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Скачать или смотреть F-ZERO 99 - Back-Bump Tactics; Deceleration Strategies and more

  • Master A1
  • 2025-03-26
  • 465
F-ZERO 99 - Back-Bump Tactics; Deceleration Strategies and more
MasterA1onlineF-Zero 99F-ZeroFire StingraymPort Tiwn IPort Town999 Skyway999 km/honline lobbyNintendo SwitchJoy-ConRacingGamesShuffle Mini PrixBack-BumpsBumping
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Описание к видео F-ZERO 99 - Back-Bump Tactics; Deceleration Strategies and more

Timestamps

0:12-1:39 Pit-Area
1:40-2:23 Jump-Pad
2:24-2:43 Spark-Plates
2:44-4:04 Shortcut Zones
4:05-4:45 Various Scenes
4:46-5:09 Burnout Start
5:10-5:38 Mine Start
5:39-8:23 Various Scenes

Stay close to your enemy if you want to urge your opponent to back-bump you in Pit Areas, Shortcut Zones, near Jump-Pads, or in the starting Area (pre Lap 1). Keep an eye on the "nearby player"-icon at the bottom of the screen and the dots on the Mini-Map to line up your position with the position of your target.

In Pit-Areas, you can refill more energy, slow down the pilot behind you, and go from ~410 km/h back to 478 km/h with a single Back-Bump while spinning (if the other player is moving at Top-Speed).

Deceleration is a versatile tool that can be used in a variety of situations.
Save your Spin for situations where you want to enlarge you hitbox to gain Back-Bumps. Either to receive Speed, or disrupt your opponent's race by slowing them down, messing up their line, or causing fatal Crash-Outs in the air (which is common on Silence II).

By letting other racers Boost-Bump you from behind, you can "absorb" their Speed and drive over Spark-Plates at high speed without wasting energy for a Boost. Especially on mSO you easily end up getting back-bumped in the Spark-Plate area. During the Back-Bumping phase, pull the brake while taking a turn to the right and keep holding down the brake-button
until your are back at 478 km/h or below (you will feel that steering goes back to normal).

Stingrays cut through rails without losing too much speed. To get back to max Speed immediately, you can time your rail cuts with a well timed follow-up Back-Bump.

Burnout-Starts (accelerating before the 2nd dot behind "Ready" appears) only work out in your favor if you can make sure that your Ray's speed goes down to 60 km/h before recevining a Back-Bump. If you get a Back-Bump before 60 km/h, the deceleration process of the Burnout-Start gets extended and you end up being very slow for a long time.

A collision with a mine will speed you up if you drive at Speeds lower than ~380 km/h (about 380 km/h is the average Top Speed you can get from a mine). A follow-up Back-Bump from another player will additionally raise your Speed beyond the 380 km/h barrier a mine can provide.

Rays plow through masses of machines when being back-bumped by other players in the air, after absorbing Dash-Plate Speed, or being bumped on the track. Don't let too much time pass, but try to "connect " racing through other machines in quick succession to maintain the extra Speed. That way Rays can fight their way up to the front before Lap 1 starts, and beyond.

(In case you are getting boost-bumped in unfavorable situations, use the brake until you are back at a maximum of 478 km/h for better steering)

Music:
Symphonic Games Orchestra - Mega Man 2 & 3 Suite

#fzero #fzero99 #nintendo #nintendoswitch

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