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Refine flash suits and max height spring ball#2267

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osse101 merged 2 commits intovg-json-data:masterfrom
kjbranch:max-spring
Aug 30, 2025
Merged

Refine flash suits and max height spring ball#2267
osse101 merged 2 commits intovg-json-data:masterfrom
kjbranch:max-spring

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Removed flash suit checked from a couple max height spring ball into double reserve trigger. Not sure if those were tested properly? If so, I can add them back

"This can be done from a spin jump or from a stationary lateral mid-air morph."
],
"devNote": "canStationaryLateralMidAirMorph is not strictly required but better describes the difficulty."
"detailNote": "There is a two-frame window for when Samus can jump after escaping the waterline. Starting from a crouch jump does not increase this window."
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I see 8 frames when doing the crouch jump + stationaryLateralMidAirMorph

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Weird, I was testing this, I must have messed something up. Maddo tested it and also agreed that there were 8. Without the stationary lateral, he was saying that he didn't make it far enough horizontally to make it to the ledge though.

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It also seems like the stationary lateral is required - and Maddo was saying that I was doing that from my spin jump.

"canReserveDoubleDamageBoost",
{"or": [
"h_maxHeightSpringBallJump",
"h_underwaterMaxHeightSpringBallJump",
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The springballjump part isn't any harder. I had to relearn how to do it is all.
The blind damageboost with a spikesuit sounds scary; I didn't test that.

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I wasn't really sure what to do with this - i think it would look how I wrote it, but since it hasn't been tested, I just put flash suit checked = false

"Gravity",
"HiJump",
"h_maxHeightSpringBallJump",
"canTrickySpringBallJump",
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trickyJump is there because the unmorph is unintuitive for hard. But that isn't so important for GMode strats.

@osse101 osse101 merged commit 45aad68 into vg-json-data:master Aug 30, 2025
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@kjbranch kjbranch deleted the max-spring branch September 12, 2025 22:43
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2 participants