NEW VERSION HERE: ( • Gravity Circuit - High... )
Done with the Catch Block chip equipped because it takes about 45 seconds to restart the level and get back to a jump that you can't retry due to the checkpoint you pass over, but hopefully this serves decently as a demonstration - the more consecutive divekicks and Rising Uppers you can perform without touching the ground, the further you can go while keeping the board's momentum. Rising Upper, divekicks, and divekick cancels are some of the only actions that both don't disrupt the momentum and allow you to regain height, provided you aren't using Air Jumper and Function Overload isn't active. Their "natural" double jumps eventually lose the board speed.
With perfect execution and maybe some help from the Light Alloy chip, it should be possible to carry the speed a couple screens' lengths further, all the way to the Virus Cannoneer after the rescue junction... where I fumbled, it should be possible to divekick into the Gunner Floater during iframes, then do a divekick cancel - divekick - RU to extend on the next Gunner Floater in the screen ahead - divekick boxes / Missile Platform, and then you're pretty much hard-stopped by a need to climb up past the cannoneer to get to the next board.
The safety of your divekicks and Rising Uppers and the speed of this strategy will change based on the difficulty setting; for example, the Gunner Floater at the start would need fewer ticks from Rising Upper before you can safely jump out.
Striking a balance between maintaining airtime and staying in an actionable state so you can hold right to go even faster makes this go from ridiculously difficult to "man I wish it were possible to TAS this game" fairly quickly.
Негізгі бет Ойындар Gravity Circuit - Highway first board jump extensions (old)
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