Metroid Fusion Tricks
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Boosting downwards
If you alternate spinning and unspinning every frame, you get boosted down at a rate alternating of 1 quarter px and 5px per frame. Keep in mind that if you fall for 14 frames, you'll be falling faster than this force fall (which could be a pro or a con).
Here are a few uses:
Fall through crumble blocks faster 
Every time you hit a crumble block your momentum resets and you have to spend a little time regaining your momentum, but by boosting yourself downwards you don't even have any momentum and therefore won't be slowed down.
Fall down water quicker
When you’re falling in water, your speed is automatically set to 1.5px per frame. If you boost downwards you move 1.75 times faster.
Single wall wall-jumping
By wall-jumping then morphing, moving towards the wall, unmorphing, moving towards the wall, morphing, etc. you will eventually reach the wall slightly higher up than you started.
TODO: Find the fastest way of performing this.
This has a 2 main uses:
- Getting the missile tank after Mega-X.
- Going through the top route after getting ice missiles.
Corollax trick
The Corollax trick is when you duck as soon as you hit the ground to store a shinespark after speed boosting off a ledge. You can also jump and do the Corollax trick, to do this you have to jump without spinning by pressing:
Frame 1: Nothing
Frame 2: Jump
Frame 3: Jump + forward
You need to hold forward until you duck and it doesn't matter how long you jump.
Here are a few uses:
Fight BOX faster
Speed boost to the wrecked room after super missiles, perform a jumping Corollax trick and run to the point where the ground starts rumbling
[1], then spark back to the start.
Engage NOC SA-X faster
In the energy tank room before the SA-X room, perform the jumping Corollax trick so that you land to the left of the energy tank, bomb the passage, grab the energy tank then travel the passage, shoot the door and spark through.
Getting ice missiles backwards
After unlocking security level 3, go to the left edge of the room.
Run right 2 rooms, you should be able to run through the Kago and perform the jumping Corollax trick at the end of the ledge.
Run to the save room and spark into the right stairs, in the next room you perform the jumping Corollax trick again into the next room.
In the next room you spin jump, unspin and spark upwards.
Spark up the ARC shaft
In the first ARC room, go to the left edge, run to the ARC shaft room, perform the jumping Corollax trick, go to the ladder and spark up.
Space boost to the underwater missile tank
After defeating Nightmare and you go into the underwater part of AQA, there's a wall of speed boost blocks, perform the jumping Corollax trick, then spark into the ramp and do the jumping Corollax trick into the next room, then open the door to the missile tank room and spark into the ramp just before the door, space boost through all the shot blocks to the missile tank.
Spin in mid-air and keep jumping
After doing a straight jump, you can spin without falling by pressing:

Frame 1: Backwards
Frame 2: Jump + forwards
Power grip
It's faster when gripping a wall to jump up instead of pulling yourself up, unless you're underwater without the gravity suit.
It's also faster to pull yourself into a morphball tunnel than to enter in morphball.
You can do
Spin in mid-air and keep jumping from a power grip as well.
Jump Extend
By coming out of spin or morphing/unmorphing you reset all your vertical momentum (and horizontal momentum), so by doing this you take longer to fall and you can cover more horizontal distance.
Turn around faster

1 frame after you press backwards, shoot and you'll skip all but 1 frame of the turning around animation.
Land earlier
Press down/up/shoot. You have to shoot after doing a wall-jump.
TODO: Expand on this a bit.
Spin off a ledge
By spinning the 1st frame of falling of a ledge you boost your self forward 3px (as apposed to 1.5px).
Morph faster
By morphing in mid-air, you don't have any morphing animation thus morphing faster.
Shooting
Low height shot
If you jump and shoot at the same time or if you shoot and morph at the same time you'll shoot at the bottom of Samus' sprite.
TODO: Make an animation of this.
Shoot while spinning
If you charge up your beam then if you spin, you can shoot with R, but you have to wait another frame to charge your beam
If you aim diagonally up or down and press R you'll shoot diagonally up or down respectively.
To shoot straight down or straight up you have to aim diagonally down or diagonally up respectively and press R while turning around.
If you morph with your beam charged, you'll shoot.
If you release a charged beam during the wall-jumping animation, you'll shoot without disturbing the wall-jump.
Flare damage
If you shoot point blank, the little swooshing flare does damage equal to 0.6*1 charged projectile.
TODO: Make an animation of this.
Space Jump
It takes 13 frames after falling before you can jump again.
TODO: Find the fastest space jump sequence.
Weapon stats
| Name | Base Damage | Charged Damage | Flare Damage | Pseudo Screw Attack Damage | Cooldown Time |
| Normal | 2 | | | | 6 |
| Charge Beam | 4 | 20 | 6 | 14 | 6 |
| Wide Beam | 9 | 45 | 9 | 21 | 6 |
| Plasma Beam | 9/Frame | 27/Frame | 12 | 30 | 6 |
| Wave Beam | 9/Frame | 27/Frame | 15 | 48 | 6 |
| Ice Beam | 18/Frame | 36/Frame | 15 | 48 | 6 |
| Missile | 10 | | | | 8 |
| Super Missile | 30 | | | | 13 |
| Ice Missile | 40 | | | | 14 |
| Diffusion Missile[2] | 45 | | | | 15 |
| Bomb | 8 | | | | 6 |
| Power Bomb | 50 | | | | 4 |
It takes 64 frames to charge up a charge beam. It takes 127 frames to charge up a diffusion missile. A charged beam has 2 frames of cooldown.
Bosses
Arachnus
Health Address: $030001C4
You don't want it to roll up, so you'll want it to constantly use it's slash attack. The best way of doing this is to stand in the centre of the room, contantly blasting him. For this boss, you'll only need to keep 1 missile for the core-x.
Zazabi
Health Address: $03000790
Jump Counter: $030001E0
Nothing special, Zazabi gets hurt by the chunks blowing up rather than getting directly damaged. The minimum amount of jumps it'll do is 3; 0 then 1 then 2.
Serris
Health Address: $030001C4
Hit it with 2 charge beams with flare.
BOX
Health Address: $03000314
TODO
Mega-X
Health Address: $030001FC
You can take this boss down in 4 hits using flare damage, and you don't even have to take any damage.
This boss doesn't fly away as far when hit on hard mode.
Yakuza
Health Address: $03000154
On 100%, you can skip the stage where it space jumps around the room laying bombs.
When it's health reaches under 500, it goes into it's space jump stage at the end of the round (where it heals back up to 500). If you kill it before the round ends, you skip the space jump stage.
Shortly after you enter the room, Yakuza opens it's mounth during which time you can damage it.
Nettori
Health Address: $03000234
Well this boss has 2000 health. If you're doing 0%, you'll want to do flare damage on every hit, alternating beetween charge beams and missiles with a power bomb every now and then. In total you should use
9 missiles and 6 power bombs.
With 100%, you'll just want to continually hit it with missiles and a power bomb every now and then.
Nightmare
Health Address: $030003F4
Actually, there's no current stratagy for this boss. However, this boss is a bit like a core-x, you want to kill it so that it's as close as possible to it's death spot.
X-BOX
Health Address: $0300034C
TODO
Ridley
Health Address: $030007C4
TODO
SA-X
Health Address: $0300018C
You can get 99 damage per hit on this boss's 1st stage by shooting diagonally down at the right position.
For the 2nd stage it's just a matter of shooting a charge beam diagonally at it's head and then shooting a charge beam when it jumps.
Flare Damage does not work on this boss.
Useful memory addresses
| Address | Description |
| 0300003B | Percentage |
| 03000139 | In-game minutes |
| 0300013A | In-game seconds |
| 0300013B | In-game frames |
| 030006EE | Enemy freeze timer |
| 03000B7E | Bomb timer |
| 03001249 | Invincibility timer |
| 0300124E | Cooldown timer |
| 03001250 | Charge beam counter |
| 03001253 | Speed boost counter |
| 0300125A | Horizontal positioning |
| 0300125C | Vertical positioning |
| 0300125E | Horizontal momentum |
| 03001260 | Vertical momentum |
| 030012DC | Shinespark timer |
| 03007D94 | Projectile vertical positioing |
| 03007D98 | Projectile horizontal positioning |
[
1]: Actually you don't need to make the ground rumble to fight BOX; you just need to get close to the wrecked door.
[
2]: On certain enemies (such as Funes and Strechies) the ice wave that the missile spans does 1 damage if the enemy's not frozen.


MetroidFusionTricks last edited by
P.JBoy on 2007-05-06 15:14:05
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