RAYMAN LEGENDS | BOOST TUTORIAL

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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!
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Channel: Craftendo
Views: 27,901
Rating: undefined out of 5
Keywords: Craftendo, Rayman, Legends, Definitive, Edition, Nintendo, Switch, Challenge
Id: 5e-XU-V_sF0
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Length: 20min 2sec (1202 seconds)
Published: Wed Jul 26 2023
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