Strider (2014)/Movement Techniques

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Movement Techniques

Basic Techniques

Sliding

coming soon


Climbing

coming soon


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 aim the PC in any direction. Stopping is generally bad for speed runs though. 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. Alternate movement techniques are used in between consecutive PC's. 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 downward into the ground are noticeably slower than horizontal ones and not desirable unless mandated by the terrain. If a PC ends in the air then it has a short recovery time which is undesirable. 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, allowing you to 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 items in 100%.



Movement Speed Comparisons

Formula

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


Detailed List

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%

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