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Fangames => Gameplay & Discussion => Topic started by: Zurai on September 27, 2014, 01:43:13 PM

Title: Zurais strat guide
Post by: Zurai on September 27, 2014, 01:43:13 PM
Hello and welcome to my "Zurai Strat Guide" !

Some of you people maybe watch Paragus and hear my advises when I'm tellin him
a certain way of how to accomplish a jump. With this guide I want to share my knowledge
about common jumps and their aligns and trying to help you getting more consistent
on all these "choke jump".


Whats the difference between your and my strat?

First of all you have to know that I'm a lazy scumbag, so I always try to find an easy
way to do a jump. In general this means, I'm trying to find a strat, where you only have
to press jump and a direction key at the same moment so you basically don't need so much
timing to do a jump. Also reducing the amount of inputs is mostly a good thing, because
as more inputs you have to do, as more possible failures can happen.


And what are these aligns you were talking about?

I kinda don't want to go too deep into this stuff, but aligns are in ~70% of fangames
important and will make your Fangame life a lot easier.
So basically, the kid normally moves with a speed of "3". That means if you do the tiniest
tap possible to the side, you won't move 1 pixel to the side, it's actually 3 pixels. So
you will always skip 2 pixels which you're unable to reach.

(https://i.gyazo.com/d60bc214286cfec681856ade31aa1921.png) -------> Tiny Tap (https://i.gyazo.com/47358362272bb68ec52ae969dec4b7cb.png)

Of course there is a trick to reach these 2 pixels in some way! All you have to do
is "touching a wall". So imagine a scenario where a wall is 1 pixel away from you.
Earlier we said you are only able to move 3 pixels. So if you now tap once more to the side
you will hug the wall and only move 1 pixel instead of three. Now you successfully
changed your align :TriHard:

So what does that mean? By changing aligns you're able to get closer to spikes. So instead
of staying away 3 pixels of a spike, you only stay 1 or 2 pixel (depending on your align)
away, which will make certain jumps waaaay easier or even will only get possible after
doing so.


Ok, I kinda got the idea about aligns. But how do I find out which align I need?

Mostly the best way to approach a jump is to get as close as possible to a certain spike. But let's first try to count to three, because that's
all you have to do, to understand aligns and figure out, which wall you have to touch to change your align. I hope this picture will explain
everything. (Don't approach this align stuff like "O man, I need align 1 for that corner!" It's more like "Ok, if I touch this wall, it will bring me
to the closest position to this spike" )

(https://i.gyazo.com/a4d6e37a2031e4a2abf4ddd3ceef8de3.png)

So let's apply this system to a spike so maybe it's more clear what you can do with aligns!  :atkHappy:

(https://i.gyazo.com/eecd874ef4412b5c32e81531b23467a4.png)

In this picture, the Kid is at the closest position to the spike he can get with the current align. As you can see, there is still a gap between the kid
and the spike which is 2 pixels long. So if I would now do the tiniest tap possible (for future references I will only say 3 pixels) I would move 3 pixels
and hit the spike. But our goal is to find the right align and stay as close as possible to the spike. Can you think of all the walls you can touch to achieve this?

(click to show/hide)


Oh! That makes actually sense! So can you teach me finally some Zurai strats?

I think we're ready to go! So let's start with some basic jumps!

(click to show/hide)

Here we have a standard diagonal which is elevated by 1 block (32 pixels). Like I said before, Im a lazy scumbag and I try to find strats, which
reduce the timing and/or the amount of inputs you need to complete a jump. The method Im showing enables you to do this diagonal by pressing
jump and the Arrow key at the same moment so you don't have to press the arrow key in mid-jump to get through it. All you do is hugging the opposite wall and do the inputs at the same moment (full jump+right). You actually have some leeway to the right (6-7 pixels) and still be able to apply this method. If you dont have a wall to hug at, use the kids feet as a reference point so you stay at the left edge of the block.

(click to show/hide)

Same method like the diagonal. Only difference is that you can't full jump.

Let's advance a bit and show off some harder jumps!

(click to show/hide)

A lovely corner! But no problem with the already known method  :atkHappy: Just hug the wall and full jump and press the arrow key at the same time. Please pay attention to the align you have at this moment. If you compare it with the align picture before, you will notice that I have the align
which would put me to the closest position to the sideway pointing spike. This is ALWAYS a good align for the corner. Second good align would be the block you're staying on.

You can apply this strat to a lot of jumps with this setup. Like planes or T-Bones with the difference that you can't full jump it.

(click to show/hide)

Another variation of a corner. What I'm doing is, taking the align at the left wall, do a 3 OR a 6 pixel tap to the right and use my lazy strat (fulljump+direction key at the same moment).

(click to show/hide)

One more corner :denGumi: Im taking the align which will put me again to the closest position of the sideway point spike. Now I position my right feet this way, that it sticks out a bit over the edge and then use my lazy strat again. 100% Aids free :MVGame:


(click to show/hide)

Oh no! A plane :denRin: But no problem for us right? :denGumi:
This jump is actually already a bit harder. With my method I'm trying to reduce the amount of timing you need to a minimum.
Again you take the align for the sideway pointing spike. The hard part about this jump is to figure out the amount of time you have to hold down
your jump button. Then you just jump and press the direction button at the same moment. Don't forget to use your Double jump :Kappa:

2-Block-Trick

With the 2 block trick you can get a 100% consistency at diagonals or Corners where you have to drop into.
Don't want to go to deep into this but I want to show you the setup where it's possible

(click to show/hide)

All you do is to drop down and keep pressing the direction key until you're through the spikes.
Magic :Kappa:

Full Jump Drop Corners/Diagonals

You can vary this method a bit when you see the following setup.

(click to show/hide)

All you do is full jumping into the corner and hug the wall again. You can pull this off from both positions like the video proofs. You just need
enough space for the full jump.

Far Away jumps

If you want to get to the furthest position of a block you kinda want this align!

(click to show/hide)

Also Keep this in mind for these scumbags!

(click to show/hide)


Thank you Senpai  :atkLove:

Np dude

If someone still has a question or a request, feel free to post it here. We have enough people here who can probably answer these.

My job is done :denGumi:




Title: Re: Zurais strat guide
Post by: ChillingSpark on September 27, 2014, 02:19:17 PM
tl;dr  :denKamilia_v2:
Title: Re: Zurais strat guide
Post by: REBAG on September 27, 2014, 02:57:03 PM
:PogChamp:
Thank you Zurapai  :atkLove:
Title: Re: Zurais strat guide
Post by: zebbe94 on September 27, 2014, 08:39:58 PM
Zurai strats too stronk  :Kreygasm:
Title: Re: Zurais strat guide
Post by: Wolsk on September 27, 2014, 11:03:38 PM
I wanna know about how 16 pixel aliens work.
When a block isn't going on a grid of 32, I get confused.
Title: Re: Zurais strat guide
Post by: Denferok on September 27, 2014, 11:59:45 PM
I wanna know about how 16 pixel aliens work.
When a block isn't going on a grid of 32, I get confused.

Works the same exact way, 48 is a multiple of 3
Title: Re: Zurais strat guide
Post by: sharkruisher on September 28, 2014, 07:52:51 AM
Now I actually CAN do iieet

Thank you based Zurai  :Kreygasm:
Title: Re: Zurais strat guide
Post by: infern0man1 on September 28, 2014, 01:46:54 PM
I wanna know about how 16 pixel aliens work.
When a block isn't going on a grid of 32, I get confused.


(https://i.gyazo.com/d0d5c830407bc7e0814d1e4285cf13e2.png)
Title: Re: Zurais strat guide
Post by: klazen108 on October 15, 2014, 03:34:08 PM
Based Zenpai :atkLove: ya learn something new every day
Title: Re: Zurais strat guide
Post by: OhNoezEinPandy on November 19, 2014, 12:17:05 PM
I request a sticky before this falls off page one. It most certainly is the best written plattforming guide we have currently due to its simplicity.
Title: Re: Zurais strat guide
Post by: infern0man1 on November 19, 2014, 03:52:30 PM
I request a sticky before this falls off page one. It most certainly is the best written plattforming guide we have currently due to its simplicity.


Done.
Title: Re: Zurais strat guide
Post by: Valioa on November 19, 2014, 07:48:07 PM
 :atkHappy: Thank you! this really helped me with my alignment problems zurai senpai :o
Title: Re: Zurais strat guide
Post by: Stepcore on December 01, 2014, 10:55:20 AM
Dude zurai this is amazing. Thanks.
Title: Re: Zurais strat guide
Post by: Syd on November 28, 2015, 06:30:26 AM
The 2-Block-Trick also works for 4, 7, 9, 12 and 14 blocks (have fun counting  :Kappa:). For any other height, you can just do a midair-jump while you are next the second (or fourth, seventh etc.) block above the spike.

Thank you for this guide, it really helped me.
Title: Re: Zurais strat guide
Post by: Onynekyu on March 17, 2016, 11:11:00 PM
For a beginner like me, this guide helps me a lot !
Thanks a lot Zurai  :atkHappy:
Title: Re: Zurais strat guide
Post by: L4Vo5 on March 20, 2016, 10:46:41 PM
Thank for this guide :OO it actually really helped me
Any tips for figuring out how to do jumps that are not in this guide?
Title: Re: Zurais strat guide
Post by: infern0man1 on March 21, 2016, 03:05:16 PM
Practice them in RMJ/jtool to find consistent strats
Title: Re: Zurais strat guide
Post by: Zurai on March 30, 2016, 12:41:51 PM
Im glad people still use and enjoy the the guide !

If there are requests for certain jumps, I will maybe expand it. But I think I covered most jumps
which dont require a certain precision for the first AND second jump. Of course I could explain how
to do an invert or whatever, but it doesn't make much sense because those jumps require Muscle memory
and not a cheesy setup.