Test
Vanilla Dome 3 | ||||||||||
← Vanilla Dome 2 ~ Vanilla Dome 4 → | ||||||||||
Powerups | ||||||||||
Lunar Dragon | ||||||||||
Goal Times | ||||||||||
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Cape Categories
First Half
Rubbing up against the pipe makes mario grip the slope when he runs down it. This consistently gives p-speed by the end of the raft.
Vanilla Dome 3 - First Half
This strat is very tricky, and only saves about 2 seconds.
Second Half
In All Castles, red blocks will not be active, so it is possible to spinfly and hit the yoshi block from the side.
Vanilla Dome 3 - Second Half
Try to avoid touching the walls when flying around on yoshi as it is possible to wall clip and lose p-speed.
Saves about 2 seconds over the normal flight. It can be a little tricky to get enough height to get over the lava wall, but it should be fairly consistent if you fly from just before the blargg. If you take off too late you'll stay inside the alcove area and can still attempt the normal flight as a backup.
The inputs for this strat are quite complex, but can be made very consistent with practice. It is important to note that when bouncing off the blargg, you must be holding b, and not holding any direction on the d-pad. Right should be held as soon as possible after the bounce.
95 Exit, No Cape
Vanilla Dome 3 - No Cape, Get Yoshi
This strat shows off a different way of shell jumping up to the bonus game pipe. It also shows a faster Yoshi grab in the second half of the stage.
Lunar Dragon
Vanilla Dome 3 - Lunar Dragon, Get Yoshi