I made a video for Spiderless Shafts because so many people have trouble with it. (Mainly because it isn't fucking documented well at all, and the only video of it is Izzy Axel's which has an old, harder setup, and T3/Miles runs which doesn't explain anything at all).
I'm having a bit of trouble with the early wild bomb jump skip. I've just learned it today and I've spent the last few hours grinding it. I already know about floaty jump and thinking about (trying to) stand on tiny ledges motivates me to practice the bomb jump more. So, here's what I'm confused about: 1. I've heard people say (kirby's video) that it's a "rhythm" thing, when in reality it seems that the speed you drop is pretty inconsistent. I've found I have to vary my timing in response to how fast I seem to be falling. That's what you guys have figured out too, right? 2. The dismount. I just can't figure out why sometimes I get instant unmorphs and sometimes I don't. Sometimes I unmorph real low and somehow make it, other times I don't. Sometimes when I unmorph really high (like halfway up the pillar/column thing) I get an instant unmorph, other times I'm fine. It also doesn't seem to have much to do with how far into the final jump you are, though I haven't really looked into it too much. I heard someone say (forgot where) that if the final bomb is above the ledge, you get an instant unmorph. Not true from what I experienced. 3. The reason I sometimes can't unmorph at all is because I'm not clear of the ledge, right?
ps why do ghosts have iframes way into the beginning of their attacks did retro design the ghosts to piss you off
if I recall correctly instant unmorph is pressing X too soon after holding up right for the dismount.
The bombs themselves are pretty much 'lay them as soon as the last one explodes' and if you need to let go of the control stick for a tiny bit to be able to fall down far enough to hit it then that's fine.
Assuming you're able to get to Life Grove, there is a secret world there. Outside of that, I don't know of any secret worlds in that area that don't require bombs.
And you're normally able to get the Main Plaza tree item from OOB with floaty IF you have SJ. Just jump and SJ directly below it and you should grab it. However, if this is with a Randomizer, whether or not you can get it will depend on what's in there.
I'm learning how to one-cycle Omega Pirate and there are a few things I'm confused about. First off, here's my strat: 1. Approach from left to start off fight with cheap shots then spam missiles to break all 4 blue things 2. Approach downed OP only once fully morphed, get under his chin and lay a power bomb as soon as he looks up. 3. Do 2 cycles of plasma beam shots (no problem here... I think) 4. After firing 4th total shot, morph and go to pool to the left. Place power bomb dead center in pool as soon as you hear the laugh begin. 5. Get past halfway mark to 3rd pool as fast as you can, unmorph and pull out x-ray and pray.
Here's where I'm struggling: - When 1 fails due to me not knocking out the blue things fast enough, I gotta fight him normally. Exactly what points in his patterns/animations is he vulnerable? It seems so, so inconsistent when exactly his beam absorber is on. I've managed to land hits despite being mid absorb pattern.
- During 2 I've run into the problem where I approach him head-on and somehow hit some damage trigger and get knocked backward, making it impossible to hit the window. That's why I added that "fully morphed" note to my... notes. Why does that happen? How can I avoid it?
- I'm running into a problem with 4. I seem to occasionally not do enough damage to kill OP or even do any damage. This is despite the fact the power bomb is in the right spot, fired at the right time, and I pull out x-ray before I hear the uncloak sound. Might this be because my charge beams are too slow? People say you can feel the rumble go away when it's fully charged, I can't seem to feel it at all! It works fine otherwise? Maybe my controller's too weak?
As for 1. First you want to go to the left side yeah and skip the cutscene, so he is still in his standing animation and you can start spamming rapid fire missiles. While you do that you want to strafe left as he turns around and does absolutely nothing until he actually saw you. That means if you run out of missiles you can simply switch to plasma and finish off his armour without him absorbing anything.
For 2. I can't give you any advice, because I still don't do that strat yet, as I usually don't have much problems finishing off the pirates before OP appears again.
For 4: You do not want to lay the powerbomb in the center of the pool. Laying the PB on the edge of the pool is actually a lot more consistent for me. For the rumble thing, it might be possible that rumble is disabled in the options. The other possibility is that rumble is just dead on your controller ( which happened to one of my controllers ).
Also it is absolutely not required to finish him with a powerbomb to 1 cycle OP. 6 fully charged plasma shots do the job as well and if the powerbomb was not enough there is still another time when he will appear. Also when I lay the PB to finish him off I still charge plasma and look to him, so you can deal damage quickly again if I messed it up totally.
I've been practicing on emulator using the Mayflash Wii U GC adapter. I didn't plug in the other USB plug, which made the rumble really, really weak! Plugging that in fixed it :)
I imagine my problems with 4 and 5 are because of me taking too long to charge my plasma shots. Too bad Retro didn't put that charge beam indicator in x-ray mode...