I would actually recommend using the super boost a little later than the orange star. If you activate the skyway after doing the next turn, the Skyway in general should drop you AFTER the last sharp turn of the course, and it is easy from there to boost. The red star is still the better option if you are able to get your super boost around the start of lap 2. The Lap 2 Skyway can keep your frontrunning attempts alive if you are among the top of the pack. It should also be noted that a VERY skilled Stingray is tough to catch on this course. You may want to conserve your energy and aim for second if first appears to be out of reach.
This guide was really helpful. Can't wait for the Death Wind I map guide. It might be one of, if not, the easiest course in the game, but that also plays into its greatest challenge in GP. I've found that it is much harder to make it to the 5th race in the Knight League than the Queen League. White Land I is understandably difficult for those unfamiliar with it, but Death Wind I's layout is so basic anyone can place high. You either have to race *perfectly* or accumulate enough KOs to have a fighting change to make the top 20. Anything less results in ranking out or crashing out in a futile attempt to avoid ranking out
eyup. I am struggling to envision my Death Wind 1 guide being longer than 5 minutes tbh but we'll see lol. Glad You liked the guide and that it was helpful :)
@@TaylorDaleWrightDeath Wind II’s additional turns make it fairly tough. It’s also going to be fun seeing how you should strategise on it when the King League will be out, considering that it’s the 2nd track of the cup.
Death Wind’s simplicity is what makes it so hard because of how damaging mistakes are (not to mention the very short power strip). It’s easy to miss the boost pads too if everyone crowds them.
The issue I tend to run into on the first turn is that a half dozen geese will end up boosting into me slamming me into the wall, knocking a quarter off my power.
I agree with TH-cam User Leedlebob 2667. I always use my spins for turns, where I'm able to maintain my most optimal line without being knocked to hell and back
Sand Ocean was one of my least favorite courses when i was first starting out, but as i got more skilled it quickly became one of my favorites. You feel really rewarded for your skill here, and it makes your growth as a player really noticeable on this course in particular.
Do you have any tips about winning GPs? It feels like 7/10 times, even when Im consistently placing in the top 10, theres often times just some prodigy player with a 3 second lead over everyone that sweeps every race and its incredibly frustrating
Yeah, sometimes that god player shows up and it becomes a real struggle. I was making a GP guide video but scrapped it when I realized I really only followed 2 of the 6 or 7 tips myself LOL. 1) Stack as many KO's early for more energy on later tracks and 2) Target your rivals relentlessly trying to KO them would be my best general advice.
Another great guide @TedbearFZ, thanks for putting this together. One request for future guides, can you try to capture video with the mini-map view instead of the zoomed-in view. That helps provide more context for where you are on a map.
As someone who almost always places podium for Death Wind I, I doubt I’ll need a guide for it. But I’d love to see one for Death Wind II cause I suck at getting the boosters. Outside of that, I’m excited for the White Land & Red Canyon vids to know how to get better at those jump shortcuts. Looking forward to them!
Wasn't sure if I should be watching these guides, then I noticed you have a Dangolgranpa character for your profile picture and realized I'm probably in good hands. Thanks for the tips!
Try this out th-cam.com/video/J6eEZ98Meqc/w-d-xo.htmlsi=DF1Q_GvKK4FtzGyt If you're still struggling for a pure drift, let go of the accelerator, turn, and press the corresponding drift button for the turn
I would actually recommend using the super boost a little later than the orange star. If you activate the skyway after doing the next turn, the Skyway in general should drop you AFTER the last sharp turn of the course, and it is easy from there to boost. The red star is still the better option if you are able to get your super boost around the start of lap 2. The Lap 2 Skyway can keep your frontrunning attempts alive if you are among the top of the pack. It should also be noted that a VERY skilled Stingray is tough to catch on this course. You may want to conserve your energy and aim for second if first appears to be out of reach.
This is good advice as well. Pinned.
This guide was really helpful. Can't wait for the Death Wind I map guide. It might be one of, if not, the easiest course in the game, but that also plays into its greatest challenge in GP.
I've found that it is much harder to make it to the 5th race in the Knight League than the Queen League. White Land I is understandably difficult for those unfamiliar with it, but Death Wind I's layout is so basic anyone can place high. You either have to race *perfectly* or accumulate enough KOs to have a fighting change to make the top 20. Anything less results in ranking out or crashing out in a futile attempt to avoid ranking out
eyup. I am struggling to envision my Death Wind 1 guide being longer than 5 minutes tbh but we'll see lol. Glad You liked the guide and that it was helpful :)
@@TedbearFZ That said, the track additions for Death Wind 2 have been brutal for me. Maybe you could wrap the two guides into one video.
@@TaylorDaleWrightDeath Wind II’s additional turns make it fairly tough. It’s also going to be fun seeing how you should strategise on it when the King League will be out, considering that it’s the 2nd track of the cup.
Death Wind’s simplicity is what makes it so hard because of how damaging mistakes are (not to mention the very short power strip). It’s easy to miss the boost pads too if everyone crowds them.
@@emblemblade9245use your spins right before the boost to make sure you’re in position to run over the arrow
Started playing this last week
The issue I tend to run into on the first turn is that a half dozen geese will end up boosting into me slamming me into the wall, knocking a quarter off my power.
Just means you have to save your spin for the turn. As long as you time your spin well you shouldn't be launched into the stratosphere.
I agree with TH-cam User Leedlebob 2667. I always use my spins for turns, where I'm able to maintain my most optimal line without being knocked to hell and back
Also who the hell are you racing
That's a horrible place for goose to boost imo when they can get a butt bump instead
wait there is a brake
The Y button
Sand Ocean was one of my least favorite courses when i was first starting out, but as i got more skilled it quickly became one of my favorites. You feel really rewarded for your skill here, and it makes your growth as a player really noticeable on this course in particular.
Instructions unclear, I been stranded in the desert for 3 days.
Follow up comment: the death winds guide gonna be wild...or really short. Who knows.
Do you have any tips about winning GPs? It feels like 7/10 times, even when Im consistently placing in the top 10, theres often times just some prodigy player with a 3 second lead over everyone that sweeps every race and its incredibly frustrating
Yeah, sometimes that god player shows up and it becomes a real struggle. I was making a GP guide video but scrapped it when I realized I really only followed 2 of the 6 or 7 tips myself LOL.
1) Stack as many KO's early for more energy on later tracks and 2) Target your rivals relentlessly trying to KO them would be my best general advice.
Another great guide @TedbearFZ, thanks for putting this together. One request for future guides, can you try to capture video with the mini-map view instead of the zoomed-in view. That helps provide more context for where you are on a map.
Good idea, ill implement that in my future guides!
the consistent f-zero 99 content is CLUUUUTCH 👌🏻
Yessir. Next track guide out soon and the start of the Machine guides shortly after :)
Hey, quick question. When you say to hammer the acceleration for the turns, do you mean as fast as you can? Or something slower/rhythmic?
I just mash it tbh lol. Hit it once or twice depending on how sharp you want to be.
Good luck on your road to 1000 Subscribers
As someone who almost always places podium for Death Wind I, I doubt I’ll need a guide for it. But I’d love to see one for Death Wind II cause I suck at getting the boosters. Outside of that, I’m excited for the White Land & Red Canyon vids to know how to get better at those jump shortcuts. Looking forward to them!
very useful, I'm going to watch your others tracks guide ! :D
thx! Sand Ocean is my personal favorite so far! These tips are gonna be extremely helpful.
Please do White Land 1!!!
Track guides are in order, so in approximatelt 6 or 7 videos. Just for you ill speed up the video making though :p
Wasn't sure if I should be watching these guides, then I noticed you have a Dangolgranpa character for your profile picture and realized I'm probably in good hands. Thanks for the tips!
Can you do a tutorial on how to drift? I can’t seem to get a hang on it!!
Try this out th-cam.com/video/J6eEZ98Meqc/w-d-xo.htmlsi=DF1Q_GvKK4FtzGyt
If you're still struggling for a pure drift, let go of the accelerator, turn, and press the corresponding drift button for the turn
I’m really digging these jazz covers of the course themes.
Awesome guide like always! Can't wait for Death Wind and Port Town!
SAATA ANDAGI
Bring out the lobsters 🦞
Looking forward to the Wild Goose guide someday 🫡
Soon, hopefully.
@@TedbearFZ YESSSS