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Second pass at upward G-mode setups #2098
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
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@@ -3276,13 +3276,20 @@ | |
| "canTrickyUseFrozenEnemies", | ||
| {"or": [ | ||
| "Morph", | ||
| "canTwoTileSqueeze" | ||
| "canTrickyGMode" | ||
| ]} | ||
| ], | ||
| "exitCondition": { | ||
| "leaveWithGModeSetup": {} | ||
| }, | ||
| "flashSuitChecked": true | ||
| "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.", | ||
|
Contributor
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I think moving the crab is a little faster than the 90s, but should it have canBePatient anyway? |
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| "Aim down before landing on the crab to avoid triggering the transition.", | ||
| "Be sure to touch the transition before it thaws or Samus will be in a falling pose, but late enough that it will be able to rotate around the corner and hit Samus in time." | ||
| ], | ||
| "devNote": "Without Morph, this is not difficult enough to require canTrickyGMode, but it is easy to fail and the setup is very slow." | ||
| }, | ||
| { | ||
| "id": 129, | ||
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
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@@ -840,6 +840,31 @@ | |
| "It also makes it possible to gain more speed by running a few tiles further, which is needed for certain strats." | ||
| ] | ||
| }, | ||
| { | ||
| "link": [2, 2], | ||
| "name": "G-Mode Setup - Frozen Mella", | ||
| "requires": [ | ||
| "canUpwardGModeSetup", | ||
| "canTrickyUseFrozenEnemies", | ||
| "canManipulateMellas", | ||
| "canInsaneJump", | ||
| {"or": [ | ||
| "Morph", | ||
| "canTrickyGMode" | ||
| ]} | ||
| ], | ||
| "exitCondition": { | ||
| "leaveWithGModeSetup": {} | ||
| }, | ||
| "flashSuitChecked": true, | ||
| "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.", | ||
|
Contributor
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. This is why I prefer using a low mella. 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. |
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| "If the Mella is not moving upwards, there is a good chance that Samus will be in a falling state as she is hit through the transition and can't use X-Ray.", | ||
| "With Morph, Samus can midair morph directly onto the Mella without touching the transition." | ||
| ] | ||
| }, | ||
| { | ||
| "id": 36, | ||
| "link": [2, 2], | ||
|
|
@@ -917,9 +942,10 @@ | |
| "h_preciseIceClip", | ||
| "h_highPixelIceClip" | ||
| ]}, | ||
| "canInsaneJump", | ||
| {"or": [ | ||
| "Morph", | ||
| "canInsaneJump", | ||
| "canTrickyGMode", | ||
| {"enemyDamage": {"enemy": "Mella", "type": "contact", "hits": 1}} | ||
| ]} | ||
| ], | ||
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| Original file line number | Diff line number | Diff line change |
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@@ -660,7 +660,7 @@ | |
| "requires": [ | ||
| "canTrickyUseFrozenEnemies", | ||
| {"ammo": {"type": "Super", "count": 1}}, | ||
| "h_useSpringBall", | ||
| "Morph", | ||
|
Contributor
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. 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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| "canUpwardGModeSetup", | ||
| {"or": [ | ||
| "canConsecutiveWalljump", | ||
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@@ -675,7 +675,9 @@ | |
| "unlocksDoors": [{"types": ["ammo"], "requires": []}], | ||
| "flashSuitChecked": true, | ||
| "note": [ | ||
| "Knock a Viola off of its platform and keep it on camera as it climbs to the top of the room." | ||
| "Knock a Viola off of its platform and keep it on camera as it climbs to the top of the room.", | ||
| "Freeze the Viola when it is only partially overhanging the door and midair morph onto it.", | ||
| "With Morph, Samus can midair morph directly onto the Viola without touching the transition." | ||
| ] | ||
| }, | ||
| { | ||
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There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Exiting on the right would require morph then