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Double Chamber blue suit logic #2606
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Here's a video of a better, safer way to do the blue suit spike spin jump: https://videos.maprando.com/video/9578 |
osse101
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There could be h_storedSpark to move between nodes.
Some of the dashless spikepit movement is pretty tight.
JumpIntoIBJ with HiJump is almost Extreme level to get first try.
Crossing the spike pit in GMode is duplicated in many places.
| "h_heatedGModeOpenDifferentDoor" | ||
| ], | ||
| "flashSuitChecked": true, | ||
| "blueSuitChecked": true, |
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Walljump doesn't reach. Made it with hijump or spikedamage.
| "h_heatedGModeOpenDifferentDoor" | ||
| ], | ||
| "flashSuitChecked": true, | ||
| "blueSuitChecked": true, |
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Some need canUseEnemies.
Bluesuit can't do hijump+walljump.
IBJFromSpikes could use the new tech.
| }, | ||
| { | ||
| "link": [2, 1], | ||
| "name": "Cross Room Delayed Wall Jump", |
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The fune delayed walljump probably fits better in expert. Heat frames can't keep up with a missed walljump, and the alternative isn't much slower so I think it should just be higher.
| "comeInJumping": { | ||
| "speedBooster": "any", | ||
| "minTiles": 1 | ||
| "minTiles": 0 |
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This looks like specialCase: 0 tile jump so that it works without dashing
| "h_heatedGModeOpenDifferentDoor" | ||
| ], | ||
| "flashSuitChecked": true, | ||
| "blueSuitChecked": true, |
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Walljump can't reach the right wall safely.
| {"and": [ | ||
| "canDash", | ||
| {"or": [ | ||
| "canPreciseGrapple", |
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- grapple is barely doable, or use the guy
- springballjump is ok, with some springfling
- hijump walljump you have to be very careful but can avoid all the spikes both directions. Turning off hijump could help some, but we can't always do that with blue suit.
| ]}, | ||
| "h_IBJFromSpikes" | ||
| ]} | ||
| ]} |
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The following 3 aren't marked for bluesuit
| {"heatFrames": 180}, | ||
| {"or": [ | ||
| "canDash", | ||
| {"heatFrames": 100} |
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Without dash you probably need no hijump or ~insanejump.
And honestly [3,5] isn't free normally. It should expect a spike hit.
| "name": "Base", | ||
| "requires": [ | ||
| {"heatFrames": 135} | ||
| {"heatFrames": 135}, |
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Falling to the crumbles here in base while avoiding spikes is more reasonable. Just takes knowing about left crumble blocks.
| "canInsaneJump" | ||
| ], | ||
| "flashSuitChecked": true, | ||
| "blueSuitChecked": true, |
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This seems like it should have {noBlueSuit}
No description provided.