Suuper
King
  
Offline

DoubleU
fell 3888 times for marty
Gender:
|
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)
|