Pink Maridia check flash suits part 1#2275
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osse101
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Botwoon is a tricky one. Going fast is what makes keeping the flash suit hard in the speedrun. Going slow means giving up the opener good position, but I typically do that to avoid damage already. And carryFlashSuit is at a level where you can do a slow botwoon fight already.
| "Avoid getting hit by killing the extra Zoas since falling into the sand is a softlock." | ||
| ], | ||
| "detailNote": [ | ||
| "If carrying a flash suit, hold angle-down while shooting the Zoa and jumping." |
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I hold shot going into the jump, so it felt like there was no risk of using the flash suit.
But holding angle-down feels like a better way of doing the strat, compared to crouch jump or forward shot.
| "canHorizontalDamageBoost" | ||
| ]} | ||
| ]}, | ||
| "h_trickyToCarryFlashSuit" |
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This shouldn't be any harder to carry a flashsuit than Spike Platforming with Move Assist
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Ok, so best to remove the "h_trickyToCarryFlashSuit"?
| {"spikeHits": 2} | ||
| ]} | ||
| ], | ||
| "flashSuitChecked": false, |
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I tried it and the first jump is harder. You have to overjump the spikes so you can turn around before touching them. The third spikes also becomes precise, like the other dboost strats.
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Sounds like Beyond-level then? Can add a helper for that ("h_extremelyTrickyToCarryFlashSuit")
| @@ -600,10 +618,11 @@ | |||
| "canHorizontalDamageBoost" | |||
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The Spike Platforming strats change in that the spike damageboost becomes pretty precise. Could put h_complexToCarryFlashSuit on these.
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The "canHorizontalDamageBoost" requirement already implies h_complexToCarryFlashSuit. Or do you mean it's needed even for the case that doesn't do the damage boost?
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The damageboost isn't hard, just a knowledge check. So it makes the jump harder than a regular damage boost with flash suit, but not enough to change difficulty placement.
| "flashSuitChecked": true, | ||
| "note": [ | ||
| "Crouch jump while holding shot to jump high enough to grapple horizontally to the second-lowest block.", | ||
| "then fall, aim diagonally up, and grapple to the opposite wall,", |
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Using the same wall is potentially easier
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Yeah that was interesting seeing you do that on stream; I hadn't realized that would work. Opposite wall still feels easier to me, but makes sense to mention both options in the note
| {"spikeHits": 1} | ||
| ]} | ||
| ], | ||
| "flashSuitChecked": false, |
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One difference is that you can't horizontalDamageBoost the first pair of spikes, so there is another spike hit required. It doesn't feel very different otherwise.
| - _minTiles_: The minimum amount of effective runway tiles in other room needed for this strat. | ||
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| A `comeInStutterGettingBlueSpeed` condition must match with a `leaveWithRunway` condition on the other side of the door, which must have an "air" environment and an effective length of at least `minTiles`. A match comes with the following implicit requirements for actions to be performed in the previous room: | ||
| - The helper `h_stutterWaterGetBlueSpeed`, which includes the `canStutterWaterShineCharge` tech and the `SpeedBooster` item, but while being able to retain a flash suit. |
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Some reactions
- An entrance condition depending on a helper -> not the norm, but there is a fuller definition here
- A helper with a definition in "strats.md" -> should that become a protected helper 🤔
But if the entrance condition or helper get changed, then they know what they are doing and can do whatever they want.
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If we change the definition of a helper I imagine we would look at all its occurrences, including in the strats.md. But maybe it's better to just list the requirements individually and not reference the helper here.
Co-authored-by: Michael McKenzie <mikemck101@gmail.com>
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