Ori/Techniques and Glitches

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This page covers basic movement techniques and glitches used in Ori speedruns. You can use this as a reference to understand how specific applications of these techniques work, and also to think about new and useful ways to apply them.

Running and Jumping

Basics
Basic movement is straightforward: as long as you hold the analog stick all the way in a direction, or hold the movement key, Ori will run at maximum speed. Jumping preserves Ori's full horizontal speed, and also saves a very small amount of time (frames?) per jump by reducing the effect of friction on Ori. The difference between running all the time and jumping all the time is very minimal, so it's okay not to get too crazy about this.
Flip Jumps
If you jump repeatedly, every third jump Ori will perform a front flip. There is no known difference in height achievable through this flip jump.
Backflips
By holding down before jumping, you can make Ori perform a backflip with slightly greater height than a normal jump.
Wall Slides and Vaulting
When jumping into a wall, Ori will slide up the wall a small amount, dependent on the angle and friction of the wall. If Ori slides up far enough to clear the top of the wall, she will "vault" up and over it. This saves a few frames in horizontal movement compared to jumping over the top of the wall.
Firsties
A "firsty" is when you perform a jump on the first frame that you are able to do so after landing from a previous jump. When you perform a "firsty," the game allows you to jump normally but will not restore your double or triple jump.
The most common case where you will experience this is in wall jumping. The unexpected loss of your double or triple jump will most likely cause you to fail a platforming section and fall down, costing you time. To avoid this, try to wait a very small amount of time after touching a wall before wall jumping.
Terra Jumps
A "Terra jump" is an intentional use of a "firsty." When you are in the middle of a "Bash glide" (covered below), performing a "firsty" from the ground will preserve your horizontal speed. This is called a Terra jump. You may also use a charge jump for this technique to increase your height and extend the horizontal distance you can travel. Note that you can perform a Terra jump regardless of whether you have already consumed your double or triple jumps!

Bash Techniques

Bash Gliding
Upon releasing a Bash, Ori is given a very large amount of speed in the aimed direction. Normally, your vertical speed returns to normal very quickly due to gravity. However, if you release all directional input (that is, don't press the analog stick or left/right keys), your horizontal speed will not decrease. When this is done with a horizontal or nearly-horizontal Bash, Ori can travel very quickly across very large distances.
While you are Bash gliding, you can use and release Kuro's Feather at will, use your double and triple jumps, and also perform a Terra jump off the ground. As long as you don't provide any directional input and don't run into any obstacles, Ori will retain her horizontal speed. Note that gravity applies as normal, so Ori will eventually hit the ground!
Double Bash
If you release a Bash one frame, then re-press the Bash button/key the next frame, Ori will be able to Bash twice off of the same target. When you perform this technique, the first Bash will determine the direction the target goes (opposite of the direction you aim it), and the second Bash will determine the direction Ori goes. Using this technique, you can move the target in a desired direction while following it closely.
Important note: Bash has a 20 frame "windup" delay during which it cannot be released. If you release and re-press the Bash button/key during the windup delay, the Bash will simply not release. Make sure you wait for 20 frames (1/3 of a second) before trying to double Bash.

The difficulty of double bashing can be eased by using your native keyboard/mouse drivers or a third-party program such as x-mouse button control to simulate having 2 keyboards (or, actually use 2 keyboards). Note that macros are prohibited, but 1:1 key rebindings are allowed to prevent the inconvenience of using 2 keyboards. Specifically, having 2 keys bound to "C" allows for more consistent double bashes with the following method, where C1 and C2 are the two "C" binds:

  1. Press and hold C1 to initiate the bash.
  2. Aim the first bash. (wait at least 20 frames)
  3. Tap C2 to trigger a double bash.
  4. Aim the second bash.
  5. Release C1.

By using 2 "C" binds, essentially you trick the game into reading the release of C2 as the release of C1, then on the next frame, the game reads that C1 is held and causes a double bash.

Perfect Bash
As it turns out, you don't need to perform a double Bash in order to accomplish having Ori and the projectile both go in the same direction. The game determines which direction to send the projectile one frame before it determines which direction to send Ori. During this extra frame, you can re-aim Bash to achieve the same effect as a double Bash. This saves less than a second per successful attempt compared to a double Bash, so it's not really recommended for anyone.

Save Manipulation

Save Anywhere
By opening the ability screen with the UI on, clicking on the experience counter to create a popup, then hitting A+B, left+right click, or esc+enter on the same frame, you gain the ability to move with the ability screen open. Then, you can save the game anytime by leveling up an ability.
Cutscene Skips
By saving the game after a cutscene begins, either by using save anywhere or rekindling/leveling an ability on a pre-placed save, then exiting and reloading the file, you can gain control of Ori during the cutscene. Most cutscenes trigger their effects as soon as they begin, with the exception of opening the Mount Horu door and a few of the Gumo chase sequence cutscenes.
Save Drops
By saving the game while in the air and reloading the file, Ori will (in most cases) drop to the closest solid ground directly below the save. This can be accomplished with save anywhere or saving while running off the edge of a platform. Tricks that use this include drainless and the lava drop in Horu.
Respawn Invulnerability
For a short period of time after respawning at a save point, Ori will be invulnerable to all sources of damage except instant kill surfaces. This can be used to run or climb for a period of time on a damaging surface like spikes, extending the effective value of your health pool.

Key Doors and Energy Doors

Keystone Duplication
With the appropriate setup, it is possible to duplicate keystones. In order to do this, you must be able to place a soul link outside the "scene" (section of the world) containing the keystones. You must also be able to take damage while within range to place keystones in the door. This glitch requires a death.
Create your soul link outside the scene containing the keystones, then begin collecting them as normal. Only pick up as many keystones as you need to duplicate; skip the others. Along the way, take damage to ensure that you are just shy of death. Reach the door, then place your keystones in it. Be sure not to place enough keystones to open the door! While the door remains locked with your keystones in it, and while remaining within range of the door, take damage and die. When you respawn, you will have been refunded the keystones, and they will also respawn in the world.
There are only a few doors which permit effective keystone duplication: the first 4-key door in Sunken Glades, and the second 4-key door in Ginso Tree. These are covered in more detail in Skips and Tricks.
Energy Doors
[to be added]

Miscellaneous Mechanics

Spirit Flame
Spirit Flame attacks have a minimum delay of 0.2 seconds (12 frames). The basic Spirit Flame can fire two shots at this speed, then it incurs a 0.5 second cooldown (30 frames). However, if you wait at least 0.3 seconds (18 frames) between shots, the cooldown will not be triggered. Thus, optimal damage is inflicted by timing your shots 0.3 seconds apart, unless you are only firing two shots.
The Quick Flame ability permits you to fire three shots at maximum speed before incurring the 0.5 second cooldown. Thus, if you fire two shots 0.2 seconds apart and then wait 0.3 seconds to fire again, you can avoid the cooldown. The Rapid Flame ability eliminates the 0.5 second cooldown entirely, so you may always fire at maximum speed.
Leveling Up
When Ori levels up, her health and energy are refilled and she explodes for 20 damage to everything on screen. These effects are exploited to accomplish several major skips, but also can be leveraged for other minor time saves. The level up explosion is particularly potent for clearing enemies out of your way in the early game, and the health and energy refills allow you to perform additional damage boosts and Charge Flames.
Extended Charge Jumps
By performing a save anywhere during a upwards-angled charge jump off of a wall, upon reloading the file, Ori will have extreme speed in the direction of the charge jump. Unlike a bash glide, this speed will decay over time to zero. Currently, this has no known use in a speedrun, as the setup time is too great.
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