Movement

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General Information

Sex Stomp
  • Tonguing walls is the quickest way to stop and turn around. When there is no wall available, holding down briefly is the next fastest way to come to a stop.
  • Running off a ledge causes yoshi to fall at max speed, thus the quickest way to fall down from an area is not to jump like in other games, but to simply run off the edge.
  • Jumping off of slopes as super baby mario gives him a speed boost. Also, facing the opposite way you want to move when jumping into a mario star gives you a speed boost (if you want to go left, face right as you jump into the star).
  • The quickest way to move up stairs is to walk along them for a split second, and then jump. Jumping too quickly results in yoshi's speed being much lower.
  • Jumping on both ice and snow is the fastest way to accelerate to full speed. Running on ice at full speed can make Yoshi run slightly faster than normal, whereas snow always slows you down.
  • Swallowing eggs or tonguing while fluttering should be done right as soon as the leg kicking animation starts, for they will not cause any slowdown there. The end of the flutter allows acceleration, which tonguing and making eggs cancel.
  • Ground pounding while travelling up towards doors may save time if you get an early stomp, which means you can enter the door during the ground pound animation. This is known as Sex Stomp.

Additional Time Save Possibility:
Hitting the bottom of the goal ring saves a small amount of time (1-10 frames) over hitting the middle or top of the ring. This is due to Mario being caught by the next Yoshi sooner. The difference between the very bottom and peak height of a jump is 10 frames.


Avoiding Slopes

Avoiding Slopes is one of the keys to having good movement in this game. Just about every slope is slower to run across than flat terrain. For this reason, it is very often preferable to jump over slopes than to walk across them. The only exception to this rule is the Speed Oscillation using slopes.

If a slope is unavoidable, the slowdown can often be minimized by jumping off of the slope as soon as possible, and in the case of a perfect jump the slope won't even slow Yoshi down at all.


Perfect Jump

Perfect jumps are performed by jumping on the first frame possible as Yoshi is landing on the ground. These jumps produce several interesting effects, most notably due to the fact that the game does not seem to register Yoshi as having landed on the ground at all if a perfect jump is performed. This is often used in conjunction with an extended flutter: whenever Yoshi bounces on an enemy, he gets a much longer, and higher flutter that can be used to reach high areas. However, the flutter must be initiated before landing or else it is canceled, i.e. you must use an extended flutter immediately after bouncing on an enemy. This cancellation can be avoided by using a perfect jump, as the game never registers Yoshi as having touched the ground. This is seen in the 1-2 skip, which the video on the right demonstrates.

First, it is shown that simply bouncing on a shyguy does not achieve enough height to clear the cliff. Second, a shyguy bounce followed by a failed perfect jump fails to give an extended flutter. Finally, the perfect jump is executed, granting an extended flutter even after jumping off of the pole, giving enough height to clear the cliff and complete the level.

Also used for an autoscroller skip in 6-5, see Screen Scrolling for more information. Perfect jumping on for example Spiked Platforms results in not stalling, possibly saving time.


Tonguing

Using Yoshi's tongue normally slows Yoshi down. This can be avoided by doing two things:

  • Only tongue in the air
  • Release all directions after initiating the tongue

You can resume directional inputs after the tongue animation is almost fully retracted back into Yoshi's mouth. Continuing to hold down forward while tonguing reduces Yoshi's speed by 1/2. Holding Y longer makes Yoshi's tounge longer.

Regarding the video:
The first 4 tongues are done holding down forward the whole time. The rest of the level demonstrates tonguing while releasing the dpad.


Making Eggs

If Yoshi swallows an enemy on the ground, his speed immediately drops to zero. Therefore, all eggs should be made in the air whenever possible. However, as with tonguing, holding down any direction on the dpad while the egg-making animation is playing causes Yoshi to slow down to half speed. Therefore, the optimal way to make eggs is to: 1) Tongue an enemy 2) While traveling at max speed, jump 3) As quickly as possible after jumping, remove your thumb from forward, and tap down for as little time as possible 4) Continue holding jump such that you do not land until the egg swallowing animation is finished (you should not be pushing any directional buttons at all). 5) Return thumb to pushing down forward when the egg animation ends.

Regarding the video:
The first egg is eaten on the ground resulting in a complete stop. Then, 4 eggs are eaten while holding forward. As can be seen, Yoshi's speed is drastically reduced. Finally, the last 3 eggs are eaten using the method described above, where the dpad is released during the swallowing animation. Full speed is retained using this method.


Ground Pound

File:Ground pound example.gif
4-5 Extended Flutter to Ground Pound

A Groundpound causes Yoshi to fall 2 times faster than normal, however starting the groundpound takes 23 frames. Landing animation takes 7 frames. If you have to groundpound anyways, just try to do it as soon as possible to save time. Groundpounding into pipes/teleporters/doors can skip the landing animation. So basically you have to fall (regular freefall) over 42 frames or ~168 pixels for it to actually save time.  Groundpounding clears all velocity, acceleration when landing is not included in this calculation.


Speed Oscillation

It is possible to gain a very slightly higher than usual running speed. The common way to achieve this is by jumping off of a slope. This can be used to skip certain bonus games for 100%, such as is done in 1-3.

Important Note: There is a 1 in 3 chance of losing your higher speed when jumping!

For Any% this means that it is prefered to stay grounded if possible, mostly whenever you are running along a long area of flat ground, since slopes would slow you down and are prefered to be jumped over at all times. It is not worth jumping off of a slope to get a higher speed when the slope could be avoided completely, since the time lost by touching the slope will be greater than the time gained by the higher speed, so this is only useful whenever landing a slope is unavoidable, like at the end of 2-2.