Topsail Trouble Warpless

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Rattly's True Double Jump

SHDJ= Short Hop Double Jump, Hold "A" and tap "B".

TDJ = True Double Jump, Press "A" and "B" simultaneously in midair, 3-frame window

No TDJ's

  • 0:16; Team Throw diagonally to store a superjump. Hold "B" after taking damage to gain the most height.

Optimal Diddy

  • About 2.5-3s faster than the SHDJ route.
  • There's only one TDJ at the start, just like in Any%, the rest are SHDJ's
  • 0:13 Moonwalk on the right side of the platform to spawn the blue guy later, allowing you to use the right side of the platform for a Team Throw.
  • You can softlock the game hitting the goal this way, just letting you know.

Rattly's True Double Jump

Optimal Dixie

  • With this route it's easily the hardest stage in the early game.
  • Done perfectly, it's about 2s faster than the Diddy route, both due to the route itself and due to not having to break open a DK barrel in Krow's Nest (30ish frames).
  • 0:15 Be vary of the barrel to the left, it'll slow you down tremendously if you get caught in it. After that you'll need to permorm a SHDJ into a TDJ, which is really tight.

Optimal Dixie Alternative

Target Softlock Information

If Dixie hits the target at a pixel precise position of Y = 704, the game will softlock due to the camera scrolling far down on its own. The pixel is much closer to the highest point the target can be hit at from the left side (Y = 698) than it is to its lowest point (Y = 721), so it is safer to hit the target low in order to avoid the softlock.
DKC2 - softlock.PNG

  • Pixel where hitting the target results in a softlock.