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Amphitheatre G-Mode Spark Interrupt #2600
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kjbranch
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Not seeing how to do this one. There's no heat in g-mode, and if you CF, theres no way to exit g-mode with x-ray
Use the acid. The instant autoreserve triggers, G-Mode ends, so triggering in acid is mostly the same as using heat in that you have a few options:
The similarity is why I used the heat trigger helper but maybe it'll help to expand it out and make it more clear that this is an acid trigger. |
The main problem is that |
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I found the acid interrupt to be a bit tricky, because when you try to spark your hitbox shrinks a bit, so you need the acid to be very close when attempting to spark. But it very well could just be that I'm bad at that type of movement. If you crouch then spark just as the acid hits samus, the crouch moves her up enough that you dont take any acid damage in the reserve trigger (with varia on you can lose 0 of your energy during the trigger.) |
Hopefully the description is clearer now. For the logic part of it, I couldn't think of a better way to show that it's an acid interrupt than to stick an acidFrame requirement right before the reserve trigger. |
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You were right, I must have accidentally laid a PB after the CF which was what was preventing pausing |
Co-authored-by: kjbranch <61815121+kjbranch@users.noreply.github.com>
Co-authored-by: kjbranch <61815121+kjbranch@users.noreply.github.com>
Co-authored-by: kjbranch <61815121+kjbranch@users.noreply.github.com>
Co-authored-by: kjbranch <61815121+kjbranch@users.noreply.github.com>
| {"resourceAtMost": [{"type": "ReserveEnergy", "count": 5}]} | ||
| ]}, | ||
| {"or": [ | ||
| {"enemyKill": { |
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Why is the enemyKill logic different between the two strats?
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Fast weapon can kill it without creating invisible lasers. Slow kill is covered in the next branch: it uses a minimal reserve tap to clear the lasers.
The difference is ... 1-4 energy points.
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To clarify further: left entry can overload enemy shots making it irrelevant whether the runway pirate kill is fast or slow.
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I would say anything less than full beam risks spawning an invisible laser. But it almost looked like with perfect charge management you could keep the pirate interrupted.
But a much easier way is to jump after every shot. And that works with any level of charge & PBs.
Bombs gets pretty unreasonable, but its possible with morph weaving.
And the shortcharge kill isn't comfy enough to consider free.
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Adjusted the shots, excluded Bombs kill. As for the shortcharge kill... you do have to get it first try to avoid a laser but I think you can stun it with a pea shot (would need to check jump recovery to keep it from shooting)?
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One option I could do is just take a few tiles off the runway length - push the shortcharge kill into a higher difficulty level than it might normally be?
Heated G-Mode from both doors.