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	<id>https://wiki.metroidprime.run/index.php?action=history&amp;feed=atom&amp;title=Ledge_Clip_Jump</id>
	<title>Ledge Clip Jump - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.metroidprime.run/index.php?action=history&amp;feed=atom&amp;title=Ledge_Clip_Jump"/>
	<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Ledge_Clip_Jump&amp;action=history"/>
	<updated>2026-04-16T03:21:20Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.43.1</generator>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Ledge_Clip_Jump&amp;diff=3369&amp;oldid=prev</id>
		<title>Erinexplosives: Erinexplosives moved page Ledge-Clip Ghetto Jump to Ledge Clip Jump: removed ghetto why was that even in the name</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Ledge_Clip_Jump&amp;diff=3369&amp;oldid=prev"/>
		<updated>2023-07-07T16:35:00Z</updated>

		<summary type="html">&lt;p&gt;Erinexplosives moved page &lt;a href=&quot;/wiki/Ledge-Clip_Ghetto_Jump&quot; class=&quot;mw-redirect&quot; title=&quot;Ledge-Clip Ghetto Jump&quot;&gt;Ledge-Clip Ghetto Jump&lt;/a&gt; to &lt;a href=&quot;/wiki/Ledge_Clip_Jump&quot; title=&quot;Ledge Clip Jump&quot;&gt;Ledge Clip Jump&lt;/a&gt;: removed ghetto why was that even in the name&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 16:35, 7 July 2023&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;4&quot; class=&quot;diff-notice&quot; lang=&quot;en&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(No difference)&lt;/div&gt;
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&lt;/table&gt;</summary>
		<author><name>Erinexplosives</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Ledge_Clip_Jump&amp;diff=3368&amp;oldid=prev</id>
		<title>Erinexplosives: removed all instances/references to &quot;ghetto&quot;</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Ledge_Clip_Jump&amp;diff=3368&amp;oldid=prev"/>
		<updated>2023-07-07T16:32:30Z</updated>

		<summary type="html">&lt;p&gt;removed all instances/references to &amp;quot;ghetto&amp;quot;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 16:32, 7 July 2023&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&#039;&#039;&#039;Ledge Clips&#039;&#039;&#039;, also known as &#039;&#039;&#039;Ledge Clip &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Ghetto &lt;/del&gt;Jumps &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;(LCG)&lt;/del&gt;&#039;&#039;&#039; are a trick in the Prime games that allows for Samus to get more height from a jump than normal.  They are a notoriously precise exploit, as the execution is frame perfect, so they are most commonly used in TAS runs. Ledge Clips have non-TAS applications, but due to how inconsistent they are, they don&#039;t have any use in RTA runs. They occur when the following conditions are met:&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&#039;&#039;&#039;Ledge Clips&#039;&#039;&#039;, also known as &#039;&#039;&#039;Ledge Clip Jumps&#039;&#039;&#039; are a trick in the Prime games that allows for Samus to get more height from a jump than normal.  They are a notoriously precise exploit, as the execution is frame perfect, so they are most commonly used in TAS runs. Ledge Clips have non-TAS applications, but due to how inconsistent they are, they don&#039;t have any use in RTA runs. They occur when the following conditions are met:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*Samus jumps while rubbing up against a ledge&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*Samus jumps while rubbing up against a ledge&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*Samus snaps onto the ground as a result, abruptly ending the jump&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*Samus snaps onto the ground as a result, abruptly ending the jump&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*Samus jumps on the exact frame the game registers that she is on the ground&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*Samus jumps on the exact frame the game registers that she is on the ground&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Getting the second part of this equation to work is largely circumstantial, depending on the collision itself and its positioning relative to Samus. Precise micro-positioning is required to achieve a Ledge Clip in most circumstances, although some Collision Geometry is more lenient than others. The reason this works is because Ledge Clips entail landing on the collision with upward momentum, and when this is done, there is a single frame where Samus will enter a grounded state before losing her upward momentum. If a jump is performed on this frame, Samus will carry over the [[Vertical Speed|vertical speed]] she landed with into the new jump. This &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is where the &quot;Ghetto&quot; effect comes in, as it &lt;/del&gt;produces results identical to what [[Slope Jump|Slope Jumping]] does: it gives your jump a higher initial starting speed. Instead of a vertical speed of 0, a jump can be initiated with a max speed of 11.667 or 14 vertical speed (depending on whether or not the [[Space Jump Boots]] are in your inventory).&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Getting the second part of this equation to work is largely circumstantial, depending on the collision itself and its positioning relative to Samus. Precise micro-positioning is required to achieve a Ledge Clip in most circumstances, although some Collision Geometry is more lenient than others. The reason this works is because Ledge Clips entail landing on the collision with upward momentum, and when this is done, there is a single frame where Samus will enter a grounded state before losing her upward momentum. If a jump is performed on this frame, Samus will carry over the [[Vertical Speed|vertical speed]] she landed with into the new jump. This produces results identical to what [[Slope Jump|Slope Jumping]] does: it gives your jump a higher initial starting speed. Instead of a vertical speed of 0, a jump can be initiated with a max speed of 11.667 or 14 vertical speed (depending on whether or not the [[Space Jump Boots]] are in your inventory).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;TODO: Video examples of ledge clipping&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;TODO: Video examples of ledge clipping&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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&lt;/table&gt;</summary>
		<author><name>Erinexplosives</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Ledge_Clip_Jump&amp;diff=2638&amp;oldid=prev</id>
		<title>HeadshotTAS at 02:29, 11 October 2021</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Ledge_Clip_Jump&amp;diff=2638&amp;oldid=prev"/>
		<updated>2021-10-11T02:29:06Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
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				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 02:29, 11 October 2021&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l4&quot;&gt;Line 4:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 4:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*Samus jumps on the exact frame the game registers that she is on the ground&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*Samus jumps on the exact frame the game registers that she is on the ground&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Getting the second part of this equation to work is largely circumstantial, depending on the collision itself and its positioning relative to Samus. Precise micro-positioning is required to achieve a Ledge Clip in most circumstances, although some Collision Geometry is more lenient than others. The reason this works is because Ledge Clips entail landing on the collision with upward momentum, and when this is done, there is a single frame where Samus will enter a grounded state before losing her upward momentum. If a jump is performed on this frame, Samus will carry over the [[Vertical Speed|vertical speed]] she landed with into the new jump. This is where the &amp;quot;Ghetto&amp;quot; effect comes in, as it produces results identical to what [[Slope Jump|Slope Jumping]] does: it gives your jump a higher initial starting speed. Instead of a vertical speed of 0, a jump can be initiated with a max speed of 11.667 or 14 vertical speed (depending on whether or not the [[Space Jump Boots]] are in your inventory).&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Getting the second part of this equation to work is largely circumstantial, depending on the collision itself and its positioning relative to Samus. Precise micro-positioning is required to achieve a Ledge Clip in most circumstances, although some Collision Geometry is more lenient than others. The reason this works is because Ledge Clips entail landing on the collision with upward momentum, and when this is done, there is a single frame where Samus will enter a grounded state before losing her upward momentum. If a jump is performed on this frame, Samus will carry over the [[Vertical Speed|vertical speed]] she landed with into the new jump. This is where the &amp;quot;Ghetto&amp;quot; effect comes in, as it produces results identical to what [[Slope Jump|Slope Jumping]] does: it gives your jump a higher initial starting speed. Instead of a vertical speed of 0, a jump can be initiated with a max speed of 11.667 or 14 vertical speed (depending on whether or not the [[Space Jump Boots]] are in your inventory).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;TODO: Video examples of ledge clipping&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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&lt;/table&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Ledge_Clip_Jump&amp;diff=2637&amp;oldid=prev</id>
		<title>HeadshotTAS at 02:28, 11 October 2021</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Ledge_Clip_Jump&amp;diff=2637&amp;oldid=prev"/>
		<updated>2021-10-11T02:28:14Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 02:28, 11 October 2021&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Ledge&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-&lt;/del&gt;Clip Ghetto Jumps (LCG) are &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;commonly used &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;TAS runs&lt;/del&gt;. They are a notoriously precise exploit. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;LCGs are possible to perform &lt;/del&gt;non-TAS, but &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;not consistently. If you break down the components of an LCG&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as the name implies, it consists of a Ledge-Clip, followed by a Ghetto Jump&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;A Ledge-Clip occurs &lt;/del&gt;when Samus jumps up &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;towards &lt;/del&gt;a ledge, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and lands &lt;/del&gt;on the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ledge while still ascending. You can think of it like her feet clipping &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ledge &lt;/del&gt;on the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;way up&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;causing her &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;land before the apex of her jump&lt;/del&gt;. Precise micro-positioning is required to achieve a Ledge&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-&lt;/del&gt;Clip in most circumstances, although some Collision Geometry is more lenient than others. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Definitively speaking, a &lt;/del&gt;Ledge&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-Clip entails &lt;/del&gt;landing with upward momentum, and when this is done, there is a single frame where Samus will enter a grounded state before losing her upward momentum. If a jump is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;imitated &lt;/del&gt;on this frame, Samus will carry over the vertical speed she landed with into the new jump. This is where the Ghetto effect comes in, as it produces results identical to what &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Ghetto &lt;/del&gt;Jumping &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;on a slope &lt;/del&gt;does: it gives your jump a higher initial starting speed. Instead of a vertical speed of 0, a jump can be initiated with a max speed of 11.667 or 14 vertical speed (depending on whether or not [[&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Vertical Speed Cap|&lt;/del&gt;Space Jump]] &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is &lt;/del&gt;in your inventory).&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&#039;Ledge Clips&#039;&#039;&#039;, also known as &#039;&#039;&#039;&lt;/ins&gt;Ledge Clip Ghetto Jumps (LCG)&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&#039; &lt;/ins&gt;are &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a trick &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Prime games that allows for Samus to get more height from a jump than normal&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; &lt;/ins&gt;They are a notoriously precise exploit&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, as the execution is frame perfect, so they are most commonly used in TAS runs&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Ledge Clips have &lt;/ins&gt;non-TAS &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;applications&lt;/ins&gt;, but &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;due to how inconsistent they are&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;they don&#039;t have any use in RTA runs&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;They occur &lt;/ins&gt;when &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the following conditions are met:&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;*&lt;/ins&gt;Samus jumps &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;while rubbing &lt;/ins&gt;up &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;against &lt;/ins&gt;a ledge&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;*Samus snaps onto the ground as a result&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;abruptly ending the jump&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;*Samus jumps &lt;/ins&gt;on the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;exact frame &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game registers that she is &lt;/ins&gt;on the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ground&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Getting the second part of this equation to work is largely circumstantial&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;depending on the collision itself and its positioning relative &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Samus&lt;/ins&gt;. Precise micro-positioning is required to achieve a Ledge Clip in most circumstances, although some Collision Geometry is more lenient than others. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The reason this works is because &lt;/ins&gt;Ledge &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Clips entail &lt;/ins&gt;landing &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;on the collision &lt;/ins&gt;with upward momentum, and when this is done, there is a single frame where Samus will enter a grounded state before losing her upward momentum. If a jump is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;performed &lt;/ins&gt;on this frame, Samus will carry over the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Vertical Speed|&lt;/ins&gt;vertical speed&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;]] &lt;/ins&gt;she landed with into the new jump. This is where the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&quot;&lt;/ins&gt;Ghetto&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&quot; &lt;/ins&gt;effect comes in, as it produces results identical to what &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Slope Jump|Slope &lt;/ins&gt;Jumping&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;]] &lt;/ins&gt;does: it gives your jump a higher initial starting speed. Instead of a vertical speed of 0, a jump can be initiated with a max speed of 11.667 or 14 vertical speed (depending on whether or not &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the &lt;/ins&gt;[[Space Jump &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Boots&lt;/ins&gt;]] &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;are &lt;/ins&gt;in your inventory).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key my_wiki:diff:1.41:old-2636:rev-2637:php=table --&gt;
&lt;/table&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Ledge_Clip_Jump&amp;diff=2636&amp;oldid=prev</id>
		<title>FusionVaria at 23:34, 10 October 2021</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Ledge_Clip_Jump&amp;diff=2636&amp;oldid=prev"/>
		<updated>2021-10-10T23:34:00Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 23:34, 10 October 2021&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Ledge-Clip Ghetto Jumps (LCG) are commonly used in TAS runs. They are a notoriously precise exploit. LCGs are possible to perform non-TAS, but not consistently. If you break down the components of an LCG, as the name implies, it consists of a Ledge-Clip, followed by a Ghetto Jump. A Ledge-Clip occurs when Samus jumps up towards a ledge, and lands on the ledge while still ascending. You can think of it like her feet clipping the ledge on the way up, causing her to land before the apex of her jump. Precise micro-positioning is required to achieve a Ledge-Clip in most circumstances, although some Collision Geometry is more lenient than others. Definitively speaking, a Ledge-Clip entails landing with upward momentum, and when this is done, there is a single frame where Samus will enter a grounded state before losing her upward momentum. If a jump is imitated on this frame, Samus will carry over the vertical speed she landed with into the new jump. This is where the Ghetto effect comes in, as it produces results identical to what Ghetto Jumping on a slope does: it gives your jump a higher initial starting speed. Instead of a vertical speed of 0, a jump can be initiated with a max speed of 11.667 or 14 vertical speed (depending on whether or not Space Jump is in your inventory).&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Ledge-Clip Ghetto Jumps (LCG) are commonly used in TAS runs. They are a notoriously precise exploit. LCGs are possible to perform non-TAS, but not consistently. If you break down the components of an LCG, as the name implies, it consists of a Ledge-Clip, followed by a Ghetto Jump. A Ledge-Clip occurs when Samus jumps up towards a ledge, and lands on the ledge while still ascending. You can think of it like her feet clipping the ledge on the way up, causing her to land before the apex of her jump. Precise micro-positioning is required to achieve a Ledge-Clip in most circumstances, although some Collision Geometry is more lenient than others. Definitively speaking, a Ledge-Clip entails landing with upward momentum, and when this is done, there is a single frame where Samus will enter a grounded state before losing her upward momentum. If a jump is imitated on this frame, Samus will carry over the vertical speed she landed with into the new jump. This is where the Ghetto effect comes in, as it produces results identical to what Ghetto Jumping on a slope does: it gives your jump a higher initial starting speed. Instead of a vertical speed of 0, a jump can be initiated with a max speed of 11.667 or 14 vertical speed (depending on whether or not &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Vertical Speed Cap|&lt;/ins&gt;Space Jump&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;]] &lt;/ins&gt;is in your inventory).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key my_wiki:diff:1.41:old-2635:rev-2636:php=table --&gt;
&lt;/table&gt;</summary>
		<author><name>FusionVaria</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Ledge_Clip_Jump&amp;diff=2635&amp;oldid=prev</id>
		<title>FusionVaria at 23:29, 10 October 2021</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Ledge_Clip_Jump&amp;diff=2635&amp;oldid=prev"/>
		<updated>2021-10-10T23:29:40Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 23:29, 10 October 2021&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Ledge-Clip Ghetto Jumps (LCG) are commonly used in TAS runs. They are a notoriously precise exploit. LCGs are possible to perform non-TAS, but not consistently. If you break down the components of an LCG, as the name implies, it consists of a Ledge-Clip, followed by a Ghetto Jump. A Ledge-Clip occurs when Samus jumps up towards a ledge, and lands on the ledge while still ascending. You can think of it like her feet clipping the ledge on the way up, causing her to land before the apex of her jump. Precise micro-positioning is required to achieve a Ledge-Clip in most circumstances, although some Collision Geometry is more lenient than others. Definitively speaking, a Ledge-Clip entails landing with upward momentum, and when this is done, there is a single frame where Samus will enter a grounded state before losing her upward momentum. If a jump is imitated on this frame, Samus will carry over the vertical speed she landed with into the new jump. This is where the Ghetto effect comes in, as it produces results identical to what Ghetto Jumping on a slope does: it gives your jump a higher initial starting speed. Instead of a vertical speed of 0, jump can be initiated with a max speed of 11.667 or 14 vertical speed (depending on whether or not Space Jump is in your inventory).&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Ledge-Clip Ghetto Jumps (LCG) are commonly used in TAS runs. They are a notoriously precise exploit. LCGs are possible to perform non-TAS, but not consistently. If you break down the components of an LCG, as the name implies, it consists of a Ledge-Clip, followed by a Ghetto Jump. A Ledge-Clip occurs when Samus jumps up towards a ledge, and lands on the ledge while still ascending. You can think of it like her feet clipping the ledge on the way up, causing her to land before the apex of her jump. Precise micro-positioning is required to achieve a Ledge-Clip in most circumstances, although some Collision Geometry is more lenient than others. Definitively speaking, a Ledge-Clip entails landing with upward momentum, and when this is done, there is a single frame where Samus will enter a grounded state before losing her upward momentum. If a jump is imitated on this frame, Samus will carry over the vertical speed she landed with into the new jump. This is where the Ghetto effect comes in, as it produces results identical to what Ghetto Jumping on a slope does: it gives your jump a higher initial starting speed. Instead of a vertical speed of 0, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a &lt;/ins&gt;jump can be initiated with a max speed of 11.667 or 14 vertical speed (depending on whether or not Space Jump is in your inventory).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>FusionVaria</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Ledge_Clip_Jump&amp;diff=2634&amp;oldid=prev</id>
		<title>FusionVaria at 23:28, 10 October 2021</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Ledge_Clip_Jump&amp;diff=2634&amp;oldid=prev"/>
		<updated>2021-10-10T23:28:47Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 23:28, 10 October 2021&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Ledge-Clip Ghetto Jumps (LCG) are commonly used in TAS runs. They are a notoriously precise exploit. LCGs are possible to perform non-TAS, but not consistently. If you break down the components of an LCG, as the name implies, it consists of a Ledge-Clip, followed by a Ghetto Jump. A Ledge-Clip occurs when Samus jumps up towards a ledge, and lands on the ledge while still ascending. You can think of it like her feet clipping the ledge on the way up. Precise micro-positioning is required to achieve a Ledge-Clip in most circumstances, although some Collision Geometry is more lenient than others. Definitively speaking, a Ledge-Clip entails landing with upward momentum, and when this is done, there is a single frame where Samus will enter a grounded state before losing her upward momentum. If a jump is imitated on this frame, Samus will carry over the vertical speed she landed with into the new jump. This is where the Ghetto effect comes in, as it produces results identical to what Ghetto Jumping on a slope does: it gives your jump a higher initial starting speed. Instead of a vertical speed of 0, jump can be initiated with a max speed of 11.667 or 14 vertical speed (depending on whether or not Space Jump is in your inventory).&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Ledge-Clip Ghetto Jumps (LCG) are commonly used in TAS runs. They are a notoriously precise exploit. LCGs are possible to perform non-TAS, but not consistently. If you break down the components of an LCG, as the name implies, it consists of a Ledge-Clip, followed by a Ghetto Jump. A Ledge-Clip occurs when Samus jumps up towards a ledge, and lands on the ledge while still ascending. You can think of it like her feet clipping the ledge on the way up&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, causing her to land before the apex of her jump&lt;/ins&gt;. Precise micro-positioning is required to achieve a Ledge-Clip in most circumstances, although some Collision Geometry is more lenient than others. Definitively speaking, a Ledge-Clip entails landing with upward momentum, and when this is done, there is a single frame where Samus will enter a grounded state before losing her upward momentum. If a jump is imitated on this frame, Samus will carry over the vertical speed she landed with into the new jump. This is where the Ghetto effect comes in, as it produces results identical to what Ghetto Jumping on a slope does: it gives your jump a higher initial starting speed. Instead of a vertical speed of 0, jump can be initiated with a max speed of 11.667 or 14 vertical speed (depending on whether or not Space Jump is in your inventory).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key my_wiki:diff:1.41:old-2633:rev-2634:php=table --&gt;
&lt;/table&gt;</summary>
		<author><name>FusionVaria</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Ledge_Clip_Jump&amp;diff=2633&amp;oldid=prev</id>
		<title>FusionVaria: Created page with &quot;Ledge-Clip Ghetto Jumps (LCG) are commonly used in TAS runs. They are a notoriously precise exploit. LCGs are possible to perform non-TAS, but not consistently. If you break d...&quot;</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Ledge_Clip_Jump&amp;diff=2633&amp;oldid=prev"/>
		<updated>2021-10-10T23:27:31Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;Ledge-Clip Ghetto Jumps (LCG) are commonly used in TAS runs. They are a notoriously precise exploit. LCGs are possible to perform non-TAS, but not consistently. If you break d...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Ledge-Clip Ghetto Jumps (LCG) are commonly used in TAS runs. They are a notoriously precise exploit. LCGs are possible to perform non-TAS, but not consistently. If you break down the components of an LCG, as the name implies, it consists of a Ledge-Clip, followed by a Ghetto Jump. A Ledge-Clip occurs when Samus jumps up towards a ledge, and lands on the ledge while still ascending. You can think of it like her feet clipping the ledge on the way up. Precise micro-positioning is required to achieve a Ledge-Clip in most circumstances, although some Collision Geometry is more lenient than others. Definitively speaking, a Ledge-Clip entails landing with upward momentum, and when this is done, there is a single frame where Samus will enter a grounded state before losing her upward momentum. If a jump is imitated on this frame, Samus will carry over the vertical speed she landed with into the new jump. This is where the Ghetto effect comes in, as it produces results identical to what Ghetto Jumping on a slope does: it gives your jump a higher initial starting speed. Instead of a vertical speed of 0, jump can be initiated with a max speed of 11.667 or 14 vertical speed (depending on whether or not Space Jump is in your inventory).&lt;/div&gt;</summary>
		<author><name>FusionVaria</name></author>
	</entry>
</feed>