Posts for hero_of_the_day

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Eye Of The Beholder wrote:
Another Half second time saver. Actually in my test it was 27 frames faster but if optimized it can be at least half second probably. I actually pointed this before, but i don't know if i was clear enough about what i was talking and i don't know if it was tested or not. So i tried it myself. The bad news is you need to waste one super for that, but i don't think this would be a big deal. smv Edit: Managed to save 2 more frames, now it's 29 frames faster.
That looks awesome. Good job dude. I was thinking that the noob bridge was referring to the multi-gate room in green brinstar. My mistake.
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Cpadolf wrote:
Wait, where and why would you shoot a super missile?
Oops, Sorry. I was thinking of something else.
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Eye Of The Beholder wrote:
Regarding the Full Speed CWJ that hero posted, can it be used in that Energy Tank room in Pink Brinstar, below the Charge Beam, when coming back? There's a two blocks ledge right before the door that could be used to prolong the cwj animation. If possible, it could be possible to morph right after the CWJ and use that trick that makes Samus keep her vertical speed while morphing in the ledge of the ceiling. So you could go higher and save some time. Edit: Also, after the Brinstar Clean up, in the room before the noob bridge, right after openning the blue gate, it should be possible to not use armpump for samus to get the highest speed and use the same trick to cwj from the door straight to the noob bridge without the need of morphing in mid air. There's a small ledge right before the door.
(pink brinstar - etank room) It's actally possible to do the morphball upwards trick without having to do a CWJ here. The benefit of a CWJ off the door here is only if you can clear the top ledge after going through the door without morphing into a ball. Like CP said, there is too much hang time if you morphball when going up. It might be possible to CWJ through, and then simply point downward, and give you enough room to clear the top ledge. I've gotten the high speed CWJ to work no problem, but getting past the top ledge is proving difficult. (noob brindge) I am still testing this, but finding a spot where you can both launch a super missile and stay on the ground to enable a spin jump is very difficult.
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something else to consider using: http://dehacked.2y.net/microstorage.php/info/455518895/red%29_brin.smv it takes extra damage, but in the end this should be ~20 frames faster than the traditional method when optimized.
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Nice dude. The second one does look much better. I know it would save time if we could avoid unspinning :/
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here is another fascinating thing: http://dehacked.2y.net/microstorage.php/info/1070703533/super_high_speed_CWJ.smv It seems that CWJ's can be achieved at max running speed, if you precipitate the jump by putting samus into her "about to walljump" stance early. In this case, I used the bottom ledge to activate her "stance" by using left/right at once, which then allowed for a CWJ off the door.
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Thinking there might be a limit on speed. Otherwise it requires pretty precise x/y positioning. It would be nice to see it done without having to unspin too.
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hey everyone, check out this never before seen technique. Its much like the one seen in the RBO run which uses the door to do a CWJ off of. The difference here is that it can be done on a stationary object, instead of on a door which disappears from samus' path. There should be several areas where this can be applied. The green bubble room can benefit from it, if it can be executed from the top tier of blocks. Check it out here (play it in slow mo and watch the input, or you may miss it). http://dehacked.2y.net/microstorage.php/info/1582916771/Forward_CWJ.smv
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I didn't make a full demo of it, so it may interfere with the charging of the shinespark, but it may save 3-4 frames if it were to work out.
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The spazer/wave charge wrap is known for the croco room. I mentioned it a few posts back. You can post a smv anyway. It's always good to have a demo handy. Here are some ideas I had for the maridia tube. I suppose it will save time to open it early, like Saturn demoed in his any% run. http://dehacked.2y.net/microstorage.php/info/867265457/KRaid-exit.smv http://dehacked.2y.net/microstorage.php/info/638232781/TUBE.smv
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Cp, did you try charging the bomb spread before getting picked up by the chozo? It allows the bombs to drop to the floor right after being released. I think it should be much faster than the strategy in the smv you posted. edit, here is a very unoptimized demo: http://dehacked.2y.net/microstorage.php/info/244893504/statue_spread.smv well, the bomb timer is much slower on the spread, so maybe it is not faster :/
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Thanks man. I am not sure, but I think getting wave/spazer has much less spots that work when compared to plasma. So for console conditions, I would have to advise against doing wave/spazer wrap shots. Also, here is a new strategy for green brinstar. It is not optimized, as I feel that even more speed can be accumulated here ad avoid the need to use the morphball. Overall this could save up to 20 frames: http://dehacked.2y.net/microstorage.php/info/1997116695/green_cwj_door.smv
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If we find a better position, it would probably be faster to simply charge the shinespark when you initially start entering the door to the landing site. Charge the shinespark, turn around and fire the charge beam, then you can run with full momentum towards the direction of the gauntlet and release the shinespark on the way down.
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Thanks for the clarification cp. Another thing to consider is that having charged spazer/wave will save some ammo against croco. I would imagine that doing a doppler style attack like in the RBO run would allow 4-5 charged shots to occur within the fight. At 180 a piece, that's a decent amount of damage inflicted.
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That's awesome. At this point, I have to imagine getting the charge beam early is justified. Cp, do you know exactly how much time it costs to collect early?
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triple post: The wave/spazer charge can hit the left croco door from up by the etank. This is a big deal because it means that no acid damage needs to be sustained to make the connection. You can CWJ off croco can get to the etank without losing any hp! you can enter his lair with just 1 hp and be perfectly fine getting the etank and opening the reverse door.
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Here it is: http://dehacked.2y.net/microstorage.php/info/1026182765/landing_site-wrap%21.smv now can we find an even better starting position?
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The kraid area and dachora room should definitely saves a few frames (maybe 3-5 frames each) with the charge beam. I am going to try and find the landing site wrap around from above with the spazer/wave/charge. I honestly think that it would save 3 seconds alone, which would then be enough to justify charge early.
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Also. If u do a charged morphball into the statues hands, you can release a bomb spread on the floor after being released.
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Charged spazer can clear the blocks behind the chozo. Charged wave cannot. Go figure. You need to stand right next to the morphball tunnel and fire. Should save time over using a pb.
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I tried doing what you suggested, but it seems as though the gate is simply too fast :/ I am not sure if this saves time, but if you place a power bomb in the spike room (right before getting into the gravity statues hands), you can clear the false chozo statue down below early. Couple this with the wave beam, which will allow you to attack the robots earlier and move them into their holes faster, and this may save some time. Laying the power bomb wont cost much time either, since the new strategy in that room is to run across the spike instead of shinesparking.
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I doubt it's possible, but I wonder if there is a way to grab that missile tank without activating the gates?
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yeah, I totally agree. The green brinstar missile pack seems really out of place and looks kinda lame. The funny part is that is saves a large amount of in-game time compared to the other ones.
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well if you consider that the 2 from early wave and the 2 from the gold torizo are essentially offset by their in-game/realtime gains, then there is only about 7 transitions that kill realtime. 7 at 3 seconds a piece is only an addition of ~21 realtime seconds, which isn't really that bad.
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wave early - 2 maridia sandpit after plasma - 2 maridia new route after mainstreet missile pack - 1 green brinstar super missile room (get missiles and reenter) - 2 ?? lightbug room early etank ?? - 2 The new gold torizo route adds 2 doors transitions, but is offset by the gains of the CF Maybe more, but I cannot recall at the moment.
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