
This allows the following movement: Use the hook shot, get pulled sideways, use a normal jump, use a DJ at the exact point when you land. We can chain hook jumps because a hook jump doesn't actually remove this special state, but it turns out that we can also use normal jumps to keep this special state. After a hook jump, simply use a DJ at the exact same moment you land to perform a second hook jump!Ī while back, we mentioned that hook jumping relies on abusing a specific movement state the game puts you in. Use a DJ IMMEDIATELY after landing and you'll still be able to pull off a hook jump.Īnother thing to note is that you don't actually lose this special state after hook jumping.This means that you can "chain" hook jumps. Use the hook shot while in mid-air and fall down after you release the hook shot. One of the immediate consequences is the following example. This can be abused in several ways and limits the hook jump in other ways. The hook jump is possible because the game puts you in a special state while getting pulled sideways with the hook shot. You cannot chain multiple jumps while jumping up a single wall. Please note that you can only chain multiple momentum-conserving wall jumps by jumping between two different walls. You can even chain multiple momentum-conserving wall jumps. After landing, you can continue running at the same speed you started with. This allows you to perform a momentum-conserving wall jump, giving you a higher vertical and horizontal distance. immediately after touching the wall, press A and reverse the direction of the analog stick at the same time. To perform a momentum-conserving wall jump, run toward a wall and jump on it. This allows for a wall jump with a slightly higher reach, along with a few other tricks that we'll elaborate on in the next section. This is a special kind of wall jump that conserves all your current horizontal. The second is a special, momentum-conserving wall jump. There's nothing wrong with it, but there's nothing special about it either. The first is your standard, run-of-the-mill wall jump you've been using the entire game. We'll need to make a distinction between two different kinds of wall jumps. Yes, we do need a seperate section for wall jumping and yes, there are multiple kinds of wall jumps.
STEAMWORLD DIG 2 SPEEDRUN FREE
We recommend configuring the jump action to tthe A and Right Shoulder buttons, but feel free to experiment with your own configurations. As you'll see in the later parts of this guide, this will allow you to get around the practical issues of Double Jumping. Thankfully, Steamworld Dig 2 allows you to change your own controls, allowing you to map any action to a maximum of two different buttons. Double Jumping, one of the most versatile (and broken) techniques explained in this guide, requires you to press the jump button twice on consecutive frames* something that is exceedingly impractical to perform using standard controls. On a seperate note, you can find the Steamworld DIg 2 speedrunning leaderboards here [Finally we'll need to talk about controls and button mapping. Their main application lies in both speedrunning and sequence breaking, and should drastically increase the replay value of Steamworld Dig 2. None of these techniques are necessary to get a 100% in-game.
STEAMWORLD DIG 2 SPEEDRUN SERIES
Secondly, this guide contains a series of tricks and techniques related to jumping and wall jumping. In this guide, we'll assume that you're, in fact, using a controller. First, we highly recommend using a controller instead of a keyboard + mouse. Before we start off, we should mention a few important things.
