Difference between revisions of "Kirby's Return to Dream Land/Ability Info"
From SDA Knowledge Base
(→Fire: Info on the Burn move.) |
(→Fire: Added Fireball Roll info, and edited info on slower-timed Burns.) |
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* Duration | * Duration | ||
** Successive first-frame aerial Burns are 63 frames apart. That's 63/9 = 7.0 frames/block. | ** Successive first-frame aerial Burns are 63 frames apart. That's 63/9 = 7.0 frames/block. | ||
− | ** Slower timing, say 67 frames on average, gets 67/9 = 7.4 frames/block. | + | ** Slower timing, say 67 frames on average, gets somewhere between 7.0 and 67/9 = 7.4 frames/block. Kirby is still traveling forward in between Burns, so it's not exactly 7.4 frames/block. |
* Hitlag: 5 frames on enemies, 3 frames on breakable blocks. | * Hitlag: 5 frames on enemies, 3 frames on breakable blocks. | ||
+ | |||
+ | ==== Fireball Spin (Down+1 in midair) ==== | ||
+ | |||
+ | <ref name="RR"/> | ||
+ | * Attack properties | ||
+ | ** 24 damage | ||
+ | ** Invincible for the duration of the move | ||
+ | |||
+ | <ref name="FTY"/> | ||
+ | * Hitlag: 5 frames on enemies, 3 frames on breakable blocks. | ||
+ | |||
+ | ==== Fireball Roll (Hit ground during Fireball Spin) ==== | ||
+ | |||
+ | * Tips | ||
+ | ** When doing a Fireball Roll off of a ledge, get maximum midair distance by not touching forward or back on the control pad. | ||
+ | |||
+ | <ref name="FTY"/> | ||
+ | * Distance | ||
+ | ** This is measured from touching the ground to the end of the move. The distance is the same regardless of whether the Fireball Spin is started just before touching the ground, or some time earlier. | ||
+ | ** Note that doing successive Fireball Rolls along continuous ground (without ledges, stairs, or gaps) requires a short hop between Rolls. Each short hop adds about 34 frames of walking acceleration and speed, if the hop is timed perfectly. | ||
+ | ** Flat ground (roll only): 7.9 blocks | ||
+ | * Duration | ||
+ | ** With flat ground and short hops between Rolls: | ||
+ | *** Successive first-frame Fireball Rolls are 74 frames apart. About 40 of these frames are the duration of the Fireball Roll itself, while the remaining frames (about 34) have Kirby accelerating and then moving at walking speed. Unfortunately, more testing is needed to figure out the overall distance this gives for successive Fireball Rolls. | ||
=== Hammer === | === Hammer === |
Revision as of 23:50, 12 July 2012
- Main page
- Routes
- Characters
- Ability Info
This page contains tips and details for the various moves and Copy Abilities: how to use moves most efficiently, how fast each move travels, how much damage each attack does, and so on.
Contents
- 1 General Info
- 2 Kirby
- 3 Other Characters
- 4 Copy Abilities
- 5 Super Abilities
- 6 References
General Info
- "Blocks" of terrain are easy to count with the human eye in the Challenge Rooms and in the Raisin Ruins lobby (particularly near the Stage 4 door). It is usually possible, but harder, to count blocks in other places. For example:
- In the desert area of 2-2, the diamond patterns in the ground can be used to count blocks.
- In the grassy area (first screen) of 1-4, the "grooves" between the bottom of the dirt path and the grass can be used to count blocks.
- Frames/block is the number of frames it takes to travel one block. Since this is a measure of time taken, higher frames/block means slower travel, and lower frames/block means faster travel. For example, 7.5 frames/block is twice as fast as 15 frames/block.
- "Uphill (1/2)" means that the test took place on an uphill slope that goes 1 block up for every 2 blocks in horizontal distance. 1/3 means 1 block up for every 3 blocks in horizontal distance, and so on. Similar for Downhill (1/2), etc.
- Hitlag (lag when Kirby's attack hits something):
- Hitlag freezes Kirby's movement and animation for a certain amount of frames. If the move Kirby is doing lasts for F frames without hitlag, then with 3 frames of hitlag, the move will last for F+3 frames.
- Hitlag does not stack when hitting multiple objects. When Kirby hits two enemies simultaneously, Kirby will only experience the hitlag of one enemy. If Kirby hits one object and then a second object runs into Kirby's attack, that second object's hitlag will immediately begin, ignoring the remainder of the first object's hitlag.
- Hitlag is almost always 3 frames when hitting a breakable block. When hitting enemies (or enemy projectiles, like Sir Kibble cutters), the hitlag varies depending on which attack is used.
Kirby
Walking
- Flat ground: 13.4 frames/block
- Uphill (1/2): 14.7 frames/block
- While jumping repeatedly: 13.4 frames/block
- Downhill (1/2): 13.1 frames/block
Running
- Flat ground: 10.6 frames/block
- Uphill (1/2): 11.6 frames/block
- While jumping repeatedly: 10.6 frames/block
- Downhill (1/2): 10.3 frames/block
Sliding
- Attack properties
- 15 damage
- Distance
- Flat ground: 3.8 blocks per slide
- Uphill (1/3): 3.5 blocks per slide
- Uphill (1/2): 3.3 blocks per slide
- Uphill (1/1): 2.6 blocks per slide
- Downhill (1/3): 3.8 blocks per slide
- Duration
- Successive first-frame slides are 33 frames apart. That means 33/3.8 = 8.7 frames/block for flat ground.
- When executed on the first frame, Kirby never un-crouches between slides. When executed on the second frame or later, Kirby is seen standing up for at least one frame.
- If timed lazily, say 37 frames apart on average, then it's 37/3.8 = 9.7 frames/block for flat ground.
- Successive first-frame slides are 33 frames apart. That means 33/3.8 = 8.7 frames/block for flat ground.
Fluttering
- Horizontal movement
- Flutter up about 1 block -> air pellet -> drop about 1 block -> repeat: 18.3 frames/block
- Fluttering, always staying puffed up: 19.9 frames/block
- Constant air pellets during fluttering: 20.1 frames/block
- Upward movement
- Fluttering up at about 11 hz: 13.4 frames/block
- Fluttering up at about 8.5 hz: 13.8 frames/block
Falling
- Downward movement
- Falling at top speed: 5.0 frames/block
Ladders
- Upward movement
- Climbing up: 8.9 frames/block
- Climbing up with repeated jumps: 6.9 frames/block
- Downward movement
- Climbing down: 5.7 frames/block
- This is slightly slower than falling at top speed.
- Climbing down: 5.7 frames/block
Swimming
- Horizontal movement
- Underwater, swimming mostly straight horizontally: 16.6 frames/block
- Underwater, swimming diagonally up or down: 16.6 frames/block
- Swimming on the surface: 16.6 frames/block
- Walking underwater (on the sea floor): 22.0 frames/block
- Repeatedly jumping out of the water: 13.8 frames/block
- This is comparable to walking speed.
- Upward movement
- No block counts available, but swimming straight up and swimming up-diagonally make no difference in upward speed.
- Downward movement
- No block counts available, but swimming straight down and swimming down-diagonally make no difference in downward speed.
- Downward swimming is approximately 1.2 times faster than upward swimming.
On Ice
- Walking at top speed
- Flat: 9.0 frames/block
- Uphill (1/2): 10.0 frames/block
- Downhill (1/2): 9.1 frames/block
- Running at top speed
- Flat: 7.3 frames/block
- Uphill (1/2): 8.3 frames/block
- Downhill (1/2): 7.4 frames/block
Invincibility
- Walking
- Flat ground: 8.9 frames/block
- Running
- Flat ground: 7.0 frames/block
- Sliding
- Distance:
- Flat ground: 4.9 blocks
- Duration:
- Successive first-frame slides are 26 frames apart. 26/4.9 = 5.3 frames/block on flat ground.
- If timed lazily, say 30 frames apart on average, then it's 30/4.9 = 6.1 frames/block on flat ground.
- Distance:
- Swimming (to do)
Other Characters
Meta Knight
King Dedede
Waddle Dee
Copy Abilities
Beam
Bomb
Crash
Cutter
Cutter Dash (Dash+1)
- Attack properties
- 16 damage
- Invincible for the duration of the move
- Distance
- Flat ground: 3.8 blocks
- Duration
- Successive first-frame cutter dashes seem to be 32 frames apart. That's 32/3.8 = 8.42 frames/block.
- This is harder to do than first-frame slides, because both the dash and the 1-button press must be perfectly timed.
- Slower timing, say 38 frames per cutter dash on average, would get somewhere between 32/3.8 and 38/3.8 = 10.0 frames/block. It's not exactly 38/3.8 because there is a tiny bit of walking/running between imperfect cutter dashes.
- Successive first-frame cutter dashes seem to be 32 frames apart. That's 32/3.8 = 8.42 frames/block.
- Hitlag: 3 frames for both enemies and breakable blocks.
Fighter
Fire
Burn (Dash+1)
- Tips
- Can be aimed up or down with the control pad. However, during successive aerial Burns, the amount that it can be aimed up diminishes with each Burn.
- Between successive aerial Burns, holding forward on the control pad actually slows Kirby down. Not touching left or right between Burns will give maximum distance.
- Attack properties
- 20 damage if initiated on the ground
- 22 damage if initiated in the air
- Invincible for the duration of the move
- Can break metal blocks
- Distance
- Successive, well-timed aerial Burns:
- 9 blocks apart (not holding left or right between Burns)
- 8.5 blocks apart (holding forward between Burns)
- Successive, well-timed aerial Burns:
- Duration
- Successive first-frame aerial Burns are 63 frames apart. That's 63/9 = 7.0 frames/block.
- Slower timing, say 67 frames on average, gets somewhere between 7.0 and 67/9 = 7.4 frames/block. Kirby is still traveling forward in between Burns, so it's not exactly 7.4 frames/block.
- Hitlag: 5 frames on enemies, 3 frames on breakable blocks.
Fireball Spin (Down+1 in midair)
- Attack properties
- 24 damage
- Invincible for the duration of the move
- Hitlag: 5 frames on enemies, 3 frames on breakable blocks.
Fireball Roll (Hit ground during Fireball Spin)
- Tips
- When doing a Fireball Roll off of a ledge, get maximum midair distance by not touching forward or back on the control pad.
- Distance
- This is measured from touching the ground to the end of the move. The distance is the same regardless of whether the Fireball Spin is started just before touching the ground, or some time earlier.
- Note that doing successive Fireball Rolls along continuous ground (without ledges, stairs, or gaps) requires a short hop between Rolls. Each short hop adds about 34 frames of walking acceleration and speed, if the hop is timed perfectly.
- Flat ground (roll only): 7.9 blocks
- Duration
- With flat ground and short hops between Rolls:
- Successive first-frame Fireball Rolls are 74 frames apart. About 40 of these frames are the duration of the Fireball Roll itself, while the remaining frames (about 34) have Kirby accelerating and then moving at walking speed. Unfortunately, more testing is needed to figure out the overall distance this gives for successive Fireball Rolls.
- With flat ground and short hops between Rolls:
Hammer
Hi Jump
Ice
Leaf
Mike
Needle
Ninja
Parasol
Sleep
Spark
Spear
Stone
Sword
Tornado
Water
Whip
Wing
Super Abilities
Flare Beam
Grand Hammer
Monster Flame
Snow Bowl
Ultra Sword
References
- ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 Frame tests by Yoshifan. This involved DVD-recording a test run, and then analyzing the recording frame-by-frame in 60 FPS using VirtualDub. For detailed info on the setup, see this SDA forum post. The block measurements and frames/block tests are particularly prone to inaccuracy, because the human eye is used to count "blocks" in the terrain and figure out exactly how many frames it takes for Kirby to travel a certain amount of blocks. It is estimated that test results may be up to 0.5 frames/block off from the actual values, possibly more if block-counting or math mistakes were made. If one could test on emulator, using a memory value to see what is Kirby's x and y position (or even x and y speed) according to the game, that could result in much more robust tests than these.
- ↑ 2.0 2.1 2.2 2.3 An ability and damage guide at the Kirby's Rainbow Resort forums. It's mainly maintained by Plas Durock and contains contributions from several members of the Rainbow Resort forum and the GameFAQs KRtDL forum. http://kirbysrainbowresort.net/forums/viewtopic.php?f=3&t=241379