SPEED RUN NOTES
Xcw speed-run notes
Win condition
A round clears when you keep the ball alive and drop it through as many rims as the challenge asks. The dunk is a timing problem, meeting the ball at the right height, not a power problem, so a missed dunk is a missed peak, not a weak press.
Fastest line
Watch the ball's downward path and press just before it falls out of reach, using the bounce to steer toward the rim. The fastest line is pressing early while the ball still has height; last-second presses near the floor leave no room to correct toward the next rim.
Input language
One press or click creates one bounce; there is no drag or directional swipe. Leave a visible gap between presses so you can judge the new arc, then press again at the top of the bounce to launch the dunk.
Opening play
Before your first press, let one full bounce complete and call out its peak. Waiting out that first arc separates height from horizontal drift, so your first real input steers the ball instead of guessing where it is heading.
Score signals
You are timing it right when each press launches the ball from the peak toward the rim in a clean arc. Rapid presses that stack corrections, or the ball sliding past the rim low, are the warning signs, and they mean you pressed late or too often.
Recovery
If the ball starts slipping, stop pressing and watch one full bounce without input to separate height from drift. Rebuild from the peak: press once at the top, confirm the new arc, and only add the dunk back after the bounce control is steady.
Player questions: Bouncy Dunks
How do I control Bouncy Dunks?
One press or click creates one bounce. Leave a gap between presses to judge the new arc, then press again at the top of the bounce to launch the dunk toward the rim.
Why do rapid presses make the ball harder to control?
Each press changes the next arc, so stacking presses before the previous bounce finishes hides where the ball is heading. Let one full bounce complete, then press once at its peak.




