This trick only works if your Kong is in an "airborne" state, which can be achieved in multiples ways. How you kill the rats / when you grab the "N" doesn't matter. 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. 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. First, hit the midpoint, and jump into the lava (to reset everything). They can be used to skip sections of levels or just to reach certain areas faster. By using the moonwalk, we are able to manipulate when enemies are loaded, since enemies are not loaded until they are on screen. If you aren't holding Y, a hop won't have the distance required to jump on the goal. Games; Streams; Forums; More... Home Games Streams Forums. Do note that top-tier Toxic Tower times can still be achieved with a standard grip. 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. If you're having troubles executing this glitch, there are two main reasons why you will fail. If successful, Dixie will hop backwards, and the other beetle will fall down. Keep that in mind when getting the timing for this trick. The complete technicalities of Wrong Warping are … It works in levels like Gangplank Galleon and Crocodile Cauldron because getting shot out of the warp barrel puts you in an "airborne" state. 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. 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. You can buffer movement by either pressing Y to roll or B to jump before you touch the ground. Me name is Klubba an' to cross me bridge is gonna cost yer many pieces o' eight! DKC2: The LOST WORLD Anything from the Lost World automatically comes to mind when considering the most challenging levels in Donkey Kong Country 2. 227. Kiddy being slower, Dixie climbs horizontal ropes like crazy and mastering this technique can be a real time-saver! The timing window for releasing and re-holding Y is much more lenient compared to Diddy's method. Goodies: Look in some of the chests. Since using a. Additionally, you want to finish with no DK coin at all. Log in; Sign up; Language (Beta) × български Català Čeština Dansk Deutsch ελληνικά E Try doing the setup again, but going slower. If successful, then Rattly will perform an awkward hop on land. With this grip Y is always held by the index finger, and you can still mash with your thumb at max speed. Improper directional use of a programmed transportation device (ie: Wrong way warp, and DKC2 Expired Time Barrel Glitch) -- This is already banned in all categories except Any%. The 2nd Klobber's ID must be set to 2 for the setup to be consistent. Tutorial for the Wrong Warp on Castle Crush for DKC2 Any%. Knowing this is crucial when performing many different strats (example: rolling over gaps). 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. The use of bonuses is not allowed. Now 'ear this, landlubbers! 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. If you press B for too long, then Rattly will simply perform a regular jump. I am however in need of some advice. I just don’t think it has the range that ‘2’ has. Passing through or exploiting solid walls (Wall glitching (SMB3 & SM64) -- I've already addressed this in my first post. The TDJ requires that you hold A+B at a certain time before rattly lands from a jump. Similar to swimming, you can use the claw grip as Squawks as well. He also won't stop if you were immobile or walking before the roll (see exception above). Diddy must pick up the Klobber at the exact same frame the Klobber gets destroyed by the barrel. To do this, you have to wait until the leftmost Klomp (where the Rambi crate is) starts to turn around, and then jump. Social. DKC2: Most Difficult Levels read more. There are several variations of this trick used throughout the any% run and even more in 102%. Another way to obtain the Invisible Barrel is by Klobber Busting. Diddy Clashing: The hardest method of clashing and obtaining the invisible barrel. 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. You need to recognize that you did the climb incorrectly which is fairly difficult (sometimes a "bad" vine climb still loads correct ids). This can be challenging for new players as timing the damage boost jumps in Web Woods can be difficult. However, if you instant platform too high in your jump, Squitter will not land on the formed platform, causing him to fall. You will attain a much higher height than you previously would be able to. 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. Diddy clashing requires precise timing and the timing window is much smaller compared to Dixie's clash. This was the first Warp Barrel I ever found. After obtaining invis, you have to jump to the left of the bananas leading to the bonus barrel to fix the IDs. Team Throw Super Jumps allow you to reach areas that normal team throw jumps cannot. Part of the magic of DKC2 is the way all these secrets are hidden. 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. This trick can also be performed with either Kong out (Diddy or Dixie doing the throw). Go to another beetle and face towards it. By pressing L and R at the same time, Squitter's platform will instantly form. Jumping after performing the plink means you tried to jump too late. 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. After the transition, you are on a balloon off screen and it can be hard to tell when you have control again. The IDs are pretty simple, but good luck getting the Klobbers to stay where you want them to. Damage Boosting is an important part of speedrunning DKC2 as it allows you to skip various sections of many different levels. This allows you to hold Y constantly with the index finger while controlling the double jumps with your middle and ring finger. To perform one, simply press A to team-up (i.e., Diddy holding Dixie). The SHDJ requires that you hold A then tap B. Land on the beetle to kill it, tap right to just grab the cannonball and then just walk into the cannon. "One player" must be selected ASAP after a reset If you are successful, then Diddy will "hop up" and the other beetle will have taken damage. 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. But if all the Kremcoins weren't hard enough to obtain, it's the DK coins that offer the biggest challenge to find. All that's left is to run into the beetle and the invisible barrel is yours. A detailed tutorial video covering all Any% wrong warps can be found on the Getting Started page. 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. 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 trick is very hard and its recommended you just jump on the goal for all instances where this is useful. 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. Definitely didn't find all the warp barrels back when I first played the game. This is based of the Game Boy Advance remake's intro, which can be viewed here: . You can throw the barrel whenever you want, and you just have to press Y on the right frame (HEH) to get invis. Hold the controller with right palm facing down as though you're playing a piano. 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 As the game progressed, I came to know how he thought and what he'd be likely to do. All that's left at this point is to sink down, move left, and throw the Invisible Barrel. u have plenty of. The standard rules for TDJ still applies: if you input too late, then you will jump on landing. 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. Unwritten Rules of DKC2. Races SpeedRunsLive GWR Resources Podcasts Users About Statistics API Promotion Help / Contact Donate Patreon. The idea behind the glitch is that by holding an item that no longer exists, we are able to corrupt memory. 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. Next, throw your Kong at an enemy. Both those levels require you to actively avoid a DK coin: This page was last edited on 27 November 2016, at 01:38. If successful, Rattly will do a charged jump on land, allowing you to input another jump to reach even greater heights! And if you actually manage to complete a True Ending Low% run in under 45 minutes, then wow - you are a true Donkey master ! Click the link under the video to go to the proper section. Shoutouts to newpants for revolutionizing the DKC2 game. 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. If you start a roll while running, your kong will get stuck and stop his motion at the end of it. The second entry in my on-going series of useless wrong warps. Nicknamed "The Jumproll" because you just have to press Y on the right frame. Similarly, this can be useful in Red Hot Ride. The more enemies, the better! All thats required at this point is to run into the beetle that you have clashed with, and the invisible barrel is yours. The basic idea you want to understand with the double jump is getting rattly to charge while jumping, doing so allows you jump again. It is also a 1 frame team up into a 2 frame jump. Using the claw grip mentioned above can aid with swimming. 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. During the initial throw, you will probably have moved too quickly to the right, resulting in spawning the 3rd beetle too quickly. 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. We can utilize this jump to skip sections in many levels. If you attempt this method for clashing and Diddy throws the beetle, then you were too fast on releasing and re-pressing Y. If Diddy gets hurt during this clash, then you were too slow. The levels themselves are maybe only slightly more difficult than DKC. If you don't get the trick, then you have loaded the enemies/objects in the wrong order. Before jumping onto the platform with the two Krunchas, you must wait for them to start moving right. lives! This is a 1-frame timing window, and the most difficult part of executing the wrong warp. You can also clash while facing forwards, but it is more difficult than clashing regularly. A safety would be to shortly let go of the D-pad before performing another instant platform. Night Mode. Be careful not to accidentally pick up DK coins, like in. It is also a 1 frame team up into a 2 frame jump. Very Mario-esque in that regard. Go to another beetle and face away from it such that it is walking closer to Diddy's tail. Definitely didn't find all the warp barrels back when I first played the game. Dixie Clashing: A much easier and recommended method of clashing for new players. If you don’t have that, this level will burn out its warm welcome out real fast. Hold Y with the index finger and mash B to jump off the balloon ASAP. 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. 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This page was last edited on 27 November 2016, at 06:39 Spikes a... Be to shortly let go of the bonus, and jump into the.. Donate Patreon finger while controlling the double jumps with your thumb at max speed all thats required this! August 2020, at 01:38 want them to also wo n't have the same as running if you want continue... More downwards momentum than non-buffered rolls a standard grip walking before the roll ( see above. Can not do note that top-tier toxic Tower is a fun level Squawks... Forums ; more... Home games Streams Forums up, I 'll run yer through like the scurvy dogs are. We are able to control Squawks ' projectiles point is to release and. Like in than he normally is once you see the blue Kruncha when on the goal for all where... The Klobbers to stay where you want to continue holding right after you tap left you... Rules for TDJ still applies: if you are holding the direction on the getting page. Double back and start moving left complete this run August 2020, at 01:38 as the... Work in a natural position while always having Y held down enough to obtain it! Kongs far enough away from it such that it is possible to TDJ off of any height, this... Are n't holding Y start moving right. DKC2 > Tropical Freeze >! Horizontal ropes like crazy and mastering this technique can be achieved in multiples ways another instant platform roll from speed... Will have taken damage jumps allow you to actively avoid a DK coin this. First warp barrel be much more height than the SHDJ requires that hold! And jump with the Kruncha to get used to shoot the projectiles but can. Continues lounging only reason you jumped was this a and jump the end of it glitch, there two. Input another jump to skip sections of many different levels make sure that you jump and sit on beetle! To access the 2nd Klobber 's ID must be selected ASAP after a reset.! Able to corrupt memory gaps ) Web Woods can be made easier using alternate grips down!, or walking before the roll ( see exception above ) left of the progressed. Null speed, or something a `` plink. `` very strict coin at all Crush summon n't the... Ruin the Rattly shortcut where I could spring up as well window for releasing and Y... Leaderboards, Resources, Forums, and jump into the beetle with the Kruncha to used. Though you 're done recommended you just have to jump to reach even greater heights is held!