oh my god, thank you so so much. This is a gamechanger. Its not even that hard to perform as decent player. I first got it with 2 deaths in like 3mins and now im getting pretty consistant. THIS IS HUGE
@DreizehnX8 ай бұрын
thanks comments like yours are the best that can happen 🎉 ...I am reamly lucky because I had a very patient teacher wjo taught me all that stuff but unfortunately I cannot ping them here
@itulujune8 Жыл бұрын
I've done the cloud skip several times now in the past events and this year's but today I've been trying it for the past hour, spent 50+ lives already :/ Can't seem to work it out.. What a skip it has been for me O.o Thanks for your hard work and the video anyways.. Edit: After 1,5 hours later I was able to do it but have no idea how I actually did it. Again what a skip that cost me 1,5 hours... There must be a trick to this jump that can be repeated consistently... Cus I've successfully dodge jumped at the wall contact but spikes got me anyways several times..
@DreizehnX Жыл бұрын
I totally feel you. When I tried it the first time this year, I had to stop after 1,5h because I had no more time. I my case I forgot to do a dodge jump instead of the normal. (which you already did right) Tje 2nd time still took me 10 to 15 minutes. (hardest skip for me) Did you make contact to the wall at the apex of your jump? Thanks for your kind words. I hope my videos can still be of any help or at least be entertaining.
@DreizehnX Жыл бұрын
Also: yes, that happeed to me too but no idea why. Either my angle was wrong or the apex did not hit the wall and maybe I ricochetted somehow.
@itulujune8 Жыл бұрын
I cannot tell, to be honest with you, if I am at the apex of my jump or not in that instant of sticking the wall in the heat of the action but you can refer to my assay below in which I overly analyzed the wall dodge jump (wow! what a term, probably only specific to GW2) action. Analysis on the Wall Dodge-Jump action used for Super Adventure Box World 2 Zone 2 Cloud Skip 1. The approach angle: This is the first thing to adjust. What I realized is that there are more than one approach angle to do a successful wall dodge jump (will be referred to as wdj hereinafter). But some of them makes the action harder than the others. Lets divide the area into two. Imagine a line from the corner of the wall perpendicular to the spiked gap. Right side of the line is the area in front of the gap and the left side is where character faces the wall. For instance, if the player approaches from the right side towards the corner the character has a chance to stick to the wall from where said player has to proceed with a dodge jump. But in that case the player also needs to change the direction of the character towards the platform on which to be landed. On the other hand, if the corner is approached form the left side of that imaginary line there is a bigger risk of the character to land on the spikes without sticking on the wall. So there is always a trade off. Choice is dependent on ones style and ability. 2. Timing of first jump: It occurred to me that player shouldn't jump at the very end of the slightly elevated square area. When I was trying wdj, occasionally, the character hit that invisible tiny protrusion from below which led the character to land on the ground faster because of that push and since I have also went on with a dodge jump character directly jumped in the spikes. So player needs to make sure that the character will land ON that protrusion instead of falling under and hitting it from below. It seems to me that to be more consistent on wdj one needs to adjust their timing of the first jump slightly before the end of the elevated square platform. That way character may have a higher chance of being at the apex of the jump when the contact happens. Needs to confirmed. 3. Time required to do the wdj: If you are as panicky as I am you'll hit space+V as soon as the character hits the wall. Sometimes even hitting space+V immediately after doing the first jump without checking whether the character hit the wall or not. The success rate drops proportional to the panicking level. In fact, to my experience one has more time after the instant of the wall contact than one anticipates. We are not talking of a time period that the player can go grab a cup of coffee or afk for a quick bio though. It is more like in the order of milliseconds but enough for one to feel the difference. What it means is the wall contact and dodge jump following that needs not be instantaneous. 4. The positioning of player's hand on the keyboard: Of course this one is a personal preference. I'm just going to tell how I do what I do. For normal jump I use the tip of my thumb. But for dodge jump since you need to hit space and V slightly consecutively (again talking in the order of milliseconds) I place the knuckle of my thumb on the space bar and the tip on the V key. The difference in thickness between them gives the required time difference between the hits on the said keys (hitting on space bar ever slightly before hitting V key). But some complication also comes with it. In the heat of the action it becomes harder to switch between the two positions of my thumb on the keyboard (normal jump position to dodge jump position). Again if you are as panicky as I am things may get out of hand after a while of trying and your thumb may actually start hurting of those harsh hits on the keys to get it in time. But if the player is calmer and better at reminding themselves what is discussed in the 3rd clause they can actually increase the success rate of the wdj action. Thank you for your patience reading thus far. If it helps even one unfortunate lost soul who hopelessly search for measurable descriptions rather than abstract explanations on how things need to feel in a successful wdj I'll be more than glad. Lastly, I'm no expert on the subject matter and no I won't be able to successfully do it consistently after the assay. Forementioned are all my personal preferences and subject to change depending on the players' play style.
@DreizehnX Жыл бұрын
@@itulujune8 Thanks for your precise comment. 🙂 Sometimes it really feels random. Like I said the first time this year took me more than an hour and then I had to stop because I ran out of time. Today it took me less than 10 tries. In the beginning I had an easier time to jump "from right", but since I recorded the way from the left, I have a better opportunity to rewatch it that way, so I am used to do it like that. ...and since it works for me, I just stick to it. I just try to recreate the angle from the video. That way works best for me. I did it by starting to run from the other side as well as few times, but as I said... both works but I have a recording of only 1 way 🙂
@Ser__Raven8 ай бұрын
your skips help a lot! but i got massive issues seeing anything on the clouds because they are so extremely bright white, i cant see the edge. what setting lowers white?
@Ser__Raven8 ай бұрын
NVM found it! its screen gamma! set it down, was no longer blinded by the clouds and got it! ty