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Hello, everybody, I'm neko, also known as nekotanlol or effrumman.
Today, I'm going to continue the storage portion of these tutorials with super swimming; something
you can do with storage. I did move the camera, because there were
complaints about the small amount of screen on the left and bottom of it, so there shouldn't
be any complaints about it this time. So, here on Windfall, there's actually this rock
that you can get two kinds of storage off of. The kind where you fall off automatically,
which is this little corner up here. Probably the worst way to do it with this rock is using
the corner because it's so damn hard to climb up it...
If I can climb up it... like that, you'll fall off by yourself.
But the easiest way is to climb up down here and have that wall behind it push you off
when you wind waker dive.
If I do the sword slash, it means I got overconfident, like, "Oh, I know I got storage, so I'm just
gonna press B."
This is my least favorite storage spot.
Now that I have storage, you'll know that if you take out the Windwaker again, it locks
your camera. You can basically run in all directions, when
you have the L button held, but, if you try to run around, you're gonna have a bad time.
So there are a few things you need to know about camera lock and how it works.
Basically, the place you're standing when you start camera lock is how all of your inputs
are calculated, so...
If I'm standing, right here, on this corner, and I start camera lock, all of my controls
are going to be based on where I was looking and where I was standing when I started camera
lock. So, if I hold to the right, I should go to
the left of the screen. If I hold left I should go to the (right) of the screen.
Now, the problem that you run into here is that when you're on the center point, your
inputs will be constantly reversing because when you pass the center line, it's now the
other direction when you hold left... so... you kinda get this jolty action going on here...
And so, if you wanna, like, sidehop, you'll probably go the wrong way when you start out.
You'll notice I kinda am holding left but I sidehop to the right when I'm past the center
line; and now I'm going in all these weird directions. So, you have to remember the direction
you were facing and where you were standing when you started the camera lock, because
if you don't, you're gonna be having a lot of trouble moving around.
so, that's camera lock movement. That's the first little step in storage and superswimming.
So, once you get camera lock, you can just go ahead and jump in the water. You start
camera lock, remember where you were facing (to my left was the ocean) so I do a left
sidehop, and I'm in the ocean.
Now, here's where a lot of people go wrong. They just hold straight up thinking that you'll
be super swimming. Technically, yes, you're superswimming, but there's oscillation. If
you look at the map right now, here I'll just move this for the sake of this tutorial. If
you look at the map, I'm spinning in circles. I'm not, like, I'm not charging this vertically,
I'm just swimming randomly in all directions. If I can find a little ledge to climb up,
there we go. That's the wrong way to charge a super swim.
Let's get storage again, jump in the water, and I'll show you the correct way to charge
a super swim.
Okay, so, some people like to use the direction that Link is looking, and use that as a reference;
I personally don't like that method. Um... so, you kinda have to think of where... and
this is really hard to conceptualize in the middle of a speed run, but where you were
standing when you started the storage and the direction you were facing when you entered
the water are the factors that will decide which direction you have to hold the control
stick to charge your super swim. So because I was holding... I was at a front-right angle
to that way, to charge my super swim I have to hold the joystick slightly that way on
the opposite side and that's how I'm gonna charge my swim. But, you wanna start holding
up and then slowly turn the stick to the left until you stabilize. And then, if you start
the swim while facing in the other direction, you hold the stick and... hold straight up
and then slowly tilt it to the right to stabilize. So I'm going to be slooowly tilting it to
the left to stabilize, and you'll see on the map I'm now going just... horizontally left
and right instead of spinning in circles -- like that.
So, you wanna charge the swim, um... basically, as long as you want, and then when you let
it go you'll just go flying in One Direction. How long you charge the swim is definitely
a factor in how far you go with it. So, I'm actually quite advanced in superswimming tactics
because it was such an interesting glitch to me, I tried to learn everything I could
about it.
For this portion of the video is basically how to guarantee speed in a super swim. This
kills a lot of runs, cuz you need speed when you have a super swim. The only problem with
this method is you need an s-video monitor to be able to do this. There's something about
the refresh rate, or... whatever. The way the video works with s-video compared to composite
really matters for this tactic. So, if you jump in the water (because I'm recording this
in s-video, you'll be able to see what I'm talking about.) when I start the swim, my
screen is gonna be flickering every single frame, but occasionally it will jump, and
things will disappear for a second. When it jumps, it means I'm at a peak velocity, and
the peak velocity keeps on getting higher and higher and higher the longer I'm charging
my swim. So I'm just gonna charge and ignore the screen flickering until I'm about to drown.
Now that I'm about to drown, I wanna watch my s-video monitor, and when there's a large
cluster of screen jumps, compared to screen flickers, so, if the screen is flickering
every two frames instead of every one frame, that means I'm at a peak velocity and I want
to release my swim during that time. So, if I watch my s-video monitor... there, I'm jumping,
so now I wanna let it go. And now I'm gonna be going at a peak velocity. I'm gonna be
going very quickly. And this is really important for some superswims like the Greatfish superswim
or the superswim to Bird's Peak Rock because you need a very good speed, and you don't
always have air refills to guarantee you'll be charging your swim for a long time. So
I'll just do another superswim using the s-video monitor to watch the screen hops. I actually
got some bad luck in that and I didn't reach a peak velocity because I wasn't charging
very long, so I probably would have drowned on my way to the island even though I had
enough speed -- theoretically, if that was a super swim.
I'm starting these swims over here because you can accidentally get air refills off the
docks... and, for the sake of testing, we don't want air refills. I'm just gonna charge
up the swim... okay, so now, I want to watch -- there's the screen hops, so I wanna angle
myself as quickly as I can before I lose all of my velocity and let the swim go. You'll
see that even though I didn't have any air refills, I'm making it to Forsaken Fortress.
That's probably not something that you would think is possible, but if you superswim correctly,
you'll be able to do this every single time and it's so little, the luck you rely on with
this tactic compared to what speedrunners currently do, which is just... charge the
superswim for a long time, and then I guess... just guess how far along they are. This gets
rid of a lot of that guessing, which I think is extremely important. I don't know why I
went to Forsaken Fortress, I guess I felt like I needed to practice that swim.
Sploosh me! Oscillate me into
the island!