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=== Hitlag === | === Hitlag === | ||
Abilities such as Burning, Parasol, Tornado, Fighter, Sword, Smash, Stone, Hammer, and most importantly, Wheel, experience hitlag when moving through enemies. Hitlag can be mitigated by reducing the amount of contact with enemies, most often simply making sure to dodge them. Each hit causes you to | Abilities such as Burning, Parasol, Tornado, Fighter, Sword, Smash, Stone, Hammer, and most importantly, Wheel, experience hitlag when moving through enemies. Hitlag can be mitigated by reducing the amount of contact with enemies, most often simply making sure to dodge them. Each hit causes you to stop for 3 frames, with 2-4 hits per enemy on average. This means for every enemy you hit with these abilities, you lose a bit of time, and that adds up quickly over the course of an entire run. | ||
<youtube>mIw_2ny3qOk</youtube> | <youtube>mIw_2ny3qOk</youtube> | ||
In the case of abilities like Smash, starting your attack close to the ground will ensure your attack will get cancelled once you land, | In the case of abilities like Smash, starting your attack close to the ground will ensure your attack will get cancelled once you land. Not all enemies will die in one hit however, so you may need to swiftly take advantage of invulnerability in such cases. | ||
For abilities like Wheel or Burning, changing the position where you start your ability affects the amount of hits you deal to an enemy. For example, moving before activating wheel in a room could deal 4 hits to a certain enemy, while standing still before activating wheel would only deal 2 hits to that same enemy. | For abilities like Wheel or Burning, changing the position where you start your ability affects the amount of hits you deal to an enemy. For example, moving before activating wheel in a room could deal 4 hits to a certain enemy, while standing still before activating wheel would only deal 2 hits to that same enemy. | ||
You have a few options before immediately activating your ability when you enter a room with Wheel. Standing or Jumping without moving horizontally are both consistent options that give you the same hitlag position every time. In the case of jumping, since you have less friction in the air when recoiling, it gives you a different hitlag position than if standing. In rare cases sliding can also be used to fix your position. Every room has a different action that best reduces hitlag that you need to memorize if you're looking to reduce as many hits as possible. | |||
=== Speed Summary=== | === Speed Summary=== | ||
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==Wheel== | ==Wheel== | ||
====Recoil==== | ====Wind-up Recoil==== | ||
When you activate wheel, you will briefly be sent backwards. One way to | When you activate wheel, you will briefly be sent backwards. One way to minimize this is by activating Wheel on the ground and not in the air, since the ground has more friction. You can also stop your recoil using a wall placed behind yourself. | ||
You can jump while the wind-up animation is ongoing. This is useful in cases where you need to jump without moving backwards in the air, or when you're jumping off a breakable block. | |||
====Wheel Jump ==== | ====Wheel Jump ==== | ||
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You can wheel into a ceiling to remain longer in the air. Although precise, it can be used to dodge enemies or reach further geometry without reactivating wheel. This is easier to perform when jumping into a downwards slope. | You can wheel into a ceiling to remain longer in the air. Although precise, it can be used to dodge enemies or reach further geometry without reactivating wheel. This is easier to perform when jumping into a downwards slope. | ||
==== | === Riding over 3-tile gaps === | ||
In order to Wheel over 3-tile gaps without bonking, you need to align yourself by pressing up against a wall, then activate Wheel while on the ground. This will set your position perfectly such that you can ride over the gap and not bonk. Make sure not to activate Wheel in the air and not to move horizontally after aligning yourself against a wall. | |||
====Enemy Invulnerability==== | |||
If you need to deactivate wheel around an enemy, you can time a wheel cancel right as you hit an enemy in order to only deal 1 hit. This keeps the enemy alive, but that's fine since you can move through it without getting damaged. | If you need to deactivate wheel around an enemy, you can time a wheel cancel right as you hit an enemy in order to only deal 1 hit. This keeps the enemy alive, but that's fine since you can move through it without getting damaged. | ||
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====Stone==== | ====Stone==== | ||
When using Stone on the ground, you will jump up a tile. This can be used to get onto Stumps from the ground without having to jump first. | |||
Cancelling your ability a few tiles above the floor allows you to reach the floor with your movement unlocked, while avoiding the jump off the floor that occurs if you cancel stone on the ground. | Cancelling your ability a few tiles above the floor allows you to reach the floor with your movement unlocked, while avoiding the jump off the floor that occurs if you cancel stone on the ground. | ||
Moving left or right ensures that Stone preserves your momentum before it drops. On the other hand, releasing both left and right ensures that all your momentum is cancelled and you drop straight down. | |||
{| class="mw-collapsible mw-collapsed wikitable" | {| class="mw-collapsible mw-collapsed wikitable" | ||
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|B | |B | ||
|3 | |3 | ||
|Blade | |||
| | |||
|✔ | |||
| | |||
| | |||
| | |||
| | |||
|- | |||
|Cupid | |||
|Partially held B | |||
| 5 + 3 + 3 | |||
|Blade | |Blade | ||
| | | | ||
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|Cupid | |Cupid | ||
|Fully held B | |Fully held B | ||
| 5 + | |5 + 5 + 3 | ||
|Blade | |Blade | ||
| | | |