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===Aether Jumping===
===Aether Jumping===
Whenever Samus leaves the Aether, she has 3 frames to jump. This can be used to climb a room's box. This can also be used to jump out of the bottom of the box as soon as you reach it via floating.
(see also:[[Jumping]])
 
There is a 3 frame window to perform an Aether Jump. While in the Aether, Samus has Jumpstate 0  and is grounded. Upon leaving the Aether Samus will enter Jumpstate 3 before falling known commonly as the Coyote window which gives Samus a few frames to jump when walking off of a ledge. To perform an Aether jump you must either jump during Jumpstate 0 and completely leave the Aether the next frame, or jump during the Coyote window. This leaves a 3 frame total window for Aether Jumping. This can be used to climb the Aether Box of a room by jumping every time you leave the Aether.


====Metroid Prime====
====Metroid Prime====
In Prime 1, missing the 3-frame window will cause you to uncontrollably fall all the way to the bottom. Because of this, it's often preferred to use the corner of the room's box to Aether Jump in a diagonal direction so that if you miss an Aether Jump, you just land back in the Aether.  
In Prime 1, missing the 3-frame window will put you in Jumpstate 2 or "freefall" where in the Prime 1 engine Samus loses directional control and cannot stop herself from falling all the way to the bottom of a room. Because of this, it's often preferred to use the corner of the room's box to Aether Jump in a diagonal direction so that if you miss an Aether Jump, you only fall a short distance before entering back into the Aether.  


====Echoes and Corruption====
====Echoes and Corruption====
In Echoes and Corruption, you still have control over Samus even if you miss the window to Aether Jump. This will allow you to move back into the Aether to try again. Due to this difference, Aether Jumping in these games is universally considered easier to do compared to Prime 1, making it better for practice.
In Echoes and Corruption, Jumpstate 2 does not restrict your control over Samus while falling. This means you can go back into the Aether without the need for a corner to catch yourself if you miss the window to Aether Jump. Due to this difference, Aether Jumping in these games is usually done without a corner and can be easier to learn with.


TODO: videos demonstrating aether jumping in all 3 games
TODO: videos demonstrating aether jumping in all 3 games
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Physically touching a loading trigger will cause the game to have the room load like normal. Depending on the room, individual strats may need to be performed in order to touch these triggers. For example, during the [[Ice Beam Before Flaahgra]] wallcrawl in the room [[Furnace]], the loading trigger has to be touched in order to load [[East Furnace Access]]. All rooms in Prime 1 are based on loading triggers, but only some rooms in Echoes and Corruption use these, instead using proximity loads.
Physically touching a loading trigger will cause the game to have the room load like normal. Depending on the room, individual strats may need to be performed in order to touch these triggers. For example, during the [[Ice Beam Before Flaahgra]] wallcrawl in the room [[Furnace]], the loading trigger has to be touched in order to load [[East Furnace Access]]. All rooms in Prime 1 are based on loading triggers, but only some rooms in Echoes and Corruption use these, instead using proximity loads.


===Proximity Loads (Echoes and Corruption===
===Proximity Loads (Echoes and Corruption)===
Many rooms in Echoes and Corruption (but not all) will be based on proximity loads, which are not tied to physically placed triggers within the room itself. In this case, simply travel to the room of your choice and it will automatically load for you. If you want to know whether a room is based on proximity loads or not, go into [[Prime World Editor]] and look for load triggers as you would in Prime 1. If none exist, then the room is based on proximity loads.
Many rooms in Echoes and Corruption (but not all) will be based on proximity loads, which are not tied to physically placed triggers within the room itself. In this case, simply travel to the room of your choice and it will automatically load for you. If you want to know whether a room is based on proximity loads or not, go into [[Prime World Editor]] and look for load triggers as you would in Prime 1. If none exist, then the room is based on proximity loads.


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It is important to know that rooms behave differently when not transitioned into. Most notably, the game will not reposition you when you morph next to a wall, which can be abused to obtain [[Infinite Speed]] in certain areas.
It is important to know that rooms behave differently when not transitioned into. Most notably, the game will not reposition you when you morph next to a wall, which can be abused to obtain [[Infinite Speed]] in certain areas.


==Getting Back Inbounds==
==Getting Back In-Bounds==
While you can do a lot OoB you probably want to get back inbounds some time.
Depending on the circumstances of the wallcrawl, you may wish to get back in-bounds sooner or later. There are many methods of doing this.


===Fall Through Ceiling===
===Falling Back In-Bounds===
The simplest way to get back inbounds is by just jumping back into the room like from above for any room without a roof.
The simplest way to get back in-bounds is by falling back into any room that doesn't have a physical ceiling. This is most often done by getting on top of the box and then proceeding to morph.


===Door Warp===
===Door Warp===
Another way is by letting the room load around you, so by being inside the room before it is even loaded. This is usually done by manually loading a room while waiting for it to load in the Aether behind the room. Once the room loads, touch the door to the active room so the room transitions to the loaded room.
Another way is by letting the room load around you, occupying the space where the room would be before it is even loaded. This is usually done by force loading a room and proceeding to wait. Once the room loads, touch the door to the active room so the game transitions you to the loaded room. A good example of this is at the end of the [[Frigate Wallcrawl]], where you get back in-bounds by getting in front of the door leading to [[Exterior Docking Hangar]].


===Ceiling Warp===
===Ceiling Warp===
If the room is already loaded, but not transitioned into one can attempt a trick called the '''Ceiling Warp'''. Ceiling Warps can not be done everywhere. To perform a Ceiling Warp into a room, one has to have the map transitioned to a different room first. Then, one morphs on the top of some collision and unmorphs. In some cases, boosting can help to successfully ceiling warp into the room.
If the room is already loaded, but not transitioned into, it is possible to do what's called a '''Ceiling Warp'''. To perform a Ceiling Warp into a room, first be sure you are not already transitioned into the room you are trying to warp into. This is important, as when a room is not transitioned into, its collision is weaker. Then, morph into an appropriate piece of collision, preferably sloped collision, with some momentum. In some cases, boosting or using the [[Morph Ball Bomb|Morph Balll Bombs]] can help to successfully ceiling warp into the room if it doesn't work the first time. A good example of this is during the [[Wave/Sun]] wallcrawl, where in [[Chozo Ice Temple]] a ceiling warp is done to open the gate and prepare for the [[Infinite Speed]] glitch just after.


===Cutscene Warp===
===Cutscene Warp===
Some cutscenes will reposition you inbounds.
Some cutscenes will automatically place you in-bounds once triggered. An example of this is during the [[Dark Beam]] wallcrawl, when the trigger to activate the [[Dark Samus 1]] boss fight has been activated. Once the cutscene is done, it will automatically place Samus where the fight takes place, even if the room hasn't been transitioned to. In addition, this trigger also automatically transitions to [[Main Reactor]] if it isn't already transitioned to.


===Infinite Boosting===
===Infinite Boosting===
*''See Also: [[Boost Ball#Infinite Boosting]]''
====Prime====
====Prime====
To Infinite Boost into a room, one has to stand on some standable spot directly next to a wall and morph against it. Then, keep boosting and eventually unmorph to clip through. This might not work every time and the number of boosts required to clip through may change depending on angle and position. In many cases unmorphing is not required. It is also recommended to Infinite Boost into a room you are not transitioned into as it is significantly harder to Infinite Boost into a room you are transitioned into.
In Prime 1, the [[Boost Ball]] has an extremely short cooldown, allowing for what is known as Infinite Boosting. This can be used in some cases to bypass collision and go through walls. To Infinite Boost into a room, land on a standable spot directly next to a wall and morph against it. Then, keep boosting and eventually unmorph to clip through. This might not work every time, and the number of boosts required to clip through may change depending on angle and position, as well as the circumstances of the room and/or collision. In some cases, unmorphing is not required. This is mainly done with a room you are not currently transitioned into, as this means the collision of the room is weaker. One example of this is in the room [[Elite Research]], in which this is used to get past the wall that is blocking Samus.
{{#ev:youtube|https://www.youtube.com/watch?v=5jhee_jmh6g}}


====Echoes====
====Echoes====
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This is a Boost clip, due to the fact that the Prime games don't have a sideways speed cap (on very specific conditions/circumstances) you can use this to your advantage to clip into a room with high speeds Boosting Sideways into the desired collision, it only works when the Morph Ball is on ground and when boosting into a flat wall.
This is a Boost clip, due to the fact that the Prime games don't have a sideways speed cap (on very specific conditions/circumstances) you can use this to your advantage to clip into a room with high speeds Boosting Sideways into the desired collision, it only works when the Morph Ball is on ground and when boosting into a flat wall.


== Terminal Fall Abuse ==
==Terminal Fall Abuse==
*''See Also: [[Terminal Fall]]''
This method is only applicable in Echoes and Corruption, as Prime does not have any [[Terminal Fall]] triggers in any room. Triggering Terminal Fall respawns Samus at the default respawn point of the room. Both games behave differently when it comes to respawning.
This method is only applicable in Echoes and Corruption, as Prime does not have any [[Terminal Fall]] triggers in any room. Triggering Terminal Fall respawns Samus at the default respawn point of the room. Both games behave differently when it comes to respawning.


=== Echoes ===
===Echoes===
Every room with Terminal Fall has a default respawn point, so as long as one touches the Terminal Fall trigger, Samus will be placed back inbounds at that point.
Every room with Terminal Fall has a default respawn point, so as long as one touches the Terminal Fall trigger, Samus will be placed back inbounds at that point.


=== Corruption ===
===Corruption===
Unlike Echoes, rooms with Terminal Fall do not have a default respawn point. Instead, hitting Terminal Fall without touching a respawn trigger causes Samus to take damage from the Terminal Fall and keep falling to the bottom of the Aether box. The only way to respawn back inbounds is to touch a respawn trigger BEFORE triggering Terminal Fall. In some cases, the respawn triggers can be skipped, even while inbounds. This is known as [[Fall Respawn Skip]].
Unlike Echoes, rooms with Terminal Fall do not have a default respawn point. Instead, hitting Terminal Fall without touching a respawn trigger causes Samus to take damage from the Terminal Fall and keep falling to the bottom of the Aether box. The only way to respawn back inbounds is to touch a respawn trigger BEFORE triggering Terminal Fall. In some cases, the respawn triggers can be skipped, even while inbounds. This is known as [[Fall Respawn Skip]].
[[Category: TAS Technique]]
[[Category: Movement Technique]]