2ND PART:
- 2. release up, and then hold Z + left to stop gaining speed
this is really only applicable sometimes, as when it's used properly, you can get your back tire to be higher than the jump, which can save you in some cases
here's an example on a ghost I made
View attachment 46786
thought I'd point this tip out, since it can help in some cases if you need to gain that extra bit of height for only your back wheel, and it can help in climbs and offroads when you need to stick your wheel to the road, but still want to go fast and not get a bad bounce
3.
View attachment 46787
just a small thing to point out, I screenshotted a part where you could have gained more speed, but it's better to apply this tip to the entire time you are playing an offroad section in this track (and really any offroad)
the thing I immediately saw was how your back wheel wasn't close to the ground, since you didn't press left at any point
one thing that really helps on getting fast times on tracks that are a bit bumpy (and you might know this already) is trying to keep you back wheel on the ground at all times. You can change your leaning direction to accomplish this, as long as it's generally smoot roughness (sounds confusing, but imagine a climb, you couldn't just hold up and lean back and forth if it's too steep, you need to use other tech to try and stay on the road)
here is an example of a simple way to do this:
View attachment 46788
View attachment 46789
this can keep your wheel on the ground and help you to get a faster time. It's can be pretty annoying to get sometimes especially if you don't have much experience in doing it, but with time it gets easier to know how much to lean, and when not to lean
4.
another thing I noticed was this area of the map:
View attachment 46790
you went from UP + LEFT to UP + RIGHT before this screenshot, which gave you a bounce before the gap, which led to the air you got, and the landing:
View attachment 46791
one thing that can be inconsistent on jumps is going for movements that are against the flow of the track, that's what makes jump tracks a bit annoying to play sometimes
one tip is just to think if it would work better for you to go against the flow (aka how the track was just meant to be played with minimal key presses, sometimes just holding up can be a good way to test what the default speed is and how you need to alter that to get a better time) or if it would be better to go with the flow for a better landing and speed preservation in the long run
5.
View attachment 46792
I noticed this jump probably wasn't done in the best way, which led to a less desirable landing. Admittedly the landing isn't absolutely terrible, but the jump could be done in a slightly better way, and I think this is a good point to outline a good way to keep speed on small jump obstacles as well
here is the landing:
View attachment 46797
the landing was done at a less desirable angle. The reason for this is because, usually on small jumps, you want to land on your back wheel first before your front so that you not only keep good speed, but also so that you don't risk any sort of bounce that might bring your back wheel off the ground even for the smallest bit. Not going back wheel first also might risk landing face first on the ground if you're leaning too far to the right.
here's an example of what I mean when I say back wheel first:
View attachment 46796
This would be an example of a better speed preservation landing. I need to point out 2 things.
- 1: This is not the most perfect landing ever, it's just a demonstration
- 2: SUPER IMPORTANT; when you are going for landings like this, you NEED to be careful how you execute them. There are two ways right now that I can think of a bad fail happening, and here they are:
1: Leaning too far back
View attachment 46793
This is extremely bad, because depending on how far you are leaning back, this can kill a run completely.
2: Holding UP when you think you have the right angle, but you really should be also holding LEFT as well
View attachment 46794
In the screenshot, it didn't show, but I am HOLDING UP ONLY.
The angle might be alright, but here's exactly what happens when I only hold up:
View attachment 46795
As you might have guessed, you bounce off the line and your back wheel comes up. This loses speed, and can even be worse sometimes than not even going for this.
The general tip is to be careful in how you go about this. It's easy to mess up if you don't know what you're doing.
6.
View attachment 46798
Needed to point this out, you bounced before you jump, so you ended up getting a bad landing, this:
View attachment 46802
One thing I could suggest it to not try and bounce before that jump, since it did result in a really sketch landing to try and save
here's an example of one thing you could try doing. It doesn't show in the screenshot, but I help brake near the edge of the platform in order to slow down. It might not be right to suggest to you to try and fullspeed something like that, because of how the landing would land right on a ramp, depending on your speed. I won't suggest fullspeed right now, instead for the level it's at, I'll suggest this tip, since this would be better.
example of a better way to set yourself up for a better landing:
View attachment 46803
Also another section to point out here, involving slowing down a bit to get a better landing:
View attachment 46799
A small mistake here but it resulted in not the best landing either, not as early getting back on the ground as you might have liked. This was due to you pressing brake a little too late, so it didn't do much, if anything at all. It resulted in this:
View attachment 46800
This was a bit unfortunate since you got launched pretty high due to your speed, which lost some time
here's an example of a better way to do this, along with a general tip after:
View attachment 46801
This I believe would work better. Pressing Z might be easier or harder for you, I would also suggest trying out brake, but because brake is so responsive, you might ffind an easier time pressing Z, since it slows you down over some time rather than that instant response.
Trying to get lower height on these parts is very important, because it not only gets you on the ground earlier and faster, but it also gives you more speed since you're landing more on the ramp than straight on the flat ground
7.
View attachment 46804
sketchiest part of the ghost by far. You flipped through the part, but the landing wasn't very good, which lost some time. Here's your landing, it was a bit of a rough one:
View attachment 46805
I can suggest some things. Looking ahead and being a bit careful with your position (how much you're leaning back and forward compared to what's coming up) would be the biggest bit of advice here. The curves on the walls offer a much better transition than the hard landing at the bottom. Here's what might have been better to do instead:
View attachment 46806
View attachment 46807
This would work better since you keep your speed at the end, since you never bounce and have the chance of losing a bunch of time. Also, it's much easier, because depending on the height of this part, the skill gap from being able to save it to losing some time grows and grows. I think for this track, it might be best to take the curves in order to keep better speed, and even for consistency sake, it allows you to do more attempts without the need to do the perfect lucky bounce every single time for 1 try and the landing.
last small point for this section here, just thought I'd mention again the benefit of keeping speed by keeping your back wheel to the ground as much as you can:
View attachment 46814
here would be a quick example of a way to improve it:
View attachment 46815
8.
View attachment 46808
noticed a big issue here, and I think you pointed this out as well, the time loss here might have been the biggest in the entire ghost, since you got slowed down a lot
One tip again is to be careful, and try and see if it's faster to go a different route (if it's safe and is not going to be incredibly inconsistent) and see if that might work out better overall
View attachment 46809
Also the landing was a bit rough due to the having to switch from right to left, and then ended up giving you a weird back bounce
Trying to keep with a curve is very important for maintaining your speed overall, and it's especially important on a landing, since that's where you keep your speed from your jumps
here is an example of a better way to do this part:
1. The jump, try clearing the spike:
View attachment 46811
Important since it doesn't slow you down nearly as much as what happened in your ghost
2. The landing, try and keep a smooth landing for keeping your speed up as much as possible
View attachment 46810
Important since speed lost on a landing takes some time to get back, whereas keeping it gets you to be faster overall
9.
View attachment 46812
last points, I decided to include this, this is kinda track specific but it can be applied elsewhere. I noticed that you landed with your front wheel here, but it would be slightly better to not let your front wheel hit here, and instead let it go over the edge as such:
View attachment 46813
This is so you can set up better for keeping your back wheel on the ground and keeping speed
Not as major, but still wanted to point out
Ending it off, I think this is a pretty cool ghost, just with some flaws that could be taken out and be made even better
I do think it is a good job so far though
and also, don't feel discredited by how many things I pointed out. Take it more as some constructive criticism, offering you some helpful tips for the future
last thing, best of luck to you if you wish to pursue a better time on this track in the future!

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