Difference between revisions of "Kirby's Return to Dream Land/Ability Info"
From SDA Knowledge Base
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== General Info == | == General Info == | ||
+ | * "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 == | == Kirby == |
Revision as of 18:54, 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.
General Info
- "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
- Downhill (1/2): 13.1 frames/block
Running
Sliding
Fluttering
Falling
Ladders
Swimming
On Ice
Invincibility
Other Characters
Meta Knight
King Dedede
Waddle Dee
Copy Abilities
Beam
Bomb
Crash
Cutter
Fighter
Fire
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
- ↑ 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. Thus, 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 according to the game, that could result in much more robust tests than these.