- 1 Moving Your Kong
- 2 Damage Boosting
- 3 Fast Doors
- 4 Goal Swapping
- 5 Invisible Barrel
- 6 Moon Walk
- 7 Rattly Double Jump
- 8 Rambi Double Jump
- 9 Squitter Instant Platforms
- 10 Team Throw Super Jumps aka DaBigBoi
- 11 Team Up Goal
- 12 Team Up Jump
- 13 Wrong Warp
- 14 Alternate Grips
Moving Your Kong
- The speed and acceleration you have when running is the same as when jumping/flying. Rolling is the fastest way of moving.
- Exception: rolling is the same as running if you start a roll from null speed, or walking speed.
- If you start a roll while running, your kong will get stuck and stop his motion at the end of it. Jumping before the end of rolls prevents this.
- It is good to do short jumps if the only reason you jumped was this. That way, you spend less time in the air and can begin another roll faster.
- Your kong won't stop his motion if you hit at least one enemy during the roll. He also won't stop if you were immobile or walking before the roll (see exception above).
- Rolling through an enemy will extend the length of the roll, and increase your speed. The more enemies, the better!
- Dixie is slower than Diddy in every aspect, though they almost have the same rolling speed.
- You can buffer movement by either pressing Y to roll or B to jump before you touch the ground.
- Buffered rolls have more downwards momentum than non-buffered rolls. Knowing this is crucial when performing many different strats (example: rolling over gaps).
Damage Boosting is an important part of speedrunning DKC2 as it allows you to skip various sections of many different levels.
Kong Damage Boost
Whenever you have two Kongs out and one of them is hit, the next Kong will instantly jump no matter what once you gain control. We can utilize this jump to skip sections in many levels.
Animal Damage Boost
Similar to the Kong Damage Boost, we can also utilize damage from animals to either skip sections or go faster through other parts of the game. The main difference between Animal Damage Boosting and Kong Damage Boosting is that once your animal has taken damage, it is up to the player to time the jump by pressing B. The animal will not instantly jump without any inputs once the player has regained control. This can be challenging for new players as timing the damage boost jumps in Web Woods can be difficult. It is also worth noting that the timing to jump for some animals is more lenient than others. For example, Damage Boost jumping with Rattly is much easier than Squitter as the timing window to press B after receiving damage with Squitter is much tighter than with Rattly.
This trick works on the principle that transitions will only work when you are holding the direction on the dpad. Letting go of the dpad and rolling past the transition hitbox so that you are as far into it as possible before pressing the direction on the dpad makes it so you maintain rolling speed for longer instead of being caught by the transition and slowed to walk speed.
By running towards a goal and pressing the select button as you run onto it, you can beat the level and start the next level with the opposite Kong. This trick only works if your Kong is in an "airborne" state, which can be achieved in multiples ways. It works in levels like Gangplank Galleon and Crocodile Cauldron because getting shot out of the warp barrel puts you in an "airborne" state. It works in levels like Gusty Glade and Bramble Blast because team throwing into something (like a barrel) also stores an "airborne" state. Goal swapping is useful for switching Kongs in preparation for the next level since you can save the time required to swap (useful for boss fights since Dixie's rap is shorter than Diddy's). In some levels in Gangplank Galleon and Crocodile Cauldron, it is also useful because you don't need to perform an extra jump to hit the target. Reference:
- Gangplank Galleon
- Crocodile Cauldron
- Glimmer's Galleon
- Bramble Blast
- Hornet Hole
- Target Terror
- Gusty Glade
The invisible barrel in DKC2 might be one of the most important glitches in the game, allowing you to skip entire levels in seconds. The idea behind the glitch is that by holding an item that no longer exists, we are able to corrupt memory. On a more technical level, every object that is loaded into memory is stored at some address. However, by obtaining an invisible barrel, that object that we once held (beetle, DK barrel) is unloaded, but we are able to still carry it in Diddy/Dixie's hands. By loading a new object at that same memory address and throwing the invisible barrel, we are able to corrupt the value of memory at that address, resulting in a huge array of glitches, including moving objects/enemies, changing a barrel's exit point allowing you to Wrong Warp, to even breaking a real SNES console as seen in Castle Crush.
Diddy Clashing: The hardest method of clashing and obtaining the invisible barrel. Diddy clashing requires precise timing and the timing window is much smaller compared to Dixie's clash. To do Diddy's clash, jump onto a beetle and hold it (holding Y). Go to another beetle and face away from it such that it is walking closer to Diddy's tail. Now for the hardest part of the trick, you must release Y and press and hold it quickly again right when the beetle is close to the beginning of Diddy's tail. If you are successful, then Diddy will "hop up" and the other beetle will have taken damage. All thats required at this point is to run into the beetle that you have clashed with, and the invisible barrel is yours. If you attempt this method for clashing and Diddy throws the beetle, then you were too fast on releasing and re-pressing Y. If Diddy gets hurt during this clash, then you were too slow. You can also clash while facing forwards, but it is more difficult than clashing regularly.
Dixie Clashing: A much easier and recommended method of clashing for new players. The timing window for releasing and re-holding Y is much more lenient compared to Diddy's method. To do Dixie's clash, jump onto a beetle and grab it (holding Y). Go to another beetle and face towards it. Once the beetle is "somewhat" close to you, release Y and re-press and hold it. If successful, Dixie will hop backwards, and the other beetle will fall down. All that's left is to run into the beetle and the invisible barrel is yours.
Another way to obtain the Invisible Barrel is by Klobber Busting. Klobber Busting is typically used with some sort of object (a chest, cannonball) and a Klobber. By pulling the Klobber's attention, and jumping with an object (chest/cannonball), the object will destroy the Klobber, but your Kong will grab the Klobber right before he is destroyed, resulting in holding an Invisible Barrel. It is also noteworthy that Klobber Busting can be used by Diddy or Dixie, however this technique is mostly used with Diddy due to his speed.
Klobber Grabbing aka "The Jumproll"
In this method of obtaining an invisible object, you throw a barrel at a Klobber then grab the Klobber the same frame the barrel destroys the Klobber. Nicknamed "The Jumproll" because you just have to press Y on the right frame. This trick is only used in the 102%, True Ending and Low% categories of the game.
In many circumstances, we want to be able to control the timing of when enemies are loaded due to timing purposes. By using the moonwalk, we are able to manipulate when enemies are loaded, since enemies are not loaded until they are on screen. There are two techniques of accomplishing this as seen in the above video: ducking for moonwalk and duckless. By ducking and holding down right (in respect to the video), the camera shifts more towards the right side of the level, delaying the load the of bees on the vines. We can also accomplish the same thing by taping right to force the camera to quickly focus right and then hold left (duckless method). Without this technique, we would either have to lose a Kong jumping over the bees or wait a full cycle for the bees to drop down.
Rattly Double Jump
Rattly's Double Jump allows Rattly to be much more mobile and faster than he normally is. However, the techniques used for his double jump require high execution and frame precise inputs. The basic idea you want to understand with the double jump is getting rattly to charge while jumping, doing so allows you jump again. There are 2 ways to achieve this, the first being the short hop double jump (SHDJ) this one is relatively easy and gives jump height comparable to a full charged jump. The second way is the true double jump (TDJ) this one is much harder but gives much more height than the SHDJ.
Short Hop Double Jump
The SHDJ requires that you hold A then tap B. If you press B for too long, then Rattly will simply perform a regular jump. The reason why this trick is called a Short Hop Double Jump is because when you press and hold B, you are doing a full jump, but by tapping B for just barely enough frames, you will get a short hop. Doing this correctly will make rattly charge while jumping. The next step is to release A and jump. Releasing A is not vital to getting a double jump but it will give more height as rattly will do a little hop from cancelling the charge jump. Holding B any further results in a bigger jump.
True Double Jump
The TDJ requires that you hold A+B at a certain time before rattly lands from a jump. Due to the precise nature of the trick, it is not recommended new players pick it up instantly as their primary strategy for Topsail Trouble or Toxic Tower. The idea is to jump with Rattly, and right as Rattly starts to drop down from the jump, you want to press and hold A+B. If successful, Rattly will do a charged jump on land, allowing you to input another jump to reach even greater heights! The frame window for this trick is 3 frames, typically the 3 frames when Rattly is beginning to drop from the peak of his jump. If Rattly doesn't perform a unique/awkward jump on land, then there are two things that possibly went wrong:
- You inputted A+B too early: This will result in Rattly charging on land
- You inputted A+B too late: This will result in Rattly doing a normal jump
It is also important to note that to do a TDJ, you don't have to always start off with a full jump. It is possible to TDJ off of any jump of any height, but the input is very very strict!
One easy (easier) way to practice the TDJ timing is to simply start off in Topsail Trouble with Rattly, do a full jump, and press A+B right as Rattly's nose is between the bananas. If successful, then Rattly will perform an awkward hop on land. The standard rules for TDJ still applies: if you input too late, then you will jump on landing. If you input too early, then you will charge on land.
Omega Double Jump
A TDJ that has more height if you hold Y
Rambi Double Jump
When releasing charge with Rambi and jumping, you can double jump, allowing Rambi to reach even greater distances. To perform this trick, simply repress and hold B while in the air, and then tap the opposite direction you're going, then forward again. You will want to continue holding right after you tap left if you want to maximize your distance.
Squitter Instant Platforms
By pressing L and R at the same time, Squitter's platform will instantly form. This is particularly useful for traveling up vertical distances very quickly. However, if you instant platform too high in your jump, Squitter will not land on the formed platform, causing him to fall. With that being said, since there's a sort of "cool-down" with your instant platforms, starting an instant platform too early can be just as dangerous. A safety would be to shortly let go of the D-pad before performing another instant platform. This way, you're waiting out part of the cool-down, and are given a more lenient window for your instant platforms to succeed.
Team Throw Super Jumps aka DaBigBoi
Team Throw Super Jumps allow you to reach areas that normal team throw jumps cannot. They can be used to skip sections of levels or just to reach certain areas faster. The timing for Team Throw Super Jumps are a bit tight, but definitely feasible for new players to learn with practice. To perform one, simply press A to team-up (i.e., Diddy holding Dixie). Next, throw your Kong at an enemy. Now, when your Kong is traveling back to you from hitting the enemy, press and hold B. You will attain a much higher height than you previously would be able to. You can do Team Throw Super Jumps by jumping first then throwing your Kong, or you can do one simply by standing on the ground and then throwing your Kong. This trick can also be performed with either Kong out (Diddy or Dixie doing the throw). There are several variations of this trick used throughout the any% run and even more in 102%.
Team Up Goal
Team up goals require that you press B then 2 frames later press A this causes you to both jump and team up stopping all vertical height allowing you to hit the goal early like a goal swap but keep the current Kong active. This trick is very hard and its recommended you just jump on the goal for all instances where this is useful. This trick is often referred to as a "plink."
Team Up Jump
This trick is identical to the Team Up Goal except that you jump after getting the jump and team up, doing this causes you to do a large jump. This is even harder than the Team Up Goal and is not recommended at all. Not jumping after performing the Plink means you tried to jump too early. Jumping after performing the plink means you tried to jump too late. Keep that in mind when getting the timing for this trick.
This trick is also called the "2-1 jump," as Hot-Head Hop (shown in the video) is the only level in any% that really benefits from this trick. It is also a 1 frame team up into a 2 frame jump. Shoutouts to newpants for revolutionizing the DKC2 game.
By throwing an Invisible Barrel, one can manipulate memory in such a way that the warp barrels don't know where to put the Kongs once launched. This will typically put you back to the stage select screen with the level completed. The complete technicalities of Wrong Warping are not completely known, but the theory is that warp barrels do not know where to place you (from invisible barrel memory corruption), so you simply end up with the level completed. Keep in mind that most wrong warps only work in the 1.1 version of the game, as they will softlock you in 1.0
- Pirate Panic
- Mainbrace Mayhem
- Topsail Trouble
- Hot-Head Hop
- Red-Hot Ride
- Slime Climb
- Bramble Scramble
- Mudhole Marsh
- Chain Link Chamber
A detailed tutorial video covering all Any% wrong warps can be found on the Getting Started page.
Certain techniques can be made easier using alternate grips. Optimal times can still be reached without them and no grip is necessarily better than the others, but they're worth at least trying when starting out so that you can pick a style best suited for you. Choose what's most comfortable after some experimentation.
Rattly Double Jumps
There are all kinds of crazy grips used to help with Rattly's double jumps, but here are a couple of the most common ones. Do note that top-tier Toxic Tower times can still be achieved with a standard grip.
- Index Finger on Y
- Middle Finger on B
- Ring Finger on A
Hold the controller with right palm facing down as though you're playing a piano. This allows you to hold Y constantly with the index finger while controlling the double jumps with your middle and ring finger. It can help to sit the back of the controller on a solid surface like your knee.
- Side of Index Finger on Y
- Thumb controlling A and B
Reach your index finger around in a hook shape to hold the Y button with the side/back of the index finger while keeping the thumb in its standard position. It is uncomfortable at first but it allows the thumb to work in a natural position while always having Y held down. Do note that you don't need to worry about pressing X by accident if you are transformed into the snake, but if you are riding the snake you may dismount by accident.
Using the claw grip mentioned above can aid with swimming. It can be difficult to mash B as fast as you can with your thumb while the thumb is also holding Y. With this grip Y is always held by the index finger, and you can still mash with your thumb at max speed.
Alternatively you can release Y and only mash B when traveling vertically (Y doesn't affect vertical speed while mashing), but you will tend to lose speed when transitioning back to horizontal movement.
Similar to swimming, you can use the claw grip as Squawks as well. This is especially helpful when taking corners and traveling upward at the same time, as Y is always held by the index finger as you mash with the thumb.
The tricky part here is that the index finger now has to control Squawks' projectiles. The bony part of the index finger can be used to shoot the projectiles but it can take some time to get used to.
Misc Frame Savers
There are a few other cases where using the index finger on Y or X can save frames:
Goalpost Jumps - In Target Terror and Rickety Race, you want to jump on the goalpost as soon as the area loads (or in Rickety Race's case, as soon as you swap kongs). If you aren't holding Y, a hop won't have the distance required to jump on the goal. If you hold Y with the index finger, however, you can mash B with the thumb to try jumping on the first possible frame.
Similarly, this can be useful in Red Hot Ride. After the transition, you are on a balloon off screen and it can be hard to tell when you have control again. Hold Y with the index finger and mash B to jump off the balloon ASAP.
PCP Dismounts - In Parrot Chute Panic, it can be easier to dismount the bird ASAP if you press X with the index finger as you continue to hold Y with the thumb.