Performing a stutter water shinecharge in a situation requiring a precise stutter, for example if not much runway is available in one or both of the rooms.
Dependencies: canSuitlessMaridia, canStutterWaterShineCharge, canWaterShineCharge
From: 2
Bottom Left Door
To: 4
Bottom Right Shinecharged
With only a runway length of 3 tiles (closed end) in the other room, this requires a precise setup: release forward for 3 or 4 frames, then repress forward on the last possible frame before the transition; alternatively, release forward for 2 frames and repress forward on the second-to-last possible frame before the transition. If a longer runway is available (4 tiles), the timing windows are a bit more lenient: 1. Release forward for 3, 4, or 5 frames, repress forward on the last possible frame; 2. Release forward for 2 or 3 frames, repress forward on the 2nd-to-last possible frame; 3. Release forward for 1 or 2 frames, repress forward on the 3rd-to-last possible frame. Entrance condition: { "comeInStutterShinecharging": { "minTiles": 2.4375 } } Requires: "canPreciseStutterWaterShineCharge" { "shineChargeFrames": 0 } |
From: 2
Bottom Left Door
To: 4
Bottom Right Shinecharged
With only a runway of 2 tiles (open end) in the other room, this requires a double-frame-perfect setup: release forward for exactly 3 frames, and repress forward on the last possible frame before the transition. Entrance condition: { "comeInStutterShinecharging": { "minTiles": 2 } } Requires: "canPreciseStutterWaterShineCharge" "canInsaneJump" { "shineChargeFrames": 0 } Dev note: FIXME: canInsaneJump is for difficulty placement; replace with a more appropriate tech since no jump is involved. |
Entrance condition: { "comeInStutterShinecharging": { "minTiles": 2.4375 } } Requires: "canPreciseStutterWaterShineCharge" { "shineChargeFrames": 0 } |
From: 1
Left Door
To: 8
Bottom Right Shinecharged
If only 2 tiles of runway are available and it is not possible to unlock the opposite door, then this requires a double frame-perfect stutter: run toward the door, release forward for exactly 3 frames, pressing forward again on the last possible frame before the transition. Entrance condition: { "comeInStutterShinecharging": { "minTiles": 2 } } Requires: "canPreciseStutterWaterShineCharge" { "or": [ { "doorUnlockedAtNode": 2 }, "canInsaneJump" ] } { "shineChargeFrames": 0 } Unlocks doors: {"nodeId":2,"types":["super","missiles"],"requires":[]} {"nodeId":2,"types":["powerbomb"],"requires":["never"]} Dev note: FIXME: canInsaneJump is for difficulty placement; replace with a more appropriate tech since no jump is involved. |
From: 1
Left Door
To: 8
Bottom Right Shinecharged
With only 1 tile of runway in the other room, this requires subpixel-precise positioning and a double frame-perfect stutter: At the start of the run, Samus must be on the last pixel of runway with X subpixels of $3FFF or less. Run toward the door, releasing forward for exactly 1 frame and pressing it again on the last possible frame before the transition. After the transition, shoot open the opposite door while running, to extend the runway by a tile. Correct subpixels can be achieved using one of several methods: 1) press against the door ledge (or a wall aligned with it); jump, and while mid-air, tap forward for exactly 1 frame to land with subpixels $BFFF, moonwalk back for exactly 1 frame to end with subpixels $3FFF. 2) press against the door ledge (from a platform below, assuming one exists) turn around (while on the ground), and moonwalk back two pixels, then jump and mid-air turnaround onto the ledge; if Samus jumped from the correct pixel but does not land on the ledge, then it was needed to moonwalk back 1 more frame; in this case it is possible to retry by doing a mid-air turnaround back onto the platform, and moonwalking back for 1 frame. 3) if X-Ray is available, press against the door ledge (from a platform below, assuming one exists) turn around (while on the ground), then jump and mid-air turnaround toward the door, and use X-Ray to turnaround in place away from the door; repeat this sequence 3 more times: jump, mid-air turnaround, X-Ray turnaround; then do one more jump and mid-air turnaround, high enough to land on the door ledge, and Samus should be in the correct position with subpixels $3FFF. Entrance condition: { "comeInStutterShinecharging": { "minTiles": 1 } } Requires: "canPreciseStutterWaterShineCharge" "canInsaneJump" "canBeVeryPatient" { "doorUnlockedAtNode": 2 } { "shineChargeFrames": 0 } Unlocks doors: {"nodeId":2,"types":["super","missiles"],"requires":[]} {"nodeId":2,"types":["powerbomb"],"requires":["never"]} Dev note: The `canBeVeryPatient` is for difficulty placement; this could be improved with a more specific tech later, since it does not actually take a long time to execute. |
Entrance condition: { "comeInStutterShinecharging": { "minTiles": 2.4375 } } Requires: "canPreciseStutterWaterShineCharge" { "shineChargeFrames": 0 } |
From: 2
Right Door
To: 7
Bottom Left Shinecharged
If only 2 tiles of runway are available and it is not possible to unlock the opposite door, then this requires a double frame-perfect stutter: run toward the door, release forward for exactly 3 frames, pressing forward again on the last possible frame before the transition. Entrance condition: { "comeInStutterShinecharging": { "minTiles": 2 } } Requires: "canPreciseStutterWaterShineCharge" { "or": [ { "doorUnlockedAtNode": 2 }, "canInsaneJump" ] } { "shineChargeFrames": 0 } Unlocks doors: {"nodeId":2,"types":["super","missiles"],"requires":[]} {"nodeId":2,"types":["powerbomb"],"requires":["never"]} Dev note: FIXME: canInsaneJump is for difficulty placement; replace with a more appropriate tech since no jump is involved. |
From: 2
Right Door
To: 7
Bottom Left Shinecharged
With only 1 tile of runway in the other room, this requires subpixel-precise positioning and a double frame-perfect stutter: At the start of the run, Samus must be on the last pixel of runway with X subpixels of $C000 or greater. Run toward the door, releasing forward for exactly 1 frame and pressing it again on the last possible frame before the transition. After the transition, shoot open the opposite door while running, to extend the runway by a tile. Correct subpixels can be achieved using one of several methods: 1) press against the door ledge (or a wall aligned with it); jump, and while mid-air, tap forward for exactly 1 frame to land with subpixels $4000, moonwalk back for exactly 1 frame to end with subpixels $C000. 2) press against the door ledge (from a platform below, assuming one exists) turn around (while on the ground), and moonwalk back two pixels, then jump and mid-air turnaround onto the ledge; if Samus jumped from the correct pixel but does not land on the ledge, then it was needed to moonwalk back 1 more frame; in this case it is possible to retry by doing a mid-air turnaround back onto the platform, and moonwalking back for 1 frame. 3) if X-Ray is available, press against the door ledge (from a platform below, assuming one exists) turn around (while on the ground), then jump and mid-air turnaround toward the door, and use X-Ray to turnaround in place away from the door; repeat this sequence 3 more times: jump, mid-air turnaround, X-Ray turnaround; then do one more jump and mid-air turnaround, high enough to land on the door ledge, and Samus should be in the correct position with subpixels $C000. Entrance condition: { "comeInStutterShinecharging": { "minTiles": 1 } } Requires: "canPreciseStutterWaterShineCharge" "canInsaneJump" "canBeVeryPatient" { "doorUnlockedAtNode": 1 } { "shineChargeFrames": 0 } Unlocks doors: {"nodeId":1,"types":["super","missiles"],"requires":[]} {"nodeId":1,"types":["powerbomb"],"requires":["never"]} Dev note: The `canBeVeryPatient` is for difficulty placement; this could be improved with a more specific tech later, since it does not actually take a long time to execute. |