K64:Mechanics: Difference between revisions

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{{DISPLAYTITLE:Movement and Tech}}
{{DISPLAYTITLE:Movement and Tech}}
 
''Note: this page was adapted from swordsmankirby's guide. Some strats may be outdated.''
== Single Fire ==
== Single Fire ==


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== Sliding ==
== Sliding ==
https://cdn.discordapp.com/attachments/1106766444508749845/1141600461179342940/929263bd-a27b-4caf-835b-0aeb2ba8f414.gif
Perhaps the simplest thing you can do is to slide into loading zones. It saves probably something like a tenth of a second, but there are so many places to do so that it truly adds up.
Perhaps the simplest thing you can do is to slide into loading zones. It saves probably something like a tenth of a second, but there are so many places to do so that it truly adds up.
https://cdn.discordapp.com/attachments/1106766444508749845/1141600461556813824/b6a04874-3538-4a9b-82cf-e6039523eeff.gif


Ledges are another place you can slide. In this comparison, the slide saved about three frames. In most instances, it's fastest to do what I call a "neutral slide," where you let go of the D-pad while sliding. When Kirby is in the air at a speed faster than his walking/running speed, he decelerates slower when there is no directional input. However, if the ledge is really high up, it's counterproductive to slide since Kirby will decelerate down to his walking speed, even if he was running prior to the slide. Sometimes, puffing after a slide is useful, like when you need to preserve some of your height after sliding or if there's an enemy directly in your way. Note that puffing needs to be done as early as possible in the slide animation, otherwise it won't save any time.
Ledges are another place you can slide. In this comparison, the slide saved about three frames. In most instances, it's fastest to do what I call a "neutral slide," where you let go of the D-pad while sliding. When Kirby is in the air at a speed faster than his walking/running speed, he decelerates slower when there is no directional input. However, if the ledge is really high up, it's counterproductive to slide since Kirby will decelerate down to his walking speed, even if he was running prior to the slide. Sometimes, puffing after a slide is useful, like when you need to preserve some of your height after sliding or if there's an enemy directly in your way. Note that puffing needs to be done as early as possible in the slide animation, otherwise it won't save any time.


In the same way that the float animation preserves some of the fire's speed, one can slide and then start floating. This is useful in some places where a slide and puff don't cover enough horizontal distance, as shown in the above examples.
https://cdn.discordapp.com/attachments/1106766444508749845/1141600460348858510/0f18ccb7-fc2a-4eba-a375-7789aa129b40.gif
 
In the same way that the float animation preserves some of the fire's speed, one can slide and then start floating. This is useful in some places where a slide and puff don't cover enough horizontal distance, as shown in the above example.


== Headbutting ==
== Headbutting ==
https://cdn.discordapp.com/attachments/1106766444508749845/1141600810183172147/90ff1895-2443-414d-ad52-e261a3afa44b.gif
While not exactly something that increases normal movement speed, headbutting is useful for maintaining running speed in the midst of enemy attacks. If you jump up into something and your vertical speed is high enough (i.e. not near the peak of your jump), the object you bump into will break or freeze in place. Because of weird hitboxes, this can even be done on objects already on the ground, but this isn't recommended for real-time speedrunning.
While not exactly something that increases normal movement speed, headbutting is useful for maintaining running speed in the midst of enemy attacks. If you jump up into something and your vertical speed is high enough (i.e. not near the peak of your jump), the object you bump into will break or freeze in place. Because of weird hitboxes, this can even be done on objects already on the ground, but this isn't recommended for real-time speedrunning.