To perform it, jump at a wall making sure Samus is executing a somersault. TrueMoss suggests a tempo of 150bpm for the timing. Using the X-Ray Scope with a shinespark charge will immediately nullify the shinespark charge.

Blast the solid wall on the right of the room open with your Hyper Beam to give them a chance to escape. Start out like a regular super jump; speed dash until the blue echoes appear, press {down} and do a spin jump. Upon colliding with such a surface, a 70 frame 'crash' animation will occur, which will produce a pair of 'echoes' the moment it ends.

To use this special attack, make sure that the Plasma Beam and the Charge Beam are only selected with all other beams switched off. Mid-air super jump Like the super jump but in mid-air. Try to score a number of Super Missiles in Kraid's mouth to finish him quickly. To perform a shinespark from the ground, perform the following: The Dachora at the bottom of Dachora Room teaches the player how to perform a vertical shinespark of this type. The shinespark can be performed either from the ground or in the air and can travel either vertically, horizontally, or diagonally. The window of time for the shinespark inputs changes if you're in water without Gravity Suit, such as when collecting the energy tank in Waterway Energy Tank Room in RBO or Randomizer. The jump towards the beam is always a one frame window. Jump onto the dorsal hatch to enter the ship.

The jumps from this setup will both be frame-perfect. To perform a shinespark from the air, perform the following: If you continue to hold up or angle up when you press jump, you will instead immediately shinespark directly up or diagonally up, respectively. That way you can get all the goodies beyond the green door early on. Blow the door open with a Super Missile to find the room with the Spazer upgrade.

The window of time between when you activate a shinespark and when you can press a directional button is half a second -- specifically, if you press jump to activate it on Frame 0, you can press right and jump as early as Frame 2, and as late as Frame 30. To perform a vertical shinespark from the air, simply press up while in a spinjump. You'll later see them streaking away from the supernova just in time. Jump up through the hole to the ledge high above, if you have the Hi-Jump Boots you'll make the jump easily, otherwise just wall-jump off the wall on the left and higher to reach the platform. To charge a shinespark, perform the following: If you were successful, Samus should appear to be flashing white. Jump technically doesn't need to be held, but that will be easiest for all non-TAS runs. Now press diagonally down in order to break the spin jump, press {jump} and immediately press desired direction, Samus will do a super jump …

With practice, you'll be able to use this to reach areas not normally accessible until you find the Grappling Beam or Space Jump. To perform the basic vertical Shinespark, dash until the Speed Booster kicks in. If you move around the beams will follow you and continue to fly about for a short while. If you press and hold jump, press shot, then release jump afterward or press and hold jump, press and hold shot, release jump, then release shot, you will be able to activate a shinespark with up or angle up. Jump through the hole to the ledge above if you already have the Hi-Jump Boots upgrade this will be alot easier.

With these three buttons held down, press the fire button and hold it down as well. Five bombs will promptly burst from Samus and cover the ground around her. To perform a diagonal shinespark from the ground, hold angle up and press jump while a shinespark is charged. Then press and hold the shoulder button mapped to fire and keep them all held down to engage the Crystal Flash. A CWJ is executed by barely clearing the top of a platform by spin jumping over it, and then performing a walljump on the side of the platform just cleared. If you are holding jump before pressing up, the shinespark will immediately send Samus flying upward. You can also perform a horizontal Shinespark jump, just press A and left or right at the same time while Samus is flashing to fly left or right. The horizontal shinespark is always performed in the direction you are already facing, regardless of if it is being performed from the ground or air. If you are holding up before pressing jump, the shinespark will immediately send Samus flying upward.

Select the Ice Beam and the Charge Beam, then select a Power Bomb and charge up your weapon to create four ice crystals that continuously rotate around Samus until they strike a foe, freezing or destroying the target. This page was last edited on 15 April 2019, at 15:07.

Pressing angle down instead will place Samus in the 'prepared' state. Each jump can help you reach areas not normally accessible. Unknown to beginner players, Samus can kick off walls and propel herself higher while performing a standard somersault jump to allow her to effectively climb up walls. The player must then jump on the last possible frame available before Samus would fall into the moat, which will allow her to barely clear the center beam, collecting the Missiles on top. Right after clearing that platform, press and hold jump, and if executed properly, speed will be maintained, allowing the player to reach the other side of the room. The most consistent way to accomplish a CWJ on the NTSC version is to push yourself up against the door of the previous room, open it, and run through into the moat room. From A complete guide to Super Metroid speedrunning Jump to: navigation , search The Continuous Wall Jump (referred to as CWJ) is a walljump trick that maintains the speed of your previous jump and therefore "continues" your jump.

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If you have the L or R buttons mapped to fire, enter Morphing Ball form and press and hold Down on the D-Pad along with the shoulder button that isn't mapped to fire. Activating a Charge Beam Combo then performing a shinespark will reduce the crash duration of every subsequent shinespark by 31 frames while the combo is still active. This page was last edited on 17 July 2019, at 01:38. Then, as you start to hold the buttons in Morphing Ball form, hold L and R first, then hold Down on the D-Pad to force Samus back into Morphing Ball form.

Hold down the L and R buttons, along with Down on the D-Pad.

If you do accidentally start a spark inside lava, you can conserve health, and probably save time, by turning off Speed Booster. It's a good idea to go via the power recharge station above and to the right of Crocomire's room when you're heading down to fight Ridley. Select a Power Bomb, then charge up the Charge Beam. To perform a horizontal shinespark from the air, press up or angle up while in a spinjump to initiate the shinespark, then press jump while holding forward (and only forward). From A complete guide to Super Metroid speedrunning, https://wiki.supermetroid.run/index.php?title=Continuous_Wall_Jump&oldid=4040, About A complete guide to Super Metroid speedrunning. Breaking out of your spinjump by pressing shot is different than the above. With practice, you can use the Bomb power-up to propel Samus as high as you want while in Morphing Ball mode. Pressing up or forward while holding jump after breaking out of your spinjump with shot will cause Samus to immediately shinespark, whereas pressing and releasing forward after breaking out of your spinjump with shot will activate the shinespark. Select the Spazer Beam and the Charge Beam, then charge up your weapon with a Power Bomb selected. Unknown to beginner players, Samus can kick off walls and propel herself higher while performing a standard somersault jump to allow her to effectively climb up walls. When she hits the wall, quickly press the D-Pad in the opposite direction and then A. If you find yourself surrounded by the smaller of Zebes' inhabitants, power up the Charge Beam and activate the Morphing Ball. In the large green room in Norfair with the floating red Ripper, you can reach the green door up on the left before getting the Grappling Beam by freezing the Ripper with the Ice Beam. Once you're ready, select a Power Bomb and activate the Morphing Ball. Other than the Moat, the other major timesaving CWJ is for Taco Tank. In the case of 14%, as well as Any% PRKD (or any run that does "Phantoon first"), a CWJ is used to cross the moat before the Wrecked Ship.

To perform it, jump at a wall making sure Samus is executing a somersault. TrueMoss suggests a tempo of 150bpm for the timing. Using the X-Ray Scope with a shinespark charge will immediately nullify the shinespark charge.

Blast the solid wall on the right of the room open with your Hyper Beam to give them a chance to escape. Start out like a regular super jump; speed dash until the blue echoes appear, press {down} and do a spin jump. Upon colliding with such a surface, a 70 frame 'crash' animation will occur, which will produce a pair of 'echoes' the moment it ends.

To use this special attack, make sure that the Plasma Beam and the Charge Beam are only selected with all other beams switched off. Mid-air super jump Like the super jump but in mid-air. Try to score a number of Super Missiles in Kraid's mouth to finish him quickly. To perform a shinespark from the ground, perform the following: The Dachora at the bottom of Dachora Room teaches the player how to perform a vertical shinespark of this type. The shinespark can be performed either from the ground or in the air and can travel either vertically, horizontally, or diagonally. The window of time for the shinespark inputs changes if you're in water without Gravity Suit, such as when collecting the energy tank in Waterway Energy Tank Room in RBO or Randomizer. The jump towards the beam is always a one frame window. Jump onto the dorsal hatch to enter the ship.

The jumps from this setup will both be frame-perfect. To perform a shinespark from the air, perform the following: If you continue to hold up or angle up when you press jump, you will instead immediately shinespark directly up or diagonally up, respectively. That way you can get all the goodies beyond the green door early on. Blow the door open with a Super Missile to find the room with the Spazer upgrade.

The window of time between when you activate a shinespark and when you can press a directional button is half a second -- specifically, if you press jump to activate it on Frame 0, you can press right and jump as early as Frame 2, and as late as Frame 30. To perform a vertical shinespark from the air, simply press up while in a spinjump. You'll later see them streaking away from the supernova just in time. Jump up through the hole to the ledge high above, if you have the Hi-Jump Boots you'll make the jump easily, otherwise just wall-jump off the wall on the left and higher to reach the platform. To charge a shinespark, perform the following: If you were successful, Samus should appear to be flashing white. Jump technically doesn't need to be held, but that will be easiest for all non-TAS runs. Now press diagonally down in order to break the spin jump, press {jump} and immediately press desired direction, Samus will do a super jump …

With practice, you'll be able to use this to reach areas not normally accessible until you find the Grappling Beam or Space Jump. To perform the basic vertical Shinespark, dash until the Speed Booster kicks in. If you move around the beams will follow you and continue to fly about for a short while. If you press and hold jump, press shot, then release jump afterward or press and hold jump, press and hold shot, release jump, then release shot, you will be able to activate a shinespark with up or angle up. Jump through the hole to the ledge above if you already have the Hi-Jump Boots upgrade this will be alot easier.

With these three buttons held down, press the fire button and hold it down as well. Five bombs will promptly burst from Samus and cover the ground around her. To perform a diagonal shinespark from the ground, hold angle up and press jump while a shinespark is charged. Then press and hold the shoulder button mapped to fire and keep them all held down to engage the Crystal Flash. A CWJ is executed by barely clearing the top of a platform by spin jumping over it, and then performing a walljump on the side of the platform just cleared. If you are holding jump before pressing up, the shinespark will immediately send Samus flying upward. You can also perform a horizontal Shinespark jump, just press A and left or right at the same time while Samus is flashing to fly left or right. The horizontal shinespark is always performed in the direction you are already facing, regardless of if it is being performed from the ground or air. If you are holding up before pressing jump, the shinespark will immediately send Samus flying upward.

Select the Ice Beam and the Charge Beam, then select a Power Bomb and charge up your weapon to create four ice crystals that continuously rotate around Samus until they strike a foe, freezing or destroying the target. This page was last edited on 15 April 2019, at 15:07.

Pressing angle down instead will place Samus in the 'prepared' state. Each jump can help you reach areas not normally accessible. Unknown to beginner players, Samus can kick off walls and propel herself higher while performing a standard somersault jump to allow her to effectively climb up walls. The player must then jump on the last possible frame available before Samus would fall into the moat, which will allow her to barely clear the center beam, collecting the Missiles on top. Right after clearing that platform, press and hold jump, and if executed properly, speed will be maintained, allowing the player to reach the other side of the room. The most consistent way to accomplish a CWJ on the NTSC version is to push yourself up against the door of the previous room, open it, and run through into the moat room. From A complete guide to Super Metroid speedrunning Jump to: navigation , search The Continuous Wall Jump (referred to as CWJ) is a walljump trick that maintains the speed of your previous jump and therefore "continues" your jump.

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