Difference between revisions of "Arctic Abyss"

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Difficulty: 9/10
 
Difficulty: 9/10
 
==Any%==
 
==Any%==
{{#ev:youtube|0rfQS_WCUzY|560||https://www.youtube.com/watch?v=0rfQS_WCUzY}}
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{{#ev:youtube|tv1Mk48jS_Q|560||https://www.youtube.com/watch?v=tv1Mk48jS_Q}}
 
===Notes===
 
===Notes===
*Most important mechanic here is charge canceling with Enguarde. Do so by pressing the opposite direction during a charge, and then repressing the direction you want to go. This is used whenever you want to start going either up or down, as you normally can't move during a charge. Note that if you are holding Y during the charge cancel, you can start thrusting with the B button.
+
*The most important mechanic here is charge canceling with Enguarde. Do so by pressing the opposite direction during a charge, and then repressing the direction you want to go. This is used whenever you want to start going either up or down, as you normally can't move during a charge.
*Much like [[Glimmer's Galleon]], this level is deceptively hard, as taking corners smoothly is very difficult.
+
*Enguarde's hitbox isn't very intuitive. He can get hit between his thrusts. Charge canceling at the right time is crucial for this reason.
*Enguarde's hitbox is weird. He can get hit between his thrusts. Charge canceling at the right time is crucial in this level because of this.
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*Perform a small jump at the beginning of the stage (Saves ~.3s).
*Perform a small jump at the beginning of the stage (saves ~0.3).
 
 
*At 0:21, there would normally be a Puffer. Despawning him is important, as he would be in your direct path ([https://www.twitch.tv/reflectedsc/v/49167556 Reflected Tutorial]).
 
*At 0:21, there would normally be a Puffer. Despawning him is important, as he would be in your direct path ([https://www.twitch.tv/reflectedsc/v/49167556 Reflected Tutorial]).
**Although where you charge cancel matters for the despawn, your movement around the shaft at 0:18 matters just as much (you don't want to go too low).
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**Although where you charge cancel matters for the despawn, your movement around the shaft at 0:17 matters just as much. You want to stay high.
*Sometimes the charge at 0:22 can pull you down and end early. To prevent this, quickly tap Left at the top of the water before starting your charge to better position yourself.
+
**Note that if you start your charge at 0:13 on the earliest few pixels, the puffer will never despawn. Since this is a very precise mistake to make, it shouldn't be worried about too much, but should be kept in mind.
*The charge cancel at 0:24 matters for getting the most optimal movement at the midway section. The setup shown in the video is charge canceling late, '''swiveling around''' and '''staying low''' at the small shaft, then starting your Enguarde thrust at the end of the shaft (thrusting too high will result in hitting the starfish).
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*At 0:21, this charge would normally be canceled early. To prevent this, briefly tap Left at the top of the water before starting your charge.
*Don't charge cancel too early at 0:37, or you can hit the Lockjaw.
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*At 0:23, this charge cancel matters for getting the most optimal movement during the midway section. There are multiple ways to perform this, but the setup shown in the video is:
*At 0:50, charge when Enguarde is at the top of the falling water so it starts pulling you down with it.
+
**Charge canceling shortly after killing the starfish by quickly pressing left, then letting go of left and holding down until you're in position. Initiating your charge cancel too early will result in hitting the starfish. Too late will result in hitting the wall.
*It is possible to avoid the goal fanfare even underwater. Swim down to trigger the lowering of the water, swim back up to the ledge and then hold Down+Right to quickly crouch-fall to the bottom. Once Dixie touches the ground, simply swim to the target while still holding down.
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**After you've pressed Down long enough and you're in position, hold Up + Left then initiate your lunge.
 
+
*The inputs can be seen as performing a circle-motion on your D-pad, with the Down input being held for a relatively long amount of time.
===References===
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**You can find an alternative setup in Claude's arctic [https://www.youtube.com/watch?v=3DZEBkFTdk4&t=29m58s here].
*Claude's Arctic is [https://www.youtube.com/watch?v=3DZEBkFTdk4&t=29m58s world-renowned].  
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*At 0:46, charge when Enguarde is at the top of the falling water to get pulled down with it.
 +
*It is possible to avoid the goal's fanfare even when underwater. Swim down to trigger the water's decent, swim back up to above the ledge, swap in preparation for Diddy Windy, walk to the edge of the ledge, and then hold Down + Right to slide off the ice while crouching. Once Diddy touches the ground, simply swim to the target while still holding down.
 +
**Note that where you start your final charge matters for this trick. Starting it higher will give you much less time since the water will descent much faster.
  
 
[[Category:K.Rool's Keep]]
 
[[Category:K.Rool's Keep]]
 
[[Category:Level]]
 
[[Category:Level]]

Revision as of 02:08, 15 November 2018

Level Details
Game Donkey Kong Country 2
World name K.Rool's Keep
Level name Arctic Abyss
Previous level Kreepy Krow
Next level Windy Well

Difficulty: 9/10

Any%

Notes

  • The most important mechanic here is charge canceling with Enguarde. Do so by pressing the opposite direction during a charge, and then repressing the direction you want to go. This is used whenever you want to start going either up or down, as you normally can't move during a charge.
  • Enguarde's hitbox isn't very intuitive. He can get hit between his thrusts. Charge canceling at the right time is crucial for this reason.
  • Perform a small jump at the beginning of the stage (Saves ~.3s).
  • At 0:21, there would normally be a Puffer. Despawning him is important, as he would be in your direct path (Reflected Tutorial).
    • Although where you charge cancel matters for the despawn, your movement around the shaft at 0:17 matters just as much. You want to stay high.
    • Note that if you start your charge at 0:13 on the earliest few pixels, the puffer will never despawn. Since this is a very precise mistake to make, it shouldn't be worried about too much, but should be kept in mind.
  • At 0:21, this charge would normally be canceled early. To prevent this, briefly tap Left at the top of the water before starting your charge.
  • At 0:23, this charge cancel matters for getting the most optimal movement during the midway section. There are multiple ways to perform this, but the setup shown in the video is:
    • Charge canceling shortly after killing the starfish by quickly pressing left, then letting go of left and holding down until you're in position. Initiating your charge cancel too early will result in hitting the starfish. Too late will result in hitting the wall.
    • After you've pressed Down long enough and you're in position, hold Up + Left then initiate your lunge.
  • The inputs can be seen as performing a circle-motion on your D-pad, with the Down input being held for a relatively long amount of time.
    • You can find an alternative setup in Claude's arctic here.
  • At 0:46, charge when Enguarde is at the top of the falling water to get pulled down with it.
  • It is possible to avoid the goal's fanfare even when underwater. Swim down to trigger the water's decent, swim back up to above the ledge, swap in preparation for Diddy Windy, walk to the edge of the ledge, and then hold Down + Right to slide off the ice while crouching. Once Diddy touches the ground, simply swim to the target while still holding down.
    • Note that where you start your final charge matters for this trick. Starting it higher will give you much less time since the water will descent much faster.