Difference between revisions of "Movement Reference"

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(Initial table layout -- page still needs ...everything. link to from General Movement page)
 
 
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|-
 
|-
 
| Damage boost (projectile)
 
| Damage boost (projectile)
|  
+
| 4
|
 
 
|
 
|
 +
| 95 i-frames
 
|-
 
|-
 
| Damage boost (enemy)
 
| Damage boost (enemy)
 
+
| 5
 +
|
 +
| 95 i-frames
 
|-
 
|-
 
| Damage boost (environmental hazard)
 
| Damage boost (environmental hazard)
 +
| 10
 +
|
 +
| 60 i-frames
 +
|-
 +
| turning around
 +
| 8
 +
|
 +
| turning around while spinjumping or morphed takes 0 frames instead.
 
|-
 
|-
 
| 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
 
|-
 
|-
 
| Special Beam Attack (wave)
 
| Special Beam Attack (wave)
 +
|
 +
|
 +
| 120 frame charge-up time. This counter does not tick during uninterruptable animations or while pseudoscrewing.
  
 
|}
 
|}

Latest revision as of 22:37, 29 July 2021

Movement Reference
Technique Duration (frames) Relevant RAM location additional notes
Damage boost (projectile) 4 95 i-frames
Damage boost (enemy) 5 95 i-frames
Damage boost (environmental hazard) 10 60 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) 120 frame charge-up time. This counter does not tick during uninterruptable animations or while pseudoscrewing.