
Fast Landing: If Dixie lands from a short height (e.g.Corner Snap: This game is very generous with its corners, and this is abused in water and flying levels to gain height in a variety of places.By pausing on a specific frame while the game fades out after death, it will be treated as a win instead. Bleak Skip: Easily the biggest time save and the primary reason for using J.The end result will be switching to the other kong much faster than normally possible. This can be skipped if you get hit on the same frame. Barrel Break Skip: Normally, breaking a DK barrel to get a kong takes 32 frames.2-1 Jumps: Not technically a new trick, but the official RTA name and now used in far more places.Due to the fact that most terrain is hollow (causing you to get stuck inside), this has limited use in Any%, but it can be used in a ton of places in 105%. By desyncing the kongs, you can move the camera such that she gets stuck in a wall, causing her to "zip" to the top of it. Zipping: While throwing Dixie, she can't leave the camera boundaries.By itself, this doesn't do much, but it allows. Kong Throw Desync: When throwing Dixie, hitting an enemy/barrel will cause Kiddy to start moving again.This can be taken advantage of in water and flying levels by releasing Y for a frame to snap to an intermediate speed a few frames faster than it would normally be reached.

Velocity Snapping: The kongs' horizonal speed will snap to their target speed when sufficiently close.

This can be further used to do a 2-1 jump in midair, but I didn't find any places to save time doing this. If you press B on a specific frame while doing that, you can jump in midair.
