Fix to Double Chamber Hijumpless Spike Speedjump#1935
Fix to Double Chamber Hijumpless Spike Speedjump#1935blkerby merged 2 commits intovg-json-data:masterfrom
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osse101
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The ripper option wasn't added because it makes the trick a little harder. I'd want to put a tech for doing an advanced horizontal damage boost on it, or an insane jump for hitting the ripper in an odd place.
The spike hit should have canHorizontalDamageBoost tech too. You need to control how the damage boost moves samus, and in this case you need to be pushed back and down.
The strat is also a little unsafe for expert. But I wouldn't say it should be moved.
Fair enough. With the Ripper it does feel more like Extreme. Added a
To get pushed back and down, it only requires holding forward (i.e. left) before landing. So I was thinking it's not exactly a |
osse101
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You're right that you probably get used to this behaviour by running across spikes. I also think people don't think about being deliberate with forward boosting, since it only helps in specific cases. Makes it hard to place as a tech.
The strat was missing a wall jump requirement, making the logic unsound. While fixing it, went ahead and also added the Ripper damage boost variant. Videos: