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F-Zero Central Staff Ghost - Aero Dive Course Guide

Jun 9th, 2017
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  1. Aero Dive
  2. Cosmic Phantom-G4 has the B rated body Giant Planet. It has great grip and is the heaviest of the B rated body parts. The main reason you use a heavy machine here is to take advantage of the speed heavy machine gains from that big jump.
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  4. The WR uses Gallant Star-G4. Fat Shark is also a good pick for this course, especially if you don’t use side attacks or haven’t learned using side attacks yet. If you know how to MTS, Black Bull is also a good pick.
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  6. Lap 1
  7. Before the big jump, it’s pretty straight-forward. But with those long winding turns, heavy machines, except for Fat Shark, can take advantage of them by using side attacks while slide turning. You usually want to steer a bit towards the outside wall before starting them so you don’t turn into the inside wall too quickly. With Gallant and perhaps Black Bull, the side attacks can be used much more quickly than I did in this video, which would make your machine go faster.
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  9. The first left turn can be taken a couple different ways, and it may depend on the machine you’re using. The simplest way is to just quick turn the sharp parts and stay on the inside.
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  11. Alternatively, the first part of the turn can be cleared with a drift or quick turn with side attacks. Then the next part can be done with a slide turn with side attacks.
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  13. Black Bull can MTS through most of the turn, but with the multiple apexes this turn has and the track width, it is somewhat tricky to do without hitting the walls. Gallant can MTS it as well but unless you can speed through side attacking and hitting the boost plate, you are usually forced to end it earlier to avoid the inside wall.
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  15. When going up the upslope, try to line up your machine so it would head straight to the boost plate with little to no steering adjustment. Try to hit the next two boost plates on the edge for some extra speed.
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  17. Now for the jump, there are a couple basic ways of doing it. In my run, I dive down immediately, holding L+Left and side attacking as quickly as possible. Then I steer the other way to get back to the track. I end the side attacks to level the machine. Start the MT at the same time as you level off.
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  19. If you’re using Fat Shark that may work for you as well. But if you are having trouble landing with the speed I’m getting, try this. When you are in the air, don’t dive down right away. Wait for about a second and then dive down. And as always level the machine and MT. Fat Shark gets the most from this method, mainly because of the faster speed it gains from the boost plates before the jump.
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  21. In the steps section, it’s important to drive as straight as you can while going down the steps. Otherwise your machine will start to wobble and lose speed. This can be tricky to avoid if you did the side attack dive, since you need to realign your machine after turning in the air. It’s the reason why I didn’t do the side attack dive in boost laps.
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  23. The next couple turns are pretty simple. You can utilize side attacks. Or if you’re using Black Bull and perhaps Gallant, you can MTS the sharp turn. Finally hit the edges of the final two boost plates right before the start of lap 2.
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  25. Laps 2/3
  26. Because there is only one refiller at the end of the lap, there are quite a few number of boost starts that you can use. I use two at the start to take advantage of the speed gained at the end of the lap and the boost plate that’s there. And then use the rest after the jump to take advantage of the speed gained from the jump. And use the time not boosting using side attacks to go faster.
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  28. With Black Bull and perhaps Gallant, boosting up until the second boost plate and then MTSing the long right and then left turns will save a lot of time if executed well, which would likely make up for going slower after the jump.
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  30. For the dive, I used the simpler method so I don’t wobble through the steps. Boosting through the sharp right turn would likely be faster. But then it takes very good machine control to hit the next two boost plates and navigate those large steps without crashing/falling off.
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  32. Avoid the last two boost plates unless you know you will fully regain your health by strafing to the boost plate and back to the refiller. Every bit of it counts on this course.
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  34. The only real difference in lap 3 is that you’ll be starting off going much faster. I used the same boost start, which in this case my boost runs out sooner compared to lap 2. You may want to consider either MTing before the first boost plate to save a boost to use after the boost plate. Or you can take advantage of the high speeds you’re going by boosting a third time, which would leave you with less boost for after the jump. It’s hard to say which is faster. Either go with what you think or utilize ghost data to find out.
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  36. This is the first of a handful of courses with large jumps where heavy machines can gain insane amounts of speeds from. Proper diving technique, MT and MT boosting are key for this course. And side attacks and MTSing can cut your down time a lot more if you know how to use them well. Once you get the basics down you’re well on your way to beating this time.
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