Lowboost Tutorial

by EklipZ
created Aug 24, 2014
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/ 15 votes

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/ 7 votes


map notes
PLEASE, READ THE NPC'S TEXT IN THE LEVEL!

Alrighty, I've been meaning to make one of these for awhile.

This map demonstrates that you dont just need to groundboost from "groundboost" height, but that you can also groundboost from much lower heights (EG, the start of tutorial, the ceilings in tutorial SS, the start of downhill, etc).
These are called "Lowboosts".

HOW TO LOWBOOST! Simply double tap dash, and begin your dash rhythm on the second dash.
This technique is also used for boosting on slanted slopes, you can gain a much bigger boost by dashing the moment you hit the slanted slope rather than pressing the initial downdash as part of your rhythm.

The key to gaining good speed from lowboosting is hitting dash right when you hit the ground, instead of waiting the same amount of time you might wait for the dash on a higher groundboost. Think of the double tap like a ledge cancel, they are the same inputs after all. You're simply transitioning into the boost rhythm from the second dash in a ledge cancel, essentially, except you adjust the space between the ledge cancel dashes to suit the fall distance.

TIP
Do NOT downdash into the ground for the 1-tile falls after the spike gaps. Just let yourself settle down naturally and dash the frame you hit the ground. Downdashing into the ground from such a short height kills your boost. You'll notice the top runs on many maps dont downdash when hitting the ground from  sub-2-tile drops in order to keep more speed. I see most of you are downdashing on those spots; don't.

This map is meant to help you learn and practice these techniques, which have a much wider range of use than you might expect at first glance. Almost all 26 degree slanted slopeboosts are really lowboosts when performed optimally, as well as over-ledge dashjump boosting, and any lower ceiling boosts you might find.

Happy boosting!

(Please note that unlike my Ledge-cancel map, my runs on this map are 100% non-TAS).


SPEED VALUES FOR THE PEOPLE WHO ARE INTERESTED
In my current PB (12.350), I get the following boosts.
formatted like this:
(speed the frame before landing) -> (boost speed after landing) <- section of the run

REMEMBER: 522 is base dash / run speed, anything above 522 is a boost.
492 -> 748 <- Initial groundboost
615 -> 855 <- 6-tile drop  
678 -> 814 <- 5-tile drop
685 -> 763 <- 4-tile drop
668 -> 703 <- 3-tile drop
652 -> 645 <- 2-tile drop
522 -> 677 <- over-ledge dashjump boost:
509 -> 686 <- single jump groundboost:
534 -> 560 <- 4-tile ceiling boost:

NOTE THESE COULD BE BETTER, THIS IS JUST FROM MY PB, THESE ARE NOT ABSOLUTE, AND REMEMBER VALUES WILL DIFFER WHEN NOT DROPPING INTO THEM WHEN YOU ALREADY HAVE A BOOST
(for example, you dont even gain a boost on the 2 tile drop because you already had so much speed in the air. However on tutorial 2 tile drops, you certainly gain a boost, so this simply means that in this case, I was already moving as fast as the boost I gained from the 2 tile drop).
edited Aug 24, 2014

10 comments

Furkiepurkie
said Aug 24, 2014
Administrator
#scienceforce
EklipZ
said Aug 24, 2014
I want luffy or thor to come along and blow my PB out of the water so I have better samples for the speed values in the description :3 a few of my boosts were a tad on the sloppy side
fireball
said Aug 24, 2014
Science, I said science again!
Giamma
said Aug 24, 2014
I really like your practice maps.
You should make a tutorial custom hub where in every door you teach or demonstrate something :D.
 (not only advanced mechanics)
EklipZ
said Aug 24, 2014
hmm, thats actually not a bad idea. Might ask krankdud the specifics for making custom hubs.

Any suggestions for other practice / demonstration maps I could possibly add to this hub?
Jvcpro
said Aug 24, 2014
Selling Elo boosting services on league msg me. That's what this map is about right?
Bbop800
said Aug 24, 2014
Very nice. Helpful info!
edited Aug 24, 2014
Antinumeric
said Aug 25, 2014
I don't think any of the characters (except dustman) have dash sounds when virtual.
EklipZ
said Aug 25, 2014
yeah. That'll be fixed in the upcoming patch
Shin Rekkoha
said Aug 25, 2014
You can fix it yourself with some ingenuity.  You copy the Virtual Dustman files under SFX and rename them all with the correct prefix for the other characters, but you have to rename all the individual files.  It's in \Programs\Steam\steamapps\common\Dustforce\content\audio\sfx\player   You'll find a vdustman folder but not the other 3.  That is the folder you copy, and rename everything within that has a 3 letter abbreviation from vdm to the correct character, like vdw for dustworth.  But yeah the patch will fix it for you if you want to wait.

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