![]() ![]() By desyncing the kongs, you can move the camera such that she gets stuck in a wall, causing her to "zip" to the top of it. Zipping: While throwing Dixie, she can't leave the camera boundaries.By itself, this doesn't do much, but it allows. Kong Throw Desync: When throwing Dixie, hitting an enemy/barrel will cause Kiddy to start moving again.This can be taken advantage of in water and flying levels by releasing Y for a frame to snap to an intermediate speed a few frames faster than it would normally be reached. Velocity Snapping: The kongs' horizonal speed will snap to their target speed when sufficiently close.This can be further used to do a 2-1 jump in midair, but I didn't find any places to save time doing this. If you press B on a specific frame while doing that, you can jump in midair. Barrel Drop Jump: By jumping on a specific frame while setting down a barrel, you can set it down in midair.As is evident from watching the comparison video or looking at the stage breakdown, it saves a *lot* of time. ![]() This TAS is done using J 1.0 instead of U. Emulator: Bizhawk 2.2.2 using bsnes core. ![]()
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