Difference between revisions of "Movement Reference"
From A complete guide to Super Metroid speedrunning
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| Shinespark charged | | Shinespark charged | ||
+ | | 120 | ||
+ | | | ||
+ | | Shooting a fully-charged shot extends the counter 1 frame. | ||
|- | |- | ||
| pre-spark freeze | | pre-spark freeze | ||
+ | | x (minimum) to 60? (maximum) | ||
|- | |- | ||
| Shinespark bonk | | Shinespark bonk |
Revision as of 17:06, 24 July 2021
Technique | Duration (frames) | Relevant RAM location | additional notes |
---|---|---|---|
Damage boost (projectile) | 4 | 60 i-frames | |
Damage boost (enemy) | 5 | 60 i-frames | |
Damage boost (environmental hazard) | 10 | 30 i-frames | |
turning around | 8 | turning around while spinjumping or morphed takes 0 frames instead. | |
Shinespark charged | 120 | Shooting a fully-charged shot extends the counter 1 frame. | |
pre-spark freeze | x (minimum) to 60? (maximum) | ||
Shinespark bonk | |||
Special Beam Attack (wave) |