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

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=3BJ=
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Bomb jump that gets more height than a dbj, but doesn't ladder as well. Use a bomb, and just as it explodes, quickly press A to place 3 more bombs in succession.
 +
=bs jump=
 +
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 using a camera trick. Stand in front of a wall and put your back to it, then press forward and morph. If the camera angle doesn't change to show the wall behind you, you're ready for the bomb jump. Single bomb and 3bj are the only ones compatible with this move, so use one according to the height needed.
 +
 +
For a single bomb jump, 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 3bj, wait for the second bomb to explode before moving back, and unmorph after the last bomb hits. Just as with a single bomb jump, B has to come right after X.
 +
 +
Notes:
 +
 +
*In a situation where you want more height than a single bomb, but not as much as a 3bj, try a "2bj" (leave out the last bomb of a 3bj). This lets you get the height similar to a dbj 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=
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Pure distance technique, used to cross gaps slightly too large for a space jump.
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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=
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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:
 +
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*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).
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*This move only works without the gravity boost.

Revision as of 11:28, 15 July 2010

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

3BJ

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

bs jump

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 using a camera trick. Stand in front of a wall and put your back to it, then press forward and morph. If the camera angle doesn't change to show the wall behind you, you're ready for the bomb jump. Single bomb and 3bj are the only ones compatible with this move, so use one according to the height needed.

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

Notes:

  • In a situation where you want more height than a single bomb, but not as much as a 3bj, try a "2bj" (leave out the last bomb of a 3bj). This lets you get the height similar to a dbj 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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