| Using
the SS
Turtle's
SS is difficult to use, and even a very good player can rarely top
500 damage with it. 500 damage is good for an SS, but when it's
as tricky to use as Turtle's is, you feel happy just breaking 350
or so. It may be possible to get 600+ dmg. There are two types of
SS. These can be referred to as type1 and type2, but I think those
names are hard to keep straight. I call them the 'timebomb' and
'high angle' method, both of which are descriptive enough to figure
out easily.
Timebomb
method: Get the shot to explode a split second before it lands on
the target. If your timing is tight, the damage is high and the
balls hardly spread at all before they all plow into the target.
Basic
timebomb angles to remember:
75, 1.9 (1/3 screen...distance from all button to half power mark)
67, 2.0 (1/2 screen... may need a tiny bit less than 2 bars).
47, 2.3 (1.0 screen distance).
Here
are some timebomb method screenshots to give you an idea of how
it works. Read below each pic to get an explanation of how I chose
the angle and power.

Ok, I have a dk set up nicely for me a bit over 1 screen away. I
consider a 1 screen SS to be angle 47, 2.3 bars (approximately).
Because the enemy is just a hair over 1 screen away, I'd usually
add just a little power, I'd use maybe 2.4 or 2.45 bars of power.
In this case, I also have to deal with 8 wind blowing against me
(not shown) and so I must add about 1/5th of a bar of power to the
power I would use in 0 wind. I sort of used feeling for how much
power to add, no set formula for this type of 1 screen SS. Now for
the angle. I'm already fairly confident my shot has about the right
power, but will it get too much airtime? It's already travelling
in a very flat arc, so adding power doesn't really add a whole lot
of airtime for the shot. Trico's 1 screen 3in1's shooting from right
to left work on the same principle: It's already a flat shot at
angle 44, so you don't need to do lots of math to keep the right
amount of hangtime, just add power and it will pretty much spend
the same amount of time in the air, only landing further away. Still,
I'm worried the turtle SS will open a bit high over the enemy's
head. So I lower by just 2 angles to angle 45. This doesn't change
the path or distance of the shot much because it's such a flat shot
with lots of power. All it does is change the arc so that the shot
is travelling lower (closer to the ground) and should detonate closer
to the enemy's skull. As it turned out, I could have stood to lower
even 1 more angle, but the SS timing was pretty good, I did 450ish
to 1 enemy and the other caught some splash too. For the 1 screen+
SS, it's mostly about power adjustment with a little bit of angle
change. For the basic 75 SS coming up, it's mostly about angle change
and there's very little adjustment made to power.
NEXT:

Here I am at the right distance (almost) to use the basic angle
75 SS. If the wind were 0, a basic 75 SS is done like this:
Angle 75
Power 1.9 bars
Distance from all button to half power mark
In
this case the distance isn't right, I am a little too far for the
usual angle 75 SS, so I lowered to angle 72. Because wind is 0,
and because I am almost perfectly level with the enemy, I don't
need to make any other adjustments except for the distance. I fire
with the correct power (a hair under 2 bars) and the result is a
nice little chunk of damage to the grub.
NEXT:

If this were 0 wind, I'd use angle 77, 1.85 bars. why 1.85 and not
1.9? Because I am a tiny bit above the enemy so I don't want the
shot to explode when it's perfectly level with turtle, I want it
to explode a little later. So I decrease power to decrease the hangtime
a little bit. Lastly, you notice my angle is 64, not 77. That is
because the wind was blowing at 22 strength directly against me.
Consulting my windchart (linked on the main page) you can see the
rule for wind directly against is: Lower your angle by (Wind/2),
then lower 2 more if wind is over 18 strength. So - 22/2 = 11. I
lower from 77 to 66. Then I remember the special rule for wind over
18 strength and I lower 2 more angles to 64. Now the SS will land
in the correct location as well as have the right hangtime.
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