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Gameplay & Discussion / Zurais strat guide
« 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.
-------> Tiny Tap
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
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" )
So let's apply this system to a spike so maybe it's more clear what you can do with aligns!
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?
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!
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.
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!
A lovely corner! But no problem with the already known method 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.
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).
One more corner 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
Oh no! A plane But no problem for us right?
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
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
All you do is to drop down and keep pressing the direction key until you're through the spikes.
Magic
Full Jump Drop Corners/Diagonals
You can vary this method a bit when you see the following setup.
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!
Also Keep this in mind for these scumbags!
Thank you Senpai
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
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.
-------> Tiny Tap
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
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" )
So let's apply this system to a spike so maybe it's more clear what you can do with aligns!
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 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 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
(click to show/hide)
Oh no! A plane But no problem for us right?
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
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
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
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