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update canBlueSuitSpikeJump tech
1 parent 65d4eda commit fb9cdfb

2 files changed

Lines changed: 6 additions & 18 deletions

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region/norfair/east/Double Chamber.json

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Original file line numberDiff line numberDiff line change
@@ -4103,7 +4103,7 @@
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"name": "Blue Suit Spike Spin Jump Wall Jump",
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"requires": [
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"canCrumbleJump",
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"canBlueSuitSpikeSpinJump",
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"canBlueSuitSpikeJump",
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{"spikeHits": 1},
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"canWalljump",
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{"heatFrames": 420}

tech.json

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@@ -2673,24 +2673,12 @@
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"To avoid a rapid chain of spike hits, hold forward while landing on the spikes so that Samus is boosted downward,",
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"and release forward before knockback ends, so that Samus does not walk forward.",
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"If successful, Samus will be standing on the spikes, with 60 frames of invulnerability.",
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"From here, Samus can jump straight up out of the spikes."
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"From here, Samus can jump straight up out of the spikes,",
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"or spin jump by turning around with a buffered jump."
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],
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"extensionTechs": [
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{
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"name": "canBlueSuitSpikeSpinJump",
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"techRequires": [
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"canBlueSuitSpikeJump"
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],
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"otherRequires": [],
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"note": [
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"The ability to perform a spin jump off the surface of spikes while carrying a blue suit in the presence of active enemies.",
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"When Samus is standing on spikes with invulnerability frames, a spin jump can be performed either forward or backward.",
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"In both cases, jump must be pressed exactly one frame after the directional input.",
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"Spin jumping forward is the safer option,",
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"as a late jump only immediately results in one additional spike hit with Samus being knocked upward;",
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"whereas with a turnaround spin jump, Samus may immediately take 6 spike hits while turning around."
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]
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}
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"detailNote": [
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"It is also possible to spin jump without a buffered jump,",
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"but it requires pressing jump exactly one frame after the directional input (forward or backward)."
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]
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},
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{

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