Difference between revisions of "Kreepy Krow"

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(Tag: visualeditor)
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Difficulty:  
 
Difficulty:  
 
*Safe: 2/10
 
*Safe: 2/10
*Optimal: 5/10
+
*Optimal: 7/10
  
 
==Any%==
 
==Any%==
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'''Notes'''
 
'''Notes'''
 
*The 2nd set of ropes can be tough to navigate quickly without getting hit. Find a comfortable way if you struggle doing Riz Ropes.
 
*The 2nd set of ropes can be tough to navigate quickly without getting hit. Find a comfortable way if you struggle doing Riz Ropes.
 
  
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:600px">
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:600px">
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'''Right Right Right'''{{#ev:youtube|UDTorqUiN5I|560||http://www.youtube.com/watch?v=UDTorqUiN5I}}
 
'''Right Right Right'''{{#ev:youtube|UDTorqUiN5I|560||http://www.youtube.com/watch?v=UDTorqUiN5I}}
 
 
  
 
[[Category:Gloomy Gulch]]
 
[[Category:Gloomy Gulch]]
 
[[Category:Level]]
 
[[Category:Level]]

Revision as of 05:42, 26 February 2018

Level Details
Game Donkey Kong Country 2
World name Gloomy Gulch
Level name Ghostly Grove
Previous level Web Woods
Next level Arctic Abyss

Difficulty:

  • Safe: 2/10
  • Optimal: 7/10

Any%

Safe

Notes

  • Every barrel spawn is random, so seconds can be lost on RNG in this fight.
  • The 2nd round is the most important in terms of RNG, since getting the infamous Left spawn is much slower.
  • Standing at the higher platform for the fanfare saves ~2 frames over the lower platform. Save the frames!

Optimal

Left Left Mid

Notes

  • The 2nd set of ropes can be tough to navigate quickly without getting hit. Find a comfortable way if you struggle doing Riz Ropes.

MORE STRATS

  • This method is faster if you can do Kipples ropes well (alternating from left to right every jump), or simply can climb well from the left.
  • The Quick Left spawn methods are a bit risky, but you avoid waiting for the bird after grabbing the barrel.
    • For #1, hesitate a split second before jumping on the bird so you don't lose Diddy.

1st Phase Quick Kill

  • Instead of jumping on the ghost mini-necky into the real one, you can jump directly left to hit the real one. (Saves .05)
  • A good visual cue for this is start your roll jump when you see the ghost mini-necky move his head (before he dives forward).


Left Mid Left


Right Right Right