Movement technique guide for Shadow Generations
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Movement technique guide for Shadow Generations
更新时间 6 months ago Theguesst

This is a writeup on some of the ground & air movement techniques for Shadow Generations. This writeup is not comprehensive, but it covers currently known techniques for the purposes of new speedrunners and fans interested in learning about the game. These techniques are related to basic movement as well as advanced air movement cancels and carries.

This guide covers:

  • Ground boost.
  • Ground jump.
  • Ground slide.
  • Ground sidestep (2D).
  • Air boost.
  • Air stomp.
  • Air chaos spear.
  • Air jump.
  • Air L/R sidestep.
  • Rail Gliding
  • Doom Surf/Morph.

There are visual examples of each of these moves available below. The ways these techniques are currently chained together is covered in the "optimal movement" section. This guide is a work in progress and the community may use, comment or modify this guide if any new information arises or if corrections are needed.

Movement Techniques

Air boost:

Input an Air Boost in the middle of a ground jump or air jump. Speed depends on how long the boost is performed, with speed being the highest at the start. Air boost will also give you a small amount of additional jump height in 2D.

Ground & Air jump:

Input a jump on the ground or in midair. If Shadow is boosting he will carry his boost speed into the air before gradually slowing down. If the control stick in the air is neutral and an air jump is executed, Shadow will maintain his momentum during the air jump before gradually slowing down.

Air stomp:

Perform a stomp in midair, halting momentum and sending Shadow downward. Can be done out of all air techniques.

Advanced movement techniques -

Powersliding:

Input a ground boost and slide with L/R. Sliding left lets you turn left, but not right. Sliding with R veers you right and L veers you left. You can still direct Shadow to move left or right during a power slide no matter which direction it started. Powersliding allows Shadow move slightly faster at the cost of needing to angle yourself to optimize movement. (Thanks to RYN for the video below.)

Ground slide jump preservation:

Input Slide when moving off a ledge. This allows use of a ground jump and air jump along with other air movement techniques. This technique was available in Generations 2011 & Forces.

(2D) Ground sidestep trick:

Input a sidestep and a movement direction on the same frame. If Shadow is facing the opposite direction of the sidestep input (Facing right, pressing left + L), he will perform a quick slide. Timing is specific for this trick. Repeating this input leads to random results.

Notes:

  1. Facing; L or R
  2. Movement; L or R
  3. Slide; L or R

Result:

  • LLL = no movement
  • RLL = Left
  • LRL = Left
  • RRR = no movement
  • LRR = Right
  • RLR = Right
  • LLR = no movement
  • RRL = no movement

Air L/R sidestep jump cancel:

Input an Air L/R sidestep during a ground or air jump. Shadow cancels the jump, moving down until he reaches the ground where he catches himself in a short, un-cancelable animation. This maintains Shadow's speed from the start of the Air L/R sidestep cancel. You can hold a direction without losing momentum as long as the animation is playing. (See video below)

Air chaos spear cancel:

Input an air boost or air jump followed quickly by a chaos spear input. Shadow maintains initial air boost or air jump speed for as long as the chaos spear animation plays. These can be chained in succession to continue to maintain speed with diminishing returns. You can hold a direction without losing momentum as long as the animation is playing. (See video below)

Rail hopping cancel:

Rail hopping cancel is similar to Air L/R sidestep jump cancels. Rails can be hopped to with left or right (and L or R for some rails?), but to top onto a non-rail slot, the player must press a direction plus jump. This can be canceled with an air jump or chaos spear to maintain momentum. Shadow maintains rail speed for as long as the chaos spear and subsequent air jump animations plays.

Optimal movement (WIP)

Optimal movement in Shadow Generations is not meant to break the speed cap (yet). Current available movement options aim to let runners maintain optimal horizontal momentum and verticality through obstacles. There is a lot of room for flexibility and creativity in movement and strategies vary per stage. New full game runners should try to practice moving in a way that maximizes movement, carrying the most momentum between level segments.

Ground movement involves powersliding while maintaining max boost for mobility options from ground to air.

Air chaos spears allow for maintaining boost movement in long horizontal sections. It's also flexible enough to work in a variety of situations.

Air sidestep cancels are for the most part not incorporated into runs yet. This option allow for a bit more horizontal movement to chaos spear cancels at the cost of some speed.

Optimal movement - Doom Surf

Shadow gets a free boost in the first moment after he hit the water. You can also carry this boost momentum into a ground sidestep or a ground jump and air sidestep with similar diminishing returns. The form ends when you collide with a wall, touch the ground or perform a homing attack.

Optimal movement - Doom Morph

You are allowed 1 boost per half second. Orbs can be grabbed by touch, homing attack or in Morph form used as grappling objects. Entering ground doom morph with a homing attack maintains speed from the start of the morph. The form ends when Shadow touches the ground or performs a homing attack.

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