KatAM:Abilities: Difference between revisions

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==General==
==General==


====Hitlag====
=== Hitlag ===
Abilities such as Burning, Smash, Parasol, Tornado, Fighter, and most importantly, Wheel, experience hitlag when moving through enemies. Hitlag can be reduced by dodging and avoiding enemies, deactivating your ability right before hitting an enemy, or even adjusting your initial position when starting your ability in some cases. In cases like Smash, using your ability as close to the floor as possible to cancel it early also helps. Each hit causes you to pause 3 frames, with up to 2-4 hits per enemy on average. This means for every enemy you hit with these abilities, you lose a bit of time.
Abilities such as Burning, Parasol, Tornado, Fighter, Sword, Smash, Stone, Hammer, and most importantly, Wheel, experience hitlag when moving through enemies. Hitlag can be mitigated by reducing the amount of contact with enemies, most often simply making sure to dodge them. Each hit causes you to pause 3 frames, with up to 2-4 hits per enemy on average. This means for every enemy you hit with these abilities, you lose a bit of time, and that adds up quickly over the course of an entire run.
 
<youtube>mIw_2ny3qOk</youtube>
 
In the case of abilities like Smash, starting your attack close to the ground will ensure your attack will get cancelled once you land, avoid extra contact. Attacking early and letting only the end of your attack connect also works.
 
For abilities like Wheel or Burning, changing the position where you start your ability affects the amount of hits you deal to an enemy. For example, moving before activating wheel in a room could deal 4 hits to a certain enemy, while standing still before activating wheel would only deal 2 hits to that same enemy.


===Speed Summary===
=== Speed Summary===
''("Speed" meaning moving from point A to point B under ideal circumstances, not the actual max speed value.)''
''("Speed" meaning moving from point A to point B under ideal circumstances, not the actual max speed value.)''


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#Normal
#Normal


Abilities in order of ascending speed:  
Abilities in order of ascending speed:


#Missile
#Missile
#UFO
#UFO
#Cupid
#Cupid
# Normal
#Normal


Abilities in order of descending speed:
Abilities in order of descending speed:


#Stone/Smash
#Stone/Smash
#Sword/Smash
# Sword/Smash
#Fighter
# Fighter
#Missile
#Missile
# Normal
#Normal


==Wheel==
==Wheel==
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When you activate wheel, you will briefly be sent backwards. One way to mitigate this is by activating Wheel on the ground and not in the air, since the ground has more friction. You can also stop your recoil using a wall placed behind yourself.
When you activate wheel, you will briefly be sent backwards. One way to mitigate this is by activating Wheel on the ground and not in the air, since the ground has more friction. You can also stop your recoil using a wall placed behind yourself.


====Wheel Jump====
====Wheel Jump ====
If you jump right before activating Wheel, you will perform a Wheel Jump. Unlike a normal jump while using Wheel, a Wheel Jump gives you the full height of a normal jump while still activating Wheel.
If you jump right before activating Wheel, you will perform a Wheel Jump. Unlike a normal jump while using Wheel, a Wheel Jump gives you the full height of a normal jump while still activating Wheel.


====Invincibility ====
====Invincibility====
Wheel is invincible unless you are activating the ability or turning. Therefore when fighting bosses, only turn when outside of their hitbox.
Wheel is invincible unless you are activating the ability or turning. Therefore when fighting bosses, only turn when outside of their hitbox.


====Turning Around====
==== Turning Around====
If you need to deactivate Wheel and go the opposite direction, make sure to deactivate Wheel while turning around to cancel the turning around animation and instantly start moving the opposite way. This also helps preventing you from skidding on the ground.
If you need to deactivate Wheel and go the opposite direction, make sure to deactivate Wheel while turning around to cancel the turning around animation and instantly start moving the opposite way. This also helps preventing you from skidding on the ground.


==Missile==
====Ceiling Clip====
You can wheel into a ceiling to remain longer in the air. Although precise, it can be used to dodge enemies or reach further geometry without reactivating wheel. This is easier to perform when jumping into a downwards slope.
 
====Hitlag====
If you need to deactivate wheel around an enemy, you can time a wheel cancel right as you hit an enemy in order to only deal 1 hit. This keeps the enemy alive, but that's fine since you can move through it without getting damaged.
 
{| class="mw-collapsible mw-collapsed wikitable"
! colspan="1" |Wheel 1-hit
|-
|[[File:Hitstun.gif|160x106px]]
|}
 
== Missile==


====Directional Speed====
====Directional Speed====
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Missile's major difficulty is in managing its wide drifting. In order to mitigate drift, counter it by holding the opposite direction for several frames. This is especially crucial when making 90° turns, where you need to completely halt your movement before going in a new direction.
Missile's major difficulty is in managing its wide drifting. In order to mitigate drift, counter it by holding the opposite direction for several frames. This is especially crucial when making 90° turns, where you need to completely halt your movement before going in a new direction.


====Recoil & Knockback====
====Recoil & Knockback ====
When activating Missile, Kirby will recoil backwards before he starts moving forward. You can press the opposite direction of your intended direction when activating Missile to reverse this initial recoil and save a little bit of time.
When activating Missile, Kirby will recoil backwards before he starts moving forward. You can hold the opposite direction of your intended direction during Missile's activation sequence to reverse this initial recoil and save a little bit of time.


{| class="mw-collapsible mw-collapsed wikitable"
{| class="mw-collapsible mw-collapsed wikitable"
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|}
|}


The knockback from blowing up with Missile produces significantly more recoil. Before exiting Missile, reverse your direction until you fully start moving the other way, then press A or B and then your original direction to fully launch yourself the right way using the Missile's knockback.
The knockback from blowing up with Missile produces significantly more recoil. Before exiting Missile, reverse your direction until you fully start moving the other way, then press A or B, then your original direction, to fully launch yourself the right way using the Missile's knockback.


{| class="mw-collapsible mw-collapsed wikitable"
{| class="mw-collapsible mw-collapsed wikitable"
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When moving upwards, you can also use this knockback to redirect your Missile exit and launch yourself sideways almost instantly.
When moving upwards, you can also use this knockback to redirect your Missile exit and launch yourself sideways almost instantly.


====Bomb Blocks====
====Bomb Blocks ====
When moving through bomb blocks, tap back for atleast one frame after hitting the bomb block before resuming your main direction. You move at the same speed as the clearing of the barrier blocks, so as long as you don't move diagonally you shouldn't hit anything.
When moving through bomb blocks, tap back for atleast one frame after hitting the bomb block before resuming your main direction. You move at the same speed as the clearing of the barrier blocks, so as long as you don't move diagonally you shouldn't hit anything.


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You will explode on the ceiling if you attempt to drift out of a ceiling clip.
You will explode on the ceiling if you attempt to drift out of a ceiling clip.


====Version Difference====
====Version Difference ====
On the Japanese version compared to the other versions, Missile's direct hit causes 6 damage instead of 2, and for indirect hits 2 damage instead of 1.
On the Japanese version compared to the other versions, Missile's direct hit causes 6 damage instead of 2, and for indirect hits 2 damage instead of 1.


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====Momentum Preservation====
====Momentum Preservation====
If you let go of all directional buttons right before you press A to blow up, you will preserve your horizontal speed. When gliding with Parasol, it applies a flat boost of 308 to your speed, before slowing down significantly after 8 frames. Thus, when you float immediately after a glide with Parasol with your direction buttons released, the amount of momentum preserved is significantly amplified compared to simply jumping. Since gliding applies a flat boost and not a set value, you can stack your momentum preservation indefinitely with every subsequent float. You will start gliding faster if you aren't moving upwards when you puff.
If you let go of all directional buttons right before you press A to blow up, you will preserve your horizontal speed. When gliding with Parasol, you gain a flat boost of 308 to your speed, before slowing down significantly after 8 frames. Thus, when you float immediately after a glide with Parasol with your direction buttons released, the amount of momentum preserved is significantly amplified thanks to Parasol's glide boost. Since gliding applies a flat boost and not a set value, you can stack your momentum preservation indefinitely<ref>This attribute of Parasol means you can actually overflow your speed if you go fast enough [https://tasvideos.org/GameResources/GBA/KirbyAndTheAmazingMirror#ParasolGlitch (Parasol Glitch)]</ref> with every subsequent float. You will start gliding faster if you aren't moving upwards when you puff, although this requires you to tap A very briefly to pull off.


Thus, in order to move quickly with Parasol: jump, glide, let go and float as soon as your glide boosts you, puff as soon as possible while trying not to move too high, then repeat the process without pressing anymore directional buttons. If you do this too slowly, you'll need to repress left or right after a puff to fuel your glide, and if you go too low you need to float for longer.
Thus, in order to move quickly with Parasol: jump, glide, let go and float as soon as your glide boosts you, puff as soon as possible while trying not to move too high, then repeat the process without pressing anymore directional buttons. In practice, this means briefly tapping A, puffing with B, then waiting for your glide to boost you. All these steps take up around the same amount of time in the sequence when broken down. If you do this too slowly or go too low, you'll need to reset the sequence by holding left or right again, and in the latter case hold your float for longer.


{| class="mw-collapsible mw-collapsed wikitable"
{| class="mw-collapsible mw-collapsed wikitable"
! colspan="1" |Parasol movement
! colspan="1" | Parasol movement
|-
|-
|[[File:Parasol movement.gif]]
|[[File:Parasol movement.gif]]
|}
|}


However, this movement is difficult to pull off. A more reliable method is to hold the directional button up until the float every time, and float for longer. The most basic way to move with Parasol is to substitute the float after the glide with an attack instead, or simply float to the ground.
However, this movement is difficult to pull off. A more reliable method is to hold the directional button up until the float each time instead of just the first glide, and float for longer. Aside from that, the most basic way to move with Parasol is to substitute the float after the glide with an attack instead, or simply float fully to the ground.


This momentum can also be preserved with an attack, however you lose speed faster and need to wait for your attack to stop.
This momentum can also be preserved with an attack, however you lose speed faster and need to wait for your attack to stop. It is a viable option if you need to attack through an enemy without a puff. Keep in mind the ground has more friction, so try and attack in the air when doing so.


===Descending===
===Descending===
Parasol has the downside of being hard to descend with. The simplest way to do so is to dive, however you need to control your dives so that you don't accidentally bounce off of any hitboxes. Alternatively, attacking also works.
Parasol has the downside of being hard to descend with. The simplest way to do so is to dive, however you need to control your dives so that you don't accidentally bounce off of any hitboxes. Alternatively, attacking also works.


==UFO==
== UFO==


====Diagonal Movement====
====Diagonal Movement====
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*'''Floor Nudges:''' Similar to Ceiling clips, you can get slightly displaced vertically when moving into a floor from lower than its surface. This is especially true moving into the bottom of upwards slopes.
*'''Floor Nudges:''' Similar to Ceiling clips, you can get slightly displaced vertically when moving into a floor from lower than its surface. This is especially true moving into the bottom of upwards slopes.


==Fighter==
==Fighter ==


====Movement====
==== Movement====
The fastest way to move horizontally is to press B without dashing, and vertically by pressing down B.
The fastest way to move horizontally is to press B without dashing, and vertically by pressing down B.


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If you dive while ducking through a platform, you can dive straight through any other 2-way platforms.
If you dive while ducking through a platform, you can dive straight through any other 2-way platforms.


====Force Blast Combo====
==== Force Blast Combo====
If you briefly hold B during a combo attack after mashing B, you can instantly release a Force Blast after the second or third attack.
If you briefly hold B during a combo attack after mashing B, you can instantly release a Force Blast after the second or third attack.


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Will not slide on ice.
Will not slide on ice.


====Hammer====
====Hammer ====
When using neutral or aerial B, the Hammer appears behind you before going to your front. Therefore, use these attacks backwards whenever speed or multiple hits are needed.
When using neutral or aerial B, the Hammer appears behind you before going to your front. Therefore, use these attacks backwards whenever speed or multiple hits are needed.


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! colspan="1" |Stone mechanics
! colspan="1" |Stone mechanics
|-
|-
|[[File:Stone mechanics.gif]]
|Left: Momentum stone & early deactivation.
Right: No momentum & grounded deactivation.
 
[[File:Stone mechanics.gif]]
|}
|}


==Moveset Data==
==Moveset Data==
All Blade element attacks, plus Master, can cut string platforms. All Fire element attacks, plus Crash, can light fused cannons.
All Blade element attacks, plus Master, can cut string platforms. All Fire element attacks, plus Crash, can light fused cannons. Most attacks can damage bosses as well, except for those that defeat enemies instantly (∞), and ability-less attacks such as slides, puffs, dives, tumbles, and contact damage.
{| class="sortable mw-collapsible"
{| class="sortable mw-collapsible"
!Ability
!Ability
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|-
|-
|Normal
|Normal
|Inhale
|Inhale  
|∞
|∞
|Normal
|Normal
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|Normal
|Normal
|Puff
|Puff
|2
|2
|Normal
|Normal
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|Normal
|Normal
|Tumble
|Tumble
|2
|2
|Normal
|Normal
|
|
|
|
|
|
|
|
|-
|Normal
|Footstool Jump
|2
|Normal
|
|✔
|
|
|
|
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|
|
|
|
|
|-
|Normal
|Candy
|7
|Normal
|✔
|
|
|
|
|
|-
|Normal
|Cannon
|28
|?
|✔
|✔
|✔
|
|✔
|
|
|-
|-
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|Sword
|Sword
|B×3 (“Chopping Sword”)
|B×3 (“Chopping Sword”)
|1<small><span style="color:silver">''(×7)''</span></small>
| 1<small><span style="color:silver">''(×7)''</span></small>
|Blade
|Blade
|✔
|✔
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|Sword
|Sword
|B, after Chopping Sword
|B, after Chopping Sword
|6
| 6
|Blade
|Blade
|✔
|✔
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|Normal
|Normal
|
|
|✔
| ✔
|
|
|
|
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|Cupid
|Cupid
|Fully held B
|Fully held B
|5 + 3 + 3
| 5 + 3 + 3
|Blade
|Blade
|
|
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|Hammer
|Hammer
|B (aerial)
|B (aerial)
|5<small><span style="color:silver">''(×2)''</span></small>
| 5<small><span style="color:silver">''(×2)''</span></small>
|Normal
|Normal
|✔
|✔
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|-
|-
|Parasol
|Parasol
|Hitbox
|Hitbox  
|4
|4
|Normal
|Normal
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|
|
|
|
|✔
|✔  
|-
|-
|Stone
|Stone
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|B
|B
|1<small><span style="color:silver">''(×2)''</span></small>
|1<small><span style="color:silver">''(×2)''</span></small>
|Normal
| Normal
|
|
|✔
|✔
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|-
|-
|Smash
|Smash
|Side B
| Side B
|10<small><span style="color:silver">''(×2)''</span></small>
|10<small><span style="color:silver">''(×2)''</span></small>
|Normal
|Normal
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|✔
|✔
|✔
|✔
|-
|Any
|Candy
|7
|Normal
|✔
|
|
|
|
|
|-
|Any
|Cannon
|28
|?
|✔
|✔
|✔
|
|✔
|
|}<ref>Data referenced from [http://www5e.biglobe.ne.jp/~hosiza/data/113.html Hoshize]</ref>
|}<ref>Data referenced from [http://www5e.biglobe.ne.jp/~hosiza/data/113.html Hoshize]</ref>


<references />
<references />