Refine some Metroid Room 2 shinecharges#2085
Conversation
| {"metroidFrames": 100}, | ||
| {"and": [ | ||
| "canInsaneJump", | ||
| {"metroidFrames": 10} |
There was a problem hiding this comment.
- Avoiding a grab seems really unreliable for moonfall and morph roll off
- unmorph+downback is going to be the fastest way through the shortcut. It looked relatively stronger with
comeInShinechargingthough. - TwoTileSqueeze looked strong in
comeInShinechargingtoo.
There was a problem hiding this comment.
Here's a little practice session for the moonfall: https://videos.maprando.com/video/6622. I got 6 successful attempts in a row at the end, showing it can be reliable if you do the moonfall from the correct position. I need to add to the note to explain this though
There was a problem hiding this comment.
For me avoiding damage with the morph roll was harder: https://videos.maprando.com/video/6623. It feels like it can be reliable if you aim for the correct place to soft-morph. I still miss it a lot but it feels like movement errors on my part rather than something fundamentally unpredictable/uncontrollable.
There was a problem hiding this comment.
Like this https://videos.maprando.com/video/6631
And it would be the hardest method to execute.
I feel I would always trust TwoTileSqueeze over moonfall here. But they are both low level tech in context here, and not driving the logic.
There was a problem hiding this comment.
I see, nice, didn't think of that one. Yeah that feels harder than all the other methods but it leaves with more frames remaining (and avoids all damage). Left it as a FIXME because I wasn't sure what the tech requirement should be.
I started going through the backlog of Incomplete videos by Sam and saw several strat options were missing for going up the left side of Metroid Room 2. These are mostly walljump-avoid strats, but not strictly since they also avoid
canMidairWiggletech.There's also a two-tile squeeze strat for top-to-bottom which surprisingly appears slightly faster than the moonfall and Morph variants. The difference seemed not quite enough to justify tightening the shinecharge frames though. It feels more difficult than the moonfall/Morph options overall but easier to avoid Metroid damage so it can be a viable strat. The Metroid damage scaling for this strat in general (across all the variants) seemed a bit unreasonable, because if you don't do it just right then you take like 10x more Metroid damage; so I split off a "canInsaneJump" option.
Videos for all the new strats/variants on the video site.