Tutorial and explanation for current WR in table #395: 14.64
http://www.recsource.tv/r/pqxfnzmevw
FPS: 30
Style:
1) Tap brake for 1 frame at the start as soon as frontwheel has started to raise, so the brake will only affect backwheel. The brake must result in the frontwheel slightly raising in the air before the uphill/next vertex. If the frontwheel stays on the ground instead, it's slower, but you can still get a pop the same way.
- This is done to set up for a proper angle to get a pop.
2) Brake - ideally for 1 frame but this may not be necessary - when the backwheel is above the corner or slightly before it. After you get the pop, the bike will rotate a lot, so you need to do the first left volt as soon as possible. You also need to turn and gas in the air to fight against the extra rotation from the pop, do this right before the first left volt.
- There are many good ways of rotating in the air with turns, gas and braking, experiment and do what is most comfortable for you.
3) Brake and push from the spike. Getting a pop there gives you a good angle most of the time.
4) After the frontwheel is right above the corner ahead of you, let go of gas for a couple frames to force frontwheel low, then gas again.
- Push by pressing left volt, turn and brake at the same time. Brake for couple frames, then gas for the rest of wheel-in-ground contact and in the air to increase your rotation.
- Brake volts in the air to increase rotation are often necessary. With 30fps I've found it's a bit strange and more difficult to gain rotation this way compared to high fps, and I have to brake later after each volt than I normally would.
5) For landing, it is important to do the final left volt when wheel is in contact with, or very near, the ground (the / part you push from), so frontwheel will slowly lower as you drive left. This is why I put emphasis on rotating a lot in the air. With less rotation, frontwheel slams down hard after landing and starts to raise early and gives awkward angles for the upcoming jump.
6) If everything went well so far, you have a lot more speed than older styles could ever give. Therefore, you must jump a lot later, when the bike is about halfway over the edge. Jumping early loses time due to too much airtime and a worse angle for landing, and is a common mistake in first finishes with this style.
7) When you land this jump, you can do a wheelpop with the frontwheel. In order to do a wheelpop, you must turn and gas in the air, as the pop wheel must be rotating to get a pop. The way I approach this pop is to turn and brake in the air, usually as early as I can, but this depends on how you landed during
5. Gas to get the pop wheel rotating, then turn and gas at the appropriate time to get a good angle for the bike. The bike should be about level horizontally when you reach the pop spot. With this setup, I press left volt and brake at the same time to get the pop.
- It's a bit unclear to me whether I got this pop in the run or not, at the very least it's not nearly as strong as it could be. It's a very difficult one to do, since the distance the bike moves between each frame is much greater than during the start pops with lower speeds. This pop requires some luck but is pretty safe to attempt as it doesn't always cost you time even when you don't get the pop.
8) For the ending, for whatever reason, it is fastest to spin by doing 2 alovolts and grabbing the flower with head. You don't want to jump off the ground at all with the first alo, do it as soon as possible in the air. 2nd alo sometimes needs to be delayed.
- This only saves 0.01 seconds
EDIT: Added a TAS/saveload replay attachment as it shows the endpop better and is overall a good replay to learn from. It's driven with 30fps all the way.
[10:47:49] (Hosp) tol thinks that all there is in life is a gf, status, money blabl
[10:48:19] (ANATOLIY) not all hosp =)
[10:48:29] (ANATOLIY) but elma must be at second screen