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== Sliding == | == Sliding == | ||
− | Sliding consists of making the ship lose it's grip to slide around and use the slide motion to take a corner smoothly. Since the ships gain speed while sliding with slider settings, it makes this move very useful in many of the tracks. A good way to slide is to press the button opposite to the direction you are heading to (press R if you are going to the left and viceversa) as soon as you start to turn. | + | Sliding consists of making the ship lose it's grip to slide around and use the slide motion to take a corner smoothly. Since the ships gain speed while sliding with slider settings, it makes this move very useful in many of the tracks. A good way to slide is to press the button opposite to the direction you are heading to (press R if you are going to the left and viceversa) as soon as you start to turn. The ship will turn straight away and then you can control the sliding angle with the control stick. The angle varies with the speed you have but you should have sharper angles when going at higher speeds. Regular sliding angle range is 45-55°. |
=== Advanced Sliding === | === Advanced Sliding === |
Revision as of 22:40, 22 August 2006
F-Zero X has many unique tactics that you will want to employ on many different (if not all) levels.
Settings
First and foremost, you will need to decide on the right settings for the course you will be playing. There are two kinds of settings: Slider settings and Jumper settings.
Jumper settings (or Non-Slider)
The settings for non sliders will be different depending on which car you choose and which level you decide to play. These settings are useful for beginner and intermediate players (but some tracks require jumper settings for good times even for advanced players.)
Jumper settings go from the middle of the settings bar to the far right of it. The most optimal place for jumper settings is in the lines 4-5 because you get the best acceleration/max speed combo there. Any further than that and you might lose too much time accelerating and lower than that might give you mediocre speeds in straight roads.
Slider settings
The most popular (and probably most advanced) settings are those of the slider.
For the settings, you will need to adjust your meter all the way to the left (max acceleration) for slider settings to be at their best. As a slider, you will want one of either two cars: Night Thunder or Blood Hawk. You must know that slider settings work better when the ships Grip raing is lower because the ship gains speed while taking a corner while sliding and when the grip is lower, this speed increase is higher. That's why NT and BH are the best choices for slider settings.
Slider Vs Jumper
Here's a comparison between Slider and Jumper settings:
Slider pros: lets you slide to take corners at high speeds, quick acceleration, makes DTD set-up easier, lets you use RailSlide to go fast in slow sections, enables TDD use.
Slider cons: low top speed on straight roads, speed decreases at a faster rate
Jumper pros: good top speeds, speed decreases at a slower rate
Jumper cons: you can't slide or use any move that involves sliding, you must use DT to clear corners at high speeds, slow acceleration, DTD is harder to set-up, you can't TDD.
As a whole, Slider settings have an edge over Jumper settings in key areas that let you go faster in many of the tracks. The Jumper advantages work in tracks with a lot of straight and almost no corners (like Sand Ocean 1 and Sector ßeta)
Sliding
Sliding consists of making the ship lose it's grip to slide around and use the slide motion to take a corner smoothly. Since the ships gain speed while sliding with slider settings, it makes this move very useful in many of the tracks. A good way to slide is to press the button opposite to the direction you are heading to (press R if you are going to the left and viceversa) as soon as you start to turn. The ship will turn straight away and then you can control the sliding angle with the control stick. The angle varies with the speed you have but you should have sharper angles when going at higher speeds. Regular sliding angle range is 45-55°.
Advanced Sliding
Railsliding
By performing a slide against a rail, you can recreate the speed advantage from a regular slide around a corner on a straight (or corners which are normally too shallowly curved to make sliding worthwhile). The slide must be at a 45° degree angle into the wall, otherwise you begin to lose speed. Also take note that you lose energy when performing this; it is most useful on opening laps where you have no boost to use, therefore a railside is preferable to not railsliding at all, since you can recover your energy at the end of the lap. By boosting during a railslide you perform a BRS (Boostrailslide). This can be used for extremely fast speeds at the end of a lap if you have leftover energy, however it drains your machine's energy bar very quickly and so must be treated with caution.
DTD
An advanced move involving a lot of skill and bit coordination. DTD occurs when ship is positioned in a way that its going in the air sideways, nose pointing forward but the other side of ship pointing to sky and other to track or ground. From this twisted position one must side attack to the side which is pointing into the air.(I hope I made sense there) Explaining the ways to get ship into the correct position is too complicated, instead I provide a link to video section of current site hosting F-Zero X world best times