KDL:Tech: Difference between revisions

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=Jumping=
=Jumping=
Like other Kirby games, jumping is a better option than floating for upward movement, unless the latter is required. Unlike some later games in the series, jumping itself doesn't provide a speed boost compared to walking - in other words, bunny hopping doesn't exist in this game.
Like other Kirby games, jumping is a better option than floating for upward movement, unless the latter is required. Unlike some later games in the series, jumping itself doesn't provide a speed boost compared to walking - in other words, bunny hopping doesn't exist in this game.
=Floating=
Kirby moves slower when floating, but quickly returns to normal speed after exhaling, even if he maintains his height while doing so. Kirby can maintain his exact height after floating if he never traveled downwards at any point during the float. If Kirby did travel downwards while floating, when exhaling he will retain whatever momentum he had right as he exhaled and will immediately be affected by gravity.
=Buffered Inputs=
The jump button can be held during certain instances where Kirby is unable to jump, such as when going through a door or hitting the ground (without [[#Crouch Cancelling|crouch cancelling]]), and Kirby will jump as soon as he becomes able to.


=TAS Spit=
=TAS Spit=
Initially having been used in TAS runs in the mid-2000s, it was found to be RTA-viable as well around 2018. This glitch will enable Kirby to instantly exhale the next object he inhales. A TAS spit can be primed by swallowing an object, pressing right or left and down quickly after exhaling an object, or entering a door while floating. After the TAS spit is primed, Kirby can instantly exhale objects as long as he gets close before inhaling them, and will even exhale the first enemy automatically if there are multiple enemies within his inhale range. TAS spits are helpful to save small amounts of time in some boss fights and can save notably more time by enabling double hits on [https://wikirby.com/wiki/King_Dedede King Dedede.] TAS spits also enable doing double hits in the [https://wikirby.com/wiki/Kracko Kracko] fight in Extra Mode (the TAS is even able to do a triple hit by hitting all 3 bombs in 1 cycle and can also do a double hit on [https://wikirby.com/wiki/Kracko_Jr. Kracko Jr.])
Initially having been used in TAS runs in the mid-2000s, it was found to be RTA-viable around 2018. This glitch will enable Kirby to instantly exhale the next object he inhales. A TAS spit can be primed by swallowing an object, pressing right or left and down quickly after exhaling an object, or entering a door while floating. After the TAS spit is primed, Kirby can instantly exhale an object as long as he gets close before inhaling it, and will even exhale the first enemy automatically if there are multiple enemies within his inhale range. TAS spits are helpful to save small amounts of time in some boss fights and can save notably more time by enabling double hits on [https://wikirby.com/wiki/King_Dedede King Dedede.] TAS spits also enable doing double hits in the [https://wikirby.com/wiki/Kracko Kracko] fight in Extra Mode (the TAS is even able to do a triple hit by hitting all 3 bombs in 1 cycle and can also do a double hit on [https://wikirby.com/wiki/Kracko_Jr. Kracko Jr.])


==Dedede Double Hits==
==Dedede Double Hits==
After priming a TAS spit, when [https://wikirby.com/wiki/King_Dedede Dedede] does his jump attack, Kirby can stand to one side of where he will land and jump, then start moving towards [https://wikirby.com/wiki/King_Dedede Dedede] and inhaling around the time the stars appear. This will cause one star to instantly shoot out and hit [https://wikirby.com/wiki/King_Dedede Dedede] while Kirby stores the other one and can use it to do damage as well, and can even prime another TAS spit when exhaling that star. It's even possible to do [https://wikirby.com/wiki/King_Dedede Dedede] double hits damageless if Kirby is positioned precisely enough. Right or left must still be tapped in order to do the TAS spit, but they must be let go of immediately for Kirby to not collide with [https://wikirby.com/wiki/King_Dedede Dedede.] For a video explanation of double hits, watch Speedman's guide [https://www.speedrun.com/kdl/guide/zf6nn here.]
After priming a [[#TAS Spit|TAS spit,]] when [https://wikirby.com/wiki/King_Dedede Dedede] does his jump attack, Kirby can stand to one side of where he will land and jump, then start moving towards [https://wikirby.com/wiki/King_Dedede Dedede] and inhaling around the time the stars appear. This will cause one star to instantly shoot out and hit [https://wikirby.com/wiki/King_Dedede Dedede] while Kirby stores the other one and can use it to do damage as well, and can even prime another [[#TAS Spit|TAS spit]] when exhaling that star. It's even possible to do [https://wikirby.com/wiki/King_Dedede Dedede] double hits damageless if Kirby is positioned precisely enough. Right or left must still be tapped in order to do the [[#TAS Spit|TAS spit,]] but must be let go of immediately for Kirby to not collide with [https://wikirby.com/wiki/King_Dedede Dedede.] For a video explanation of double hits, watch Speedman's guide [https://www.speedrun.com/kdl/guide/zf6nn here.]
 
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! colspan="1" | Damageless Dedede double hit GIF  
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| https://media.discordapp.net/attachments/1106766444508749845/1127310216418037850/Doublehit.gif
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=Inhale Cancelling=
=Inhale Cancelling=
While inhaling, pressing up instead of letting go of B ends the inhale sooner. This doesn't save time but is a useful trick for RNG manipulation as it advances RNG a few times in a short amount of time.
While inhaling, pressing up instead of just letting go of B ends the inhale sooner. This doesn't save time in most cases but is a useful trick for RNG manipulation as it advances RNG a few times in a short amount of time.


=Crouch Cancelling=
=Crouch Cancelling=
When hitting the ground from normal jump height or lower, holding down will cause Kirby to immediately crouch and cancel the normal landing animation. Doing this will prevent the creation of a star sprite upon landing, which can help to reduce lag and can also be useful for RNG manipulation. Additionally, cancelling the landing animation can allow Kirby to perform actions sooner than he otherwise would, such as being able to instantly jump after hitting the ground.
When hitting the ground from the height of a full jump or lower, holding down will cause Kirby to immediately crouch and cancel the normal landing animation. Doing this will prevent the creation of a star sprite upon landing, which can help to reduce lag and can also be useful for RNG manipulation. Additionally, cancelling the landing animation can allow Kirby to perform actions sooner than he otherwise would, such as being able to instantly jump after hitting the ground. The down button should be released as close as possible to the moment Kirby hits the ground so that he can continue moving immediately.


=Lag Reduction & Damage Boosting=  
=Lag Reduction & Damage Boosting=  
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=Animation Locking=
=Animation Locking=
Changing direction before an animation is completely finished will cause the animation to restart from the beginning. This can be an issue because Kirby can't perform certain actions, such as exhaling a projectile, when stuck in an animation. If turning around is necessary after, for instance, inhaling an enemy (without priming a TAS spit), it's best to do so either after the animation is fully complete, or immediately after the inhale so that the animation resets immediately and not after some time has passed. Be aware that the inhale animation lasts about 12 frames than it visually appears to, so changing direction immediately after the animation appears to end will still restart it.
Changing direction before an animation is completely finished will cause the animation to restart from the beginning. This can be an issue because Kirby can't perform certain actions, such as exhaling a projectile, when stuck in an animation. If turning around is necessary after, for instance, inhaling an enemy (without priming a [[#TAS Spit|TAS spit]]), it's best to do so either after the animation is fully complete, or immediately after the inhale so that the animation resets immediately and not after some time has passed. Be aware that the inhale animation lasts about 12 frames longer than it visually appears to, so changing direction immediately after the animation appears to end will still restart it.


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{| class="mw-collapsible mw-collapsed wikitable"