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

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(Sliding: Edited RR reference note.)
(Fire: Info on the Burn move.)
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=== Fire ===
 
=== 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.
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 +
<ref name="RR"/>
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* Attack properties
 +
** 20 damage if initiated on the ground
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** 22 damage if initiated in the air
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** Invincible for the duration of the move
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** Can break metal blocks
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<ref name="FTY"/>
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* Distance
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** Successive, well-timed aerial Burns:
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*** 9 blocks apart (not holding left or right between Burns)
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*** 8.5 blocks apart (holding forward between Burns)
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* Duration
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** Successive first-frame aerial Burns are 63 frames apart. That's 63/9 = 7.0 frames/block.
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** Slower timing, say 67 frames on average, gets 67/9 = 7.4 frames/block.
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* Hitlag: 5 frames on enemies, 3 frames on breakable blocks.
  
 
=== Hammer ===
 
=== Hammer ===

Revision as of 21:35, 12 July 2012

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

  • "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

[1]

  • 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

[1]

  • 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

[2]

  • Attack properties
    • 15 damage

[1]

  • 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.

Fluttering

[1]

  • 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

[1]

  • Downward movement
    • Falling at top speed: 5.0 frames/block

Ladders

[1]

  • 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.

Swimming

[1]

  • 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

[1]

  • 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.
  • Swimming (to do)

Other Characters

Meta Knight

King Dedede

Waddle Dee

Copy Abilities

Beam

Bomb

Crash

Cutter

Cutter Dash (Dash+1)

[2]

  • Attack properties
    • 16 damage
    • Invincible for the duration of the move

[1]

  • 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.
  • 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.

[2]

  • 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

[1]

  • Distance
    • Successive, well-timed aerial Burns:
      • 9 blocks apart (not holding left or right between Burns)
      • 8.5 blocks apart (holding forward between 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 67/9 = 7.4 frames/block.
  • Hitlag: 5 frames on enemies, 3 frames on breakable blocks.

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. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 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. 2.0 2.1 2.2 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
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