Refine X-Ray dboost strats#2164
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osse101
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The speedbooster strat feels safer. The problem with final damageboost is that you can fall and get stuck, but speedy jump is more reliable at crossing, as long as you can backup with walljump. Until now I always turned off speed so it wouldn't mess with my jumps.
And I learned you can use iframes from a waver to barely build a shinespark on the spikes here and shinespark across and out.
Speedruns farm enemies as they cross the room.
- A fireflea to heal back the fireflea damage
- The three wavers
- Supering the yapping maws. You probably skip one of the wavers to get a yapping maw.
| "Use a Fireflea (or two) to quickly boost to the left,", | ||
| "to be able to catch the Waver and boost off it on its first cycle, to cross the first gap.", | ||
| "Take one or two more hits from the Wavers for i-frames;", | ||
| "take the last hit close to the ground while holding forward.", |
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I prefer a turnaround kago, or neutral dboost.
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A turnaround kago can work but from what I'm seeing, it leaves you with significantly fewer i-frames (looks like it takes some time for the turnaround animation to finish before you can begin running?). Holding forward boosts you down and you begin running more quickly. It doesn't seem to matter with the 3 Waver hit version since you'd be falling off the runway before running out of i-frames either way. But with the 2 Waver hit version, the holding forward method seems noticeably more lenient. https://videos.maprando.com/video/7201
I might be missing something about the neutral dboost because wouldn't that push you upward, delaying the landing so there's almost no opportunity to gain enough speed to cross?
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I didn't see that there was a 2 waver hit version because the parts for avoiding firefleas obfuscate what is important to the strat.
2 hit jump fits in extreme because I think you want to set up a visual cue for where iframes run out to do the jump. I'm not going to use it if I can avoid it, but farming wavers before that point was overall harder. Turnaround kago could work, but was harder.
https://videos.maprando.com/video/7205 -- I used save states
Interesting, I tried but haven't been able to get a shinecharge.
I imagine farming the firefleas might need runway (i.e. not a water entry) in order to have enough time? Waiting for the slow Waver cycle also works as a way to avoid the fireflea damage so I guess farming the Firefleas wouldn't matter much logically. Farming Wavers or a Yapping Maw along the way can matter but we don't have a way to model it yet. Farming Bulls in the quicksand rooms is another kind of on-path farm that we can't represent yet; it would be nice to solve someday. |
There is already a 2->3 Damage Boost strat in Very Hard. This PR adds a 2->4 version, which does the same thing except it also continues using the Waver for i-frames and then lands on the safe platform below. I'm thinking this should be fine in Very Hard since it doesn't have to do the tricky damage boost at the end and also has no need to do the entry quickly (since the second Waver cycle is fine). Landing on the safe platform is a bit tricky and we could add a spike hit requirement if it's an issue.
I'm hoping this will help smooth the difficulty curve, by giving VH players more exposure to this easier version of the damage boost. If the items are available to go 4->1, this new strat can also reduce the logical damage (taking only 3 Waver hits instead of 6).
Videos: