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(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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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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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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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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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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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.