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rocks, locks, and invisible blocks
Time for a segmented run! Wooohoooo!!!
Easier and fast TFT strat:



forgot to share this one before, but it's not as interesting.



I want to find more applications for chaining R-jumps with hopping, but obstacles can get in the way pretty easily.
rocks, locks, and invisible blocks
wow! these seem so obvious but not at the same time, that first one especially. great finds.
thanks, it's no surprise that this technique leads to new strats, so I tried to find some applications like these.
I got a vid of using this in fungal halls a bit, but I couldn't find anything useful.
Another place where this could be used to go faster in theory is sun tower access, but it's extremely difficult to avoid the pillars.
Maybe you could come up with a strat in phendrana canyon as the room shape allowes for some R-jump hopping, but I haven't figured out anything useful so far and you can do dashes anyways which are faster.
Btw. you can also R-jump chain in Tallon Canyon, but I'm pretty sure it's slower than doing the 2 dashes.
getting there...
I think you put too little value in the trick you've found. In hindsight, the trick should have been extremely obvious. We already knew you could maintain momentum (while sideways) from a dash jump.

I think it's pretty frame dependent, but a precise jump after a dash will continue samus on for a considerable distance, with little loss of momentum. Why would a regular jump be any different? In the second video, it reminds me of some sort of bunny hop. Very cool!

Maybe I'm getting ahead of myself, but these sort of jumps will probably shave off quite a bit of time with the right bending techniques.
rocks, locks, and invisible blocks
It literally is the same thing as a bunny hop, you're just not dashing on the first jump. And as for being frame dependent, the window to maintain enough speed is big enough for anyone who's practiced bunny hopping to be able to do no problem. There are even some people, like m177, who can almost consistently bunny hop on the first frame (using flat ground at least). Practice makes perfect I guess. Anyway I'm excited to see more places this can be used.


only some flashy looking stuff in fungal halls, nothing you could actually need in runs.
loving low%
no clue how others do this room w/o Boost nor Gravity (nor SJB).
T3 did you find anything new about Early Newborn or were you bullshitting us?


not really worth it RTA, but probably the fastest way to do this room for TAS with a little improvement by ghetto jumping on the round thingie to reach the rail immediately.
so I made a collection of important triggers in the any% route, so it contains all the load triggers you should know of as well as door open triggers (triggers that cause a door to open if the room is finished loading and the door is shot) and a bunch of other stuff.

https://drive.google.com/folderview?id=0B-j5xoa_4Sx3U0lTVDRVNjNCb0k&usp=sharing
rocks, locks, and invisible blocks
Someone asked me to test this a while ago, I think it was t3, and I never got around to it until now.
Two things.

One, you can R Jump in MQA from where you Dash from to get to the door.


Two, in Elevator Access A, I find that facing backwards makes you get stuck more consistently. I've tried similar angles facing forwards and it's very inconsistent, but with facing backwards I seem to always get stuck.
Quote from DF6780:
Two, in Elevator Access A, I find that facing backwards makes you get stuck more consistently. I've tried similar angles facing forwards and it's very inconsistent, but with facing backwards I seem to always get stuck.

that's the second time somebody posted this, I wonder if somebody will actually listen this time
Edit history:
Hazel: 2016-08-10 05:40:01 pm
Hazel: 2016-08-10 05:39:42 pm
rocks, locks, and invisible blocks
I don't know where an appropriate place to post this would be... but here is good enough I guess. Also that Elevator Access A Strat seems promising, I noticed in other areas in the game that getting caught in a wall is easier while sideways than straight on, maybe it's easier while backwards as well


rocks, locks, and invisible blocks
I guess I'll post this here since Edzan didn't.
rocks, locks, and invisible blocks
I'm not sure how consistent this could be, but it should be viable in segmented at the very least.
a while ago i had exo "end a phase early"

https://www.twitch.tv/remidemmi/v/80458460

i highlighted the whole fight up to that point for reference aswel

https://www.twitch.tv/remidemmi/v/80477230
Edit history:
Hazel: 2016-08-20 04:06:32 pm
rocks, locks, and invisible blocks
That's interesting, it looks like you did enough damage to end the round during the very start of it's slash attack, the animation of that attack doesn't stop early if enough damage is done, it plays out the whole thing. So because of that, you were still able to get 2 Ice Beam "snipes" even though you missed the one while he's turning around.
ooooooooooh that actually makes A LOT of sense, that is interesting
so that means you can actually get in 3 snipes per phase if timed correctly
rocks, locks, and invisible blocks
I guess so, though it's probably not worth doing since it means extending the phase by waiting for the slash attack, basically you'd make one phase shorter by making the previous one longer.
I thought this was somewhat known you could still 'over-injure' Exo during attacks where it 'should' be dead. But nice to see such a stark example hahahaha
rocks, locks, and invisible blocks
Most of the time when you do extra damage it doesn't carry over. His HP doesn't reset to 220 until a certain point after ending a round.