Strategy Guide Writer
DJ's edit: concatenated two other topics into this one. Stickied.
I tried a bit of mucking about at the start and noticed a few things:
1). The Bomb Jump exit animation brings Samus down super quick as she sort of 'un-rolls' and this seems to carry a LOT of downward momentum. Perhaps it can still be exploited somehow?
2). Combat dashes are defanitely a no go as the momentum is killed almost on the spot once you let go of Z.
3). There's virtually no background scenery you can stand on. :( I've had zero luck with Ghetto Jumps too, but maybe they just need a new method in corruption?
4). And as far as low% goes, there's a bob of an e-tank right at the start of the game. Have fun trying to skip THAT! :(
So, so far, not encouraging, but hell, I've literally only just done the space station (on veteran with advanced controls), and I'm off to bed now, so I'll carry on with my messing around tomorrow. ;)
I tried a bit of mucking about at the start and noticed a few things:
1). The Bomb Jump exit animation brings Samus down super quick as she sort of 'un-rolls' and this seems to carry a LOT of downward momentum. Perhaps it can still be exploited somehow?
2). Combat dashes are defanitely a no go as the momentum is killed almost on the spot once you let go of Z.
3). There's virtually no background scenery you can stand on. :( I've had zero luck with Ghetto Jumps too, but maybe they just need a new method in corruption?
4). And as far as low% goes, there's a bob of an e-tank right at the start of the game. Have fun trying to skip THAT! :(
So, so far, not encouraging, but hell, I've literally only just done the space station (on veteran with advanced controls), and I'm off to bed now, so I'll carry on with my messing around tomorrow. ;)
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