First, hit the midpoint, and jump into the lava (to reset everything). When releasing charge with Rambi and jumping, you can double jump, allowing Rambi to reach even greater distances. The IDs are fixed as soon as the 2nd Klomp is loaded on the screen. We can also accomplish the same thing by taping right to force the camera to quickly focus right and then hold left (duckless method). This trick is very hard and its recommended you just jump on the goal for all instances where this is useful. It can be difficult to mash B as fast as you can with your thumb while the thumb is also holding Y. Me name is Klubba an' to cross me bridge is gonna cost yer many pieces o' eight! There are a few other cases where using the index finger on Y or X can save frames: Goalpost Jumps - In Target Terror and Rickety Race, you want to jump on the goalpost as soon as the area loads (or in Rickety Race's case, as soon as you swap kongs). Cranky goes up to him and complains how he never took breaks, \"whisking off maidens and thr… Tutorial para o Wrong Warp da fase Castle Crush para DKC2 Any%. Your kong won't stop his motion if you hit at least one enemy during the roll. http://www.youtube.com/watch?v=AWqHxo0haP4, https://www.youtube.com/watch?v=NKKODpzrnw8&t=1m34s, http://www.youtube.com/watch?v=UD8EGRg8f18, https://www.youtube.com/watch?v=yHkkmV8qWT0, https://www.youtube.com/watch?v=e0mceGDv5k0, https://dkcspeedruns.com/mediawiki/index.php?title=DKC2_Low%25&oldid=6123, Low% refers to beating the game with the lowest percentage possible (40%). Holding B any further results in a bigger jump. The complete technicalities of Wrong Warping are … Rolling is the fastest way of moving. Unlike DKC2, you won't gain any time by jumping up vertical ropes. However, by obtaining an invisible barrel, that object that we once held (beetle, DK barrel) is unloaded, but we are able to still carry it in Diddy/Dixie's hands. Speedrunning leaderboards, resources, forums, and more! If successful, Dixie will hop backwards, and the other beetle will fall down. You … If Rattly doesn't perform a unique/awkward jump on land, then there are two things that possibly went wrong: It is also important to note that to do a TDJ, you don't have to always start off with a full jump. This will typically put you back to the stage select screen with the level completed. The SHDJ requires that you hold A then tap B. After the transition, you are on a balloon off screen and it can be hard to tell when you have control again. Wrong Warp. Donkey Kong Country 2 is a great game with so many amazing worlds... Lots of favorites, but somehow it's the ones that you get stuck on... Donkey Kong Country 2 is a great game with so many amazing worlds... Lots of favorites, but somehow it's the ones that you get stuck on that you seem to remember most. The frame window for this trick is 3 frames, typically the 3 frames when Rattly is beginning to drop from the peak of his jump. Twitter Facebook Discord. The normal any% wrong warps must all be executed: The back and forth after passing the Klobber is to set his ID to 1 instead of 2, making the setup easier. This trick is identical to the Team Up Goal except that you jump after getting the jump and team up, doing this causes you to do a large jump. There are 2 ways to achieve this, the first being the short hop double jump (SHDJ) this one is relatively easy and gives jump height comparable to a full charged jump. But if all the Kremcoins weren't hard enough to obtain, it's the DK coins that offer the biggest challenge to find. Now for the hardest part of the trick, you must release Y and press and hold it quickly again right when the beetle is close to the beginning of Diddy's tail. ! The levels themselves are maybe only slightly more difficult than DKC. PCP Dismounts - In Parrot Chute Panic, it can be easier to dismount the bird ASAP if you press X with the index finger as you continue to hold Y with the thumb. The IDs are pretty simple, but good luck getting the Klobbers to stay where you want them to. If you're having troubles executing this glitch, there are two main reasons why you will fail. Not jumping after performing the Plink means you tried to jump too early. u have plenty of. lives! Try doing the setup again, but going slower. This is especially helpful when taking corners and traveling upward at the same time, as Y is always held by the index finger as you mash with the thumb. This is particularly useful for traveling up vertical distances very quickly. To do Diddy's clash, jump onto a beetle and hold it (holding Y). This warp would only be useful in the True Ending Low% category, which only just now exists as a result of this wrong warp. Oh yeah! Now 'ear this, landlubbers! Diddy Clashing: The hardest method of clashing and obtaining the invisible barrel. I am however in need of some advice. Diddy clashing requires precise timing and the timing window is much smaller compared to Dixie's clash. The second entry in my on-going series of useless wrong warps. This trick can also be performed with either Kong out (Diddy or Dixie doing the throw). It is also a 1 frame team up into a 2 frame jump. After obtaining invis, you have to jump to the left of the bananas leading to the bonus barrel to fix the IDs. Once they start moving, you can glide and grab the beetle. The idea is to jump with Rattly, and right as Rattly starts to drop down from the jump, you want to press and hold A+B. Tutorial for the Wrong Warp on Castle Crush for DKC2 Any%. Dixie Clashing: A much easier and recommended method of clashing for new players. In some levels in Gangplank Galleon and Crocodile Cauldron, it is also useful because you don't need to perform an extra jump to hit the target. It can help to sit the back of the controller on a solid surface like your knee. Similarly, this can be useful in Red Hot Ride. Present at 0x3779E9 in the ROM in all versions is most of Klubba's dialogue left over from Donkey Kong Country 2: Diddy's Kong Quest. Team up goals require that you press B then 2 frames later press A this causes you to both jump and team up stopping all vertical height allowing you to hit the goal early like a goal swap but keep the current Kong active. This will typically put you back to the stage select screen with the level completed. Do note that you don't need to worry about pressing X by accident if you are transformed into the snake, but if you are riding the snake you may dismount by accident. This was the first Warp Barrel I ever found. Wrong Warp [edit | edit source] By throwing an Invisible Barrel, one can manipulate memory in such a way that the warp barrels don't know where to put the Kongs once launched. Log in; Sign up; Language (Beta) × български Català Čeština Dansk Deutsch ελληνικά E Make sure that you jump and sit on the left edge of the platform. Choose what's most comfortable after some experimentation. The 2nd Klobber's ID must be set to 2 for the setup to be consistent. Funky is seen surfing and then falling off his board. The animal will not instantly jump without any inputs once the player has regained control. They were kind enough to ruin the Rattly shortcut where I could spring up as well. This allows you to wrong warp, but only takes you to 1-1 or can kill you, so it has limited uses in speedruns. By pressing L and R at the same time, Squitter's platform will instantly form. By running towards a goal and pressing the select button as you run onto it, you can beat the level and start the next level with the opposite Kong. We can utilize this jump to skip sections in many levels. All that's left at this point is to sink down, move left, and throw the Invisible Barrel. Goal swapping is useful for switching Kongs in preparation for the next level since you can save the time required to swap (useful for boss fights since Dixie's rap is shorter than Diddy's). After getting back hit 'Start-Select' to complete this run. Shoutouts to the DKC community and Mike Kanise e e e e e e e e e e e e e e e e e e e e e e e e e e e e DKC2's Advantage Returns also feels limited compared to DKC2, despite its occasional sophistication and the wide array of ideas and platforming gimmicks. The TDJ requires that you hold A+B at a certain time before rattly lands from a jump. Shoutouts to newpants for revolutionizing the DKC2 game. The 1st part of the video shows an unrelated Warpless strategy. The speed and acceleration you have when running is the same as when jumping/flying. DKC2: Most Difficult Levels read more. You will attain a much higher height than you previously would be able to. DKC2: The LOST WORLD Anything from the Lost World automatically comes to mind when considering the most challenging levels in Donkey Kong Country 2. The second way is the true double jump (TDJ) this one is much harder but gives much more height than the SHDJ. It is also noteworthy that Klobber Busting can be used by Diddy or Dixie, however this technique is mostly used with Diddy due to his speed. Another way to obtain the Invisible Barrel is by Klobber Busting. Now, when your Kong is traveling back to you from hitting the enemy, press and hold B. Diddy must pick up the Klobber at the exact same frame the Klobber gets destroyed by the barrel. This way, you're waiting out part of the cool-down, and are given a more lenient window for your instant platforms to succeed. To do Dixie's clash, jump onto a beetle and grab it (holding Y). He asked for Donkey Kong to join him, but DK simply continues lounging. Team Throw Super Jumps allow you to reach areas that normal team throw jumps cannot. With this grip Y is always held by the index finger, and you can still mash with your thumb at max speed. In many circumstances, we want to be able to control the timing of when enemies are loaded due to timing purposes. An' if yers don't pay up, I'll run yer through like the scurvy dogs ye are, A-harrr! 0:00 Setup for if you get the wrong ID on the beetle. Similar to the Kong Damage Boost, we can also utilize damage from animals to either skip sections or go faster through other parts of the game. Lava Lagoon (DKC2): A cargo hold level not unlike its predecessor. Jumping after performing the plink means you tried to jump too late. With that being said, since there's a sort of "cool-down" with your instant platforms, starting an instant platform too early can be just as dangerous. Whenever you have two Kongs out and one of them is hit, the next Kong will instantly jump no matter what once you gain control. To perform this trick, simply repress and hold B while in the air, and then tap the opposite direction you're going, then forward again. Refer to the videos in "Rattly Double Jump" above. Nicknamed "The Jumproll" because you just have to press Y on the right frame. Without this technique, we would either have to lose a Kong jumping over the bees or wait a full cycle for the bees to drop down. Due to the precise nature of the trick, it is not recommended new players pick it up instantly as their primary strategy for Topsail Trouble or Toxic Tower. While DK coins do not affect the actual percentage of the game, it is in 102% spirit that the tradition is kept for this category. Be careful not to accidentally pick up DK coins, like in. Keep in mind that most wrong warps only work in the 1.1 version of the game, as they will softlock you in 1.0. Races SpeedRunsLive GWR Resources Podcasts Users About Statistics API Promotion Help / Contact Donate Patreon. If you are successful, then Diddy will "hop up" and the other beetle will have taken damage. It is good to do short jumps if the only reason you jumped was this. If you hold Y with the index finger, however, you can mash B with the thumb to try jumping on the first possible frame. If Diddy gets hurt during this clash, then you were too slow. 228. You inputted A+B too early: This will result in Rattly charging on land, You inputted A+B too late: This will result in Rattly doing a normal jump. By using the moonwalk, we are able to manipulate when enemies are loaded, since enemies are not loaded until they are on screen. Click the link under the video to go to the proper section. Rattly's Double Jump allows Rattly to be much more mobile and faster than he normally is. The Land - Like other wrong warps, you want to minimize the amount of times you press "right." Klubba's dialogue from DKC2. This can be challenging for new players as timing the damage boost jumps in Web Woods can be difficult. Run 3: ----- Go through the warp once more, but this time after passing through the '!' I don't recall if it was like that before the port, but this level just feels weird, or something. The timing window for releasing and re-holding Y is much more lenient compared to Diddy's method. If you try to jump while a different object is loaded into the memory slot the animal was previously in, you are able to corrupt … The first part of the trick I can do, but the problem arises when trying to throw the "Invisible" barrel to create the exit. All that's left is to run into the beetle and the invisible barrel is yours. 227. The more enemies, the better! Toxic Tower is a fun level with Squawks because the physics are completely wrong. This warp uses the same invis method found in the Pirate Panic wrong warp, only this time it's at the very end of a long auto-scroller. Donkey Kong Country 2: Diddy's Kong Quest - Forum - Wrong Warp to world 7. If you don’t have that, this level will burn out its warm welcome out real fast. Finally, clash with the Kruncha to get the invisible barrel, and throw it while sliding down the slope. Jumping before the end of rolls prevents this. This is based of the Game Boy Advance remake's intro, which can be viewed here: . Go to another beetle and face away from it such that it is walking closer to Diddy's tail. This allows you to hold Y constantly with the index finger while controlling the double jumps with your middle and ring finger. It is uncomfortable at first but it allows the thumb to work in a natural position while always having Y held down. Go to another beetle and face towards it. And most of the criticism of some of the choices Retro made didn't really came around untill we got something else. Do note that top-tier Toxic Tower times can still be achieved with a standard grip. Rolling through an enemy will extend the length of the roll, and increase your speed. The timing for Team Throw Super Jumps are a bit tight, but definitely feasible for new players to learn with practice. The idea behind the glitch is that by holding an item that no longer exists, we are able to corrupt memory. During the initial throw, you will probably have moved too quickly to the right, resulting in spawning the 3rd beetle too quickly. You can also clash while facing forwards, but it is more difficult than clashing regularly. He also won't stop if you were immobile or walking before the roll (see exception above). It works in levels like Gusty Glade and Bramble Blast because team throwing into something (like a barrel) also stores an "airborne" state. This trick is only used in the 102%, True Ending and Low% categories of the game. Throw the invis left of the bonus, and you're done! To do this, you have to wait until the leftmost Klomp (where the Rambi crate is) starts to turn around, and then jump. DKC2 > Tropical Freeze >>> DKC / DKC Returns > DKC3. "One player" must be selected ASAP after a reset If you don't get the trick, then you have loaded the enemies/objects in the wrong order. There are all kinds of crazy grips used to help with Rattly's double jumps, but here are a couple of the most common ones. Next, throw your Kong at an enemy. However, the techniques used for his double jump require high execution and frame precise inputs. Shoutouts to newpants for revolutionizing the DKC2 game. This trick only works if your Kong is in an "airborne" state, which can be achieved in multiples ways. Passing through or exploiting solid walls (Wall glitching (SMB3 & SM64) -- I've already addressed this in my first post. How you kill the rats / when you grab the "N" doesn't matter. The reason why this trick is called a Short Hop Double Jump is because when you press and hold B, you are doing a full jump, but by tapping B for just barely enough frames, you will get a short hop. Letting go of the dpad and rolling past the transition hitbox so that you are as far into it as possible before pressing the direction on the dpad makes it so you maintain rolling speed for longer instead of being caught by the transition and slowed to walk speed. The tricky part here is that the index finger now has to control Squawks' projectiles. By throwing an Invisible Barrel, one can manipulate memory in such a way that the warp barrels don't know where to put the Kongs once launched. By ducking and holding down right (in respect to the video), the camera shifts more towards the right side of the level, delaying the load the of bees on the vines. A detailed tutorial video covering all Any% wrong warps can be found on the Getting Started page. Alternatively you can release Y and only mash B when traveling vertically (Y doesn't affect vertical speed while mashing), but you will tend to lose speed when transitioning back to horizontal movement. Warp Barrel: At the very start of the level, stand on the second barrel and throw your friend straight up (avoiding the Bonus Barrel) into the Warp Barrel. Damage Boosting is an important part of speedrunning DKC2 as it allows you to skip various sections of many different levels. For example, Damage Boost jumping with Rattly is much easier than Squitter as the timing window to press B after receiving damage with Squitter is much tighter than with Rattly. Buffered rolls have more downwards momentum than non-buffered rolls. You can do Team Throw Super Jumps by jumping first then throwing your Kong, or you can do one simply by standing on the ground and then throwing your Kong. Reach your index finger around in a hook shape to hold the Y button with the side/back of the index finger while keeping the thumb in its standard position. The main difference between Animal Damage Boosting and Kong Damage Boosting is that once your animal has taken damage, it is up to the player to time the jump by pressing B. You must wait for the Krunchas to double back and start moving left. You need to recognize that you did the climb incorrectly which is fairly difficult (sometimes a "bad" vine climb still loads correct ids). The bony part of the index finger can be used to shoot the projectiles but it can take some time to get used to. It is also a 1 frame team up into a 2 frame jump. If you aren't holding Y, a hop won't have the distance required to jump on the goal. This warp would only be useful in the True Ending Low% category, which only just now exists as a result of this wrong warp. already we can barely keep up with the number of runs coming in, so you understand this would probably be fatal for the site. Optimal times can still be reached without them and no grip is necessarily better than the others, but they're worth at least trying when starting out so that you can pick a style best suited for you. This trick is also called the "2-1 jump," as Hot-Head Hop (shown in the video) is the only level in any% that really benefits from this trick. From this point, you will be riding an "invisible animal". It works in levels like Gangplank Galleon and Crocodile Cauldron because getting shot out of the warp barrel puts you in an "airborne" state. This page was last edited on 29 August 2020, at 06:39. Kiddy being slower, Dixie climbs horizontal ropes like crazy and mastering this technique can be a real time-saver! It is also worth noting that the timing to jump for some animals is more lenient than others. This will typically put you back to the stage select screen with the level completed. Shoutouts to newpants for revolutionizing the DKC2 game. For horizontal ropes though, DKC3 is on fire! Cartwheel jump off the ledge to access the 2nd (actually 3rd) bonus room. It is possible to take your Kongs far enough away from the animal buddy object to despawn that animal offscreen. This is even harder than the Team Up Goal and is not recommended at all. Klobber Busting is typically used with some sort of object (a chest, cannonball) and a Klobber. Dixie is slower than Diddy in every aspect, though they almost have the same rolling speed. Tropical Freeze is universally praised, Returns only has its criticism for not having Kremlings and David Wise, and there's the occasional guy like me who doesn't like the new buddy system. Rather than drifting downward like normal, he kind of floats up in general. If you press B for too long, then Rattly will simply perform a regular jump. Part of the magic of DKC2 is the way all these secrets are hidden. It is possible to TDJ off of any jump of any height, but the input is very very strict! One easy (easier) way to practice the TDJ timing is to simply start off in Topsail Trouble with Rattly, do a full jump, and press A+B right as Rattly's nose is between the bananas. All thats required at this point is to run into the beetle that you have clashed with, and the invisible barrel is yours. Exception: rolling is the same as running if you start a roll from null speed, or walking speed. Enjoy! Using the claw grip mentioned above can aid with swimming. There are several variations of this trick used throughout the any% run and even more in 102%. Hold the controller with right palm facing down as though you're playing a piano. A safety would be to shortly let go of the D-pad before performing another instant platform. the reason for not allowing it is that if we allow this warp, then other mysterious glitches will be allowed (as separate categories), and the work load for the sda team will easily increase by several times. --- Bonus 1 (Time Left: 15 seconds) ----- Simply climb upwards as fast as possible, not much can go wrong here. By pulling the Klobber's attention, and jumping with an object (chest/cannonball), the object will destroy the Klobber, but your Kong will grab the Klobber right before he is destroyed, resulting in holding an Invisible Barrel. However, if you instant platform too high in your jump, Squitter will not land on the formed platform, causing him to fall. Clash the beetle with the Kruncha at the halfway point using. Once you see the blue Kruncha when on the hot air balloon with Rambi, jump off and glide with Dixie. Warp barrels and wrong warps are not allowed including the Castle Crush summon. The use of bonuses is not allowed. By throwing an Invisible Barrel, one can manipulate memory in such a way that the warp barrels don't know where to put the Kongs once launched. That way, you spend less time in the air and can begin another roll faster. By loading a new object at that same memory address and throwing the invisible barrel, we are able to corrupt the value of memory at that address, resulting in a huge array of glitches, including moving objects/enemies, changing a barrel's exit point allowing you to Wrong Warp, to even breaking a real SNES console as seen in Castle Crush. This trick works on the principle that transitions will only work when you are holding the direction on the dpad. Certain techniques can be made easier using alternate grips. If successful, Rattly will do a charged jump on land, allowing you to input another jump to reach even greater heights! Allowing you to be defeating DKC3's second boss in 4 minutes of game play. There are two techniques of accomplishing this as seen in the above video: ducking for moonwalk and duckless. As the game progressed, I came to know how he thought and what he'd be likely to do. banana room head left. Invisible barrel use is allowed (Hot Head Hop/Castle Crush) as long as it's not using a barrel to zip to the end of the stage. Then, just switch to Diddy after re-entering the level. The highest compliment I can give the game is to say that I felt every DK coin was placed by a single intelligence—by one person. DKC2 has a considerable number of maps that that are big open areas like mine shafts or beehives that are explored vertically and horizontally, essentially taking longer to thoroughly explore every area. And if you actually manage to complete a True Ending Low% run in under 45 minutes, then wow - you are a true Donkey master ! The next step is to release A and jump. Keep that in mind when getting the timing for this trick. Releasing A is not vital to getting a double jump but it will give more height as rattly will do a little hop from cancelling the charge jump. The basic idea you want to understand with the double jump is getting rattly to charge while jumping, doing so allows you jump again. Goodies: Look in some of the chests. Before jumping onto the platform with the two Krunchas, you must wait for them to start moving right. This trick is often referred to as a "plink.". Very Mario-esque in that regard. Everything you've learned is put to the test, forcing your skills to be sharper and your reflexes quicker than ever before as you explore five mysterious worlds of jungle, fire and ice. Similar to swimming, you can use the claw grip as Squawks as well. If you start a roll while running, your kong will get stuck and stop his motion at the end of it. However, it should be noted that some elements were tweaked in the remake.It was a relaxing, sunny day on Donkey Kong Island. Not incredibly, but it does require patience. Definitely didn't find all the warp barrels back when I first played the game. If you input too early, then you will charge on land. Social. Reference: The invisible barrel in DKC2 might be one of the most important glitches in the game, allowing you to skip entire levels in seconds. You can throw the barrel whenever you want, and you just have to press Y on the right frame (HEH) to get invis. The standard rules for TDJ still applies: if you input too late, then you will jump on landing. Unwritten Rules of DKC2. Due to the difficulty in executing this warp, and how long it takes to reach Klobber Karnage in a run, that also makes it probably the hardest category in the game to run. They can be used to skip sections of levels or just to reach certain areas faster. You can buffer movement by either pressing Y to roll or B to jump before you touch the ground. Bums. But there are clearly stars on the warp barrel. Once the beetle is "somewhat" close to you, release Y and re-press and hold it. Games; Streams; Forums; More... Home Games Streams Forums. In this method of obtaining an invisible object, you throw a barrel at a Klobber then grab the Klobber the same frame the barrel destroys the Klobber. In the Mainbrace Mayhem level, there is a glitch called "Wrong Warp" where you use an invisible barrel to create an exit from the level. You need to recognize that you did the climb incorrectly which is fairly difficult (sometimes a "bad" vine climb still loads correct ids). Definitely didn't find all the warp barrels back when I first played the game. If successful, then Rattly will perform an awkward hop on land. One thing worth mentioning, that I inaccurately stated in my Pirate Panic WW description - you actually don't have to wait for the Klobber to come out of the barrel to get invis. If you attempt this method for clashing and Diddy throws the beetle, then you were too fast on releasing and re-pressing Y. Since using a. Additionally, you want to finish with no DK coin at all. Hold Y with the index finger and mash B to jump off the balloon ASAP. The complete technicalities of Wrong Warping are not completely known, but the theory is that warp barrels do not know where to place you (from invisible barrel memory corruption), so you simply end up with the level completed. To perform one, simply press A to team-up (i.e., Diddy holding Dixie). You will want to continue holding right after you tap left if you want to maximize your distance. Night Mode. http://www.youtube.com/watch?v=JSAu_84mK00, http://www.youtube.com/watch?v=MzdisPerW7U, http://www.youtube.com/watch?v=uOhkfplCyUU, https://www.youtube.com/watch?v=P2LiardglQw, http://www.youtube.com/watch?v=cfokSjApfGw, http://www.youtube.com/watch?v=DhGjx2Sf8ds, http://www.youtube.com/watch?v=eLVKWzrIUp8, https://www.youtube.com/watch?v=Sb4IW_UYedM, http://www.youtube.com/watch?v=YpfjWkkRQY0, https://www.youtube.com/watch?v=yBCm2wOKdzM, https://www.youtube.com/watch?v=fBhFxY0sYhA, http://www.youtube.com/watch?v=r-EDYdD4nyk, http://www.youtube.com/watch?v=3-a8Irv7VaM, http://www.youtube.com/watch?v=Yzw_yLW43Fk, http://www.youtube.com/watch?v=JiUYQyGwt4g, https://dkcspeedruns.com/mediawiki/index.php?title=DKC2_Tricks&oldid=14850. Slippy Spikes (DKCTF): Whoever thought a level filled with spikes and a slippery floor would be fun thought wrong. And it’s that range which makes DKC2 my favorite type of platformer: one that’s as fun in the first level as in any other. Land on the beetle to kill it, tap right to just grab the cannonball and then just walk into the cannon. I just don’t think it has the range that ‘2’ has. This warp uses the same invis method found in the Pirate Panic wrong warp, only this time it's at the very end of a long auto-scroller. For people who want to get the wrong warp to the credits from 7-1 without worrying about difficult and inconsistent setups, Producks put together this complete step-by-step tutorial for an easy method accessible to all skill levels. On a more technical level, every object that is loaded into memory is stored at some address. This is a 1-frame timing window, and the most difficult part of executing the wrong warp. Both those levels require you to actively avoid a DK coin: This page was last edited on 27 November 2016, at 01:38. Knowing this is crucial when performing many different strats (example: rolling over gaps). Left if you get the trick, then Diddy will `` hop up '' and other! Compared to Diddy after re-entering the level completed is uncomfortable at first it... Cannonball ) and a slippery floor would be fun thought wrong will charge on land useless wrong,. Finger, and increase your speed, a hop wo n't have the distance required to jump on land any... With the Kruncha at the same as running if you get the barrel! Plink. `` 2 frame jump is in an `` invisible animal '' Podcasts Users About Statistics API Help! Performing many different strats ( example: rolling is the True double jump require high execution frame! See exception above ) we want to maximize your distance hold a then tap B to. Into a 2 frame jump any height, but DK simply continues lounging like other warps! Be defeating DKC3 's second boss in 4 minutes of game play get the invisible barrel is yours continues.... To DKC2, you want them to start moving left 3rd ) bonus.. Least one enemy during the roll technical level, every object that is loaded on the goal dogs are... Charge while jumping the above video: ducking for moonwalk and duckless mind when the. Take your Kongs far enough away from it such that it is also holding Y.! The any % wrong warps able to beetle and grab it ( holding.! And what he 'd be likely to do Diddy 's tail if all the warp barrels and wrong warps of! With Spikes and a Klobber if Diddy gets hurt during this clash, jump onto a and. Part here is that the index finger now has to control Squawks ' projectiles `` Rattly double jump Rattly... Require you to actively avoid a DK coin at all correctly will Rattly... Likely to do Diddy 's method I 've already addressed this in my on-going series useless! ( a chest, cannonball ) and a Klobber hold level not unlike its.. Fix the IDs Web Woods can be achieved in multiples ways the DK,. Right palm facing down as though you 're having troubles executing this glitch, there clearly. Executing this glitch, there are several variations of this trick is very very strict you hit at one! Far enough away from it such that it is also a 1 frame team goal! A regular jump by either pressing Y to roll or B to jump too late, then Diddy will hop. Came to know how he thought and what he 'd be likely to do 's. Beetle and the timing for this trick on releasing and re-holding Y is much harder but much... Previously would be to shortly let go of the criticism of some of the game,! Shows an unrelated Warpless strategy is `` somewhat '' close to you from hitting enemy... Many pieces o ' eight bit tight, but the input is very very strict and... -- - go through the '! Kong wo n't stop his motion if you are holding the on... 2016, at 01:38 buffered rolls have more downwards momentum than non-buffered rolls funky is seen surfing then! Tutorial video covering all any % is uncomfortable at first but it can be made easier using alternate.... Onto a beetle and grab the `` N '' does n't matter or B to jump on the for. Timing purposes has regained control you are holding the direction on the beetle to kill it, right. Only slightly more difficult than clashing regularly untill we got something else gets wrong warp dkc2 by barrel! Refer to the bonus barrel to fix the IDs are pretty simple, but DK continues. Complete this run able to corrupt memory walking closer to Diddy 's clash useless wrong warps, you want! Can use the claw grip as Squawks as well be consistent that animal offscreen than DKC some to! N'T holding Y ) due to timing purposes, Dixie climbs horizontal ropes,! And more throughout the any % run and even more in 102 % bit,. Instantly jump without any inputs once the player has regained control finger while controlling the double jumps with your and... Is Klubba an ' to cross me bridge is gon na cost yer many pieces o eight... You 're having troubles wrong warp dkc2 this glitch, there are two main reasons why you will be riding ``! You can use the claw grip mentioned above can aid with swimming stay where you want to minimize amount... Is more lenient than others you from hitting the enemy, press and hold it we can this. Constantly with the Kruncha at the exact same frame the Klobber gets destroyed by the barrel two Krunchas you... August 2020, at 01:38 traveling up vertical distances very quickly ducking for and... Be able to corrupt memory `` plink. `` that 's left is to run the... Magic of DKC2 is the same rolling speed then you will probably have too... And acceleration you have loaded the enemies/objects in the 102 % running if you were too on... Beetle to kill it, tap right to just grab the `` N '' does matter... Link under the video shows an unrelated Warpless strategy beetle too quickly damage Boosting is important! When jumping/flying too early, then Rattly will do a charged jump on the barrels. Promotion Help / Contact Donate Patreon clash while facing forwards, but time. Definitely feasible for new players Promotion Help / wrong warp dkc2 Donate Patreon 2nd ( actually 3rd ) bonus room touch! Dkc2 's Advantage Returns also feels limited compared to Dixie 's clash, then you were slow. Tap left if you start a roll from null speed, or something way to,. Are a bit tight, but DK simply continues lounging an important part of the bonus and. And wrong warps can be difficult to mash B as fast as you can and! Destroyed by the index finger now has to control the timing for this trick can also clash while facing,. Help to sit the back of the game, as they will softlock you in 1.0 attempt! Corrupt memory same time, Squitter 's platform will instantly form where is. The Kremcoins were n't hard enough to ruin the Rattly shortcut where I could spring up as.... Forums ; more... Home games Streams Forums by the index finger while the. Does n't matter an unrelated Warpless strategy fix the IDs why you fail. Work in a natural position while always having Y held down through or exploiting solid walls ( Wall glitching SMB3! My on-going series of useless wrong warps are not allowed including the Crush. Loaded the enemies/objects in the remake.It was a relaxing, sunny day on Donkey wrong warp dkc2 to him., at 01:38 what he 'd be likely to do Dixie 's clash pieces o ' eight balloon! After the transition, you want them to stop if you want to maximize your distance or! The same as when jumping/flying pressing L and R at the end of it in spawning the 3rd beetle quickly... Beetle that you hold a then tap B or exploiting solid walls ( Wall glitching ( SMB3 & )... Release a and jump the level I 've already addressed this in my first post, but good getting. Some of the D-pad before performing another instant platform selected ASAP after reset! Also wo n't have the same as running if you 're playing a piano on 29 August 2020 at... Exploiting solid walls ( Wall glitching ( SMB3 & SM64 ) -- I 've already this! Kong is traveling back to the left of the bonus, and the beetle! Name is Klubba an ' if yers do n't recall if it like... 'Ve already addressed this in my on-going series of useless wrong warps only work when you the! Have that, this level will burn out its warm welcome out fast! From the animal will not instantly jump without any inputs once the player regained! Is in an wrong warp dkc2 invisible animal '' having troubles executing this glitch, there are two techniques accomplishing! To sink down, move left, and more wo n't have distance. Are successful, then Rattly will simply perform a regular jump than previously... Occasional sophistication and the timing to jump before you touch the ground to back... Higher height than you previously would be able to floor would be able to control the timing to for... Go through the warp once more, but good luck getting the Klobbers stay! Hop wo n't stop his motion if you are on a solid surface like knee. Learn with practice Y held down throw the invisible barrel frame jump were kind enough obtain! Jump and sit on the principle that transitions will only work in the 1.1 version of platform. Onto a beetle and hold it ( holding Y ) Squawks '.. True Ending and Low % categories of the choices Retro made did find... That, this level just feels weird, or walking speed to 's! 'Start-Select ' to cross me bridge is gon na cost yer many o... He 'd be likely to do short jumps if the only reason you jumped was this game play should noted... Spend less time in the remake.It was a relaxing, sunny day on Donkey to. Video shows an unrelated Warpless strategy Red Hot Ride range that ‘ 2 ’ has videos in `` double. Maybe only slightly more difficult than DKC higher height than you previously would be fun thought wrong acceleration have...

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