Skip to content

Add easy strats, using the incomplete videos up to #4000#2871

Open
kjbranch wants to merge 2 commits into
vg-json-data:masterfrom
kjbranch:incomplete-2-4k
Open

Add easy strats, using the incomplete videos up to #4000#2871
kjbranch wants to merge 2 commits into
vg-json-data:masterfrom
kjbranch:incomplete-2-4k

Conversation

"exitCondition": {
"leaveNormally": {}
},
"unlocksDoors": [{"types": ["ammo"], "requires": ["never"]}],
Copy link
Copy Markdown
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I want to go through all the "easy" off-camera strats and check the door unlocks sometime. For here I just said that the left door can be unlocked but the top can't. I think PBs should work but havent tested it. Vertical doors are much more annoying to hit than horizontal. But I figure those can be done later.

],
"devNote": "FIXME: It is possible to cross with spike hits, but it would require a CF and reserve trigger below."
"devNote": [
"This can not be done with artificial morph, because there is no morphed method to cross the spikes without taking damage.",
Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

You can CIBJ with artificial morph.
And Bombs would be an easy way to overload PLMs as an option.

"canRiskPermanentLossOfAccess",
{"or": [
"SpaceJump",
{"spikeHits": 1}
Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Regarding "blueSuitChecked": false
I think these spike hits are not bluesuit safe.
Reserve management with BlueSuit doesn't feel like it's handled correctly with pauseless bluesuit actually, but I haven't checked. But that would be the way this saves energy over the regular strat.

"blueSuitChecked": true,
"note": [
"Enter with a falling pose in order to be able to spark immediately on entry.",
"This may require a quick drop through the sand in the room above."
Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Quickdrop that stops at the transition to spinjump is like canInsaneJump.
I find I jump too high in the sand with gravity and that adds a lot of shinecharge frames.

"blueSuitChecked": true,
"note": [
"Enter with a falling pose in order to be able to spark immediately on entry.",
"This may require a quick drop through the sand in the room above."
Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Avoid entering too far to the right or you will be hit by the evir

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Projects

None yet

Development

Successfully merging this pull request may close these issues.

2 participants