KSS:Jet: Difference between revisions

From Kirby Speedrunning Wiki
Jump to navigationJump to search
No edit summary
No edit summary
Line 1: Line 1:
{{DISPLAYTITLE:Jet}}[[Category:KSS_Abilities]]
{{DISPLAYTITLE:Jet}}[[Category:KSS_Abilities]]
=Overview=
Jet is one of the most commonly used abilities in KSS speedruns, utilized in almost every sub-game and category.
=Moveset=
=Moveset=
==Grounded Moves==
==Grounded Moves==
Line 129: Line 131:
*test3
*test3
}}
}}
=Advanced Techniques=
==Miniboss Quick Kills==
==Redline==
==Redslide==
=Technical Information=
==Damage Table==
==About Charge Value==
When charging jet, the charge value increases by 1 every frame in RAM address ????.<br>
The initial value of this address is 0, and this value stops increasing when Kirby stops charging. This value will continue to increase, even at max charge, and will stop at 32767.<br>
Below is a table that shows what RAM value corresponds to the Jet charge state.<br>
{| class="wikitable" style="text-align: center;"
|Charge State
|RAM Value
|-
|No charge
|0 - 5
|-
|Mid charge
|6 - 40
|-
|Max charge
|41 - 32767
|}

Revision as of 20:48, 31 May 2023

Overview

Jet is one of the most commonly used abilities in KSS speedruns, utilized in almost every sub-game and category.

Moveset

Grounded Moves

Tap Kick
Quickly press and release Y
Tapkick.gif
jet ability

  • Disjointed short kick that can hit twice
  • Only available on ground
  • Used for bossfights. (EX: Heavy Lobster, Whispy Woods, and Bonkers fights)
Jet Kick
Hold Y, release before full charge
KSS-JetKick.gif
jet ability

  • Kirby jet dashes forward and ends with a kick
  • Has a fairly short ending animation, though still slower than jet dash chains
  • Has a more disjointed hitbox than the midair jet moves, making it useful for charging through enemies with higher health (Knuckle Joe, Sword Knight, etc)
  • Also can be used for spacing setups in certain areas (EX: mecheye screen 2)


Charge Moves

Charging
Hold Y
KSS-Charging.gif
jet ability

  • Charging stance, if held for ~2 seconds Kirby will become fully charged
  • Can be cancelled by shielding, leading Kirby to return to normal ground state
  • Can be cancelled by jumping, leading kirby to Midair Neutral state
  • Charging can be performed in the air if kirby is in the Midair Neutral state where it can be cancelled by hovering
Full Jet Charge
Hold Y until full charge and release
KSS-fulljet.gif
jet ability

  • test2
  • test3
Jet Cracker
Hold Y until full charge and release, Repress Y during jet dash
KSS-jetcracker.gif
jet ability

  • test2
  • test3
Jet Suplex
Hold Y until full charge and release while holding Up/Forward/Down when close to enemy
KSS-jetsuplex.gif
jet ability

  • test2
  • test3


Midair Dash Moves

jet
Press Y after running and jumping
KSS-jetchain.gif
jet ability

  • test2
  • test3


Midair Neutral Moves

jet
Tap Y in Midair Neutral state
KSS-tapjet.gif
jet ability

  • test2
  • test3
jet
Hold Y and release before full charge in Midair Neutral state
KSS-jetneutral.gif
jet ability

  • test2
  • test3

Advanced Techniques

Miniboss Quick Kills

Redline

Redslide

Technical Information

Damage Table

About Charge Value

When charging jet, the charge value increases by 1 every frame in RAM address ????.
The initial value of this address is 0, and this value stops increasing when Kirby stops charging. This value will continue to increase, even at max charge, and will stop at 32767.
Below is a table that shows what RAM value corresponds to the Jet charge state.

Charge State RAM Value
No charge 0 - 5
Mid charge 6 - 40
Max charge 41 - 32767