Difference between revisions of "General"

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Line 9: Line 9:
 
Walk
 
Walk
 
*25
 
*25
Dash
+
Run
 
*35
 
*35
 
Jump
 
Jump
 
*35 (walk)
 
*35 (walk)
*40 (dash)
+
*40 (run)
 
Rolling
 
Rolling
 
*35 (normal)
 
*35 (normal)
Line 26: Line 26:
 
*35
 
*35
  
=Summarize=
+
 
 +
----
 +
Summarize
  
 
*Run and short jump whenever possible.
 
*Run and short jump whenever possible.

Revision as of 16:53, 28 September 2023

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

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 if buffered from the glide.