Newcomer's Guide to SpeedRunners
Introduction
Controller or keyboard?
Finding Matches
The settings can be either [distance]MAX or [distance]ALWAYS. The difference being that MAX means it will start at the lowest range possible, then increase up to the distance you set. ALWAYS will make the search distance always what you set it to, no matter if there are closer matches available.
Getting Started
Momentum
This plays the biggest factor to your speed. If you gain a lot of speed, it will say "Superspeed!" and you will have a trail behind you. If you hit a box, run into a wall, get hit by an item, or any other form of obstruction, you will lose momentum and your speed resets. Try to make fluid movements to build your momentum up and keep you in the lead. If you have high momentum, try to touch the ground the least bit possible. Small bunny hops will suffice, instead of large leaps that can run you into objects. Running is considered friction and will slow down your momentum if you are at high speed, but hopping will reduce your speed if you are going normal speed.
Gravity
An easy way to gain momentum or keep it is by using gravity. When you are falling fast, your swinging speed will increase dramatically, as well as if you hit a slope while facing the direction of it's decline. If you are facing up a slope and fall into it, you will either slow down or even go back up the slope.
Angles
Like I just mentioned, using slopes can be a great advantage. If you're moving through the air and hit a ceiling that's angled down, you will be launched downward. Remember - if you swing or hit a slope while falling fast, you will gain huge speed boosts.
Tricks
Boost
Items 1/2
- Slopes - you can't jump over them and they slide to the bottom, meaning they will always hit an opponent behind them.
- Sliding spots - Places where you need to slide can be filled by a single box, making it a complete wall and impossible to get through.
- Boost boxes/item boxes - putting them inside a boost or item box will make it hard for the opponent to get the boost or item without hitting your box
- Over holes/spikes - you can use the rocket to knock someone straight down a hole or right into a pit of spikes
- During long swings - they'll have no time to avoid it, or they'll be knocked out of their swing
- At the bottom of a fall/slope - they'll fall straight into the rocket. No chance to avoid it
- During swings - They'll have to stop swinging and fall down to avoid the hook
- Before a jump/over spikes - If they have to slide, they can't jump or will fall into the spikes
- In a combo - While they're hit by another item is an easy opportunity to land your hook
- Altering paths - You can plan ahead to activate a switch to open a shortcut or close off a path, throwing off your opponent, or even blow up boxes in the path that tend to get in your way
- During swings/over holes/spikes - If you blow up someone mid-swing, they'll continue swinging but be turned around and swing the wrong way. You can also knock someone back and cause them to fall into a hole or spikes
- Boosting yourself - the most common use is to quickly place and detonate it to launch yourself forward or up from the explosion
Items 2/2
- In small tunnels/up slopes - The opponents can't jump high enough to avoid the fireball
- Slide spots - If they have to slide, they can't jump to avoid it
- Enemies behind you - Quickly turn around and toss it behind you to catch your opponent by surprise
- During large swings/over gaps - This will knock them back or completely cancel their momentum and cause them to fall down
- In boost tunnels - Throw one out at the end of a tunnel to cancel someone's boosted speed
- Slopes after falls - Stop someone from sliding down a slope after a fall to cut off their speed boost
- During long flat areas - The boosted speed and invincibility will quickly put you in the lead
- Dangerous areas - If you think you might be hit by something, it can be a lifesaver
- At the start - Starting a round with one will give you a great head start
- Swings - easy to land a hit
- Before large falls - they'll have to jump over it and kill their momentum
- During other items - double team!
- In boost tunnels - You won't be knocked back
- Extra jump height - You can use this as a small third jump
- Stopping - You can avoid hitting spikes or missiles in your path
Entry League
Beginner League
Advanced League
Expert League
Bronze League
Silver League
Gold League and Above
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