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Movement

Jumping

The fastest way to travel while powerless is to bunny hop. Your dashing speed on ground is 476, while in air whether you are dashing or not is 504.

Jump preservation

When you jump and then hold A while preforming an action such as inhaling, spitting out a star, or using certain abilities (notably Wheel or Stone), your jump will be fully preserved throughout that action even if you let go of A afterwards. This is what allows you to Wheel Jump with extra height. This property should be kept in mind when inhaling, since letting go of A before inhaling means you can reach the floor faster than if you hold A.

Sliding

When you begin a slide, your speed starts fast, and then slows down after a brief period of time. The first half of the slide is quite fast compared to jumping, so it's often used when you're able to cancel the slide before it slows down. Slides are cancelled if you slide off a ledge, into a 45 degree slope, or if sliding into a wall. Sliding a tile away from an edge is the most common use of sliding and is used wherever possible when you aren't using an ability.

Some locations have a series of 1-tile blocks or columns with 1-tile spaces in between. In such places, you can rapidly time slides to quickly traverse ground., however the timing is quite difficult.

Float Momentum Preservation

If you let go of all directional buttons before you press A to blow up, you will preserve horizontal speed.

Momentum  
 

Float Canceling

Pressing A or holding up will start a float, however pressing B during the blowing up animation before actually floating will make Kirby inhale/use his ability, thus canceling the float. This can be used to gain a little bit more height before using your ability such as wheel.

Float Cancel  

floatcancel.gif

This gap isn't possible to make with a regular wheel jump.

Ceiling Clip

Float Cancel  
 

You can clip slightly into the ceiling, usually by moving into a corner or a slope. This causes you to snap onto the ceiling and travel along it until you move down and unstick from it. The benefits or downsides vary by ability:

  • Wheel can use this to avoid hitlag by clipping over enemies.
  • UFO can use this to gain vertical displacement without having to move diagonally, since UFO will pop out of the ceiling once you move.
  • With Missile, once you ceiling clip, you cannot exit the ceiling without exploding.
  • With no ability, you may accidentally clip underwater, which is dangerous when there are ceiling spikes nearby.

Tumbling

If you slide for more than a tile of distance onto a 45 degree slope, you start tumbling. You can take advantage of this to cancel a slide by jumping out of a tumble, ultimately saving time over simply running. If you tumble off a ledge however, you cannot cancel your tumbling, so be careful not to slide into pits.

Tumbling is slightly faster than jumping in the air, so it's best to jump out of tumble right before you leave a 45 degree slope.

Up to Float

Floating with A requires you to briefly stop your jump in order to inflate. While holding up might not be comfortable due to considerable delay, it is better since it avoids having to interrupt your jump, allowing you to ascend faster. This property also applies to inhale-cancels, allowing you to cancel earlier than with the jump button.

Using up to float isn't necessary for horizontal floating however, where ascension isn't the focus. Instead, using the jump button makes momentum preservation tech easier for horizontal floating.

Swimming

The fastest way to swim upwards is to mash up and A without moving sideways, and use spike damage boosts. For horizontal swimming, tapping or holding up or A works fine.

When swimming out of water (whether horizontally or vertically), you can hold A in order to automatically jump out of the water. This property comes in handy in certain situations, such as Gobbler UFO mix.

Swimming while fat is only slower when trying to ascend, otherwise all other directions are the same speed.

Candy

Candy speeds up your jumping and running speed (though not your walking, sliding, or floating speed). Jumping is still faster than running when candy is active. Sliding is still faster despite not being affected by candy. It does not affect abilities however, so the only speed benefits it offers for abilities are for Parasol, which utilizes passive movement.

For whatever reason the effects of candy are completely cancelled the moment you inhale an enemy, even if you change rooms.

You lose candy upon entering the main hub.

L-warp cancelling

L-warp cancel by briefly tapping L to call a warp star, then waiting for it to vanish. It's a bit slow, but even so it's useful when you need to immediately halt your momentum. Relevant situations can include:

  • Needing to position yourself in a specific spot.
  • Stop sliding on ice.
  • Stop gliding with parasol.

Friction

When on the ground, friction will decrease your speed by 14, while in the air it only drops by 8. This matters for abilities like Wheel and Parasol as well, since Wheel's recoil and deactivation, and Parasol's attack, are both affected by friction.

Mechanics

Double Star

Inhale two or more enemies simultaneously to get a double star.

You can also get a double star with your own dropped ability, however make sure to inhale your ability before an enemy, otherwise it will not work. In addition, if your ability star and an enemy touch when you inhale, it will not give you a double-star.

Mirra behavior

Mirra is sensitive to many actions done within 2 tiles of it. These include floating upwards, sliding, inhaling, bouncing off the ground, as well as using an ability or shooting a star. The most important action Mirra tracks is running, because using your ability out of a sprint will preserve your running state. This means that if you sprint right before using an ability, the moment you approach, Mirra will hide even though you aren't actually running on the ground. So, make sure you aren't running before you activate your ability.

Outside of Mirra's detection range, Mirra will only hide if you shake the room.

In order to defeat Mirra, you can simply shoot a star or use your ability outside of its range. Within range, you can also use Crash, puff, use candy, or bounce directly off of Mirra.

Keep in mind while Mirra reacts to you floating, it does not react to you inflating. So, if you tap A in the air or briefly hold up, you can safely inflate without scaring Mirra, then puff within range.

Enemy Invincibility

Enemies can't damage you if they're taking damage, allowing you to move or dodge through them after hitting them. This means for some bosses, you can attack them even as they move directly through you.

Enemy Invincibility  

 

You can jump through this Sir Kibble due to it being in hitstun.

Soft Resetting

To soft reset, press A, B, Start, and Select simultaneously. This is used to return to the hub world instead of using an L-warp or watching a Kirby dance after a boss, however this comes at the cost of losing your ability.

Number of seconds needed to return to hub:

  • Soft Reset (JP): 3.95
  • Soft Reset (US, EU): 4.87
  • L-warp: 6.14
  • Get chest & L-warp: 7.42
  • Watch Kirby dance: 9.50

(This video shows the earliest that you can soft reset after a boss, that being the moment the mirror shard flag is set.)

Boss Cutscene Audio Cue

The safest point to soft-reset is the moment the boss room starts fading back in. Another method is to eject your ability before you pick up the shard, watching the cutscene, and resetting as soon as you hear your ability get destroyed. This cue lets you reset slightly before the room starts fading back in.

The most precise cue is to use the music as a reference. In order to use this cue however, you must pick up the shard the first possible frame, making use of the shard's short invulnerability period. This isn't always possible.

Keep track of the music once the hub starts fading out. You can time your cue based on the notes, or aim for a short burst of time where the music speeds up briefly.

Ducking through Shotzos

The Shotzo's hitbox only occupies the upper half of the sprite, meaning you can slide under it with a well timed duck.

Shotzo Duck  

cannon.gif

Demo Screen

Waiting on the main menu screen and watching the demo causes a lot of mirror lag during any subsequent speedrun. Therefore, make sure to hard reset before a session.

Shadow Kirby

Shadow Kirby will appear regardless of the number of lives you have in:

  • Rainbow Route
  • Carrot Castle
  • Peppermint Palace

Shadow Kirby will appear depending on the number of lives you have in:

  • In Radish Ruins: if you have 3 lives or more.
  • In Candy Constellation: if you have 3 lives or more.
  • In Mustard Mountain: if you have 2 lives or more.

Thus, you can avoid spawning Shadow Kirby in Radish Ruins or Candy Constellation if you avoid collecting 1-ups.