Sniperninja564

Nidl commentary starter pack

Jun 19th, 2020
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  1. Quil: 3rd | 42:14
  2. Jay: 10th | 43:52
  3.  
  4. 1-1: By doing the same movement every time you can manip the waddle doos to always give a good pattern. This is done by kicking up a certain amount of dust when turning around. Wheel is the fastest horizontally moving ability in the game. If wheel is missed it is faster to continue without Wheel
  5. 1-2: Doublestar instantly kills the Poppy Bro. SR
  6. 1-3: We switch to burning because it is much more effective for Frosty & Whispy Woods
  7. 1-4: We don't grab sword for whispy because burning is faster in 2-1. Candy does not speed up kirby's movement in this game
  8. Whispy: Burns are timed to account for iframes
  9.  
  10. 2-1: If the first twister in the last room attacks you need to wait a second before starting your burn string
  11. 2-2: I believe both runners do the 2 jump double star setup
  12. 2-3: Quil will be juggling his wheel ability in the arena to keep wheel. This is very tight
  13. 2-4: Jay will grab spark for Tick Tock, wheel saves a significant amount of time afterwards
  14. 2-5: Jay needs to do the first room without wheel and then grab wheel in the second room. Hi-Jump is grabbed at the end of this stage
  15. Hi-Jump has a strong and weak hitbox. The strong hitbox is closer to you so you want to be as close to bosses as possible. You can also 'cancel' your hi-jump by pressing B again. This also has a hitbox that does a little bit of damage
  16. Paint Roller: Quil goes for a strat called "Tas Roller" where he will follow paint rollers movements in front of him. Paint roller jumping to the Top-Right is ideal luck
  17.  
  18. 3-1*: This is the first switch hit in the run. There are 17 of these we need to collect for 100%
  19. 3-2: At the end of the stage is bugzzy, an infamously rng heavy boss. Quil will keep Hi-jump while Jay will use sword. Hi-jump saves very little time when done right
  20. 3-3: Jay needs to grab Hi-jump at the beginning of this stage losing a small amount of time. This is the shortest stage in 100%
  21. 3-4: Arena is done with pure Hi-jump
  22. 3-5: Since we have candy we can spam Hi-jump cancels inside bonkers since candy doesn't damage him for us
  23. 3-6*: At the beginning of this stage is a strat called the "KO-Boomer". Second switch
  24. Sun & Moon: Both runners guess moon
  25.  
  26. 4-1*: Wheel mix at the end of the stage. Sword first means wheel is the 5th ability. The backup Cutter first means wheel is 6th
  27. 4-2: Quil will attempt to mix wheel off of the twin poppy's at the end
  28. 4-3*: Switch in this stage
  29. 4-4: PhanPhan
  30. 4-5: Arena is done without an ability now (THIS IS THE MY STRAT!!)
  31. 4-6*: Switch
  32. Krack: Jay goes for the typical "5 Double Hit" strat while Quil goes for the newer "6 Single hit" strat
  33.  
  34. 5-1*: Switch, this is the shortest stage in the run
  35. 5-2: First stage ball is used. This ability takes out Bonkers in 2 hits
  36. 5-3: Variety level, starts with Hi-Jump and finishes with wheel
  37. 5-4*: "Ball Swag" is a fairly precise piece of movement that saves a little over a second
  38. 5-5*: This is the first level where 100% really sets itself apart from any%. At the end of this stage quil will go for a wheel mix (2nd)
  39. 5-6*: At the end of the first room we mix two wheelies for hammer (1st) since we need it for the switch
  40. Heavy Mole: Heavy Mole has a lot of iframes which can make the fight very tricky
  41.  
  42. 6-1*: If hammer is lost in the first room we can instead mix Wheel/Hammer (3rd/4th) as a backup in the second room. Every stage in this world has a switch
  43. 6-2*: Quil goes for stone mix which has a very rng heavy setup. If mixed he has to do the sparky mix which can lose a lot of time
  44. 6-3*: UFO MIX!!! UFO the 19th ability on the roulette, if hit first try this saves ~13-15 seconds. 3rd try breaks even with no UFO
  45. 6-4*: Quil (and maybe Jay) does a new mix for burning off of a sir kibble (2nd)
  46. 6-5*: This stage is pretty simple tbh
  47. 6-6*: If the runners have no burning they will use a double star to take out the metal blocks. UFO room is very rng heavy, they should have an ability out of this room so they can reliably double star the twin frosties. This arena sucks because if kirby does a "skidding" animation all inputs besides jump will be eaten.
  48. Meta Knight: Game forces you to use sword and you will not lose it if you get hit. If the runners are at very low health they will soft reset before this fight which loses about 2 seconds but prevents them from dying
  49.  
  50. 7-1*: We keep sword from MK and use it in the star block maze. We need to pick up burning at the end to hit metal blocks. Ball mix is done at the end of this stage off of a Rocky (1st)
  51. 7-2: Ball is the best ability for this stage but PhanPhan and Bugzzy are very rng heavy. I will probably explain most of what is going on. We grab burning after defeating Fire Lion
  52. 7-3: Quil goes for some extra jumps in the ice diamond room to save a little bit of time
  53. 7-4: We grab spark after the clock rooms and use it against Grand Wheelie in 7-5
  54. 7-5: After grand wheelie is the wind tunnel. If you bonk / get an eaten input your heartrate will instantly triple.
  55. 7-6*: KDL Level. At the end of this stage we mix ball of a waddle doo (2nd). This is the last switch in the run
  56. Dedede: Any attack is fine from Dedede EXCEPT for an instant dive. Getting hit by the instant dive messes the entire fight up
  57.  
  58. Orb: Mashing A/B
  59. Wizard: Wizard does the same attacks everytime but his positioning varies. He takes 6 hits to kill
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