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Remove canSandIBJ #1921
Remove canSandIBJ #1921
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These all felt very weird and difficult for me, so I'll let Maddo review this. I don't really know how to do the stationary spin jump under this pressure, so it still kind of feels like it needs a canTrickyJump
to me. I also couldnt get the crouch method to work (didn't try long, but I got it without the crouch in less time).
With the spin jump you just need to not be pressing run. It really resembles a stationary spin jump but knowing that tech just gets you a better feel for when to start morphing. So it could fit under stationary spinjump, trickyjump, or 4highmorph. |
That makes sense. I hold dash all the time for no reason. Looks like I was accidentally doing the crouch jump version, but I wasn't aware. I was also trying to place the Bomb on the descent and hit it on the way up, instead of doing it all on one good jump. So Maybe this isn't as bad as I was thinking last night. |
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I found all of these to be incredibly difficult. I'm able to get the stationary spin jump frequently now, but I can still almost never start the IBJ with it. I still think I may not be qualified to review this because it was so difficult for me, but I think it feels like an Expert difficulty tech. I'm fine if the tech gets removed, since its uses are so few.
Pants - This one is probably useless, because of the option to just gravity jump (which is also in very hard).
Colosseum - This one really feels like an Expert strat to me, given that it needs to be done 3 times. Its also quite slow and can be punishing.
East Sand Hole - The gravity jump variant seems like it needs a tricky jump to me, and it also doesnt require a lot of the other things in the requires
, like a midair morph. Maybe it should be split off as another strat (could be a fixme).
Overall, I think I would put canTrickyJump on all of these regardless of if theyre using the stationary spin jump or the crouch jump variant. Then maybe they should also have a 4 high midair morph or HiJump requirement.
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In Colosseum, for the spinjump into IBJ method it's not really needing stationary spin jumps, but spin jumping into an IBJ feels a lot like can4HighMidAirMorph
, so that might be a better way to represent the requirement rather than canStationarySpinJump
. I could see can4HighMidAirMorph
maybe being Expert (as it used to be), though I think it can still fit in Very Hard at the upper end of the difficulty.
I didn't find the crouch-jump into IBJ method easier than spin jumping into IBJ, but it is neat to know it is possible. It is a less dense sequence of inputs; the timing is just trickier to avoid sinking in the sand. The canTrickyJump
+canCrouchJump
+canPlayInSand
requirements seem reasonable for representing it.
Another thought is that even though the Gravity jump may be easier, the Pants Room sand jump into IBJ strat is still useful and nice to have as an option. There can be situations where a Gravity jump may not be viable due to not being able to pause or use the equipment screen. Like if you have a blue suit without Speedbooster, then you wouldn't be able to pause without losing the blue suit, so the Gravity jump would not be an option but the IBJ strat would; I tested that you can do the jumps off the sand without losing blue suit. |
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This seems good to me. The Sand Hole gravity jump feels a lot easier without trying to spin jump. I just held angle and precisely timed the pause (didn't need a big jump off the sand). I didn't retry the tricky jump + gravity jump in Pants Room, but it looks like the ledge is 2 tiles higher, which would make sense why its a different difficulty.
Crouch jumping out of sand was an interesting find. Maybe I didn't know about it just because its not useful to me, since we've already seen that it works without gravity.