Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Quil: 3rd | 42:14
- Jay: 10th | 43:52
- 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
- 1-2: Doublestar instantly kills the Poppy Bro. SR
- 1-3: We switch to burning because it is much more effective for Frosty & Whispy Woods
- 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
- Whispy: Burns are timed to account for iframes
- 2-1: If the first twister in the last room attacks you need to wait a second before starting your burn string
- 2-2: I believe both runners do the 2 jump double star setup
- 2-3: Quil will be juggling his wheel ability in the arena to keep wheel. This is very tight
- 2-4: Jay will grab spark for Tick Tock, wheel saves a significant amount of time afterwards
- 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
- 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
- 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
- 3-1*: This is the first switch hit in the run. There are 17 of these we need to collect for 100%
- 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
- 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%
- 3-4: Arena is done with pure Hi-jump
- 3-5: Since we have candy we can spam Hi-jump cancels inside bonkers since candy doesn't damage him for us
- 3-6*: At the beginning of this stage is a strat called the "KO-Boomer". Second switch
- Sun & Moon: Both runners guess moon
- 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
- 4-2: Quil will attempt to mix wheel off of the twin poppy's at the end
- 4-3*: Switch in this stage
- 4-4: PhanPhan
- 4-5: Arena is done without an ability now (THIS IS THE MY STRAT!!)
- 4-6*: Switch
- Krack: Jay goes for the typical "5 Double Hit" strat while Quil goes for the newer "6 Single hit" strat
- 5-1*: Switch, this is the shortest stage in the run
- 5-2: First stage ball is used. This ability takes out Bonkers in 2 hits
- 5-3: Variety level, starts with Hi-Jump and finishes with wheel
- 5-4*: "Ball Swag" is a fairly precise piece of movement that saves a little over a second
- 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)
- 5-6*: At the end of the first room we mix two wheelies for hammer (1st) since we need it for the switch
- Heavy Mole: Heavy Mole has a lot of iframes which can make the fight very tricky
- 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
- 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
- 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
- 6-4*: Quil (and maybe Jay) does a new mix for burning off of a sir kibble (2nd)
- 6-5*: This stage is pretty simple tbh
- 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.
- 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
- 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)
- 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
- 7-3: Quil goes for some extra jumps in the ice diamond room to save a little bit of time
- 7-4: We grab spark after the clock rooms and use it against Grand Wheelie in 7-5
- 7-5: After grand wheelie is the wind tunnel. If you bonk / get an eaten input your heartrate will instantly triple.
- 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
- Dedede: Any attack is fine from Dedede EXCEPT for an instant dive. Getting hit by the instant dive messes the entire fight up
- Orb: Mashing A/B
- Wizard: Wizard does the same attacks everytime but his positioning varies. He takes 6 hits to kill
Add Comment
Please, Sign In to add comment