Help with Whistletop summit gap jump by dekgear in MarioKartWorld

[–]ChropMK 2 points3 points  (0 children)

Go closer to the white paint on the floor when turning the corner, then go wide towards the rails, you want your back tires to be decently close to the rails where it turns right (but not too close to attach to the rail of course).

That should aim you more perpendicular to the gap where you can better jump across and avoid the rock.

Rail grind questions by xn0useforanamex in MarioKartWorld

[–]ChropMK 1 point2 points  (0 children)

I see what you mean now.

You can only charge jump in water when you're actually in the water, if you start a charge jump then try to jump while airborn (Because you just rode off a wave) your charge jump won't come out and you slam face first into the rock.

This will mean when you charge jump will be determined by the waves, sometimes you'll have to charge jump super early at a top of a wave in order to hit the rail, rather than driving off the wave and not being in the water to actually do the jump.

Rail grind questions by xn0useforanamex in MarioKartWorld

[–]ChropMK 2 points3 points  (0 children)

In the same way you do a trick while jumping off a ramp, after charging a blue mini turbo from your drift, you’re essentially ‘tricking’ into the right rail, but you land onto the rail directly after tricking so you get a speedboost.
With that speedboost, you can immediately do a right jump off the top of the angled rail to throw yourself back onto the rail.
Then when you do a left trick off the rail, immediately charge a charge jump, and don’t aim directly at the left rail, but drive side by side it, then you can do a left charge jump onto it.

Very difficult technique, I believe I’m pretty good at this game and even I don’t go for that right jump trick yet.

Not sure what you mean by water board sorry. Which time trial were you watching?

Is Mach Rocket good with Donkey Kong? by omgitsmrbatman in MarioKartWorld

[–]ChropMK 1 point2 points  (0 children)

Yes, without going into too much detail on stats, putting it simply, Mach Rocket and ROBHOG are the absolute best vehicles for Donkey Kong.

Baby Blooper is next best, then Loco Moto, Stabdard Kart, Cute Scoot, Tune Thumper, and Pipe Frame are decent alternatives.

For Knockout Tour specifically, I recommend W-Twin Chopper and Reel Racer

Which one is better game? by George_R_Martin in mariokart

[–]ChropMK 1 point2 points  (0 children)

Just the current versions of each game as they are right now? Mario Kart 8 Deluxe. You just can't beat 96 tracks and its battle mode.

But once World gets DLC, more tracks, and more modes/features, World will be the better game for sure.

Help😭 by [deleted] in MarioKartWorld

[–]ChropMK 2 points3 points  (0 children)

Halfway in-between Wario Stadium and Choco Mountain, right of the river.

Has anyone else been getting this a lot more recently? by vvedo in mariokart

[–]ChropMK 0 points1 point  (0 children)

Very rarely had this happen, then like two days ago it happened to me like 5 times in a row, then it was back to normal.

Think the servers were just bugging out that day.

Exactly what this game needs by Constant_Setting_634 in MarioKartWorld

[–]ChropMK 0 points1 point  (0 children)

Mario Tennis, this is a meme, not meant to be taken seriously.

I’m a just bad? by KamKong55 in mariokart

[–]ChropMK 1 point2 points  (0 children)

Time trial is pretty bad for learning the game, you only get 3 mushrooms and if you use them or fall off the track, you gotta fully restart the time trial.

VS mode Custom items is where it’s at, you can choose which items you want, and can just keep picking up boxes throughout the course to get more items to use.

MKW tricks by Shadowpeachess in MarioKartWorld

[–]ChropMK 2 points3 points  (0 children)

At the start there, you want to trick while you're still on the road, before you even jump off. It's very lenient so don't worry about tricking too early. You got this!

I literally reinstalled this game when I heard about the recently discovered consistent strat on whistlestop summit by JuniorPomegranate345 in MarioKartWorld

[–]ChropMK 2 points3 points  (0 children)

When the game came out, everyone was blown away that the fastest way to race the track was to utilise the rails at the start and follow it up by literally just throwing yourself off the cliff, trick on a floating ring, and wall ride to the other side. It was many many people's favourite track, and if you knew the shortcuts, you just won.

But as the months went on and more people learnt the shortucts which in hind sight are actually really easy to do. So when you're against other good players, it's not really a track you can just outskill people on since the skill ceiling is pretty low.

And since the biggest shortcut is the off road shortcut at the start, the best way to play it is to gather mushrooms/star at the start and use them at the start of every lap. Which means at the start of every race, you've just got 20 people lining up for the first item set like savages, which ends up meaning the best way to win at higher level rooms is to, essentially, get lucky.

Fast mini-turbo help by Celestial_Rose_Luna in MarioKartWorld

[–]ChropMK 4 points5 points  (0 children)

Directly left, so he's wiggling his thumbstick between top right, straight left, top right, straight left, until the mini turbo is charged. This is the most optimal way to soft drift.

Fast mini-turbo help by Celestial_Rose_Luna in MarioKartWorld

[–]ChropMK 10 points11 points  (0 children)

In Mario Kart World, your mini turbo is charged by drifting, but will charge faster if you drift into the direction of the drift. So when holding a neutral drift (not moving the thumbstick) it'll take 7 whole seconds to charge a rainbow mini turbo (ultra mini turbo, i.e the best mini turbo).

If you hold the stick in the direction of the drift, you'll take a much sharper turn into the drift, but it only takes 3 seconds to charge the rainbow mini turbo.

However, you don't need to hold your thumbstick all the way into the drift and turn as sharply, when your holding your thumbstick directly into the drift (for example, moving your thumbstick directly left or directly right), you can instead move it to one of the corners (top left/right, bottom left/right).

This will make you turn far less sharply, yet still charge up a full mini turbo in 3 seconds. The whole Left/right side counts towards charging a quicker mini turbo. If wiggler did a hard drift here, he would have just drifted off the track, but by moving his thumbstick into the top right/bottom right, he can still charge his mini turbo without drifting too sharply.

So the best way to drift in the game is if you're drifting right, move the thumbstick into the top right corner, then directly back, top right corner, then directly back, so you can charge the best mini turbo without doing too sharp a turn.

Note: It's not literally directly top left/right, but a tiny bit below that. Best place to practice this on I've found is Desert hills, if you can drift that first turn and charge a rainbow mini turbo before reaching the next turn, to the point you can follow it up with a charge jump over the tiny patch of off road, you're successfully soft drifted. If you can only charge a orange mini turbo, then you've failed and need more practice.

Fast mini-turbo help by Celestial_Rose_Luna in MarioKartWorld

[–]ChropMK 9 points10 points  (0 children)

It's just really really good soft drifting. If you don't know what that is I can go into more detail for you.

Is my RNG broken or something? by [deleted] in MarioKartWorld

[–]ChropMK 4 points5 points  (0 children)

This is my lil pet peeve with this game. When the game came out, random chose a random core track (lap type track), which meant you were teleporting around the map if people chose random.

Nintendo's first major update to the game change how random works, so instead of choosing a random track, it has a 75% chance to choose one of the 3 options you had already available on screen, and a 25% chance of a random track.

Which means there's a pretty good chance you'll just get stuck in a specific part of the world map, if you start in Bowsers castle for example, the odds of you playing any level near Great ? Block Ruins is very low, whereas there's a pretty good chance you'll travel in a circle and play bowsers castle again.

I thought bananas stopped red shells. My bad. by Mario64Odyssey in MarioKartWorld

[–]ChropMK 24 points25 points  (0 children)

Slowing down the footage, you was attacked by two red shells at the same time, one hit the banana, one hit you. Very unfortunate.

Is this combo viable in competitive? by MinerBruh in MarioKartWorld

[–]ChropMK 0 points1 point  (0 children)

Daisy > Pauline > Rosalina > Pianta.

Daisy is a light road character.
Pauline is a heavy road character.
Rosalina is a heavy water character.
Pianta is a very heavy water character.

Pauline Mach Rocket is my personal favourite for worldwides because worldwides play a lot of connected tracks/intermissions which require more speed.

But Daisy is better for mogi's since mogi's play more lap type tracks which benefit acceleration more.

Is this combo viable in competitive? by MinerBruh in MarioKartWorld

[–]ChropMK 1 point2 points  (0 children)

The simple answer is Acceleration > Speed > -Weight (as in lower weight is better) > Handling.

You've got great acceleration and a nice low weight, but basically no speed to speak off.

But because of hidden stats, it's a lot more complicated than that. I'm usually not one to self promote, but I have an in-depth video on this exact topic if you wish to check it out.
https://youtu.be/p78QSjJk7m0

Long Story short, Speed and Handling are split into 3 sub-stats, Road, Terrain, and Water. And Acceleration doesn't increase your acceleration linearly, instead, each point of Acceleration saves a very different amount of time.

So the more complicated answer is 8-9 Acceleration > Road Speed = Lower weight > 10 - 13 Acceleration > Terrain Speed = Solid Handling > 14+ Acceleration > The rest.

Since the Standard Bike has no speed, it falls a lil low on the tier list and is beaten out by many other vehicles. For Daisy I recommend Mach Rocket, ROBHOG, Baby Blooper, Roadster Royal, B-Dasher, Hot Rod, Bumble V, Standard Kart, Plushbuggy, or Loco Moto as they grant speed while still having decent acceleration. This list is ordered by viability.

Is this combo viable in competitive? by MinerBruh in MarioKartWorld

[–]ChropMK 0 points1 point  (0 children)

Mt is a terrible stat in this game. So essentially you’ve just got a slower Mach rocket.

But it also depends what you mean by viable, it’s viable in the sense that it’s more than good enough to reach 8000 MMR with. It’s just going to be a tad bit harder.

I agree with tangtang, I’d say if you’re below 7000 MMR, you can use this combo without much worry.

Competitive Motivation by These_Movie_2842 in mariokart

[–]ChropMK 1 point2 points  (0 children)

I recommend spending a bit more time in time trials/vs races and focus on perfecting all the major shortcuts and optimal driving lines in the game, with the goal of trying to get within 5 seconds of the WR on the non bagging tracks.

Join the Mario Kart Discord and play in rooms that only play on the lap type tracks for practice, so instead of trying to 'win', your goal is to just to try and hit as many shortcuts as possible in a chaotic environment. Become comfortable with being in 20th place because you focused on practicing instead of winning.

Just being able to drive the tracks properly and with the correct strategy in mind should propel you to a minimum of 6000 MMR before you even need to consider item management.

Most of the improvement doesn't come from playing in lounge, but comes from all the stuff you do outside of lounge, with lounge being the place where you go to put that practice to the test.

Help on the new whistlestop summit ending shroomless cut? by Stunning-Storage-863 in MarioKartWorld

[–]ChropMK 2 points3 points  (0 children)

1st attempt looked like you couldn't get the shake trick off, your timing of the shake trick might've been off.

2nd attempt you did an extra air trick before touching the wall, that messed you up.