Cherry Spray

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Movement Guide

Cherry Spray
Required Switch Mustard Switches
Starting Ability Wheel, Missile, N/A
Ending Ability Wheel, Missile, N/A
Segment Type Spray

Beginner Movement

Advanced Movement

Missile Ending

This isn't used in 100%, but it can technically be used if a Missile grab is in higher priority than Wheel. This movement can also be used in category extensions.

Info

The start of this segment doesn't keep your current ability for very long, so using Wheel (11.5 seconds), Missile (13 seconds), or No Ability (15.5 seconds), are all valid options. Since you typically have Missile after hitting the Mustard Switches, and all the other Mustard segments tend to need Wheel, this is pretty much the only remaining segment left that doesn't use Wheel. Thus, Missile is most often used at the start here.

Sword Up-B

If you sprint, then press right and Up-B at the same time just as you reach the edge, the momentum of your sprint will carry you over the ledge and far enough that you cut through the Foley and into the switch. The timing is quite narrow however, as not going far enough means you get hit by the Foley on the way down.

Main Ability

Missile is the optimal ability to use once you get to the volcano proper, however if you're not confident with Missile movement, picking up UFO in the previous room is a good alternative. You lose 3 seconds to Missile with UFO, assuming you do Wheel mix at the end in both routes.

Chip RNG with Missile

As it is, most runners manually react to however the chips end up moving, particularly the ones at the start of the room. You'll have to practice this room yourself to figure out your own preferred way to deal with them. Either way, there's a high chance you end up bonking on a chip or two in this room.

For the last chip in the room, it helps to descend on the left side of the chip, then turn right afterwards so that any actions the chip does go to the left, but the timing window for doing so is not very good and you'll probably just end up bonking.

Wheel mix

Normal Mix Setup   Fast Mix Setup  
Mustard Wheel Mix Setup.gif Fast cherry wheel mix.gif

This is an optional mix. Doing optimal missile movement, then picking up Wheel at the Rainbow Route spot barely loses any time compared to doing the mix. That said, this mix is an automatic mix, so as long as you're confident in the setup you can go for this option.

The key to getting the setup is to stall a certain amount of time before jumping up and inhaling the Sir Kibble and the Laser ball. Do it too early and the Laser Ball will be too far back. Do it too late, and the Laser Ball will be too low. The latter case is easy to back up as long as it doesn't attack, you just need to jump up and wait until it gets back in position.

For advanced runners, there is an accelerated setup where you puff the Sir Kibble into the Laser Ball, and go for a slot 4 mix instead of an automix. Not doing the automix saves 3 seconds, while doing the accelerated setup only saves around 0.2 seconds. Keep in mind that this accelerated setup is deceptively hard not to mess up.

Potential RTA-adaptable TAS mix

Mix Setup with UFO  
TAS cherry wheel mix.gif

In the TAS, you do a mix off of the two bang bangs at the start of the volcano section in order to get Wheel early. With enough practice, you can do this mix manually, however it is very difficult to actually pull off. A slightly easier method is available with UFO which still saves around a second or two.