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Mario Kart MB
https://www.mariokart64.com/cgi-bin/yabb2/YaBB.pl Mario Kart >> Mario Kart 8 >> New Strat Ideas Topic https://www.mariokart64.com/cgi-bin/yabb2/YaBB.pl?num=1399442184 Message started by Alex R. on 05/06/14 at 21:56:24 |
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Title: New Strat Ideas Topic Post by Alex R. on 05/06/14 at 21:56:24 Thought it was needed /forfutureuse |
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Title: Re: New Strat Ideas Topic Post by Zapteryx on 05/07/14 at 01:47:01 I know it would make sense to start with MKS, but whatever. First thing I noticed on the MW video was this corner, maybe it's possible to shroom over the gap and cut it? http://i.imgur.com/XN6e0IJ.png At the end of the track there is a downhill glider, and in the video mario simply dives down and drives normally. There is a fairly obvious shroomspot immediately after, but it might be faster to shroom while gliding to fly over the snow? http://i.imgur.com/lonybtw.png |
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Title: Re: New Strat Ideas Topic Post by Mick on 05/07/14 at 03:43:34 7E554F5D535F3A0 wrote:
I noticed this one immediately as well. Normally I'd say Lakitu would pick you up midway as it would do in other tracks when you ever slightly go above a gap, but there's this small white rim that stands out right at this location, so it is very likely actually be an intentional corner cutter right there. And it looks way doable without any mushroom. The real question is whether it is worth it to skip the coins that are on this turn. You actually can get 10 coins before reaching this section, but you have to take the longer routes to grab. Personally I'd say it's worth it. Very easy to find out on day 1 (and even before for some of us for sure). For the other cut I'm not sure the glider can reach that far (might even desactivate before the snow) but we can't find out without playing. But my general impression is that the gliders have been nerfed a bit and the glider sections serve now more as transitions and bringing a bit more diversity in the racing. Edit : While I'm here, I have the intention to do semi-detailed write-ups for the best time trial strategies + alternative strategies, all fancy with images (maybe gifs) that I would put as a sticky. I feel this was lacking a bit in MKWii and MK7, where some tiny details/techniques you don't necessarily notice are sometimes crucial for hitting top times. And the write-ups by shadow and TvL for MK64 and MKDD definitely helped me quite abit even as a decent player. I know WR videos can give a general idea on how to tackle the track (and they will be likely be included), but this may not help at all the lesser skilled players that couldn't pull off difficult strategies. The purpose is to be able to be helpful to EVERYONE and not only the best players. And it's nice to have all the strats everywhere in one spot ! Thoughts ? |
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Title: Re: New Strat Ideas Topic Post by Alex R. on 05/07/14 at 08:25:44 MKBoards is planning to do a similar thing if I recall, they're going to make tutorials for beginners and lesser skilled players from the get-go. http://i.imgur.com/7rG6lKd.png Maybe faster since you take it much tighter? Or do you think the glider/trick boost by continuing on the path would benefit more? |
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Title: Re: New Strat Ideas Topic Post by Truth on 05/07/14 at 10:44:35 46606570674C7A667D7C24150 wrote:
Yes, this is a very good idea. Even though I never had problems personally with WRs, sometimes there were minor details to do a cut that someone would have to explain to me, and just watching it from a WR may not provide all the info. As for the above post, I think the glider is slightly faster. Only because it seems from the footage you lose some speed if you fall off of the antigravity without tricking/boost pad (unless you shroom here, but there may be a better shroomspot elsewhere), it would take some time to readjust the kart as well, probably. It may also be possible to double glider trick with the boost pad on the rock and a hard-to-notice trick spot after that, before the final ramp in that area. |
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Title: Re: New Strat Ideas Topic Post by Mick on 05/10/14 at 08:26:05 Someone wanted to talk about Mario Kart Stadium so here we go ! There are 4 noticeable grass/sand cutters on this track. The first turn is obvious, and the ramp one is very likely as useless as the one on Luigi Circuit in MKWii, so I'm not gonna talk about those. http://i.imgur.com/Ey53ymi.png This corner is quite similar to the one in Retro Mario Circuit 2 (MK7). There may be a possibility to cut this corner without a shroom, however the band of offroad is significantly bigger than in the aforementioned track, so for it to work at all, we'd need at least : 1. A red min-turbo, which in that case would have to be setup beforehand (time loss that the shroomless SC would have to compensate for to be worth it. Also means inward-drifting bikes are obviously a no-go. 2. A vehicle with a decent offroad/grip as to not go wide upon exiting the cut. This would likely pass by a speed trade-off, like using the Monster wheels From my impression, it doesn't seem worth it because of requirement #2, but it should at least be attempted http://i.imgur.com/6TZ6fW4.png Here's the most interesting part of the track. The last turn seems to be the best shroomspot of the track, by landing on the sand near the pipe and shrooming immediately (bikes may make this SC a bit easier. However, there may be a method to at least clear a decent part of it shroomless : there's this ramp on the right conveniently placed, that could extent the flight long enough to pass most of the turn. Maybe you could even go in hardcore mode and land on top of a pipe in order to turn even more of the turn ! If this shroomless cut is actually possible, then we could move the shroomspot either to the hairpin cut or the first turn, whichever saves more time. But once again I wouldn't bet too much on it, from what i've heard the gliders handle worse than in MK7... |
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Title: Re: New Strat Ideas Topic Post by Abyssion on 05/10/14 at 08:35:00 https://www.youtube.com/watch?v=QaHfulKddhg&t=26s Jumping over the cog to the right of the track? (Visible in this video only when they approach the glider.) If it bypasses Lakitu, I doubt it would be a shroomspot: it seems as though you'd have to drop down (think DKSC MKW) then hit the glider and shroom there because you'd have lost quite a bit of speed by then. Also, the ramp before the cog seems like it might be a pain - looks like you might have to drift and trick to the right... |
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Title: Re: New Strat Ideas Topic Post by Mick on 05/11/14 at 09:54:22 0D262A2234180B22263522470 wrote:
I noticed the cog as well, but I bet it's another part of the track that is out-of-bounds. Still, should be verified obviously. |
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Title: Re: New Strat Ideas Topic Post by Sarger001 on 05/11/14 at 22:42:41 On rGV, you seem to be able to take something similar to the rock hop but you cut a MUCH smaller amount off. But if you can glide that long, then go ahead and turn doing it, it's worth doing. http://i.imgur.com/Zs79YKj.png Can you use the glider then go off that ramp to get some extra height and skip that turn? |
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Title: Re: New Strat Ideas Topic Post by Alex R. on 05/12/14 at 08:01:45 Nato and myself were discussing that earlier, may be possible to do a full rock hop type thing by abusing the glider physics, we'll see though. |
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Title: Re: New Strat Ideas Topic Post by Truth on 05/12/14 at 14:01:31 Perhaps but every glider in the game has different properties, and rGV's looks to have a short gliding distance even if you can trick off of the boost pad. |
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Title: Re: New Strat Ideas Topic Post by kYkYske on 05/13/14 at 09:57:27 With the way Lakitu works now, it's unlikely that any shortcut where you go out of the track boundary will work. You'll probably get picked up and returned to the track the moment you start gliding over lava; a smaller cut does look very doable as long as you don't go out of bounds. By the way, where's the prefered shroom spot for GV in MKWii for a non SC/glitch run? |
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Title: Re: New Strat Ideas Topic Post by Alex R. on 05/13/14 at 14:03:18 https://www.youtube.com/watch?v=jQIf3A7TdyU no glitch real wr strat https://www.youtube.com/watch?v=k4IAVYl-U0Y random tas that uses the faster shroomspot, not used by humans because of difficulty |
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Title: Re: New Strat Ideas Topic Post by SamH on 05/17/14 at 06:10:42 https://www.youtube.com/watch?v=pmcNROu4e-o&list=UUfAPTv1LgeEWevG8X_6PUOQ Apparantly traffic doesn't follow a set pattern in rTT If it's the same in time trial that could be really frustrating, have there been any random elements before in a Mario Kart track? |
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Title: Re: New Strat Ideas Topic Post by ALAKTORN on 05/17/14 at 06:26:15 735B5A534053320 wrote:
MK64 MMF’s moles anyone who has TT’d it can tell you what hell looks like… after watching the video, you weren’t exact. the traffic isn’t random, the game selects a random set of traffic from pre-existing sets; that’s a lot different. “This will be a nightmare in time trial. One traffic set will obviously enable the fastet route for racers - I guess we can look forward to infinite restarts just to get the right st :D[ch65279]” |
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Title: Re: New Strat Ideas Topic Post by Alex R. on 05/17/14 at 08:00:16 I think they should have put a set one in TTs, otherwise the RNG/Luck based factor of the routes will hinder other's times... |
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Title: Re: New Strat Ideas Topic Post by Cole on 05/17/14 at 10:44:41 I doubt it's random for TTs, otherwise the ghosts will drive through cars... |
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Title: Re: New Strat Ideas Topic Post by Abyssion on 05/17/14 at 14:46:21 05292A23012F2A24233432460 wrote:
They are ghosts after all. [smiley=bath.gif] |
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Title: Re: New Strat Ideas Topic Post by ALAKTORN on 05/17/14 at 17:30:01 6C474B4355796A43475443260 wrote:
They are ghosts after all. [smiley=bath.gif][/quote] yeah, I’m not sure what the problem is? this already happens in MK64 I think the only setdown of this was the fact that if you crash, you can’t save the ghost; I think in the other MK games with no random elements you can crash and have the ghost saved still I sure hope you’re right though, would be cool if Nintendo was mindful of TTers |
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Title: Re: New Strat Ideas Topic Post by Zapteryx on 05/20/14 at 09:34:18 Found this in the online prima guide, they have the label for start/finish in the wrong place but it gives an idea of where the coins are: http://www.primagames.com/media/files/eguide_assets/mario-kart-8-eguide/44_96MK8-web-resources/image/260362.jpg/PRIMAP/version/1.006/resize/980x-1%3E |
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Title: Re: New Strat Ideas Topic Post by marca7 on 05/28/14 at 11:23:04 5F746E7C727E1B0 wrote:
Shroom is not even needed ;) [media]http://www.youtube.com/watch?v=EdNA2-tllY4[/media] Demonstrated in glorious HD |
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Title: Re: New Strat Ideas Topic Post by Raγ on 05/28/14 at 14:26:41 [media]http://www.youtube.com/watch?v=EdNA2-tllY4[/media] >Not European or Jap >Gets the game early :-[ |
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Title: Re: New Strat Ideas Topic Post by ALAKTORN on 05/28/14 at 14:37:55 ^wouldn’t it be faster to skip the ramp and just go down while drifting and charge an SMT? |
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Title: Re: New Strat Ideas Topic Post by Ebil on 05/28/14 at 15:21:28 It should be. To charge a SMT, you'd have to shroom to the right of the ramp, or go over the ramp shroomless. |
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Title: Re: New Strat Ideas Topic Post by Marc7 on 05/28/14 at 17:28:23 5D6F627A4D7B7C6B0E0 wrote:
Yes I'm pretty sure it is. :) Sorry about the poor demonstration x) |
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Title: Re: New Strat Ideas Topic Post by Ebil on 05/28/14 at 18:06:28 Watching a stream of someone TTing Toad's Turnpike. Confirmed that traffic only has one pattern in TTs. |
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Title: Re: New Strat Ideas Topic Post by Alex R. on 05/28/14 at 19:09:25 [smiley=bath.gif] That's an enormous relief. |
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Title: Re: New Strat Ideas Topic Post by FDR7-Marc on 05/28/14 at 21:21:02 Hasnt it always been like this? :-? When I played mkw mkdd and mk7, cars in time trials always had the same pattern, I don't see what's surprising here :P |
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Title: Re: New Strat Ideas Topic Post by SamH on 05/29/14 at 03:48:05 363A29383A6C5B0 wrote:
In GP and WW the position/movement can be 1 of many different sets, so a couple of us were speculating they wouldn't bother changing that for TT |
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Title: Re: New Strat Ideas Topic Post by Alex R. on 05/29/14 at 09:57:08 Just wondering, has anyone tried soft-drifting yet..? It was an enormous help in MKWii, I would think it would help in MK8 as well. |
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Title: Re: New Strat Ideas Topic Post by ALAKTORN on 05/29/14 at 10:30:05 64484E4A45732B0 wrote:
nobody ever used it in MK7 AFAIK, and people didn’t have troubles charging most SMTs or whatever… I don’t think it would help much in MK8 even if possible |
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Title: Re: New Strat Ideas Topic Post by Ebil on 05/30/14 at 18:58:53 The rMC record has stupid amounts of hopping in it. Does hopping actually preserve momentum from boosts? Or more like, why does it preserve momentum... |
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Title: Re: New Strat Ideas Topic Post by ALAKTORN on 05/31/14 at 02:06:26 5453585D5550435A425950555E46310 wrote:
yes, Kazuo found the “hopping tech”, check out my DP3 WR, I use it too edit: actually many WRs have started using it now, MKS and CC too I think also RRy? hopping in a somewhat specific way preserves the boost effect, from MTs, startboost, shroom, anything |
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Title: Re: New Strat Ideas Topic Post by SamH on 05/31/14 at 03:58:08 Mabye I am wrong but my current understanding of hopping is not that it preserves any boost, rather you can use it to change direction without losing speed. Any control stick movement when not in a drift is bad, even if in a SMT boost I believe. Look at the MKS WR, lots of hopping after the shroomspot and final corner, but no hopping after the hairpin in the anti gravity section because the kart is already aligned exactly how he wants. If hopping preserves boosts why wouldn't they hop there (Roy didn't hop there either) |
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Title: Re: New Strat Ideas Topic Post by ALAKTORN on 05/31/14 at 04:01:16 ^you’re wrong, hopping tech saves time even while going straight, it’s quite clear that it preserves boost speed when you do it |
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Title: Re: New Strat Ideas Topic Post by SamH on 05/31/14 at 04:16:18 696469637C677A66280 wrote:
you are probably right, I'm not even in any top 10s yet so am not an expert, but I'm not sure myself. Are you sure it doesn't preserve boost speed only compared to turning after releasing a mt/smt? Or are things different in anti gravity? Why wouldn't the MKS record holders hop after the tight hairpin |
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Title: Re: New Strat Ideas Topic Post by ALAKTORN on 05/31/14 at 04:18:38 I don’t know about anti-gravity, but on DP3, I gained with hopping both at the startboost (after turning already, so straight) and at the final straight (straight) |
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Title: Re: New Strat Ideas Topic Post by karterfreak on 05/31/14 at 04:29:27 4B63626B786B0A0 wrote:
It definitely saves time whether you're in antigravity or in regular driving. It however doesn't work and actually appears to slow you down if the track is going downward (hence not hopping at the tight hairpin) On a side note, I still can't get that quick charged MT on the first turn of MKS. It's absolutely killing my time because you can hop tech the orange MT to gain a pretty significant amount of time there. |
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Title: Re: New Strat Ideas Topic Post by blahpy on 05/31/14 at 05:08:39 I don't have this game or a wii u, just been watching videos. At the glider ramp at the big wide corner near the start of RR, is it possible to shroom and turn right to shortcut that corner? I have no idea how glider mechanics work but it doesn't look impossible from the small amount of footage I've seen of the game |
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Title: Re: New Strat Ideas Topic Post by blahpy on 06/01/14 at 02:24:57 Oh by the way, I meant N64 Rainbow Road |
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Title: Re: New Strat Ideas Topic Post by Ridley_ on 06/01/14 at 10:02:33 For ALAKTORN (rDP3): At the shroomspot maybe you should try this: After first turn, go underwater to the right of the bridge. Go straight Before the end of the water section start a right MT Use the hill to get a bounce and shroom when you land I think you can take the sc tighter this way, but I have not played the track enough to be sure it's actually efficient. |
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Title: Re: New Strat Ideas Topic Post by ALAKTORN on 06/01/14 at 14:16:42 ^getting a bounce is actually detrimental as it slows you down |
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Title: Re: New Strat Ideas Topic Post by Jonesy on 06/02/14 at 07:51:20 WR ghost on rRRd is beatable though the first straight if you incorporate hopping down the first hill after the circle boosters. Just FYI. |
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Title: Re: New Strat Ideas Topic Post by Timothy on 06/02/14 at 07:51:55 Hopping downhill is slower. |
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Title: Re: New Strat Ideas Topic Post by Jonesy on 06/02/14 at 07:53:11 373D3E3D233D440 wrote:
Feel free to try and report back... |
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Title: Re: New Strat Ideas Topic Post by Marc. on 06/02/14 at 08:04:26 00050C080F610 wrote:
I heard you can't get the third coin because you go too fast when doing this... I don't have the game though so I can't try it. |
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Title: Re: New Strat Ideas Topic Post by Jonesy on 06/02/14 at 08:04:41 http://www.twitch.tv/portugais4ever He's getting a -.45 on WR ghost through first split using my suggestion. 676B78696B3D0A0 wrote:
I heard you can't get the third coin because you go too fast when doing this... I don't have the game though so I can't try it.[/quote] Hmmm. Not sure. I guess the point is though that hopping while going downhill is not always slower... |
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Title: Re: New Strat Ideas Topic Post by Timothy on 06/02/14 at 08:05:12 383D343037590 wrote:
Feel free to try and report back...[/quote] Right you are, I had in my head that the whole first bit was downhill but it isn't. :) |
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Title: Re: New Strat Ideas Topic Post by Marc. on 06/02/14 at 08:09:35 6D686165620C0 wrote:
I heard you can't get the third coin because you go too fast when doing this... I don't have the game though so I can't try it.[/quote] Hmmm. Not sure. I guess the point is though that hopping while going downhill is not always slower...[/quote] Yeah I've just watched the stream a little and it's pretty obvious that's much faster, |
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Title: Re: New Strat Ideas Topic Post by karterfreak on 06/02/14 at 12:22:32 No idea if its been mentioned yet, but its possible to grab 4 coins on a single lap at the glider section of MKS by diving down after getting a high glide. Lets you have 8 coins going into lap 2. |
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Title: Re: New Strat Ideas Topic Post by MrTwelve on 06/02/14 at 12:44:32 Hi everyone first post here. I found that you can do a low jump on the ramp in Mario Circuit https://www.youtube.com/watch?v=hYkwxjban9M While it was pure luck when i pulled that off , maybe it is something that can be done on a regular basis and on others ramps too. It is different from the early jump you can do by tricking early, this one goes very low and gains quite some time. I was able to catch up on the WR at this point. It really looks like a low jump in MKWii but I still have no clue how to do this consistently. |
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Title: Re: New Strat Ideas Topic Post by Zapteryx on 06/02/14 at 14:18:08 033C1A392B22382B4E0 wrote:
I've managed to get it fairly consistently by tricking as soon as I hit the ramp, but I've yet to complete a run with it yet. |
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Title: Re: New Strat Ideas Topic Post by SamH on 06/02/14 at 15:19:23 Someone made a table of all the stats from the prima guide http://i.imgur.com/WwqJF4O.png - apparntly there's a little mini turbo boost for light gliders It was linked on this video so is probably reputable https://www.youtube.com/watch?v=RRG37GpNOzQ when does the english Prima guide come out? |
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Title: Re: New Strat Ideas Topic Post by johnboy81918 on 06/02/14 at 20:40:24 133B3A332033520 wrote:
English Prima guide is already out, I made a topic already showing the raw data from Prima and how to calculate combo stats from it :) |
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Title: Re: New Strat Ideas Topic Post by Suuper on 06/04/14 at 09:04:39 Just watched the rDDD WR. Most of it seemed like slow-mo to me... No idea why. I also noticed it does a lot of turning at the end of laps. Couldn't that be turned into a drift+MT? |
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Title: Re: New Strat Ideas Topic Post by Mαrν on 06/05/14 at 13:41:46 5-3-2 coinstrat is faster at rRRd, but it's hard to get the 5th coin. My best s1 with this strat was 28.033 so far, but I usually fail the rest :-/ EDIT: got 27.966 with 5 coins, this strat is quite a bit faster |
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Title: Re: New Strat Ideas Topic Post by Ebil on 06/06/14 at 23:48:56 On rRRy, after the 3rd turn (2nd hairpin), it's possible to hop 3 times instead of 2. If you can keep the line right, it's slightly faster. I was able to get ~1 kart length ahead of Alexony's 1:57.6 ghost once. Ended up wide most other times though. |
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Title: Re: New Strat Ideas Topic Post by Mick on 06/07/14 at 03:10:07 2A2D26232B2E3D243C272E2B20384F0 wrote:
I already did this in my PR, I assumed the WR was doing it :P |
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Title: Re: New Strat Ideas Topic Post by Suuper on 06/07/14 at 06:31:49 On MKS, might it be faster to go through the offroad on the u-turn without a boost, and use the boost elsewhere? I can't quite get through the offroad while enough of my SMT is left, but maybe someone better could. |
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Title: Re: New Strat Ideas Topic Post by Mick on 06/07/14 at 07:51:40 0B2D2D283D2A0F580 wrote:
Tried this several times, with different combos, but I could never get back to full speed before the mt runs out. Once you get slowed down, it takes a while to recover even when under a mini-turbo boost. With MK7 physics it would have likely worked. |
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Title: Re: New Strat Ideas Topic Post by Suuper on 06/07/14 at 08:54:20 70565346517A4C504B4A12230 wrote:
Tried this several times, with different combos, but I could never get back to full speed before the mt runs out. Once you get slowed down, it takes a while to recover even when under a mini-turbo boost. With MK7 physics it would have likely worked. [/quote] Hm. Did you try both driving into the grass before using the SMT as well as using it before and jumping over the first bit of grass? A couple times I hit the pipe while going through and it seemed to let me get speed up (although the pipe is is the grass)... |
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Title: Re: New Strat Ideas Topic Post by NMeade on 06/14/14 at 20:46:42 I don't have MK8 or a Wii U but I watch pretty much all the WR videos. I had a strat idea for the end of rRRd. The last turn on segment 3 (around 1:06 (http://youtu.be/Pzq3O6FMEJU?t=1m18s) in game timer on current WR) they hold the orange mt all the way through. Wouldn't it make sense to add an extra mt? Do a normal mt, then charge an orange one. You'll have plenty of time to do that (it's done on other turns earlier in the track and on similar length turns like on SSA). |
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Title: Re: New Strat Ideas Topic Post by Alex R. on 06/14/14 at 23:56:59 [media]http://www.youtube.com/watch?v=FNARR7anXJw[/media] |
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Title: Re: New Strat Ideas Topic Post by Zepple on 06/15/14 at 04:46:26 Nice one, has someone tried this? @NMeade Not sure about that, cause you would loose the alignement for the edge grind, which is important on that track. Someone should try though. |
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Title: Re: New Strat Ideas Topic Post by Mr.Nosey on 06/15/14 at 06:20:21 [media]http://www.youtube.com/watch?v=xN0z1Iel_OU[/media] Saw this in my subscriptions, thought I'd pass it on. |
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Title: Re: New Strat Ideas Topic Post by Insanity on 06/15/14 at 19:46:48 Is it possible that roller wheels are faster on DS? My PR uses them. |
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Title: Re: New Strat Ideas Topic Post by Harmonia on 06/18/14 at 19:59:21 Just curious, has anyone tested if drifting off the ramp (underwater) on rSL is actually faster than taking that little opening between the right of the ramp and the wall? I haven't tested and compared yet myself but I was just wondering if someone good at the track has found out. Also, @NMeade, doesn't seem faster. I did it a couple times on dead runs just to try it and I didn't really gain anything. Riding the edge all the way is probably faster. Don't quote me on that though, I haven't tried it on serious runs that could PR. Too late in the run to risk things like that :P |
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Title: Re: New Strat Ideas Topic Post by 7wZ on 06/19/14 at 07:21:59 7B5751555A6C340 wrote:
That looks pretty fucking awesome, too bad I can't try that out This game seems to have weird physics.. if any, but that kinda sounds familiar, doesn't it?;D |
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Title: Re: New Strat Ideas Topic Post by karterfreak on 06/19/14 at 17:45:52 Posted this before but this time with video, can someone who's actually good at MK8 go get the WR with this now so that people will stop using the terrible 7-3-0 coin strategy? Thanks! https://www.youtube.com/watch?v=QmQhG8f8c4E As a note, its also likely possible to grab all 5 coins if you dive diagonally properly. |
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Title: Re: New Strat Ideas Topic Post by Moocowalex on 06/19/14 at 18:07:50 505A494F5E49645D495E5A503B0 wrote:
Interesting. Probably a dumb question, but do Wario/Morton/Bowser have different hit boxes on their actual bodies? Usually it wouldn't matter but in this case it would since you're in the air... I feel like Bowser would have a bigger hit box but I'm guessing he doesn't. |
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Title: Re: New Strat Ideas Topic Post by karterfreak on 06/19/14 at 18:21:54 As far as I can tell its no different with wario, doubt its any different with morton either. |
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Title: Re: New Strat Ideas Topic Post by WillD on 06/19/14 at 18:30:02 Interesting possible improvement on the rPPS shroomspot. I know he hits the wall afterwards, but maybe starting an MT before entering the grass would help. https://www.youtube.com/watch?v=oZeOack2j0k |
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Title: Re: New Strat Ideas Topic Post by ALAKTORN on 06/19/14 at 18:38:09 ^hah that’s crazy, looks hard |
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Title: Re: New Strat Ideas Topic Post by karterfreak on 06/19/14 at 22:35:54 0F313434686161616C580 wrote:
This blew my mind, not because of the video, but because the player is Kusaannanora from Taiko, LOL! I had no idea he played this too |
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Title: Re: New Strat Ideas Topic Post by JαS on 06/21/14 at 13:31:36 he was into competitive MKWii by the way if you didn't know^ he was in FU for a while and did IL for us |
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Title: Re: New Strat Ideas Topic Post by Suuper on 06/21/14 at 19:38:56 Here are 3 ideas for MC: -Get a SMT on the first bridge (probably not lap 1, need coins). It's not easy (for me) but seems to save time if done right. -Use last boost on first turn. I'm absolutely terrible on this course, so I couldn't determine if this is better. (can't manage consistent runs) -Use a blue MT one the first turn, first lap. I'm guessing the reason I don't see a blue MT used normally when a turn is long enough for it + SMT is that it takes you outside a bit, but that's exactly what you want to get the coins. And for tricks in general, I recently discovered that it is possible to hop, turn left in the air, then drift right when landing. (or vice versa). I thought this wasn't possible sine I never noticed a WR do it...do any? |
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Title: Re: New Strat Ideas Topic Post by Moocowalex on 06/21/14 at 21:26:38 1A3C3C392C3B1E490 wrote:
By you saying "right" when landing, I'm assuming you mean that as a direction? Is this what you're describing though? http://www.youtube.com/watch?v=l7jPtcoVraE&t=43 The part where he hops, turns right, and then begins drifting left immediately in order to not hit the wall directly in front of him. If he hadn't of hopped neutral and started turning immediately while hopping, he likely would've hit the wall. If that's what you're describing then I've done it in a few of my TT's, including Sherbet Land in that spot. Otherwise I'm not exactly sure what you're describing. |
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Title: Re: New Strat Ideas Topic Post by ALAKTORN on 06/22/14 at 03:42:57 he’s describing spindrifting which is useless in this game |
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Title: Re: New Strat Ideas Topic Post by Suuper on 06/22/14 at 05:50:02 181518120D160B17590 wrote:
I would think that it would be useful for charging SMTs on some turns, such as the first on on rDP3. You would start the drift earlier and get more charge before the actual turn, meaning you don't need to drift out so much after the turn. |
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Title: Re: New Strat Ideas Topic Post by ALAKTORN on 06/22/14 at 06:00:24 either I do it badly or what you say is wrong, because spindrifting charges MTs slower than just delayed drifting from my testing on DP3 and other tracks (or at best, at the same rate) |
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Title: Re: New Strat Ideas Topic Post by Bengy on 06/22/14 at 06:28:39 I don't know if Jacob read this topic but watch my ghost on rTTC (3rd : AR*Bengy). If you use my strat at the begining and at the ending of the map you'll get the WR i think [smiley=beer.gif] |
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Title: Re: New Strat Ideas Topic Post by JACOB@MK8 on 06/22/14 at 14:04:47 76515A534D340 wrote:
The mt after the first trick is definitely faster. Over .100 gained on my ghost. I can't believe I never thought about this. The mt before the shroom I haven't tested yet, but it seems like it would be faster as well for laps 1 and 2. Nice job with these finds :) |
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Title: Re: New Strat Ideas Topic Post by Near on 06/22/14 at 15:10:21 personally i said to earl to try out if a smt after getting the first coin ( this implies to do not trick ) and with some neutral hops after the smt and the normal hops would be faster with the correct angle however,if someone could try to softdrift at the end of tm to get a smt and to neutral hop after,and sees if its faaster,would be great |
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Title: Re: New Strat Ideas Topic Post by JACOB@MK8 on 06/22/14 at 15:17:23 7150585A5B350 wrote:
I already did this before in some of my earlier WRs. Definitely doesn't save as much time as it seems. I even tried softdrifting at the first turn and could not get a smt before the ramp and still have enough time to align straight. Unless I just suck at softdrifting (I still don't understand how to properly do this technique). |
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Title: Re: New Strat Ideas Topic Post by Suuper on 06/22/14 at 15:47:08 6C4A4A4F5A4D683F0 wrote:
Has anyone tried any of these? |
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Title: Re: New Strat Ideas Topic Post by ALAKTORN on 06/22/14 at 17:07:47 252161747679110 wrote:
uhm, I’ve been succesful with that during GPs… you could try a little counter drifting/hopping to make it easier |
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Title: Re: New Strat Ideas Topic Post by Zapteryx on 06/22/14 at 21:34:06 66404045504762350 wrote:
All are slower, unfortunately. The one most likely able to save time is a bridge smt, but hop sliding (or whatever you want to call it) seems to be faster there. |
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Title: Re: New Strat Ideas Topic Post by Abyssion on 06/23/14 at 01:26:51 MC - Hopdrift down the first turn after charging the SMT? |
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Title: Re: New Strat Ideas Topic Post by Zapteryx on 06/23/14 at 01:57:13 already done^ :) |
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Title: Re: New Strat Ideas Topic Post by Suuper on 06/23/14 at 04:56:11 527963717F73160 wrote:
All are slower, unfortunately. The one most likely able to save time is a bridge smt, but hop sliding (or whatever you want to call it) seems to be faster there.[/quote] No the last one I mentioned is definitely faster. Hopping to the outside with a little boost can not be slower than drifting there. Since you said that one wasn't, I'm not satisfied with your answer for the second one either. (Did you try going outside near the end of the first turn to allow more turning on the bridge? I did that when it seemed to work for me.) |
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Title: Re: New Strat Ideas Topic Post by Zapteryx on 06/23/14 at 06:04:23 I can try again with the mt at the very start but when I tried it earlier it was slower... And yes, I did try that. It wasn't faster EDIT: ok, this blue mt is weird A lot of the time I either gain no time at all or even lose time, but if I release it at the right point it gains up to .05... It seems to be releasing it on the slight downhill slope is faster, not sure why Ok tested the smt at the bridge again, that's DEFINITELY slower. |
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Title: Re: New Strat Ideas Topic Post by Suuper on 06/23/14 at 07:00:54 I gain more than that on my ghost when I use the blue MT... I'll do more of my own testing when I get back on MK8. See if I can gain on the WR. |
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Title: Re: New Strat Ideas Topic Post by VinnieC on 06/23/14 at 11:54:20 At rMP, why doesn't the WR collect two coins at once in the area with the piranha plants? |
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Title: Re: New Strat Ideas Topic Post by W42PZ on 06/24/14 at 07:06:45 [media]http://www.youtube.com/watch?v=fSGnNCKd-_w[/media] That turn at 0:30-0:35 (1:05-1:10 / 1:41-1:46) Instead of holding SMT, why not MT then SMT? I cant try it out since I dont have the game but it seems like it would be doable... |
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Title: Re: New Strat Ideas Topic Post by Suuper on 06/24/14 at 07:18:23 I think that it would be faster if done perfectly, but the hop tends to take you outside and the boost from blue MTs isn't very big. |
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Title: Re: New Strat Ideas Topic Post by ALAKTORN on 06/24/14 at 09:01:10 7B5D5D584D5A7F280 wrote:
it’s actually extremely easy to do, I can add an MT in EVERY turn that Zap SMTs, except for the first turn where I lose time doing it (landing is weird) edit: as an idea I thought of cutting the 2nd turn with an MT, but idk if that’s even possible/faster |
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Title: Re: New Strat Ideas Topic Post by Rhodechill on 06/24/14 at 09:13:33 https://www.youtube.com/watch?v=WIT9za8SZx8 low trick on SGF, unsure if it's useful. |
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Title: Re: New Strat Ideas Topic Post by ALAKTORN on 06/24/14 at 09:16:28 ^private |
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Title: Re: New Strat Ideas Topic Post by VinnieC on 06/24/14 at 11:51:02 645B5C5C5B57320 wrote:
Can someone answer my question? |
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Title: Re: New Strat Ideas Topic Post by W42PZ on 06/24/14 at 12:00:04 Most likely because he can't or didn't think about it |
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Title: Re: New Strat Ideas Topic Post by VinnieC on 06/24/14 at 12:17:19 It's possible, I've done it before |
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Title: Re: New Strat Ideas Topic Post by Finja on 06/24/14 at 21:36:37 Anyone notice themselves getting a small boost while bunny hopping hitting the wall? Sometimes in TH with Standard Bike, I would tap off the wall at the end of the lap while bunny hopping and gain a bit of time on my ghost. |
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Title: Re: New Strat Ideas Topic Post by ρf☆Pαμl on 06/24/14 at 23:40:30 On MW you can do a low trick at the first ramp. You have to hop at a certain spot, but it is not easy and you miss the ramp very often. When I got it I was ahead of Blake's ghost by around an half kart length. |
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Title: Re: New Strat Ideas Topic Post by Near on 06/25/14 at 06:52:25 [16:49:15] K[ch945]zu[ch963] | Max: 35"358 35"151 35"822 NOBUO's MC splits,now we can start to guess the strat. |
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Title: Re: New Strat Ideas Topic Post by Moritz on 06/25/14 at 07:38:44 Where NOBUO posts his times? |
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Title: Re: New Strat Ideas Topic Post by Suuper on 06/25/14 at 07:50:23 7E5F5755543A0 wrote:
All I see there is a 2-1-0 shroom strat, which means nothing. |
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Title: Re: New Strat Ideas Topic Post by Suuper on 06/26/14 at 10:22:37 On Thwomp Ruins, might it be better to go on the wall in the tunnel first lap? It's 6 coins instead of 2, so you'll have coins sooner and won't need to go in the water. It's really hard to hop properly there while getting all the coins. |
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Title: Re: New Strat Ideas Topic Post by Moocowalex on 06/26/14 at 11:06:49 65434346534461360 wrote:
I just tried it (PR is only 1:55.9xx on this track but I would think comparing two routes against myself would be somewhat accurate) and it seemed a 2-3 tenths of a second slower even though you get the coins earlier, but if you are able to successfully fire hop along the wall and still grab all the coins I could see it being faster. It sets you up perfectly to follow the same route lap 2 and 3 uses for the next part where you go along the left wall. |
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Title: Re: New Strat Ideas Topic Post by Suuper on 06/26/14 at 12:02:47 Yeah, that's about what I get, but I've only managed to hop half-decent and get all coins 2-3 times, so I wasn't sure. I also thought maybe someone might be able to get better hopping. Without having to aim for coins on a weird anti-grav part, hopping with 3 boosts saves easily over 1 full second versus 3 boosts no hops, so it seems like it should be possible to go pretty fast on the wall. EDIT: Are you getting low air from the ramp at the end of the wall? If done right you can land and still have enough boost time for 3-4 hops. |
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Title: Re: New Strat Ideas Topic Post by Ridley_ on 06/28/14 at 03:38:47 On SA it seems slightly faster to charge an SMT during the first turn rather than tricking. |
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Title: Re: New Strat Ideas Topic Post by Timothy on 06/28/14 at 04:33:33 ^ That's good to know, I've been doing this on wifi because it feels nicer. :) |
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Title: Re: New Strat Ideas Topic Post by Suuper on 06/28/14 at 05:27:27 I noticed the WR on Toad Harbor doesn't skim at the downhill section. Probably should. |
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Title: Re: New Strat Ideas Topic Post by Ridley_ on 06/28/14 at 06:10:53 ^I noticed it too but for some reasons I couldn't get skimming to be faster there... Perhaps I just suck at it though. 111B181B051B620 wrote:
I just tried with WR ghost and I don't think it's faster now... I could easily beat my ghost because it is terrible at that part lol. Sorry. |
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Title: Re: New Strat Ideas Topic Post by Insanity on 06/28/14 at 06:49:57 03252520352207500 wrote:
It's been tested to be slower iirc |
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Title: Re: New Strat Ideas Topic Post by Suuper on 07/04/14 at 06:52:28 On Toad Harbor, you can get a SMT on the last turn if you bump the wall at the end of the grass. (Similar to the wall bump on the last turn of rYV.) |
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Title: Re: New Strat Ideas Topic Post by Ridley_ on 07/04/14 at 07:08:08 Yeah, you can even get it with a counterdrift before the shroom. I don't know why the WR doesn't use that. |
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Title: Re: New Strat Ideas Topic Post by Wasp on 07/05/14 at 15:34:21 Why does it always look retarded the way people do the MW cut at the very end? Has anyone tried another way? :P |
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Title: Re: New Strat Ideas Topic Post by Zapteryx on 07/05/14 at 15:53:14 Well I (and I think marv as well) do an mt + neutral hops coming out of the shroom, it feels faster but I only have 1'48 so I'm not the best person to test it lol |
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Title: Re: New Strat Ideas Topic Post by Wasp on 07/05/14 at 22:03:12 113A20323C30550 wrote:
Sounds good, Blake or Malleo should try this.. |
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Title: Re: New Strat Ideas Topic Post by Timothy on 07/06/14 at 02:48:14 Yeah that's what I do as well (though I suck at everything else on the course). The way it's currently done is retarded. |
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Title: Re: New Strat Ideas Topic Post by Finja on 07/06/14 at 05:55:03 I do the mt and hops too, I'm almost sure it's faster. It's also faster to get a SMT at the first turn of rTTC. Edit: Maybe it's already known, but I think it's faster to shake the wiimote or gamepad for tricks at certain places (the eel in DS, rRRd for more and reliable tricks). |
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Title: Re: New Strat Ideas Topic Post by Malleoz on 07/09/14 at 09:21:26 If you hop at the right time at the very beginning of Mount Wario, you can low trick the very first ramp. It drops you down sooner and saves somewhere around .050. |
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Title: Re: New Strat Ideas Topic Post by ρf☆Pαμl on 07/09/14 at 11:46:02 ^ 7B77656273646677637A160 wrote:
I get ignored everytime... |
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Title: Re: New Strat Ideas Topic Post by Finja on 07/09/14 at 11:57:29 7C70626574636170647D110 wrote:
I get ignored everytime...[/quote] You're right, just never saw a point of replying. This is also true of the 2nd ramp. |
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Title: Re: New Strat Ideas Topic Post by Suuper on 07/10/14 at 14:17:30 On Bowser's castle, the WR drifts onto the boost pas before the glider. Wouldn't it be better to release the MT and do 1 hop before the boost pad? Also, so many WRs still don't hop with the start boost...2 hops plus neutral hops easily makes a difference. |
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Title: Re: New Strat Ideas Topic Post by Ridley_ on 07/10/14 at 14:39:02 41676762776045120 wrote:
But it's not always faster, is it ? If so, can someone quickly make a list of the tracks where it's usefull / useless ? |
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Title: Re: New Strat Ideas Topic Post by ALAKTORN on 07/10/14 at 15:08:05 it’s useful pretty much everywhere TR and SSC are 2 where it might not be faster |
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Title: Re: New Strat Ideas Topic Post by Suuper on 07/10/14 at 19:37:13 If you have time to hop before you need to drift, and it's not a place where hopping slows you down, it's better. Pretty simple really. Why would you want a list? |
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Title: Re: New Strat Ideas Topic Post by Ridley_ on 07/11/14 at 15:29:55 ^I don't know, I thought that was track specific for some reasons. I don't fully understand this game. Thanks anyway. |
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Title: Re: New Strat Ideas Topic Post by Suuper on 07/14/14 at 17:54:52 A couple WRs use both Pipe Frame and Slim tires. I wonder if some other combination might be better. Someone should double-check since I know that some (not sure which or what is right) of my numbers are off, but this is what I see: Using Mach 8 and different tires is not as good. A few combos with slim have potentially better speed/traction/MT combinations: -Standard kart (plus .25 speed for minus .25 MT) -Badwagon, if traction is more important than MT -The Duke and Teddy Buggy are the same as standard kart, except, obviously, they are not karts. (Would make sense if an ATV worked well on rDDD.) |
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Title: Re: New Strat Ideas Topic Post by ALAKTORN on 07/15/14 at 09:22:47 ^Standard Kart doesn’t have the same handling as Pipe Frame… |
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Title: Re: New Strat Ideas Topic Post by Harmonia on 07/15/14 at 10:52:40 http://youtu.be/AlycnyVgMD0 idk if this could be done consistantly, it reminds me of the double trick you can get on Wario's Gold Mine before the mine in MKW. It looks faster, though. |
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Title: Re: New Strat Ideas Topic Post by Finja on 07/15/14 at 12:53:44 I mentioned before that Standard Kart might have a chance on MW due to its extra traction and anti-gravity speed. It's likely slower, but there's still a tiny chance. 7E57445B59585F57360 wrote:
That looked strange. o_o If it's faster then it must be by like 0.010. Did you shake your controller for the second trick? |
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Title: Re: New Strat Ideas Topic Post by Suuper on 07/15/14 at 15:19:05 181518120D160B17590 wrote:
Isn't traction the important stat when drifting, not handling? |
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Title: Re: New Strat Ideas Topic Post by Harmonia on 07/15/14 at 15:39:58 26090E14010E600 wrote:
That looked strange. o_o If it's faster then it must be by like 0.010. Did you shake your controller for the second trick?[/quote] I use pro controller, so no, I guess I just got 2 tricks when I pressed the R button again to start the drift. I got it again today, but it was much higher. I don't think its faster, more of a cool looking thing like the double trick on WGM's corner cut. |
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Title: Re: New Strat Ideas Topic Post by Suuper on 07/15/14 at 17:53:06 On Toad Harbor it is possible to low jump both of the ramps at the beginning. (Just jump at the right time before hitting the ramp.) I haven't yet been able to do this while also getting good bunny hops before the first one, so I don't know if it's faster. While I'm posting, here's another idea I haven't yet tested. The long turn after the two ramps looks like it might be possible to use a blue MT mid-turn and still get a SMT. If so, going outside on the hop should be an easy fix, since you'd be well away from obstacles at the time the blue MT charges. |
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Title: Re: New Strat Ideas Topic Post by Suuper on 07/16/14 at 06:39:13 On MKS, I'm pretty sure it's best to get both coins at the first turn. It doesn't loose a lot of time, and you'll have +1 coin for one and a half laps. And I know it's faster to jump over a bit of grass on the anti-grav turn before the u-turn. It looks awkward whenever I do it, but I easily gain time. |
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Title: Re: New Strat Ideas Topic Post by Suuper on 07/19/14 at 17:15:43 These aren't all new, but here's a list of things I see that the current WRs don't do, but should. (or probably should) MKS: -Bunny hop at the start. Clear advantage. -Probably get both coins at the start. It's a +1 coin advantage for a lap and a half, and doesn't seem to lose me too much time. -Hop over a bit of grass on the 2nd anti-grav turn. (Except lap 1, get coins instead.) -Pretty sure it's only not done due to difficulty, but get 4-5 coins while gliding. WP: -Not sure if two directional hops can be fit in at the start. -Not tested against a ghost, but I seem to go faster when bunny hopping after landing in the water. -Again untested; it is possible to get 2 coins at least on the 2nd underwater group (before the line of 3 and glider). Might not be worth it since 10th coin is already close. SSC: -Blue MT after glider? Seems to be a less likely place than others. MC: -Blue MTs on some SMT turns. At least the ones near the castle. TH: -Untested; low jump both ramps at start? Pretty hard. -Untested; blue MT on turn after boost ramps? -Delay SMT before downhill a bit, and jump from just before downhill bit. -Bump wall at end of laps 1-2 for SMT. (similar to rYV lap end) TM: -Delay last underwater MT until 1-2 hops lands you on boost pad. (Stack those hops) SA: -Untested; idea I just had: release blue MT at start earlier, to drift off ramp and get enough charge in air for SMT? -Delay blue MT before boost pads for better hop stacking. Ed: -Hop before 2nd glider? -Skim at end? BC: -Release MT earlier at the end of anti-grav section, to stack hops from it with boost pads. (Unless SMTs and boost pads stack?) rMC: -Add a hop or two to the start? rCCB: -Hop at the start. -Blue MT before 2nd last SMT? rDP3: -WR stops hopping before mole hill 1st lap? -Also doesn't trick on lap 2? rDKJ: -Swap the coins from laps 1-2 at the start of lap. (Assuming lap 3 path is faster) should be very minor rMP: -Untested; go around grass at end, and shroom to stack hops? rYV: -Blue MT on first turn. (at least laps 2-3) -Untested; instead of drifting through the grass at the SC, bunny hop and aim further left, to cut more grass (enter SC a bit wider) rTTC: -Hop at the start? -Start bunny hopping earlier at end. rPPS: -Hop at the start -Untested; Idk how, but I once jumped from near the top of the downhill all the way to the first ramp. rRRd: -Hop at the start. If any of these are known to be slower (or equal) than current WR strats, please tell me so. (and why/how it's slower, please) |
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Title: Re: New Strat Ideas Topic Post by ALAKTORN on 07/19/14 at 19:29:24 73555550455277200 wrote:
-done on purpose, the hopping boost gets transfered into the air time + trick -not faster what it should actually be doing is -hop tech startboost -hop tech after mystery boost on laps 2 and 3 (hard) |
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Title: Re: New Strat Ideas Topic Post by Suuper on 07/20/14 at 04:27:49 1419141E011A071B550 wrote:
-done on purpose, the hopping boost gets transfered into the air time + trick -not faster what it should actually be doing is -hop tech startboost -hop tech after mystery boost on laps 2 and 3 (hard)[/quote] It stops hopping because if it didn't the hopping speed would transfer to the air? Is that because the turn is coming up so soon? Is it possible to low jump/trick off mole hills? And how did I miss a hopping at start? :/ |
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Title: Re: New Strat Ideas Topic Post by ALAKTORN on 07/20/14 at 04:44:11 -no… the opposite. if it didn’t stop hopping the speed boost would get killed at the trick instead of being transfered into the air -never done it myself, don’t know |
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Title: Re: New Strat Ideas Topic Post by Yasten on 07/20/14 at 05:37:37 4E68686D786F4A1D0 wrote:
OK, I wonder what you mean by "skim"??? idk if a hop before the ramp is slower, should try it... But my time is already pretty good so... *wink* EDIT: [...] if a jump before the ramp is slower or faster [...] |
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Title: Re: New Strat Ideas Topic Post by Suuper on 07/20/14 at 08:49:56 Well that's really weird. I would have thought the time not hopping would lose the speed gained. Skimming is bunny hopping but starting a drift every time you land, as is done on the anti-grav downhill bit of MKS. And I didn't mean a hop, but bunny hopping. Guess I should have put "bunny" in my post. |
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Title: Re: New Strat Ideas Topic Post by Timothy on 07/20/14 at 12:10:56 Still no hopping of any sort on CC start/finish straight... |
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Title: Re: New Strat Ideas Topic Post by Suuper on 07/20/14 at 12:30:42 4C46454658463F0 wrote:
They used to do it, so I'm assuming it was determined to not save any time. Perhaps due to the odd side slopes there. |
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Title: Re: New Strat Ideas Topic Post by Timothy on 07/21/14 at 00:12:49 55737376637451060 wrote:
. |
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Title: Re: New Strat Ideas Topic Post by Michael F on 07/21/14 at 00:40:48 3A3033302E30490 wrote:
4 coins while gliding: https://www.youtube.com/watch?v=_yu8qskwhI0 |
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Title: Re: New Strat Ideas Topic Post by Yasten on 07/21/14 at 04:10:22 1 time I must have even been able to hop over the 1st turn's grass at rRRy XD |
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Title: Re: New Strat Ideas Topic Post by Mick on 07/21/14 at 04:29:26 I had experimented a lot with the 4-coin strategy back near release. But eventually racing some of Jak WR's made it evident to me that all the glider movement required does not make the extra coin worth it (landing with the glider at a large angle slows you down unlike in MK7). Gliders really sucks ass in this game if you couldn't tell already. |
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Title: Re: New Strat Ideas Topic Post by Suuper on 07/21/14 at 04:39:33 63696A697769100 wrote:
.[/quote] Hopping at the start saves a kart length quite easily for me. It may not be major, but it's easy. You're at least exaggerating how much time it takes to get that 2nd coin. When I did it, I'm no more than .15 slower on lap one. (Didn't pay that much attention to the times, so that's just a safe number; it's possibly less.) Did you try the grass? I didn't expect it to work well, but it does save time for me. (Versus my own ghosts. Maybe I should try against a WR ghost. Would have to use an extra shroom to keep up.) |
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Title: Re: New Strat Ideas Topic Post by Rhodechill on 07/21/14 at 21:14:01 75515B50595D54677E4A515D5C380 wrote:
4 coins while gliding: https://www.youtube.com/watch?v=_yu8qskwhI0[/quote] That's insane. I hate coins in this game. |
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Title: Re: New Strat Ideas Topic Post by Timothy on 07/22/14 at 01:08:05 Yeah that's pretty cool, still not sure it's viable both in terms of repeatability and sacrificing time. |
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Title: Re: New Strat Ideas Topic Post by Yasten on 07/22/14 at 04:01:19 0832353E3F39323336365A0 wrote:
Well, they may be hated in racing (these items appear too much), but in TTs that's a whole other thing, since it's basically the same thing as in MK7 when we're talking about TTs... |
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Title: Re: New Strat Ideas Topic Post by Fisico on 07/22/14 at 04:20:37 Coins just shouldn't be in TTs. It sucked in MK7 and it sucks here as well. |
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Title: Re: New Strat Ideas Topic Post by Yasten on 07/22/14 at 04:53:39 At least you can do a race without items nor coins online... But why are you saying that's a bad thing in TTs??? I wonder what the Ed WR would have been if there were no coins... I think it wouldn't even be sub 2 minutes lol. |
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Title: Re: New Strat Ideas Topic Post by Fisico on 07/22/14 at 05:01:50 I've played MKW a lot, and TTs were just more fun. With coins, you have to take wider lines etc. to get them. But that's just personal preference. And why is it a bad thing if a WR doesn't sub 2 minutes? |
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Title: Re: New Strat Ideas Topic Post by Yasten on 07/22/14 at 05:36:49 Even if in this game, there seems to be more 2 minute tracks compared to MK7... I didn't necessarily mean it like it was a bad thing... I must have played MK7 more than MKW, I'd say, but still... I wonder why coins are bad. Personal preference: I'll give you the point. No wonder why the MKW tracks take 3 minutes with no coins too... I just wanted to approximate the times. |
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Title: Re: New Strat Ideas Topic Post by Abyssion on 07/22/14 at 06:35:45 61594B4C5D56380 wrote:
That's besides the point though; you're comparing the two games as if a lack of coins in MKW is affecting its overall speed. The two systems are completely independent of each other. MKW tracks aren't longer because there are no coins, they're just longer... |
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Title: Re: New Strat Ideas Topic Post by Rhodechill on 07/22/14 at 07:14:41 Or the vehicles are slower. |
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Title: Re: New Strat Ideas Topic Post by Yasten on 07/22/14 at 08:02:05 6F49494C594E6B3C0 wrote:
How would this be faster then cutting the grass??? I think the grass is too close to the finish line to make it count anyway... |
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Title: Re: New Strat Ideas Topic Post by Suuper on 07/22/14 at 09:03:19 0E3624233239570 wrote:
How would this be faster then cutting the grass??? I think the grass is too close to the finish line to make it count anyway...[/quote] Going around doesn't look like a much longer path, so it might save more time to stack hops than cut the grass. I did go try this, though, and going around the grass is harder than I expected, so it doesn't seem very likely to save time. |
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Title: Re: New Strat Ideas Topic Post by Yasten on 07/22/14 at 09:21:27 @Suuper: You'd have to do an awfully sharp drift lol. You'd have more chance to go on the grass already anyway. It was easier to go around the grass in MK7 however. |
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Title: Re: New Strat Ideas Topic Post by Harmonia on 07/22/14 at 18:14:00 Has anyone tried bunny sliding/skimming/whatever after the double smt turn on Water Park after fire hopping (when the slope angle is downwards)? Another strat idea: the current WR gets 3 coins in the underwater part before the glider, and skips 1 of the 3 approaching the glider. Wouldn't it be better to skip the third coin of the run (the one you go wide for around the double smt turn), and then get 3 underwater and all 3 at the glider? I don't know how consistant it is to get 2 coins at once in the rows underwater though. |
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Title: Re: New Strat Ideas Topic Post by WillD on 07/23/14 at 21:50:56 Those both sound pretty plausible. Getting 2 coins in the underwater row is relatively easy, imo. |
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Title: Re: New Strat Ideas Topic Post by Ridley_ on 07/26/14 at 12:59:16 You can easily add an MT in the first turn of rYV, I have no clue why it's not done. |
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Title: Re: New Strat Ideas Topic Post by ALAKTORN on 07/26/14 at 13:46:54 416E636D6E36070 wrote:
I tried that and wasn’t capable :( edit: only tried lap 1 though |
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Title: Re: New Strat Ideas Topic Post by Ridley_ on 07/26/14 at 14:43:44 525F5258475C415D130 wrote:
I tried that and wasn’t capable :( edit: only tried lap 1 though[/quote] Oh yes, it's probably harder / not possible for first lap because of the different route |
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Title: Re: New Strat Ideas Topic Post by Ridley_ on 07/28/14 at 05:25:40 RR ending looks bad (on final lap); WR should try delaying the last SMT and fire hop to the end (instead of quickly releasing the SMT just to get an additional MT). |
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Title: Re: New Strat Ideas Topic Post by Yasten on 07/28/14 at 05:31:21 RR: must have tried an early SMT that I didn't convert into an MT... And my time was better... Good question. Was it because I was on L3? Maybe. |
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Title: Re: New Strat Ideas Topic Post by Abyssion on 08/05/14 at 06:31:36 Hop skimming downhill after the last boost pad on TH? |
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Title: Re: New Strat Ideas Topic Post by Suuper on 08/05/14 at 15:39:35 Could spin-hopping be useful? (Start a hop one way, change direction mid-hop.) It allows you to hop without changing your alignment much, so if it gives a boost comparable to regular bunny hopping, it might be useful in a few places. |
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Title: Re: New Strat Ideas Topic Post by ALAKTORN on 08/05/14 at 19:38:45 I’ve already told you but it’s far more useless than it looks what changes is the camera, your trajectory stays almost the same as with a normal drift |
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Title: Re: New Strat Ideas Topic Post by Suuper on 08/06/14 at 06:36:31 090409031C071A06480 wrote:
You've never actually done one, have you? -.- You can watch the highlight reel in slow-mo too, if you can't make accurate comparisons at normal speed. Or just take it from the guy who occasionally does it on accident: it ruins my line. |
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Title: Re: New Strat Ideas Topic Post by ALAKTORN on 08/06/14 at 08:50:26 if you’re doing it on accident, how the hell can I take you seriously? ::) they’re easy to do, and I’ve tested them on corners of DP3, they’re useless (also the two times it happened by accident to me, they didn’t ruin my line) |
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Title: Re: New Strat Ideas Topic Post by Suuper on 08/06/14 at 08:58:56 232E2329362D302C620 wrote:
Because if doing them unintentionally makes a difference, the technique can change your alignment and therefore could be useful. They don't always ruin my line either, I can compensate when I see it happen. ("tested it on corners": I'm not talking about spindrifting.) |
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Title: Re: New Strat Ideas Topic Post by ALAKTORN on 08/06/14 at 08:59:49 ah wow I completely misunderstood, still sounds pointless though unless for some weird reason the boost they give would be stronger than normal |
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Title: Re: New Strat Ideas Topic Post by Suuper on 08/06/14 at 09:20:40 6469646E716A776B250 wrote:
If it's still easy, you should be able to test it with start boost hops. (I can't make two quick consecutive spinhops, so I can't test it.) |
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Title: Re: New Strat Ideas Topic Post by ALAKTORN on 08/06/14 at 13:27:25 I won’t be touching my WU for a long while still |
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Title: Re: New Strat Ideas Topic Post by Abyssion on 08/06/14 at 13:33:58 5459545E415A475B150 wrote:
You'll be touching young Asian children, as usual. |
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Title: Re: New Strat Ideas Topic Post by Zepple on 08/08/14 at 10:30:40 TH: at the 3rd ramp, I randomly took the extra right of it and got a super low jump. It looks faster. |
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Title: Re: New Strat Ideas Topic Post by Fisico on 08/10/14 at 04:38:54 0B243E242E224D0 wrote:
Also post it in the WR topic (so sorry for double post), but this belongs here I think. EDIT: A video for those who want to see it. Idk if it's faster than the SMT hops, a top player should be able to tell :) http://www.youtube.com/watch?v=cgW5hf4e8vs |
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Title: Re: New Strat Ideas Topic Post by ρf☆Pαμl on 08/13/14 at 07:13:45 For MW Section 1: http://youtu.be/onWkPY4WgQU Saves like .15 for me, it is after ramp 3 |
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Title: Re: New Strat Ideas Topic Post by JαS on 08/13/14 at 07:39:29 74786A6D7C6B69786C75190 wrote:
https://www.youtube.com/watch?v=6IlcsQLKHWg Extra MT is old, I'm pretty sure I mentioned it in the PP chat but got ignored or something. |
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Title: Re: New Strat Ideas Topic Post by Ebil on 08/13/14 at 12:18:51 4D6167636C5A020 wrote:
https://www.youtube.com/watch?v=6IlcsQLKHWg Extra MT is old, I'm pretty sure I mentioned it in the PP chat but got ignored or something.[/quote] Dunno. It was about even when I tried it after seeing some JP ghost do it. So I just stopped trying to use it. Worth trying again though. Though I think a SMT could be added right after the cave. https://www.youtube.com/watch?feature=player_detailpage&v=fNStPMARbr4&list=UUR_r-Z4TiSpZ953zL6IlRQw#t=66 |
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Title: Re: New Strat Ideas Topic Post by Rhodechill on 08/13/14 at 20:25:15 ^That looks much faster indeed. |
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Title: Re: New Strat Ideas Topic Post by Neαr on 08/14/14 at 05:46:21 retarded new th boost : http://youtu.be/ubyAE7V6A9A |
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Title: Re: New Strat Ideas Topic Post by Timothy on 08/14/14 at 06:11:24 no |
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Title: Re: New Strat Ideas Topic Post by Fisico on 08/14/14 at 10:13:45 73525A5859370 wrote:
I think you just released your MT as you touched the 2nd ramp, resulting in the boost, like I did in my PR mentioned above. |
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Title: Re: New Strat Ideas Topic Post by Neαr on 08/14/14 at 13:08:47 i didn't release the mt,didn't even try to soft |
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Title: Re: New Strat Ideas Topic Post by ρf☆Pαμl on 08/15/14 at 08:39:58 RR: I added 3 slides at the end and it looked faster. You can even do the mt after easily. |
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Title: Re: New Strat Ideas Topic Post by Sergeant Guy on 08/18/14 at 18:39:30 For Bowser's Castle, would it be faster overall to skip the 5th coin and do a tight turn on the left of the spiky ball? It would require insane precision thought, so I'm not sure |
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Title: Re: New Strat Ideas Topic Post by Timothy on 09/19/14 at 07:11:35 If anyone fancies a crack at rGV WR (as it's the oldest) then have a quick look at my ghost. I added some slides on the start/finish straight that are faster. I won't be able to play wiiu for a while now otherwise I'd keep trying to push my time down. I just don't do the shrooms at all well. A double hop after the first mt may also be faster somehow but I didn't pursue it. |
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Title: Re: New Strat Ideas Topic Post by Timothy on 09/26/14 at 08:54:01 Cole should be sliding on laps 2/3 after the MT on the 2nd corner. |
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Title: Re: New Strat Ideas Topic Post by DDSC on 09/26/14 at 08:58:48 wouldn't sliding ruin the angle for the mt on antigrav ? |
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Title: Re: New Strat Ideas Topic Post by Cole on 09/26/14 at 09:02:58 Yeah, I don't do it because it ruins the angle for the ramp MT. But I will try it more since the slides themselves do seem slightly faster. |
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Title: Re: New Strat Ideas Topic Post by Suuper on 09/27/14 at 05:47:10 Two ideas for chaining boosts: WP, chain two shrooms, rather than just using 1 each time. CC, delay shroom until bunny hopping can take you to the first boost pad. |
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Title: Re: New Strat Ideas Topic Post by Sam F on 09/27/14 at 10:45:55 on MKS, I was fire hopping the end of lap 1, I hit the wall (there's a small red part before the pole sticking out) I hit it and got shot forward. If I can recreate it, I'll make a vid. |
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Title: Re: New Strat Ideas Topic Post by AdroMaster on 09/27/14 at 16:44:07 0A26252C0E20252B2C3B3D490 wrote:
I was TTing rMC today 30 min. It is faster for me. I do three slides and a single hop and the alignement is perfect to drift into the zipper in order to chargue the MT in the air properly. So you should try to do it. Maybe four slides are possible, but too difficult for me. A single hop makes it easy. |
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Title: Re: New Strat Ideas Topic Post by Suuper on 10/01/14 at 16:10:08 795F5F5A4F587D2A0 wrote:
Now that I'm back from vacation I can test this. It works. |
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Title: Re: New Strat Ideas Topic Post by TASPlasma on 10/19/14 at 23:58:44 On Cloudtop Cruise, is it not possible to charge an SMT on the leaves instead of tricking on them? Or is tricking the only way to take the leaf cut? |
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Title: Re: New Strat Ideas Topic Post by Insanity on 10/20/14 at 14:15:24 526775566A67756B67060 wrote:
charging an SMT over both leaves is quite slow and the uneven ground messes up hops after. The MT gives a boosted trick which leads to another boosted trick, which is much faster, since boosted tricks send you much further |
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Title: Re: New Strat Ideas Topic Post by TASPlasma on 10/20/14 at 17:33:51 64435E4C434459542D0 wrote:
charging an SMT over both leaves is quite slow and the uneven ground messes up hops after. The MT gives a boosted trick which leads to another boosted trick, which is much faster, since boosted tricks send you much further[/quote] Why is it slow to charge the SMT there? From what I have seen, MTs charge just as fast in mid air as they do on the ground. |
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Title: Re: New Strat Ideas Topic Post by JACOB@MK8 on 10/20/14 at 19:41:42 1E2B391A262B39272B4A0 wrote:
charging an SMT over both leaves is quite slow and the uneven ground messes up hops after. The MT gives a boosted trick which leads to another boosted trick, which is much faster, since boosted tricks send you much further[/quote] Why is it slow to charge the SMT there? From what I have seen, MTs charge just as fast in mid air as they do on the ground.[/quote] And that's why it's slower. It's much faster to travel at a forward momentum than it is to charge a smt in the air and not travel straight . There are exceptions like SSC and rGV for example, but for CC no way since you'd be going through two phases of air time. Plus you can't immediately firehop after landing, so there really is no benefit. |
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Title: Re: New Strat Ideas Topic Post by marca7 on 11/02/14 at 10:13:23 On TTC the last SMT is held for so long, why not add an MT before? You'd still have plenty of time to charge that SMT I guess. |
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Title: Re: New Strat Ideas Topic Post by JACOB@MK8 on 11/02/14 at 11:50:12 ^Well every time I have tried that (whenever I'm at most tied with the ghost) the mt's being a complete bitch. Like literally the blue mt finally charges by the time I'm off the clock hands. I know why that happens but it's just annoying. Nevertheless it'll be done eventually. |
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Title: Re: New Strat Ideas Topic Post by Suuper on 11/05/14 at 07:31:27 On rDKJ, the regular boost spot can't be used on lap 3, so everyone is using a different spot on lap 3. But there is no reason to wait until lap 3 to use it. I think it would be slightly better to use that shroom on lap 1. (Because you don't have 10 coins at that point) |
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Title: Re: New Strat Ideas Topic Post by JACOB@MK8 on 11/07/14 at 14:56:34 I'm not sure if anyone has tested this, but I'm curious to know if using the shrooms after the first ramp on rGV is faster. I mean rMMM former shroom cuts more offroad than rGV's current shroom, so I don't see why it wouldn't be faster. |
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Title: Re: New Strat Ideas Topic Post by ChriMK on 11/07/14 at 23:58:04 76723227252A420 wrote:
Interesting idea, but rGV's shroom cuts a lot of off-road... plus, the ground after the first ramp is pretty uneven. I'll go test it, just to see |
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Title: Re: New Strat Ideas Topic Post by Sam F on 11/08/14 at 00:09:09 My PR uses that, and to me it saves alot so... |
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Title: Re: New Strat Ideas Topic Post by DB on 11/08/14 at 07:36:05 1C18191B280 wrote:
Interesting idea, but rGV's shroom cuts a lot of off-road... plus, the ground after the first ramp is pretty uneven. I'll go test it, just to see[/quote] you would get smt+hops after the ramp where the current shroom cuts off |
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Title: Re: New Strat Ideas Topic Post by Insanity on 11/10/14 at 15:26:11 Jacob could you use shroom lap 2 in order to manipulate the pendulum hand timings on lap 3 so you could do MT strat on lap 3 or does that make it worse? rTTC ofc |
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Title: Re: New Strat Ideas Topic Post by JACOB@MK8 on 11/10/14 at 15:34:11 I can't find an optimal way to use the shroom on lap 2 because the cog ramps are in the way. Using the shroom would help with the lap 3 pendulum, but I'm not so sure if it'll be enough. I'll figure out whether it's useful or not eventually. |
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Title: Re: New Strat Ideas Topic Post by ChriMK on 11/10/14 at 17:49:11 3A3E7E6B69660E0 wrote:
What about lap 1? |
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Title: Re: New Strat Ideas Topic Post by theyounggun on 11/10/14 at 19:43:37 Any strat ideas for DLC? |
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Title: Re: New Strat Ideas Topic Post by JACOB@MK8 on 11/10/14 at 20:26:36 35313032010 wrote:
What about lap 1? [/quote] The clock hands would be farther away on lap 1 (so I'd have to go wider), in addition to learning a whole new lap 2 cog section. Doesn't seem like a big deal but I play my best when everything's familiar. I know I can sub with what's already being done. After that I wouldn't mind wasting hours trying to shroom on lap 2. |
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Title: Re: New Strat Ideas Topic Post by Marcow on 11/11/14 at 10:37:41 77733326242B430 wrote:
Eventually was closer than I thought [smiley=lolk.gif] |
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Title: Re: New Strat Ideas Topic Post by Skinney on 11/11/14 at 14:21:08 So DLC question for mute city track. The entire thing is anti grab and littered with speed boosts, from The video does it look like the whole thing will be fire hopped through like the storm cloud in ctc? |
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Title: Re: New Strat Ideas Topic Post by Brett on 11/11/14 at 15:31:02 457D7F7878736F160 wrote:
457D7F7878736F160 wrote:
457D7F7878736F160 wrote:
457D7F7878736F160 wrote:
::) |
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Title: Re: New Strat Ideas Topic Post by Rhodechill on 11/12/14 at 18:15:47 I don't understand why you did that quote stack thing Brett, or what you're trying to say/point out. Please clarify. |
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Title: Re: New Strat Ideas Topic Post by Marcow on 11/12/14 at 19:01:08 in short CC* E 2.0 |
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Title: Re: New Strat Ideas Topic Post by theyounggun on 11/12/14 at 19:36:07 734B494E4E4559200 wrote:
Probably, this is one WR that I'm not getting. |
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Title: Re: New Strat Ideas Topic Post by SamH on 11/13/14 at 09:00:40 40697B657F5E656F646D7E687F0C0 wrote:
Probably, this is one WR that I'm not getting. [/quote] no danger for me either ;D In fact as I still can't hop slide without slowing down most of the time I don't think there was any threat anyway |
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Title: Re: New Strat Ideas Topic Post by TASPlasma on 11/13/14 at 22:43:31 What about shrooming on the tighter grass section of Dragon Driftway, i.e. the grass patch before the one the WR shrooms on? |
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Title: Re: New Strat Ideas Topic Post by Skinney on 11/14/14 at 00:15:58 you mean the shortcut that was intended to be used in the design? |
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Title: Re: New Strat Ideas Topic Post by Mick on 11/14/14 at 00:27:47 It's actually slower. Yeah this still bothers me as it doesn't seem intuitive, but you can't make it to the other side without hitting the wall anyway... |
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Title: Re: New Strat Ideas Topic Post by theyounggun on 11/16/14 at 07:02:37 I've been trying things on DHC and it's seemed to work for me shrooming on the right path at the end. |
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Title: Re: New Strat Ideas Topic Post by MH on 11/16/14 at 11:08:25 The right (upper) path was used in early WR runs a few days ago. I am not sure, which one is actually the fastest, but going down and using the left path is definitely tons easier. |
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Title: Re: New Strat Ideas Topic Post by Diogo on 11/16/14 at 12:16:23 686D250 wrote:
^ + you can actually gain time by going on the left,early mt releases and leaving the pad neutral a little bit > right path |
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Title: Re: New Strat Ideas Topic Post by theyounggun on 11/18/14 at 04:55:13 06034B0 wrote:
I'm honestly not sure how to do the left path, I always hit the wall. I've done right since the start and that seems to work well for me as I actually find that path easier... it was very hard to first get used to though. |
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Title: Re: New Strat Ideas Topic Post by theyounggun on 11/18/14 at 12:08:46 I just thought... I used this strat since day 1 of DLC, and I haven't seen anyone else use it till just recently. Is it possible that I was the founder? :o |
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Title: Re: New Strat Ideas Topic Post by WillD on 11/18/14 at 13:08:11 775E4C5248695258535A495F483B0 wrote:
I don't think you can really call yourself the "founder" exactly. People probably discovered independently that it was quicker |
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Title: Re: New Strat Ideas Topic Post by theyounggun on 11/18/14 at 18:24:07 ^I guess you're right, almost like the RRd MK64 SC. Anyone could find that one. But man that new Weathertenko SC is pretty insane! |
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Title: Re: New Strat Ideas Topic Post by WillD on 11/18/14 at 21:07:30 Yeah it's unbelievable! The most amazing part to me is that it was discovered 14 years after the game was released. |
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Title: Re: New Strat Ideas Topic Post by Ebil on 11/19/14 at 07:38:02 192722227E7777777A4E0 wrote:
I don't think you can really call yourself the "founder" exactly. People probably discovered independently that it was quicker[/quote] Pretty much this. I had been doing the dYC hop strat where you hop the offroad to the right of the piranha plant since a few hours after release, cause I couldn't do the SMT strat. But I doubt anyone looked at my ghost to figure out that offroad hop, since I never got into top 10 times. |
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Title: Re: New Strat Ideas Topic Post by k on 12/05/14 at 11:58:34 Using 2 shrooms back-to-back on rTTC should be faster since momentum adds up and shit removing extra MT either before lap 1 or 2 shroom should be needed cause you need more play idk if that fucks up the pendulums timing though. may that be useful or not, good luck on the sub Jacob |
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Title: Re: New Strat Ideas Topic Post by JACOB@MK8 on 12/05/14 at 13:12:45 The are two ways to benefit from using shrooms back to back. One would be at the cogs. So if I was to skip using the shroom at the end of lap 2, that would put the pendulums out of the way on lap 3 (so I could do the mt after the boost pads). However, skipping one of the ending shrooms would probably cost more time than 2 shrooms back to back would gain. Now using 2 shrooms at the end of lap 1/2 (most likely lap 2) I'm not so sure atm because what's important is getting the following smt. If I can't get it then I can't fully benefit the use of the two shrooms compared to using them separately. Time to test... |
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Title: Re: New Strat Ideas Topic Post by Diogo on 12/29/14 at 15:04:16 Feel free to quote this message if you have any new strat ideas on : - dHC ( WR : https://www.youtube.com/watch?v=HamE3zqVTBc ) - rPPS ( WR : https://www.youtube.com/watch?v=rR0q5xSUmyo ) - rMC ( WR : https://www.youtube.com/watch?v=qRpV0vThPgw ) - rSL ( WR: https://www.youtube.com/watch?v=diO5TP76Dmc ) - SGF ( WR : https://www.youtube.com/watch?v=R5dFoeL3B-Q ) - BC ( WR : https://www.youtube.com/watch?v=aB7vZUFDiUc ) - MKS ( WR : https://www.youtube.com/watch?v=guqkb4kXWLg ) - DS ( WR : https://www.youtube.com/watch?v=1g4RAzSxQdg ) - dEA ( WR : https://www.youtube.com/watch?v=2rjIi8OtA0s&index=1&list=PLDJyBcsQWGQzlYBPkryrNrOuj38q-tcSu ) I plan on playing all these tracks and try to find something new that could make us doing insane improvements. |
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Title: Re: New Strat Ideas Topic Post by JACOB@MK8 on 12/29/14 at 22:11:43 614C4A424A250 wrote:
dHC: Not sure. Just need improvisation. rPPS: Skip the pipe where you normally get the 9th coin. rMC: Sliding towards the first ramp rSL: Going inside the freezie last turn; aim to get a smt first turn on laps 2/3; maybe try faster character/vehicle. SGF: Continue to use BF; maybe trick off the last ramp and hope to still get an smt BC: Get a mt off the ramp entering the Bowser statue; use BF MKS: Mastering 4 coins glider; use BF; try to get smt first turn in anti-gravity section DS: Do more than 1 slide entering anti-gravity; instead of the current shroom strat, mt to skip the dirt (or while entering water), then use shroom at the straight-away. dEA: Mt off the the ramp before shroom on laps 2/3; change the shroom to the last turn; use two shrooms off to the side at the beginning of laps 2 or 3 and try to skip the ramps; why not gold standard? dIIO: Smt first turn; use shroom after second turn all three laps; try the ramps at the end (especially lap 3); at anti-gravity, get on the yellow path first, then switch to the green path. dMC: At the cylinder-like section, do two right drifts. rRR: Grab two coins after the second shroom. rGV: 252161747679110 wrote:
I could keep going, but these are all merely suggestions on tracks that I have 0 experience on. All of them may work. None of them may work. Idk. Edit: I just thought on rMC, try hopping over where you normally shroom and use the shroom somewhere else. |
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Title: Re: New Strat Ideas Topic Post by Diogo on 12/30/14 at 07:08:30 tried grumble volcano. I think it's equal to the current strat. rMC - shroomspot can't be changed,gained nothing with the slides mks - 4 coins are mean and bf isn't faster for some randomish reason |
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Title: Re: New Strat Ideas Topic Post by Timothy on 04/15/15 at 11:56:18 595350534D532A0 wrote:
Can't believe it took this long: https://www.youtube.com/watch?v=JWL9bw1rJPs |
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Title: Re: New Strat Ideas Topic Post by Snowyy on 04/18/15 at 05:05:34 3E3437342A344D0 wrote:
Can't believe it took this long: https://www.youtube.com/watch?v=JWL9bw1rJPs[/quote] Maybe because it's impossible, or at least near impossible for wheel to do straight neutral hops. |
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Title: Re: New Strat Ideas Topic Post by GoddessAngel19 on 09/16/15 at 17:28:40 I found a sc on dRiR https://youtu.be/g6tpoqBVB78 but as i found out it doesnt work :( |
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Title: Re: New Strat Ideas Topic Post by WillD on 09/16/15 at 20:37:49 7D5B5C584758415C6365791F172E0 wrote:
Damn. Still pretty interesting though. [smiley=thumbsup.gif] |
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Title: Re: New Strat Ideas Topic Post by Jazzy on 09/16/15 at 20:49:18 0224232738273E231C1A066068510 wrote:
Ahhh you had the same idea as me! The first time I TT'd that track I noticed it might be possible, so I spent an hour trying to get the angle right, only to find out it doesn't work. |
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Title: Re: New Strat Ideas Topic Post by Timothy on 12/28/15 at 13:04:19 SNES RR: LMT faster where the track splits on laps 1/3? rPPS: I still think shrooms are used too late in recent WR runs. |
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Title: Re: New Strat Ideas Topic Post by Harmonia on 12/30/15 at 02:25:07 2E2427243A245D0 wrote:
what's LMT? Never heard the term used in MK8. |
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Title: Re: New Strat Ideas Topic Post by Timothy on 12/31/15 at 00:38:12 LMT = left mini-turbo... |
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Title: Re: New Strat Ideas Topic Post by I¢£ on 12/31/15 at 14:30:28 http://youtu.be/SoVB0jCV7NY Pretty sure this is faster on MC for wheel/dpad |
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Title: Re: New Strat Ideas Topic Post by Randy166 on 12/31/15 at 14:43:29 3832343436366063626564510 wrote:
That does seem faster. Nice find! [smiley=thumbsup.gif] |
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