Difference between revisions of "Shippu Mahou Daisakusen/Techniques"
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|techname = Use stage hazards | |techname = Use stage hazards | ||
|image = | |image = | ||
− | |content = Outcast Castle | + | |content = Outcast Castle, Yashiki of Ninja, and to a lesser extent Deeply Dungeon feature certain '''stage hazards''' that can almost guarantee a race win. |
In Outcast Castle, a giant set of doors will close as you enter the castle. Any rival racers that don't make it through in time will be permanently slowed for the rest of the race. Needless to say, this is great if you're trying to win races. This also goes great with [[Shippu_Mahou_Daisakusen/Strategy#Opening bomb|opening bombs]] as you will certainly be able enter the door before anyone else does. | In Outcast Castle, a giant set of doors will close as you enter the castle. Any rival racers that don't make it through in time will be permanently slowed for the rest of the race. Needless to say, this is great if you're trying to win races. This also goes great with [[Shippu_Mahou_Daisakusen/Strategy#Opening bomb|opening bombs]] as you will certainly be able enter the door before anyone else does. | ||
− | In Yashiki of Ninja, after defeating Hayatemaru, the mansion will be set on fire and | + | In Yashiki of Ninja, after defeating Hayatemaru, the mansion will be set on fire. A blazing inferno will chase the player, and any enemies caught behind it will be permanently slowed for the rest of the race. This is of limited usefulness because the level is essentially already over, and there is no real reason to even go to Yashiki of Ninja other than for fun, and even then, you probably shouldn't be racing in such a dangerous stage. |
+ | |||
+ | In Deeply Dungeon, trapped walls will sprout bricks that can block racers. However, this doesn't "knock back" the enemies like a bomb would. It merely forces them offscreen. This is of limited usefulness as you probably shouldn't be racing in Deeply Dungeon anyway. | ||
|examples = | |examples = | ||
− | * https://youtu.be/J7AMjtvKSW8?t=231 | + | * https://youtu.be/J7AMjtvKSW8?t=231 All 7 enemy racers are locked behind the door and permanently slowed |
}} | }} | ||
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|techname = Manually knock back rivals when you have nothing better to do | |techname = Manually knock back rivals when you have nothing better to do | ||
|image = | |image = | ||
− | |content = | + | |content = Simply put, when you have nothing better to do, you can '''push enemy racers off the screen''' (either up or down, depending on where you want them). Useful at the start of any race you aren't planning to open with a bomb but want to win. Useful in the final stretch of some races where you're boosting and trying to gain a few positions ([[Shippu_Mahou_Daisakusen/Strategy#Boost in large bursts|Boost in large bursts]]. Not that bumping enemy racers activates your character's wall brake / enemy brake, so you may slow down when you don't want to. Boosting completely negatives all brakes, so you may want to boost when doing this. |
+ | |||
+ | Pushing racers around is highly dependent on weight and speed, so obviously it's going to be easier or harder depending on your character and the target character. | ||
+ | |examples = | ||
+ | * https://youtu.be/J7AMjtvKSW8?t=482 | ||
}} | }} | ||
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|anchor4 = Manipulate enemies through screen scoll | |anchor4 = Manipulate enemies through screen scoll | ||
|techname = Manipulate AI and despawn enemies by changing speed | |techname = Manipulate AI and despawn enemies by changing speed | ||
+ | |image = [[File:KGP-tech-speedmanip.gif|right]] | ||
+ | |content = Enemies can be '''despawned''' or have their '''AI manipulated to your advantage''' based on speed changes versus the speed the enemy spawned at. The applications of this technique are vast, but it's mostly useful for getting rid of troublesome but slow enemies, or making enemies (especially bosses) not fire by abruptly slowing down. '''Scrolling bosses partially offscreen''' to stop their weapons from firing is also a possibility. | ||
+ | |||
+ | This is quite useful even in casual play. If the screen is somehow hopelessly flooded with enemies, one strategy is to suddenly boost (for characters with good boosters) and despawn them all off the bottom of the screen. Characters with good brakes can do the same for the top of the screen by suddenly reducing speed. | ||
+ | |||
+ | Probably the most consistently useful application of this is against the boss of Basalna City for characters with good wall brakes / enemy brakes. When [[Shippu_Mahou_Daisakusen/Strategy#Wild Wyvern|Wild Wyvern]] spawns, his AI script will be different based on the player's speed. Generally, enemies that spawn while moving fast will take a greater distance to fully activate, so by spawning the boss at the maximum speed and then abruptly dropping speed, the boss will need a greater distance to activate, but with the very low speed, the player will take quite awhile to traverse that distance, and thus the boss is stuck not doing anything for a long time. You can use this time to set up your spinkills on the boss's parts. | ||
+ | |||
+ | Despawning enemies by speed change is a powerful technique (for non-score runs) in stages like Strato Sphere with lots of difficult-but-floaty enemies that are susceptible to speed changes. | ||
+ | |||
+ | [[Shippu_Mahou_Daisakusen/Strategy#Hayatemaru|Hayatemaru]] is a very floaty boss and heavily affected by speed changes. If you notice him doing his spinning shuriken attack near the bottom of the screen, you can boost and he will not fire. This may be the best way to avoid this nearly impossible pattern. | ||
+ | |||
+ | [[Shippu_Mahou_Daisakusen/Strategy#Gigandes|Gigandes]] can have most of his body scrolled off the screen while the player sits on top of his main damage zone doing heavy spin damage. He will eventually scroll back up though and likely shoot you, so he should be low on life before attempting this. | ||
+ | |||
+ | When [[Shippu_Mahou_Daisakusen/Strategy#Bashinet R|Bashinet R]] spawns, he too can be locked at the top of the screen by a sudden brake where his cannons are just out of range of being able to fire. This turns him into a punching bag while he uses laser attacks. If he doesn't randomly decide to shoot his green bombs which force him to move forward, he could theoretically stay helpless at the top of the screen until dead. | ||
+ | |examples= | ||
+ | * https://youtu.be/J7AMjtvKSW8?t=60 Miyamoto's strong wall brake abruptly drops his speed to minimum and the boss's cannons do not activate. | ||
+ | * https://youtu.be/J7AMjtvKSW8?t=2157 Miyamoto's strong back brake gets Bashinet R stuck at the top of the screen where his cannons fail to fire. | ||
+ | }} | ||
+ | |||
+ | {{KGPTechInfo | ||
+ | |anchor4 = Boost in large bursts | ||
+ | |techname = Boost in large bursts | ||
|image = | |image = | ||
|content = todo | |content = todo | ||
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|content = todo | |content = todo | ||
}} | }} | ||
+ | |||
+ | |||
==Scoring techniques== | ==Scoring techniques== |
Revision as of 01:10, 11 July 2020
General techniques
Technique: Get ahead with an opening bomb | |
---|---|
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, see losing on purpose) as rival racers are a source of heavy randomness and are extremely dangerous to have on the screen; you want them all way ahead of you as soon as possible. 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
|
Technique: Use stage hazards | |
---|---|
Outcast Castle, Yashiki of Ninja, and to a lesser extent Deeply Dungeon feature certain stage hazards that can almost guarantee a race win. In Outcast Castle, a giant set of doors will close as you enter the castle. Any rival racers that don't make it through in time will be permanently slowed for the rest of the race. Needless to say, this is great if you're trying to win races. This also goes great with opening bombs as you will certainly be able enter the door before anyone else does. In Yashiki of Ninja, after defeating Hayatemaru, the mansion will be set on fire. A blazing inferno will chase the player, and any enemies caught behind it will be permanently slowed for the rest of the race. This is of limited usefulness because the level is essentially already over, and there is no real reason to even go to Yashiki of Ninja other than for fun, and even then, you probably shouldn't be racing in such a dangerous stage. In Deeply Dungeon, trapped walls will sprout bricks that can block racers. However, this doesn't "knock back" the enemies like a bomb would. It merely forces them offscreen. This is of limited usefulness as you probably shouldn't be racing in Deeply Dungeon anyway. | |
Examples
|
Technique: Manually knock back rivals when you have nothing better to do | |
---|---|
Simply put, when you have nothing better to do, you can push enemy racers off the screen (either up or down, depending on where you want them). Useful at the start of any race you aren't planning to open with a bomb but want to win. Useful in the final stretch of some races where you're boosting and trying to gain a few positions (Boost in large bursts. Not that bumping enemy racers activates your character's wall brake / enemy brake, so you may slow down when you don't want to. Boosting completely negatives all brakes, so you may want to boost when doing this. Pushing racers around is highly dependent on weight and speed, so obviously it's going to be easier or harder depending on your character and the target character. | |
Examples |
Technique: Manipulate AI and despawn enemies by changing speed | |
---|---|
Enemies can be despawned or have their AI manipulated to your advantage based on speed changes versus the speed the enemy spawned at. The applications of this technique are vast, but it's mostly useful for getting rid of troublesome but slow enemies, or making enemies (especially bosses) not fire by abruptly slowing down. Scrolling bosses partially offscreen to stop their weapons from firing is also a possibility. This is quite useful even in casual play. If the screen is somehow hopelessly flooded with enemies, one strategy is to suddenly boost (for characters with good boosters) and despawn them all off the bottom of the screen. Characters with good brakes can do the same for the top of the screen by suddenly reducing speed. Probably the most consistently useful application of this is against the boss of Basalna City for characters with good wall brakes / enemy brakes. When Wild Wyvern spawns, his AI script will be different based on the player's speed. Generally, enemies that spawn while moving fast will take a greater distance to fully activate, so by spawning the boss at the maximum speed and then abruptly dropping speed, the boss will need a greater distance to activate, but with the very low speed, the player will take quite awhile to traverse that distance, and thus the boss is stuck not doing anything for a long time. You can use this time to set up your spinkills on the boss's parts. Despawning enemies by speed change is a powerful technique (for non-score runs) in stages like Strato Sphere with lots of difficult-but-floaty enemies that are susceptible to speed changes. Hayatemaru is a very floaty boss and heavily affected by speed changes. If you notice him doing his spinning shuriken attack near the bottom of the screen, you can boost and he will not fire. This may be the best way to avoid this nearly impossible pattern. Gigandes can have most of his body scrolled off the screen while the player sits on top of his main damage zone doing heavy spin damage. He will eventually scroll back up though and likely shoot you, so he should be low on life before attempting this. When Bashinet R spawns, he too can be locked at the top of the screen by a sudden brake where his cannons are just out of range of being able to fire. This turns him into a punching bag while he uses laser attacks. If he doesn't randomly decide to shoot his green bombs which force him to move forward, he could theoretically stay helpless at the top of the screen until dead. | |
Examples
|
Technique: Boost in large bursts | |
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todo
|
Technique: Subweapon dragging for more damage | |
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todo
|
Technique: Losing on purpose | |
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todo
|
Technique: Make the game easier by using rank breakpoints | |
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todo
|
Scoring techniques
Technique: Spins & Manual spinkills | |
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todo
|
Technique: Spinbomb glitch | |
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todo
|
Technique: Diagonal edge spin charge | |
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todo
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Technique: Wall spins | |
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todo
|
Technique: Control speed with wall & enemy taps | |
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todo
|
Technique: Strato Sphere infinite enemy spawn | |
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todo
|
Technique: Speedkill bosses for more enemies | |
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todo
|