Tricks and Glitches Guide (Wii Only)
Guides
/
Tricks and Glitches Guide (Wii Only)
Updated 8 years ago by Just_Samu

● Double Jump (0:04): Odd and Yumi are able to jump in mid-air thanks to motion controls allowing you to use weapons in mid-air all the time as long as the cursor is on screen. You just need to jump, press B and then quickly press A again. It may be hard to do at first but when you get the timing down it's pretty easy.

  • Odd; There's 2 ways to perform Double Jump with Odd. First one is to simply jump when you're in idle state, this means Odd's arms are down and you have to jump before you start moving. The other way is to do it after a Dodge Roll Cancel (more about this specific trick later), by doing that the game thinks you weren't moving at the time you jump.
  • Yumi; Basically the same as Odd's first mentioned method, but you are free to move before jumping, however the Dodge Roll Cancel method will not work for since for some reason Yumi uses her fans while doing Dodge Rolls. You can also "chain" double jumps by switching between Odd and Yumi when you land on narrow platforms/ledges instead of waiting for the jump recovery animation to end. ● Arrow/Fan Jump (1:17): These work exactly as Double Jump, except that you only do the second jump. These can be used after a Ledge Grab, Cat Climb Cancel or to save yourself if you fall off an edge. ● Slash Jump (1:49): After doing a Slash off of a platform, at the very end of the animation the game allows you to jump. These are useful to get under barriers in stages where you don't have access to characters with Double Jump, and they're easiest to do if you don't have any attack upgrades (slowest animation). ● Slash to Aerial Character Switch (2:16): If you slash off of a platform there's a short moment where the game still thinks you're on ground (before you start falling), you can change characters during this and jump after the animation is done. Also best to do with no upgrades. ● Damage Boost Jump (2:30): When you're hit on-ground you will do a flinch animation, and under normal circumstances while in mid-air you will just receive the damage without getting interrupted. However, if you use your weapon in mid-air the game puts you into a state where you will do the animation, allowing you to do a jump afterwards. This is best done with Yumi as you can chain two Double Jumps to get past huge gaps. ● Dodge Roll Cancel (2:51): The game allows you to cancel every second Dodge Roll with a Jump. However Odd can cancel a jump by firing an arrow while in idle state, combining these cancels gives you the opportunity to cancel the end of every second Dodge Roll when the animation starts to slow down and start another one immediately. This is the fastest way to move in the game. Note that you have to take your cursor off- and on-screen after every cancel in order to get Odd to the idle state. (tl;dr hold Z all the time, tap A and B quickly during the 2nd Dodge Roll and take cursor off screen and back) ● Geometry Abuse (3:22): There are some walls in the game that act as slopes, if you Jumpslash into them you can climb up the wall and jump after the animation. ● Moonwalk (3:35): If you stack another animation to play at the same time as Yumi's Fan Throw animation (e.g. Dodge Roll, Jump Recovery or Ledge Grab), she will start facing to the direction where the cursor is pointing, in this state you can walk on and/or go through most walls while facing backwards. ● Hover (4:27): If you go on a Balance Beam without using Balance, the game will put you in a state where you can no longer interact with anything solid. However, if you hold B as Yumi or Odd while entering a Balance Beam's field, you'll carry over the momentum you had right before you entered the state. While in this state you can hover freely around the stage as long as you keep the cursor on screen and keep holding B. Even though you can't land at all, you can go through walls and barriers, hit checkpoints and even level-end triggers. Note that you can also take damage in this state. The game also stores you a jump, meaning that if you release B and quickly press A you can jump while still being in the state. If you start holding B again after the jump, you can ascend. This is very useful if you need to hit a checkpoint or a trigger that is higher than the Balance Beam. It can also be used if you started the hover with descending momentum to ascend and stabilize yourself by quickly releasing B and start holding it again. There's 3 ways to start hover:
  • Walking on a Balance Beam; It's as simple as it sounds, stand on an end of a Balance Beam and hold B while walking on it. You'll enter the state once the solid part ends.
  • From a Double Jump: Enter a Balance Beam's gravitation field just a bit after doing the second jump and keep holding B. If you jump too early you'll start descending and if you're too late you'll get stuck.
  • From an Arrow/Fan Jump: Works exactly like with Double Jump.
Game stats
Followers
24
Runs
86
Players
4
Recent runs
Level: Ice Spider
Latest threads
Posted 7 years ago
4 replies
Posted 3 years ago
1 reply
Posted 8 years ago
1 reply