General
Contents
Welcome to Land 2
Respect the Land. DataFace
I will do my best to explain properly below.
Kong Movement
All movement properties are shared between Diddy and Dixie except for falling speed.
Walk
- 25
Run
- 35
Jump
- 35 (walk)
- 40 (run)
Rolling
- 35 (normal)
- 45 (Defeat 1 enemy)
- 55 (Defeat 2 enemies)
Falling
- 30 (Dixie)
- 35 (Diddy)
Bounce from stepping on an enemy
- 30
Glide
- 35
Summarize
- Run and short jump whenever possible.
- If there is an enemy, it is fastest to defeat it with rolling.
- Otherwise, avoid rolling, as releasing run to start the roll is slower.
- Dixie can use her glide to cancel vertical momentum and take shortcuts.
- Because of this, Diddy is rarely used throughout the run, other than damage boosts.
- Dixie will halt when landing from a glide, unless a roll is buffered out of the glide.
- (rolling state lasts for 42F)
Memory Addresses
0x1F0E: Speed (target)
0x1F10: Speed (fine)
Water Movement
Top speed in water is
- Normal: 20
- Ascent: 26
However, ascent while pressing down will be normal speed.
So in the water, hit A repeatedly as much as possible. Dixie or Diddy will stick to the ceiling and move.
Coaster Movement
Coaster Speed will vary depending on the level.
Target Terror
- Normal: 43
- Climb: 30
- Descent: 47
Rickety Race & Krazy Koaster
- Normal: 50
- Climb: 35
- Descend: 55
In the air, the speed will be the same as the terrain of the jump point.
Therefore, it is better to jump before climbing, and jump at the end of a descent before flattening.
Animal Buddies
Enguarde
Speed
- Normal: 30
- Dash: 35
- Super Dash: 63
Properties
- Dash: 34F Duration
- Super Dash: 37F Charge
- Super Dash: 62F Duration
Rambi
Speed
- Normal: 35
- Jump: 40
- Dash: 35
- Super Dash: 63
Properties
- Dash: 24F Duration
- Super Dash: 51F Charge
- Super Dash: ∞ Duration
Rattly
Speed
- Normal: 25
- Jump: 40
- Super Jump: 40
Properties
- Super Jump: 35F Charge
- Super Jump: ~42F Duration
Squitter
Speed
- Normal: 35
- Jump: 40
Squawks
Speed
- Horizontal: 35
- Vertical:
- Holding Up and pressing B will increase Squawks' vertical momentum by 44 Units (0x1F25)
- Afterwards, this will immediately decelerate at 1 unit per frame
Properties
- Speed is fixed for 19F while Squawks is attacking with eggs.
Lag & Camera
The camera will scroll slower when lag is generated. If the Kongs pass the bottom of the camera, they will lose a life as if it were a pit. Watch out for this in vertical levels such as Parrot Chute Panic, especially.
Other Memory Addresses
Memory Addresses
0x1F0E: Speed (target)
0x1F10: Speed (fine)
1F0F: Wind Speed / Air
- Gusty Glade, Windy Well, etc.
1F30: Invincibility / I Frame Countdown
- When taking damage, this will start at 74 and lower at 1 per 2F
- Freeze and poke this to any value >0 for invincibility
02A4: Miscellaneous Boss Value
- This address is linked to various things related to the bosses, such as:
- King Zing I Frame Countdown (begins at 240, decreases 1 per 2F, ~8 seconds)
- K. Rool's Attack
1F13: "State"
- 0 = Standing
2 = Walking 3 = Running 4 = Roll (-128 = Dead Roll break) 5 = Jump Start, glides can be performed (-122 = Transition Frame 5 -> 6) 6 = Jump End, glides cannot be performed 7 = Landing 9 = Glide - 10 = Rope, still 11 = Rope, climbing 12 = Rope, descending 13 = Rope, turning (-118 = Transition frame between rope states) - 18 = Crouching