Second pass at upward G-mode setups#2098
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| "note": [ | ||
| "The nearby Global crab can be used to exit on the left side of the door.", | ||
| "Exiting on the right will require travelling the Morph maze to find a local crab or two." | ||
| "Exiting on the right will require travelling the Morph maze to find a local crab or two.", |
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Exiting on the right would require morph then
| "flashSuitChecked": true, | ||
| "note": [ | ||
| "Lure the crab to the top of the room and freeze it close enough to the corner that it will be able to hit Samus after it thaws.", | ||
| "Without Morph, this is much trickier, requiring fairly precise freeze positioning and movement to get onto the crab.", |
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I think moving the crab is a little faster than the 90s, but should it have canBePatient anyway?
| "note": [ | ||
| "It can help to moonwalk towards a Mella that has never been on screen, so that it starts swooping immediately as it first enters the screen.", | ||
| "This will make it so that when Samus is below it, it will always swoop and go up slightly compared to the previous swoop.", | ||
| "Once it is swooping high enough, freeze the Mella while it is both high enough and still moving upwards.", |
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This is why I prefer using a low mella.
Jump and aim down to freeze it. Your hitbox will be small and the mella moving fast and up.
I didn't think having morph was a big deal; with the high mella method. For the same reason that the airball is forgiving, so is the spinjump.
Avoiding damage, so your energy is set appropriately, is the hardest part. Freezing at the right time may take a few tries but isn't too bad.
| "canTrickyUseFrozenEnemies", | ||
| {"ammo": {"type": "Super", "count": 1}}, | ||
| "h_useSpringBall", | ||
| "Morph", |
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Its not obvious but you can jump onto the viola without morph if you aim down. Otherwise you trip and touch the transition.
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