Worst Room X-mode temporary blue & refinements#2193
Worst Room X-mode temporary blue & refinements#2193osse101 merged 2 commits intovg-json-data:masterfrom
Conversation
Co-authored-by: Michael McKenzie <mikemck101@gmail.com>
I'm not sure. I think maybe the thing that makes it trickier is that your dash speed affects the timing & cue in a more significant way than other X-mode setups; since you're approaching the spike at close to the peak of your jump, even a little bit different speed can make you approach the spike at a significantly different rate. So I try to be consistent in where I start and where I jump. I think it is important to touch the spike from below, in order to get pushed down onto the Namihe; touching it from the side doesn't seem to work at all from what I can tell. With all X-mode setups, I have a hard time finding consistency. If I grind a specific setup for a while then it gets better temporarily, and this one seems not that different. In the end it comes down to one frame-perfect input. So it's probably not the worst thing in Insane. But in general I don't think I would enjoy playing Insane without save states 🤷 |
This adds a new notable for the X-mode strat that somerando(caauyjdp) recently shared. I was thinking probably Insane for it, mainly because the timing/cue for the X-mode feels very unique, with how you approach the spike from below here.
While working on this, I noticed that the heat frames for descending the room (to node 4) were pretty lenient, and it looked like it mostly had to do with the assumption that you stop at node 5 along the way, and node 5 is defined kind of broadly (e.g. it can include being on top of the Namihe doing a CF) which makes those heat frames large. A fairly significant amount of heat frames can be saved by bypassing node 5 and going directly to node 4, weaving between the platforms, so I added strats for that.
Video: https://videos.maprando.com/video/7347