Difference between revisions of "General"
(Created page with "==Welcome to Land 2== I will do my best to explain properly below. ==Movement== All movement is shared between Diddy and Dixie except for falling speed. Walk *25 Dash *35...") |
(→Movement) |
||
Line 3: | Line 3: | ||
I will do my best to explain properly below. | I will do my best to explain properly below. | ||
− | + | Welcome to Land 2. | |
− | All movement | + | 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 | Walk | ||
Line 25: | Line 29: | ||
Glide | Glide | ||
*35 | *35 | ||
+ | |||
+ | ==To 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 if buffered from the glide. |
Revision as of 16:51, 28 September 2023
Welcome to Land 2
I will do my best to explain properly below.
Welcome to Land 2.
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
Dash
- 35
Jump
- 35 (walk)
- 40 (dash)
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
To 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 if buffered from the glide.