Difference between revisions of "Lemguin Lunge"

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*At 0:53, going neutral on the second Lemguin you bounce on helps to avoid death. Bouncing on three is optimal but can require tighter bounces.
 
*At 0:53, going neutral on the second Lemguin you bounce on helps to avoid death. Bouncing on three is optimal but can require tighter bounces.
 
**Note that the video doesn't go neutral at all. This is very tight and isn't completely recommended.
 
**Note that the video doesn't go neutral at all. This is very tight and isn't completely recommended.
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<div class="toccolours mw-collapsible mw-collapsed" style="width:600px">
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'''MORE STRATS'''
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<div class="mw-collapsible-content">{{#ev:youtube|V0BHc6HahzY|560||https://www.youtube.com/watch?v=V0BHc6HahzY}}
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Alternative Ending
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*DKC3 ledges can cause inconsistent rolls due to subpixels. The player will have to react to this during the roll through this last Skidda.
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**(00:00) Slow Ending: If Dixie gets stuck slightly on the wall, it is recommended to jump up the hill with 4 Lemguins. Releasing or wiggling the D-Pad may be necessary. It's better to play it safe.
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**(00:07) Fast Ending: If Dixie quickly rolls off the ledge, it is safe to hold Right. Roll off the next ledge, full hop when Dixie is in front of the shadow in the snowy background, and keep Right held to jump u the hill using 3 Lemguins.
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**(00:16) Safe Ending: Jumping and gliding over the Skidda will align Dixie right above the Lemguins. Keep right held, release the glide if necessary.
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</div>
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</div>
  
 
[[Category:Lemguin Lunge]]
 
[[Category:Lemguin Lunge]]
 
[[Category:K3]]
 
[[Category:K3]]

Revision as of 18:45, 14 June 2022

Level Details
Game Donkey Kong Country 3
World name K3
Level name Lemguin Lunge
Previous level Krack Shot Kroc
Next level Bleak's House

Difficulty:

  • Safe: 5/10
  • Optimal: 7/10

Any%

Safe

Optimal

Notes:

  • Don't get Kiddy in this level as he will cause lag.
  • Hold Y+B at the beginning of the stage to automatically jump. This is faster than starting with a roll, as the same with all ice levels.
  • At 0:16 and 0:48, you risk dying if your movement wasn't solid from the moment the Lemguins spawn off screen (they spawn much earlier than you might think). Match where the video rolls to ensure safety.
  • At 0:38, jumping out of your roll early will allow you to roll through the Lemguin.
  • At 0:53, going neutral on the second Lemguin you bounce on helps to avoid death. Bouncing on three is optimal but can require tighter bounces.
    • Note that the video doesn't go neutral at all. This is very tight and isn't completely recommended.

MORE STRATS

Alternative Ending

  • DKC3 ledges can cause inconsistent rolls due to subpixels. The player will have to react to this during the roll through this last Skidda.
    • (00:00) Slow Ending: If Dixie gets stuck slightly on the wall, it is recommended to jump up the hill with 4 Lemguins. Releasing or wiggling the D-Pad may be necessary. It's better to play it safe.
    • (00:07) Fast Ending: If Dixie quickly rolls off the ledge, it is safe to hold Right. Roll off the next ledge, full hop when Dixie is in front of the shadow in the snowy background, and keep Right held to jump u the hill using 3 Lemguins.
    • (00:16) Safe Ending: Jumping and gliding over the Skidda will align Dixie right above the Lemguins. Keep right held, release the glide if necessary.