KSS:Jet: Difference between revisions
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{{DISPLAYTITLE:Jet}}[[Category:KSS_Abilities]] | {{DISPLAYTITLE:Jet}}[[Category:KSS_Abilities]]{{incomplete}} | ||
=Overview= | =Overview= | ||
Jet is one of the most commonly used abilities in KSS speedruns, utilized in almost every sub-game and category. | Jet is one of the most commonly used abilities in KSS speedruns, utilized in almost every sub-game and category. | ||
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==Redslide== | ==Redslide== | ||
==Carry Momentum | ==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> | 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> | Carrying X-speed is frame-perfect.<br> | ||
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==Moveset Specifications== | ==Moveset Specifications== | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center; " | ||
!Move Name | |||
!Button Action | |||
!Application | |||
!Range | |||
!Power | |||
!Attributes | |||
!Knockback | |||
!Breaks Blocks? | |||
!Goes through... | |||
!Other Notes | |||
|- | |- | ||
|Exhaust Gas | |Exhaust Gas | ||
| | | | ||
| | |Projectile | ||
|Far | |Far | ||
|6 | |6 | ||
Line 188: | Line 189: | ||
| | | | ||
| | | | ||
| | |Avoids unblockable attacks | ||
|- | |- | ||
|Save Stored Power | |Save Stored Power | ||
Line 203: | Line 204: | ||
|Jet Kick (weak) | |Jet Kick (weak) | ||
|Press Y (on ground) | |Press Y (on ground) | ||
| | |Body | ||
|Close | |Close | ||
|14 | |14 | ||
Line 214: | Line 215: | ||
|Jet Kick (strong) | |Jet Kick (strong) | ||
|Hold Y for a moment, then release (on ground)<br>Helper only: Dash + Y (on ground) | |Hold Y for a moment, then release (on ground)<br>Helper only: Dash + Y (on ground) | ||
| | |Body | ||
|Close | |Close | ||
|22 | |22 | ||
Line 225: | Line 226: | ||
|Jet Heading (weak) | |Jet Heading (weak) | ||
|Press Y (in air) | |Press Y (in air) | ||
| | |Body | ||
|Close | |Close | ||
|14 | |14 | ||
Line 236: | Line 237: | ||
|Jet Heading (strong) | |Jet Heading (strong) | ||
|Hold Y for a moment, then release (in air)<br>or Dash + Y (in air) | |Hold Y for a moment, then release (in air)<br>or Dash + Y (in air) | ||
| | |Body | ||
|Close | |Close | ||
|22 | |22 | ||
Line 247: | Line 248: | ||
|Jet Dash | |Jet Dash | ||
|Hold Y until max charge, then release | |Hold Y until max charge, then release | ||
| | |Body | ||
|Close | |Close | ||
|30 | |30 | ||
Line 258: | Line 259: | ||
|Jet Cracker | |Jet Cracker | ||
|Press Y, hit an enemy, or hit a wall while in Jet Dash | |Press Y, hit an enemy, or hit a wall while in Jet Dash | ||
| | |Projectile | ||
|Far | |Far | ||
|45 | |45 | ||
Line 269: | Line 270: | ||
|rowspan="2"|Jet Blow | |rowspan="2"|Jet Blow | ||
|rowspan="2"|Release Y near enemy + left/right (on ground) | |rowspan="2"|Release Y near enemy + left/right (on ground) | ||
|rowspan="2"| | |rowspan="2"|Thrown Enemy | ||
| | |Thrown | ||
|∞ | |∞ | ||
|rowspan="2"| | |rowspan="2"| | ||
Line 278: | Line 279: | ||
|rowspan="2"|Scores twice | |rowspan="2"|Scores twice | ||
|- | |- | ||
| | |Hit | ||
|60 | |60 | ||
|- | |- | ||
|rowspan="3"|Diving Rocket | |rowspan="3"|Diving Rocket | ||
|rowspan="3"|Maximum charge + Release Y near enemy + left/right | |rowspan="3"|Maximum charge + Release Y near enemy + left/right | ||
|rowspan="2"| | |rowspan="2"|Thrown Enemy | ||
| | |Thrown | ||
|50 | |50 | ||
|rowspan="2"| | |rowspan="2"| | ||
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|rowspan="2"|Emits exhaust gas | |rowspan="2"|Emits exhaust gas | ||
|- | |- | ||
| | |Hit | ||
|80 | |80 | ||
|- | |- | ||
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| | | | ||
| | | | ||
| | |Resets accumulated Jet power | ||
|- | |- | ||
|rowspan="2"|Ultra-Jet Jump | |rowspan="2"|Ultra-Jet Jump | ||
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| | | | ||
|Invincible<br>Instantly kills mid-bosses<br>Ineffective against bosses | |Invincible<br>Instantly kills mid-bosses<br>Ineffective against bosses | ||
|- | |||
|Explosion | |Explosion | ||
|Far | |Far | ||
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==About Charge Value== | ==About Charge Value== | ||
When charging jet, the charge value increases by 1 every frame in RAM address | 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> | 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> | Below is a table that shows what RAM value corresponds to the Jet charge state.<br> | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
!Charge State | |||
!RAM Value | |||
|- | |- | ||
|No charge | |No charge | ||
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==Ladder Cancel== | ==Ladder Cancel== | ||
== | ==Diving Rocket== | ||
===Score Bug=== | ===Score Bug=== | ||
Defeating an enemy with | Defeating an enemy with Diving Rocket will reward double the Score originally intended. | ||
===Collision=== | ===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= | =Other Information= |
Latest revision as of 15:50, 3 October 2023
|
This article is incomplete. |
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 |
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Jet Kick Hold Y, release before full charge |
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Charge Moves
Charging Hold Y |
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Full Jet Charge Hold Y until full charge and release |
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Jet Cracker Hold Y until full charge and release, Repress Y during jet dash |
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Jet Suplex Hold Y until full charge and release while holding Up/Forward/Down when close to enemy |
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Midair Dash Moves
jet Press Y after running and jumping |
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Midair Neutral Moves
jet Tap Y in Midair Neutral state |
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jet Hold Y and release before full charge in Midair Neutral state |
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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.