Samus Movement Guide + Other Tips
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Samus Movement Guide + Other Tips
Uppdaterad 3 years ago av Toaster100

At the bottom is a short video demonstrating a few techniques in this guide. (I DID NOT MAKE THIS VIDEO)

While in the morph ball, constantly hopping while slightly changing directions enables you to move faster than simply walking or rolling, unless you're rolling down a slope.

If you fall off a ledge while in morph ball form, then release Z right before hitting the ground, you'll skip the landing animation and be able to move immediately.

Shaking the wii remote to dash not only lets you evade enemy attacks, but also jump on top of short structures. This can be used in a few places, such as reaching the top of the Sea Tower (stages 15, 16, & 17) slightly faster.

Dashing has a ton of endlag, especially if you dash 2 or 3 times in a row. Try and learn to dodge enemy attacks without dashing, or delay your second dash slightly so the game interprets it as the first dash in the series of 3.

Using the morph ball to duck under Ridley's big laser is a fast and easy way to dodge it without needing to dash. This is especially useful if you're trying to get the master rank on mission 20.

During Kraid's second phase, it's possible to fire a charge shot into his mouth from the ground. Get directly in front of Kraid, as close to the lava as possible, and aim your charge shot a little above the rectangle on Kraid's mouth. Doing this allows you to skip waiting for the platform to make its way all the way to the front of Kraid's head. Watch out for lasers and Zebesians when you do this.

The ice charge shot charges faster than the regular charge shot. This is particularly useful for stage 19, where the quickest known way to dispatch of the enemies with weak points on their backs is to use charge shots.

Geemers will not run away from explosions if they are currently pursuing you. This can help you destroy many at once in stages 1, 2, and 11.

You can use a dash or morph ball to cancel a grappling hook early.

Shooting Cyclons before they exit their shell will cause them to use their tornado attack. This is slightly faster than waiting for them to open up on their own if they have just spawned.

Cyclons will immediately open up when near the radius of a charge shot explosion. If you start charging before they spawn (as Samus), it's faster to fire a charge shot than it is to shoot them while they're in their shells.

If you shoot a charge shot and the Cyclon is too far away to notice it and open up, you might be able to shoot it an knock it into the blast radius for a very cool-looking kill.

Enemies with blue targets have invincibility frames after being hit. Firing your lasers right as these I-frames end is more difficult than just spamming lasers, but also faster.

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