after the ledge-grab to centre cam, then:

Wall-kick specifics: check the right ledgegrab paragraph for the basic principles. Many patterns will work, since the 7.5s window allows for lots of windmill positions, but we’ll go over one set that should always work.

Wall-kick intuition: again, check the right ledgegrab paragraph for the basic principles.

Y-Turn Wall-Kicks

Help me, Jpep-wan. You’re my only hope.