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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.
Nice idea, dude!
hero of the day wrote:
Also, does anyone think a draygon 1 round is possible? I wonder if the grapple was used to freeze him just enough times, that you could unload PB combos and supers into him and then still get the shinespark off.
I think someone did something like this before, i think it was Saturn... i remember watching a Draygon one round not using the X-ray, but given that you could only use missiles on him due to the cooldown, it was slower than the usual strategy and you can't get that gunk drops while waiting for him to reach the center of the room to kill him. Edit: Maybe placing just a bomb could be enough to open the door for the grapple stuff, so you wouln't have lag. Also, did anyone test if that Cristal Flash on Ridley work?
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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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Cpadolf wrote:
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.
that was very cool!!! And that glitch that happened with another blue Samus on screen was nice. It's one second more of improvement, considering the WS strategy and this 45 frames. Very cool and one nice thing about it is that the improvement's are coming from good looking tricks which will make a new 100% run more entertaining.
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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.
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I thought about something, basicaly the same principle of hero's idea for Draygon. After the Shinespark in the big mocktroid's room going for Draygon's lair, after the crash animation, try to open the green door and quickly grapple the last block, then enter the room in full speed making samus to reach the other side going for the Missile pack or at least the next grapple blocks or something like that.
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I had the same idea here too. I think that it would be slower, mainly because you need to get so low to fire the super missile, that it would require you jump up again just to reach the grapple point. Might be worth timing it out though. Another thing that should be possible is doing a 'perfect' kraid kill using the PB wave combo. If you align the particles like what was done in the RBO run on Croco, it may be possible to have all 4 hit kraid during his first mouth opening. It would be the fastest way to kill him, without exception. Even the hyper beam couldn't do it in one hit :P
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hero of the day wrote:
I had the same idea here too. I think that it would be slower, mainly because you need to get so low to fire the super missile, that it would require you jump up again just to reach the grapple point. Might be worth timing it out though. Another thing that should be possible is doing a 'perfect' kraid kill using the PB wave combo. If you align the particles like what was done in the RBO run on Croco, it may be possible to have all 4 hit kraid during his first mouth opening. It would be the fastest way to kill him, without exception. Even the hyper beam couldn't do it in one hit :P
I suggested this before, but the issue is, first of all you wouldn't be abble to control the particles with all that damn rocks going to you, also, you have to hit kraid for him to open his mouth, so at most you could hit him with one particle for him to open his mouth and another three in his mouth. Shooting him will not help, because Samus takes much more time to make the particles to apear than just charging the beam.
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hero of the day wrote:
Another thing that should be possible is doing a 'perfect' kraid kill using the PB wave combo. If you align the particles like what was done in the RBO run on Croco, it may be possible to have all 4 hit kraid during his first mouth opening. It would be the fastest way to kill him, without exception. Even the hyper beam couldn't do it in one hit :P
That funny I had the same idea there to but, I thought his arm would get in the way. Also doesn't it take longer for the Power Wave to come out then just a regular charge shot? That may pose a problem as well. About the arm though if 3 Hit you should be able to Missile him at least making it significantly faster. Oh yea and don't forget AWESOME!!!!!!!!!!!! Reeve ninja'd me. :(
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Eye Of The Beholder wrote:
hero of the day wrote:
I had the same idea here too. I think that it would be slower, mainly because you need to get so low to fire the super missile, that it would require you jump up again just to reach the grapple point. Might be worth timing it out though. Another thing that should be possible is doing a 'perfect' kraid kill using the PB wave combo. If you align the particles like what was done in the RBO run on Croco, it may be possible to have all 4 hit kraid during his first mouth opening. It would be the fastest way to kill him, without exception. Even the hyper beam couldn't do it in one hit :P
I suggested this before, but the issue is, first of all you wouldn't be abble to control the particles with all that damn rocks going to you, also, you have to hit kraid for him to open his mouth, so at most you could hit him with one particle for him to open his mouth and another three in his mouth. Shooting him will not help, because Samus takes much more time to make the particles to apear than just charging the beam.
Good points sir. I totally forgot that it would require a shot just for him to open his mouth, let alone the rocks getting in the way.
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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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Regarding the Wave Beam route, i've been thinking about that while watching Cp's movie and couldn't help but think how easy could be to refill sometimes using the Wave Beam. For example, it would, as i said before and you guys are tired of knowing it, save time in the gate going to Crocomire's room, also, in Red Brinstar, going up to the elevator, Cp had to delay Samus to collect one Super drop, with the Wave Beam he could have shot the beam from the bottom and the again when reaching the platform, and then use the grapple while jumping up tne next platform to collect it without delay. Maybe the Wave Beam route wouldn't be that bad after all, if at least equally fast. Edit: Regarding the bomb spread in Draygon's room, Cp, drop it next to the door, of course, then jump in the eletric stuff and get a damage boost to go far enough to get the speed for the grapple. Edit 2: Considering the usual route for the First Super Missile room, after collecting the Missile pack under the bridge and comming up to the bridge again, isn't it possible to CWJ in the ledge of the bridge to go through the door and fall straight down to the bottom? Edit 3: In the Big room before the Noob Bridge, manipulate the small hopper in the way to drop one super missile, and use a CWJ in the door or in the ledge of the door, to reach the Noob Bridge, ignoring the first cacti in that room.
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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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Cpadolf wrote:
You can't reach the bridge with a door-CWJ without speedbooster. It can be done after the Brinstar cleanup though.
Oh that's a shame. At least it can be done later. What about the First Super Missile room? It seems the jump wouldn't make all the way down, right? due to the low door...
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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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Speaking of Green Brinstar after the Pink Brinstar clean up. Instead of jumping and balling into the pipe to grab the Missile Pack. Would it be faster if possible to CWJ off the pipe below and mockball into that pipe? Also by doing that you can probably kill the enemy in the pipe below and grab a drop as you CWJ off the pipe.
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Can't do a CWJ with high enough speed for that.
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lxx4xNx6xxl wrote:
Speaking of Green Brinstar after the Pink Brinstar clean up. Instead of jumping and balling into the pipe to grab the Missile Pack. Would it be faster if possible to CWJ off the pipe below and mockball into that pipe? Also by doing that you can probably kill the enemy in the pipe below and grab a drop as you CWJ off the pipe.
Nice one, forensics! It's probably faster than the usual strategy. Edit: Really??? hum... that's a shame. So the best one is the one you used in your run, right? Edit 2: Damn yeah, because after the CWJ, the ceiling is too low and Samus would hit it and fall, not reaching the pipe. Btw, Cpadolf, is there a speed limit to do the CWJ?
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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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Cpadolf wrote:
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 twice that, unless I'm thinking wrong.
I imagined there would be a limit due to the WJ animation, if Samus is too fast, the CWJ animation apears, but too far from the wall for her to walljump. Btw, there should be a way to open the left passage of that big room with a Energy Tank with a wrap around when leaving Lower Norfair. So instead of running slow for the beam to open the door while the screen is scrolling, you could run in full speed, at least in the first time you visit that room. Edit: Oh man, i think this will work. After picking up the Space jump, leave the room and in the next room, jump, and shoot the eletric stuff right about the door with a super to break it, damage boost to land closer to the door and quickly jump up. Btw, is it possible to keep a blue ball without running speed in a ball hole just spring balling? And if it would, would the speed be too low or at least the same as rolling? Edit 2: I've been thinking about Maridia. Well, i don't know if it was tested before (probably), but what about, after the Maridia mainstreet missile, you go up instead of falling, then go for the Super Missile pack, fall going straigh to the Big Turtle room, and back. I don't know, it's just that it seems strange to me that after getting the Maridia mainstreet missile we fall for 3 seconds and then we have to climb again in the next room. If my calculations are correct, after getting the Mainstreet Missile, it takes 4sec and 10 frames to leave the room. So maybe it's possible to make it to the top of the room faster or at least equally fast to kinda avoid backtrack. Btw, in this route, when falling through the door leading to the Big Turtle room, it's possible to damage boost from the fish to land in the top. Maybe it's possible to get there with an unmorph mommentum, but i couldn't do it. Also, i realized that you have one more door transition, but if this route saves at least 1 second in-game time, iirc you guys would go for in-game time in a new 100% run, so i think it would be worth it, also showing a new route.
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It's a really good idea Reeve, but I doubt that's faster at all. Maybe nearly the same at best. It probably takes 4 seconds getting up to the top of the main street after nabbing the missiles. Then you have the right hand then fall in the big grapple room. One thing it does counter is the small wall jump to the passage to grab the supers, but that looks like the only gain where the old route is faster still. Worth a test though to be sure. On a light note: What would be REALLY cool would be a way to break into the super missile cave from the main street where we can see it :P
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Behemoth wrote:
It's a really good idea Reeve, but I doubt that's faster at all. Maybe nearly the same at best. It probably takes 4 seconds getting up to the top of the main street after nabbing the missiles. Then you have the right hand then fall in the big grapple room. One thing it does counter is the small wall jump to the passage to grab the supers, but that looks like the only gain where the old route is faster still. Worth a test though to be sure. On a light note: What would be REALLY cool would be a way to break into the super missile cave from the main street where we can see it :P
Oh man, nice to see you around! Well, my hope here is that it would be possible to get to the door in the top a little bit faster than reaching the usual door, and also that reaching the ball passage to the Super doesn't take too much time going from the oposite side. Yeah, it would be cool if it was possible to get that missile, but as long as i can remember, the only way to glitch into a wall is with the grapling beam and you get stuck there and can only get out using the x-ray unfortunatelly.
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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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Even though it might not save time, will it at least equal the same time? If so you could definitely save some Supers Missiles.
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I cannot seem to find the sweet spot to execute the wrap around shot in the lower norfair sanctuary room. Though I am sure it is possible, and it would save a nice little chunk of time too. The idea for taking the above path after the maridia mainstreet missiles is a good idea. I think it would be close either way, and should be tested. I had an idea of knocking down the orange wallcrawler with a super missile in the big maridia room and then using it to damage boost to the right when dropping down into the lower room. I will try to make a test run sometime, just to see if it is faster.
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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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