RTA Guide/Hot-Foot-It into the Volcano: Difference between revisions
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|Intermediate / Advanced | |Intermediate / Advanced | ||
|~1s | |~1s | ||
| | |All endings are viable | ||
|Good compromise between long jump boost and the pro boosts | |Good compromise between long jump boost and the pro boosts | ||
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|0s | |0s | ||
|Sideflip dive to the pole | |Sideflip dive to the pole | ||
| | |Most common pro boost for top runners due to consistency of movement after the boost | ||
|-| | |-| | ||
|'''Pro Boost (lakitu cam)''' | |'''Pro Boost (lakitu cam)''' |
Revision as of 18:27, 17 November 2021
Hot-Foot-It into the Volcano | |
Record Information | |
RTA World Record | 17.06 |
Single Star World Record | 16.96 |
Hot-Foot-It into the Volcano is the fifth mission of Lethal Lava Land.
Lava Boost
Entering the Volcano
- Beginner Movement - Mario cam on entry and delay the C-Down to make sure your camera is directly behind you.
- Intermediate Movement - These options are for intermediate players and above. Which you chose is a matter of preference. Both begin with a C-Left followed by Mario Cam and C-Down. Hold A before after the camera inputs to allow you to buffer a kick once you have control of mario. For the Mario Cam option, stay in Mario cam the whole time while pressing C-Right to adjust the camera. For the Lakitu Cam version, switch to Lakitu Cam during the first long jump, then input one C-Right when you land.
Lava Boost
As you can see, there are many options for the lava boost portion of the star. The easiest and safest is the Triple Jump Boost, however it's quite a bit slower than all other options. The remaining options are all fairly similar, with timesave scaling well with difficulty. For most players, the trade off between difficulty and time save with strat selection is a matter of preference.Lava Boost Tutorials
Triple Jump Boost
Long Jump Boost
Pro Boost
Ending Movement
Similarly to the lava boost section, there are many different ending movements you can perform for this star, with varying levels of difficulty and timesave. Depending on the type of boost you choose, certain ending movements may become easier or harder. The video below goes over each of the endings, how much time they save and roughly how difficulty they are. Hoverover the timestamped sections in the video to see roughly how much each strat saves.
Strat Name | Difficulty Level | Time Loss (relative to pro strat) | Suggested Endings | Notes |
---|---|---|---|---|
Triple Jump Boost | Beginner | ~5s | Triple jump to the pole | Best for beginners |
Long Jump Boost | Intermediate | ~2s | All endings are viable | Most common strat for intermediate players |
Mayne Boost | Intermediate | ~2s | Triple jump to the pole | Older intermediate strat, less common but preferred by some |
Akira Boost | Intermediate / Advanced | ~1s | All endings are viable | Good compromise between long jump boost and the pro boosts |
Clip Boost | Intermediate / Advanced | ~1s | Sideflip dive to the pole | Less common strat, like a Mayne boost version of Akira boost |
Pro Boost (mario cam) | Expert | 0s | Sideflip dive to the pole | Most common pro boost for top runners due to consistency of movement after the boost |
Pro Boost (lakitu cam) | Expert | 0s | All endings are viable | Less common, however it’s easier to get speed preservation after the boost |
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