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44 changes: 40 additions & 4 deletions helpers.json
Original file line number Diff line number Diff line change
Expand Up @@ -638,15 +638,40 @@
"canGateGlitch",
{"or": [
{"noFlashSuit": {}},
"h_useSpringBall",
{"and": [
"Morph",
"canInsaneJump",
"h_useSpringBall",
"canComplexCarryFlashSuit"
]},
{"and": [
"canInsaneMidAirMorph",
"canTrickyCarryFlashSuit"
]}
]}
]
},
{
"name": "h_underwaterGateGlitch",
"requires": [
"canGateGlitch",
{"or": [
{"noFlashSuit": {}},
{"and": [
"canComplexCarryFlashSuit",
{"or": [
{"and": [
{"disableEquipment": "Gravity"},
"canMidAirMorph"
]},
"h_useSpringBall"
]}
]},
{"and": [
"canTrickyCarryFlashSuit",
"canInsaneMidAirMorph"
]}
]}
]
},
{
"name": "h_blueGateGlitch",
"requires": [
Expand All @@ -666,6 +691,14 @@
"h_greenGateGlitchLeniency"
]
},
{
"name": "h_underwaterGreenGateGlitch",
"requires": [
"h_underwaterGateGlitch",
{"ammo": {"type": "Super", "count": 1}},
"h_greenGateGlitchLeniency"
]
},
{
"name": "h_heatedBlueGateGlitch",
"requires": [
Expand Down Expand Up @@ -1081,7 +1114,10 @@
"requires": [
{"or": [
{"noFlashSuit": {}},
"Morph"
{"and": [
"Morph",
"canComplexCarryFlashSuit"
]}
]}
]
},
Expand Down
2 changes: 1 addition & 1 deletion region/maridia/outer/Crab Gate Room.json
Original file line number Diff line number Diff line change
Expand Up @@ -579,7 +579,7 @@
"requires": [
{"notable": "Suitless Green Gate Glitch"},
{"or": [
"h_greenGateGlitch",
"h_underwaterGreenGateGlitch",
{"obstaclesCleared": ["A"]}
]}
],
Expand Down
31 changes: 29 additions & 2 deletions tech.json
Original file line number Diff line number Diff line change
Expand Up @@ -742,7 +742,14 @@
"HiJump",
"can4HighMidAirMorph"
]},
{"noFlashSuit": {}}
{"or": [
{"noFlashSuit": {}},
{"and": [
"HiJump",
"canComplexCarryFlashSuit"
]},
"canTrickyCarryFlashSuit"
]}
],
"note": [
"Using Grapple to propel Samus upwards, then continuously morphing/unmorphing/jumping in mid-air to climb upwards.",
Expand All @@ -765,6 +772,12 @@
"3) Performing actions between individual grapple jumps, such as arm pumping, shooting, or kago-ing an enemy,",
"4) Breaking a water line while grapple jumping."
],
"detailNote": [
"If carrying a flash suit, special care is needed to avoid activating the shinespark:",
"avoid holding jump during the initial fling,",
"and hold forward after unmorphing in order to spin jump rather than crouch jump;",
"underwater another option is to hold shot (after deselecting Grapple) in order to crouch jump."
],
"extensionTechs": [
{
"id": 53,
Expand Down Expand Up @@ -1424,6 +1437,11 @@
{"or": [
"SpringBall",
"canMidAirMorph"
]},
{"or": [
{"noFlashSuit": {}},
"HiJump",
"canComplexCarryFlashSuit"
]}
],
"note": "The ability to start an IBJ from a jump or a spring ball jump. It is most often used in strats that need Samus to IBJ up faster or to avoid something near the ground."
Expand Down Expand Up @@ -1534,6 +1552,10 @@
{"or": [
"Bombs",
{"ammo": {"type": "PowerBomb", "count": 1}}
]},
{"or": [
{"noFlashSuit": {}},
"canComplexCarryFlashSuit"
]}
],
"note": "From a submerged platform, setting up a single bomb jump above the water line to propel Samus up and out of the water.",
Expand Down Expand Up @@ -1588,7 +1610,12 @@
"techRequires": [
"canNeutralDamageBoost"
],
"otherRequires": [],
"otherRequires": [
{"or": [
{"noFlashSuit": {}},
"canComplexCarryFlashSuit"
]}
],
"note": [
"Using the knockback from taking enemy damage to give Samus a large movement boost by holding the jump and backwards buttons.",
"By changing the timing of the directional input, the way that Samus is knocked back can be changed and has situational uses.",
Expand Down