Difference between revisions of "Web Woods"

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}}
 
}}
 
Difficulty:  
 
Difficulty:  
*Baby: 6/10
+
*Safe: 6/10
*Safe: 8/10
+
*Intermediate: 8/10
 
*Optimal: 12/10
 
*Optimal: 12/10
 
==Any%==
 
==Any%==
===Baby===
+
===Safe===
 
{{#ev:youtube|KNL_K86pCjA|560||http://www.youtube.com/watch?v=KNL_K86pCjA}}
 
{{#ev:youtube|KNL_K86pCjA|560||http://www.youtube.com/watch?v=KNL_K86pCjA}}
 
'''Notes'''
 
'''Notes'''
*Do not be fooled, the baby route is still hard. It does however use a lot of extra platforms, and avoids all the damage boosts.
+
*Do not be fooled, the safe route is still hard. It does however use a lot of extra platforms, and avoids all the damage boosts.
*[http://dkcspeedruns.com/index.php?title=Tricks#Squitter_Instant_Platforms Instant Platforms] will need to be practiced before you can be consistent at this stage, no matter the route.
+
*[[DKC2 Tricks#Squitter_Instant_Platforms | Instant Platforms]] will need to be practiced before you can be consistent at this stage, no matter the route.
 
**Getting the proper feel for good platforms takes a while. The main mistake is usually making it too late, which is typically an instant death.
 
**Getting the proper feel for good platforms takes a while. The main mistake is usually making it too late, which is typically an instant death.
  
  
===Safe===
+
===Intermediate===
{{#ev:youtube|fX4tZC5EWVU|560||https://www.youtube.com/watch?v=fX4tZC5EWVU}}
+
{{#ev:youtube|F3k8ZkcBsTs|560||https://www.youtube.com/watch?v=F3k8ZkcBsTs}}
 
'''Notes'''
 
'''Notes'''
 +
*There's a cooldown between creating instant platforms with Squitter. To optimally work around this cooldown, briefly let go of the Dpad when creating consecutive instant platforms. Note that the final 2 instant platforms of the level don't have a cooldown, so not letting go of the Dpad is viable in that instance. The final instant platform at Up in 3 after midway also has no cooldown.
 
*Before the Squitter section, use the bottom path and roll through the rats. The purple flower before the TNT Klobber is a good cue for where to roughly jump from.
 
*Before the Squitter section, use the bottom path and roll through the rats. The purple flower before the TNT Klobber is a good cue for where to roughly jump from.
*The two [http://dkcspeedruns.com/index.php?title=Tricks#Animal_Damage_Boost Squitter damage boosts] will require practice before you can tackle this route.
+
*The two [[DKC2 Tricks#Animal_Damage_Boost | Squitter damage boosts]] will require practice before you can tackle this route.
 
**A good visual cue for this would be the damage star sprite: jump as soon as it disappears (note that cues of the sort are different from what platform you play the game on, and other input lag variables).
 
**A good visual cue for this would be the damage star sprite: jump as soon as it disappears (note that cues of the sort are different from what platform you play the game on, and other input lag variables).
 
*At 1:13, the banana coin on the screen is a good point of reference to know how close your web is to the platform.
 
*At 1:13, the banana coin on the screen is a good point of reference to know how close your web is to the platform.
 
+
*[https://youtu.be/R-X1Zy5Km_k Alternative safe eagle pit strat]
 +
*[https://youtu.be/0K8ph5muT6E Another alternative that avoids repressing Y]
  
 
===Optimal===
 
===Optimal===
{{#ev:youtube|zczKVDAGMFc|560||https://www.youtube.com/watch?v=zczKVDAGMFc}}
+
{{#ev:youtube|PJ-DK-fYLow|560||https://www.youtube.com/watch?v=PJ-DK-fYLow}}
 
'''Additions'''
 
'''Additions'''
*At 0:09, take the corners as tight as you can so that you get optimal speed rolling through the rats.
+
*At 0:05, perform the Djeez Delight. Make sure your roll is buffered and initiated fairly far away from the rat. Repress Y the moment you see Diddy in his walking animation. Note that a slow roll means that you initiated your re-roll too late (Saves ~.35).
 +
*At 0:11, take the corners as tight as you can so that you get optimal speed rolling through the rats.
 
**Always repress Y before the rats on the lowest section. If you get the optimal roll nothing will be affected, but if you get the slow one, you will avoid dying by restarting a new roll.
 
**Always repress Y before the rats on the lowest section. If you get the optimal roll nothing will be affected, but if you get the slow one, you will avoid dying by restarting a new roll.
*At 0:40, reach the platform in 2 webs after the damage boost. If you've taken the damage boost near the eye of the top bee or further, it is not too difficult (Saves ~.3s).
+
*At 0:44, reach the platform in 2 webs after the damage boost. If you took the damage boost at the top of the bee, it's not too difficult (Saves ~.3s).
*At 0:57 is Eagle Jump: only use 3 webs to cross the chasm. There is no real trick to be successful here, other than practicing the inputs. You need to be confident in your ability to know where the last web will auto-create to be optimal.
+
*At 0:58 is the Eagle Pit: only use 3 webs to cross the chasm. You need to be confident in your ability to know where the last web will auto-create to be optimal. Check the guide below for visual cues and tips.
 
**You can also manually create the last web. It is safer, but an extra input is needed.
 
**You can also manually create the last web. It is safer, but an extra input is needed.
*At 1:09 is Leap of Faith: jump before your platform is created. Once again, you can time an auto-platform or manually input the web formation.
+
*At 1:10 is Leap of Faith: jump before your platform is created. Once again, you can time an auto-platform or manually input the web formation.
 
 
 
 
  
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:600px">
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:600px">
'''MORE STRATS'''
+
'''Eagle Jump Detailed Guide with Visual Cues'''
<div class="mw-collapsible-content">{{#ev:youtube|aRnBasKk4kI|560||https://www.youtube.com/watch?v=aRnBasKk4kI}}
+
<div class="mw-collapsible-content">
*First strat is easy if you buffer the first roll very hard. Repress Y after the DK barrel (Saves ~.3s).
+
[[File:WWVulturePit.png]]<br>
**Failing to get full speed for the 2nd roll will still make you just as quick as the safe route.
 
*TAS Up-In-2 is a different method of doing the first damage boost section, if you struggle with the other one. It is roughly the same speed if you don't stop to take your shots.
 
 
</div>
 
</div>
 
</div>
 
</div>
 
 
 
==102%==
 
{{#ev:youtube|dFJXbZ3f61o|560||http://www.youtube.com/watch?v=dFJXbZ3f61o}}
 
 
  
 
[[Category:Gloomy Gulch]]
 
[[Category:Gloomy Gulch]]
 
[[Category:Level]]
 
[[Category:Level]]

Revision as of 22:39, 23 May 2019

Level Details
Game Donkey Kong Country 2
World name Gloomy Gulch
Level name Web Woods
Previous level Parrot Chute Panic
Next level Kreepy Krow

Difficulty:

  • Safe: 6/10
  • Intermediate: 8/10
  • Optimal: 12/10

Any%

Safe

Notes

  • Do not be fooled, the safe route is still hard. It does however use a lot of extra platforms, and avoids all the damage boosts.
  • Instant Platforms will need to be practiced before you can be consistent at this stage, no matter the route.
    • Getting the proper feel for good platforms takes a while. The main mistake is usually making it too late, which is typically an instant death.


Intermediate

Notes

  • There's a cooldown between creating instant platforms with Squitter. To optimally work around this cooldown, briefly let go of the Dpad when creating consecutive instant platforms. Note that the final 2 instant platforms of the level don't have a cooldown, so not letting go of the Dpad is viable in that instance. The final instant platform at Up in 3 after midway also has no cooldown.
  • Before the Squitter section, use the bottom path and roll through the rats. The purple flower before the TNT Klobber is a good cue for where to roughly jump from.
  • The two Squitter damage boosts will require practice before you can tackle this route.
    • A good visual cue for this would be the damage star sprite: jump as soon as it disappears (note that cues of the sort are different from what platform you play the game on, and other input lag variables).
  • At 1:13, the banana coin on the screen is a good point of reference to know how close your web is to the platform.
  • Alternative safe eagle pit strat
  • Another alternative that avoids repressing Y

Optimal

Additions

  • At 0:05, perform the Djeez Delight. Make sure your roll is buffered and initiated fairly far away from the rat. Repress Y the moment you see Diddy in his walking animation. Note that a slow roll means that you initiated your re-roll too late (Saves ~.35).
  • At 0:11, take the corners as tight as you can so that you get optimal speed rolling through the rats.
    • Always repress Y before the rats on the lowest section. If you get the optimal roll nothing will be affected, but if you get the slow one, you will avoid dying by restarting a new roll.
  • At 0:44, reach the platform in 2 webs after the damage boost. If you took the damage boost at the top of the bee, it's not too difficult (Saves ~.3s).
  • At 0:58 is the Eagle Pit: only use 3 webs to cross the chasm. You need to be confident in your ability to know where the last web will auto-create to be optimal. Check the guide below for visual cues and tips.
    • You can also manually create the last web. It is safer, but an extra input is needed.
  • At 1:10 is Leap of Faith: jump before your platform is created. Once again, you can time an auto-platform or manually input the web formation.

Eagle Jump Detailed Guide with Visual Cues

WWVulturePit.png