Difference between revisions of "Strider (2014)/Movement Techniques"

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(Created page with " '''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...")
 
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= Techniques =
  
 
'''Slide In Air'''
 
'''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.
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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.
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'''Charge Boost (CB)'''
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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.
  
  
 
'''Air Recovery'''
 
'''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.
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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'''
 
'''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.
+
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.
  
  
 
= Movement Speed Comparisons =
 
= Movement Speed Comparisons =
 
  
 
R = Run Time<br />
 
R = Run Time<br />
 
N = Altered Time (Lower is Faster)<br />
 
N = Altered Time (Lower is Faster)<br />
 
Speed Ratio = ( R / N ) * 100%<br />
 
Speed Ratio = ( R / N ) * 100%<br />
 +
  
 
Speed from slowest to fastest.
 
Speed from slowest to fastest.
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RUNNING WHILE ATTACKING / THROWING KUNAI
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'''Running While Attacking / Throwing Kunai'''
(This makes no difference, fortunately for us.  Unleashing a Charged Cypher Strike on the ground will stop you momentarily though, so only release them during Jumps or Slides.)
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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
 
25.0 Seconds
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CHAINING SLIDES
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'''Chaining Slides'''
  
 
23.5 Seconds
 
23.5 Seconds
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JUMPING WITH CB's (Charge Boosts)
 
JUMPING WITH CB's (Charge Boosts)
(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 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.)
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22.0 Seconds
 
22.0 Seconds
Line 59: Line 66:
 
-----
 
-----
 
After Obtaining the PC (Plasma Catapult)
 
After Obtaining the PC (Plasma Catapult)
(All PC methods assume Horizontal PC's as often as possible.  Diagonal PC's into the ground are noticeably slower.)
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PC has a cooldown so alternate techniques are used in between consecutive PC's.  All methods assume Horizontal PC's as often as possible.  Diagonal PC's into the ground are noticeably slower and not desirable unless mandated by the terrain. If a PC ends in the air
 
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RUNNING BETWEEN PC's
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'''Running Between PC's'''
  
 
21.0 Seconds
 
21.0 Seconds
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CHAINING 2 SLIDES BETWEEN PC's
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'''Chaining 2 Slides between PC's'''
  
 
20.5 Seconds
 
20.5 Seconds
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JUMPING WITH 1 CB BETWEEN PC's
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'''Jumping with 1 CB between PC's'''
  
 
18.5 Seconds
 
18.5 Seconds
 
135%
 
135%

Revision as of 12:20, 22 February 2014

Techniques

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.


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.


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.


Movement Speed Comparisons

R = Run Time
N = Altered Time (Lower is Faster)
Speed Ratio = ( R / N ) * 100%


Speed from 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%


JUMPING WITH CB's (Charge Boosts)


22.0 Seconds 114%



After Obtaining the PC (Plasma Catapult) PC has a cooldown so alternate techniques are used in between consecutive PC's. All methods assume Horizontal PC's as often as possible. Diagonal PC's into the ground are noticeably slower and not desirable unless mandated by the terrain. If a PC ends in the air



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%