[MKWii]Rainbow Road 2' 28"218 - ★Kenzα★

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Uploaded by on Feb 27, 2010

video was uploaded to show you, the viewers how I am doing so far in RR

★ [ I accept criticism!, this will help me improve! ] ★

Truly, I don't remember the splits, I am sorry for this

Orly I am spanish? ..... NO.
★ Credits goes to RusoX for quality ★

★[ Music: ♪ Capcom Game SoundTrack Rockman Battle & Chase Disk2 ♪ ] ★

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Gaming

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Uploader Comments (yungnegro)

  • Awesome music! ^^ A suggestion is that after the star cannon, you should move the control stick back and forth quickly to activate the mini turbo faster. Also after the trick at 1:00, Retty does a really short end-wheelie so that he can activate a longer endwheelie to hit the tip of the last booster. Get WR back! ^^

  • @aeslunar i know this, it's just a mistake i guess.

  • PART 2:

    5. Now, instead of drifting on the last zipper, if you get good at step 1 (Pointing away from turn to get MT faster), You can do what JG does, which is cancel wheelie and hit the very edge of the zipper, then move right, which is much faster than your current ending strat, and could get you WR back.

    Satisfied?

  • @hahaae321 seems like a quality guide, yeah ill try that.

  • lap 2/3 enders look flawed, the way u have to hop looks like the line is kinda painful. JG/retty seem to hit the right of the last zipper and just cancel wheelie, rather than perform a small drift.

    lap 3 halfpipe after star tunnel looked very safe played

  • hmm, what is ender

Top Comments

  • needs moar Kenza back at #1 :P

  • Get a bit better at that sexy hill thing.

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All Comments (33)

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  • Nice run!

  • what time is lap 1?

  • I can, the strat

  • @yungnegro ender is the ending part. he means the very last zipper at lap 2/3

  • 1. For last turn, take it at angle pointing away from tun and then take turn as tight as possible. Faster MT.

    2. Don't hold the 1st MT after the 1st jump so long. Release MT, turn a little bit left when you release it, and then turn in the zippers.

    3. On lap 1 1st ramp, drift to left and point nose away from turn. Faster MT.

    4. On the last zipper, I notice you drift. Seems to me like this is to:

    a. Play it safe, or

    b. Turn better.

  • ender = last turn

    JG/retty seem to have a way to charge MT quicker or maybe its the angle they take, but nonetheless they are able to hit more to the right of the last zipper, and then they just cancel wheelie rather than drift. Maybe experiment with angles or drift earlier for the last MT/wheelie each lap.

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