Difference between revisions of "Kirby's Return to Dream Land/Ability Info"

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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.
+
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. It is important for the runner to know general strategies for every standard ability in the game, as the 100% route uses every ability at least once in the game.
 
__TOC__
 
__TOC__
 
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** 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.
 
** 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 ==
+
* Co-Op Damage Reduction - Damage by all players is reduced as more players are added to the game.<ref name="RR"> 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://www.gamefaqs.com/boards/935607-kirbys-return-to-dream-land/62398037</ref>
 +
** For the 20 main abilities, ability-less Kirby, King Dedede, Meta Knight, and Waddle Dee, the damage reduction percentages are as follows:
 +
*** 2 players = -10% dmg
 +
*** 3 players = -12.5% dmg
 +
*** 4 players = -15% dmg
 +
** To calculate final damage, let's use the case of there being 2 players. The attack we're hitting with is the main hit only of Dedede Hammer Flip. Therefore, we know it does 45 dmg normally.
 +
*# Calculate the % damage reduction. In the above case, we know that since there are 2 players the scaling is 10%. So, to calculate the % damage reduction we need 10% of 45, which is 4.5
 +
*# Round the damage reduction to the nearest integer. The damage reduction we obtained from Step 1 was 4.5, so if we round it to the nearest integer it becomes 5
 +
*# Apply the damage reduction to get final damage. The damage reduction we obtained at the end of Step 2 was 5, so now we subtract it from the normal dmg of the move we're hitting with. In our case, we know that the normal main hit only dmg for Dedede Hammer Flip is 45. Therefore, the final damage is 45 - 5 = 40 dmg
 +
** For Crash and Mike, damage reduction is calculated differently. After step 2 above, the damage reduction is then halved, then rounded again, and then deducated from the initial damage. This is NOT the same as merely halving the damage reduction percentage, due to rounding before and after halving the original damage reduction.
  
=== Walking ===
 
<ref name="FTY">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 [http://forum.speeddemosarchive.com/post/convenient_way_to_analyze_dvd_recordings_in_60_fps_9.html 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.</ref>
 
* 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 ===
+
== Standard Copy Abilities ==
<ref name="FTY"/>
+
* 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 ===
+
Below is a list of the standard copy abilities in alphabetical order. Clink on the following to be directed to more information about that specific ability.
<ref name="RR">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</ref>
+
* Attack properties
+
** 15 dmg
+
  
<ref name="FTY"/>
+
[[Kirby's Return to Dream Land/Ability Info/Beam|Beam]]
* 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
+
  
* Speed
+
[[Kirby's Return to Dream Land/Ability Info/Bomb|Bomb]]
** 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.
+
  
=== Fluttering ===
+
[[Kirby's Return to Dream Land/Ability Info/Crash|Crash]]
<ref name="FTY"/>
+
* 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
+
[[Kirby's Return to Dream Land/Ability Info/Crash|Crash]]
** Fluttering up at about 11 hz: 13.4 frames/block
+
** Fluttering up at about 8.5 hz: 13.8 frames/block
+
  
=== Falling ===
+
[[Kirby's Return to Dream Land/Ability Info/Cutter|Cutter]]
<ref name="FTY"/>
+
* Downward movement
+
** Falling at top speed: 5.0 frames/block
+
  
=== Ladders ===
+
[[Kirby's Return to Dream Land/Ability Info/Fighter|Fighter]]
<ref name="FTY"/>
+
* Upward movement
+
** Climbing up: 8.9 frames/block
+
** Climbing up with repeated jumps: 6.9 frames/block
+
  
* Downward movement
+
[[Kirby's Return to Dream Land/Ability Info/Fire|Fire]]
** Climbing down: 5.7 frames/block
+
*** This is slightly slower than [[#Falling|falling]] at top speed.
+
  
=== Swimming ===
+
[[Kirby's Return to Dream Land/Ability Info/Hammer|Hammer]]
<ref name="FTY"/>
+
* 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|walking]] speed.
+
  
* Upward movement
+
[[Kirby's Return to Dream Land/Ability Info/Hi-Jump|Hi-Jump]]
** No block counts available, but swimming straight up and swimming up-diagonally make no difference in upward speed.
+
  
* Downward movement
+
[[Kirby's Return to Dream Land/Ability Info/Ice|Ice]]
** 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 ===
+
[[Kirby's Return to Dream Land/Ability Info/Leaf|Leaf]]
<ref name="FTY"/>
+
* 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
+
[[Kirby's Return to Dream Land/Ability Info/Mike|Mike]]
** Flat: 7.3 frames/block
+
** Uphill (1/2): 8.3 frames/block
+
** Downhill (1/2): 7.4 frames/block
+
  
=== Invincibility ===
+
[[Kirby's Return to Dream Land/Ability Info/Needle|Needle]]
* Walking
+
** Flat ground: 8.9 frames/block
+
  
* Running
+
[[Kirby's Return to Dream Land/Ability Info/Ninja|Ninja]]
** Flat ground: 7.0 frames/block
+
  
* Sliding
+
[[Kirby's Return to Dream Land/Ability Info/Parasol|Parasol]]
  
** Distance:
+
[[Kirby's Return to Dream Land/Ability Info/Sleep|Sleep]]
*** Flat ground: 4.9 blocks
+
  
** Speed:
+
[[Kirby's Return to Dream Land/Ability Info/Spark|Spark]]
*** 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.
+
  
* Swimming (to do)
+
[[Kirby's Return to Dream Land/Ability Info/Spear|Spear]]
  
== Other Characters ==
+
[[Kirby's Return to Dream Land/Ability Info/Stone|Stone]]
  
=== Meta Knight ===
+
[[Kirby's Return to Dream Land/Ability Info/Sword|Sword]]
  
=== King Dedede ===
+
[[Kirby's Return to Dream Land/Ability Info/Tornado|Tornado]]
  
=== Waddle Dee ===
+
[[Kirby's Return to Dream Land/Ability Info/Water|Water]]
  
 +
[[Kirby's Return to Dream Land/Ability Info/Whip|Whip]]
  
 +
[[Kirby's Return to Dream Land/Ability Info/Wing|Wing]]
  
== Copy Abilities ==
+
== Ultra Abilities ==
  
=== Beam ===
+
Notes:
 +
* The first use of an ultra ability in a given stage always uses the long starting animation; the long animation is not seen again until the level is either completed or exited (in others words, even after a death, the animation is not seen again within the same level). Because in a 100% run, the long starting animation must always be seen regardless, the amount of time used to attack (besides unlocking the alternate dimension) is actually the shorter animation. Usually, though, attacking is slower than simply navigating the room and tanking hits, with the exception of Snow Bowl.
 +
* Ultra Enemies do not need to be sucked. They drop the ultra ability when defeated regardless, and Kirby merely has to touch it. Still, sucking an ultra enemy is faster than defeating it and touching the ability, but it has a few situational uses:
 +
** Against Grand Doomer and Magolor, when carrying an ability to do the ultra sword animation skip, it is most consistent to slide attack the ultra enemy and then walk into the dropped ultra ability, as this lets Kirby transform without having to drop/throw the ability he's carrying.
 +
** Sometimes Kirby may be approaching the ultra enemy by attacking with a mobile ability (i.e. condor head, wave surf, tornado attac, burn, etc); if possible, it is better to just take out the ultra enemy with that mobile attack rather than not using the attack at all to suck the enemy, especially with Tornado as Kirby can move into the dropped ultra ability during the Hyper Tornado ending-animation.
 +
* Feel free to take as many hits as possible (but don't kill yourself) to abuse invincibility if necessary, as it is impossible for Kirby to lose his ultra ability from getting hit, with the exception of Magolor's anti-ultra clap attack.
 +
* It is never advantageous to get any ultra ability for any stages in a solo any%, as it requires losing Wing. Yes, even Snow Bowl.
 +
* For co-op, remember that the game follows Pink Kirby (player 1). Therefore it is best for a secondary player to take the ultra ability, so Pink Kirby can still use his mobile ability during the ultra sequence, and the ultra Kirby will be teleported to the Pink Kirby. The exception is, of course, Snow Bowl, which Pink Kirby should get.
 +
* All abilities from all players are lost when entering Dimensional Rifts.
  
=== Bomb ===
+
=== Flare Beam ===
  
=== Crash ===
+
* Tips
 +
** Press 2 to cancel the Flare Beam
 +
** Controlling the Flare Beam is difficult at first. The beam takes a lot of time to decelerate before moving in a different direction, so if you want to turn the beam, then anticipate it and press that direction long before the actual turn.
  
=== Cutter ===
+
=== Grand Hammer ===
 
+
==== Cutter Dash (Dash+1) ====
+
 
+
<ref name="RR"/>
+
* Attack properties
+
** 16 dmg
+
** Invincible for the duration of the move
+
 
+
<ref name="FTY"/>
+
* Distance
+
** Flat ground: 3.8 blocks
+
 
+
* Speed
+
** 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.
+
 
+
* Hitlag: 3 frames for both enemies and breakable blocks.
+
 
+
=== Fighter ===
+
 
+
=== Fire ===
+
 
+
==== Burn (Dash+1) ====
+
  
 
* Tips
 
* 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.
+
** Avoid shaking if possible. There are many objects that can be slammed by weak grand hammers.
** 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.
+
** Grand Hammer Kirby has no method of destroying blocks below himself besides using Grand Hammer itself. Use a weak Grand Hammer, as the shockwaves destroy yellow blocks even horizontally far away.
  
<ref name="RR"/>
+
=== Monster Flame ===
* Attack properties
+
** 20 dmg if initiated on the ground
+
** 22 dmg if initiated in the air
+
** Invincible for the duration of the move
+
** Can break metal blocks
+
 
+
<ref name="FTY"/>
+
* Distance
+
** Successive, well-timed aerial Burns:
+
*** 9 blocks apart (not holding left or right between Burns)
+
*** 8.5 blocks apart (holding forward between Burns)
+
 
+
* Speed
+
** 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) ====
+
 
+
<ref name="RR"/>
+
* Attack properties
+
** 24 dmg
+
** 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
 
* Tips
** When doing a Fireball Roll off of a ledge, get maximum midair distance by not touching forward or back on the control pad.
+
** The flame's altitude can be changed by pressing up or down during the actual attack
 +
** Most objects should not be destroyed by Monster Flame; Kirby can usually damage boost through everything, and it is considerably faster. Only use Monster Flame if you can't afford to take much more damage.
  
<ref name="FTY"/>
+
=== Snow Bowl ===
* 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
+
 
+
* Speed
+
** 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 speed this gives for successive Fireball Rolls.
+
 
+
=== Hammer ===
+
 
+
=== Hi Jump ===
+
 
+
=== Ice ===
+
 
+
=== Leaf ===
+
 
+
=== Mike ===
+
 
+
=== Needle ===
+
 
+
=== Ninja ===
+
 
+
=== Parasol ===
+
 
+
=== Sleep ===
+
 
+
=== Spark ===
+
 
+
=== Spear ===
+
 
+
=== Stone ===
+
 
+
=== Sword ===
+
 
+
=== Tornado ===
+
 
+
=== Water ===
+
 
+
=== Whip ===
+
 
+
=== Wing ===
+
  
==== Condor Head (Dash+1) ====
 
 
* Tips
 
* Tips
** This is one of the best moves in the game for speed runs, for the following reasons:
+
** The Snow Bowl attack travels at amazing horizontal speeds, and should be used as often as possible
**# Fast horizontal movement
+
** Due to hitlag from hitting ultra obstacles, it tends to be best to jump right after shaking to jump over as many obstacles as possible. When to jump is still a case-by-case basis though.
**# Slow loss of height in the air
+
** As soon as Kirby starts to slow down, break the Snow Bowl by pressing 1 and start again to roll at full speeds.
**# Being chainable into a Combo Dive at any time during the move, which offers great flexibility in horizontal spacing
+
** Before reaching an ascending slope, jump, as directly rolling uphill slows Kirby down.
 
+
<ref name="RR"/>
+
* Attack properties
+
** 1st hit - 14 dmg
+
** 2nd & 3rd hit - 12 dmg each
+
** Max total - 38 dmg
+
** Invincible for the duration of the move
+
 
+
<ref name="FTY"/>
+
* Distance
+
** Successive, well-timed aerial Condor Heads:
+
*** No obstructions: 9.7 blocks per Condor Head
+
*** Against a (1/2) ceiling: no speedup or slowdown observed, but needs more testing.
+
*** Against a (1/1) ceiling: significant slowdown observed. This can be seen in the Wing Challenge, before the second ascent.
+
 
+
* Speed
+
** Successive, first-frame aerial Condor Heads are 59 frames apart. 59/9.7 = 6.1 frames/block.
+
** Slower timing, say 63 frames apart, gets somewhere between 6.1 and 63/9.7 = 6.5 frames/block. It's not exactly 6.5, because Kirby is still moving forward between Condor Heads.
+
 
+
* Hitlag
+
** 1 frame for enemies, 3 frames for breakable blocks. However, enemies can sometimes get chained for multiple hits (3 or 4 hits at times) if they get carried along with the attack.
+
 
+
==== Combo Dive (Up, then Down+1 during Condor Head) ====
+
This is the diagonal dive, not the straight-down dive bomb.
+
 
+
<ref name="RR"/>
+
* Attack properties
+
** Body hit is NOT comboed from Condor Head - 24 dmg
+
** Body hit IS comboed from Condor Head - 21 dmg
+
** Shockwave - 18 dmg
+
** Boss invincibility makes Combo Dive hit once. The entire combo (Condor Head + Combo Dive) does 62 dmg max.
+
** Invincible for the duration of the move
+
 
+
<ref name="FTY"/>
+
* Distance (for Condor Head -> Combo Dive)
+
** Varies, since the Condor Head can be cancelled into a Combo Dive at any time.
+
* Speed (for Condor Head -> Combo Dive)
+
** Generally, if you wait until near the end of the Condor Head to do the Combo Dive, it's about 7.1 frames/block for flat ground.
+
 
+
== Super Abilities ==
+
 
+
=== Flare Beam ===
+
 
+
=== Grand Hammer ===
+
 
+
=== Monster Flame ===
+
 
+
=== Snow Bowl ===
+
  
 
=== Ultra Sword ===
 
=== Ultra Sword ===
  
 
+
* Tips
 +
** The swing can hit obstacles behind Kirby, albeit at not as wide of an angle as in front.
 +
** The swing can also hit objects below. This is useful primarily in level 2-4, where the targets that unlock the dimensional rift can be destroyed earlier from above.
  
 
== References ==
 
== References ==
 
<references />
 
<references />

Latest revision as of 15:49, 12 June 2013

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. It is important for the runner to know general strategies for every standard ability in the game, as the 100% route uses every ability at least once in the game.


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.
  • Co-Op Damage Reduction - Damage by all players is reduced as more players are added to the game.[1]
    • For the 20 main abilities, ability-less Kirby, King Dedede, Meta Knight, and Waddle Dee, the damage reduction percentages are as follows:
      • 2 players = -10% dmg
      • 3 players = -12.5% dmg
      • 4 players = -15% dmg
    • To calculate final damage, let's use the case of there being 2 players. The attack we're hitting with is the main hit only of Dedede Hammer Flip. Therefore, we know it does 45 dmg normally.
    1. Calculate the % damage reduction. In the above case, we know that since there are 2 players the scaling is 10%. So, to calculate the % damage reduction we need 10% of 45, which is 4.5
    2. Round the damage reduction to the nearest integer. The damage reduction we obtained from Step 1 was 4.5, so if we round it to the nearest integer it becomes 5
    3. Apply the damage reduction to get final damage. The damage reduction we obtained at the end of Step 2 was 5, so now we subtract it from the normal dmg of the move we're hitting with. In our case, we know that the normal main hit only dmg for Dedede Hammer Flip is 45. Therefore, the final damage is 45 - 5 = 40 dmg
    • For Crash and Mike, damage reduction is calculated differently. After step 2 above, the damage reduction is then halved, then rounded again, and then deducated from the initial damage. This is NOT the same as merely halving the damage reduction percentage, due to rounding before and after halving the original damage reduction.


Standard Copy Abilities

Below is a list of the standard copy abilities in alphabetical order. Clink on the following to be directed to more information about that specific ability.

Beam

Bomb

Crash

Crash

Cutter

Fighter

Fire

Hammer

Hi-Jump

Ice

Leaf

Mike

Needle

Ninja

Parasol

Sleep

Spark

Spear

Stone

Sword

Tornado

Water

Whip

Wing

Ultra Abilities

Notes:

  • The first use of an ultra ability in a given stage always uses the long starting animation; the long animation is not seen again until the level is either completed or exited (in others words, even after a death, the animation is not seen again within the same level). Because in a 100% run, the long starting animation must always be seen regardless, the amount of time used to attack (besides unlocking the alternate dimension) is actually the shorter animation. Usually, though, attacking is slower than simply navigating the room and tanking hits, with the exception of Snow Bowl.
  • Ultra Enemies do not need to be sucked. They drop the ultra ability when defeated regardless, and Kirby merely has to touch it. Still, sucking an ultra enemy is faster than defeating it and touching the ability, but it has a few situational uses:
    • Against Grand Doomer and Magolor, when carrying an ability to do the ultra sword animation skip, it is most consistent to slide attack the ultra enemy and then walk into the dropped ultra ability, as this lets Kirby transform without having to drop/throw the ability he's carrying.
    • Sometimes Kirby may be approaching the ultra enemy by attacking with a mobile ability (i.e. condor head, wave surf, tornado attac, burn, etc); if possible, it is better to just take out the ultra enemy with that mobile attack rather than not using the attack at all to suck the enemy, especially with Tornado as Kirby can move into the dropped ultra ability during the Hyper Tornado ending-animation.
  • Feel free to take as many hits as possible (but don't kill yourself) to abuse invincibility if necessary, as it is impossible for Kirby to lose his ultra ability from getting hit, with the exception of Magolor's anti-ultra clap attack.
  • It is never advantageous to get any ultra ability for any stages in a solo any%, as it requires losing Wing. Yes, even Snow Bowl.
  • For co-op, remember that the game follows Pink Kirby (player 1). Therefore it is best for a secondary player to take the ultra ability, so Pink Kirby can still use his mobile ability during the ultra sequence, and the ultra Kirby will be teleported to the Pink Kirby. The exception is, of course, Snow Bowl, which Pink Kirby should get.
  • All abilities from all players are lost when entering Dimensional Rifts.

Flare Beam

  • Tips
    • Press 2 to cancel the Flare Beam
    • Controlling the Flare Beam is difficult at first. The beam takes a lot of time to decelerate before moving in a different direction, so if you want to turn the beam, then anticipate it and press that direction long before the actual turn.

Grand Hammer

  • Tips
    • Avoid shaking if possible. There are many objects that can be slammed by weak grand hammers.
    • Grand Hammer Kirby has no method of destroying blocks below himself besides using Grand Hammer itself. Use a weak Grand Hammer, as the shockwaves destroy yellow blocks even horizontally far away.

Monster Flame

  • Tips
    • The flame's altitude can be changed by pressing up or down during the actual attack
    • Most objects should not be destroyed by Monster Flame; Kirby can usually damage boost through everything, and it is considerably faster. Only use Monster Flame if you can't afford to take much more damage.

Snow Bowl

  • Tips
    • The Snow Bowl attack travels at amazing horizontal speeds, and should be used as often as possible
    • Due to hitlag from hitting ultra obstacles, it tends to be best to jump right after shaking to jump over as many obstacles as possible. When to jump is still a case-by-case basis though.
    • As soon as Kirby starts to slow down, break the Snow Bowl by pressing 1 and start again to roll at full speeds.
    • Before reaching an ascending slope, jump, as directly rolling uphill slows Kirby down.

Ultra Sword

  • Tips
    • The swing can hit obstacles behind Kirby, albeit at not as wide of an angle as in front.
    • The swing can also hit objects below. This is useful primarily in level 2-4, where the targets that unlock the dimensional rift can be destroyed earlier from above.

References

  1. 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://www.gamefaqs.com/boards/935607-kirbys-return-to-dream-land/62398037
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