
When exiting a level, clicking “yes” rather than navigating with the keyboard or controller sends the player directly back to the Main Nexus. Menuing and selecting “exit level” before the level finishes, but late enough that the level end triggers during the fadeout. This is briefly covered in the Dash Rhythm section of the Dashes card. Land-cancelĪir downlights are automatically aborted shortly after landing on the ground.


Taking advantage of how time dilation subtly changes movement. The way supers and attack startup slow the relative timescale for the player. Seam attacksĪttacks can sometimes clean or spread dust via the “seam” between adjacent blocks. The wide-area special attack usable only after the combo meter reaches 100.Ī fast super hitting no enemies, used to clean only surfaces and dustblocks. The two strengths of attack available to each character. Gaining speed via impacting level geometry (groundboost, slopeboost, etc.) or abusing other mechanics (airdash boost/ADB, magnet hijack boost/MHB, etc.) The general sizes and shapes are still roughly what is shown in the album) Attacks on dustblocks and to clean dust on surfaces have some variable range based on the quadrant you are located in etc. Their attack hitbox differences are shown to exact scale in this album (This album is for attacks on enemies only.

The 4 characters do have mechanical differences, and they greatly affect our choice for which is used at which points in the TAS. Your attacks can differ when performed in the air or on the ground, and different versions of the attack will be performed depending on your directional keys.Įach attack applies some time dilation only for the player (game time continues normally), and hitting enemies causes hitstop, thus to maximize time, it is almost always better to hit as many enemies in as few attacks as possible, including using the knockback of an attack to push an enemy towards another enemy to hit them both.

There are two types of attacks, with heavy attacks dealing 3 times as much damage and hitting a larger area, but their startup time is much longer and they can’t be chained as easily into followup attacks.Īdditionally, enemies cleaned by a heavy attack as the final blow will spread dust on nearby surfaces based on the attack direction. Hitting an enemy or Dustblock in midair cancels your fall, and fully cleaning an enemy restores your aircharges allowing you to air-jump or air-dash again. Your attacks are multi purpose, both serving as combat tools for enemies, as extra reach for cleaning dust on surfaces, and as a mobility tool. Routing where to use Super(s) is one of the primary considerations we had to make when optimizing a level. Once your combo meter reaches 100, your character has charged up a “special attack” (aka super) which cleans dust on surfaces within line of sight, dustblocks and enemies around you in a limited range. The basics of the game are that you have 4 directional keys for movement, a Dash, Jump, and a Light attack, and Heavy attack button.ĭust on surfaces act as collectibles that we must route to gather along our way.Ĭharacters can jump or dash once in midair, downdash to rapidly begin falling, run up walls briefly, climb over ledges, jump and dash off of walls, slide or run along ceilings and slide on slopes.
