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Well I tried pressing the backdash button while swinging with Julius and it doesn't work. Keep in mind that Julius doesn't really have a backdash, just his dodge-move.
You might be thinking of either Soma in this game, or Julius in Dawn of Sorrow, where he actually has a backdash-cancelable swing.
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Boss orbs increase Julius' attack power, without them Graham would take like 10 minutes? Can't really remember how long.
The ceiling is so low that you can't jump there, you need to be in the air to kick.
I actually didnt know you could cancel a backdash into a normal attack. Sadly you cannot cancel an attack into a backdash, which would make this superuseful.
On another note, it is possible to save 3 frames on the headhunter door transition by doing on of those super mario jumps just before you hit the door transition.
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You can walljump from the first Kago to keep the speed through the entire room:
Pie
Now just to optimize the starting speed and it should be good to go.
I also found a slightly different strategy for the hoppers just before the Pink Brinstar E-tank:
More Pie
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Might be possible to add a door CWJ there to get the desired height in the next room. The issue is Hi-jump, which might make it so that Samus hits the roof, so you'd probably have to unspin and aim down.
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It's when the Big Metroid is about to die. Apparently it's faster to bring him to the right side of the room so that he swoops in much earlier (Saturn did this in his GT any%).
The new smv is here.
I asked DarkKobold to replace the movie file, so it should probably be up sometime soon.
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This isn't quite accurate, the reason Samus has less energy after the reserve tank kicks in is due to the heat - it keeps draining even when you're gaining energy from the reserve tank (which is the one reason the reserve tank was used outside of heated areas after LN, to gain maximum amount of energy).
The only reason the reserve tank is picked up is because... well it's RIGHT THERE. Just a handful of frames out of the way and you have a free e-tank, sort of. Any other alternative is sadly thousands of frames away.
Rhetorical or not, here it is:
1st round 3 Charged Shots
2nd round get atleast one super refill for the CF (during a CF the speedboost level oscillates wildly, up to 5(??), and when grabbed by Draygon it apparently gives you a free shinespark)
3rd round charge shot + super missile
4th round destroy lower right turret, get him low enough with missiles/super missiles to finish off with a shinespark (just before shinesparking we grapple him since it freezes him in place, allowing us to shinespark much earlier)
After the battle we grapple the lower right turret from a fairly high starting position. Swing downwards and just when you're about to hit the edge, retract the grapple beam by pressing up, then let go. This should, for some reason, give you a fairly high vertical speed, which then allows you to abuse the morph/unmorph glitch Gstick found to exit the room.
Also we're working on a submission text (not true), we just aren't quite sure where to start and what to include. Any suggestions/requests?
And thank you all for the amazing feedback =).
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Disabling Screw Attack is for chumps
Fairly pointless since you need to pause anyways, but it still saves a few realtime frames and, well, it's fancy.
Recorded with v17.
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Actually there was only one refill which took a long time to optimize (you'll know it when you see it), the rest was fairly easy. We redid Ridley once though, since we found some improvements.
Pretty much, we're at Botwoon and have just finished planning all the refills for Draygon.
I would love to see this run finished before 2012, hopefully we can live up to that :3.
Also, we are currently 15733 frames ahead of my old RBO. Bizarre.
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The pattern looked something like, dash, jump, hit, press nothing for 5 frames, press travel direction for rest of the jump.
I did it all manually, mainly because I had to change the pattern so damn frequently, so I couldn't be bothered to even check for alternate solutions.
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Because it's a non-glitched run.
Stand at the edge of the lower platform, when the Axe is just in front of Soma start the backdash. The position isn't that terribly important, it's all about getting hit on the highest possible altitude.
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We had to redo some stuff before we could start with LN. We needed 3 more Power Bombs plus the possible improvement which I mentioned earlier. The improvement was hexed successfully (another door CWJ), and we only wasted around 11-12 ingame frames for the 3 Power Bombs. In the process we managed to save around 30 realtime frames without wasting any ingame time.
All of LN is a breeze, so we should be done with Ridley fairly shortly.
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I don't think we're gonna bother regardless; we're aiming for ingame time so a few realtime frames isnt really worth the ton of extra work.
There is however some other stuff I want to check out, I'm thinking maybe 2-3 frames can be saved if we're lucky (yay).
Als, if anyone could solve this:
Pie
Taco had the idea, just started messing around with it. If it's somehow possible to land on the crumble block for more than one frame, a lot of cool new possibilities would open up.
I use 1.43 v17, I hear there are issues when trying to load non-reset smv's created in v17 in other versions.
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Ugh, I thought I had answered this already but clearly I failed to press the submit button. In my defense, I was having some computer issues at the time.
The acid dive was used to optimize the energy we would get in the refill tanks. Any excess energy in the refill tank only wastes time in the beginning of LN.
Tub wrote:
I'm curious to see how you're going to deal with lower norfair with the amount of items you have. Lacking beams, you'll need to manipulate both energy and PBs (possibly supers) for ridley, lots of 'em. And you cannot spend more time farming energy than picking up the gauntlet e-tank would have taken. I can only assume you have a plan and/or a testrun already done for that?
Well the only difference between this run and the old one is that we have one less Super Missile pack, in exchange for Grapple. There will be some complications, but nothing we haven't thought about ^^.
lxx4xNx6xxl wrote:
Kills all enemies opens the door and saves a Super Missile. Hopefully they can hex that in or something.
We already leave the room with maximum Super Missiles, so I'm not quite sure why we should bother, especially because the opening of the door is only useful if we would go to the Blue Brinstar tank.