KNiDL:Mechanics: Difference between revisions
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==Jumping== | ==Jumping== | ||
Your speed is barely faster while in air compared to just running on the floor. | Your speed is barely faster while in air compared to just running on the floor. (460 subpixels per a frame for running, 478 for jumping) | ||
==Sliding off edges== | ==Sliding off edges== | ||
By pressing Down+A (or Down+B), Kirby will preform a slide. Sliding speed starts off fast and gradually slows down. By sliding near an edge, you can cancel the slide meaning you get a speed boost from the beginning of the slide while skipping the slower part of the slide. | By pressing Down+A (or Down+B), Kirby will preform a slide. Sliding speed starts off fast and gradually slows down. By sliding near an edge, you can cancel the slide meaning you get a speed boost from the beginning of the slide while skipping the slower part of the slide. Generally you want to slide off edges as much as possible unless your ability allows you to move even faster. (Sliding starts with 768 subpixels speed and lasts for 10 frames, goes down to 512 next frame then starts decaying by 16 per a frame until 96 subpixels speed) | ||
https://cdn.discordapp.com/attachments/1112474167669964851/1112499629435662357/sliding_off.gif | https://cdn.discordapp.com/attachments/1112474167669964851/1112499629435662357/sliding_off.gif | ||
==Holding down while swimming== | ==Holding down while swimming== | ||
Kirby starts swimming upward when you hear swimming sound while holding just up (or tap A). His vertical speed becomes 312 subpixels. If you are holding up while ascending, speed decays by 8 but A button input won't be polled until speed becomes 224 or less. Holding down allows A input to work regardless of your speed. Downside is speed decay becomes doubled so you have to mash fast to make it faster. | |||
https://cdn.discordapp.com/attachments/1112474167669964851/1112596304560914553/downswim.gif | https://cdn.discordapp.com/attachments/1112474167669964851/1112596304560914553/downswim.gif | ||
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#Trying to do anything during hitlag | #Trying to do anything during hitlag | ||
# | #The frame you start to skid (pressing backward while running) will eat any A, B, or Select input | ||
=Goal Games= | =Goal Games= | ||
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{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
!Frame | ! Frame | ||
!Cloud | !Cloud | ||
!Frames lost | !Frames lost | ||
|- | |- | ||
|0 | |0 | ||
|style="text-align: left;"|7 (Climb) | | style="text-align: left;" |7 (Climb) | ||
|108 | |108 | ||
|- | |- | ||
|1 | |1 | ||
|style="text-align: left;"|7 (Fast) | | style="text-align: left;" |7 (Fast) | ||
|0 | |0 | ||
|- | |- | ||
|2 | | 2 | ||
|style="text-align: left;"|7 (Mid) | | style="text-align: left;" |7 (Mid) | ||
|11 | |11 | ||
|- | |- | ||
|3 | |3 | ||
|style="text-align: left;"|7 (Slow) | | style="text-align: left;" |7 (Slow) | ||
|22 | | 22 | ||
|- | |- | ||
|4 | |4 | ||
|style="text-align: left;"|6 (Climb) | | style="text-align: left;" |6 (Climb) | ||
|96 | |96 | ||
|- | |- | ||
|5 | | 5 | ||
|style="text-align: left;"|6 (Fast) | | style="text-align: left;" |6 (Fast) | ||
|15 | |15 | ||
|- | |- | ||
|6 | | 6 | ||
|style="text-align: left;"|6 (Mid) | | style="text-align: left;" |6 (Mid) | ||
|39 | | 39 | ||
|- | |- | ||
|7 | |7 | ||
|style="text-align: left;"|6 (Slow) | | style="text-align: left;" |6 (Slow) | ||
|42 | | 42 | ||
|} | |} |
Latest revision as of 02:51, 7 July 2023
Movement
Jumping
Your speed is barely faster while in air compared to just running on the floor. (460 subpixels per a frame for running, 478 for jumping)
Sliding off edges
By pressing Down+A (or Down+B), Kirby will preform a slide. Sliding speed starts off fast and gradually slows down. By sliding near an edge, you can cancel the slide meaning you get a speed boost from the beginning of the slide while skipping the slower part of the slide. Generally you want to slide off edges as much as possible unless your ability allows you to move even faster. (Sliding starts with 768 subpixels speed and lasts for 10 frames, goes down to 512 next frame then starts decaying by 16 per a frame until 96 subpixels speed)
Holding down while swimming
Kirby starts swimming upward when you hear swimming sound while holding just up (or tap A). His vertical speed becomes 312 subpixels. If you are holding up while ascending, speed decays by 8 but A button input won't be polled until speed becomes 224 or less. Holding down allows A input to work regardless of your speed. Downside is speed decay becomes doubled so you have to mash fast to make it faster.
Eaten Inputs
There's two Primary ways your inputs will get eaten in Knidl.
- Trying to do anything during hitlag
- The frame you start to skid (pressing backward while running) will eat any A, B, or Select input
Goal Games
Knidl's goal game is simple: Press A or B the moment Kirby touches the cloud. Optimally you want to jump on the earliest possible frame, but you have 3 frames to get a standing 7 which is still good. The 4th frame will be a climbing 6, which is a long animation. Since you can use both A or B for the goal game, a common strategy is to slide your finger across A and B. This way you essentially have two chances on hitting the earliest possible frame.
Below is a table with information on how much time you lose depending on how late you jump off the cloud.
Frame | Cloud | Frames lost |
---|---|---|
0 | 7 (Climb) | 108 |
1 | 7 (Fast) | 0 |
2 | 7 (Mid) | 11 |
3 | 7 (Slow) | 22 |
4 | 6 (Climb) | 96 |
5 | 6 (Fast) | 15 |
6 | 6 (Mid) | 39 |
7 | 6 (Slow) | 42 |