Try it in WSA. That's about as good as it gets for a proof of concept room. No kind of space jump can make it yet, so if you can do it with that, it definitely has an effect.
So does that mean maybe possible or impossible? I'm leaning towards maybe, which is strangely optimistic for me.
Edit: Well, after extensive trials in the Backward L-lock Spring Jump across WSA, it seems to get the required distance to spawn on the other side, the catch is that it(naturally ) gets that distance afer the crosshairs disappear, but I'm no expert on WSA, it does seem to get good distance in general though, I think it's just the same forward as it is backward.
i wasnt sure if the holding r and that did give any distance and i knew if it did it would only be marginal but the backwards part is usefull as it allows you to stand of the platform before you jump giving a slight advantage of distance.
I can't BS jump out of the part of transit station that holds the early power bomb. Every time I do the triple bomb jump and instant unmorph I can't get an extra jump. It is strange because I can do it easily with a single bomb jump, but never with a triple bomb jump. Could somebody please expain to me what I am doing wrong or post a revised explanation of the method.
the BSJ is really difficult to pull off. Are you successfully getting the "instant-unmorph" required to get the extra jump? I've found that actually getting that extra jump is a bit tricky, at least for me. I've only gotten it a few times, and only in the room prior to Quadraxis :/
Thanks for the help guys, but I am still unable to do it. I can BS with a single bomb jump easily, but I still have not been able to get a BS jump after a double or triple bomb jump.
Important Question: Has anybody (besides Sparky) been able to get out of the section of the room that holds the powerbomb in transit station without the spider ball by using the BS jump?
Walk to the end of the starting ledge with the ship in your view, then use it to scan dash diagonally up-left just before you fall off. The tough part is not hitting the wall to your left. I'm not sure what to do about that, but if you're too far to the right when you dash, I don't think you can land on the ledge. I don't think you can be anywhere past the center.
You can lock on the ship before you reach the end if you want, or wait until the exact moment you have to do the dash to lock on.
... Important Question: Has anybody (besides Sparky) been able to get out of the section of the room that holds the powerbomb in transit station without the spider ball by using the BS jump?
Yes (thanks to bartendorsparky). I did it from the middle though, not the corner. Straight jump, and you don't have to jump as far. A little harder to keep the camera in check however.
On another note, don't know if it's old (couldn't find it), but the bsj can be used in Great Bridge instead of the dash. It will get you up to the scan-pole ledge. Slower though. Link to topic
Also, does anyone have any insight to offer on getting consistent underwater dashes?
yeah, there's a way where you point yourself straight at the target platform, look down, push forward and hold R and L (I think). It's the way Radix used in his 2:11. I looked into it when i did my 20% but I couldn't get it to work, so I must have been doing something wrong. AFAIK there's not a decent description of it anywhere.
I find Scarlet / Sparky's way to be a bit ghetto too, I never achieved more than maybe 60 or 70% consistency with it, although I could usually tell right after launching whether I was going to make it or not, so I could abort it if I needed to and try again without having to go all the way back up from the bottom. I didn't like the grapple guardian segment much, having to do that dash twice, then a choice between a little dink off the floating critter or an underwater ghetto to reach a bomb slot, annoying ghetto onto the laser, undertemple shaft dash, followed by the grapple guardian itself.
I've been reading thru this topic, and playing around with my new-found semi-skill (BSJ).
bartendorsparky's early missile in Temple Access doesn't require SA, so it's actually earlier. (First time thru the room.)
BoostR mentioned earlier in the topic that the top of the door blocking the portal in WS was accessable. I got up there with a bsj, I assume that's what he used. Easy jump to the spyder-track from there anyway. Slower than the Rezbit jump I would think (I didn't have any luck corralin' those critters though, let alone jumpin' on them.) Perhaps a hair faster than Flamy's way. (Edit: Tried Flamy's ghetto, very repeatable.)
For the Reactor Core energy tank speed trick (in the Wiki), a bsj and a jump can take the place of the 3bj and a jump. (I find the bsj easier.) *A mam into the hole would make this possible without spyder (an early energy tank). Seems like a bad place for that though. ? *
in watch station, when riding the spider tracks, there is the bit where you drop dfown onto te platform with the kinetic orb cannon. you can stickyboost right into it, instead of landing o the ground, amd rolling into it
sanctuary temple to main gyro chamber
ok, after you climb the tracks to the first door in sanc. temp. open the door. then stickyboost from as far as you can push off the track, and you'll land right in the KOC in the next room.
It seems that if you turn to face forward before jumping it has that same effect as it does backwards, providing you don't fall off the edge doing it.
Well you are correct in that Samus' bound box is larger standing backwards, in effect, allowing to stand on "air". Facing forwards would make Samus fall, while standing backwards has the tips of her feet still on the ledge.
I tried this a lot last night, and couldn't get anything super-reliable. Kept coming up short, which angers me since I suck at the kip dash. :(
Also, I think I mentioned this on the wiki, but it makes the Crypt jump easier for me, at the cost of maybe 10 seconds. Anyway, if you use the Spinner and rotate the laser, you can L-Space Jump from the top of the cage holding that first platform from the ceiling and land on the tip of the laser emitter easily without slipping off. Makes it quicker if you're like me and you have issues with making that ghetto every time (or if you're like me and just have issues with ghetto'ing in general).
I don't get what you guys are saying. I tried to do WSA with a space jump again and whenever I would almost walk off the cord backwards, I never fell when I turned around after. Maybe I didn't walk back enough, but I think I did.
Plus, jumping back isn't as good as jumping forward in my experience, so if you can't turn around without falling, it would be counter-productive to doing something like WSA. You might gain a little distance being able to stand further away without falling, but you would lose it on the actual jump.
* Sparky tried the "screw attack test" with the terminal fall here. The last ledge you touched is where you get sent, regardless of distance, in either version of the room.
For what it is worth (probably nothing), that is not the case. After messing around with the screw attack in Judgment Pit for a while, I found it possible to be teleported up to the ledge if you hit a certain spot somewhere in the vicinity of the ledge off to the side. I doubted this would be helpful for some time, but it seems that the RFBSJ (official name yet?) gets a good bit more distance than the kip dash does, and it does not require any conveniently placed scan points (which Judgment Pit lacks, although you could probably get some via pulling in power ups). Interestingly, I "respawned" on the higher ledge almost every time, but wound up on the lower one once. I would guess that has something to do with where I hit the terminal fall, but it probably does not matter. Just trying to give out all the information on this that I have…
Sorry that I lack the tools to record this. :? One other note: I think that every time I managed to get onto the far ledge, I hit the wall before falling. I do know that I was always aiming for the gap between the side ledge and the main ledge when I did it. Hopefully this might be of some use. :P
Update: okay, I still have no idea what causes the difference between a normal fall and a fall that makes you teleport to the far ledge, but I think it may have something to do with camera angles… if so, this is most likely pointless without screw attack, unless something can be done using the morph ball to get the camera angles properly messed up. :P
I found one place that seems to work pretty well for getting this to work, that being very close to the back left corner of the stacked platforms. It seems to work every time if you can get a "pseudo-wall jump" off of the left edge of the upper ledge, but I cannot do that very consistantly. At any rate, it seems an incredibly long distance away, so it seems unlikely that this could be used.