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TT Guide: tracks explained in detail (Read 187 times)
BMence
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I Love Mark 2.0!

4519 days karting
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TT Guide: tracks explained in detail
08/01/16 at 14:15:02
 
Hello guys Smiley! While talking with some guys (Okami, Wouter,...) on Skype, we've wondered why no TT guide hasn't been created yet. We all know we can have perfect lines and still be quit far from WRs because strats aren't implemented in our runs. Some strategies aren't even known by more than 3-4 players, if not one! Even if live videos and replay help, some things are really difficult to notice. Therefore, I would like us to share every strat you know. This guide will be completed step by step. Hopefully the best players of each track will be participating in this project ^^. Strats written there will be checked to see if they are faster before being officially on the guide. The name of the player giving the tip as well as the guys confirming will appear. So if you have timing tips and more, here is the right topic Wink. Something similar will be done for a wifi combo no shroom run (wheels are monsters, but a 3rd section will show the strats with others combos). If you are interested, we could also write some tips about item usage (shrooms on RRM,...).
I will start to write tomorrow! Thanks in advance for your participation!

Piranha Plant Slide

WR strats

              [1] While taking the first coin, the way you trick makes no difference unless you do a high trick: high trick is a bit slower, but normal trick while holding neutral or trick while pressing up (fastfall) are exactly the same. (Mence; confirmed by: )

              [2] /!\ This strat has not been implemented yet in a WR but it's faster by ~ 0.030 - 0.040. After the first trick, jump a bit sooner than you normally would. You will notice you won't get air but you will get a boost (same goes for s-turn on DKP, to see later). Circle pad must be neutral. Video to illustrate: https://m.youtube.com/watch?v=sxAAOLBPooY# (Mence, confirmed by : )

              [3] Lap 1, jump into the water after your front tires passed the water stream. You should jump 1/4 of a kart lenght before stream ends lap 2/3 (more coins). Hold up (fastfall). Jumping while holding up is faster and used in my .407 lap 1 as well as in Eve's .617 BKS lap 2/3. Eve didn't do it on lap 3 and Earl never did it because they found a more consistent way to do the smt strat following the water entrance, although this is a bit slower. (Mence, confirmed by : )

               [4] Don't move until you land in the water (R has been pressed then released for the entrance jump). Shortly before you land, press R again. Then, there are two ways doing the smt strat by hitting the wall: either you press left then neutral (or a bit right) then left again, or you keep pressing left until you hit the wall. You have to hit the wall just where the ground goes uphill. However, it's still a mystery for everyone: the drift sometimes cancels. Furthermore, you can get sometimes a mini boost just when you hit the wall. It has probably to do with where exactly you touch it, and the position of the circle pad, but such a position to hit the wall is to difficult to control. When you hit the wall, press right shortly before pressing left again: it allows to keep the drift most of the time.
(Mence; confirmed by : )

                 [5] Once you have hit the wall, the goal is the be as much on the left (circle pad right for a bit just when you hit the wall, then left for a tiny bit, then right again in order not pass on the left of the coins) as possible. Wait before releasing your smt: releasing it later is faster! (boost of the smt should ends right when you trick in the best situation!). Don't jump while releasing it, it's slower! Also, going out of the stream because you have pressed left too much is slower even if you correct it after to grab the 3 following coins. For lap 2/3 there, release the smt right when the ground (without water) maked an angle on your left: it allows not to quit the water stream/getting air. Don't jump while releasing this smt (Mence, confirmed by : )

                    [6] Trick (before 2nd coin) while circle pad is neutral. R can be kept until landing or you can tap R once for the trick then another quickly for the following drift. (I think it's the same, I will ask what other players do). Fastfalling is exactly the same BUT you will go wider and therefore you will lose time. Only move your circle pad again when you've landed, not in the air. (Mence, confirmed by : )

                    [7] Once your smt has been charged right after, hop out of it! It allows you to go more on the right in order to take the right boostpad. On lap 2/3, once the smt from the wall strat is released, jump then do left while in the water, right when hitting the ground, and then left again (this serie is there to turn sharper). You should also jump out of the smt, landing in the water, keep neutral while going normally in an angle a bit left faced. You can slightly push the circle pad in the left direction to hit the left boostpad if needed. (Mence, confirmed by : )

                          [8]  Once you are near the boostpad but still on the stream, press R then left. You can press them at the same time or nearly cause you have still the boost from the smt. This strat allows you to hit the boostpad situated more on the right. You shouldn't hit the boostpad entirely but the half part on the left. (Mence, confirmed by : )

                [9] When getting the boostpad boost, you shouldn't move too much. With a certain angle hitting the boostpad, it's even possible not to move at all. Moving once or not at all is the fastest way to go. When you get 7th coin, jump in order not to hit the uphill ground. Note that tricking those boostpads or not is the same, as well as pressing up or not. (Mence, confirmed by: )

                   [10] Just after the 7th coin, jump. You shouldn't jump too late in order to take a sharp next turn. Jump at the middle of the last block of the last plateform. Samuel, Wouter and me do not press up but Earl does, we still have to see if it matters. Press left once you land. If you jump sooner, you will be able to cut as much as possible. After pressing R for quit a bit, align well by holding neutral/a tiny bit right. Note that on lap 2/3, jumping sooner off the plateform isn't needed: you could hit the uphill ground which would fuck up your lines; furthermore you have enough time to prepare your mt and cutting the most possible even if you jump very late. (Mence, confirmed by : )

                [11] You should release your mt (lap 1 and even more lap 2/3) at the very last moment while a big part of your kart is already above the vacuum. Actually, it doesn't really matter on lap 1 most of the time because you can't cut as much as on lap 2/3. To prepare this first turn cut, do left, then neutral then left again. While releasing your mt, hold neutral! (Mence, confirmed by: )

                    [12] The pipe boost part: a) two ways to be approached. After you've cut as much as possible the second turn of S-turn, be as much on the rigbt as possible. This way to go is used by Eve or myself for example. You should end very close to the barrier.
                                                                b) You cut still as much as possible but then you go a little bit more on the left; the pipe isn't taken very close to the barrier but it allows a stronger angle. See Earl's live video on the dedicated thread to see what I mean!
I personnaly find the first way to go faster... (Mence, confirmed by: )

                              [13] To prepare the pipe boost, there are multiple ways to go. I personnaly didn't find one to be clearly faster, so I guess it depends more on the way you find more comfortable with. But a difference may be real... Anyway, before releasing the smt, press right quickly to get more angle and benefit from the boost. Then:
a) Keep neutral during the time you are in the pipe while your smt is active (I do it)
b) press left all the way. Most of the others do it. It may give a stronger boost, I need confirmation, but it wasn't faster when I tested it. Eve does it while taking the pipe very close to the barrier, Earl do it while taking a bit wider. When you do b), problem is to correct your lines cause you are most likely to hit the pipe on the left wall while floating into the water. But a stronger boost may be offered (Mence, confirmed by: )

                [14] Keep neutral. And you have to fastfall if you think you will land too far (and lose time because you will take the start of the next turn wider) or if you find you are too slow. Only move when you land. Your R must already be pressed in the air if you are not going for the trick, it must not if yes. Note that I get better splits overall when I do trick, very low is the best (enf of the pipe on the ground). But I got a good pipe boost which pushed me too far in my filmed .705 and .695 lap 2 (without water strat and glider bounce, so it may still be BKS without these strats). (Mence, confirmed by: )

                        [15] The time you release your smt before the zippers doesn't seem important, as far as you benefit from the entire boost of the smt and pass very close from the left wall. You can correct your lines while your smt is active, and when the boost of the zippers are active (in order not to move right or left in glider).

                    [16] The exact way to do the glider part is still not clear in my mind. I hope other experts can say more then. For me, the exact time when you trick on the glider pad and start to go up doesn't matter, but perhaps tricking a bit late while getting the max boost may be the best. When I would advise is to trick the exact time Eve and Earl are doing it: just when your back tires hit the glider pad (you will hit the pipe in the air if it's done later) (Mence, confirmed by: )

                     [17] You have to be very slightly right faced. The timing is only work. I hope other players can give some useful tips there. I do never have the circle pad neutral but it may be usefull to succeed the boost more consistantly (I have to fastfall at an exact point but I have no advise to show you were exactly...). Let's say you must fastfall when your front tires are nearly above the thing you get the boost from. Fastfalling earlier is when you are higher but it might be slower. Fastfalling when you are above that thing is too late, and even if you get a boost it might not be strong enough. (Mence, confirmed by: )

                   [18] At 60% distance between the thing you get a boost from and the ground, change your pad from up to down. It allows you to cut more distance and it prepares the glider bounce. Press R xhen you land while holding down. The gliderbounce may be difficulg to notice; if it is too much marked it will give you wide lines most of the time. The gliderbounce strongness mostly influence the fact your cut will be wide or not. The best is to get it just strong enough to get close lines, but not stronger. Like 0'1s after you landed, gliderbounce is done. Shroom while holding left. With the gliderboost, you should be able to cut all the grass even with very left/lines (staying as much as possible on the last grass oart of the lap) then release your mt when you are not anymore on the grass. Press R end of lap 1/2 to move to the right without steering with the circle pad. Not doing it end of lap 3 allows to drive less distance. A ssmt there has been proven not to be faster after tests by many players somehow.

A final word... Samuel said MM is faster because despite being able to cut a bit less at the s-turn lap 2/3 only, it has stronger pipe booost, the shroomcut is tighter and the gliderbounce easier to get and stronger more often.

B7 is slower after tests.


                   




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« Last Edit: 08/10/16 at 04:23:08 by BMence »  
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BMence
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Re: [TT and wifi guide] : tracks explained deeply
Reply #1 - 08/01/16 at 14:16:02
 
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BMence
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Re: [TT and wifi guide] : tracks explained deeply
Reply #2 - 08/01/16 at 14:16:24
 
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Re: [TT and wifi guide] : tracks explained deeply
Reply #3 - 08/01/16 at 14:20:57
 
I'm already working on it  Grin

Sorry it has been taking me so long that it isn't even a noticable work in progress, my computer got fried.
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Matthew Huinker
#69 on the MK7 PP

Favorite quote:
Zepple wrote on 03/02/13 at 02:20:22:
AdroMaster wrote on 03/01/13 at 02:06:59:
In fact, Bowser + Bruiser + Red Monster + Beast Glider should be used in every track. CCL is one of the weakest WRs because of that :fp:


CCL? Are you serious? This combination is just terrible and much slower for water tracks, It's impossible to get a WR with this.



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BMence
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I Love Mark 2.0!

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Re: TT Guide: tracks explained in detail
Reply #4 - 08/10/16 at 04:28:15
 
PPS guide is finished now. I hope other players will be kind enough to share their knowledges. I will do the wifi guide soon, telling the major differences, mostly the glider (shroom and without). If PPS experts can correct/add things it will be a pleasure ^^.
Sun already responded he won't share strats, because he wants to go away from video games more, and he has no time... well to be gonest it only takes 1/2 hours when you know the track.
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