KDL2:Mechanics and Tech

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Revision as of 01:08, 2 November 2023 by Rioyner (talk | contribs)
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 This page will be for explaining and showing this games mechanics and other useful tricks and techniques as a whole.

Goal games

 If you are familiar with some other Kirby games goal games, you might be happy to hear that KDL2 has probably the best and easiest goal games in the series. This game has 100% consistency in their goal games and the ability to get HP from them with complete ease. If you need health, you have a few options. You can either time it for whatever you need or you have the option to sacrifice a little more time in exchange for a completely consistent way of getting health!

Fastest possible goal game

If you don't need health and just want to complete the goal game quickly and efficiently, all you need to do is hold down the A button and you will buffer the absolute earliest and fastest goal game possible. That's it, completely free.

Goal game if just holding A  
goal_game_A_held.gif

Timing the goal game for HP

Like goal games in most Kirby games, you can time them to receive rewards like 1ups, stars, and most importantly, Pep Brews and Maximum Tomatoes. It is slower than just holding down the A button, but its still better than dying if you are in need of health.

Timing the goal game for HP  
goal_game_timed_A_press.gif

The main bad thing about timing the goal game is the potential chance of getting a ledge grab, which wastes a little less than 2 seconds more.

Goal game ledge grab  
goal_game_timed_A_press_ledge_grab.gif

Using the special goal game for HP

The special goal game is a little secret thing the developers put in for... whatever reason. When the goal game starts, if you are holding down the A button and press Up, then Down, then Up again (you can mash up and down back and forth instead if you want) you will get a special goal game! While this goal game is quite slow, it will guarantee that you can get to full HP at the end of each level and is great for new runners!

The special goal game  
goal_game_up_down_up_down.gif

Door entrances

 Kirby, Kirby floating, Coo, Kine, and Rick all enter doors at differing speeds.

Method Frames Seconds
Kirby 54 0.904
Rick 69 1.155
Kine 69 1.155
Coo 71 1.189
Kirby floating 78 1.306

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 5-5 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