1davidj | Checker Knights Rocket Star Water Section with Input Display ("Boostless") @1davidj | Uploaded May 2016 | Updated October 2024, 1 minute ago.
Boost 1: Just before the yellow rail covering, release immediately.
Boost 2: As soon as boost 1 finishes, release immediately: should release just near the end of the rail or right as you hit the ground. You can charge up a level 2 or 3 plasma shot here.
Boost 3: As early as possible to make it around the corner and get on red rail 2, a good visual cue is around the uneven ground between red rail 1 and blue rail 1, release as soon as you're pointed at red rail 2.
Boost 4: Start at the highest elevation point of red rail 2, about when pressing A might kill the plasma (not super important whether he dies or not). You can spin up a level 3 or 4 plasma bolt after you start charging this.
From there, towards the end of the spinning pipe you wanna ride up the left wall so gravity then forces the vehicle to the right about when you get out of the spinning pipe and into the half pipe, so you can turn hard enough to make it around the corner.
If you're moving fast enough you can start charging before you get to the ground booster, but if not you can just wait till after you hit it to start boosting. You don't need to turn left and right while boosting there, it's preference I think and I'm not sure which is faster.
Boost 1: Just before the yellow rail covering, release immediately.
Boost 2: As soon as boost 1 finishes, release immediately: should release just near the end of the rail or right as you hit the ground. You can charge up a level 2 or 3 plasma shot here.
Boost 3: As early as possible to make it around the corner and get on red rail 2, a good visual cue is around the uneven ground between red rail 1 and blue rail 1, release as soon as you're pointed at red rail 2.
Boost 4: Start at the highest elevation point of red rail 2, about when pressing A might kill the plasma (not super important whether he dies or not). You can spin up a level 3 or 4 plasma bolt after you start charging this.
From there, towards the end of the spinning pipe you wanna ride up the left wall so gravity then forces the vehicle to the right about when you get out of the spinning pipe and into the half pipe, so you can turn hard enough to make it around the corner.
If you're moving fast enough you can start charging before you get to the ground booster, but if not you can just wait till after you hit it to start boosting. You don't need to turn left and right while boosting there, it's preference I think and I'm not sure which is faster.