|
2673 | 2673 | "To avoid a rapid chain of spike hits, hold forward while landing on the spikes so that Samus is boosted downward,", |
2674 | 2674 | "and release forward before knockback ends, so that Samus does not walk forward.", |
2675 | 2675 | "If successful, Samus will be standing on the spikes, with 60 frames of invulnerability.", |
2676 | | - "From here, Samus can jump straight up out of the spikes." |
| 2676 | + "From here, Samus can jump straight up out of the spikes,", |
| 2677 | + "or spin jump by turning around with a buffered jump." |
2677 | 2678 | ], |
2678 | | - "extensionTechs": [ |
2679 | | - { |
2680 | | - "name": "canBlueSuitSpikeSpinJump", |
2681 | | - "techRequires": [ |
2682 | | - "canBlueSuitSpikeJump" |
2683 | | - ], |
2684 | | - "otherRequires": [], |
2685 | | - "note": [ |
2686 | | - "The ability to perform a spin jump off the surface of spikes while carrying a blue suit in the presence of active enemies.", |
2687 | | - "When Samus is standing on spikes with invulnerability frames, a spin jump can be performed either forward or backward.", |
2688 | | - "In both cases, jump must be pressed exactly one frame after the directional input.", |
2689 | | - "Spin jumping forward is the safer option,", |
2690 | | - "as a late jump only immediately results in one additional spike hit with Samus being knocked upward;", |
2691 | | - "whereas with a turnaround spin jump, Samus may immediately take 6 spike hits while turning around." |
2692 | | - ] |
2693 | | - } |
| 2679 | + "detailNote": [ |
| 2680 | + "It is also possible to spin jump without a buffered jump,", |
| 2681 | + "but it requires pressing jump exactly one frame after the directional input (forward or backward)." |
2694 | 2682 | ] |
2695 | 2683 | }, |
2696 | 2684 | { |
|
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