Lakitu Cup Ace Strats for Star Petey Piranha
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Lakitu Cup Ace Strats for Star Petey Piranha
Updated 7 years ago by MetalYoshi

Note: This is meant to be used for either the "All Tournaments" category, or any category that includes playing Lakitu Cup, Ring Attack, or the first two Character Matches at Lakitu Valley. This is not applicable for "any%". The only strat I have that works for Ring Attack is the punch strat for the Center flag on Hole 3 (or the 2nd Ring Attack hole, "No Easy Entrance").

Another thing to note: very high shots, such as from the short irons and/or bottom-ball Impact Points, will actually carry FURTHER in Rain than in Clear weather. My hypothesis is down to the lowering of the shot's loft, which "corrects" the ball's trajectory. This phenomenon demands further research and should be kept in mind if you're using him.

There are two possible hole locations for each of the four Par 3s on Lakitu Valley for the first Tournament. These are with Star Petey Piranha. His incredible power allows for many short Par 4s to be threatened with Eagles with just a drive and a chip or putt, and the Par 5s pose no major challenges. This leaves the Par 3s, which are normally difficult to play quickly because of Petey's high shots, which when combined with his power, means that very short clubs are used, going even higher and making bounces unpredictable. While there is minimal bounce time, there is a lot of hangtime. Having Ace strats would fix all of these problems, and add to the Eagle/Ace count necessary to skip 3 holes on the course and save even more time! (5 Eagles/Aces allows for two Par 4s and a Par 5 to be skipped; 7 Eagles/Aces allows for two Par 5s and a Par 4 to be skipped; 9 Eagles/Aces would allow 3 Par 5s to be skipped!) I have proven this to be possible in a recent "All Tournaments" speedrun:

Unless otherwise noted, assume full power, perfect accuracy, center Impact Point, and/or no Spin, so as to save space.

Hole 3

139y Clear (Front Left) - Here's your bravery test! Club down to the PW, adjust the Impact Point to the top with the Control Pad, and line the Landing Point with the cup. Play your shot with two-marks-less-than-full power and it'll dunk without any bounce! If you overhit, use Super Backspin. Anything else, leave it alone! This will miss the Ring on "No Easy Entrance" entirely, so this won't work for Ring Attack.

139y Rain (Front Left) - This is a bit tricky, and another bravery test. Nudge your aim right until it's a bit right of the cup itself. Then choose Power and hit a bottom-ball one-less-than-full 9I Power shot that should hopefully dunk! If you overhit, add Super Backspin; otherwise, leave it alone.

144y Clear (Center) - Nudge very slightly left, club up to a 3I and go with the halfway mark. That's all! This should work for Ring Attack if you happen to get this pin location.

144y Rain (Center) - Club up to the 7I, play a 3/4 shot with an upper-left Impact Point and add Super Topspin. This very quickly attacks the Pin for the Ace! I don't know how much lag this adds afterward, but hopefully not much.

Hole 7

123y Clear (second closest) - Club up to the 8I, play a bottom-ball Impact shot with one-mark-short-of-full power, and add Backspin. This will also work if you get +1% RNG. If you end up with full power, DON'T USE SPIN since the slope will bounce the ball backward - unless you get +/-1% RNG; then add Backspin. All but the full power+1% scenario will still salvage the Ace in various ways. As IAmButPixels might say, this is an "anti-speedrun" strat because it has so much hangtime. But the time saved from not getting "Nice On", not putting, and potential hole skips makes it worth it.

123y Rain (second closest) - Nudge a tiny bit right (so the Landing Point is at about the right edge of the cup), then play the PW with a one-mark-right mishit and Backspin. If you get +1% or perfect accuracy, proceed with Backspin and you'll be close. Otherwise, use no Spin and the ball will stop quickly close to the hole.

144y Clear (Back Left) - SAFE METHOD: Club up to the 5I, tick down to the 146y mark (two marks short of 3/4), and play a top-Impact shot with a one-mark-right mishit and Super Topspin. DUNK METHOD: Club up to a 3W, tick down to the 167y mark, align the Landing Point at the cup, and let it rip! This results in a low and fast dunk! If you mess up and/or get +1% RNG, the best way you can hope to correct your shot is set the Impact Point left and time a mishit two marks late. This may catch the slope and leave you with a putt. Otherwise, you're going well past the hole! Playing this exact shot with -1% RNG results in a Pin Shot that somehow stays fairly close.

144y Rain (Back Left) - Club up to the 5I, play a (one-mark-less-than-)3/4 strength shot with a one-mark-right mishit and Super Topspin. As I was experimenting, I noticed that the 3/4 mark usually worked but it sometimes didn't because the ball carried to the slope for some reason. The weaker shot does work, so it should be the primary option.

Hole 12

157y Clear (Front Right) - Club down to the PW (yes), select Power, set the Impact Point to the top, and move the Landing Point to the center of the Cup. You guess it. Another dunk! These are easier to find strats for than rolls because of the slope of the Greens.

157y Rain (Front Right) - Virtually identical to the Clear strat. Set the Landing Point just off the left edge of the Cup instead of the center (Dunno why. Trust me). And wouldn't you know it? ANOTHER DUNK!

166y Clear (Back) - Club up to the 6I, tick down to the 166y mark, and play a standard shot. This barely trickles in for the Ace!

166y Rain (Back) - Tick one mark down (tap R), aim the Landing Point just off the left edge of the Cup, and hit those marks for a juicy Dunk! An overhit requires Super Backspin, any other anomaly should be left alone.

Hole 16

112y Clear (Right) - Club up to the 9I, play a top-Impact shot with one-mark-short-of 3/4 power. Not too difficult with practice.

112y Rain (Right) - Club up to the 9I, play a top-Impact shot with 3/4 power and Backspin. Also not too difficult.

113y Clear (Center) - Club up to the PW, set the distance mark to 103y, and play a standard top-Impact shot. Alternately, the 110y mark of a bottom-Impact 6I will also work, but that probably won't be as easy to remember, though it might be quicker.

113y Rain (Center) - Club up to the 9I and hit a shot at one mark above 3/4 power (the 110y mark).

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