Kannon's Klaim

Difficulty:
 * Safe: 0/10
 * Optimal: 5/10

Optimal
Notes
 * Team Throw Super Jump (This one saves 2.5s to 3s).
 * Off-Goal swapping

TEAM THROW SUPER JUMP TUTORIAL


 * While on the ground, team-up with Dixie.
 * Jump up so that Diddy is right next to the hook.




 * At the peak of Diddy's jump, throw Dixie.
 * The recoil from the throw will place Diddy on the hook.
 * If Diddy doesn't land on the hook, then you were too far right and the recoil was not able to place Diddy onto the hook.




 * Right when Dixie hits the Kannon and begins traveling back to Diddy, jump.




 * You want to immediately press and hold jump again before Dixie gets back to Diddy.
 * The timing on these jumps is tight; if you were too slow in jumping, then Diddy will just fall. If you were too fast in jumping, you will not maximize your height, and not spawn the barrel.




 * If you made it this high, then your jump is good on height. All that's required now is to make the warp barrel in one throw.
 * If your height is not enough, you can try throwing a second time after Dixie comes back from hitting enemies on the platform above.
 * If your height is really not enough, even the second throw will hit nothing.
 * The way the camera pans affects the loading of the warp barrel, but not too much is known about that.




 * Done!
 * As a recap, the inputs are:
 * A (team-up)
 * B (jump to the right of the hook)
 * Y (throw Dixie at the Kannon)
 * B (jump off the hook as Dixie hits the Kannon and begins tracking back)
 * B (jump when Dixie is coming back to you. This input is much faster than you would expect it to be, and you typically want to press and hold B to maximize height)