Hello everybody, it’s Craftendo, today I’m going
to teach you how to create and manage boosts in Rayman Legends. We’ll talk about the most basic
stuff but also the most advanced. It’s been 3 years since I’ve created a tutorial related to
some of the boosts in the game, not only was it not entirely detailed but there is also new stuff
to explain, so it is about time to update this (Meme) Oh my god bro... Oh hell no! but there is also new stuff to explain. So it's about time to update this video. I’ll show you some signs that correspond
to some inputs depending on the console you’re playing on, please pause the video if you need
to. Anyway, without any further ado, let’s start. In this game you can go really fast, up to 20
meters a second and there are various ways to get there, but there are also intended ways
to get some speed. The first important thing is the spindash, spindash can briefly give
you some speed. If you want to keep it, just add a jump to it. Now that you know this, you can
exploit this trick by using it on downward slopes, if you spindash on those, you get much more
momentum, and if you add a jump you can keep it in the air. You can do even better if you can
slide on that slope, just do a spindash, press down then jump for example. You can also press
down in the air, hold it until you land, then spindash jump to gain a lot of speed. This is one
of the easiest ways to get momentum in this game. There are also bumpers which force
you to go in some directions, but some of them are well placed and you
can exploit them to get speed. Moreover, you get more speed if you do a ground pound on
them, there’s this great example in land speed where if you have this section, you can gp under
this bumper to get max speed instantly. You can gp above a bumper but also under it since a gp
makes you gain some height for some frames. Be careful there are some bumpers which may slow
you down if you already have a lot of momentum. First before I tell you how to do any boost
techniques, you need to know how to keep the momentum you’ll have to deal with. It’s
pointless doing a boost technique if you can’t keep its speed in the long run. The first
key in keeping momentum is doing roll jumps. Just hold down before landing so
your character looks down as well, then once you touch the ground,
keep holding down and press the jump button. You’ll manage to do a roll
jump. Roll jump is useful for two things: first you need to know that any jump can have
two variants: a big jump or a small jump. To do a big jump, just press the jump button for
a long time, for a small jump do the opposite, jump for a little bit only. Now that you
know that, you must know that a big roll jump will send you higher than a big neutral
jump making some jumps more doable. Secondly, you’ll keep much more momentum by doing roll
jumps. The sooner you do your jump after landing, the more momentum you keep, just be careful not
to try to jump too early, otherwise you’ll glide without noticing and you’ll lose some momentum.
Secondly, I advocate prioritising big jumps rather than small jumps. You have to
remember that you cannot keep 100% of the momentum when you do a roll jump, so the
longer you stay in the air, the better it is. The next thing you should really avoid doing are
spindashes, because it makes you lose a lot of speed. If there are any bonewalls or enemies, try
to see if you can avoid it while still keeping your momentum. If you really need to spindash
at some point, hold down before landing, once you land, change the direction input back to the
direction that you’re moving in and immediately press the attack button and jump. If done
correctly you shouldn’t lose too much momentum. For the most advanced players, if you master all
of this and want to lose 0 speed after getting huge momentum there’s a tricky technique, the
framespin. Basically, after you jump you need to spin dash horizontally as soon as you land, it’s a
frame perfect trick, explaining its name. They are quite hard to perform. Therefore, if you want to
know what the most strategic places to use it are, here is some advice: Use it if you have to
spindash at some point, and use framespins as early as possible in your run because if
you fail them you can restart your run early and also because you’ll keep more momentum
in the early run which ends up saving time. Now I’m going to show you the most basic
boost technique in its simplest setup: the basic Brakeboost. A Brakeboost is a technique
that gives you a lot of momentum. It’s one, if not the most essential boost trick in this
game so you should really try to learn it. If you hold the run button without moving, during
your animation, you’ll generate some brake force, it’s basically hidden speed that can be triggered
with a specific setup. Just find the timing to do a spindash, meaning you press the attack
button and move in a direction, after that spin, stop holding any direction to let you brake.
Surprisingly during that brake animation, when you’re supposedly slowing down, you’ll trigger
the brake force and it’ll give you brief momentum, wait a bit to drain all your brake force and
once it’s done, jump to keep your momentum. It’s not the easiest trick to get consistent the
first few times you try but with some practise, you can start getting it consistently. Sometimes,
you won’t successfully have the greatest momentum with it, which isn’t something to worry about
when you first learn it. It’s something you’ll fix over time as you continue to use it more.
Next thing is just to do what I previously said about keeping momentum so that you can
take advantage of the boost generated. Now that you know how to do a basic brakeboost, I’ll
show you the same trick but with other and weird setups that don’t involve the run animation,
we sometimes call these tricks skidboosts. There are plenty of ways to charge your brake
force, usually it comes after doing an attack and waiting for the animation to end. Sometimes
we even force this animation to end earlier. We don’t give names for all these setups
but I can describe all of them for you: First you can do a kick landing to setup
your skidboost. Just do several kicks in the air so that you fall while doing
the kick, do a timed kick after a yby, or be precise and do the kick as soon as you
land. Wait for a bit and then you can do your skidboost. I recommend the kick landing being an
up kick because of its more generous consistency. There’s also a specific skidboost for bonewalls.
Just run towards them and once you hit them, wait a bit and then, you can trigger the boost. Waiting
after hitting the wall is important because it’s what lets you trigger the brake force; the pushing
animation, like if your character wanted to push the wall. It’s quite weird to learn, but once
it’s learned, it becomes very easy and useful. You can also perform a skidboost after a ground
pound animation. Just to let you know there are two very different cases, gp and flops. When you
do flops or yby flops (just being yby downward), you need to wait a little bit to be able to
skidboost, the timing isn’t that bad. But for a gp, it’s a different story. The window
is really tight and you need to wait quite a bit sometimes before being able to release it.
I really recommend practising this one with gps down on different heights, just do normal gps
in the main lobby or the challenges results rooms for low gps, or go in 5-3 The Amazing Maze
invaded and do a gp facing left after hitting that lever to practise this tiny bit section near
the end of this invasion. Even for me today, gp skidboosts can be quite inconsistent, but
practise is the key in order to get them often. Similarly to basic brakeboosts, if you land
near a ledge and you do a ledge animation, you can basically do a normal brakeboost but you
can trigger the boost much earlier. It’s not used that often but it’s always good to know.
Next, here’s the most important setup to make a skidboost work since it can be considered
useful for several setups on its own, it’s the up direction cancel. In a few words, after an attack
or animation, you can hold up for a few frames to cancel it and return to a normal animation.
During that transition, you can basically do your skidboost. There are tons of examples,
such as YBY skidboosts. Just do a yby, hold up, then once you land you can trigger the skidboost.
Up kick YBYs are even more consistent if that’s not enough for you. You can also simply do it
after a regular jump. If you have a holding hands up animation, things will be easy and the timing
will be generous. If you don’t have any of those, the timing is really tight and very inconsistent.
This up cancel can also be used with regular brakeboosts. This is more something for
the beginning of a level or a new room in a level, but you can hold up with your
joystick to cancel any entering animation and instantly brakeboost. Remember it only works
with joystick for this specific case. There are usually alternatives such as doing the same kind
of setup with d-pad but looking to the left for 1 or 2 frames after the room started. I recommend
you for any cases to do the directional inputs before the room or level starts so you are ready
to release it and setup quickly your brakeboost. If you haven’t watched my YBY and YBY Up
tutorial, I highly recommend you watching it right now because I’m going to talk about the
Brakeboost YBY. You can mix the YBY technique with the Brakeboost to get a Brakeboost YBY, just
do your brakeboost and when you start braking, choose a directional input and press the
attack button and the jump button at the same time. This trick is very useful if you have a
bonewall right after your Brakeboost for example. Brakeboosts are very powerful but they
don’t give you max speed. However, some elements allow you to get there. As simple
as it may sound, doing a brakeboost on a downward slope gives you even more momentum and can
even give you max speed if done correctly. The other way to get max speed with a brakeboost
is doing it in a wind section. For some reason, when you do your brakeboost here,
you’ll lose less momentum so in the end, the brake force will give you more
momentum. That’s something very important to note, especially with
the stuff I’ll talk about coming up. There are other types of brakeboosts and
skidboosts which include the framespin skidboost. Basically, this is a weird
case where you’ve generated brake force but you don’t have the opportunity to use it.
Well it seems there’s a way to trigger it, if you do a framespin and do the inputs
of a regular brakeboost, you’ll release the brake force you stored. It’s not really
spectacular unless it’s done in wind sections, which in this case can really quickly give you
some momentum without any slow setups. It’s really one of these things that is almost never
used but it’s always a flex to be able to do it. There’s another way related to the brake
animation to trigger the boost. If you have some brake force and you hold a direction
for one frame, your character will do a brake animation and drain some of your brake force.
It’s really nothing when done normally, but if you do that when you’re about to enter
a wind section, you’ll keep your momentum that you generated and it’ll give you a lot of
speed. What’s convenient about this trick is that you don’t need a lot of space to set
this up. It’s actually used in 2 invasions, 2-4 Altitude Quickness and 3-3 I've Got
a Filling, which isn’t a lot but heh, it’s always good to know this trick exists. the brake force, actually you can also do it with
a setup named “Punch Roll”. Its first uses are in wind. After you try to do your brakeboost or
skidboost, you do a punch attack (just press the attack button), then you press down to do
a roll animation, if done correctly you’ll do a punch roll boost. In wind, it’s used because
the punch roll lets you stay on the ground for a much longer time before you actually
need to jump. Remember in wind sections, when you jump, you jump really high and you
fall really slowly, so pr allows you to delay that jump if needed. However, we realised not too
long ago that it doesn’t need to be done in wind. You can do a similar technique to what
I’ve just told you about but on normal ground to do a standing pr boost. The only
thing you need to pay attention to is that the timing is extremely tight. You need
to do your brakeboost setup, spindash, wait for like 0.1s, do your punch and try
to immediately hold down. This won’t give you much momentum for any characters except
for globox, who can give you up to 18 meters a second. But I have good news for you, even
though this trick is ridiculously hard to learn, it’s now very useless because there’s
a newer and faster version of it. Let me present to you the fastest way to get
speed in this game: the walking punch roll boost, also called walking pr boost or wpr. For this
trick, it’s really important to bear in mind that you must do it with a joystick no matter what.
So, if you play with d-pad, you should consider practising a bit the game with joystick and
getting used to switch between d-pad and joystick. To do a walking pr boost, just like before,
do your brakeboost setups. After you do your spindash, as soon as you’re about to do the
brake animation, instead do a walking kick, just don’t hold the run button while doing
it, press the attack button accompanied by a directional input. After you do a
walking attack, here's the crucial input, you need to immediately change the direction of
your joystick to put it downward but also a tiny to the opposite direction you were looking. That’s
why you need joystick for this trick. We’ll call that move the cancel input because, when it’s done
correctly you’ll cancel your walking animation. After that you’ll get a lot of momentum, just wait
a tiny bit to build max speed then you can jump. This trick is far from being easy and it requires
a lot of practise. You’ll see, at the beginning, you won’t be able to cancel the walking
properly, it means you failed the cancel input. If your walking is simply not cancelling,
it means you need to put your cancel input direction more to the opposite direction
you were looking like in this case. If you turn back while trying to
do your cancel input, it means your cancel input direction was too far to
the opposite direction like in this video. I recommend you trying to practise this trick
when doing the wpr to the right because it’s mostly in this case that you’ll use this trick.
But then don’t underestimate the difficulty of doing it in the opposite direction,
because you’ll need to cancel the walking with a new angle required for the cancel input.
That’s pretty much all I can say about this trick, if you have any more questions,
just ask me in the comments below. In this game, you can also get some speed
with multiplayer. The easiest way is to perform the regular Coop boost. You need 2
players, one holding up, the bottom player, the other jumping on it, the top player. The
top player should also hold a direction during the first jump. As soon as the top player lands on
the bottom player’s hands, the top player needs to punch immediately if possible. After that you need
to wait a little bit and then you can jump. Thus, the top player will be launched with max
speed. It’s not a really hard trick to learn, you just need to remember of holding the direction
for the top player. Once you’ve mastered it, the only annoying thing will be to jump
early to get on the bottom player and wait the perfect minimum amount of time after punching
to perform your last jump. If you want a pro tip, you should also let the first player being
the one holding up. Don’t ask me why, but thanks to this, you’ll be able to
trigger the Coop boost one frame earlier. The size of the bottom player also matters.
The shorter it is, the earlier the top player will land on the other player. Teensie being the
shortest, the fastest Coop Boost is with teensie. However, Rayman is also very fast because the top
player can jump off earlier. Therefore, the two best options are Teensie and Rayman. Nonetheless,
Globox being tall, despite having a very slow Coop Boost, he’ll launch you much higher, which
is useful if you want to reach certain high points. So the selection of characters for the
bottom player depends on the layout of the level. This coop boost technique can be done in mid air
as well. The top player can do a spindash big jump and the bottom player a delayed spindash small
jump before holding up. You’ll then perform a coop bar. It’s quite difficult to learn it
to be honest and not that useful anymore. I’ll teach you an important trick that has nothing
to do with boost at first but will end up being quite important, the coop zip. Basically, if
you have a bottom character who’s a globox, you can do a weird trick called a coop zip. The
globox needs to face the opposite direction of where the player will be teleported. Then he needs
to turn back and then hold up. During that time, the top player needs to jump. Like this, the
top player will be teleported much further away. If any character doesn’t do anything, the
top player will eventually be tp back on globox. If one of them does an attack, the top player
is definitely teleported away. Sometimes it’s better that the bottom player does the attack
so the top player isn’t affected by any attack, but sometimes it’s better that it’s the
top player who does the attack because you can grounpound and so the top player
will instantly gp after being teleported. That being said, you can combine the coop
boost and the coop zip techniques to do the coop zip boost. Basically, the top player
has to jump and kick while holding right, meanwhile the globox needs to turn back, twice if
needed like at the beginning of a land speed, then he needs to hold up. After that the first player
will be teleported away and will have max speed. This makes the strongest
technique to get max speed. If you need an idea of the order of what are
the fastest ways to get max speed here it is. The only drawback of walking pr
boost is that it needs a lot of space to set it up so if there’s a hill at
the beginning of a land speed for example, it won’t be possible to get max speed with wpr.
For coop zip boost, be careful of where you use it. If the player gets
teleported in walls or grounds, it’ll die instantly, so there are sometimes
some layouts where you can’t use this trick Therefore in some layouts Coop
Boost and Coop Bar are just better. Nonetheless, Coop Boost has an enormous
drawback, it is that if there’s a bone wall at the beginning of a land speed, you just can’t
go through it. If you do any other techniques, you’ll either go through it or just break
it. So, the choice of the boost used really depends on the situation. It takes some time
for us the players to adapt to every of these. Alright, that’s it for me I hope you
enjoyed the video, I hope it was well explained and it’ll help you. Feel free to
ask me in the comments or in discord if you have any questions with some tricks I’ll answer
all of you. Don’t forget to like and subscribe, this video took me a lot of effort so I’d really
appreciate that. Also, huge thanks to Togging for helping me doing the script for today’s video! He
usually helps me checking my script and today I really wanted to take the time to thank him
for that. Anyway, see you guys, take care!