Posts for Cpadolf

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I think that would make it a lot slower to refill on supers, though it's worth it to test.
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Yeah GT was fought first. If you Crystal Flash during his death animation, very little time is wasted by the Crystal Flash. And I think Screw Attack should be taken before GT. It's probably slightly slower than taking it afterwards, but it makes it possible to quickly take damage several times from GT before he wakes up so you won't have to waste time doing that during the fight. If it was possible to manage your energy in such a way that you enter his room with so little energy that only one or two hits are needed to make a Crystal Flash possible, it might be worth to take Screw Attack later. As far as I know the E-tank in the light bugs room would still be taken after Ridley. That was discussed because of the possibility of taking the PB to the room in the upper right with a Crystal Flash to avoid a detour, but it turned out slower. And the two last enemies in the WS attic can indeed be taken out by blue suit echoes. I think I wrote that in an edit to that post.
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Eye of the Beholder posted me about the possibility of going to GT through the back door and getting the missile with the CF glitch (I'm guessing this is what Taco/Kriole had in mind when testing it). I did a very unoptimized test of it, and it was already 9 seconds faster, though with far less Super Missiles, so some additional time might be wasted for that. I was worrying about how you'd take enough damage in time without taking of any suits, but then I realized that no E-tank is picked up between getting the springball and going to LN, so a lot of energy can be drained on the crawler that breaks the wall in the pre springball room, which would remove any delay it causes on GT. Also, silly thing I didn't think about. If you grab both Spazer and Wave early, you'd just de-equip Spazer, along with Varia either in WS (if you need to lose more health before the Gauntlet shinespark), or right before Botwoon. Krioles Zeebite skip would then be used to avoid a second pause screen.
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Yeah I haven't been that active in the SM community for a long while, so I've missed a lot of developments in unassisted runs. Anyway I just noticed that with this run, 4 of my 5 highest ratings are for runs that Kriole has made or been a part of. Keep at it :)
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Well if you grab it right before Maridia you miss the benefits of having it early, while also missing the benefits of only having Wave in Maridia.
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I'm thinking it might be better to just grab Spazer early even if you pick up Wave. Wave PB Combo only saves about 45-50 frames combined on Draygon and Botwoon. On Botwoon you only lose about half of what you "should" lose, because the wall breaking is triggered by his tail hitting the ground, and it will be in a much lower position due to the longer fight. On Draygon you lose close to nothing because of how that fight works. Meanwhile, it's about 30 frames slower to grab Spazer after LN (unless I completely failed at testing that), and I'm quite sure it saves a decent amount of time refilling in Norfair since the normal beam doesn't kill the crawlers in one hit. Furthermore, Wave/Spazer might help you a little more in refilling stuff, since it should kill some enemies faster. The only thing I can see that makes it questionable is that you have to waste a few more supers.
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I checked the crystal flash shortcut, it's unfortunately over 2 seconds slower even if discounting the delay to lose health/get more supers.
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Okay, so I think charge beam is pretty much a no-go unless I'm missing something. It'll save maybe 30 frames from the croco wrap around shot (around 50 to start with but you have to save some health afterwards to not die). Landing site shouldn't be that much, since it's a bit inconvenient to set up, and it saves 40 frames or so from a bomb spread in norfair. In WS attic, all the wrap around shot will do is save you some super missiles. It's not actually faster. It wastes a little time to set up the wrap around shot (landing in the middle of the staircase instead of mockballing into the next room, and possibly having to slow down a bit get your beam to fully charge in time, and still kill everything). On the way back you can do this, which is actually faster than doing it after having opened the door with the wrap around shot. This is because if you have already opened the door once (with a wrap around shot), it'll be solid blue and take longer to open, which means you'll have to stall a bit as can be seen at the end in this rough test I made to estimate the time a wrap around shot would save. And you don't effectively have to slow down at all to kill everything on the way back. It's hard to estimate how much time it costs in the long run to use a few more super like this, but I doubt it's very much. Wave might still be worth it though, hopefully it's possible to save enough time with it to justify getting it early. I'm having a hard time thinking of areas where the pseudo screw-attack+Beam thing could be of use. Using it against that hopper in Pink Brinstar is a good idea, but because of how the first damageboost is done in that room it would waste time to do so. Eye of the Beholder: Post Draygon E-Tank - I think it's better to just run. Because you go faster that way, you'll quicker reach the point where you can jump up. The height of the jump is so low that it will likely not make any difference if you have a slightly higher position. Turtle room - Doubt it. To get the angle for the shot, it seems like you have to go so slow that it will disappear of screen before you can catch up to it. Post Ridley shinespark - I think this has been tested before. You need to get so far into the room before shinesparking to avoid crashing into the door, that it isn't worth it even if it was possible, which IIRC it isn't. Lightbug E-tank room - I'm thinking that the method used in the RBO is probably the best, though I never actually compared it to anything else more closely. EDIT: You don't have to fire the last two supers in that smv either, there's enough time to open the door even if you kill the last two enemies by touching them.
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Eye Of The Beholder wrote:
I think it's possible to save some frames more with that WS Walljump in the Spiked platforms room, take a look at this. The smv is not optimized and i don't land in the right spot in the next room, but anyway, it's just the idea.
Yes that's definitely a few frames faster. Great idea!
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There is enough time to place the bomb at the blocks, unmorph, run to the corner, start charging the shinespark and get past the destructible floor before the powerbomb blast gets there. So that's not a problem.
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Shinesparking Ridley does nothing, and you don't seem to get a free shinespark if you get grabbed by him during a CF.
Eye Of The Beholder wrote:
Edit 2: Cp, it's possible to activate the gate shooting up very close to the wall, so what about shooting up before walljumping, or shoot up earlier after a walljump?
It is possible, but positioning needs to be very precise for it to work, and I've not found a convenient/usable spot for it yet. WS Shinespark can probably save time, if you have the energy for it. EDIT: Finally found a spot that works. Because of how you have to set it up it's not that much faster, but it's something at least. It doesn't look like there's a lower position that will work. The only lower one I found was all the way down at the spikes, but you have to blow the blocks up with a bomb first to reach them, or charge up a bluesuit, but both of those are definitely slower. Smv
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Oh, I didn't think you meant the one on the way out. I haven't tested that one.
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I tried it out. Grapple can be pretty weird to optimize in some situations so I haven't manage to get a perfect swing, but it should probably be possible to do without losing any time.
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Maybe I'm not an idiot after all. This does seem to save time, and it should be possible to improve it further. Hopefully there's some better way of opening the gate. Which is the sanctuary room, the one before the elite pirates?
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Turns out wave might save time in the reverse gate room in Pink Brinstar after all. EDIT: No, I'm an idiot.
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Yeah there's a practical limit. It's different depending on what kind it is, but IIRC a normal CWJ has a limit somewhere around 2.5px/frame (which is slightly faster than running speed without speedbooster). A door-CWJ should have a limit of a little more than twice of that, unless I'm missing something.
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Can't do a CWJ with high enough speed for that.
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Yeah, you can't do a high enough CWJ without bumping your head on the edge of the wall.
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You can't reach the bridge with a door-CWJ without speedbooster. It can be done after the Brinstar cleanup though.
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hero of the day wrote:
Looking good as usual CP! I think a bomb spread would work just as well here, no? 2 of the 5 bombs have a timer of 120 frames. That way the lag from a PB can be avoided. And the bomb spread can be used in many areas we have yet to consider. The little tubes in the norfair bubble room (when heading towards croco) might be improved by using the bomb spread.
Didn't think of the bombspread. That should hopefully give you enough time. Anyway, a bomb spread can save a good chunk of time on the first block in the bubble room, about 40 frames (another reason for wave/charge), but I can't find a way to benefit from it on the other blocks.
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hero of the day wrote:
another improvement to the 100% run: After killing draygon, you place a regular bomb near the space jump door before it starts flashing. Have the bomb detonate right when the door begins to flash. In the meantime, have samus grapple onto the electric spark and then use the grapple momentum to fly into the space jump room at sick speed. This is a great workaround, because normally you cannot press the B button to otherwise build speed.
Hah, that's a pretty awesome idea. I made a quick test of it here, and it's about 45 frames faster ingame. Have to use a PB, with a regular bomb you don't get enough time to set up a good swing.
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It might be possible, I'm not sure, but it would save less than 1 second even if you could do it with almost full speed, so it would still be slower to save those pickups for later. Also, without those extra missiles you'd lose some time in other places too.
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Kriole: Ok, now I see. Yeah that looks good. That WS strat seems to be around 15 frames faster than in the 100% run. Armpumping all the way should be the fastest as the extra speed doesn't do anything in the spikeroom, due to the last platform slowing you down. Unless there's a better method than to damageboost of the spikes at the end. Smv Hero: I don't think the wavebeam helps there, no. Killing the hoppers and opening the door first, and then opening the gate after jumping up to it is slower IIRC, and if you want to open it early you still have to make a high jump to get it to connect. It might make for a marginally faster exit though as you don't have to unspin to open the door on your way down.
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Wow, very nice strategy for the WS room. You can never have enough CWJ's and forward damageboosts in a run :P Is there any inherent advantage for the thing you did against the hoppers? Because I checked and we both got to the top on the same frame.
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Eye Of The Beholder wrote:
Wtf? I really thought the PB would save more frames. Wouldn't the strategy change for, instead of charging the shinespark like you did, just run through the door and get more run up in the Hoppers room for a faster blue ball?
Yeah it probably saves a bit more to do it that way, I just meant that it saves 20+ frames at the least, because that's about how long I had to wait at the door.
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