Difference between revisions of "Metroid Prime 2: Echoes/Techniques"
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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. | 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. | + | 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. <ref name="Miles"> Research in the Metroid Prime Series by MilesSMB </ref> |
Notes: | Notes: |
Revision as of 08:00, 12 June 2013
Contents
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.
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. When ready, hold left or right and press B, then hold R some time 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.
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.
double bomb jump
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 dbj, 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.
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.
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.
Notes:
- 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.
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.
- 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
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.
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.
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.
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