Kirby Nightmare In Dreamland TAS World 5
Автор: DK is Epic
Загружено: 2025-09-02
Просмотров: 261
Three new abilities were used in this world: Stone, Laser, and UFO.
Stone was only used to fall faster in the long fall room in 5-1. I might return to this ability to explore it more in World 6, but I'm not sure because it is very straightforward.
Laser is also very straightforward. It has the same technique that many other abilities have where you can float instantly out of a jumping attack, usually allowing you to float earlier than normal. I only use that once, though. It can also light fuses, which I used in 5-5 to save the Hot Head for a mix.
UFO allows Kirby to fly much faster and more agile than normal. This works great for the first room in 5-5 to skip a lot of the platforming. Charging attacks slow Kirby down, so I only use the beam attack to clear enemies above and below Kirby, and I only use the first-level laser attack to clear enemies in front of them. It can also kill the Fire Lion with one fully charged laser and one second-level laser, which I combine with the doppler effect (shooting at a target while moving towards it allows for your shots to land at a higher frequency) for a quick kill. Since UFO only lasts for 1 stage, I'm forced out of it after 5-5.
Returning Abilities include High Jump, which I used in 5-1 and 5-3; Burning, which I used in 5-3; Freeze, which I used in 5-2; Parasol, which I used in 5-4; and Hammer, which I used in 5-6 as well as the boss.
Since I never covered Freeze, I'll go over it now. It is a good ability to use for the early float technique I described earlier, since it has a decently short animation. If you hold the attack past its initial attacking period, Kirby won't have any end lag on the attack. The only other way it can be canceled is by entering water. Otherwise, it is a solid forcefield attack that is quick and freezes enemies and stars. The ice blocks make for a very strong projectile, which I use to quickly kill the Bonkers in 5-2.
Parasol also has some unique tech with its float. By turning around right when Kirby starts to swing backwards in their float animation, you can preserve your float momentum and travel farther in the air. Doing this frame perfectly allows Kirby to travel quite long distances in the air at a good speed. The parasol also has an active hitbox, which you can hit enemies on the ground with by crouching and turning around to face away from the enemy as you slide into it. I use this technique a lot on the Meta Knights fight in 5-3 to make combos, since the regular parasol swing cannot one-shot them.
I'm going to briefly mention Hammer since, from what I've found, it is the best at the early float technique. I used it to quickly kill the boss because I feel like it is impossible to make that boss interesting.
That's all I have to say. Enjoy the video!
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