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Add easy strats, using the incomplete videos up to #4000 #2871
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
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|
@@ -807,70 +807,87 @@ | |
| { | ||
| "id": 76, | ||
| "link": [1, 5], | ||
| "name": "G-Mode Morph Overload PLMs Collect the Item", | ||
| "name": "Direct G-Mode Overload PLMs, Remote Acquire Item", | ||
| "entranceCondition": { | ||
| "comeInWithGMode": { | ||
| "mode": "direct", | ||
| "morphed": true | ||
| "morphed": false | ||
| } | ||
| }, | ||
| "requires": [ | ||
| "Morph", | ||
| "SpaceJump", | ||
| "canRemoteAcquire", | ||
| {"or": [ | ||
| {"and": [ | ||
| {"itemNotCollectedAtNode": 3}, | ||
| "canRiskPermanentLossOfAccess" | ||
| ]}, | ||
| {"and": [ | ||
| "Morph", | ||
| "Grapple", | ||
| {"or": [ | ||
| "canTrickyJump", | ||
| {"spikeHits": 1} | ||
| ]} | ||
| "canTrickyJump" | ||
| ]} | ||
| ]}, | ||
| ]} | ||
| ], | ||
| "collectsItems": [3], | ||
| "flashSuitChecked": true, | ||
| "blueSuitChecked": false, | ||
| "note": [ | ||
| "Move through the item to overload PLMs, then go down through the speed blocks and exit G-mode to collect the item.", | ||
| "Note that if the item has already been collected, Samus can overload PLMs with Grapple." | ||
| ], | ||
| "detailNote": [ | ||
| "With Morph and Grapple, quickly grapple to then release grapple on the grapple blocks a few times until they stop working. Be careful not to fall into the spikes." | ||
| ] | ||
| }, | ||
| { | ||
| "link": [1, 5], | ||
| "name": "Direct G-Mode Crystal Flash, Overload PLMs, Remote Acquire Item", | ||
| "entranceCondition": { | ||
| "comeInWithGMode": { | ||
| "mode": "direct", | ||
| "morphed": false | ||
| } | ||
| }, | ||
| "requires": [ | ||
| "h_CrystalFlash", | ||
| "canRemoteAcquire", | ||
| {"or": [ | ||
| {"and": [ | ||
| "h_artificialMorphSpringBall", | ||
| {"spikeHits": 4} | ||
| ]}, | ||
| {"and": [ | ||
| "h_artificialMorphSpringBall", | ||
| "h_artificialMorphBombHorizontally", | ||
| {"spikeHits": 3} | ||
| {"itemNotCollectedAtNode": 3}, | ||
| "canRiskPermanentLossOfAccess", | ||
| {"or": [ | ||
| "SpaceJump", | ||
| {"spikeHits": 1} | ||
| ]} | ||
| ]}, | ||
| {"and": [ | ||
| "h_artificialMorphSpringFling", | ||
| "canTrickyJump", | ||
| {"spikeHits": 2} | ||
| "SpaceJump", | ||
| "Grapple", | ||
| "canTrickyJump" | ||
| ]}, | ||
| {"and": [ | ||
| "Morph", | ||
| {"or": [ | ||
| "SpaceJump", | ||
| {"and": [ | ||
| {"spikeHits": 1}, | ||
| {"or": [ | ||
| "canUseIFrames", | ||
| {"spikeHits": 1} | ||
| ]} | ||
| ]} | ||
| ]} | ||
| "Grapple", | ||
| {"spikeHits": 1} | ||
| ]} | ||
| ]} | ||
| ]}, | ||
| {"autoReserveTrigger": {}}, | ||
| {"enemyDamage": {"enemy": "Boyon", "type": "contact", "hits": 1}} | ||
| ], | ||
| "collectsItems": [3], | ||
| "flashSuitChecked": true, | ||
| "blueSuitChecked": false, | ||
| "note": [ | ||
| "Roll through the item to overload PLMs, then go down through the speed blocks and exit G-mode to collect the item.", | ||
| "Move through the item to overload PLMs, then go down through the speed blocks and exit G-mode to collect the item.", | ||
| "Note that if the item has already been collected, Samus can overload PLMs with Grapple." | ||
| ], | ||
| "detailNote": [ | ||
| "With Morph and Grapple, quickly grapple to then release grapple on the grapple blocks a few times until they stop working. Be careful not to fall into the spikes." | ||
| ], | ||
| "devNote": "FIXME: It is possible to cross with spike hits, but it would require a CF and reserve trigger below." | ||
| "devNote": [ | ||
| "This can not be done with artificial morph, because there is no morphed method to cross the spikes without taking damage.", | ||
|
Contributor
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. You can CIBJ with artificial morph. |
||
| "FIXME: It is possible to kill the Boyon during the reserve trigger, or to use the acid instead and end with full Energy." | ||
| ] | ||
| }, | ||
| { | ||
| "id": 17, | ||
|
|
||
| Original file line number | Diff line number | Diff line change |
|---|---|---|
|
|
@@ -1848,6 +1848,39 @@ | |
| "since otherwise there is an easier strat that simply runs into the room with momentum and jumps." | ||
| ] | ||
| }, | ||
| { | ||
| "link": [3, 1], | ||
| "name": "Shinespark - Enter with Spin", | ||
| "entranceCondition": { | ||
| "comeInShinecharged": {}, | ||
| "comesThroughToilet": "any" | ||
| }, | ||
| "requires": [ | ||
| {"shineChargeFrames": 10}, | ||
| "h_navigateUnderwater", | ||
| "canShinechargeMovementComplex", | ||
| "canHorizontalMidairShinespark", | ||
| "canPrepareForNextRoom", | ||
| {"or": [ | ||
| {"and": [ | ||
| "Gravity", | ||
| {"shinespark": {"frames": 34, "excessFrames": 6}} | ||
| ]}, | ||
| {"shinespark": {"frames": 39, "excessFrames": 8}} | ||
| ]} | ||
| ], | ||
| "flashSuitChecked": true, | ||
| "blueSuitChecked": true, | ||
| "note": [ | ||
| "Enter with a falling pose in order to be able to spark immediately on entry.", | ||
| "This may require a quick drop through the sand in the room above." | ||
|
Contributor
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Quickdrop that stops at the transition to spinjump is like canInsaneJump. |
||
| ], | ||
| "devNote": [ | ||
| "Frames are all assuming a toilet entry, frames could be reduced slightly if entering in a more favorable position.", | ||
| "While the shinecharge frames could be smaller, this gives a small buffer to orient the direction Samus is facing in the room above.", | ||
| "FIXME: It is possible to hero shot spark out the door." | ||
| ] | ||
| }, | ||
| { | ||
| "id": 65, | ||
| "link": [3, 1], | ||
|
|
@@ -1899,6 +1932,39 @@ | |
| ], | ||
| "devNote": "Only the last jump needs any items." | ||
| }, | ||
| { | ||
| "link": [3, 2], | ||
| "name": "Shinespark - Enter with Spin", | ||
| "entranceCondition": { | ||
| "comeInShinecharged": {}, | ||
| "comesThroughToilet": "any" | ||
| }, | ||
| "requires": [ | ||
| {"shineChargeFrames": 10}, | ||
| "h_navigateUnderwater", | ||
| "canShinechargeMovementComplex", | ||
| "canHorizontalMidairShinespark", | ||
| "canPrepareForNextRoom", | ||
| {"or": [ | ||
| {"and": [ | ||
| "Gravity", | ||
| {"shinespark": {"frames": 34, "excessFrames": 12}} | ||
| ]}, | ||
| {"shinespark": {"frames": 39, "excessFrames": 15}} | ||
| ]} | ||
| ], | ||
| "flashSuitChecked": true, | ||
| "blueSuitChecked": true, | ||
| "note": [ | ||
| "Enter with a falling pose in order to be able to spark immediately on entry.", | ||
| "This may require a quick drop through the sand in the room above." | ||
|
Contributor
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Avoid entering too far to the right or you will be hit by the evir |
||
| ], | ||
| "devNote": [ | ||
| "Frames are all assuming a toilet entry, frames could be reduced slightly if entering in a more favorable position.", | ||
| "While the shinecharge frames could be smaller, this gives a small buffer to orient the direction Samus is facing in the room above.", | ||
| "FIXME: It is possible to come in with Gravity and more frames, jump off the sand and pillar, and hero shot spark out the door." | ||
| ] | ||
| }, | ||
| { | ||
| "id": 47, | ||
| "link": [3, 2], | ||
|
|
||
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Regarding
"blueSuitChecked": falseI think these spike hits are not bluesuit safe.
Reserve management with BlueSuit doesn't feel like it's handled correctly with pauseless bluesuit actually, but I haven't checked. But that would be the way this saves energy over the regular strat.