Ability to enter X-Mode using spikes by unmorphing within a 2-frame window after contact with spikes while holding forwards with X-Ray ready to activate. This can be used to charge a shinespark or to slowly move forward by armpumping. Walking into a solid tile while in X-Mode will crash the game. While using X-Mode in thorns, i-frames will renew after they expire and Samus will flash. Timing the release of X-Ray correctly can avoid an extra thorn hit.
Samus must bounce once while morphed before unmorphing, or have collided horizontally with a solid object like a platform. If bouncing, this can be a platform above the spikes, or if there is room even the spikes themselves. To build a shinecharge with X-Mode, Samus must enter X-Mode with dash speed, such as a stationary spinjump and selecting X-Ray before landing on the spikes. After selecting X-ray the dash button can be held to automatically activate X-Ray after unmorphing.
Dev note: A flash suit can be used while in X-Mode, but any unused flash suit will be lost when X-Ray is released. Using a flash suit during X-Mode should be represented by a `useFlashSuit` immediately before `canXMode`.
|
Requires: "canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
"canShinechargeMovement"
"canUseIFrames"
"h_shinechargeMaxRunway"
{
"shineChargeFrames": 110
}Exit condition: {
"leaveShinecharged": {}
}Dev note: Two spike hits are expected per attempt (with any additional leniency hits being multiplied by this amount). |
From: 3
Bottom Left Door
To: 3
Bottom Left Door
With some dash speed, bounce into the opening of the spikeway, and enter X-mode. The spike knockback will push Samus back out of the spikeway. By holding an angle button, it is possible turn around in X-mode without losing dash speed. Arm pumps can be used to get close to the ledge before shinecharging, to leave with more frames remaining. Requires: "canXMode"
"h_XModeThornHit"
"h_shinechargeMaxRunway"
{
"shineChargeFrames": 60
}Exit condition: {
"leaveShinecharged": {}
} |
From: 4
Bottom Right Door
To: 4
Bottom Right Door
While in X-mode on the thorns, Samus' will be flashing as i-frames periodically refresh; by timing the shinecharge and X-Ray release to happen soon after i-frames refresh, a second thorn hit can be avoided. Requires: {
"obstaclesCleared": [
"A"
]
}
"canXMode"
"h_XModeThornHit"
"h_shinechargeMaxRunway"
{
"shinespark": {
"frames": 62,
"excessFrames": 0
}
}Exit condition: {
"leaveWithSpark": {}
} |
From: 7
Junction (Zebbo Farms)
To: 7
Junction (Zebbo Farms)
After entering with R-Mode, clear or trap the Beetom(s) and use any Zebbo pipe to setup Energy. Bounce into the thorns with dash speed and enter X-Mode to gain shinecharge. Timing the shinecharge and X-Ray release to happen soon after i-frames refresh avoids a second thorn hit. Then get back to the Zebbo pipe and get the blue suit. Requires: {
"obstaclesCleared": [
"R-Mode"
]
}
{
"or": [
{
"obstaclesCleared": [
"A"
]
},
{
"enemyKill": {
"enemies": [
[
"Beetom"
]
],
"excludedWeapons": [
"Bombs"
]
}
},
"canTrickyDodgeEnemies"
]
}
{
"refill": [
"Energy"
]
}
"canXMode"
"h_XModeThornHit"
"h_shinechargeMaxRunway"
{
"autoReserveTrigger": {
"maxReserveEnergy": 95
}
}
"canRModeSparkInterrupt"Resets obstacles: R-Mode |
From: 1
Left Door
To: 1
Left Door
Requires: "canXMode"
"h_XModeThornHit"
"h_XModeThornHit"
"h_XModeThornHit"
"h_shinechargeMaxRunway"
"canShinechargeMovement"
{
"shineChargeFrames": 130
}Exit condition: {
"leaveShinecharged": {}
}Dev note: Three thorns hits are expected per attempt (with any additional leniency hits being multiplied by this amount). |
From: 1
Top Right Door
To: 1
Top Right Door
Requires: {
"obstaclesCleared": [
"A"
]
}
"h_shinechargeMaxRunway"
"canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
"canShinechargeMovement"
{
"shineChargeFrames": 80
}Exit condition: {
"leaveShinecharged": {}
}Dev note: Two spike hits are expected per attempt (with any additional leniency hits being multiplied by this amount). |
|
A very precise bounce is needed in order to enter X-mode with dash speed. Neutral knockback or a damage boost can be used to reach the door more quickly. Requires: {
"obstaclesCleared": [
"A"
]
}
"h_destroyBombWalls"
"canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
"h_shinechargeMaxRunway"
"canBeVeryPatient"
{
"shineChargeFrames": 110
}Exit condition: {
"leaveShinecharged": {}
} |
|
A one frame dash jump will give Samus 4 pixels of leniency for the bounce position, two frames is pixel perfect and more than two frames it doesn't work. Samus will jump approximately two tiles higher with a one frame jump compared to a two frame jump. Requires: {
"or": [
"Wave",
{
"obstaclesCleared": [
"B"
]
}
]
}
{
"obstaclesCleared": [
"A"
]
}
{
"obstaclesNotCleared": [
"C"
]
}
"canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
"h_shinechargeMaxRunway"
"canBeVeryPatient"
{
"shinespark": {
"frames": 16
}
}Clears obstacles: B Resets obstacles: C |
|
While in X-mode on the thorns, Samus' will be flashing as i-frames periodically refresh; by timing the shinecharge and X-Ray release to happen soon after i-frames refresh, a second thorn hit can be avoided. Requires: "Gravity"
{
"enemyKill": {
"enemies": [
[
"Yapping Maw"
]
],
"explicitWeapons": [
"Super"
]
}
}
"canXMode"
"h_XModeThornHit"
"h_shinechargeMaxRunway"
{
"shineChargeFrames": 75
}Exit condition: {
"leaveShinecharged": {}
} |
|
While in X-mode on the thorns, Samus' will be flashing as i-frames periodically refresh; by timing the shinecharge and X-Ray release to happen soon after i-frames refresh, a second thorn hit can be avoided. Requires: "Gravity"
{
"enemyKill": {
"enemies": [
[
"Yapping Maw"
]
],
"explicitWeapons": [
"Super"
]
}
}
"canXMode"
"h_XModeThornHit"
"h_shinechargeMaxRunway"
{
"shineChargeFrames": 65
}Exit condition: {
"leaveShinecharged": {}
} |
|
Use X-mode to gain a shinecharge on the right side of the room, and use it to spark across to the left side of the room. Bumping a solid tile before activating X-Mode will remove dash state, preventing shinecharging. Requires: "canMidairShinespark"
"canXMode"
{
"spikeHits": 2
}
"h_shinechargeMaxRunway"
"canShinechargeMovementTricky"
{
"shinespark": {
"frames": 105,
"excessFrames": 6
}
}Dev note: Omitting leniency spikeHits, since the firefleas provide an opportunity to farm after a failed attempt. |
|
Requires: "canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
"h_shinechargeMaxRunway"
"canShinechargeMovement"
{
"shineChargeFrames": 95
}Exit condition: {
"leaveShinecharged": {}
} |
From: 3
Safe Block in the Middle of the Room
To: 1
Left Door
Use the spikes in the center of the room to gain a shinecharge with X-Mode. Then arm pump until Samus reaches the middle Yapping Maw. Exit X-mode, gain run speed, and use Space Jump to reach the door. Requires: {
"obstaclesCleared": [
"A"
]
}
"SpaceJump"
"canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
"canUseIFrames"
"h_shinechargeMaxRunway"
"canShinechargeMovementTricky"
{
"shineChargeFrames": 160
}Exit condition: {
"leaveShinecharged": {}
}Unlocks doors: {"types":["ammo"],"requires":[],"useImplicitRequires":false}Dev note: Unlocking the door is free since obstacle A being cleared implies it was already unlocked earlier if needed. |
From: 3
Safe Block in the Middle of the Room
To: 1
Left Door
Use the spikes in the center of the room to gain a shinecharge with X-Mode. Then arm pump until Samus reaches the middle Yapping Maw. Exit X-mode, gain run speed, and jump toward the door and shinespark out. Requires: {
"obstaclesCleared": [
"A"
]
}
"canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
"canUseIFrames"
"h_shinechargeMaxRunway"
{
"shinespark": {
"frames": 20
}
}Exit condition: {
"leaveWithSpark": {}
}Unlocks doors: {"types":["ammo"],"requires":[],"useImplicitRequires":false}Dev note: Unlocking the door is free since obstacle A being cleared implies it was already unlocked earlier if needed. |
From: 3
Safe Block in the Middle of the Room
To: 1
Left Door
Enter X-mode facing left and release forward to allow Samus to walk to the left. Samus' progress can be tracked using the mini-map. When Samus begins to scroll across the screen, this indicates the camera has locked on the left side of the room. At this point (or slightly before), hold forward again to stop Samus' movement. Spin jump and release X-Ray to exit X-mode and jump onto the platform. Requires: "canXMode" "h_XModeSpikeHit" |
|
While in X-mode on the thorns, Samus' will be flashing as i-frames periodically refresh; by timing the shinecharge and X-Ray release to happen soon after i-frames refresh, a second thorn hit can be avoided. Requires: "Gravity"
"canXMode"
"h_XModeThornHit"
"h_shinechargeMaxRunway"
{
"shineChargeFrames": 145
}Exit condition: {
"leaveShinecharged": {}
} |
|
While in X-mode on the thorns, Samus' will be flashing as i-frames periodically refresh; by timing the shinecharge and X-Ray release to happen soon after i-frames refresh, a second thorn hit can be avoided. Requires: "Gravity"
"canXMode"
"h_XModeThornHit"
"h_shinechargeMaxRunway"
{
"shineChargeFrames": 70
}Exit condition: {
"leaveShinecharged": {}
} |
|
Requires: "canXMode"
{
"thornHits": 2
}
"h_shinechargeMaxRunway"
{
"shineChargeFrames": 110
}Exit condition: {
"leaveShinecharged": {}
}Dev note: Two thorn hits are expected. Lenience is not included because there is a farm available. |
From: 3
Bottom Right Door
To: 3
Bottom Right Door
Requires: "canXMode"
{
"thornHits": 2
}
"h_shinechargeMaxRunway"
{
"shineChargeFrames": 155
}Exit condition: {
"leaveShinecharged": {}
}Dev note: Two thorn hits are expected. Lenience is not included because there is a farm available. |
From: 1
Left Door
To: 1
Left Door
If Kraid is alive, use X-mode on the thorns to gain blue speed. Hold an angle button to turn around while retaining blue. If needed, arm pump to get close to the ledge without touching it. While in X-mode on the thorns, Samus' will be flashing as i-frames periodically refresh; by timing the shinecharge and X-Ray release to happen soon after i-frames refresh, a second thorn hit can be avoided. Requires: "canXMode"
"h_XModeThornHit"
"h_shinechargeMaxRunway"
{
"or": [
{
"canShineCharge": {
"usedTiles": 22,
"openEnd": 0
}
},
{
"and": [
{
"not": "f_DefeatedKraid"
},
"canRiskPermanentLossOfAccess"
]
}
]
}
"canShinechargeMovement"
{
"shineChargeFrames": 45
}
{
"or": [
"canBeVeryPatient",
{
"and": [
"h_XModeThornHit",
{
"shineChargeFrames": 20
}
]
}
]
}Exit condition: {
"leaveShinecharged": {}
}Dev note: If Kraid is alive, leaving with a horizontal damage boost is also possible, but not easy to model. |
From: 2
Right Door
To: 2
Right Door
If Kraid is alive, use X-mode on the thorns to gain blue speed. Hold an angle button to turn around while retaining blue. If needed, arm pump to get close to the ledge without touching it. While in X-mode on the thorns, Samus' will be flashing as i-frames periodically refresh; by timing the shinecharge and X-Ray release to happen soon after i-frames refresh, a second thorn hit can be avoided. Requires: "h_KraidCameraFix"
"canXMode"
"h_XModeThornHit"
"h_shinechargeMaxRunway"
{
"or": [
{
"canShineCharge": {
"usedTiles": 22,
"openEnd": 0
}
},
{
"and": [
{
"not": "f_DefeatedKraid"
},
"canRiskPermanentLossOfAccess"
]
}
]
}
"canShinechargeMovement"
{
"shineChargeFrames": 45
}
{
"or": [
"canBeVeryPatient",
{
"and": [
"h_XModeThornHit",
{
"shineChargeFrames": 20
}
]
}
]
}Exit condition: {
"leaveShinecharged": {}
}Dev note: If Kraid is alive, leaving with a horizontal damage boost is also possible, but not easy to model. |
|
Requires: "canXMode"
"canBounceBall"
"canLateralMidAirMorph"
"canShinechargeMovement"
"h_shinechargeMaxRunway"
"h_XModeSpikeHitLeniency"
"h_XModeSpikeHitLeniency"
{
"shinespark": {
"frames": 4,
"excessFrames": 2
}
} |
|
Requires: "canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
"h_shinechargeMaxRunway"
"HiJump"
{
"heatFrames": 480
}
{
"shineChargeFrames": 140
}Exit condition: {
"leaveShinecharged": {}
}Dev note: Three spike hits are expected per attempt (with any additional leniency hits being multiplied by this amount). FIXME: It is possible to do this with two, is it reasonable? |
|
Requires: "canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
"canWalljump"
"h_shinechargeMaxRunway"
{
"heatFrames": 540
}
{
"shinespark": {
"frames": 5
}
}Exit condition: {
"leaveWithSpark": {}
}Dev note: Three spike hits are expected per attempt (with any additional leniency hits being multiplied by this amount). |
|
A short hop from the door can bounce on the crumbles. Just be careful of being pushed back onto the crumble blocks by the spikes. Requires: "canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
"canTrickyJump"
"canMidairShinespark"
"h_shinechargeMaxRunway"
{
"heatFrames": 400
}
{
"shinespark": {
"frames": 12,
"excessFrames": 4
}
}Dev note: Two spike hits are expected per attempt (with any additional leniency hits being multiplied by this amount). |
|
A short hop from the ledge can bounce on the crumbles and into the spikes. Just be careful of being pushed back onto the crumble blocks by the spikes. Requires: "canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
"canTrickyJump"
"canUseIFrames"
"canMidairShinespark"
"h_shinechargeMaxRunway"
{
"heatFrames": 480
}
{
"shinespark": {
"frames": 11,
"excessFrames": 4
}
}Dev note: Two spike hits are expected per attempt (with any additional leniency hits being multiplied by this amount). |
|
Enter X-mode in the spikes near the door. Release forward to make Samus move forward at a rate of 1 pixel per frame. After passing the third Yapping Maw, when Samus appears to move forward, this is the indication that the camera scroll has locked against the opposite side of the room, which is a good cue for when to stop, by holding forward again. To avoid taking another spike hit, press jump, then release dash to exit X-mode while jumping. Requires: "Gravity"
"canXMode"
"h_XModeSpikeHit"
{
"heatFrames": 200
}
{
"lavaFrames": 15
} |
|
Enter X-mode in the spikes near the door. Release forward to make Samus move forward at a rate of 1 pixel per frame. After passing the third Yapping Maw, when Samus appears to move forward, this is the indication that the camera scroll has locked against the opposite side of the room, which is a good cue for when to stop, by holding forward again. To avoid taking another spike hit, press jump, then release dash to exit X-mode while jumping. Requires: "Gravity"
"canXMode"
"h_XModeSpikeHit"
{
"heatFrames": 200
}
{
"lavaFrames": 15
} |
From: 5
Firefleas Bottom Left Platform Junction
To: 7
Fireflea Statue's Claw Junction
Requires: "canXMode"
"h_shinechargeMaxRunway"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
{
"shinespark": {
"frames": 14,
"excessFrames": 9
}
} |
From: 3
Bottom Horizontal Door
To: 3
Bottom Horizontal Door
Requires: "h_shinechargeMaxRunway"
"canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
{
"or": [
{
"and": [
{
"enemyKill": {
"enemies": [
[
"Alcoon"
]
],
"explicitWeapons": [
"Plasma",
"Wave+Spazer",
"ScrewAttack",
"Missile",
"Super"
]
}
},
{
"heatFrames": 420
}
]
},
{
"and": [
{
"enemyKill": {
"enemies": [
[
"Alcoon"
]
],
"explicitWeapons": [
"Spazer",
"Wave",
"PseudoScrew",
"PowerBomb"
]
}
},
{
"heatFrames": 530
}
]
},
{
"and": [
{
"enemyKill": {
"enemies": [
[
"Alcoon"
]
],
"explicitWeapons": [
"PowerBeam"
]
}
},
{
"heatFrames": 620
}
]
}
]
}
{
"shineChargeFrames": 90
}Exit condition: {
"leaveShinecharged": {}
}Dev note: Two spike hits are expected per attempt (with any additional leniency hits being multiplied by this amount). |
From: 4
Junction Above Bomb Blocks
To: 2
Bottom Left Door
Starting from approximately the center of the floating platform, run and jump to the left, and perform a lateral mid-air morph to hit the spike from below (landing on the Namihe) and enter X-mode. Hold an angle button to turn around to the right while retaining dash speed. Arm pump a tile or two to the right, so that the Namihe is no longer below Samus. Gain a shinecharge and continue holding down while exiting X-mode to obtain temporary blue, and use it to break the bomb blocks below while falling through them. Requires: {
"notable": "X-Mode Temporary Blue"
}
"canLateralMidAirMorph"
"canXMode"
"h_XModeSpikeHit"
"h_shinechargeMaxRunway"
"canTemporaryBlue"
{
"heatFrames": 290
} |
From: 2
Middle Left Door
To: 1
Top Left Door
Arm pump slowly after the Chozo statue comes on screen, when the camera locks and Samus starts to move again, armpump only 3 or 4 more times to clear the last spike and avoid an extra spike hit. Requires: {
"doorUnlockedAtNode": 2
}
"canXMode"
"h_XModeSpikeHit"
"h_shinechargeMaxRunway"
"canShinechargeMovement"
{
"shinespark": {
"frames": 1,
"excessFrames": 1
}
}
"canShinesparkSlopeClip"
"canXRayClimb"
{
"or": [
{
"getBlueSpeed": {
"usedTiles": 16,
"steepDownTiles": 4,
"openEnd": 0
}
},
"can4HighMidAirMorph"
]
}Exit condition: {
"leaveNormally": {}
}Unlocks doors: {"types":["ammo"],"requires":[]}Dev note: The leaveNormally is to ensure it won't be required to do the Speed block moondance blind up there. |
From: 2
Middle Left Door
To: 2
Middle Left Door
Requires: "canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
{
"or": [
"can4HighMidAirMorph",
"h_XModeSpikeHit"
]
}
"canUseIFrames"
"h_shinechargeMaxRunway"
"canShinechargeMovement"
{
"shineChargeFrames": 65
}Exit condition: {
"leaveShinecharged": {}
}Dev note: At least two spike hits are expected per attempt (with any additional leniency hits being multiplied by this amount). |
From: 2
Middle Left Door
To: 3
Bottom Left Door
Requires: "f_DefeatedPhantoon"
{
"doorUnlockedAtNode": 2
}
"canXMode"
"h_XModeSpikeHit"
"h_shinechargeMaxRunway"
"canShinechargeMovement"
{
"shineChargeFrames": 145
}Exit condition: {
"leaveShinecharged": {}
}Unlocks doors: {"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]} |
|
Requires: "canXMode" "h_XModeSpikeHit" |
From: 6
Bowling Chozo Statue
To: 1
Top Left Door
Use X-mode to gain a shinecharge near the Chozo statue. Jump onto the Chozo statue, press against the wall, and shinespark into it to clip in; then X-Ray climb up. A second spike hit can be avoided by holding an angle button to turn around while in X-mode; arm pump to move out of the spikes before activating the shinecharge and exiting X-mode. Requires: "canXMode"
"h_XModeSpikeHit"
"h_shinechargeMaxRunway"
"canShinechargeMovement"
{
"shinespark": {
"frames": 1,
"excessFrames": 1
}
}
"canShinesparkSlopeClip"
"canXRayClimb"
{
"or": [
{
"getBlueSpeed": {
"usedTiles": 16,
"steepDownTiles": 4,
"openEnd": 0
}
},
"can4HighMidAirMorph"
]
}Exit condition: {
"leaveNormally": {}
}Unlocks doors: {"types":["ammo"],"requires":[]}Dev note: The leaveNormally is to ensure it won't be required to do the Speed block moondance blind up there. |
|
Requires: "f_DefeatedPhantoon"
"canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
"Gravity"
"h_shinechargeMaxRunway"
"canShinechargeMovement"
{
"shineChargeFrames": 100
}Exit condition: {
"leaveShinecharged": {}
}Dev note: Two spike hits are expected per attempt (with any additional leniency hits being multiplied by this amount). |
|
Requires: "f_DefeatedPhantoon"
"canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
"Gravity"
"h_shinechargeMaxRunway"
"canShinechargeMovement"
{
"shineChargeFrames": 100
}Exit condition: {
"leaveShinecharged": {}
}Dev note: Two spike hits are expected per attempt (with any additional leniency hits being multiplied by this amount). |
From: 1
Right Door
To: 1
Right Door
Requires: "canXMode"
"h_XModeThornHit"
"h_XModeThornHit"
"SpaceJump"
"HiJump"
"canShinechargeMovementComplex"
"h_shinechargeMaxRunway"
{
"shinespark": {
"frames": 21
}
}
{
"or": [
"Gravity",
{
"and": [
{
"not": "f_DefeatedPhantoon"
},
"canRiskPermanentLossOfAccess"
]
}
]
}Exit condition: {
"leaveWithSpark": {}
}Dev note: Two thorn hits are expected per attempt (with any additional leniency hits being multiplied by this amount). FIXME: There is likely a fast wall jump climb strat with more spark frames. |
|
Requires: "h_shinechargeMaxRunway"
"canShinechargeMovementComplex"
"canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
{
"or": [
"h_XModeSpikeHit",
"canStationarySpinJump",
"canTrickyJump"
]
}
"Gravity"
{
"or": [
{
"and": [
"HiJump",
"SpaceJump",
{
"shineChargeFrames": 130
}
]
},
{
"and": [
"HiJump",
"canPreciseWalljump",
{
"shineChargeFrames": 160
}
]
},
{
"and": [
"SpaceJump",
"canPreciseWalljump",
{
"shineChargeFrames": 160
}
]
}
]
}Exit condition: {
"leaveShinecharged": {}
}Dev note: Two spike hits are expected per attempt (with any additional leniency hits being multiplied by this amount). |
|
Requires: "canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
"h_shinechargeMaxRunway"
"canShinechargeMovementTricky"
"canTrickyJump"
"Gravity"
{
"or": [
{
"and": [
"HiJump",
"canTrickyDashJump"
]
},
{
"and": [
"canFastWalljumpClimb",
"canPreciseWalljump"
]
},
{
"and": [
"SpaceJump",
"canInsaneJump",
{
"shinespark": {
"frames": 3
}
}
]
}
]
}
"canMidairShinespark"
{
"shinespark": {
"frames": 5
}
}Exit condition: {
"leaveWithSpark": {}
}Dev note: Two spike hits are expected per attempt (with any additional leniency hits being multiplied by this amount). |
|
Requires: "canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
{
"or": [
"h_XModeSpikeHit",
"canStationarySpinJump"
]
}
"Gravity"
"canShinechargeMovementComplex"
"h_shinechargeMaxRunway"
{
"shineChargeFrames": 65
}Exit condition: {
"leaveShinecharged": {}
}Dev note: Two spike hits are expected per attempt (with any additional leniency hits being multiplied by this amount). |
|
Requires: "Gravity"
"canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
{
"or": [
"h_XModeSpikeHit",
"canStationarySpinJump"
]
}
"h_shinechargeMaxRunway"
{
"shinespark": {
"frames": 25,
"excessFrames": 5
}
}Dev note: Two spike hits are expected per attempt (with any additional leniency hits being multiplied by this amount). |
From: 3
Junction Left of Morph Tunnel
To: 1
Left Door
Requires: "Gravity"
"canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
"h_shinechargeMaxRunway"
{
"shinespark": {
"frames": 12,
"excessFrames": 4
}
} |
From: 5
Bottom Middle Junction
To: 4
Top Right Ledge Junction
Requires: "Gravity"
"canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
"h_shinechargeMaxRunway"
{
"shinespark": {
"frames": 17,
"excessFrames": 12
}
} |