Difference between revisions of "DKL Tricks & Movement"

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==Basic Speed==
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===Basic Speed===
 
Both characters have essentially identical stats in terms of their basic movement and collision properties. The main differences between the Kongs is how they hold barrels, and DK's ability to stomp Krusha and Army. For this latter reason, and because DK starts in front, and because swapping or taking damage costs a lot of time, Diddy is ideally never used during the run and the entire game is played by DK. Therefore DK will be referenced as the main character throughout this page, however note that almost everything applies to Diddy as well.
 
Both characters have essentially identical stats in terms of their basic movement and collision properties. The main differences between the Kongs is how they hold barrels, and DK's ability to stomp Krusha and Army. For this latter reason, and because DK starts in front, and because swapping or taking damage costs a lot of time, Diddy is ideally never used during the run and the entire game is played by DK. Therefore DK will be referenced as the main character throughout this page, however note that almost everything applies to Diddy as well.
  
==Speed Values==
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===Speed Values===
Walk - 86
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*Walk - 86
Run - 144
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*Run - 144
Walk Jump - 86
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*Walk Jump - 86
Run Jump - 106
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*Run Jump - 106
Slow Roll - 106 (+30)
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*Slow Roll - 106 (+30)
Fast Roll - 144 (+0)
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*Fast Roll - 144 (+0)
Bounce - 144
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*Bounce - 144
Carry Barrel - 124
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*Carry Barrel - 124
Typical movement priority is:
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*Typical movement priority is:
 
Run = Bounce > Roll > Carry Barrel > Jump > Slow Roll > Walk Jump = Walk
 
Run = Bounce > Roll > Carry Barrel > Jump > Slow Roll > Walk Jump = Walk
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 +
===Run Speed Persistence (RSP)===
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After rolling you gain a "buff" which will hereby be referred to as Run Speed Persistence (RSP). While RSP is active, you can release B and continue running for 20 frames. Actions taken during this time will behave as if you are running, meaning rolls and jumps will be full speed. The 20 frame timer begins to count down when RSP is activated, that is, when the B button is released during a run. Releasing B while standing still does not activate RSP and it can be maintained while walking. Starting a new roll refreshes it. After "burning your slow roll" to gain RSP at the start of a level, it's usually easy to maintain for the rest of the level.
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===Uppercut===
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Since bouncing is the same horizontal speed as running, it is advantageous to use bounce chains across enemies whenever possible, especially when traversing ascending or descending platforms in order to avoid jumping. DK's collision is quite generous and many enemies can be bounced by running into them and jumping immediately before contact, hitting them on the way up. This is easiest with Kritter, Hogwash, Krusha (DK only) and Army (DK only). It is possible but difficult with Gnawty and Necky, and even more difficult with Slippa and Klaptrap.
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===Landing Sequence===
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When landing from a normal jump onto a regular platform, DK goes through a brief "landing" animation where he is grounded and able to jump again, but has not yet regained running speed. This landing sequence has some funny behavior which is worth discussing. It is possible to buffer rolls slightly before and during the landing animation, but these rolls will always be slow rolls regardless of whether RSP is active or not. Then there is 1 frame where roll inputs always get eaten. The next frame is the first frame where DK is condsidered grounded, making it the frame that DK can get a full speed roll even if RSP isn't active. Following that, DK will be considered grounded and will be able to regain running speed. DK also goes through the landing animation after running off a platform, since this fall is considered to be a jump rather than an "air-run" as it is in other Donkey Kong games. DK cannot be damaged by enemies while landing - jumping while inside them grants consistent uppercuts.

Revision as of 16:28, 5 November 2023

Basic Speed

Both characters have essentially identical stats in terms of their basic movement and collision properties. The main differences between the Kongs is how they hold barrels, and DK's ability to stomp Krusha and Army. For this latter reason, and because DK starts in front, and because swapping or taking damage costs a lot of time, Diddy is ideally never used during the run and the entire game is played by DK. Therefore DK will be referenced as the main character throughout this page, however note that almost everything applies to Diddy as well.

Speed Values

  • Walk - 86
  • Run - 144
  • Walk Jump - 86
  • Run Jump - 106
  • Slow Roll - 106 (+30)
  • Fast Roll - 144 (+0)
  • Bounce - 144
  • Carry Barrel - 124
  • Typical movement priority is:

Run = Bounce > Roll > Carry Barrel > Jump > Slow Roll > Walk Jump = Walk

Run Speed Persistence (RSP)

After rolling you gain a "buff" which will hereby be referred to as Run Speed Persistence (RSP). While RSP is active, you can release B and continue running for 20 frames. Actions taken during this time will behave as if you are running, meaning rolls and jumps will be full speed. The 20 frame timer begins to count down when RSP is activated, that is, when the B button is released during a run. Releasing B while standing still does not activate RSP and it can be maintained while walking. Starting a new roll refreshes it. After "burning your slow roll" to gain RSP at the start of a level, it's usually easy to maintain for the rest of the level.

Uppercut

Since bouncing is the same horizontal speed as running, it is advantageous to use bounce chains across enemies whenever possible, especially when traversing ascending or descending platforms in order to avoid jumping. DK's collision is quite generous and many enemies can be bounced by running into them and jumping immediately before contact, hitting them on the way up. This is easiest with Kritter, Hogwash, Krusha (DK only) and Army (DK only). It is possible but difficult with Gnawty and Necky, and even more difficult with Slippa and Klaptrap.

Landing Sequence

When landing from a normal jump onto a regular platform, DK goes through a brief "landing" animation where he is grounded and able to jump again, but has not yet regained running speed. This landing sequence has some funny behavior which is worth discussing. It is possible to buffer rolls slightly before and during the landing animation, but these rolls will always be slow rolls regardless of whether RSP is active or not. Then there is 1 frame where roll inputs always get eaten. The next frame is the first frame where DK is condsidered grounded, making it the frame that DK can get a full speed roll even if RSP isn't active. Following that, DK will be considered grounded and will be able to regain running speed. DK also goes through the landing animation after running off a platform, since this fall is considered to be a jump rather than an "air-run" as it is in other Donkey Kong games. DK cannot be damaged by enemies while landing - jumping while inside them grants consistent uppercuts.