KNiDL:Mechanics: Difference between revisions

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(Added speed details.)
 
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==Jumping==
==Jumping==
Your speed is barely faster while in air compared to just running on the floor. The difference is extremly minimal unlike Kirby & the Amazing Mirror.
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. The only real disadvantage is that you need to restart your dash once touching the floor, but generally you want to slide off edges as much as possible with most abilities.
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==
Ok I thought someone told me this was faster for RTA but now after recording this gif I have my doubts...
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
#Trying to jump while turning around around as normal Kirby (? Fact check)
#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)

sliding_off.gif

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.

downswim.gif

Eaten Inputs

There's two Primary ways your inputs will get eaten in Knidl.

  1. Trying to do anything during hitlag
  2. 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