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Course Strategies (Read 1950 times)
Shock
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Course Strategies
01/17/11 at 09:33:03
 
I've listed some common areas of difficulty. If you have a good feel of how to do it, speak on up.

Techniques

Chain Wheelie/Luck Wheelie

LASH wrote on 01/17/11 at 23:52:57:
Description: A wheelie that follows another.

How to: The easiest way to do it without the bike's front wheel hitting the ground is counting the "wooshes" that the bike makes. You should hear 6 "wooshes". If you have just MTed straight into a wheelie, it will be 5. A luck wheelie, however, the same technique just takes a bit of luck.


TAS demonstrating differing frame-precision chains:


Spindrift



LASH wrote on 01/17/11 at 12:00:53:
Description: a way of hopping and drifting to narrowly avoid walls when it appears you are about to hit them.

How to do: Start the drift in the direction of the turn, but during the hop, quickly move the analog stick or wheel in the opposite direction so that you narrowly miss the wall from a seemingly impossible angle.


Quickdrift/Chaindrift

Description: A drift with no air in the hop.

How to do:

Low Jump

Description: A jump off a ramp that is lower than the "typical" jump expected from that launcher.

How to do: Changes in technique slightly from course to course, but it usually involves a special combination of hopping and lineup/trick timing.

Slipdrifts:

Jaws wrote on 01/18/11 at 14:52:10:
Slip Drift: Getting a drift without hitting the hop button via going from high ground to lower ground. Ex. MMM last turn.


Superman:

Jaws wrote on 01/27/11 at 13:44:41:
Basically it's releasing your MT and Wheelie before a stair set, can be done on BC Wii etc.


Blue-Zipper Boosting:
DdR Dan wrote on 07/25/09 at 18:36:10:
On DKS, you have to do the first jump on the zipper at a low angle, like almost going parallel with the zipper, but angled just enough to go in the air (if you can understand that).  After you land you have to press right and go up at a low angle again (it takes practice to understand how long to press right, I'm not sure how to explain it).  Oh, and if I know I went too high on the first jump, I hop right on the second jump.
And on WS I make sure I do the first jump low and then just hold left and hop every time I hit the zipper.



Course Strategies

Moo Moo Meadows Ramp Low Jump:

Oli2210 wrote on 01/18/11 at 12:16:27:
Hop shortly before the ramp so you are facing the very right side of the ramp. Go over the very edge right hand side of the ramp like this: http://i52.tinypic.com/2pouplx.jpg
trick over the ramp at that point and you should get a low jump
(http://i282.photobucket.com/albums/kk277/NMeade94/d83d8c98.png)


Mushroom Gorge Strategies:


Fintan wrote on 01/17/11 at 12:41:32:
If anyone wants to improve MG, just look at a few videos with Quacker (that gets 13/14/15 second laps) and try it out for yourself. You'll find it much easier than with Mach Bike. When on the mountain, you'll mainly want to point the control stick to the bottom-left, but not for too long or else you'll land in the grass. This is for those that are stuck with something like 0:55.xxx or 1:10.xxx or can't get it 3/3 times.
Oh, and race against such a ghost if you can so that it will help you hit the correct part of the mountain if you can't currently do so.


Sword wrote on 09/10/09 at 08:21:12:
It's all about tilting the position of the bike to get a smoother landing when you hit the mountain. Generally you can tilt the bike back alot faster with the wheel, compared to controllers.

About the lap not counting, once you hit the mountain try to move up it a little before shifting around the mountain side. The higher you go, the more chance you'll have of making it.



Toad's Factory Final Ramp Low Jump:


LASH wrote on 01/18/11 at 12:04:40:
Simply hop at the base of the ramp, or just before the ramp by a very small amount, andperform a trick at the same time. Your trick should start earlier, and the jump should be lower.


Mario Circuit Ramp Low Jump:

Coconut Mall Escalator Low Trick:

Coconut Mall Glitch Flap Strategy:

inviso87 wrote on 07/05/11 at 00:09:42:
How to do the CM flap glitch properly:
[Coconut Mall Lap in 0'05"830]
When you enter the parking lot, go to the checkpoint car and then enter the grass that leads up to the finish line.

Get VERY close to the line but do not cross.

Then get off the grass (without crossing the line) back into the parking lot.

Go to the right and drift left.

Hold the MT to where the video above does so and do the flap.
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« Last Edit: 08/23/11 at 14:04:42 by Shock »  
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Re: Tough Tech Q/A Thread
Reply #1 - 01/17/11 at 09:33:52
 
DK Summit/Snowboard Cross Double SC:

H wrote on 01/17/11 at 15:14:28:
Stay about 3/4 to the left side after the bumps, then, once you see the end of the fence on the right side disappear out of the side of the screen, drift right. Release A button just long enough for you to start dropping off of the 1st cliff, then hammer A button again. Point the nose down and drift left the instant you touch the 2nd cliff, and pull up a little bit before landing the SC.


Wario's Gold Mine Pipe Jump:
NMeade wrote on 12/06/09 at 07:20:42:
Big tip: When you are about to hit the pipe (aka about to be launched off,) no matter what position you are in, release the R button (or whichever drift button you are holding) and your bike will go straight up, making you pass through the bridge. If you get pushed down, it's because your alignment was bad, and you hit the metal poles under the bridge. When you are about to pass through the floor, press R again to re-drift, as this normally lets you clip through the bridge cleaner.



Wario's Gold Mine Blue Zipper Strat:
DJT wrote on 02/26/11 at 17:56:49:
What you want to do is trick between the last arrow and the edge of the blue zipper, and try to land right at the edge. Then hold right (DON'T DRIFT) and wheelie at the edge.
Sometimes you can save yourself if you land a bit to the left after the trick by drifting for a while, but this is inconsistent.



Daisy Circuit Pavement Skip:
MrL1193 wrote on 01/18/11 at 14:59:45:
The key thing to realize here is that you want to bounce over the pavement instead of hopping over it. Mini-turbo and hop so that you land from the hop approximately where the orange-and-white curb is and you should go over it just fine as long as you don't hit the base of the lamppost to the right. Don't worry; it's actually easier than hopping over once you get the hang of it.

Daisy Circuit Stair Dive:

Koopa Cape Shroomless WR Strat:

Koopa Cape Final Ramp Wall Clip:

Maple Treeway Flap SC:

Grumble Volcano Ultra-Glitch Tips:

Mullac wrote on 07/25/09 at 16:21:26:
You need to pass over certain spots to get the lap to count. http://www.youtube.com/watch?v=joMbFFk6WZ8

inviso87 wrote on 07/31/09 at 11:16:52:
Go at top speed the whole way except for crossing checkpoint 2 and crossing checkpoint 1 when going from lap 1 to lap 2 and lap 2 to lap 3. If you need to slow down, release A only for a split second and then press it again (line yourself up during this split second). If that isn't enough, then resort to pressing B.

Other Grumble Volcano Strategies:

Dry Dry Ruins Sand Hop:

Dry Dry Ruins Wall Clip:

Dry Dry Ruins 2-1-0 Shroom Strat:

Bowser's Castle Wall Glitch:

Rainbow Road Shroomspot:

Rainbow Road Shroomless Hop:

Rainbow Road Flap 3rd Shroomspot:

Rainbow Road Kart Jump Strat:


Ebil wrote on 01/18/11 at 12:00:51:
RR Kart Jump Strat:
Start a drift to the left, turn until your kart is facing about 45 degrees to the left, counter steer so you are still following to the road, as if you never drifted in the first place.
Shroom and hop, make sure you steer left during the hop so your kart ends nearly perpendicular to the path. After clearing the bump, tilt forward so you fall faster. Release the drift button while you're in the air.
Before landing, adjust the kart tilt to angle the jump to the triple boost pads better.
-The more you're tilted forward, the farther right the kart gets flung from landing.
Immediately after landing, hop and steer left at the same time. You may want to counter steer to avoid the invisible wall.
-The longer you wait to hop, the farther you will fly.
Do NOT trick on the ramp!
Tilt backwards, and let go of drift in mid air.
-Letting go of drift reduces air time, but may cause you to undershoot.
-Holding drift causes you to fly farther.
-Adjust the length of time you hold drift for best results.
After landing, you can either
-drift and steer right to cancel out the momentum, then drift left for the upcoming turn.
-drift left and adjust so you don't take the turn too tightly.
Charge SMT, and continue racing/time trialing.

Peach Beach 1-2-0 or 1-0-2?

Mick wrote on 09/06/09 at 05:05:25:
It depends of the first lap, iirc if you hit lap 1 splits lower than 24"400, then you can switch to the WR strat. My PR (1'14"5xx) is 1-2-0.



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« Last Edit: 02/26/11 at 18:06:49 by Shock »  
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Re: Tough Tech Q/A Thread
Reply #2 - 01/17/11 at 09:34:54
 
CM glitch strat explanation

Credit to MKDasher

I'll use 2 images in order to explain it accurately.



Placed 2 sticks at the edge of the checkpoints to show how you exactly need to get the lapcount
(Let's call the first image stick "Stick 1" and 2nd one "Stick 2")

1. Get the 1st glitch, and go straight ahead until you are in the "Stick 1" part, then go to the right of it.
2. You need to pass behind the "Stick 2" in order to get the lapcount, that's the reason why mting there is the best option.
3. Cross the finish line checkpoint (If you have watched my 44.698 TAS, i finish at the edge of it on lap 3, thats the limit of it).

a)  4. If you are starting 2nd or 3rd lap go to the left of the tree so you can hit the wall to the right and get a high bounce and better turning. You NEED to pass the "Stick 1" barrier to get the lapcount so you'll need to turn a bit to the right to get it. And when I say passing it is PASSING it, stopping just at the "Stick 1" line would not work.
  5. Also take into account that when getting that jump, you need to get it at the LEFT of the stick, going to the right of it will just not work (the checkpoint ends at the "Stick 1").
  6. Finish the run like lap 1

b) If it's the 3rd lap ending, touch the finish line checkpoint just like I did in my 3rd lap TAS, thats the edge of it.

GV2 Shroomspot:

Rein_666 wrote on 11/22/09 at 03:34:14:
If you're using GCN, its nearly impossible to do perfectly without clawing. You need to keep drifting all the way to the right untill you release the MT. With GCN you'll end up not turning for a couple millisec and you'll lose the sharp turn Smiley


GV2 Glitch:

Mario Raceway Pipe Tricks:

Delfino Square Flap 1st and 2nd Shrooms:

Waluigi Stadium Low Trick:

Waluigi Stadium Halfpipe Technique:

Desert Hills Shroomspot:
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« Last Edit: 08/23/11 at 15:09:19 by Shock »  
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Re: Tough Tech Q/A Thread
Reply #3 - 01/17/11 at 10:05:27
 
BC3 Current Shroomspot Technique:

BC3 Old Shroomspot Technique:

Peach Gardens Auto Strat:

Robertvz wrote on 01/17/11 at 10:05:27:
Just to start off, it's far easier if you use the GCN controller, and it's far easier if you hold the controller like in the following video:



I know it is a really awkward grip and you probably will have trouble at first, but it is one of the only ways that you can successfully go through the hedges.

Now for the strat:

This strat involves tapping the control stick to the right several times. Doesn't have to be very fast but a good rhythmic pace is what you need. Once the hedge to your left starts passing by Funky, then you have to hold left on the control stick and using your thumb, spam the wheelie button. The MOMENT that you see Funky break his wheelie, start tapping right again. Repeat this once more when the next left hedge passes by you. Start tapping right again, and cancel about midway up the hill to drift right for the next turn.

Just a reminder when you are doing this strat, it is very hard to get used to. Don't think I just woke up one day and tried rPG and could miraculously do it. It took me a while to figure this strat out then execute it, but the result is worth it. Also, the worse your chain wheelies are in the maze, the more down time you have, and the more you turn during this time. This means that the worse your wheelies are, the easier it is to get through the maze. I have only done it once or twice when I would get both luckies in the maze.


DKM Glitch:

cutz22 wrote on 01/17/11 at 14:49:50:
1. Approach glitch spot at 45 degree angle or less.
2. Aim yourself between zipper and fence.
3. Fire shroom.
4. Hope (most critical step in process).
5. Repeat as necessary.


Character + Vehicle WR Combinations:
Brett wrote on 09/30/09 at 11:09:10:
Luigi Circuit:                      Funky Kong + Spear
Moo Moo Meadows:            Funky Kong + Flame Runner
Mushroom Gorge:              Mii* + Quacker
Toad's Factory:                  Funky Kong + Flame Runner

Mario Circuit:                     Funky Kong + Spear
Coconut Mall:                     Funky Kong + Flame Runner
DK Summit:                       Funky Kong + Flame Runner
Wario's Gold Mine:              Luigi* + Mach Bike

Daisy Circuit:                     Daisy + Mach Bike
Koopa Cape:                      Funky Kong + Flame Runner
Maple Treeway:                  Funky Kong + Flame Runner
Grumble Volcano:               Baby Mario + Bit Bike

Dry Dry Ruins:                   Funky Kong + Flame Runner
Moonview Highway:            Funky Kong + Spear**
Bowser's Castle:                Funky Kong + Flame Runner
Rainbow Road:                   Funky Kong + Flame Flyer

Retro Courses:

GCN Peach Beach:             Funky Kong + Spear
DS Yoshi Falls:                   Funky Kong + Spear
SNES Ghost Valley 2:         Funky Kong + Flame Runner
N64 Mario Raceway:           Funky Kong + Flame Runner

N64 Sherbet Land:              Toadette + Magikruiser
GBA Shy Guy Beach:          Funky Kong + Spear
DS Delfino Square:             Funky Kong + Flame Runner
GCN Waluigi Stadium:         Funky Kong + Flame Runner

DS Desert Hills:                  Funky Kong + Spear
GBA Bowser Castle 3:         Daisy + Mach Bike
N64 DK's Jungle Parkway:   Daisy + Mach Bike
GCN Mario Circuit:              Funky Kong + Mach Bike

SNES Mario Circuit 3:          Daisy + Mach Bike
DS Peach Gardens:             Funky Kong + Spear **
GCN DK Mountain:              Daisy + Mach Bike
N64 Bowser's Castle            Funky Kong + Flame Runner

* WGM: Daisy is faster than Luigi, but the WR uses him. MG: Baby Daisy is faster than Mii, but the WR uses it.

** Moonview Highway and DS Peach Gardens are done using the automatic drift mode.


Non-TT Strategies

Super Throw Tech


inviso87 wrote on 01/17/11 at 14:48:37:


Although useless in Time Trials b/c of lack of items, the Super Throw tech is pretty good for racing. If you don't want to add it b/c it has no use in TT, that's fine Tongue

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« Last Edit: 02/26/11 at 19:00:33 by Robertvz »  
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Re: Tough Tech Q/A Thread
Reply #4 - 01/17/11 at 11:59:33
 
It's because I don't know how to do any of the hard strats !
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Re: Tough Tech Q/A Thread
Reply #5 - 01/17/11 at 12:00:53
 
Spindrift

Description: a way of hopping to narrowly avoid walls when it appears you are about to hit them.

How to: Start the drift as normal, but during the hop, quickly move the analog stick or wheel in the opposite direction so that you narrowly miss the wall from a seemingly impossible angle.

idk if this is good, btw STICKY THIS  Tongue
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Re: Tough Tech Q/A Thread
Reply #6 - 01/17/11 at 12:38:35
 
LASH wrote on 01/17/11 at 12:00:53:
Spindrift

Description: a way of hopping to narrowly avoid walls when it appears you are about to hit them.

How to: Start the drift as normal in the direction of the turn, but during the hop, quickly move the analog stick or wheel in the opposite direction so that you narrowly miss the wall.


May I quote you but make the noted changes? Also, I think a screenshot of a rgv2 final turn immediately before a spindrift might be a good way to show when the spindrift is useful.

And I lol'd Mick.  Tongue
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Re: Tough Tech Q/A Thread
Reply #7 - 01/17/11 at 12:41:32
 
If anyone wants to improve MG, just look at a few videos with Quacker (that gets 13/14/15 second laps) and try it out for yourself. You'll find it much easier than with Mach Bike. When on the mountain, you'll mainly want to point the control stick to the bottom-left, but not for too long or else you'll land in the grass. This is for those that are stuck with something like 0:55.xxx or 1:10.xxx or can't get it 3/3 times.
Oh, and race against such a ghost if you can so that it will help you hit the correct part of the mountain if you can't currently do so.

I don't know if I explained this well or not.
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« Last Edit: 01/17/11 at 13:03:18 by Fintan »  
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Re: Tough Tech Q/A Thread
Reply #8 - 01/17/11 at 12:49:14
 
You meant "bottom-left", right ? Or was I doing it wrong the whole time ? Grin
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Camster wrote on 02/10/10 at 08:50:34:
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Web wrote on 05/13/10 at 11:24:04:
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Re: Course Strategies and Techniques
Reply #9 - 01/17/11 at 13:02:50
 
I guess that I need to pick up the game to remember. But yes, you are actually right. Thanks, fixed.
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Re: Course Strategies and Techniques
Reply #10 - 01/17/11 at 14:42:33
 
This looks like a great idea. I'll sticky it for now, if it fails it can always be unstickied, but it looks like a really good idea.

I think it can replace the help topic because the help topic is filled with a lot of repetition since this is a reference topic.

Great idea Shock!

I would check here for a lot of the strategies, it's the help topic and should probably give you a great head start to the thread.
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Re: Course Strategies and Techniques
Reply #11 - 01/17/11 at 14:48:37
 
http://www.youtube.com/watch?v=F2mHao7UfQM

Although useless in Time Trials b/c of lack of items, the Super Throw tech is pretty good for racing. If you don't want to add it b/c it has no use in TT, that's fine Tongue
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Re: Course Strategies and Techniques
Reply #12 - 01/17/11 at 14:49:50
 
DKM Glitch

1. Approach glitch spot at 45 degree angle or less.
2. Aim yourself between zipper and fence.
3. Fire shroom.
4. Hope (most critical step in process).
5. Repeat as necessary.

Hope that was helpful! Smiley
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Re: Course Strategies and Techniques
Reply #13 - 01/17/11 at 14:53:50
 
Ill ask bean about the pipe jump so he can give a decent explanation. Im pretty sure I know how it works about 95% but I doubt I can explain it as good.

Also was that ltax vid useful? (the one at rDS), maybe it can be added somewhere
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Shock wrote on 11/10/10 at 10:01:05:
MKDasher more like MKDasHowIt'sDone.
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Re: Course Strategies and Techniques
Reply #14 - 01/17/11 at 14:59:11
 
@Inviso: I'll put it in the third post for now; maybe I can use it for non-TT strategies/war strats. Smiley

Also, I'll add the other submissions.

For in the future or now, even if you see a spot and explanation already taken, if you think you can explain how to do it better or in fewer words, feel free to post it. Hopefully this thread will continually evolve and give forum members a cutting edge on the rest of the karting world. Wink
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Re: Course Strategies and Techniques
Reply #15 - 01/17/11 at 15:14:28
 
Haven't seen it / too lazy to look.

DKSC Double Chasm shit:


Stay about 3/4 to the left side after the bumps, then, once you see the end of the fence on the right side disappear out of the side of the screen, drift right. Release A button just long enough for you to start dropping off of the 1st cliff, then hammer A button again. Point the nose down and drift left the instant you touch the 2nd cliff, and pull up a little bit before landing the SC...
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Shock wrote on 01/21/11 at 21:53:20:
ALAKTORN wrote on 01/10/11 at 13:56:21:
post here your BS


For once, Hahaae is following what the thread tells him to do. Post. Bull. Shit.

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Re: Course Strategies and Techniques
Reply #16 - 01/17/11 at 23:52:57
 
Chain Wheelie/Luck Wheelie

Description: A wheelie that follows another.

How to: The easiest way to do it without the bike's front wheel hitting the ground is counting the "wooshes" that the bike makes. You should hear 6 "wooshes". If you have just MTed straight into a wheelie, it will be 5. A luck wheelie, however, the same technique just takes a bit of luck.
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Re: Course Strategies and Techniques
Reply #17 - 01/18/11 at 12:00:51
 
RR Kart Jump Strat:
Start a drift to the left, turn until your kart is facing about 45 degrees to the left, counter steer so you are still following to the road, as if you never drifted in the first place.
Shroom and hop, make sure you steer left during the hop so your kart ends nearly perpendicular to the path. After clearing the bump, tilt forward so you fall faster. Release the drift button while you're in the air.
Before landing, adjust the kart tilt to angle the jump to the triple boost pads better.
-The more you're tilted forward, the farther right the kart gets flung from landing.
Immediately after landing, hop and steer left at the same time. You may want to counter steer to avoid the invisible wall.
-The longer you wait to hop, the farther you will fly.
Do NOT trick on the ramp!
Tilt backwards, and let go of drift in mid air.
-Letting go of drift reduces air time, but may cause you to undershoot.
-Holding drift causes you to fly farther.
-Adjust the length of time you hold drift for best results.
After landing, you can either
-drift and steer right to cancel out the momentum, then drift left for the upcoming turn.
-drift left and adjust so you don't take the turn too tightly.
Charge SMT, and continue racing/time trialing.

TL;DR
Drift left, shroom+moonjump+steer left, land+hop, don't trick, avoid invisible wall, land near triple boost pads.
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Re: Course Strategies and Techniques
Reply #18 - 01/18/11 at 12:04:40
 
Toad's Factory final ramp low jump

Description: A simple low-jump on the last ramp of Toad's Factory.

How to: Simply hop at the base of the ramp, or just before the ramp by a very small amount, andperform a trick at the same time. Your trick should start earlier, and the jump should be lower.
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Re: Course Strategies and Techniques
Reply #19 - 01/18/11 at 12:16:27
 
Moo Moo Meadows Low Jump:

Hop shortly before the ramp so you are facing the very right side of the ramp. Go over the very edge right hand side of the ramp like this:
trick over the ramp at that point and you should get a low jump


edit: Sorry the picture is so big :S
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Jazz wrote on 04/07/10 at 15:43:54:
Jazz wrote on 04/07/10 at 15:13:23:
your a stupid cunt and your not funny at all


yeh and u r a prick



ALAKTORN wrote on 03/18/11 at 02:24:33:
playing well > playing bad

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Re: Course Strategies and Techniques
Reply #20 - 01/18/11 at 12:32:10
 
For a Spin Drift, if you want a physical representation, you can have my N64 BC hands video link with the description of the drift, it happens at the end of each lap: http://www.youtube.com/watch?v=Pq5htQOxWY0&feature=related

I also uploaded a smaller picture of the MMM low jump for you Oli:

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Re: Course Strategies and Techniques
Reply #21 - 01/18/11 at 12:43:51
 
Oli's picture looks better, just resize it
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Re: Course Strategies and Techniques
Reply #22 - 01/18/11 at 14:52:10
 
Slip Drift: Getting a drift without hitting the hop button via going from high ground to lower ground. Ex. MMM last turn.
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Re: Course Strategies and Techniques
Reply #23 - 01/18/11 at 14:59:45
 
Daisy Circuit Pavement Skip:
The key thing to realize here is that you want to bounce over the pavement instead of hopping over it. Mini-turbo and hop so that you land from the hop approximately where the orange-and-white curb is and you should go over it just fine as long as you don't hit the base of the lamppost to the right. Don't worry; it's actually easier than hopping over once you get the hang of it.
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Re: Course Strategies and Techniques
Reply #24 - 01/20/11 at 10:06:31
 
As mkdasher said, you might want to add this somewhere (at chain wheelie, probably):



It just shows what the outcomes of being one and two frames late of a perfect chain wheelie are. In other words, there is no luck involved at the basic mechanics, but one might consider hitting the right frame when playing as luck. The video also proves that a spin drift does actually result in a tighter turn than a normal, non delayed drift, when both executed at the same frame. And speaking of that, delayed drift should also be up there. What it means is that you hop and delay the actual turning up to the very last moment before hitting the ground again. This allows the MT to come out with less turning. Feel free to rephrase some of that, though, to make it more understandable. Explaining never was my best feature Smiley
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