Difference between revisions of "Strider (2014)/Movement Techniques"
From SDA Knowledge Base
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== Basic Techniques == | == Basic Techniques == | ||
− | + | <br /> | |
− | + | ||
'''Sliding''' | '''Sliding''' | ||
− | + | Coming soon | |
'''Climbing''' | '''Climbing''' | ||
− | + | Coming soon | |
+ | |||
+ | |||
+ | '''Downstrike''' | ||
+ | |||
+ | The Downstrike is a required upgrade gained early in the game. Press the special attack button in the air to use this technique. It has some start-up but then enables you to descend very rapidly, which is sometimes faster than falling normally. It is required to be used very often to break certain floors. When you land, there is noticeable recovery. Much of it can be avoided by sliding right after landing. ALL of it can be avoided with PC, which lets you stop the Downstrike at any time by dashing out of it. | ||
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== Plasma Catapult == | == Plasma Catapult == | ||
− | < br/ > | + | <br /> |
− | The Plasma Catapult or PC is a required upgrade picked up in the game, but is also the fastest possible way to move. It is an omnidirectional dash that can be used on the ground or in the air. You may hold down the button to stop all momentum and hover briefly. During this time you may re-aim the PC in any direction. Stopping is generally bad for speed runs though, and it is superior to tap the button for instant PC's. If the PC ends on the ground, it has no recovery. If the PC ends in the air, it has an undesirable recovery period. PC has a cooldown that prevents repeated use in quick succession. | + | The Plasma Catapult or PC is a required upgrade picked up in the game, but is also the fastest possible way to move. It is an omnidirectional dash that can be used on the ground or in the air. You may hold down the button to stop all momentum and hover briefly. During this time you may re-aim the PC in any direction. Stopping is generally bad for speed runs though, and it is superior to tap the button for instant PC's. If the PC ends on the ground, it has no recovery. If the PC ends in the air, it has an undesirable recovery period. PC has a cooldown that prevents repeated use in quick succession. PC's cancel many animations instantly, including Downstrikes. |
'''Advanced Horizontal Movement''' | '''Advanced Horizontal Movement''' | ||
− | + | Horizontal PC's are generally used since they grant the most speed in the common direction of travel, but diagonal PC's are useful in situations. Diagonal PC's can be used to land quickly from the air. They can also be used to follow slopes better and prevent the recovery animation from ending a PC in the air. Alternate movement techniques are used in between consecutive PC's because of the cooldown. Use a combination of angled PC's and CB's to get through complex terrain as quickly as possible. | |
'''Advanced Vertical Movement''' | '''Advanced Vertical Movement''' | ||
− | After obtaining the PC, you gain greater flexibility vertically as well as horizontally. Using a PC off of any surface DOES NOT count as your first jump | + | After obtaining the PC, you gain greater flexibility vertically as well as horizontally. Using a PC off of any surface DOES NOT count as your first jump. This allows you to PC upward, then double jump, and then triple jump. If you delay the inputs slightly, you will have PC off cooldown at the apex of your third jump, letting you PC again for a total of 4 jumps. This is intended by the developers and is the only way to reach some well hidden items. |
+ | '''Advanced Climbing''' | ||
+ | |||
+ | Coming soon | ||
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− | == Detailed List == | + | == Detailed List (slowest to fastest) == |
− | + | <br /> | |
− | + | ||
'''Jumping''' | '''Jumping''' | ||
Revision as of 12:22, 22 February 2014
Contents
Movement Techniques
Basic Techniques
Sliding
Coming soon
Climbing
Coming soon
Downstrike
The Downstrike is a required upgrade gained early in the game. Press the special attack button in the air to use this technique. It has some start-up but then enables you to descend very rapidly, which is sometimes faster than falling normally. It is required to be used very often to break certain floors. When you land, there is noticeable recovery. Much of it can be avoided by sliding right after landing. ALL of it can be avoided with PC, which lets you stop the Downstrike at any time by dashing out of it.
Slide In Air
This technique is based on positioning and not what direction you hold on the analog stick. If you stand a short distance from the edge of a platform/ledge, then slide, Hiryu will slide off it continue to slide in the air. This will maintain higher air speed at a much more horizontal vector in a glide of sorts. This technique is generally useful off high ledges in large open rooms, such as the first section of "Military Ring", but it also proves useful in some tight platforming areas. The slide is not infinite sadly, and you transition back to normal air movement eventually. If you are too close or too far from the ledge, you will wall cling to it and fail the technique. Mastering the spacing is essential. Sliding in air is 17% faster than regular air speed. Once the slide ends, start using CB's. The Plasma Catapult surpasses this technique's effectiveness completely.
Air Recovery
Pressing Jump or Attack after being hit with a Knockdown attack in the air, will enable Hiryu to recover and cancel his momentum, as well as regaining control. This technique CANNOT be activated immediately after taking damage; There is a short window of time where no recovery is possible. You want to recover as soon as that window ends. This technique is essential for the trickier climbing sections in the game, and can shave seconds off boss fights where you get hit often. Protip: don't get hit often.
Ground Recovery
If you are knocked to the ground, Hiryu will lay there like a moron and get up a few seconds later. Pressing Jump, Attack, or trying to move in any direction will get Hiryu up off the ground immediately. Sometimes getting hit in the air results in an unavoidable fall to the ground because of the no air recovery timing window after being hit. Don't feel bad, there was nothing you could do dawg.
Charge Boost (CB)
To execute a CB, tap the jump button for a hop and release a Charged Cypher Strike as soon as possible. Angle of attack seems irrelevant, but forward may be slightly faster than diagonal down-forward. Begin charging again as soon as possible, before you land, and repeat the process as often as possible. Even with the fastest release of a Charged Strike, it is still necessary to run very short distances between each jump. Air speed is lower than running speed under normal circumstances, it is only faster to be in the air if you have a Charge Strike ready for CB's.
Plasma Catapult
The Plasma Catapult or PC is a required upgrade picked up in the game, but is also the fastest possible way to move. It is an omnidirectional dash that can be used on the ground or in the air. You may hold down the button to stop all momentum and hover briefly. During this time you may re-aim the PC in any direction. Stopping is generally bad for speed runs though, and it is superior to tap the button for instant PC's. If the PC ends on the ground, it has no recovery. If the PC ends in the air, it has an undesirable recovery period. PC has a cooldown that prevents repeated use in quick succession. PC's cancel many animations instantly, including Downstrikes.
Advanced Horizontal Movement
Horizontal PC's are generally used since they grant the most speed in the common direction of travel, but diagonal PC's are useful in situations. Diagonal PC's can be used to land quickly from the air. They can also be used to follow slopes better and prevent the recovery animation from ending a PC in the air. Alternate movement techniques are used in between consecutive PC's because of the cooldown. Use a combination of angled PC's and CB's to get through complex terrain as quickly as possible.
Advanced Vertical Movement
After obtaining the PC, you gain greater flexibility vertically as well as horizontally. Using a PC off of any surface DOES NOT count as your first jump. This allows you to PC upward, then double jump, and then triple jump. If you delay the inputs slightly, you will have PC off cooldown at the apex of your third jump, letting you PC again for a total of 4 jumps. This is intended by the developers and is the only way to reach some well hidden items.
Advanced Climbing
Coming soon
Movement Speed Comparisons
Formula
R = Run Time
N = Altered Time (Lower is Faster)
Speed Ratio = ( R / N ) * 100%
Detailed List (slowest to fastest)
Jumping
27.5 Seconds 91%
Running
25.0 Seconds 100%
Running While Attacking / Throwing Kunai
This makes no difference, fortunately. Unleashing a Charged Cypher Strike on the ground will stop you momentarily though, so only release them during Jumps or Slides.
25.0 Seconds 100%
Chaining Slides
23.5 Seconds 106%
Chaining CB's
22.0 Seconds
114%
Running Between PC's
21.0 Seconds 119%
Chaining 2 Slides between PC's
20.5 Seconds 122%
Jumping with 1 CB between PC's
18.5 Seconds 135%