Difference between revisions of "Metroid Prime 2: Echoes/Techniques"

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*In a situation where you want more height than a single bomb, but not as much as a 3BJ, try a "2BSJ" (leave out the last bomb of a 3BSJ). This lets you get the height similar to a 2BJ while still being able to jump after the unmorph.
 
*In a situation where you want more height than a single bomb, but not as much as a 3BJ, try a "2BSJ" (leave out the last bomb of a 3BSJ). This lets you get the height similar to a 2BJ while still being able to jump after the unmorph.
 
*Although you need to stay close to a wall when using the camera trick, don't actually touch it (or anything protruding from it) before hitting X.
 
*Although you need to stay close to a wall when using the camera trick, don't actually touch it (or anything protruding from it) before hitting X.
 +
 +
=Roll Jump=
 +
Pure distance technique, used as an alternative to dashing. Roll jumps don't require a lock on but have their own limitation, due to only being possible after an instant unmorph.
 +
 +
To do a roll jump, you must roll forward off a valid ledge while holding R. It needs to be able to cover the morph ball enough that you trigger an instant unmorph when you hit X. When you do roll off and it becomes about half covered, press X then B immediately after, exactly like you would to do a BSJ jump. After the unmorph, hold L while still holding R, using your second jump whenever to increase distance.
 +
 +
Notes:
 +
 +
*This technique uses the same exploit as BSJ, where by getting an instant unmorph within 22 frames after rolling off the ledge, the game thinks human Samus is standing on ground. So the unmorph needs to be late enough so the ledge covers the morph ball from the camera a bit, but early enough to be within 22 frames. <ref name="Miles"/>
 +
*Holding L must be properly timed; you can't hold it before the unmorph like R. The game just doesn't register it (this can also happen if it's held too soon after the unmorph). It's easy to tell if you timed it right by watching for the crosshair. If it doesn't appear, quickly release and hold L again to avoid losing too much distance, but if you're trying to get somewhere that requires a precise roll jump, you're not likely to make it doing this.
 +
*Holding L and R after the unmorph is important as it locks Samus's aerial velocity. By doing it after rolling off a ledge and an instant unmorph, Samus can jump while moving horizontally as fast as rolling.
  
 
=Dash Jump=
 
=Dash Jump=
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Start by holding L and locking on to a target. This can be done with any visor, though scan visor is used the most often as there are more targets to lock on to with it. When ready, hold left or right and press B, then press and hold R about a quarter of a second after pressing B, before Samus has fully taken off from the first jump. Keep L/R and the direction held until you land, using your second jump whenever to increase distance.
 
Start by holding L and locking on to a target. This can be done with any visor, though scan visor is used the most often as there are more targets to lock on to with it. When ready, hold left or right and press B, then press and hold R about a quarter of a second after pressing B, before Samus has fully taken off from the first jump. Keep L/R and the direction held until you land, using your second jump whenever to increase distance.
  
Holding L and R at the same time in the air locks Samus's speed, so while holding L, by pressing R when she's at maximum speed in the dash, you can obtain maximum speed and distance.
+
Holding L and R at the same time in the air locks Samus's aerial velocity, so while holding L, by pressing R when she's at maximum speed in the dash, you can obtain maximum speed and distance.
  
 
In some places, it's better (or necessary) to dash at an angle. This is done by holding up or down after the dash has started, causing you to slowly move forward or back while still going left or right at the same velocity. This is known as "bending" the dash.
 
In some places, it's better (or necessary) to dash at an angle. This is done by holding up or down after the dash has started, causing you to slowly move forward or back while still going left or right at the same velocity. This is known as "bending" the dash.
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*Rezbits and space pirates can increase distance if they happen to shoot you during a dash.
 
*Rezbits and space pirates can increase distance if they happen to shoot you during a dash.
  
=ghetto jump=
+
=L Jump=
Pure height technique, done by L jumping against a specific nearby object to reach something a standard jump wouldn't. The object used is different in every room, but it's usually a wall or uneven ground.
+
Used to go further with a jump than usual. Hold L when starting a jump, and continue holding it throughout (applies to space jumps as well). Note that this does not work the same way as L jumping in Metroid Prime 1, nor is it as effective.
 
+
Get a running start and L jump against an object just as you touch it. Move away from the object immediately after pressing B. The reason for this is that most objects have a certain point in height where you can no longer be pressing against them, otherwise you'll be dragged back down.
+
 
+
Notes:
+
 
+
*In some places, it's actually better to stay pressed against an object. It just depends on what's being used for the jump, because everything affects your jump differently.
+
=l jump=
+
Used to go further with a jump than usual. Hold L when starting a jump, and continue holding it throughout (applies to space jumps as well).
+
  
 
The distance boost is enough to make many jumps that wouldn't otherwise be possible. Holding L also lets you push yourself onto ledges by pressing against them.
 
The distance boost is enough to make many jumps that wouldn't otherwise be possible. Holding L also lets you push yourself onto ledges by pressing against them.
Line 63: Line 66:
  
 
*L jumping at an angle is better than straight ahead. Some jumps are made easier by this.
 
*L jumping at an angle is better than straight ahead. Some jumps are made easier by this.
=midair morph=
 
Adding a morph in the middle of a jump to gain extra height. Press X while jumping. When to press it depends on what you're trying to do, so while doing the move is easy, making use of it requires good timing.
 
=roll jump=
 
Pure distance technique, used as an alternative to dashing. Roll jumps don't require a lock on but have their own limitation, due to only being possible after an instant unmorph.
 
  
To do a roll jump, you must roll forward off a valid ledge while holding R. It needs to be able to cover the morph ball enough that you trigger an instant unmorph when you hit X. When you do roll off and it becomes about half covered, press X and B immediately after, exactly like you would to do a bs jump. After this, hold L together with R, using your second jump whenever to increase distance.
+
=Ghetto Jump=
 +
Pure height technique, done by L jumping against a specific nearby object to reach something a standard jump wouldn't. The object used is different in every room, but it's usually a wall or uneven ground.
 +
 
 +
Get a running start and L jump against an object just as you touch it. Move away from the object immediately after pressing B. The reason for this is that most objects have a certain point in height where you can no longer be pressing against them, otherwise you'll be dragged back down.
  
 
Notes:
 
Notes:
  
*There doesn't seem to be a best time to hold R. This move is done by holding forward and R at the time of an instant unmorph, and then holding L with R. When to hold R is up to you.
+
*In some places, it's actually better to stay pressed against an object. It just depends on what's being used for the jump, because everything affects your jump differently.
*Holding L must be properly timed; you can't hold it before the unmorph like R. The game just doesn't register it (this can also happen if it's held too soon after the unmorph). It's easy to tell if you timed it right by watching for the crosshair. If it doesn't appear, quickly release and hold L again to avoid losing too much distance, but if you're trying to get somewhere that requires a precise roll jump, you're not likely to make it doing this.
+
 
=underwater dash=
+
=Underwater Dash=
Used to cross large gaps underwater. Unlike the dash jump, this move doesn't need a lock on, so it can be done anywhere, as well as in any direction.
+
Used to cross large gaps underwater. Unlike the dash jump, this move doesn't need a lock on, so it can be done anywhere underwater, as well as in any direction. However, it only works without gravity boost.
  
Start by holding L and a direction, then press B and hold R at the same time (this is the vital part). When the jump takes off, let go of the direction, but continue holding L and R, using your second jump whenever to increase distance.
+
Start by holding L and a direction, then press B and hold R at the same time (this is the vital part). When the jump takes off, continue holding L and R, using your second jump whenever to increase distance. Whether you let go of the direction or not doesn't matter as your velocity is locked by holding L and R.
  
 
Notes:
 
Notes:
Line 85: Line 87:
  
  
== References ==
+
= References =
 
<references />
 
<references />

Revision as of 08:16, 12 June 2013

This page is a stub. You can help by adding information. Please ask on the talk page for more clarification.

Double Bomb Jump (2BJ)

Standard bomb jump involving 3 bombs. Doesn't get as much height as other bomb jumps, but gets the most distance when laddered. Use a bomb, and just as it explodes, use another. Near (or at) the peak of the ascent from the first bomb, place the third.

To get more distance from a 2BJ, ladder the bombs. Hold a direction just before the first bomb explodes, and you'll move that way during the ascent. Place the second bomb at the time you would normally, but place the third bomb earlier than usual. As soon as you place it, move back to the second bomb to make sure you get launched by it in time.

Notes:

  • You can unmorph after all types of bomb jumps to add height and distance.

Triple Bomb Jump (3BJ)

Bomb jump that gets more height than a 2BJ, but doesn't ladder as well. Use a bomb, and just as it explodes, quickly press A three times to place 3 more bombs in succession.

Bomb Space Jump (BSJ)

Allows you to jump in human form immediately after a bomb jump. The bomb jump must end with an instant unmorph, where the game switches back to human form as soon as you hit X, without the usual animation. If you have space jump or screw attack, they can also be used after the first jump.

Instant unmorphs can be triggered near most walls by manipulating the camera. Stand in front of a wall and put your back to it, then press forward slightly and morph. If the camera angle doesn't change to show the wall behind you, you're ready for the bomb jump.

For a single BSJ, simply hold down during the ascent from the bomb. Unmorph near (or at) the peak and immediately press B. This has to come at nearly the same time as X, or the game doesn't let you jump after the unmorph. It's recommended that you use two fingers.

When doing a 3BSJ, wait for the second bomb to explode before moving back, and unmorph just as the last bomb hits. Just as with a single bomb jump, B has to come right after X.

The key behind this technique is that the game stores Samus's current state as a certain value. During the first 22 frames the morph ball goes airborne, the state is functionally the same as if Samus were standing on ground. So doing an instant unmorph within these 22 frames will make the game think Samus is standing on the ground, allowing you to jump as if it were your first jump. In other words, do an instant unmorph within 22 frames after being flung up by the bomb. [1]

Notes:

  • In a situation where you want more height than a single bomb, but not as much as a 3BJ, try a "2BSJ" (leave out the last bomb of a 3BSJ). This lets you get the height similar to a 2BJ while still being able to jump after the unmorph.
  • Although you need to stay close to a wall when using the camera trick, don't actually touch it (or anything protruding from it) before hitting X.

Roll Jump

Pure distance technique, used as an alternative to dashing. Roll jumps don't require a lock on but have their own limitation, due to only being possible after an instant unmorph.

To do a roll jump, you must roll forward off a valid ledge while holding R. It needs to be able to cover the morph ball enough that you trigger an instant unmorph when you hit X. When you do roll off and it becomes about half covered, press X then B immediately after, exactly like you would to do a BSJ jump. After the unmorph, hold L while still holding R, using your second jump whenever to increase distance.

Notes:

  • This technique uses the same exploit as BSJ, where by getting an instant unmorph within 22 frames after rolling off the ledge, the game thinks human Samus is standing on ground. So the unmorph needs to be late enough so the ledge covers the morph ball from the camera a bit, but early enough to be within 22 frames. [1]
  • Holding L must be properly timed; you can't hold it before the unmorph like R. The game just doesn't register it (this can also happen if it's held too soon after the unmorph). It's easy to tell if you timed it right by watching for the crosshair. If it doesn't appear, quickly release and hold L again to avoid losing too much distance, but if you're trying to get somewhere that requires a precise roll jump, you're not likely to make it doing this.
  • Holding L and R after the unmorph is important as it locks Samus's aerial velocity. By doing it after rolling off a ledge and an instant unmorph, Samus can jump while moving horizontally as fast as rolling.

Dash Jump

Pure distance technique, used to cross gaps slightly too large for a space jump.

Start by holding L and locking on to a target. This can be done with any visor, though scan visor is used the most often as there are more targets to lock on to with it. When ready, hold left or right and press B, then press and hold R about a quarter of a second after pressing B, before Samus has fully taken off from the first jump. Keep L/R and the direction held until you land, using your second jump whenever to increase distance.

Holding L and R at the same time in the air locks Samus's aerial velocity, so while holding L, by pressing R when she's at maximum speed in the dash, you can obtain maximum speed and distance.

In some places, it's better (or necessary) to dash at an angle. This is done by holding up or down after the dash has started, causing you to slowly move forward or back while still going left or right at the same velocity. This is known as "bending" the dash.

Notes:

  • When bending a dash, you must wait until the first jump has started. After you press B, move the stick from left or right to up or down in a quarter circle motion.
  • If it's necessary to bend a dash, there will be a note on that page stating whether to go forward or back, so don't worry about figuring it out yourself. Just keep in mind that the direction to bend a dash can change based on your starting position; it's important to match the video's position if you want the same result.
  • Dashes work fine in water, but when you don't have gravity boost, an underwater dash is more effective than one.
  • Rezbits and space pirates can increase distance if they happen to shoot you during a dash.

L Jump

Used to go further with a jump than usual. Hold L when starting a jump, and continue holding it throughout (applies to space jumps as well). Note that this does not work the same way as L jumping in Metroid Prime 1, nor is it as effective.

The distance boost is enough to make many jumps that wouldn't otherwise be possible. Holding L also lets you push yourself onto ledges by pressing against them.

Notes:

  • L jumping at an angle is better than straight ahead. Some jumps are made easier by this.

Ghetto Jump

Pure height technique, done by L jumping against a specific nearby object to reach something a standard jump wouldn't. The object used is different in every room, but it's usually a wall or uneven ground.

Get a running start and L jump against an object just as you touch it. Move away from the object immediately after pressing B. The reason for this is that most objects have a certain point in height where you can no longer be pressing against them, otherwise you'll be dragged back down.

Notes:

  • In some places, it's actually better to stay pressed against an object. It just depends on what's being used for the jump, because everything affects your jump differently.

Underwater Dash

Used to cross large gaps underwater. Unlike the dash jump, this move doesn't need a lock on, so it can be done anywhere underwater, as well as in any direction. However, it only works without gravity boost.

Start by holding L and a direction, then press B and hold R at the same time (this is the vital part). When the jump takes off, continue holding L and R, using your second jump whenever to increase distance. Whether you let go of the direction or not doesn't matter as your velocity is locked by holding L and R.

Notes:

  • There are some variations that can be put on this move. For example, B can be held like the other buttons if you prefer. If you're dashing forward or back, you can also hold the direction even after the jump takes off (but not when going left or right; you'll just spin in circles then).
  • This move only works without the gravity boost.


References

  1. 1.0 1.1 Research in the Metroid Prime Series by MilesSMB at [1]
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