Difference between revisions of "Krockhead Klamber"

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(removing dbj-unapproved edits)
(fuck y'all)
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| next = [[Rattle Battle]]
 
| next = [[Rattle Battle]]
 
}}
 
}}
Difficulty: 7/10
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Difficulty:
 +
*Safe: 5/10
 +
*Optimal: 8/10
 +
 
 
==Any%==
 
==Any%==
'''Optimal Route:'''{{#ev:youtube|61Mrhxyh4Z4|560||http://www.youtube.com/watch?v=61Mrhxyh4Z4}}
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===Safe==={{#ev:youtube|BiY2wMRZGSs|560||http://www.youtube.com/watch?v=BiY2wMRZGSs}}
Notes:
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'''Notes'''
*There are no tricks in this level; it is all skill and execution
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*Try to spend as little time possible holding the reeds.
*The jump at 0:31 has been nicknamed the RPJump, because RPC is the only American player who is able to consistently land the jump without losing a Kong.
+
*Rolling on crocodiles is slightly different than on the ground. It takes practice to get the proper feel.
'''Safe Route:'''{{#ev:youtube|BiY2wMRZGSs|560||http://www.youtube.com/watch?v=BiY2wMRZGSs}}
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Notes:
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*The safe route skips the jump at 0:31 and 0:47 (referencing Castella's video). These two jumps are arguably the hardest jumps in the level.
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===Optimal==={{#ev:youtube|-K2lK9VKF1A|560||http://www.youtube.com/watch?v=-K2lK9VKF1A}}
*To do the last cartwheel jumps onto the crocodile's nose, you must delay your cartwheel as long as you can, until your almost off of him.
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'''Additions'''
*Essentially, you want to start cartwheeling when Diddy is at crocodile's eyes.
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*At the beginning, jump over the Kutlass instead of killing him.
 +
*At 0:05, roll over the gap between the platforms. This can be tricky to execute, as you need to roll close to the edge (Saves about .25s).
 +
*At 0:26, three things happen:
 +
**First, roll-jump from the croc to skip the one after it. Here again, you want to roll late (around its eyes).
 +
**Second, the quick reed-jump over the bee. You have to be fast and not too low on the reed to avoid damage. The trick has been nicknamed the RPJump, as RPC is the only American player who is able to consistently land the jump without losing a Kong. (Saves about .2s, coupled with the croc roll just before).
 +
**Third, there is another roll-over-gap as soon as you land from the RPJump. Make sure to release Y, to not grab the barrel on the next platform (Saves about .1s).
 +
*At 0:41, jump late from the green croc, so you can reach the brown croc in one jump (Saves minimal time).
 +
*At 0:43, roll-jump on the croc and skip the one after. This is the tightest croc-roll of the level, so make sure you do not begin rolling as soon as you land on him (Saves about .25s).
 +
 
 +
 
 +
<div class="toccolours mw-collapsible mw-collapsed" style="width:600px">
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'''MORE STRATS'''
 +
<div class="mw-collapsible-content">{{#ev:youtube|um1B-0njqPw|560||http://www.youtube.com/watch?v=um1B-0njqPw}}
 +
*The Riz Roll is tricky at first. You need to learn when you can safely jump under the Kaboing, and when you have to jump from the water to avoid the reed and the Flitter (Saves about .25s).
 +
*DBJump is also tricky. In order for the croc to not eat your roll, you must hit him at the tip of his hitbox. Note that rolling too late from the ledge will just have you overshoot the croc completely (Saves about .2s).
 +
*Dodging the RPJump is a viable strat if you are inconsistent with it, as it is equally fast.
 +
</div>
 +
</div>
 +
 
 +
 
 +
 
 
==102%==
 
==102%==
 
{{#ev:youtube|pi_Ei6fSHE8|560||http://www.youtube.com/watch?v=pi_Ei6fSHE8}}
 
{{#ev:youtube|pi_Ei6fSHE8|560||http://www.youtube.com/watch?v=pi_Ei6fSHE8}}

Revision as of 22:37, 11 June 2014

Level Details
Game Donkey Kong Country 2
World name Krem Quay
Level name Krockhead Klamber
Previous level Glimmer's Galleon
Next level Rattle Battle

Difficulty:

  • Safe: 5/10
  • Optimal: 8/10

Any%

===Safe===

Notes

  • Try to spend as little time possible holding the reeds.
  • Rolling on crocodiles is slightly different than on the ground. It takes practice to get the proper feel.


===Optimal===

Additions

  • At the beginning, jump over the Kutlass instead of killing him.
  • At 0:05, roll over the gap between the platforms. This can be tricky to execute, as you need to roll close to the edge (Saves about .25s).
  • At 0:26, three things happen:
    • First, roll-jump from the croc to skip the one after it. Here again, you want to roll late (around its eyes).
    • Second, the quick reed-jump over the bee. You have to be fast and not too low on the reed to avoid damage. The trick has been nicknamed the RPJump, as RPC is the only American player who is able to consistently land the jump without losing a Kong. (Saves about .2s, coupled with the croc roll just before).
    • Third, there is another roll-over-gap as soon as you land from the RPJump. Make sure to release Y, to not grab the barrel on the next platform (Saves about .1s).
  • At 0:41, jump late from the green croc, so you can reach the brown croc in one jump (Saves minimal time).
  • At 0:43, roll-jump on the croc and skip the one after. This is the tightest croc-roll of the level, so make sure you do not begin rolling as soon as you land on him (Saves about .25s).


MORE STRATS

  • The Riz Roll is tricky at first. You need to learn when you can safely jump under the Kaboing, and when you have to jump from the water to avoid the reed and the Flitter (Saves about .25s).
  • DBJump is also tricky. In order for the croc to not eat your roll, you must hit him at the tip of his hitbox. Note that rolling too late from the ledge will just have you overshoot the croc completely (Saves about .2s).
  • Dodging the RPJump is a viable strat if you are inconsistent with it, as it is equally fast.


102%