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==Basic tech (game basics)==
==Before You Begin...==
===Piggyback===
<ul>
The piggyback mechanic allow you to team with your partner and use an action specific to that character.
<li><b>Enable "Hasty Mode" in the Gameplay Options menu.</b> This makes some actions, such as swapping and Marbles' charged attack, occur faster.</li>
Marbles : Will throw checker, can be used as an attack to kill ennemies, to open breakable walls or to do a shell jump
<li>It is <b>strongly</b> recommended to bind glide and groundpound to a separate button from jump or attack. Glide and groundpound can both be bound to the same button.
Checkers : Will throw marbles in the air, used mostly to gain a lot of vertical height.  
<li>Enable Game Timer and/or Stage Timer, which are required for full-game runs and level runs respectively.</li>
</br>
<li>Adjust screen shake and vsync to your liking.</li>
===Top Speed===
<li>Check out the Assists + Modifiers options. There are many options here which are useful for practice.</li>
When you attain top speed you will have a star trail (or music trail) following your character. To keep top speed you can dash and jump with a certain rythym. You can attain top speed instantly with Marbles via the charge and with Checkers via the groundpound air dash.  
</ul>
</br>
===Canon autofire===
When you enter a canon that autofire you (the one without arrows) you can hold the jump button to have the canon autofire you on the first frame. This save a lot of time over letting the canon fire you naturally.
</br>
===Marbles charge speed===
</br>
If you hold the attack button with marbles it will start charing and once you release you will instantly have top speed. This is used a lot for every stage that start with Marbles or during certain gap to help reach a bigger gap on a horizontal plane.  
===Checker groundpound air dash===
If you press grounpound while in the air and then press attack + jump while holding a direction (left or right) you will instantly dash forward and gain top speed with checkers. 
</br>


==Marbles vs Checkers (differences)==
=Core Mechanics=
===Ground speed===
==Maximum Speed==
Marbles is a little bit faster then Checkers on a horizontal plane without extra movement needed.  
Marbles (the duck) can attain top speed by using a spin-dash (charged attack) or by rolling (attacking) through an enemy. Marbles loses speed while flapping, but does not lose speed from the first few frames of flapping. Therefore, if you need to flap, it's best to do so in small increments and as late as possible.
</br>
===Swim speed===
Checkers is faster then Marbles in the water by about 15%. So you will want to use checkers in water if you need to swim for more then a few seconds.  
</br>


==Combo tech==
Checkers (the turtle) can attain top speed using a dropdash (groundpound, dash, jump). Checkers <b>loses</b> speed after rolling an enemy; to regain max speed, it's necessary to perform another dropdash.
===Quad Jump===
 
</br>
You can maintain top speed by continuously rolling and jumping. If your speed is slightly below the maximum, it will be brought back up to the maximum after rolling. <br /><br />You lose a lot of speed by walking along the ground or letting a roll end on the ground, so it's important to roll immediately when reaching the ground (you can buffer it), and jump out of a roll before it ends.
With checkers in front, you can piggyback from the ground, jump then throw marbles. After that while in the air you can start a groundpound then cancel it with the attack button to dash with Checkers. You can then piggyback again, jump then throw marbles again. This is used to gain a huge amount of vertical movement. Note that you can also dash fail after all this combo.
 
combo order : piggyback-->jump-->throw-->groundpound-->dash-->piggyback-->jump-->throw
Rolling through an enemy generates 5 freeze frames which do not stop the in-game timer (and slows Checkers down), so it's generally best to outright avoid enemies when possible rather than rolling through them. Stomping enemies and rolling boxes/barrels generates 3 freeze frames.
===Mid-air Shell jump===
 
</br>
It's not yet perfectly understood which character moves faster, but they are close to equal. It's thought that Checkers moves slightly faster after a dropdash but loses a small amount of speed each roll-jump, while Marbles does not lose speed. <br />This, in addition to the fact that Checkers must stop to dropdash, means that Marbles is the optimal choice in most horizontal levels, but in some levels Checkers is competitive.
If you have top speed with Marbles you can piggyback and jump, if you then throw checkers close to the apex of your jump while holding the jump button you will automaticly shell jump. It's worth praticing in a stage like 1-1 to get the feel of the timing then it will be easy to get it all the time once you have the timing down.</br>
 
==Advanced tech (speedrun tech)==
Checkers is optimal in vertical levels due to the [[Tech and glitches#Quad Jump|quad jump]].
===Fail dash===
 
If you finish a combo and you try to do a groundpound then dash (attack button) you will see Checkers flash and do a little move forward. If you hold the jump button while doing this it's possible to gain vertical height by chaining them. The timing is important to gain the vertical height so you might want to pratice it in stage like 1-1 to get the timing down. You need to repress a little bit after using the previous one (if you spam them too quickly you won't gain any height)
Checkers also moves about 15% faster in water.
</br>
<br />
===Wall clip===
 
There is multiple way to wall clip.
==Midair Swap==
Top corner clip : You can clip on any 90° angle wall over you by teaming up and jumping in the angle then swapping partner. You can then spam the swap button to progress further into that wall. Note that for certain stage (with water for exemple) you need to change your looking direction before doing the 2nd swap to then go further into it. This can be used in stage like Aucora's Abyss to clip into the top right corner of the underwater train wagon.
You can swap midair as long as you are in an "attack" or "piggyback" state. This is possible after rolling off ledges, using Checkers' dash (before jumping), or at any time while piggybacked.
</br>
<br />
Reverse looking one button remap clip : You can clip throught vertical wall in multiple stage. It is used a lot in stage like Bluppo's barge, Nippa's nook, Temporal Railroad, etc...
 
To do the clip throught a wall that is on the right side of you, you need to piggyback and hug the wall while looking to the left. You need to be sure to be hugging the wall, you can jump to do the turnaround to make it easier to not move left while turning. once you are in position you can then you need to press both Right + Swap on the same frame. An easy way to do that is to go in the control menu and rebind the 2nd fonction of both of those to a button you don't use. You then only need to press that button and it will do both action on the same frame.  
==Quad Jump==
</br>
It's possible to piggyback during a dash which enables Checkers to effectively jump 4 times. The inputs are:
<ul>
<li>Piggyback with Checkers in front, either on the ground or during a roll</li>
<li>Jump</li>
<li>Press attack to throw yourself upwards</li>
<li>Groundpound, dash</li>
<li>Piggyback again</li>
<li>Jump</li>
<li>Throw again</li>
</ul>
After the second piggyback, you can also swap to Marbles, jump, and throw the shell to instead get a midair shell jump. This goes slightly higher and puts Marbles in front, allowing you to flap.
 
{{#ev:youtube|KsxnbBQ5ACw|500px}}
<br />
 
==(Midair) Shell Jump:==
To initiate a midair shell jump, begin with top speed, piggyback, jump, and throw the shell near (but before) the apex of the jump while continuing to hold the jump button. Shell jumps off walls are also possible, as seen in Dire Dire Ducts, but these are typically not useful for a speedrun. The video below demonstrates how to time midair shell jumps.
 
{{#ev:youtube|E6nbZcmgE5c|500px}}
<br />
 
==Infinite Checkers Fly==
After dropdashing once, Checkers becomes "exhausted" and begins flashing. While exhausted, Checkers cannot dash again and will instead do a "dash fail." With correct timing, these dash fails can be used to gain unlimited height or distance. <br /><br />
To perform repeated dash fails, hold jump while alternating between attack and groundpound. The attack input can be buffered during the groundpound, but the groundpound input cannot be buffered. Although dash fails are quite slow, they are useful in a few specific places during the run, such as [[Any4-B|B.V. Broadcast Tower]] and [[Any1-5|Hue's Shade]]. <br /><br />
They can also be useful during casual gameplay and for recovering after making mistakes.
 
{{#ev:youtube|edTTxYqR72s|500px}}
<br />
 
==Clips==
There are four known ways to clip out of bounds with varying degrees of usefulness. Some walls - usually the "curvy cave walls" seen in stages such as [[Any1-5|Salamancer's Sanctum]] or [[Any3-3|Aucora's Abyss]] - have no collision inside and you can move freely. You will need to clip again to get back inbounds. <br /><br />
Other types of walls - usually "rectilinear" walls like in [[Any5-3|Shrine of the Salamancer]] or [[Any2-B|The Pip Ship]] - have internal collision and will prevent you from moving and also push you down. In these types of walls, you can move backwards by swapping repeatedly; you will move further if you un-piggyback.
 
===<u>Wall Clip</u>===
To begin, stand next to a wall, piggyback and face away from the wall. To perform the clip, press swap and the direction towards the wall on the same frame. <br />
This move can be executed more easily by binding a "clip button" to both swap (tagteam) and right (assuming you want to clip into a wall on the right, which is the only direction you need to clip in Any%).  
<br /><br />You can also bind a button to both left and piggyback, making the clip easier to set up, but the "setup button" can only be used if there is a platform to stand on next to the wall you want to clip into. You also need to be standing still (not rolling) for the "setup button" to turn you left. <br /><br />
If you fail the clip using the clip button, it usually means you were too far away from the wall. Wall clips are the most useful type of clip and it are used several times in Any%.<br /><br />
 
===<u>Bottom Corner Clip</u>===
Begin by standing on the ground next to a wall, with Marbles in front. Piggyback and face away from the wall. Jump and swap when you land, while Marbles is "squished." This type of clip is used in [[Any3-2|Temporal Railroad]] to get under the train.<br /><br />
 
===<u>Top Corner Clip</u>===
You can clip in any location where there is a ceiling connected to a wall. Piggyback and jump into the corner, then swap when you reach the corner. This type of clip is easiest with Checkers in front. <br /><br />
This type of clip doesn't put you all the way into the wall, so another swap is required to get through: either maintain the piggyback and face the same way, or exit the piggyback and turn around before swapping to get in. <br />
This clip is pretty much entirely obsoleted by the wall clip, as that clip is easier to execute and only requires one swap.
<br /><br /><br />
<u><b>Here is a video demonstrating each type of clip: </u></b>
{{#ev:youtube|eIOEm_4aRb0|500px}}
 
===Sloped Speed Clip===
It's also possible to clip through sloped one-way wooden platforms if you're going fast enough. The most common places to encounter this are [[Any2-3|Pips and Pits]] and [[Any2-8|Over the Raybow]]. Clipping is detrimental in both situations. It may be easier to <i>avoid</i> clipping with Marbles since the characters have different hitboxes, but this isn't confirmed.
 
=Niche Mechanics=
 
==Input Buffering==
"Buffering" refers to pressing a button early to make the action occur on the first possible frame. The "buffer window" refers to how early an input can be buffered and still received. You can buffer any input when entering a stage with an unlimited buffer window. The buffer window during normal gameplay is quite generous and most inputs such as rolling or jumping before landing can be buffered. <br /> You can buffer both dash and jump out of a groundpound (dropdash), but the buffer window is slightly smaller than the duration of the dropdash so you need to wait a few frames. You cannot buffer a midair piggyback after a dash, and swaps can never be buffered.
 
==Autofire Cannons==
You can hold jump to fire the auto-fire cannons about 22 frames (0.366 seconds) earlier than normal, which can add up across a chain of cannons.
 
For example, in [[Any4-B|B.V. Broadcast Tower]], holding jump saves about 1.8 seconds in the beginning section over not holding jump.
{{#ev:youtube|X2S6XpipxeA|500px}}
<br />
 
==Extending Rolls==
The duration of a roll can be extended by rolling off a platform, rolling through an enemy or using a spin-dash (Marbles).
 
==Higher Jump==
Just like Mario, the heros of Windswept can gain extra height by jumping while moving fast. The difference is just a few pixels, but it can matter in a few specific locations.
 
==Maximum Speed out of Horizontal Cannons==
After getting fired out of a cannon horizontally you will immediately regain maximum speed with a roll. You do not need to spin-dash or dropdash.
 
==Midair Spin-Dash==
If Marbles is rolling, it's possible to charge and release a spin-dash in the air. This can be useful for instantly turning around, like in [[Any1-7|Brambles in the Breeze]], or for getting the roll to cover extra distance, like in [[Any1-3|Bridge-Wheel Waterway]]. This move can be used repeatedly.
 
==Holding Jump While Gliding==
Holding jump while gliding actually makes you fall a tiny bit slower. This makes a difference in a number of places, including [[Any4-7|Smoky Squall]] where it causes you to rise slightly faster.
 
==Camera Drift==
If you run right at maximum speed for a long time your character will slowly move towards the right side of the screen, making it hard to see in front of you. This is typically only noticeable in <i>very</i> long horizontal levels such as 8-9 Cyclonic Skyway or 8-8 Dreadmaw's Dwelling.
 
==Semisolid Groundpound/Dropdash==
Using Checkers, if you go up through a one-way wooden platform and groundpound when you're just barely above it, you'll get a groundpound without any wind-up animation. This groundpound can be converted into a dropdash, allowing you to gain maximum horizontal speed immediately.
 
In levels that begin above one-way wooden platforms, including [[Any1-5|Hue's Shade]], Thornado and Pips & Pits, this maneuver can be executed immediately upon spawning in at the start of the level. The easiest way to do this is to simply hold the groundpound button to buffer the move at the start of the level.
 
==Snap to Ground==
If Checkers groundpounds a few pixels above the ground, you will be brought down to the ground, even if a dash is buffered. This is generally undesired as it loses height and disrupts alignment, although it does refresh the groundpound. Checkers will also snap to thorns, taking damage.
 
==Groundpound After Roll==
If Checkers walks off a platform, there is a small delay before a groundpound is possible. This delay is not applied if Checkers rolls off the platform. This is useful in a few places, such as the Pip Ship.
 
==Some Frame Data==
This section catalogs the number of frames required for certain moves. f = frames, s = seconds (IGT), 60f = 1s.
<ul>
<li>Rolling through an enemy: 5f, 0.083s</li>
<li>Bouncing off an enemy: 3f, 0.050s</li>
<li>Rolling through a box or barrel: 3f, 0.050s</li>
<li>Spin-dash: 18f, 0.300s</li>
<li>Groundpound: 20f, 0.333s</li>
<li>Swap: 30f, 0.500s</li>
<li>Piggyback: 15f, 0.250s</li>
<li>Un-piggyback: 30f, 0.500s</li>
<li>Checkers up-throw: 16f, 0.266s</li>
<li>Marbles shell-throw: 16f, 0.266s</li>
<li>Buddy bubble: 30f, 0.500s</li>
<li>Damage: 48f, 0.800s</li>
<li>Death: 48f, 0.800s</li>
</ul>
<br />
 
==Hitbox Visuals==
[[File: Hitboxes.png]]

Latest revision as of 16:50, 15 July 2026

Before You Begin...

  • Enable "Hasty Mode" in the Gameplay Options menu. This makes some actions, such as swapping and Marbles' charged attack, occur faster.
  • It is strongly recommended to bind glide and groundpound to a separate button from jump or attack. Glide and groundpound can both be bound to the same button.
  • Enable Game Timer and/or Stage Timer, which are required for full-game runs and level runs respectively.
  • Adjust screen shake and vsync to your liking.
  • Check out the Assists + Modifiers options. There are many options here which are useful for practice.

Core Mechanics

Maximum Speed

Marbles (the duck) can attain top speed by using a spin-dash (charged attack) or by rolling (attacking) through an enemy. Marbles loses speed while flapping, but does not lose speed from the first few frames of flapping. Therefore, if you need to flap, it's best to do so in small increments and as late as possible.

Checkers (the turtle) can attain top speed using a dropdash (groundpound, dash, jump). Checkers loses speed after rolling an enemy; to regain max speed, it's necessary to perform another dropdash.

You can maintain top speed by continuously rolling and jumping. If your speed is slightly below the maximum, it will be brought back up to the maximum after rolling.

You lose a lot of speed by walking along the ground or letting a roll end on the ground, so it's important to roll immediately when reaching the ground (you can buffer it), and jump out of a roll before it ends.

Rolling through an enemy generates 5 freeze frames which do not stop the in-game timer (and slows Checkers down), so it's generally best to outright avoid enemies when possible rather than rolling through them. Stomping enemies and rolling boxes/barrels generates 3 freeze frames.

It's not yet perfectly understood which character moves faster, but they are close to equal. It's thought that Checkers moves slightly faster after a dropdash but loses a small amount of speed each roll-jump, while Marbles does not lose speed.
This, in addition to the fact that Checkers must stop to dropdash, means that Marbles is the optimal choice in most horizontal levels, but in some levels Checkers is competitive.

Checkers is optimal in vertical levels due to the quad jump.

Checkers also moves about 15% faster in water.

Midair Swap

You can swap midair as long as you are in an "attack" or "piggyback" state. This is possible after rolling off ledges, using Checkers' dash (before jumping), or at any time while piggybacked.

Quad Jump

It's possible to piggyback during a dash which enables Checkers to effectively jump 4 times. The inputs are:

  • Piggyback with Checkers in front, either on the ground or during a roll
  • Jump
  • Press attack to throw yourself upwards
  • Groundpound, dash
  • Piggyback again
  • Jump
  • Throw again

After the second piggyback, you can also swap to Marbles, jump, and throw the shell to instead get a midair shell jump. This goes slightly higher and puts Marbles in front, allowing you to flap.


(Midair) Shell Jump:

To initiate a midair shell jump, begin with top speed, piggyback, jump, and throw the shell near (but before) the apex of the jump while continuing to hold the jump button. Shell jumps off walls are also possible, as seen in Dire Dire Ducts, but these are typically not useful for a speedrun. The video below demonstrates how to time midair shell jumps.


Infinite Checkers Fly

After dropdashing once, Checkers becomes "exhausted" and begins flashing. While exhausted, Checkers cannot dash again and will instead do a "dash fail." With correct timing, these dash fails can be used to gain unlimited height or distance.

To perform repeated dash fails, hold jump while alternating between attack and groundpound. The attack input can be buffered during the groundpound, but the groundpound input cannot be buffered. Although dash fails are quite slow, they are useful in a few specific places during the run, such as B.V. Broadcast Tower and Hue's Shade.

They can also be useful during casual gameplay and for recovering after making mistakes.


Clips

There are four known ways to clip out of bounds with varying degrees of usefulness. Some walls - usually the "curvy cave walls" seen in stages such as Salamancer's Sanctum or Aucora's Abyss - have no collision inside and you can move freely. You will need to clip again to get back inbounds.

Other types of walls - usually "rectilinear" walls like in Shrine of the Salamancer or The Pip Ship - have internal collision and will prevent you from moving and also push you down. In these types of walls, you can move backwards by swapping repeatedly; you will move further if you un-piggyback.

Wall Clip

To begin, stand next to a wall, piggyback and face away from the wall. To perform the clip, press swap and the direction towards the wall on the same frame.
This move can be executed more easily by binding a "clip button" to both swap (tagteam) and right (assuming you want to clip into a wall on the right, which is the only direction you need to clip in Any%).

You can also bind a button to both left and piggyback, making the clip easier to set up, but the "setup button" can only be used if there is a platform to stand on next to the wall you want to clip into. You also need to be standing still (not rolling) for the "setup button" to turn you left.

If you fail the clip using the clip button, it usually means you were too far away from the wall. Wall clips are the most useful type of clip and it are used several times in Any%.

Bottom Corner Clip

Begin by standing on the ground next to a wall, with Marbles in front. Piggyback and face away from the wall. Jump and swap when you land, while Marbles is "squished." This type of clip is used in Temporal Railroad to get under the train.

Top Corner Clip

You can clip in any location where there is a ceiling connected to a wall. Piggyback and jump into the corner, then swap when you reach the corner. This type of clip is easiest with Checkers in front.

This type of clip doesn't put you all the way into the wall, so another swap is required to get through: either maintain the piggyback and face the same way, or exit the piggyback and turn around before swapping to get in.
This clip is pretty much entirely obsoleted by the wall clip, as that clip is easier to execute and only requires one swap.


Here is a video demonstrating each type of clip:

Sloped Speed Clip

It's also possible to clip through sloped one-way wooden platforms if you're going fast enough. The most common places to encounter this are Pips and Pits and Over the Raybow. Clipping is detrimental in both situations. It may be easier to avoid clipping with Marbles since the characters have different hitboxes, but this isn't confirmed.

Niche Mechanics

Input Buffering

"Buffering" refers to pressing a button early to make the action occur on the first possible frame. The "buffer window" refers to how early an input can be buffered and still received. You can buffer any input when entering a stage with an unlimited buffer window. The buffer window during normal gameplay is quite generous and most inputs such as rolling or jumping before landing can be buffered.
You can buffer both dash and jump out of a groundpound (dropdash), but the buffer window is slightly smaller than the duration of the dropdash so you need to wait a few frames. You cannot buffer a midair piggyback after a dash, and swaps can never be buffered.

Autofire Cannons

You can hold jump to fire the auto-fire cannons about 22 frames (0.366 seconds) earlier than normal, which can add up across a chain of cannons.

For example, in B.V. Broadcast Tower, holding jump saves about 1.8 seconds in the beginning section over not holding jump.


Extending Rolls

The duration of a roll can be extended by rolling off a platform, rolling through an enemy or using a spin-dash (Marbles).

Higher Jump

Just like Mario, the heros of Windswept can gain extra height by jumping while moving fast. The difference is just a few pixels, but it can matter in a few specific locations.

Maximum Speed out of Horizontal Cannons

After getting fired out of a cannon horizontally you will immediately regain maximum speed with a roll. You do not need to spin-dash or dropdash.

Midair Spin-Dash

If Marbles is rolling, it's possible to charge and release a spin-dash in the air. This can be useful for instantly turning around, like in Brambles in the Breeze, or for getting the roll to cover extra distance, like in Bridge-Wheel Waterway. This move can be used repeatedly.

Holding Jump While Gliding

Holding jump while gliding actually makes you fall a tiny bit slower. This makes a difference in a number of places, including Smoky Squall where it causes you to rise slightly faster.

Camera Drift

If you run right at maximum speed for a long time your character will slowly move towards the right side of the screen, making it hard to see in front of you. This is typically only noticeable in very long horizontal levels such as 8-9 Cyclonic Skyway or 8-8 Dreadmaw's Dwelling.

Semisolid Groundpound/Dropdash

Using Checkers, if you go up through a one-way wooden platform and groundpound when you're just barely above it, you'll get a groundpound without any wind-up animation. This groundpound can be converted into a dropdash, allowing you to gain maximum horizontal speed immediately.

In levels that begin above one-way wooden platforms, including Hue's Shade, Thornado and Pips & Pits, this maneuver can be executed immediately upon spawning in at the start of the level. The easiest way to do this is to simply hold the groundpound button to buffer the move at the start of the level.

Snap to Ground

If Checkers groundpounds a few pixels above the ground, you will be brought down to the ground, even if a dash is buffered. This is generally undesired as it loses height and disrupts alignment, although it does refresh the groundpound. Checkers will also snap to thorns, taking damage.

Groundpound After Roll

If Checkers walks off a platform, there is a small delay before a groundpound is possible. This delay is not applied if Checkers rolls off the platform. This is useful in a few places, such as the Pip Ship.

Some Frame Data

This section catalogs the number of frames required for certain moves. f = frames, s = seconds (IGT), 60f = 1s.

  • Rolling through an enemy: 5f, 0.083s
  • Bouncing off an enemy: 3f, 0.050s
  • Rolling through a box or barrel: 3f, 0.050s
  • Spin-dash: 18f, 0.300s
  • Groundpound: 20f, 0.333s
  • Swap: 30f, 0.500s
  • Piggyback: 15f, 0.250s
  • Un-piggyback: 30f, 0.500s
  • Checkers up-throw: 16f, 0.266s
  • Marbles shell-throw: 16f, 0.266s
  • Buddy bubble: 30f, 0.500s
  • Damage: 48f, 0.800s
  • Death: 48f, 0.800s


Hitbox Visuals