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 Some strats may be outdated.''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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https://cdn.discordapp.com/attachments/1106766444508749845/1141600460348858510/0f18ccb7-fc2a-4eba-a375-7789aa129b40.gif
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 examples.
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.