KatAM:Abilities: Difference between revisions

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=== Hitlag ===
=== Hitlag ===
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.
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 stop for 3 frames, with 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>
<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.
In the case of abilities like Smash, starting your attack close to the ground will ensure your attack will get cancelled once you land. Not all enemies will die in one hit however, so you may need to swiftly take advantage of invulnerability in such cases.


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.
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.
You have a few options before immediately activating your ability when you enter a room with Wheel. Standing or Jumping without moving horizontally are both consistent options that give you the same hitlag position every time. In the case of jumping, since you have less friction in the air when recoiling, it gives you a different hitlag position than if standing. In rare cases sliding can also be used to fix your position. Every room has a different action that best reduces hitlag that you need to memorize if you're looking to reduce as many hits as possible.


=== Speed Summary===
=== Speed Summary===
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==Wheel==
==Wheel==


====Recoil====
====Wind-up Recoil====
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 minimize 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.
 
You can jump while the wind-up animation is ongoing. This is useful in cases where you need to jump without moving backwards in the air, or when you're jumping off a breakable block.


====Wheel Jump ====
====Wheel Jump ====
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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.
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====
=== Riding over 3-tile gaps ===
In order to Wheel over 3-tile gaps without bonking, you need to align yourself by pressing up against a wall, then activate Wheel while on the ground. This will set your position perfectly such that you can ride over the gap and not bonk. Make sure not to activate Wheel in the air and not to move horizontally after aligning yourself against a wall.
 
====Enemy Invulnerability====
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.
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.


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== UFO==
== UFO==


====Diagonal Movement====
====Movement====
In both air and water, UFO moves just slightly faster than no ability.
 
Unlike Missile, moving diagonally actually decreases your individual directional speed from 512 to 416. As a result, you want to avoid diagonal movement whenever possible. There are a few things you can use to support this:
Unlike Missile, moving diagonally actually decreases your individual directional speed from 512 to 416. As a result, you want to avoid diagonal movement whenever possible. There are a few things you can use to support this:


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*'''Ceiling Clips:''' By clipping into a ceiling, then moving down and getting pushed out, you save a tiny bit of vertical movement.
*'''Ceiling Clips:''' By clipping into a ceiling, then moving down and getting pushed out, you save a tiny bit of vertical movement.
*'''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.
==== Attack Efficiency ====
UFO's most efficient attack varies depending on circumstance. For single bosses with no resistances, beam spray is best. For those with resistance to electricity, small or medium charge shots are best. For multiple targets, targets you can land 2 hits on, or those with resistance to both fire and electricity, full charge is best.


==Fighter ==
==Fighter ==
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====Mega Force Blast====
====Mega Force Blast====
Your Force Blast becomes more powerful if you're on 1 hp.
Your Force Blast becomes more powerful if you're on 1 hp.
== Stone ==
When using Stone on the ground, you will jump up a tile. This can be used to get onto Stumps from the ground without having to jump first.
Cancelling your ability a few tiles above the floor allows you to reach the floor with your movement unlocked, while avoiding the jump off the floor that occurs if you cancel stone on the ground.
Moving left or right ensures that Stone preserves your momentum before it drops. On the other hand, releasing both left and right ensures that all your momentum is cancelled and you drop straight down. In order to fully preserve your horizontal momentum with Stone even while dropping, you need to activate it while dashing on the ground.
{| class="mw-collapsible mw-collapsed wikitable"
! colspan="1" |Stone mechanics
|-
|Left: Momentum stone & early deactivation.
Right: No momentum & grounded deactivation.
[[File:Stone mechanics.gif]]
|}


==Other Abilities==
==Other Abilities==


====Burning====
====Burning====
Unlike Wheel, you are immediately active after a bonk. This lets you gain height, skip the long unwind animation, or instantly entering doors next to walls using bonks.
Unlike Wheel, you are immediately active after a bonk. This lets you gain height, skip a long unwind animation, or instantly enter doors next to walls using bonks.


====Throw====
====Throw====
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====Sword====
====Sword====
Final cutter preserves your momentum, meaning you can Up B off ledges as well as turn around if needed.
Final cutter preserves your horizontal momentum, meaning you can Up B off ledges as well as turn around if needed.


====Fire====
====Fire====
Can be tilted in ''all'' directions, including backwards and diagonal. This is important when aiming at bomb blocks.
Can be tilted in ''all'' directions, including backwards and diagonal. This is important when aiming at bomb blocks or switches.


====Ice====
====Ice====
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====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, aerial, or up B, the Hammer appears behind you before going to your front. Therefore, use these attacks backwards whenever you need to prioritize speed, or land multiple aerial hits.


For bosses, there is a 3-pixel range right next to the boss where the wind up hitbox deals damage. In addition, this sweet spot can be used to set up double-hits using Up B.
For bosses, there is a 3-pixel range right next to the boss where the wind up hitbox deals damage. In addition, this sweet spot can be used to set up double-hits using Up B.
====Stone====
Cancelling your ability a few tiles above the floor allows you to reach the floor with your movement unlocked, while avoiding the jump off the floor that occurs if you cancel stone on the ground.
Holding left or right ensures that Stone preserves your momentum before it drops. On the other hand, releasing both left and right ensures that all your momentum is cancelled and you drop straight down.
{| class="mw-collapsible mw-collapsed wikitable"
! colspan="1" |Stone mechanics
|-
|Left: Momentum stone & early deactivation.
Right: No momentum & grounded deactivation.
[[File:Stone mechanics.gif]]
|}


==Moveset Data==
==Moveset Data==
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|B
|B
|3
|3
|Blade
|
|✔
|
|
|
|
|-
|Cupid
|Partially held B
| 5 + 3 + 3
|Blade
|Blade
|
|
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|Cupid
|Cupid
|Fully held B
|Fully held B
| 5 + 3 + 3
|5 + 5 + 3
|Blade
|Blade
|
|