F5F Stay Refreshed Software PC Gaming Video Guide to Monster Energy Supercross 3 (450 seconds)

Video Guide to Monster Energy Supercross 3 (450 seconds)

Video Guide to Monster Energy Supercross 3 (450 seconds)

I
IPuckFenguins
Senior Member
380
03-18-2016, 05:26 PM
#1
Finally, the 450 class! Similar to my 250 class walkthroughs, this will be in Hard mode. It’s really satisfying to ride a bike with more power and speed. I also favor the deeper, less harsh engine sound. However, it has taken some getting used to, because with added power and speed you can easily overshoot the landing spots needed for the big jumps. The first two rounds were at Anaheim 1 and Glendale.

450 Anaheim 1
Surprisingly, heavy rain fell at this venue this time. Having just finished a 250 West championship in such conditions, I knew it was best not to lean forward on fast flats. I achieved a nearly perfect start, which helped me clear the field from the outside and take the holeshot. The 450 managed to clear the low jump triple into the tight right berm afterward. The double/triple combo that followed usually got me on top of the third jump of the triple, but I confirmed this under the slower conditions of the mud.

The subsequent right turn over the bridge jump, followed by a short straight and a loud whoop, then into a big air triple was manageable in terms of maintaining speed, although the first lap saw me land atop the 3rd jump of the triple as well. Given the circumstances, a 250 would have struggled much more. The 180 left berm and long rhythm section with subsequent double jumps were quite smooth. The main worry is not over-gassing on the 450.

The big air double gap jump across the starting chute after the left turn under the bridge jump was easy to build speed for without touching the berm, as was the big air double gap jump right after, which crosses another part of the starting chute. Still, I only managed the toughest rhythm section well over three laps. This is likely because I overshot the small jump double in order to link up two more doubles, the first of which had an on/off landing on a tabletop. It’s a real challenge with this bike!

The 180 right berm followed by a fast whoop, then a quick flat, leading into another 180 right berm and the finish line big air double was straightforward for the 450. I just needed to avoid leaning forward on the flat, as in the rain it slows things down, not speeds them up. Even though I struggled with the tougher rhythm section on half the laps, I ended up just under a 16.9 second lead over Eli Tomac at the final check.

450 Glendale
The stadium offers significantly more big jumps. I started behind the pack and had to weave past them and the apex pole. The 450 handled the task effortlessly, not only landing the small double jump for a triple/triple/triple combo but also didn’t require precise timing on the power lines.

After that, it was a series of left lean hops over small jumps, a left turn into a fast flat, followed by a 180 left berm, then another small double, another fast flat, and a right turn into a short rhythm section. This rhythm section had a double/double/triple pattern that could be executed on one or both tabletops. Interestingly, I found this section more difficult than the longer, tougher ones.

Post-triple, it was a small jump followed by a steep 180 right berm, then a long fast flat, a sweeping left with a low slanted berm, and finally another small jump. I decided to moderate my speed and stay off the lower small jump on that side to land a low double jump—this often set up well for the next triple/triple/triple combo.

The 180 left berm came next, leading into a high, steep 180 right berm, then a long fast flat, and a sweeping left with a low slanted berm. After this, I chose to slow down slightly, stay off the lower small jump on that side, and aim for a low double jump—most of the time this worked nicely for another triple/triple/triple combo.

Following that, you hit a 180 left berm, then a big air double off the finish line jump. I usually approached this with a scrappy, speed-scrubbing technique to avoid overshooting the second jump of the big air double. Ideally, it gave me a balance of momentum and safety, landing well downslope while staying clear of the next 90-degree left turn. This turn also featured four spaced-out medium jumps before it, making setup tricky. Having enough distance for line adjustments is often helpful here.

Another key point is preparing well for the subsequent left turn—there’s a big air triple right after, followed by another 90-degree left turn. There are three spaced med jumps afterward, then a short flat and back into the rhythm section. You really need to stay in control to set up for that. I used a similar approach for the triple/triple/triple combo, using the small jump double. The main difference was that after the first lap, you needed to slow down more due to the straighter line.

I managed both triple/triple/triple combos on the track most of the time, which likely contributed to my under 16.4 second lead over Blake Baggett at the final check—even though I didn’t perform as well on the shorter rhythm section.
I
IPuckFenguins
03-18-2016, 05:26 PM #1

Finally, the 450 class! Similar to my 250 class walkthroughs, this will be in Hard mode. It’s really satisfying to ride a bike with more power and speed. I also favor the deeper, less harsh engine sound. However, it has taken some getting used to, because with added power and speed you can easily overshoot the landing spots needed for the big jumps. The first two rounds were at Anaheim 1 and Glendale.

450 Anaheim 1
Surprisingly, heavy rain fell at this venue this time. Having just finished a 250 West championship in such conditions, I knew it was best not to lean forward on fast flats. I achieved a nearly perfect start, which helped me clear the field from the outside and take the holeshot. The 450 managed to clear the low jump triple into the tight right berm afterward. The double/triple combo that followed usually got me on top of the third jump of the triple, but I confirmed this under the slower conditions of the mud.

The subsequent right turn over the bridge jump, followed by a short straight and a loud whoop, then into a big air triple was manageable in terms of maintaining speed, although the first lap saw me land atop the 3rd jump of the triple as well. Given the circumstances, a 250 would have struggled much more. The 180 left berm and long rhythm section with subsequent double jumps were quite smooth. The main worry is not over-gassing on the 450.

The big air double gap jump across the starting chute after the left turn under the bridge jump was easy to build speed for without touching the berm, as was the big air double gap jump right after, which crosses another part of the starting chute. Still, I only managed the toughest rhythm section well over three laps. This is likely because I overshot the small jump double in order to link up two more doubles, the first of which had an on/off landing on a tabletop. It’s a real challenge with this bike!

The 180 right berm followed by a fast whoop, then a quick flat, leading into another 180 right berm and the finish line big air double was straightforward for the 450. I just needed to avoid leaning forward on the flat, as in the rain it slows things down, not speeds them up. Even though I struggled with the tougher rhythm section on half the laps, I ended up just under a 16.9 second lead over Eli Tomac at the final check.

450 Glendale
The stadium offers significantly more big jumps. I started behind the pack and had to weave past them and the apex pole. The 450 handled the task effortlessly, not only landing the small double jump for a triple/triple/triple combo but also didn’t require precise timing on the power lines.

After that, it was a series of left lean hops over small jumps, a left turn into a fast flat, followed by a 180 left berm, then another small double, another fast flat, and a right turn into a short rhythm section. This rhythm section had a double/double/triple pattern that could be executed on one or both tabletops. Interestingly, I found this section more difficult than the longer, tougher ones.

Post-triple, it was a small jump followed by a steep 180 right berm, then a long fast flat, a sweeping left with a low slanted berm, and finally another small jump. I decided to moderate my speed and stay off the lower small jump on that side to land a low double jump—this often set up well for the next triple/triple/triple combo.

The 180 left berm came next, leading into a high, steep 180 right berm, then a long fast flat, and a sweeping left with a low slanted berm. After this, I chose to slow down slightly, stay off the lower small jump on that side, and aim for a low double jump—most of the time this worked nicely for another triple/triple/triple combo.

Following that, you hit a 180 left berm, then a big air double off the finish line jump. I usually approached this with a scrappy, speed-scrubbing technique to avoid overshooting the second jump of the big air double. Ideally, it gave me a balance of momentum and safety, landing well downslope while staying clear of the next 90-degree left turn. This turn also featured four spaced-out medium jumps before it, making setup tricky. Having enough distance for line adjustments is often helpful here.

Another key point is preparing well for the subsequent left turn—there’s a big air triple right after, followed by another 90-degree left turn. There are three spaced med jumps afterward, then a short flat and back into the rhythm section. You really need to stay in control to set up for that. I used a similar approach for the triple/triple/triple combo, using the small jump double. The main difference was that after the first lap, you needed to slow down more due to the straighter line.

I managed both triple/triple/triple combos on the track most of the time, which likely contributed to my under 16.4 second lead over Blake Baggett at the final check—even though I didn’t perform as well on the shorter rhythm section.

L
LiGhT_HawKs
Junior Member
24
03-20-2016, 06:32 AM
#2
I have two additional rounds of the 450 career for you. This includes Anaheim 2, which is a triple crown, and Oakland. The 450 triple crown races are longer than the 250 ones, lasting 4 minutes compared to 3. I regret not capturing the first one of the Triple Crown beforehand. However, I included the others as well, along with the single race for Oakland. All actual race footage is also provided.
L
LiGhT_HawKs
03-20-2016, 06:32 AM #2

I have two additional rounds of the 450 career for you. This includes Anaheim 2, which is a triple crown, and Oakland. The 450 triple crown races are longer than the 250 ones, lasting 4 minutes compared to 3. I regret not capturing the first one of the Triple Crown beforehand. However, I included the others as well, along with the single race for Oakland. All actual race footage is also provided.

E
EggsyDiamond
Member
166
04-09-2016, 10:41 AM
#3
Sorry for the lag. I've been quite busy dealing with a heat wave in my area and gaming Days Gone. Once I finish my current run on Survival II, I'll return to playing and sharing more videos of Monster Energy Supercross 3, after uploading some GRID 2019 content. Thanks for your patience.
E
EggsyDiamond
04-09-2016, 10:41 AM #3

Sorry for the lag. I've been quite busy dealing with a heat wave in my area and gaming Days Gone. Once I finish my current run on Survival II, I'll return to playing and sharing more videos of Monster Energy Supercross 3, after uploading some GRID 2019 content. Thanks for your patience.

T
ThePeter50
Junior Member
13
04-09-2016, 03:11 PM
#4
Here are your two revised paragraphs with the same structure and length preserved:

OK, let's dive back into a few more rounds of the 450 career after a well-deserved summer break. This set features San Diego and Minneapolis.

San Diego
San Diego presents an odd layout, especially for rhythm parts, which can be tricky to nail down consistently. The whoop sections also vary in spacing and height. It begins with a smooth dash toward the holeshot, executed swiftly without any forward lean. Next comes a tight left turn and a nearly 90-degree curve on relatively flat ground, followed by a brief jump that you can land on or off a table while shifting your weight back. This immediately leads into a shallow right berm, which could allow for a triple jump onto another tabletop if timed well. When I lacked sufficient speed, I relied on a weight-back skim jump from the front lip, keeping it controlled to avoid excessive bounce.

This section moves over a small jump and then into a sharp right curve through another rhythm part. I typically use the initial small jump to launch off the face of the third jump with back weighting. This helps clear the next higher medium jump, allowing me to double over two smaller jumps before landing a slightly larger medium jump for the triple jump in the following rhythm section. After that, a modest medium jump concludes the segment, followed by a dogleg right into the next rhythm part. The final rhythm involves a small jump double, then a big jump to triple over two smaller jumps, ending with a steeply banked 180 berm right.

You then encounter two whoop sections linked by another high, steeply banked berm—another 180 left. These whoops often have inconsistent spacing and height, which can either help you soar or slow your progress if you rely on the usual weight-back approach. To adapt, I started with weighting forward until the first one appeared, then switched to weighting back, which usually helped me clear them more quickly. After that, I hit the big finish line jump into a big air double, followed by another high steeply banked berm, a near 180 right. This takes you over a medium jump onto a short, fast flat, and into a flat section via a tight right, then a sharp left bend back toward the holeshot. Here I leaned hard to the left and coasted where the bend tightened.

It’s slightly more challenging on this track to maintain consistency with the AI compared to others due to the irregular timing of landings in rhythm and whoop sections. Still, I secured an 8.4 second advantage at the final time check.

450 San Diego
Minneapolis
I felt significantly more comfortable on this track, as the rhythm and whoop sections are more predictable and easier to manage. The key is to adjust your speed before entering them so you can align your takeoff points for the big jumps—something that may require some getting used to when riding powerful 450 bikes.

The route begins with a gradual widening left bend on a flat holeshot, which can be won easily if timed correctly. The next step is to slow down and hit a small jump double, which propels you into consecutive medium jumps. Then you hit a 90-degree left turn with a decent berm, offering a good opportunity for a higher jump. You can launch off a small jump over two increasing-height sections before landing on two fast flat areas connected by a 180 left medium berm. This leads to a 90-degree right into another rhythm section. Here again, I adjust my speed to land the small double jump and get launched into a medium triple jump. A second small double follows, followed by a high steep 180 right berm.

The pace quickens with a fast whoop section, transitioning into a high steep near 180 left berm, then onto a long, fast flat, and finally a high steep near 180 right berm toward the finish. You land the big finish line jump into a big air double, immediately followed by a medium jump double, then another high steep 180 left berm, and a final long rhythm section with medium jumps throughout. The track ends with a near 90-degree left, leading into a big air triple over semi-large jumps. This is followed by another near 90-degree left, a medium jump, and back to the first rhythm section. On this track, I maintained an under-11.5 second lead during the final time check.
T
ThePeter50
04-09-2016, 03:11 PM #4

Here are your two revised paragraphs with the same structure and length preserved:

OK, let's dive back into a few more rounds of the 450 career after a well-deserved summer break. This set features San Diego and Minneapolis.

San Diego
San Diego presents an odd layout, especially for rhythm parts, which can be tricky to nail down consistently. The whoop sections also vary in spacing and height. It begins with a smooth dash toward the holeshot, executed swiftly without any forward lean. Next comes a tight left turn and a nearly 90-degree curve on relatively flat ground, followed by a brief jump that you can land on or off a table while shifting your weight back. This immediately leads into a shallow right berm, which could allow for a triple jump onto another tabletop if timed well. When I lacked sufficient speed, I relied on a weight-back skim jump from the front lip, keeping it controlled to avoid excessive bounce.

This section moves over a small jump and then into a sharp right curve through another rhythm part. I typically use the initial small jump to launch off the face of the third jump with back weighting. This helps clear the next higher medium jump, allowing me to double over two smaller jumps before landing a slightly larger medium jump for the triple jump in the following rhythm section. After that, a modest medium jump concludes the segment, followed by a dogleg right into the next rhythm part. The final rhythm involves a small jump double, then a big jump to triple over two smaller jumps, ending with a steeply banked 180 berm right.

You then encounter two whoop sections linked by another high, steeply banked berm—another 180 left. These whoops often have inconsistent spacing and height, which can either help you soar or slow your progress if you rely on the usual weight-back approach. To adapt, I started with weighting forward until the first one appeared, then switched to weighting back, which usually helped me clear them more quickly. After that, I hit the big finish line jump into a big air double, followed by another high steeply banked berm, a near 180 right. This takes you over a medium jump onto a short, fast flat, and into a flat section via a tight right, then a sharp left bend back toward the holeshot. Here I leaned hard to the left and coasted where the bend tightened.

It’s slightly more challenging on this track to maintain consistency with the AI compared to others due to the irregular timing of landings in rhythm and whoop sections. Still, I secured an 8.4 second advantage at the final time check.

450 San Diego
Minneapolis
I felt significantly more comfortable on this track, as the rhythm and whoop sections are more predictable and easier to manage. The key is to adjust your speed before entering them so you can align your takeoff points for the big jumps—something that may require some getting used to when riding powerful 450 bikes.

The route begins with a gradual widening left bend on a flat holeshot, which can be won easily if timed correctly. The next step is to slow down and hit a small jump double, which propels you into consecutive medium jumps. Then you hit a 90-degree left turn with a decent berm, offering a good opportunity for a higher jump. You can launch off a small jump over two increasing-height sections before landing on two fast flat areas connected by a 180 left medium berm. This leads to a 90-degree right into another rhythm section. Here again, I adjust my speed to land the small double jump and get launched into a medium triple jump. A second small double follows, followed by a high steep 180 right berm.

The pace quickens with a fast whoop section, transitioning into a high steep near 180 left berm, then onto a long, fast flat, and finally a high steep near 180 right berm toward the finish. You land the big finish line jump into a big air double, immediately followed by a medium jump double, then another high steep 180 left berm, and a final long rhythm section with medium jumps throughout. The track ends with a near 90-degree left, leading into a big air triple over semi-large jumps. This is followed by another near 90-degree left, a medium jump, and back to the first rhythm section. On this track, I maintained an under-11.5 second lead during the final time check.

T
ttkyle
Member
52
04-09-2016, 07:13 PM
#5
GAME CHANGING UPDATE!!!
I not only have two more rounds finished, I decided to make a MAJOR change. Since this game, and especially the 450 class, is quite surprisingly easier than ME Supercross 2, I am now giving the AI a head start. The amount of time I delay my start will be based on the difficulty of the track, and how well the AI ride it. There is only one track I can think of, Nashville, that I may allot no head start to, based on how well the 250 East class rode it (I settled for 4th).
These rounds include Arlington's AT&T Stadium, and a Triple Crown at Detroit's Ford Field.
Arlington
This track is not too hard to ride, nor do the AI ride it extremely well, so I gave them a 10 second head start here. A 10 second head start allows the field to completely pass the holeshot line, so I had to pick my way though the Tuff Blocks that spawn in once the start chute is clear. I simply arced a smooth outside line on the tight left bend, to set up for a little hop off a small jump to an on/off on a tabletop, which sets you up for a hop over another small jump, into a medium jump I tripled off of. Landing that triple on the outside edge of the track prepares you for lean left hops over a small, then medium jump while making a 90 degree left onto a short, fast flat straight. This takes you into a high, steep 180 berm left, over two small jumps, then onto another short, fast flat straight to set up for a rhythm section after a 90 degree right.
The right takes you over a small jump double and into a big air triple off a large jump, which then takes you over a small jump and immediately into a high, steep 180 right berm. You then take a large jump onto a long fast, flat straight, then to a 90 degree left over a medium jump. Here you can choose whether to swing wide and take another 90 degree left on the outside, or slow down for the inside, as the track splits into two lanes separated by Tuff Blocks. It's a tough call, and I found it depends whether you have AI near, and where they are. You can basically make repeated double jumps through this whole rhythm section, regardless of which lane you pick, but I found when AI were taking the outside lane, I could stay with them better by taking the inside lane and making a crucial on/off on the tabletop.
You then go into a wide 180 shallow berm left, and onto a long , fast whoop section. Then you have a high, steep 180 right berm, a double over two small jumps, and a big air double off the big finish line jump. This takes you into a 90 degree left, then a big arcing left bend over a series of medium and small jumps. I found the key here is not syncing jump rhythms, so much as staying leaned left and maintaining speed. This takes you back to the holeshot line, where the same technique applies to the start due to relatively similar speeds being attainable.
The real battle of course is how you deal with passing AI, avoiding them bouncing you off track, landing big jumps on your head, etc, etc. The basic rule of thumb I followed was use the outside line in turns when there's space for it to maintain momentum (otherwise you can easily get bounced off track as they all slide wide a bit into the turn), but also do block passes on AI in 180s once the pack is thinned out. After clearing big jumps you must be aware of any AI that may be closing in on you as well, so glancing at the minimap is key to avoiding Big Bird Landing on you. Other than that it is fairly critical to hit your rhythm marks to catch them or maintain a lead.
Spoiler
This was a pretty competitive race and came down to the wire. I managed to eek out just over a 1.3 sec lead at the final time check. The highlight of this race for me was at the 2:18 mark at the start of lap 3, I went from 12th to 6th in one rhythm section. Albeit a bit sloppily at times, and wondering if any of the multiple riders flying above me would land on me! It was an adrenaline rush to make it through that with such good result.
Arlington
Detroit Triple Crown
This track is much harder to ride, and the AI ride it reasonably well. This plus the fact that it's a Triple Crown, meaning each race is 4 min vs 5 min, I allotted the AI a 5 sec lead here. Reason being you have MUCH less time to catch up and pass, and the tougher rhythm section this track has can easily allow the AI to catch or pass you if you don't nail it.
It starts with a fast left bend into a rhythm section of small jumps. At the start I took this as fast as I could, and it typically allowed me to take the first small jump, skip off the top of the next (weighted back), bounce jump off the 4th, then skip off the top of the 6th, where I slowed down considerably on the final jump to lean left for a 90 degree left for a double to set up for an on/off onto the 2nd of two tabletops. It didn't work out this way on the start, due to accounting for AI, but I DID manage a double off the front lip of the 2nd tabletop to salvage speed. I then usually like to slow down a bit and swing wide on the 90 degree left, in order to use the flatter part of the track on the outside to time a double over 2 small jumps, which also sets you up perfectly for a big air triple off a big jump. You need to get a feel for this part of the track though, as the AI at times can pass you on the inside where the track has a noticeable jump. If I felt they were closing on me and going to go inside, I would just go inside before they cut me off, then temper my jump speed to make sure I hit that big air triple.
The big triple takes you immediately into a high, steep, 180 left berm, where I usually passed on the outside, but at times boldly squeezed in between the pack and apex pole to block pass multiple riders if I felt there was room. You then go into a long, fast whoop section, and into a semi shallow 180 right berm (where I recommend staying just inside the pack), then over a couple of sets of small to medium size double jumps, then a big air double off the big finish line jump. This takes you onto a fast, short, flat straight, and into a 180 shallow left berm. I would decide outside vs inside on this turn based on where the AI were, and how much room there was with either choice.
This takes you onto a super long, fast, flat straight, and over a big air sort of double and a half if you take it full speed and weight back on the Medium jump you launch off. Reason I call it this is you land WELL past the 2nd medium jump, and can bounce jump (weighted back) off the lip of the dragon's back (3 small jumps bunched together at an incline). What this does is maintain speed and a low enough trajectory to just clear the top of the dragon's back, then be able to skip jump (weighted back) or sometimes just clear the following small jump. This takes you immediately into a semi high, steep 180 right berm, and into the toughest rhythm section of the track.
The hard thing about this rhythm section is 1) it splits into 2 Tuff Block separated lanes, and 2), it can be very hard to sync the back to back triple jumps you are rewarded with if you hit it just right. In the 250 class my problem was usually not getting enough speed off the berm to hit the first triple. On the 450 I often overshoot the first triple, or come too short if I try to even subtly temper speed. This is a BIG part of the reason I gave the AI just a 5 sec lead on this track, as often times they passed me when I didn't nail this section. This rhythm section dumps you out onto a fast, short, straight flat, and into a semi high, steep, 180 left berm.
This takes you onto a medium riser that lands you on a higher area that starts out with a fast, short straight flat, and back to the holeshot. It is now easy with full speed and a straight approach to fully back to back triples on this rhythm section.
Spoiler
Despite these races at times having the appearance of being overall easier than Arlington, due to me usually holding a lead longer, I averaged just barely over a .8 sec lead at the final time check. The highlight for me here was at 4:44 on the final lap of the 1st race, I finally managed to catch up and get by Cooper Webb with a block pass!
Detroit Triple Crown
T
ttkyle
04-09-2016, 07:13 PM #5

GAME CHANGING UPDATE!!!
I not only have two more rounds finished, I decided to make a MAJOR change. Since this game, and especially the 450 class, is quite surprisingly easier than ME Supercross 2, I am now giving the AI a head start. The amount of time I delay my start will be based on the difficulty of the track, and how well the AI ride it. There is only one track I can think of, Nashville, that I may allot no head start to, based on how well the 250 East class rode it (I settled for 4th).
These rounds include Arlington's AT&T Stadium, and a Triple Crown at Detroit's Ford Field.
Arlington
This track is not too hard to ride, nor do the AI ride it extremely well, so I gave them a 10 second head start here. A 10 second head start allows the field to completely pass the holeshot line, so I had to pick my way though the Tuff Blocks that spawn in once the start chute is clear. I simply arced a smooth outside line on the tight left bend, to set up for a little hop off a small jump to an on/off on a tabletop, which sets you up for a hop over another small jump, into a medium jump I tripled off of. Landing that triple on the outside edge of the track prepares you for lean left hops over a small, then medium jump while making a 90 degree left onto a short, fast flat straight. This takes you into a high, steep 180 berm left, over two small jumps, then onto another short, fast flat straight to set up for a rhythm section after a 90 degree right.
The right takes you over a small jump double and into a big air triple off a large jump, which then takes you over a small jump and immediately into a high, steep 180 right berm. You then take a large jump onto a long fast, flat straight, then to a 90 degree left over a medium jump. Here you can choose whether to swing wide and take another 90 degree left on the outside, or slow down for the inside, as the track splits into two lanes separated by Tuff Blocks. It's a tough call, and I found it depends whether you have AI near, and where they are. You can basically make repeated double jumps through this whole rhythm section, regardless of which lane you pick, but I found when AI were taking the outside lane, I could stay with them better by taking the inside lane and making a crucial on/off on the tabletop.
You then go into a wide 180 shallow berm left, and onto a long , fast whoop section. Then you have a high, steep 180 right berm, a double over two small jumps, and a big air double off the big finish line jump. This takes you into a 90 degree left, then a big arcing left bend over a series of medium and small jumps. I found the key here is not syncing jump rhythms, so much as staying leaned left and maintaining speed. This takes you back to the holeshot line, where the same technique applies to the start due to relatively similar speeds being attainable.
The real battle of course is how you deal with passing AI, avoiding them bouncing you off track, landing big jumps on your head, etc, etc. The basic rule of thumb I followed was use the outside line in turns when there's space for it to maintain momentum (otherwise you can easily get bounced off track as they all slide wide a bit into the turn), but also do block passes on AI in 180s once the pack is thinned out. After clearing big jumps you must be aware of any AI that may be closing in on you as well, so glancing at the minimap is key to avoiding Big Bird Landing on you. Other than that it is fairly critical to hit your rhythm marks to catch them or maintain a lead.
Spoiler
This was a pretty competitive race and came down to the wire. I managed to eek out just over a 1.3 sec lead at the final time check. The highlight of this race for me was at the 2:18 mark at the start of lap 3, I went from 12th to 6th in one rhythm section. Albeit a bit sloppily at times, and wondering if any of the multiple riders flying above me would land on me! It was an adrenaline rush to make it through that with such good result.
Arlington
Detroit Triple Crown
This track is much harder to ride, and the AI ride it reasonably well. This plus the fact that it's a Triple Crown, meaning each race is 4 min vs 5 min, I allotted the AI a 5 sec lead here. Reason being you have MUCH less time to catch up and pass, and the tougher rhythm section this track has can easily allow the AI to catch or pass you if you don't nail it.
It starts with a fast left bend into a rhythm section of small jumps. At the start I took this as fast as I could, and it typically allowed me to take the first small jump, skip off the top of the next (weighted back), bounce jump off the 4th, then skip off the top of the 6th, where I slowed down considerably on the final jump to lean left for a 90 degree left for a double to set up for an on/off onto the 2nd of two tabletops. It didn't work out this way on the start, due to accounting for AI, but I DID manage a double off the front lip of the 2nd tabletop to salvage speed. I then usually like to slow down a bit and swing wide on the 90 degree left, in order to use the flatter part of the track on the outside to time a double over 2 small jumps, which also sets you up perfectly for a big air triple off a big jump. You need to get a feel for this part of the track though, as the AI at times can pass you on the inside where the track has a noticeable jump. If I felt they were closing on me and going to go inside, I would just go inside before they cut me off, then temper my jump speed to make sure I hit that big air triple.
The big triple takes you immediately into a high, steep, 180 left berm, where I usually passed on the outside, but at times boldly squeezed in between the pack and apex pole to block pass multiple riders if I felt there was room. You then go into a long, fast whoop section, and into a semi shallow 180 right berm (where I recommend staying just inside the pack), then over a couple of sets of small to medium size double jumps, then a big air double off the big finish line jump. This takes you onto a fast, short, flat straight, and into a 180 shallow left berm. I would decide outside vs inside on this turn based on where the AI were, and how much room there was with either choice.
This takes you onto a super long, fast, flat straight, and over a big air sort of double and a half if you take it full speed and weight back on the Medium jump you launch off. Reason I call it this is you land WELL past the 2nd medium jump, and can bounce jump (weighted back) off the lip of the dragon's back (3 small jumps bunched together at an incline). What this does is maintain speed and a low enough trajectory to just clear the top of the dragon's back, then be able to skip jump (weighted back) or sometimes just clear the following small jump. This takes you immediately into a semi high, steep 180 right berm, and into the toughest rhythm section of the track.
The hard thing about this rhythm section is 1) it splits into 2 Tuff Block separated lanes, and 2), it can be very hard to sync the back to back triple jumps you are rewarded with if you hit it just right. In the 250 class my problem was usually not getting enough speed off the berm to hit the first triple. On the 450 I often overshoot the first triple, or come too short if I try to even subtly temper speed. This is a BIG part of the reason I gave the AI just a 5 sec lead on this track, as often times they passed me when I didn't nail this section. This rhythm section dumps you out onto a fast, short, straight flat, and into a semi high, steep, 180 left berm.
This takes you onto a medium riser that lands you on a higher area that starts out with a fast, short straight flat, and back to the holeshot. It is now easy with full speed and a straight approach to fully back to back triples on this rhythm section.
Spoiler
Despite these races at times having the appearance of being overall easier than Arlington, due to me usually holding a lead longer, I averaged just barely over a .8 sec lead at the final time check. The highlight for me here was at 4:44 on the final lap of the 1st race, I finally managed to catch up and get by Cooper Webb with a block pass!
Detroit Triple Crown

D
DexoLag
Member
128
04-10-2016, 01:00 AM
#6
The next two rounds are complete. This time the venues are Atlanta and Daytona.
Atlanta
Based on my end of race lead at this track in the 250 West class, I thought a 10 sec head start for the AI might be doable here. To my surprise however, this is one track so far that the 450 AI actually ride a bit better than the 250 class, though primarily just 3 of them, and most notably, the fastest of those 3. I settled for a 5 sec head start for the AI, which was just right.
It starts with a long, fast straight into a tight left bend, where you need to hit a small jump double to land a triple/triple/double combo via launching off a medium jump. This combo doesn't require much precision to set up for. This ends the first rhythm section, and sends you immediately into a semi high, steep 180 left berm onto another rhythm section. I generally took this section via using the first medium size jump to bounce jump (weighted back) on the 3rd small jump, which allowed me to do a small jump double, into a scrubbed big air triple.
The rhythm section then ends immediately with a hairpin right, where it is best to brake hard and take the apex, often allowing you to pass AI that go deeper into the available berm. This puts you onto a long, fast straight, and into a tight left bend. When there's AI here, I generally take the inside line of this bend to pass. This takes you into another, easier rhythm section, where I typically go full gas, allowing me to do a triple/triple combo via using the first large jump to bounce jump (weighted back) off the 4th large jump, and skim off the top of the 6th small jump. So technically it's not a perfect triple/triple, and some would even call the 2nd or even both landings a "case", but the fact is, this method is fast and consistent, and that's all that matters.
This ends that rhythm section and takes you to a semi high, steep, 180 left berm, and into a long, fast whoop section. With AI present I generally took the right side of these whoops to set up for an inside pass on the high, steep, 180 right berm at the end. This takes you into a short rhythm section where you double off a medium jump onto an on/off on a tabletop, then a double over a small jump, and a big air double off the large finish line jump. I generally scrub this big air double unless the AI are close, or my line is a bit off, because next is a fairly narrow bridge tunnel you must get through right after landing. You then take a 90 degree right, followed by a 180 right, all on flat, deep sand. This is a good spot to pass AI leaning hard right and taking the inside line.
This takes you immediately into a bridge jump, followed by a sweeping flat, left bend, and back into the first rhythm section. In the 250 class I had to force myself to temper speed on the bridge jump, to go into the bend with good speed after landing on the bridge's down slope, then swing wide on the bend, just to get up adequate speed to hit the triple/triple/double combo. On the 450 this wasn't necessary, but at the start of the 2nd lap I did mess up and miss the launch mark by tempering speed a bit too much on the small jump double at the start.
Spoiler
I ended up catching the lead rider, Eli Tomac, early on in the 3rd lap, and even knocked him off his bike with a block pass, my highlight of the race. He recovered well and stayed close though, so I finished with only just under a .4 sec lead at the last time check.
Atlanta
Daytona
This is a LONG, fast track, which averages a good 1/3 longer lap times than most tracks in the 450 career. At first glance it seems simple in construction, with a lot of small whoop sections. The whoops in places are slightly irregularly spaced, and the surface is a mix of dry dirt, slippery dirt, and sand, so it requires careful attention not to crash. It can also be very hard to consistently sync your landings well on the super long straight, and as well to hit the big jump in the rhythm section thereafter. Despite imperfections in these sections often allowing AI to catch up and at times pass you, there's enough places to make up for it, usually where they swing wide on sharp turns, or don't scrub on big jumps.
This was yet another track where based on my 250 East end of race lead, I thought a 10 sec AI head start might be appropriate. Again, it turned out the 450 AI rode this track better than the 250 class, so I allotted them a 5 sec head start. It starts with a big sweeping left bend onto a sort of pseudo micro whoop section with spaced ripples. The dirt is black here, and seems a bit slippery, so you have to be really careful to brake in advance and preferably while in a straight line to avoid catastrophically overshooting the mostly flat 180 turn onto a short, deep sand whoop section. Normally I accelerate center weighted on sand, but since this sand is only deep between the whoops, and small whoops are generally taken faster weighted, back, I found that method was faster, and allowed me to pass AI.
Next you take a shallow 180 right berm onto a rhythm section that's all medium sized double jumps. It's a bit frustratingly slow on a 450 to be limited to double jumps through a section like this, but I found if you're patient and temper speed enough to so much as hit two downslopes in this section, you propel faster through it, and can catch or even pass AI. Next is a 180 shallow left berm into a big air triple off a large jump. Here I found it advantageous to avoid the berm, and take the deep turn more at it's apex. Sometimes it landed me a bit short of the triple due to AI brushing against me, but I was still able to pass more AI this way. The trick I found is to find middle ground of the 180 between the apex and the berm.
This rockets you into that aforementioned super long straight. It starts with a fast whoop section, then into a big air single jump off a medium jump that lands you on drier, slightly sandier flat ground, which is the start chute crosswise. Here I always scrubbed this big jump, which allows me to pass the AI whom generally don't scrub it for some reason. I then stay full gas hopping over a small jump double, and bounce jumping (weighted back) off a medium jump. This usually allowed me to land a small jump triple, then use the face of the following medium tabletop to bounce jump off the face of the next tabletop two jumps down, and then skim off the tops of the following jumps. The ending of that sequence is where momentum can really be lost, and when that was the case, I tried my best to to temper speed where need be to hit some downslopes of small jumps before finishing this straight on a fast whoop section. This whoop section is very tricky, as it's actually oddly shaped small humps, which have angles and splits down the middle, and a bit irregularly spaced. It can feel more like moguls that are hard to distinguish, due to their small size, irregular shapes, and black color. There are times where weighting back will just cause you to wheelie out of control, yet the end of it often makes you rock forward harshly and go over the bars. I found it best to wait until a ways into it to weight back, even weighting forward a bit at the start can help. Then I'd weight back momentarily at the end to avoid an OTB crash.
Next is a near flat 180 left onto a fairly tough rhythm section. It starts with an easy enough double onto an on/off tabletop, but then you need good enough speed and/or precise enough landing to hit a small jump double into a big air triple off a medium jump. This is critical because the AI generally hit this triple, and if you don't, it saps your momentum both at the big jump and the semi small spaced jumps that follow. This then takes you into a big air triple off a large jump, and into a tight, almost flat right. Thankfully this tight right is one of those spots where the AI generally swing wide, so taking an inside line can allow you to catch back up or pass. You then can do a double/double/double combo on a short rhythm section, into a near flat 180 left, across some rising, almost dragon back-ish small to med whoops, which lands you to a lower area over a small jump, off a med jump double, and into a big air double jump at the filmish line, which merges midway into the right side of that big sweeping bend at the start. At times I took this big air jump with an odd trajectory to land it on it's left edge to avoid crashing onto or into AI.
Spoiler
This race truly came down to the wire. I didn't manage to get the lead until early in the 4th lap, with two block passes one after the other, which was the highlight for me. However I then lost it again at least twice. Both Vince Friese and Cooper Webb were relentless, but mostly Webb pressured me at the end. At the final time check I only had just over a .2 sec lead.
Daytona
D
DexoLag
04-10-2016, 01:00 AM #6

The next two rounds are complete. This time the venues are Atlanta and Daytona.
Atlanta
Based on my end of race lead at this track in the 250 West class, I thought a 10 sec head start for the AI might be doable here. To my surprise however, this is one track so far that the 450 AI actually ride a bit better than the 250 class, though primarily just 3 of them, and most notably, the fastest of those 3. I settled for a 5 sec head start for the AI, which was just right.
It starts with a long, fast straight into a tight left bend, where you need to hit a small jump double to land a triple/triple/double combo via launching off a medium jump. This combo doesn't require much precision to set up for. This ends the first rhythm section, and sends you immediately into a semi high, steep 180 left berm onto another rhythm section. I generally took this section via using the first medium size jump to bounce jump (weighted back) on the 3rd small jump, which allowed me to do a small jump double, into a scrubbed big air triple.
The rhythm section then ends immediately with a hairpin right, where it is best to brake hard and take the apex, often allowing you to pass AI that go deeper into the available berm. This puts you onto a long, fast straight, and into a tight left bend. When there's AI here, I generally take the inside line of this bend to pass. This takes you into another, easier rhythm section, where I typically go full gas, allowing me to do a triple/triple combo via using the first large jump to bounce jump (weighted back) off the 4th large jump, and skim off the top of the 6th small jump. So technically it's not a perfect triple/triple, and some would even call the 2nd or even both landings a "case", but the fact is, this method is fast and consistent, and that's all that matters.
This ends that rhythm section and takes you to a semi high, steep, 180 left berm, and into a long, fast whoop section. With AI present I generally took the right side of these whoops to set up for an inside pass on the high, steep, 180 right berm at the end. This takes you into a short rhythm section where you double off a medium jump onto an on/off on a tabletop, then a double over a small jump, and a big air double off the large finish line jump. I generally scrub this big air double unless the AI are close, or my line is a bit off, because next is a fairly narrow bridge tunnel you must get through right after landing. You then take a 90 degree right, followed by a 180 right, all on flat, deep sand. This is a good spot to pass AI leaning hard right and taking the inside line.
This takes you immediately into a bridge jump, followed by a sweeping flat, left bend, and back into the first rhythm section. In the 250 class I had to force myself to temper speed on the bridge jump, to go into the bend with good speed after landing on the bridge's down slope, then swing wide on the bend, just to get up adequate speed to hit the triple/triple/double combo. On the 450 this wasn't necessary, but at the start of the 2nd lap I did mess up and miss the launch mark by tempering speed a bit too much on the small jump double at the start.
Spoiler
I ended up catching the lead rider, Eli Tomac, early on in the 3rd lap, and even knocked him off his bike with a block pass, my highlight of the race. He recovered well and stayed close though, so I finished with only just under a .4 sec lead at the last time check.
Atlanta
Daytona
This is a LONG, fast track, which averages a good 1/3 longer lap times than most tracks in the 450 career. At first glance it seems simple in construction, with a lot of small whoop sections. The whoops in places are slightly irregularly spaced, and the surface is a mix of dry dirt, slippery dirt, and sand, so it requires careful attention not to crash. It can also be very hard to consistently sync your landings well on the super long straight, and as well to hit the big jump in the rhythm section thereafter. Despite imperfections in these sections often allowing AI to catch up and at times pass you, there's enough places to make up for it, usually where they swing wide on sharp turns, or don't scrub on big jumps.
This was yet another track where based on my 250 East end of race lead, I thought a 10 sec AI head start might be appropriate. Again, it turned out the 450 AI rode this track better than the 250 class, so I allotted them a 5 sec head start. It starts with a big sweeping left bend onto a sort of pseudo micro whoop section with spaced ripples. The dirt is black here, and seems a bit slippery, so you have to be really careful to brake in advance and preferably while in a straight line to avoid catastrophically overshooting the mostly flat 180 turn onto a short, deep sand whoop section. Normally I accelerate center weighted on sand, but since this sand is only deep between the whoops, and small whoops are generally taken faster weighted, back, I found that method was faster, and allowed me to pass AI.
Next you take a shallow 180 right berm onto a rhythm section that's all medium sized double jumps. It's a bit frustratingly slow on a 450 to be limited to double jumps through a section like this, but I found if you're patient and temper speed enough to so much as hit two downslopes in this section, you propel faster through it, and can catch or even pass AI. Next is a 180 shallow left berm into a big air triple off a large jump. Here I found it advantageous to avoid the berm, and take the deep turn more at it's apex. Sometimes it landed me a bit short of the triple due to AI brushing against me, but I was still able to pass more AI this way. The trick I found is to find middle ground of the 180 between the apex and the berm.
This rockets you into that aforementioned super long straight. It starts with a fast whoop section, then into a big air single jump off a medium jump that lands you on drier, slightly sandier flat ground, which is the start chute crosswise. Here I always scrubbed this big jump, which allows me to pass the AI whom generally don't scrub it for some reason. I then stay full gas hopping over a small jump double, and bounce jumping (weighted back) off a medium jump. This usually allowed me to land a small jump triple, then use the face of the following medium tabletop to bounce jump off the face of the next tabletop two jumps down, and then skim off the tops of the following jumps. The ending of that sequence is where momentum can really be lost, and when that was the case, I tried my best to to temper speed where need be to hit some downslopes of small jumps before finishing this straight on a fast whoop section. This whoop section is very tricky, as it's actually oddly shaped small humps, which have angles and splits down the middle, and a bit irregularly spaced. It can feel more like moguls that are hard to distinguish, due to their small size, irregular shapes, and black color. There are times where weighting back will just cause you to wheelie out of control, yet the end of it often makes you rock forward harshly and go over the bars. I found it best to wait until a ways into it to weight back, even weighting forward a bit at the start can help. Then I'd weight back momentarily at the end to avoid an OTB crash.
Next is a near flat 180 left onto a fairly tough rhythm section. It starts with an easy enough double onto an on/off tabletop, but then you need good enough speed and/or precise enough landing to hit a small jump double into a big air triple off a medium jump. This is critical because the AI generally hit this triple, and if you don't, it saps your momentum both at the big jump and the semi small spaced jumps that follow. This then takes you into a big air triple off a large jump, and into a tight, almost flat right. Thankfully this tight right is one of those spots where the AI generally swing wide, so taking an inside line can allow you to catch back up or pass. You then can do a double/double/double combo on a short rhythm section, into a near flat 180 left, across some rising, almost dragon back-ish small to med whoops, which lands you to a lower area over a small jump, off a med jump double, and into a big air double jump at the filmish line, which merges midway into the right side of that big sweeping bend at the start. At times I took this big air jump with an odd trajectory to land it on it's left edge to avoid crashing onto or into AI.
Spoiler
This race truly came down to the wire. I didn't manage to get the lead until early in the 4th lap, with two block passes one after the other, which was the highlight for me. However I then lost it again at least twice. Both Vince Friese and Cooper Webb were relentless, but mostly Webb pressured me at the end. At the final time check I only had just over a .2 sec lead.
Daytona

K
Kindeuredeu
Member
157
04-16-2016, 06:24 PM
#7
Here's the next two rounds, and with these, I really pushed myself on the head start challenge. The venues are Indianapolis, and Seattle.
Indianapolis
The AI aren't particularly fast on this track, so I gave them a 15 sec head start. The track itself is a bit challenging though, as your momentum can easily take you into Tuff Blocks on some turns, or even off track. Most turns in general require intense focus to avoid crashing. In places the AI can also unexpectedly drop into your lane right in front of you where the track spits, or dump the lane dividing Tuff Blocks in your path.
With a 15 sec start, I had to be careful not to crash on the Tuff Blocks that spawned in to block off the start chute after the field had cleared the holeshot line. This caused many crashes and restarts, as it requires precisely hitting the small gap between blocks. Once to the holeshot line, I begin the 1st rhythm section by hopping over the 1st two small jumps, and bounce hopping weighted back off the 3rd medium size jump, while tempering speed a bit at that point to triple jump to a small jump just before a 90 degree left, This technique would either allow me to just clear the small jump, or do a subtle skip off the top of it, while braking for the turn.
After the left turn I use a small jump to hop over a medium jump, then use the front face of a tabletop to double jump over a small jump. The final small jump in this short rhythm section comes just before a near 90 degree left, and was difficult to maintain momentum over if I didn't hit it right. I tried my best at times to skip jump leaning left over it, or slow enough to just subtly jump it vs bouncing off it. It often didn't matter though, as there was usually lots of AI slowing down here, and it was best to make sure I hit the launch point for the 1st jump in the next big rhythm section.
This big rhythm section starts with a tempered speed double over 2 small to med size jumps, then takes you into triple jump off a med jump, then into a double over more small to med jumps, and immediately into a high, steep 180 left berm, and onto a med length whoop section. There is a slightly higher whoop placed just before the last whoops of this section, which is hard to avoid hitting, so it's imperative to slow adequately to not overshoot the upcoming 90 right. This is a critical turn that is best set up for by initiating it deep into the turn, so you are at the far left edge of the next short section. It's hard to do this without swinging wide into the Tuff Blocks.
This short section involves a jump off a small jump onto an on/off on a big tabletop, then a skip off a small jump into a 90 degree right turn, all while leaning hard right. In the next short rhythm section, there's an opportunity to hit a triple if the turn into it is taken at good speed. Often times however I settled for a bounce jump off the face of the 3rd med size jump, into an on/off on the tabletop, and a ho over a small jump. This takes you into 2 short, flat straights, connected by a high, steep 180 right berm, and into tempered speed big air double off the big finish line jump.
The way you take the finish line jump is crucial, as immediately afterward is fairly wide 180 berm left, which is where the track split is I spoke of earlier. I generally let off gas just before where the dirt turns a light color just before the finish line jump, and take the inside line at the split. This allows me to land the double jump on the down slope of the 2nd jump, and the inside lane has a bit higher, steeper berm to rail off of, plus this half of th e track split seems to be a bit wider as well. The technique I use through this berm is coast all the way through it, and barely tap the brakes just prior to the berm, then go full gas out of it over the short whoop section.
This is followed by a short, flat straight, and into a near 90 degree left. This left is critical to get right, because it comes just before a big air triple that takes you back to the first rhythm section. It's crucial to brake adequately before going into it, take a moderately wide vs apex approach, and lean left. This very short section has small to med jump, and med jump, and a small jump, and I would often skip jump over the last two while moderating speed for the next left. There is just enough room before the launch off the first big jump to hit the triple, in fact you can easily jump too far if not careful.
Landing the big air triple on the downslope of the 3rd jump boosts speed considerably, and can aid in passing AI. There's just a short, flat straight before the 1st rhythm section, and I use the same technique on it with subsequent laps. The only difference is, you have to use a bit more care tempering the speed on the bounce jump, after coming off the straight.
Spoiler
This race was pretty close. It took until time remaining had just about expired before I was able to take the lead with a block pass on Cooper Webb at the berm just before the finish line, which was the highlight for me. This meant there was barely more than 1 vs 2 laps to go to the finish. The only major mistake I made was not tempering speed quite enough on the turn into the last, short rhythm section (5:42 mark). This caused me to angle the bike severely back toward the track to avoid landing on Tuff Blocks. I then bone headedly overcorrected the swerve right, which caused me to swerve far left off the face of the tabletop, and off track. Since my only criteria to scrap and restart are crashes and track resets, I was OK with the results, as it only took a couple secs to get back on track and finish. However I estimate that mistake probably took my just over 1.5 sec lead at the last time check, down to more like .5 sec at the finish.
Indianapolis
Seattle
This track has a lot of long, fast sections, with only 1 real rhythm section that's easy to get through, so the AI ride it a bit faster than Indianapolis. Thus I gave them a 10 sec head start here. This also meant there was only one line of start chute blocking Tuff Blocks that spawned in, which was pretty easy to get through.
It starts with a tight left into the holeshot, then a double jump over 2 small jumps, and a jump off a med jump, into a near 90 degree right. I then use a small jump to jump over a med jump and bounce jump off a small jump, then double jump over 2 small jumps, and hit a big air triple off a big jump. It then goes immediately into a semi wide, shallow 180 right berm, which you must rail to use a small jump to hop over a med jump, then use another small jump to land an on/off onto a tabletop, followed by a hop down over a small jump and into a high, steep 180 left berm. Coasting through this berm, then using moderate speed, lands you a big air triple off a big jump.
The big air triple takes you immediately into a very wide, flat to shallow right berm, and to a big air double off the big finish line jump. You then have two med length flat straights with a small jump in the middle of them, connected by a high, steep 180 left berm. There are small to med jumps and a tabletop continuing the 2nd straight, and I generally went into them full speed, bounce jumping off the face of the tabletop. Rarely was it necessary to temper speed and time jumps through this section, and as long as I broke in time toward the end of it, I'd often skip jump off the top of the final small jump. Tis takes you into a high, steep 180 right berm, and I found it best to coast rail near the top of it, then go full gas out of it into the VERY long whoop section.
The straight continues at end of the whoops with a short, flat section, then into a near 90 degree right, onto a short rhythm section of two med size double jumps, where I found it best to stay leaned forward. Staying leaned forward here is crucial to set up for the dog leg right into a LONG flat straight, which continues in a more subtle dog leg right into that aforementioned 1st rhythm section. The technique on this rhythm section then became just weighting back and doing skip jumps off the top of the jumps through it. It IS imperative however to swing wide enough on the flat straight, to allow a straight line approach on the rhythm section.
Spoiler
There was a similar situation here as in Indianapolis, where I didn't take the lead until late in the race, however here it took to about 28 secs after time had expired. Similarly though, I took the lead just before the finish line, which again meant barely more than 1 vs 2 laps to go. This was the highlight for me at the 5:24 mark, as the lead rider Justin Bogle, crashed at the end of the rhythm section, just before my passing the then lead rider Blake Baggett cleanly in the berm at the end of the section. No off track antics this time, but I DID kind of brake too late into the berm connecting the straights at the 5:45 mark, causing me to smack into a couple Tuff Blocks. I still however managed a just over .7 sec lead at the final time check.
Seattle
K
Kindeuredeu
04-16-2016, 06:24 PM #7

Here's the next two rounds, and with these, I really pushed myself on the head start challenge. The venues are Indianapolis, and Seattle.
Indianapolis
The AI aren't particularly fast on this track, so I gave them a 15 sec head start. The track itself is a bit challenging though, as your momentum can easily take you into Tuff Blocks on some turns, or even off track. Most turns in general require intense focus to avoid crashing. In places the AI can also unexpectedly drop into your lane right in front of you where the track spits, or dump the lane dividing Tuff Blocks in your path.
With a 15 sec start, I had to be careful not to crash on the Tuff Blocks that spawned in to block off the start chute after the field had cleared the holeshot line. This caused many crashes and restarts, as it requires precisely hitting the small gap between blocks. Once to the holeshot line, I begin the 1st rhythm section by hopping over the 1st two small jumps, and bounce hopping weighted back off the 3rd medium size jump, while tempering speed a bit at that point to triple jump to a small jump just before a 90 degree left, This technique would either allow me to just clear the small jump, or do a subtle skip off the top of it, while braking for the turn.
After the left turn I use a small jump to hop over a medium jump, then use the front face of a tabletop to double jump over a small jump. The final small jump in this short rhythm section comes just before a near 90 degree left, and was difficult to maintain momentum over if I didn't hit it right. I tried my best at times to skip jump leaning left over it, or slow enough to just subtly jump it vs bouncing off it. It often didn't matter though, as there was usually lots of AI slowing down here, and it was best to make sure I hit the launch point for the 1st jump in the next big rhythm section.
This big rhythm section starts with a tempered speed double over 2 small to med size jumps, then takes you into triple jump off a med jump, then into a double over more small to med jumps, and immediately into a high, steep 180 left berm, and onto a med length whoop section. There is a slightly higher whoop placed just before the last whoops of this section, which is hard to avoid hitting, so it's imperative to slow adequately to not overshoot the upcoming 90 right. This is a critical turn that is best set up for by initiating it deep into the turn, so you are at the far left edge of the next short section. It's hard to do this without swinging wide into the Tuff Blocks.
This short section involves a jump off a small jump onto an on/off on a big tabletop, then a skip off a small jump into a 90 degree right turn, all while leaning hard right. In the next short rhythm section, there's an opportunity to hit a triple if the turn into it is taken at good speed. Often times however I settled for a bounce jump off the face of the 3rd med size jump, into an on/off on the tabletop, and a ho over a small jump. This takes you into 2 short, flat straights, connected by a high, steep 180 right berm, and into tempered speed big air double off the big finish line jump.
The way you take the finish line jump is crucial, as immediately afterward is fairly wide 180 berm left, which is where the track split is I spoke of earlier. I generally let off gas just before where the dirt turns a light color just before the finish line jump, and take the inside line at the split. This allows me to land the double jump on the down slope of the 2nd jump, and the inside lane has a bit higher, steeper berm to rail off of, plus this half of th e track split seems to be a bit wider as well. The technique I use through this berm is coast all the way through it, and barely tap the brakes just prior to the berm, then go full gas out of it over the short whoop section.
This is followed by a short, flat straight, and into a near 90 degree left. This left is critical to get right, because it comes just before a big air triple that takes you back to the first rhythm section. It's crucial to brake adequately before going into it, take a moderately wide vs apex approach, and lean left. This very short section has small to med jump, and med jump, and a small jump, and I would often skip jump over the last two while moderating speed for the next left. There is just enough room before the launch off the first big jump to hit the triple, in fact you can easily jump too far if not careful.
Landing the big air triple on the downslope of the 3rd jump boosts speed considerably, and can aid in passing AI. There's just a short, flat straight before the 1st rhythm section, and I use the same technique on it with subsequent laps. The only difference is, you have to use a bit more care tempering the speed on the bounce jump, after coming off the straight.
Spoiler
This race was pretty close. It took until time remaining had just about expired before I was able to take the lead with a block pass on Cooper Webb at the berm just before the finish line, which was the highlight for me. This meant there was barely more than 1 vs 2 laps to go to the finish. The only major mistake I made was not tempering speed quite enough on the turn into the last, short rhythm section (5:42 mark). This caused me to angle the bike severely back toward the track to avoid landing on Tuff Blocks. I then bone headedly overcorrected the swerve right, which caused me to swerve far left off the face of the tabletop, and off track. Since my only criteria to scrap and restart are crashes and track resets, I was OK with the results, as it only took a couple secs to get back on track and finish. However I estimate that mistake probably took my just over 1.5 sec lead at the last time check, down to more like .5 sec at the finish.
Indianapolis
Seattle
This track has a lot of long, fast sections, with only 1 real rhythm section that's easy to get through, so the AI ride it a bit faster than Indianapolis. Thus I gave them a 10 sec head start here. This also meant there was only one line of start chute blocking Tuff Blocks that spawned in, which was pretty easy to get through.
It starts with a tight left into the holeshot, then a double jump over 2 small jumps, and a jump off a med jump, into a near 90 degree right. I then use a small jump to jump over a med jump and bounce jump off a small jump, then double jump over 2 small jumps, and hit a big air triple off a big jump. It then goes immediately into a semi wide, shallow 180 right berm, which you must rail to use a small jump to hop over a med jump, then use another small jump to land an on/off onto a tabletop, followed by a hop down over a small jump and into a high, steep 180 left berm. Coasting through this berm, then using moderate speed, lands you a big air triple off a big jump.
The big air triple takes you immediately into a very wide, flat to shallow right berm, and to a big air double off the big finish line jump. You then have two med length flat straights with a small jump in the middle of them, connected by a high, steep 180 left berm. There are small to med jumps and a tabletop continuing the 2nd straight, and I generally went into them full speed, bounce jumping off the face of the tabletop. Rarely was it necessary to temper speed and time jumps through this section, and as long as I broke in time toward the end of it, I'd often skip jump off the top of the final small jump. Tis takes you into a high, steep 180 right berm, and I found it best to coast rail near the top of it, then go full gas out of it into the VERY long whoop section.
The straight continues at end of the whoops with a short, flat section, then into a near 90 degree right, onto a short rhythm section of two med size double jumps, where I found it best to stay leaned forward. Staying leaned forward here is crucial to set up for the dog leg right into a LONG flat straight, which continues in a more subtle dog leg right into that aforementioned 1st rhythm section. The technique on this rhythm section then became just weighting back and doing skip jumps off the top of the jumps through it. It IS imperative however to swing wide enough on the flat straight, to allow a straight line approach on the rhythm section.
Spoiler
There was a similar situation here as in Indianapolis, where I didn't take the lead until late in the race, however here it took to about 28 secs after time had expired. Similarly though, I took the lead just before the finish line, which again meant barely more than 1 vs 2 laps to go. This was the highlight for me at the 5:24 mark, as the lead rider Justin Bogle, crashed at the end of the rhythm section, just before my passing the then lead rider Blake Baggett cleanly in the berm at the end of the section. No off track antics this time, but I DID kind of brake too late into the berm connecting the straights at the 5:45 mark, causing me to smack into a couple Tuff Blocks. I still however managed a just over .7 sec lead at the final time check.
Seattle

T
The_Guason
Junior Member
6
04-17-2016, 03:11 AM
#8
This is quite a pair of rounds. It's a Triple Crown at Houston, and by far the most difficult track for me, Nashville. Both also feature big jump combos, including a triple/triple/triple at Nashville.
Houston
This track is fairly easy to ride, and the AI aren't blazing fast on it, so I gave them a 15 sec head start. It starts with a not so tight left bend onto a rhythm section, which you can get up good speed for by starting wide right and taking it's apex. Fortunately the Tuff Blocks that spawned in after the long 15 sec wait, were spaced well enough to easily pick a line between them. The reason a fast approach to this section is vital, is it makes for an easy bounce jump off the semi big 3rd jump (weighting back), after jumping over a set of 2 med jumps, which launches you into a triple/triple combo.
You then have a high, steep 180 left berm you rail, that takes you onto a long, fast whoop section. This whoop section has a very short flat section near the end of it, then two spaced out larger whoops at the end just before a high, steep 180 right berm, so you must let off gas when you get to those last whoops to avoid overshooting the berm. You then have a pretty easy rhythm section where you can use moderate speed to hop over two med jumps, and bounce jump of the face of the 3rd, which allows you to do a triple on/off combo on 3 back to back tabletops. The section then ends with a med then small jump you can skip off, then over, into a high, steep, 180 left berm.
Railing that berm with moderate speed allows you to double over two med jumps, then use a big jump to triple over two med jumps, then use a small jump to on/off onto a tabletop while leaning right and jumping off it over a small jump, then immediately into a near 90 degree right on a short flat that takes you under a bridge jump. A good line is critical here to clear the narrow tunnel, especially with AI present. This takes you immediately into another near 90 right, into a double over two med jumps, then onto a med length section with spaced whoops. This section is a bit tricky, as the last whoop can kick the rear of the bike up if you hit it wrong, so I find staying weighted back and/or letting off gas when I approach the last whoop keeps things under control when things are feeling sketchy approaching it.
This takes you into a wide, shallow 180 right berm, and onto a very short flat that takes you to a big air triple off the big finish line jump. I usually scrub this jump, unless AI are near. You then have another very short flat, then the bridge jump, which requires letting off gas as you approach it, to land on its downslope (not always critical). This takes you into a med, flat straight, into a dog leg left, over a big jump, where you must temper speed, lean left, and take an inside line over a short section of small to med jumps, then into another dog leg left onto a short, straight flat that takes you back to the holeshot and 1st rhythm section. The technique on subsequent laps for this section is the same as the start, a bounce jump off the 3rd jump, into a triple/triple combo.
Spoiler
These races came down to the wire, and I averaged just under a .75 sec lead at the last time check. The highlight for me, was at the 4:05 mark of the final lap of the 1st race. I was battling with lead rider Marvin Musquin just prior to the finish line jump, then finally secured the lead just before the holeshot line, after nearly crashing on the Tuff Blocks.
Houston Triple Crown
Nashville
This track was the bane of my 250 East career, settling for just a 4th place after numerous attempts. For that reason, as I stated when starting the AI head start challenge, I felt a strong possibility this might be the only track where I don't allow the AI a head start in the 450 career. I started out trying shooting for the holeshot with the rest of them. Soon it felt a bit too easy, so I tried waiting until the start gate completely fell, then jumped in behind them on the first turn. Eventually I started giving them a 3 sec lead, then 5 sec. After staying up until nearly 2 AM, the 5 sec leads at best ended with me not quite being able to catch the lead rider by the finish line. I was starting to think I was too tired and was better off trying again the next day. What followed was something that made me damn glad I stayed up and persevered, after realizing a 5 sec AI head start was in fact doable.
It starts with a fairly tight bend into the 1st rhythm section. I soon discovered if I broke midway at the outside edge of this bend, it left a long and straight enough approach to go full gas into a triple off the face of the 1st jump, being a small tabletop. This effectively allowed me to do a pseudo triple/triple/triple/double combo, Granted, I was skipping off the tops of jumps on the landings of the 2nd and 3rd triples, but my trajectory stayed low, and speed high, which is far more important than perfect landings. You then go into a shallow, 180 left berm, onto another rhythm section. Here I find it best to double over the 1st two med jumps, then use the 3rd small jump to set up for on/offs onto 3 back to back tabletops. The 3rd tabletop is actually more of a shallow saddle between two small jumps, which then allows you to jump over a small jump, immediately into a high, steep near 180 right berm, onto a long, flat straight.
Off this straight is a wide, flat bend left, where it is crucial to maintain good speed. It is imperative to lean hard left here, and hold a smooth line without skidding. The line is dependent on whether AI are present, but generally I took a more outside line when they weren't. The reason good speed is important here, is this bend takes you into the hardest rhythm section, but also an opportunity to nail that triple/triple/triple combo I spoke of. Speed also helps maintain adequate momentum even if you don't nail it perfectly. There's also the fact that the AI often swing too wide and go off track on this section, only to speed along on the flat concrete, and hop back on track as if nothing had happened. LOL
You then go into a high, not so steep 180 left berm, into a long whoop section. It is important to rail this berm as fast as possible, as these whoops can kick you up high and slow you down, largely because the 1st whoop is a bit bigger, and there's a tiny ripple of a whoop just before it, which can make you bounce jump off it. There's then a very short flat near the end of it, followed by a double over two small jumps, and a bounce jump off the face of a big med jump, which takes you over two small jumps into a high, steep 180 right berm. Again, this berm is also crucial to rail as fast as possible, as it takes you into a med whoop section, which are spaced a bit irregularly, with a very short distance from the last whoop to the big finish line jump. It is very easy to get bogged down here, or even go OTB at the end. On one lap I cased the landing off the finish line jump due to getting bogged down.
The finish line jump is a big air double, then takes you immediately into near 90 left, to a big air triple off another big jump. You then have another near 90 left right after landing the triple, which is important to maintain good speed on to use a med jump just after the turn, to jump across the wide flat just before the holeshot, and on/off onto a tabletop. This section after the finish line is important to hit precise landings to set up for good apex lines leaning hard left, but allowing enough room to not smack into the apex poles. If done right, you can really outdo the AI here. On the 2nd and 3rd laps, I sufficed by skipping off the tops of most of the jumps in this 1st rhythm section, with a bounce jump here and there. On the 4th lap at the 3:06 mark is where I hit a triple off the holeshot tabletop, with a off the top skip and bounce jump after. On subsequent laps I hit a double/double/triple/double combo off the holeshot tabletop.
Spoiler
Despite getting less then 6 hrs sleep due to staying up and struggling through numerous attempts, I'm so glad I did! I had just under a 2.5 sec lead at the final time check. One might think after watching this, I should have given the AI a 7 sec or so head start, but you didn't see all my numerous failed attempts. Trust me, on this one, I got in a rare zone that I've never experienced before on this track. I mean you can clearly see that even at the 2:17 mark on this run, I swerved left exiting the berm to avoid hitting a Tuff Block. This caused me to lose a bit of speed and catch my rear tire on a jump, which caused a near dirt nap crash as I was trying to correct the swerve angle. Take a look at this screenie, and tell me if you think it looks like I crashed!
View: https://i.imgur.com/Vxh568v.jpg
I was very lucky not to crash and recover so quickly. The consequence was Justin Bogle, after just having passed him, got back in front of me for a good ways. Fortunately I was able to narrowly miss landing on him at the 3:02 mark, to get by him again. That and managing that triple off the holeshot tabletop right after, which rocketed me into 1st, was definitely the highlight for me.
Nashville
T
The_Guason
04-17-2016, 03:11 AM #8

This is quite a pair of rounds. It's a Triple Crown at Houston, and by far the most difficult track for me, Nashville. Both also feature big jump combos, including a triple/triple/triple at Nashville.
Houston
This track is fairly easy to ride, and the AI aren't blazing fast on it, so I gave them a 15 sec head start. It starts with a not so tight left bend onto a rhythm section, which you can get up good speed for by starting wide right and taking it's apex. Fortunately the Tuff Blocks that spawned in after the long 15 sec wait, were spaced well enough to easily pick a line between them. The reason a fast approach to this section is vital, is it makes for an easy bounce jump off the semi big 3rd jump (weighting back), after jumping over a set of 2 med jumps, which launches you into a triple/triple combo.
You then have a high, steep 180 left berm you rail, that takes you onto a long, fast whoop section. This whoop section has a very short flat section near the end of it, then two spaced out larger whoops at the end just before a high, steep 180 right berm, so you must let off gas when you get to those last whoops to avoid overshooting the berm. You then have a pretty easy rhythm section where you can use moderate speed to hop over two med jumps, and bounce jump of the face of the 3rd, which allows you to do a triple on/off combo on 3 back to back tabletops. The section then ends with a med then small jump you can skip off, then over, into a high, steep, 180 left berm.
Railing that berm with moderate speed allows you to double over two med jumps, then use a big jump to triple over two med jumps, then use a small jump to on/off onto a tabletop while leaning right and jumping off it over a small jump, then immediately into a near 90 degree right on a short flat that takes you under a bridge jump. A good line is critical here to clear the narrow tunnel, especially with AI present. This takes you immediately into another near 90 right, into a double over two med jumps, then onto a med length section with spaced whoops. This section is a bit tricky, as the last whoop can kick the rear of the bike up if you hit it wrong, so I find staying weighted back and/or letting off gas when I approach the last whoop keeps things under control when things are feeling sketchy approaching it.
This takes you into a wide, shallow 180 right berm, and onto a very short flat that takes you to a big air triple off the big finish line jump. I usually scrub this jump, unless AI are near. You then have another very short flat, then the bridge jump, which requires letting off gas as you approach it, to land on its downslope (not always critical). This takes you into a med, flat straight, into a dog leg left, over a big jump, where you must temper speed, lean left, and take an inside line over a short section of small to med jumps, then into another dog leg left onto a short, straight flat that takes you back to the holeshot and 1st rhythm section. The technique on subsequent laps for this section is the same as the start, a bounce jump off the 3rd jump, into a triple/triple combo.
Spoiler
These races came down to the wire, and I averaged just under a .75 sec lead at the last time check. The highlight for me, was at the 4:05 mark of the final lap of the 1st race. I was battling with lead rider Marvin Musquin just prior to the finish line jump, then finally secured the lead just before the holeshot line, after nearly crashing on the Tuff Blocks.
Houston Triple Crown
Nashville
This track was the bane of my 250 East career, settling for just a 4th place after numerous attempts. For that reason, as I stated when starting the AI head start challenge, I felt a strong possibility this might be the only track where I don't allow the AI a head start in the 450 career. I started out trying shooting for the holeshot with the rest of them. Soon it felt a bit too easy, so I tried waiting until the start gate completely fell, then jumped in behind them on the first turn. Eventually I started giving them a 3 sec lead, then 5 sec. After staying up until nearly 2 AM, the 5 sec leads at best ended with me not quite being able to catch the lead rider by the finish line. I was starting to think I was too tired and was better off trying again the next day. What followed was something that made me damn glad I stayed up and persevered, after realizing a 5 sec AI head start was in fact doable.
It starts with a fairly tight bend into the 1st rhythm section. I soon discovered if I broke midway at the outside edge of this bend, it left a long and straight enough approach to go full gas into a triple off the face of the 1st jump, being a small tabletop. This effectively allowed me to do a pseudo triple/triple/triple/double combo, Granted, I was skipping off the tops of jumps on the landings of the 2nd and 3rd triples, but my trajectory stayed low, and speed high, which is far more important than perfect landings. You then go into a shallow, 180 left berm, onto another rhythm section. Here I find it best to double over the 1st two med jumps, then use the 3rd small jump to set up for on/offs onto 3 back to back tabletops. The 3rd tabletop is actually more of a shallow saddle between two small jumps, which then allows you to jump over a small jump, immediately into a high, steep near 180 right berm, onto a long, flat straight.
Off this straight is a wide, flat bend left, where it is crucial to maintain good speed. It is imperative to lean hard left here, and hold a smooth line without skidding. The line is dependent on whether AI are present, but generally I took a more outside line when they weren't. The reason good speed is important here, is this bend takes you into the hardest rhythm section, but also an opportunity to nail that triple/triple/triple combo I spoke of. Speed also helps maintain adequate momentum even if you don't nail it perfectly. There's also the fact that the AI often swing too wide and go off track on this section, only to speed along on the flat concrete, and hop back on track as if nothing had happened. LOL
You then go into a high, not so steep 180 left berm, into a long whoop section. It is important to rail this berm as fast as possible, as these whoops can kick you up high and slow you down, largely because the 1st whoop is a bit bigger, and there's a tiny ripple of a whoop just before it, which can make you bounce jump off it. There's then a very short flat near the end of it, followed by a double over two small jumps, and a bounce jump off the face of a big med jump, which takes you over two small jumps into a high, steep 180 right berm. Again, this berm is also crucial to rail as fast as possible, as it takes you into a med whoop section, which are spaced a bit irregularly, with a very short distance from the last whoop to the big finish line jump. It is very easy to get bogged down here, or even go OTB at the end. On one lap I cased the landing off the finish line jump due to getting bogged down.
The finish line jump is a big air double, then takes you immediately into near 90 left, to a big air triple off another big jump. You then have another near 90 left right after landing the triple, which is important to maintain good speed on to use a med jump just after the turn, to jump across the wide flat just before the holeshot, and on/off onto a tabletop. This section after the finish line is important to hit precise landings to set up for good apex lines leaning hard left, but allowing enough room to not smack into the apex poles. If done right, you can really outdo the AI here. On the 2nd and 3rd laps, I sufficed by skipping off the tops of most of the jumps in this 1st rhythm section, with a bounce jump here and there. On the 4th lap at the 3:06 mark is where I hit a triple off the holeshot tabletop, with a off the top skip and bounce jump after. On subsequent laps I hit a double/double/triple/double combo off the holeshot tabletop.
Spoiler
Despite getting less then 6 hrs sleep due to staying up and struggling through numerous attempts, I'm so glad I did! I had just under a 2.5 sec lead at the final time check. One might think after watching this, I should have given the AI a 7 sec or so head start, but you didn't see all my numerous failed attempts. Trust me, on this one, I got in a rare zone that I've never experienced before on this track. I mean you can clearly see that even at the 2:17 mark on this run, I swerved left exiting the berm to avoid hitting a Tuff Block. This caused me to lose a bit of speed and catch my rear tire on a jump, which caused a near dirt nap crash as I was trying to correct the swerve angle. Take a look at this screenie, and tell me if you think it looks like I crashed!
View: https://i.imgur.com/Vxh568v.jpg
I was very lucky not to crash and recover so quickly. The consequence was Justin Bogle, after just having passed him, got back in front of me for a good ways. Fortunately I was able to narrowly miss landing on him at the 3:02 mark, to get by him again. That and managing that triple off the holeshot tabletop right after, which rocketed me into 1st, was definitely the highlight for me.
Nashville

M
MehSparky
Member
193
04-17-2016, 10:16 AM
#9
These pairs of rounds mark the final stage before the ultimate championship match, meaning the next update will feature just a single round. The events occur in Denver (under heavy rain) and East Rutherford.

Denver
This course presents challenging rhythm patterns even when dry, but becomes significantly more demanding when wet. It demands a strong performance from the AI, so I gave it a 7-second advantage. The race begins with a tight left turn, which I planned to brake halfway through to build sufficient speed for the subsequent jumps across the small to medium sections in the first rhythm section. This is followed by a single jump over a small obstacle into a steep 180-degree right berm at the end. Next comes another rhythm where a small jump is used to clear a medium jump, then a short hop onto a tabletop, and a sequence of double/double/double combinations, ending with a lean right jump into a nearly 90-degree right turn. This leads to a brief rhythm section featuring a large jump for a big air triple, immediately followed by another near 90-degree right.

The course then shifts to a longer, faster layout. Here, I exit a small jump, land a bounce jump into a double/double over medium to small jumps, and proceed with another big air triple off a significant jump. This takes you up a steep, high 180-degree right berm, followed by a long whoop section. The whoop is moderate in speed but includes two larger whoops near the end after a brief flat, which could affect jump distance if you're close to clearing the final small jump—especially when AI are nearby. I made sure to lean back upon landing if I seemed to be at risk of being short or on top. The course then moves into a high, steep 180-degree left berm, a straight flat, and a near 180-degree right, culminating in a big air double off the final jump. The hairpin leading to the finish line is usually taken at its peak, whereas a more distant berm allows passing AI.

The finish-line double after landing is immediately followed by a nearly flat 180-degree left, where I again adjust my position to stay clear of AI, then transition into a near-flat 180-degree right for the final jump. The only technical change between this section and the next is that the single jump starts at the beginning instead of the end, with doubles remaining consistent as in the first lap.

Spoiler
I had a lucky moment around the 1:30 mark when James Stewart, descending from a jump, brushed past my right side, helping me stay on course after I missed a jump at an awkward angle and veered off track. That was my "luck," because any surprise contact with AI usually hurts more than helps. At the 2:50 mark, I managed to catch up with the leaders and secured first place with about two minutes left, which was the highlight. Although I didn’t nail every rhythm perfectly, I ended up with a lead just under 2.5 seconds at the final check—similar to what happened in the Nashville race, which was unexpected after many previous disappointments due to the muddy conditions and difficulty passing AI.

East Rutherford
This track was dry but featured large jumps. However, it also has steep faces that can easily lead to overshooting and losing time if you go too fast. Since the AI handled it well like in Denver, I gave them a 7-second advantage. The race starts with a tight left turn, then moves over a medium jump into the first rhythm section. Even after just seven seconds, the jump is executed blindly, as it’s already blocked by Tuff Blocks at its crest. I managed a quick initial pass through by doubling into a bounce jump off a small jump (weighted back), followed by a skip off the top of the next medium jump, and finishing with a double/double combo.

This section demands moderate speed to use a small jump for an on/off landing on a tabletop, then adjust speed carefully to double onto the downslope of a small jump, gaining enough momentum for a big air triple/triple combo off a large jump. Precision in leaning and lines through this sand section is crucial for passing AI.

The next shorter rhythm section after the near 90-degree right requires a slightly tempered approach. It includes half a dozen medium to steep-faced jumps, best tackled with moderate speed and consistent doubling throughout. You land immediately into a high steep 180-degree right berm, then transition into a big air double off the final jump. This jump should be taken at a moderate pace, as it’s short and leads directly into a semi-flat sand area with two 90-degree lefts, followed by a short flat, another medium jump, and a precise 90-degree right. Good technique here helps you beat many AI.

Then comes a big jump into a big air triple. I usually try to hit it with a bit more caution, as it’s challenging enough to line up without a scrub, especially after leaning hard into a turn just before the final jump. With AI present, I often chose the right side of the track for better control and an inside line onto the high 180-degree right berm after a small jump triple on the straight ahead. This is because I frequently found myself off the track on the outside edge when AI swung wide. The course then leads into a fast whoop section, followed by a steep near 180-degree left berm, a fast flat, another medium jump, and a sharp 90-degree right. A solid, hard line through this section allows passing many AI.

The key takeaway is that maintaining a balanced speed is essential for the next shorter rhythm section after the challenging 2nd section. After a near 90-degree right, you need to manage your momentum carefully—using moderate speed on small jumps and doubling consistently throughout.
M
MehSparky
04-17-2016, 10:16 AM #9

These pairs of rounds mark the final stage before the ultimate championship match, meaning the next update will feature just a single round. The events occur in Denver (under heavy rain) and East Rutherford.

Denver
This course presents challenging rhythm patterns even when dry, but becomes significantly more demanding when wet. It demands a strong performance from the AI, so I gave it a 7-second advantage. The race begins with a tight left turn, which I planned to brake halfway through to build sufficient speed for the subsequent jumps across the small to medium sections in the first rhythm section. This is followed by a single jump over a small obstacle into a steep 180-degree right berm at the end. Next comes another rhythm where a small jump is used to clear a medium jump, then a short hop onto a tabletop, and a sequence of double/double/double combinations, ending with a lean right jump into a nearly 90-degree right turn. This leads to a brief rhythm section featuring a large jump for a big air triple, immediately followed by another near 90-degree right.

The course then shifts to a longer, faster layout. Here, I exit a small jump, land a bounce jump into a double/double over medium to small jumps, and proceed with another big air triple off a significant jump. This takes you up a steep, high 180-degree right berm, followed by a long whoop section. The whoop is moderate in speed but includes two larger whoops near the end after a brief flat, which could affect jump distance if you're close to clearing the final small jump—especially when AI are nearby. I made sure to lean back upon landing if I seemed to be at risk of being short or on top. The course then moves into a high, steep 180-degree left berm, a straight flat, and a near 180-degree right, culminating in a big air double off the final jump. The hairpin leading to the finish line is usually taken at its peak, whereas a more distant berm allows passing AI.

The finish-line double after landing is immediately followed by a nearly flat 180-degree left, where I again adjust my position to stay clear of AI, then transition into a near-flat 180-degree right for the final jump. The only technical change between this section and the next is that the single jump starts at the beginning instead of the end, with doubles remaining consistent as in the first lap.

Spoiler
I had a lucky moment around the 1:30 mark when James Stewart, descending from a jump, brushed past my right side, helping me stay on course after I missed a jump at an awkward angle and veered off track. That was my "luck," because any surprise contact with AI usually hurts more than helps. At the 2:50 mark, I managed to catch up with the leaders and secured first place with about two minutes left, which was the highlight. Although I didn’t nail every rhythm perfectly, I ended up with a lead just under 2.5 seconds at the final check—similar to what happened in the Nashville race, which was unexpected after many previous disappointments due to the muddy conditions and difficulty passing AI.

East Rutherford
This track was dry but featured large jumps. However, it also has steep faces that can easily lead to overshooting and losing time if you go too fast. Since the AI handled it well like in Denver, I gave them a 7-second advantage. The race starts with a tight left turn, then moves over a medium jump into the first rhythm section. Even after just seven seconds, the jump is executed blindly, as it’s already blocked by Tuff Blocks at its crest. I managed a quick initial pass through by doubling into a bounce jump off a small jump (weighted back), followed by a skip off the top of the next medium jump, and finishing with a double/double combo.

This section demands moderate speed to use a small jump for an on/off landing on a tabletop, then adjust speed carefully to double onto the downslope of a small jump, gaining enough momentum for a big air triple/triple combo off a large jump. Precision in leaning and lines through this sand section is crucial for passing AI.

The next shorter rhythm section after the near 90-degree right requires a slightly tempered approach. It includes half a dozen medium to steep-faced jumps, best tackled with moderate speed and consistent doubling throughout. You land immediately into a high steep 180-degree right berm, then transition into a big air double off the final jump. This jump should be taken at a moderate pace, as it’s short and leads directly into a semi-flat sand area with two 90-degree lefts, followed by a short flat, another medium jump, and a precise 90-degree right. Good technique here helps you beat many AI.

Then comes a big jump into a big air triple. I usually try to hit it with a bit more caution, as it’s challenging enough to line up without a scrub, especially after leaning hard into a turn just before the final jump. With AI present, I often chose the right side of the track for better control and an inside line onto the high 180-degree right berm after a small jump triple on the straight ahead. This is because I frequently found myself off the track on the outside edge when AI swung wide. The course then leads into a fast whoop section, followed by a steep near 180-degree left berm, a fast flat, another medium jump, and a sharp 90-degree right. A solid, hard line through this section allows passing many AI.

The key takeaway is that maintaining a balanced speed is essential for the next shorter rhythm section after the challenging 2nd section. After a near 90-degree right, you need to manage your momentum carefully—using moderate speed on small jumps and doubling consistently throughout.

K
Kubninjan
Senior Member
389
04-17-2016, 10:46 AM
#10
This concludes the 450 career, with a championship race in Las Vegas. My plan is to try each career on Realistic, the most challenging setting, and likely begin with 250 East again. It might take some time, though, since I aim to complete my GRID 2019 walkthrough and finish at least two or three more playthroughs of RE Village first. Thanks to everyone who took the time to read these posts.

Las Vegas
This venue is designed for speed, featuring the well-known "Monster Alley" with two long, flat straights. Eli Tomac often leads here, moving ahead quickly due to his skill in this layout. Interestingly, another AI, Ricky Johnson—a former Supercross champion—was once a tough competitor. Some sections see AI crashes or missed opportunities, but generally, they handle Monster Alley well, especially the rhythm section, which can slow you down if you miss your marks. I found that a 12-second AI lead was ideal, which I chose.

The track starts with a dog leg left, then quickly transitions into a wide, shallow 180 right berm. After waiting a full 12 seconds, several Tuff Blocks appear, but most are spaced so they can pass through easily. Following the berm is a small jump that lets me hop over a med jump, use another small jump to transition onto a tabletop, then another jump, and end up on a flat, nearly 90-degree right. This is the main rhythm section—beginning with a jump off a small jump into a skip off a med jump. I also perform a double/double combo using another skip jump, followed by a downslope from a med jump to another double/double combo on tabletops. This part ends with a few short jumps I skip off and land. My approach varies slightly here, but missing the two on/offs can slow you down, so those choices aren’t deliberate.

Next comes a long, flat straight that curves sharply at the end, leading to a large jump in the middle of what’s otherwise a short, flat section. The AI often swings wide and slows significantly just before this short straight. If I ease off briefly and lean hard into the section, I can easily pass many of them. Then I take a slightly sharper bend onto another long, flat straight, followed by spaced med jumps and a tabletop. On the 450s, you can reach speeds around 76 MPH—about 10% faster than the 250 bikes (69 MPH). The 250s can hit a quad jump at their pace, but that extra speed lets you skip off the top of the 5th jump and keep up better. AI tends to crash here frequently, and worse, they can come flying down and knock you off course. I don’t see this as a rhythm section because you can generally fly through it without focusing on precise marks. I just go all out, slow back slightly when landing on the first med jump, and regain balance after the 5th jump. The only key is staying centered on track and slowing down enough for the shallow 180 right split, which has a gentle berm. Luckily, this split is separated by a dirt berm lip instead of Tuff Blocks. I usually stay inside and coast to keep control.

From this berm comes a brief straight that leads to a big air double off the final jump, followed by a slightly larger bridge jump. It was tough to hit the down slope on the 250s, but it’s much easier on the 450. You’re more likely to overshoot if you’re not careful. This section transitions into a fast, short whoop, then a steep 180 right berm, which is another spot where AI often crashes due to poor spacing at the start and a taller jump near the end. Outside this berm there’s a short, quick whoop, then a 90-degree right turn under the bridge. These whoops are faster at the beginning but can push you up if you’re not careful. The flat section continues with a fast straight, then a 90-degree left, followed by a very short, flat straight into a big air triple off a large jump. On the 250s, with the 90-degree left leading into the big air jump, I prefer to go wider and use the high, steep berm—especially in rain. On the 450, it wasn’t necessary, and sometimes taking the apex helped me pass AI. The big air triple immediately takes you into a 90-degree left, followed by a med jump right away, then a short flat back to the holeshot. This technique is repeated on subsequent laps due to consistent speed.

Spoiler
I was close to winning this race with a 12-second AI lead in my last attempt. I passed lead rider Ricky Johnson halfway through the final lap, only for him to miraculously catch up and land a massive jump at the end of Monster Alley, bumping me off course. It reminded me of Marvin Musquin’s move in this race at the 4:09 mark, though it wasn’t as harsh—just enough to send me off the split at the end of Monster Alley, and fortunately not on the final lap. On the other hand, I had a bit of luck at the start of the final lap here, where just after the finish line jump, Ricky Johnson and Justin Brayton crashed into the Tuff Blocks one after another on the berm at the end of the first whoop section. I’m sure I would have passed them eventually, but Ricky did give me a scare when he matched or beat my performance on the rhythm section, nearly catching up and passing me just before the bend leading to the bridge in Monster Alley. Thankfully this time he narrowly missed me as I came down off a jump at the 6:00 mark, landing just behind me—WHEW! At the final time check, I had just over 1.1 seconds ahead, enough to avoid further chaos from Mr. Johnson!

Las Vegas
K
Kubninjan
04-17-2016, 10:46 AM #10

This concludes the 450 career, with a championship race in Las Vegas. My plan is to try each career on Realistic, the most challenging setting, and likely begin with 250 East again. It might take some time, though, since I aim to complete my GRID 2019 walkthrough and finish at least two or three more playthroughs of RE Village first. Thanks to everyone who took the time to read these posts.

Las Vegas
This venue is designed for speed, featuring the well-known "Monster Alley" with two long, flat straights. Eli Tomac often leads here, moving ahead quickly due to his skill in this layout. Interestingly, another AI, Ricky Johnson—a former Supercross champion—was once a tough competitor. Some sections see AI crashes or missed opportunities, but generally, they handle Monster Alley well, especially the rhythm section, which can slow you down if you miss your marks. I found that a 12-second AI lead was ideal, which I chose.

The track starts with a dog leg left, then quickly transitions into a wide, shallow 180 right berm. After waiting a full 12 seconds, several Tuff Blocks appear, but most are spaced so they can pass through easily. Following the berm is a small jump that lets me hop over a med jump, use another small jump to transition onto a tabletop, then another jump, and end up on a flat, nearly 90-degree right. This is the main rhythm section—beginning with a jump off a small jump into a skip off a med jump. I also perform a double/double combo using another skip jump, followed by a downslope from a med jump to another double/double combo on tabletops. This part ends with a few short jumps I skip off and land. My approach varies slightly here, but missing the two on/offs can slow you down, so those choices aren’t deliberate.

Next comes a long, flat straight that curves sharply at the end, leading to a large jump in the middle of what’s otherwise a short, flat section. The AI often swings wide and slows significantly just before this short straight. If I ease off briefly and lean hard into the section, I can easily pass many of them. Then I take a slightly sharper bend onto another long, flat straight, followed by spaced med jumps and a tabletop. On the 450s, you can reach speeds around 76 MPH—about 10% faster than the 250 bikes (69 MPH). The 250s can hit a quad jump at their pace, but that extra speed lets you skip off the top of the 5th jump and keep up better. AI tends to crash here frequently, and worse, they can come flying down and knock you off course. I don’t see this as a rhythm section because you can generally fly through it without focusing on precise marks. I just go all out, slow back slightly when landing on the first med jump, and regain balance after the 5th jump. The only key is staying centered on track and slowing down enough for the shallow 180 right split, which has a gentle berm. Luckily, this split is separated by a dirt berm lip instead of Tuff Blocks. I usually stay inside and coast to keep control.

From this berm comes a brief straight that leads to a big air double off the final jump, followed by a slightly larger bridge jump. It was tough to hit the down slope on the 250s, but it’s much easier on the 450. You’re more likely to overshoot if you’re not careful. This section transitions into a fast, short whoop, then a steep 180 right berm, which is another spot where AI often crashes due to poor spacing at the start and a taller jump near the end. Outside this berm there’s a short, quick whoop, then a 90-degree right turn under the bridge. These whoops are faster at the beginning but can push you up if you’re not careful. The flat section continues with a fast straight, then a 90-degree left, followed by a very short, flat straight into a big air triple off a large jump. On the 250s, with the 90-degree left leading into the big air jump, I prefer to go wider and use the high, steep berm—especially in rain. On the 450, it wasn’t necessary, and sometimes taking the apex helped me pass AI. The big air triple immediately takes you into a 90-degree left, followed by a med jump right away, then a short flat back to the holeshot. This technique is repeated on subsequent laps due to consistent speed.

Spoiler
I was close to winning this race with a 12-second AI lead in my last attempt. I passed lead rider Ricky Johnson halfway through the final lap, only for him to miraculously catch up and land a massive jump at the end of Monster Alley, bumping me off course. It reminded me of Marvin Musquin’s move in this race at the 4:09 mark, though it wasn’t as harsh—just enough to send me off the split at the end of Monster Alley, and fortunately not on the final lap. On the other hand, I had a bit of luck at the start of the final lap here, where just after the finish line jump, Ricky Johnson and Justin Brayton crashed into the Tuff Blocks one after another on the berm at the end of the first whoop section. I’m sure I would have passed them eventually, but Ricky did give me a scare when he matched or beat my performance on the rhythm section, nearly catching up and passing me just before the bend leading to the bridge in Monster Alley. Thankfully this time he narrowly missed me as I came down off a jump at the 6:00 mark, landing just behind me—WHEW! At the final time check, I had just over 1.1 seconds ahead, enough to avoid further chaos from Mr. Johnson!

Las Vegas