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Merge pull request #2258 from kjbranch/carry-flash
Add can(Complex)CarryFlashSuit, no uses yet
2 parents a41e241 + b4012b2 commit a092bff

1 file changed

Lines changed: 81 additions & 34 deletions

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tech.json

Lines changed: 81 additions & 34 deletions
Original file line numberDiff line numberDiff line change
@@ -2140,32 +2140,97 @@
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]
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},
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{
2143-
"id": 141,
2144-
"name": "canSpikeSuit",
2145-
"techRequires": [],
2146-
"otherRequires": [
2147-
"SpeedBooster",
2148-
"Morph",
2149-
{"gainFlashSuit": {}}
2143+
"name": "canCarryFlashSuit",
2144+
"techRequires": [
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"canShinechargeMovementComplex"
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],
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"otherRequires": [],
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"note": [
2152-
"The ability to gain a flash suit using spikes or similar damage source.",
2153-
"Gain a shinecharge, take a spike hit while morphed, unmorphing either 1 or 2 frames after taking damage.",
2154-
"Then press jump to activate a shinespark on the last frame of knockback, 10 frames after taking damage."
2149+
"A flash suit is a glitched state where Samus has the ability to shinespark without having a shinecharge timer.",
2150+
"It is most commonly obtained with a spike suit, but can also be obtained by interrupting a Crystal Flash, as well as other methods.",
2151+
"Samus will lose a flash suit when shinecharging, using X-ray, or Crystal Flashing,",
2152+
"and she will use the flash suit when performing any inputs that would normally use a shinespark when having a shinecharge, such as standing jump, or aiming up or diagonally up after jumping."
2153+
],
2154+
"detailNote": [
2155+
"Some basic movement techniques that can help prevent accidentally using a flash suit include:",
2156+
"spin jumping or jumping with angle down held, and holding angle down for at least as long as holding jump;",
2157+
"avoiding crouch jumps - however, crouch jumping can be performed underwater while holding shoot, or by holding down while jumping;",
2158+
"It is worth noting that shinecharging removes a flash suit, but gaining blue speed does not - so it is possible to speedball, blue space jump, etc."
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],
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"extensionTechs": [
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{
2158-
"id": 142,
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"name": "canTrickyCarryFlashSuit",
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"id": 141,
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"name": "canSpikeSuit",
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"techRequires": [
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"canSpikeSuit"
2165+
"canCarryFlashSuit"
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],
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"otherRequires": [
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"SpeedBooster",
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"Morph",
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{"gainFlashSuit": {}}
2171+
],
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"note": [
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"The ability to gain a flash suit using spikes or similar damage source.",
2174+
"Gain a shinecharge, take a spike hit while morphed, unmorphing either 1 or 2 frames after taking damage.",
2175+
"Then press jump to activate a shinespark on the last frame of knockback, 10 frames after taking damage."
2176+
]
2177+
},
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{
2179+
"id": 178,
2180+
"name": "canElevatorCrystalFlash",
2181+
"techRequires": [
2182+
"canCarryFlashSuit",
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{"tech": "canCrystalFlash"}
2184+
],
2185+
"otherRequires": [
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{"gainFlashSuit": {}}
2187+
],
2188+
"note": [
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"The ability to gain a flash suit by interrupting a crystal flash by going down an elevator.",
2190+
"While on the elevator platform, place a Power Bomb midair, pixel perfectly, at the height where Samus can crystal flash while standing.",
2191+
"The Power Bomb will need to be centered on her hitbox, which may not be possible with a full height jump.",
2192+
"While standing, press the crystal flash inputs, where the down press is not pressed until the last frame, where the inputs are checked.",
2193+
"This occurs approximately 13 frames after the Power Bomb explosion is completely gone.",
2194+
"Instead of crystal flashing, Samus will go down the elevator. If it was done properly, Samus' beam will be grey in color."
2195+
]
2196+
},
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{
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"name": "canComplexCarryFlashSuit",
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"techRequires": [
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"canCarryFlashSuit"
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],
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"otherRequires": [],
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"note": [
2165-
"The ability to preserve a flash suit while performing strats that have a high risk of losing the flash suit.",
2166-
"For example, performing a gate glitch starting with a spin jump, morph, unmorph."
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"The ability to preserve a flash suit while performing strats that have a moderately high risk of losing the flash suit.",
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"For example, jumping into an IBJ without HiJump, which can be done from an angle down jump or a spin jump.",
2206+
"This can also sometimes have applications while dodging enemies or while taking damage from them.",
2207+
"Damage boosting can be tricky, as it requires holding both backwards and jump until Samus lands; releasing either too early will use the flash suit.",
2208+
"It is possible to morph and unmorph midair to switch from a \"jumping\" to \"falling\" state, in order to be able to aim up or diagonally up while midair;",
2209+
"one common reason to do this is to grapple across a ceiling, which requires a morph and unmorph between each swing."
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],
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"detailNote": [
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"Other examples include grapple jumping with HiJump, and, using a bomb boost to escape water, which can be made reasonable by holding shot to prevent sparking while in the water.",
2213+
"This also includes the ability to gate glitch with either Spring Ball or underwater; with Spring Ball - morph, jump, then unmorph in order to be able to angle up shot;",
2214+
"while underwater - hold down while jumping or crouch jumping, then morph and unmorph in order to be able to angle up shot.",
2215+
"It is possible to ice clip with a frozen enemy, which requires the enemy to be frozen pixel-perfectly at a location much higher than normal, because Samus is not able to crouch jump or use X-ray.",
2216+
"It is also possible to use a flash suit to ceiling clip, which can be useful as it expands the pixel window for clipping, and can be done suitless underwater."
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],
2168-
"devNote": "This technically shouldn't require canSpikeSuit, but that is the easiest known method of obtaining a flash suit."
2218+
"devNote": "FIXME: Unusual uses of a flash suit, or flash suit ceiling clips can eventually be separated off into a separate tech.",
2219+
"extensionTechs": [
2220+
{
2221+
"id": 142,
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"name": "canTrickyCarryFlashSuit",
2223+
"techRequires": [
2224+
"canComplexCarryFlashSuit"
2225+
],
2226+
"otherRequires": [],
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"note": [
2228+
"The ability to preserve a flash suit while performing strats that have a high risk of losing the flash suit.",
2229+
"For example, performing a gate glitch in air without the use of Spring Ball - from a spin jump, morph then unmorph, in order to be able to angle up shot.",
2230+
"This also expects the ability to grapple jump without the use of HiJump."
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]
2232+
}
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]
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}
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]
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},
@@ -2902,24 +2967,6 @@
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],
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"note": "Setting up a Crystal Flash with only a 10 Power Bomb capacity, by picking up a Power Bomb in between placing the first Power Bomb and activating the Crystal Flash.",
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"devNote": "Note that this does not include the refill, as the amount is dependent on Samus' environment."
2905-
},
2906-
{
2907-
"id": 178,
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"name": "canElevatorCrystalFlash",
2909-
"techRequires": [
2910-
{"tech": "canCrystalFlash"}
2911-
],
2912-
"otherRequires": [
2913-
{"gainFlashSuit": {}}
2914-
],
2915-
"note": [
2916-
"The ability to gain a flash suit by interrupting a crystal flash by going down an elevator.",
2917-
"While on the elevator platform, place a Power Bomb midair, pixel perfectly, at the height where Samus can crystal flash while standing.",
2918-
"The Power Bomb will need to be centered on her hitbox, which may not be possible with a full height jump.",
2919-
"While standing, press the crystal flash inputs, where the down press is not pressed until the last frame, where the inputs are checked.",
2920-
"This occurs approximately 13 frames after the Power Bomb explosion is completely gone.",
2921-
"Instead of crystal flashing, Samus will go down the elevator. If it was done properly, Samus' beam will be grey in color."
2922-
]
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}
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]
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},

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