Here are some strat ideas (not all of them are mine, and some are old ideas):
MC: This has already been brought up by other people in the past, but maybe it's finally time to switch to 1-0-2.
Don't forget MKW isn't like the MT games: You can't go "1 faster with ease.CM: On the first zipper, are we sure that it's faster not to MT here? Everyone stopped doing it, but I've never seen anyone actually say that it's faster not to MT. If we are sure, then maybe it would be better to hop after touching the zipper instead of before, so that the hop doesn't slow you down.
It's impossible to build up an MT in the boost time. Therefore you have to jump earlier or release the MT later. The MT maybe gives you a little bit adventage but if you do the wheelie you can start your next turn faster because of the angle you're in and that saves enough to call it faster (I still do it in wifi, though)DC: Low trick at the end of the shroom. This has already been done by Mullac, and probably some other people, but the WR doesn't do it.
Vid.
As Callum said. I have no idea how to do it and if we do it, it's too much luck.KC: I suggested this a long time ago: On the last turn of lap 3 (or flap), release the MT much sooner, before you're aimed towards the finish line. Then when you go from the sloped part to the level ground, you turn to the right automatically.
true. But on the other hand, when you're in a great run and you're sure to get a great time or the WR, do you dare it?GV: I've suggested this several times, but the WR doesn't do it, and could have benefitted from it. If you're angled too far to the right at the end of lap 3, then do a right-facing slide, which will instantly make you go almost perpendicular to the finish line.
Same as last one. We're not *that* far in the game yet.DDR: Bouncing over the sand at the end without a shroom.
Vid.