Difference between revisions of "Shippu Mahou Daisakusen/Techniques"
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|anchor4 = Opening bomb | |anchor4 = Opening bomb | ||
|techname = Get ahead with an opening bomb | |techname = Get ahead with an opening bomb | ||
− | |image = [[File:KGP-tech-openingbomb.gif| | + | |image = [[File:KGP-tech-openingbomb.gif|right|200px]] |
|content = '''Bombs''' are one of the few ways to significantly hinder rival racers. Since everyone will consistently be bunched up at the start of the race, it's a good place to knock them all back with a bomb. Ride an early lead to an eventual victory. Works great with [[Shippu_Mahou_Daisakusen/Strategy/The spin glitch|the spin glitch]] in score runs as the two techniques naturally overlap, and it's highly recommended for helping reach the second loop in 2-ALLs. | |content = '''Bombs''' are one of the few ways to significantly hinder rival racers. Since everyone will consistently be bunched up at the start of the race, it's a good place to knock them all back with a bomb. Ride an early lead to an eventual victory. Works great with [[Shippu_Mahou_Daisakusen/Strategy/The spin glitch|the spin glitch]] in score runs as the two techniques naturally overlap, and it's highly recommended for helping reach the second loop in 2-ALLs. | ||
Revision as of 06:20, 10 July 2020
General techniques
Technique: Get ahead with an opening bomb | |
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Bombs are one of the few ways to significantly hinder rival racers. Since everyone will consistently be bunched up at the start of the race, it's a good place to knock them all back with a bomb. Ride an early lead to an eventual victory. Works great with the spin glitch in score runs as the two techniques naturally overlap, and it's highly recommended for helping reach the second loop in 2-ALLs. Opening bombs are most helpful on tracks you're trying to win and actually have a chance of winning, such as Basalna City, Outcast Castle, and Cold Corridor. You probably want to avoid accidentally bombing enemy racers when you're not trying to win a race (such as on most of the second loop tracks) as rival racers are a source of heavy randomness and are extremely dangerous to have on the screen. Sometimes this technique overlaps with another objective, such as killing some high HP enemies near the start of the race, such as in the animation to the right. You'll have to judge based on the position of the racers whether or not to wait a bit or to bomb early and potentially miss some enemies up ahead. This is mainly only relevant for Cold Corridor and Deeply Dungeon (which you should probably not be using an opening bomb on). | |
Examples
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Technique: Use stage hazards | |
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todo
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Technique: Manually knock back rivals when you have nothing better to do | |
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todo
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Technique: Manipulate AI and despawn enemies by changing speed | |
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todo
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Technique: Subweapon dragging for more damage | |
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todo
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Technique: Losing on purpose | |
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todo
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Technique: Make the game easier by using rank breakpoints | |
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todo
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Scoring techniques
Technique: Spins & Manual spinkills | |
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todo
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Technique: Spinbomb glitch | |
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todo
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Technique: Diagonal edge spin charge | |
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todo
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Technique: Wall spins | |
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todo
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Technique: Control speed with wall & enemy taps | |
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todo
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Technique: Strato Sphere infinite enemy spawn | |
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todo
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Technique: Speedkill bosses for more enemies | |
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todo
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