KDL2:Mechanics and Tech: Difference between revisions

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&emsp;This page will be for explaining and showing this games mechanics and other useful tricks and techniques as a whole.<br/>
&emsp;This page will be for explaining and showing this games mechanics and other useful tricks and techniques as a whole.<br/>
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==Goal Games==
==Goal games==
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==Door Entrances==
==Door entrances==
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==Soft Resetting==
==Soft resetting==
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==Full Jumps vs Non Full Jumps==
==Full jumps vs non full jumps==
&emsp;When you you jump in this game, if you don't do a full jump (holding A all the way through until the start of Kirby's descent) you will freeze in the air for a single frame. This frame is basically never noticeable and hardly matters, but you can technically shave off frames by trying to reduce the amount of times you jump or changing those jumps to full jumps. <br/>
&emsp;When you you jump in this game, if you don't do a full jump (holding A all the way through until the start of Kirby's descent) you will freeze in the air for a single frame. This frame is basically never noticeable and hardly matters, but you can technically shave off frames by trying to reduce the amount of times you jump, changing those jumps to full jumps, or making sure you bonk your head when jumping with something above you. <br/>
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Video example and explanation:<br/>
Video example and explanation:<br/>
<youtube>cY-apkv_1VI</youtube>
<youtube>cY-apkv_1VI</youtube>
==Maintaining Speed (Hill Boosts)==
==Maintaining speed ("Hill Boosts")==
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==Conserving Slope State==
==Conserving slope state==
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==Slope Cancelling (Burning)==
==Slope cancelling (Burning)==
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==Projectile Abilities==
==Projectile abilities==
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==Animal Bag Knockback==
==Animal bag knockback==
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==Stone Tech==
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Revision as of 16:13, 27 October 2023

 This page will be for explaining and showing this games mechanics and other useful tricks and techniques as a whole.

Goal games

Door entrances

Soft resetting

Full jumps vs non full jumps

 When you you jump in this game, if you don't do a full jump (holding A all the way through until the start of Kirby's descent) you will freeze in the air for a single frame. This frame is basically never noticeable and hardly matters, but you can technically shave off frames by trying to reduce the amount of times you jump, changing those jumps to full jumps, or making sure you bonk your head when jumping with something above you.

Video example and explanation:

Maintaining speed ("Hill Boosts")

Conserving slope state

Coo+Cutter in upwards drafts

Moving left vs moving right

 This mechanic is one that you will probably never need to know about, but might be interesting for a few people. When you walk to the left, your speed will get set to the highest value its supposed to be, however for whatever reason, in this game when you walk to the right your speed will fluctuate between two speed values. When walking to the right, your speed will jump to the highest value its supposed to be but for the next frame it will drop a slight amount of speed and it will repeat this process for every single frame you are walking to the right. Because of this, moving to the left will always be faster than moving to the right.
The main applicable places this can be utilized is when you are first actionable when going into the 1-1 door, the world 2 hub when going into 2-1, and the Rainbow drop room in the Best Ending/100% categories.
While being a very small piece to the Coo clip puzzle, it technically makes Coo clips slightly more complicated when trying to make Coo clips consistent.
Video demonstration and explanation:

This does not apply when you are mashing fast enough with either Coo or Kine as their speed will not get a chance to alternate dropping.

Coo mashing

Slope cancelling (Burning)

Projectile abilities

Wind rooms

Coo's hitbox

Enemy spawns offscreen (I.e influenced by your position)

Animal bag knockback

Stone Tech