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.
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.
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.
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.
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.
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
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
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.
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