KA:Mechanics: Difference between revisions

From Kirby Speedrunning Wiki
Jump to navigationJump to search
(Created page with "{{TranslationBox/en|page=KA:Mechanics/ja}} {{DISPLAYTITLE:Movement & Mechanics}} =Walk= When the right/left key is pressed on the ground, it enters a walking state. When in this state, the speed increases by 1 frame 32 on a flat footing to a maximum of 332. =Dash= If the key is pressed in the same direction before the speed reaches zero, the dash state is entered. This state also occurs when landing with a certain amount of speed in the air. When in this state, the spee...")
(No difference)

Revision as of 08:46, 8 August 2023

Languages: English 日本語

Walk

When the right/left key is pressed on the ground, it enters a walking state. When in this state, the speed increases by 1 frame 32 on a flat footing to a maximum of 332.

Dash

If the key is pressed in the same direction before the speed reaches zero, the dash state is entered. This state also occurs when landing with a certain amount of speed in the air. When in this state, the speed increases by 32 per frame on a flat footing, reaching a maximum of 460.

Break

Release the right/left key while the speed is still increasing. When in this state, the speed decreases by 14 per frame on a flat foothold.

Slide

Immediately after launching, the speed is 677, decreasing by 14 per frame until it reaches 201, and the next frame it is 0. If you launch it at the edge of a cliff and key in the direction of travel, the speed at which it jumps into the air is preserved until it lands. Jumping immediately after landing will reduce the decrease in speed.

Jump

Immediately after it is released, the Y-axis speed is 880, and if the A button is held down, it decreases by 32 per frame. If the A button is released during the ascent of the jump, Kirby's movement will stop for one frame and then the Y-axis speed will decrease to 144. After entering a fall, the speed continues to decrease by 32 per frame, reaching a minimum of -640. When Kirby's movement is stopped, the B/Select input is not accepted. One frame when he lands also does not accept B/Select input.

Hover

While the Up key is being input, the Y-axis speed increases by 80 per frame to a maximum of 333. While no input is being made, the Y-axis speed decreases by 20 per frame to a minimum of -256. The horizontal movement speed increases by 22 per frame to a maximum of 192. While no input is made, it decreases by 9 per frame.

Mix

Occurs when two or more enemies that can acquire copy ability are swallowed at the same time. A copy ability roulette starts, and any copy ability can be acquired by aiming. The starting position of the roulette depends on the copy ability of the last enemy swallowed. The order of the roulette is as follows: after UFO, it returns to Fire.

  1. Fire
  2. Spark
  3. Cutter
  4. Sword
  5. Burning
  6. Laser
  7. Mike
  8. Wheel
  9. Hammer
  10. Parasol
  11. Sleep
  12. Needle
  13. Ice
  14. Freeze
  15. Hi-jump
  16. Beam
  17. Stone
  18. Ball
  19. Tornado
  20. Clash
  21. Light
  22. Backdrop
  23. Throw
  24. U.F.O.

For example, if you swallowed two Waddledoo, the roulette would start with Stone, since Stone is next to Beam. If you hold down A/B and swallow, you can be sure to get the Stone out. If the roulette is left alone, it stops at the 7th copy ability. The seventh copy ability from the beam is slow, so if left unattended, it will certainly slow.

The grace time is 4 frames for each of the first rounds, and it slows down a little in the second round. The copy ability icons are mixed with icons that don't actually appear, making them difficult to spot. Basically, you have to aim at the right timing.

U.F.O.

The length of time you press A/B changes the technique that is produced. With no processing lag, beams are emitted in frames 1-8, lasers in frames 9-33, star bullets in frames 34-64, and piercing bullets in frames 65 or longer. When a beam is emitted, the movement stops for one frame, and for lasers and above, the movement stops for two frames. When changing direction, the movement stops for one frame. While charging, the change of direction becomes 2 frames earlier, and the movement does not stop. If you want to reduce the time to the limit, you must reduce unnecessary movements and unnecessary shooting. Also, A/B/Select input is not accepted for two frames after changing direction and for one frame when switching between stationary and moving states. The number of frames mentioned above increases when a processing delay occurs.

Movement Speed

The speed of movement per frame, where 256 is one pixel.

X-axis

  • Walk: 332
  • Walk (uphill): 160/208
  • Walk (downhill): 400/480
  • Dash: 460
  • Dash (uphill): 320/352
  • Dash (downhill): 608/704
  • Hover: 192
  • Ball: 460
  • Slide: 677 (average: 395)
  • Hi-jump: 512
  • U.F.O.: 640
  • U.F.O. (diagonal movement): 512
  • U.F.O. (uphill): 453/640
  • U.F.O. (uphill diagonal movement): 362/512
  • Burning: 1024 (average: 635)
  • Tornado: 1024 (average: 750)
  • Wheel: 1024

Y-axis

  • Hover: 333
  • Hi-jump 1024
  • U.F.O.: 512
  • U.F.O. (diagonal movement): 256
  • Fall: -640
  • Hover fall: -256
  • Parasol fall: -128
  • Stone fall: -1024
  • Ball fall: -1280

Power

  • Air bullet: 2
  • Parasol (hold): 2
  • Beam: 3
  • Laser: 3
  • Ice: 4
  • Cutter: 4
  • Wheel: 4
  • Sword: 5
  • Burning: 5
  • Fire: 5
  • Tornado: 6
  • Parasol (attack): 6
  • Freeze: 6
  • Stone: 8
  • Spark: 8
  • Needle: 8
  • Hi-jump: 8
  • Star bullet: 10
  • Backdrop: 10
  • Hammer: 10
  • Mike: 10
  • Ball: 16
  • Throw: 18
  • Penetrating bullet: 25
  • Clash: 29
  • Star rod (shooting): 1
  • Star rod (star): 10
  • Star rod (rod): 2