Difference between revisions of "Krockhead Klamber"

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(Wrong Warp tutorial)
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{{#ev:youtube|3LfRaBh62qY|560||https://www.youtube.com/watch?v=3LfRaBh62qY}}
 
{{#ev:youtube|3LfRaBh62qY|560||https://www.youtube.com/watch?v=3LfRaBh62qY}}
 
*Can add this to either optimal or safe route at midway.
 
*Can add this to either optimal or safe route at midway.
*It's a 21 frame window. Careful not to kill the guy (means you were too close to him).
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*It's a 25 frame window. Careful not to kill the guy (means you were too close to him).
 
*If you throw from too far left and Dixie doesn't take damage, you can try again by going left to despawn the guy and then coming back.
 
*If you throw from too far left and Dixie doesn't take damage, you can try again by going left to despawn the guy and then coming back.
  

Revision as of 03:15, 14 March 2017

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
  • Wrong Warp: 6/10

Any%

Safe

Notes

  • Try to spend as little time possible holding the reeds.
  • 0:17 From the top of the reed, shortly (but not too shortly) tap the jump button, then buffer a roll. This can be achieved in many different ways though.
  • 0:40 To avoid grabbing the reed after killing the enemy, only do a short jump off the first reed.
  • 0:45 After jumping off the enemy, quickly let go and then immediately repress the D-pad.
  • Rolling on crocodiles is slightly different than on the ground. The crocodiles can easily eat your inputs. To prevent this from happening, it is sometimes recommended to shortly let go of the D-pad right before landing on some crocodiles.

Optimal

Additions

  • At the beginning, jump over the Kutlass instead of killing him.
  • At 0:07, roll over the gap between the platforms. This can be tricky to execute, as if you buffer your roll, you won't make it. (Saves ~.25s).
  • At 0:10, perform the Riz Roll. 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 ~.3s).
  • At 0:28, 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 ~.25s, 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 ~.25s).
  • At 0:45, roll-jump on the croc to skip the one after. This is the tightest croc-roll of the level, so make sure to roll late (Saves ~.3s).

Wrong Warp

  • Can add this to either optimal or safe route at midway.
  • It's a 25 frame window. Careful not to kill the guy (means you were too close to him).
  • If you throw from too far left and Dixie doesn't take damage, you can try again by going left to despawn the guy and then coming back.


MORE STRATS

  • DBJump is 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 ~.2s).
  • Dodging the RPJump is a viable strat if you are inconsistent with it, as it is equally fast.
  • Jumping to the brown croc in a single leap can save very minimal time.