KSS:Jet: Difference between revisions

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{{DISPLAYTITLE:Jet}}[[Category:KSS_Abilities]]
{{DISPLAYTITLE:Jet}}[[Category:KSS_Abilities]]{{incomplete}}
=Grounded Moves=
 
=Overview=
Jet is one of the most commonly used abilities in KSS speedruns, utilized in almost every sub-game and category.
=Moveset=
==Grounded Moves==
<!--TAPKICK-->
<!--TAPKICK-->
{{KSS:MoveCard
{{KSS:MoveCard
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<br/>
<br/>


=Charge Moves=
==Charge Moves==
<!--CHARGING-->
<!--CHARGING-->
{{KSS:MoveCard
{{KSS:MoveCard
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<br/>
<br/>


=Run Jump Moves=
==Midair Dash Moves==
<!--CHAIN-->
<!--CHAIN-->
{{KSS:MoveCard
{{KSS:MoveCard
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<br/>
<br/>


=Midair Neutral Moves=
==Midair Neutral Moves==
<!--AIRTAP-->
<!--AIRTAP-->
{{KSS:MoveCard
{{KSS:MoveCard
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*test3
*test3
}}
}}
=Advanced Techniques=
==Cancel Charge==
Kirby can store his Jet charge by jumping, sliding, guarding, or climbing up a ladder in the middle of charging Jet.<br>
Capsule J cannot cancel by sliding (he will jump instead).
==Miniboss Quick Kills==
==Redline==
==Redslide==
==Carry Momentum Entering Water==
By activating a tap jet (no dash) in the air while entering water at the same time as hitting a wall, the tap jet's X-speed will be maintained underwater.<br>
Carrying X-speed is frame-perfect.<br>
Y-speed will also be affected if there is wind blowing up in the room (ex. Halfmoon).<br>
Carrying Y-speed has more frame leniency, but is still a tight window.
==Avoid Unblockable Attacks==
While charging Jet, Kirby is immune to attacks such as King Dedede's inhale or Combo Cannon's lasar beam.<br>
This also happens when inhaling without an ability.
=Technical Information=
==Moveset Specifications==
{| class="wikitable" style="text-align: center; "
!Move Name
!Button Action
!Application
!Range
!Power
!Attributes
!Knockback
!Breaks Blocks?
!Goes through...
!Other Notes
|-
|Exhaust Gas
|
|Projectile
|Far
|6
|Sizzle
|Strongest
|Yes
|Enemies
|Appears in various Jet moves
|-
|Store Power
|Hold Y
|
|Self
|
|
|
|
|
|Avoids unblockable attacks
|-
|Save Stored Power
|B / Down + B / L / R (all on ground)
|
|Self
|
|
|
|
|
|
|-
|Jet Kick (weak)
|Press Y (on ground)
|Body
|Close
|14
|None
|Medium
|Yes
|
|Emits exhaust gas
|-
|Jet Kick (strong)
|Hold Y for a moment, then release (on ground)<br>Helper only: Dash + Y (on ground)
|Body
|Close
|22
|None
|Strongest
|Yes
|
|Emits exhaust gas
|-
|Jet Heading (weak)
|Press Y (in air)
|Body
|Close
|14
|None
|Strongest
|Yes
|
|Emits exhaust gas
|-
|Jet Heading (strong)
|Hold Y for a moment, then release (in air)<br>or Dash + Y (in air)
|Body
|Close
|22
|None
|Strong
|Yes
|
|Emits exhaust gas<br>Invincible (Helper only)
|-
|Jet Dash
|Hold Y until max charge, then release
|Body
|Close
|30
|None
|Strong
|Yes
|
|Emits exhaust gas<br>Invincible
|-
|Jet Cracker
|Press Y, hit an enemy, or hit a wall while in Jet Dash
|Projectile
|Far
|45
|None
|Strong
|Yes
|Enemy/Wall
|Invincible
|-
|rowspan="2"|Jet Blow
|rowspan="2"|Release Y near enemy + left/right (on ground)
|rowspan="2"|Thrown Enemy
|Thrown
|∞
|rowspan="2"|
|rowspan="2"|
|rowspan="2"|
|rowspan="2"|
|rowspan="2"|Scores twice
|-
|Hit
|60
|-
|rowspan="3"|Diving Rocket
|rowspan="3"|Maximum charge + Release Y near enemy + left/right
|rowspan="2"|Thrown Enemy
|Thrown
|50
|rowspan="2"|
|rowspan="2"|
|rowspan="2"|
|rowspan="3"|
|rowspan="2"|Emits exhaust gas
|-
|Hit
|80
|-
|Body
|Close
|30
|None
|Strong
|Yes
|Can go through walls
|-
|Hover
|B (in air)
|
|Self
|
|
|
|
|
|Resets accumulated Jet power
|-
|rowspan="2"|Ultra-Jet Jump
|rowspan="2"|B (in air with max charge)
|Body
|Close
|200
|None
|Strongest
|No
|
|Invincible<br>Instantly kills mid-bosses<br>Ineffective against bosses
|-
|Explosion
|Far
|26
|None
|Strong
|Yes
|Enemy/Wall
|
|}
==About Charge Value==
When charging jet, the charge value increases by 1 every frame in RAM address 0x36C0.<br>
The initial value of this address is 0, and this value stops increasing when Kirby stops charging. This value will continue to increase while Kirby charges, 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
|}
=Glitches=
==Simultaneous Up+Down Bug==
See [[KSS:Glitches#Simultaneous...]]
==Ladder Cancel==
==Diving Rocket==
===Score Bug===
Defeating an enemy with Diving Rocket will reward double the Score originally intended.
===Collision===
Diving Rocket will ignore wind and water currents during its animation. This will last until you land and bounce backward.<br>
Diving Rocket can also allow Kirby to clip through terrain during autoscrollers (See [[KSS:Glitches#Wallclips]].
=Other Information=
==Diving Rocket Collision==
Diving Rocket has three hit detections: Kirby himself, the enemy he is holding, and the flames behind him.<br>
Kirby's body is the same as Jet Dash, and the flame behind it is the same as when it is charging power.
==Capsule J Air Jump==
Normally, Capsule J cannot jump in the air. However, he can jump in mid-air while he is charging power.
==Dash Jet Kick==
Limited to Capsule J, you can perform a strong Jet Kick by pressing Y while dashing.
==Capsule J Mid-Air Jet (Strong)==
Capsule J has invincibility when using Strong Mid-Air Jet. This also applies if Capsule J bounces off a wall.

Latest revision as of 15:50, 3 October 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

Cancel Charge

Kirby can store his Jet charge by jumping, sliding, guarding, or climbing up a ladder in the middle of charging Jet.
Capsule J cannot cancel by sliding (he will jump instead).

Miniboss Quick Kills

Redline

Redslide

Carry Momentum Entering Water

By activating a tap jet (no dash) in the air while entering water at the same time as hitting a wall, the tap jet's X-speed will be maintained underwater.
Carrying X-speed is frame-perfect.
Y-speed will also be affected if there is wind blowing up in the room (ex. Halfmoon).
Carrying Y-speed has more frame leniency, but is still a tight window.

Avoid Unblockable Attacks

While charging Jet, Kirby is immune to attacks such as King Dedede's inhale or Combo Cannon's lasar beam.
This also happens when inhaling without an ability.

Technical Information

Moveset Specifications

Move Name Button Action Application Range Power Attributes Knockback Breaks Blocks? Goes through... Other Notes
Exhaust Gas Projectile Far 6 Sizzle Strongest Yes Enemies Appears in various Jet moves
Store Power Hold Y Self Avoids unblockable attacks
Save Stored Power B / Down + B / L / R (all on ground) Self
Jet Kick (weak) Press Y (on ground) Body Close 14 None Medium Yes Emits exhaust gas
Jet Kick (strong) Hold Y for a moment, then release (on ground)
Helper only: Dash + Y (on ground)
Body Close 22 None Strongest Yes Emits exhaust gas
Jet Heading (weak) Press Y (in air) Body Close 14 None Strongest Yes Emits exhaust gas
Jet Heading (strong) Hold Y for a moment, then release (in air)
or Dash + Y (in air)
Body Close 22 None Strong Yes Emits exhaust gas
Invincible (Helper only)
Jet Dash Hold Y until max charge, then release Body Close 30 None Strong Yes Emits exhaust gas
Invincible
Jet Cracker Press Y, hit an enemy, or hit a wall while in Jet Dash Projectile Far 45 None Strong Yes Enemy/Wall Invincible
Jet Blow Release Y near enemy + left/right (on ground) Thrown Enemy Thrown Scores twice
Hit 60
Diving Rocket Maximum charge + Release Y near enemy + left/right Thrown Enemy Thrown 50 Emits exhaust gas
Hit 80
Body Close 30 None Strong Yes Can go through walls
Hover B (in air) Self Resets accumulated Jet power
Ultra-Jet Jump B (in air with max charge) Body Close 200 None Strongest No Invincible
Instantly kills mid-bosses
Ineffective against bosses
Explosion Far 26 None Strong Yes Enemy/Wall

About Charge Value

When charging jet, the charge value increases by 1 every frame in RAM address 0x36C0.
The initial value of this address is 0, and this value stops increasing when Kirby stops charging. This value will continue to increase while Kirby charges, 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

Glitches

Simultaneous Up+Down Bug

See KSS:Glitches#Simultaneous...

Ladder Cancel

Diving Rocket

Score Bug

Defeating an enemy with Diving Rocket will reward double the Score originally intended.

Collision

Diving Rocket will ignore wind and water currents during its animation. This will last until you land and bounce backward.
Diving Rocket can also allow Kirby to clip through terrain during autoscrollers (See KSS:Glitches#Wallclips.

Other Information

Diving Rocket Collision

Diving Rocket has three hit detections: Kirby himself, the enemy he is holding, and the flames behind him.
Kirby's body is the same as Jet Dash, and the flame behind it is the same as when it is charging power.

Capsule J Air Jump

Normally, Capsule J cannot jump in the air. However, he can jump in mid-air while he is charging power.

Dash Jet Kick

Limited to Capsule J, you can perform a strong Jet Kick by pressing Y while dashing.

Capsule J Mid-Air Jet (Strong)

Capsule J has invincibility when using Strong Mid-Air Jet. This also applies if Capsule J bounces off a wall.