Scan Dash (Prime): Difference between revisions

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'''Dashing''' is the second fastest way to get from Point A to Point B. It is important to note that when you let go of B is when your dash starts; in general, you want to tap B as fast as possible. In order to do a dash, you need to be locked on to something (it can either be an enemy or a scan target) and then move towards the side. Tap B for as little as possible, then after about 7 frames (generally speaking), you release L and the control stick if you are not bending the dash. You should never hold the direction you're flying in because you will go slower as you're making Samus face forwards which puts a speed cap in place.
'''Dashing''' is possible due to a lack of sideways speedcap and an oversight with the sideways Strafe mechanic. During a Strafe, Samus is accelerated at the start of the movement and decelerated at the end, with Samus's overall speed being determined by how long B is pressed. By letting go of the lock on during a Strafe, the game does not decelerate Samus. Combined with a lack of sideways speedcap, this technique can build speed very quickly and cross large distances. Scan dashing with the scan visor can only be performed on version 0-00, 0-01 or 0-30 copy of [[Metroid Prime]] and all other versions must use Combat or other visors.
 
== Dash ==
To perform a Dash:
*Lock on to a target, either a node with Scan Visor or an enemy with a different Visor.
*Start a sideways strafe, optimally pressing B for one frame, and let go of L to drop the lock on around 7 frames (generally speaking) from when you input your jump.
[[Category: Movement Technique]]
== R - Dash ==
*Instead of letting go of L around 7 frames from when you input your Jump, press and hold R, either temporarily or for the entirety of the Dash. Because of the mechanics of '''Limited Influence''', this increases your speed and prevents the effects of lost speed when using Space Jump if L is pressed while R is held.
[[Category: Movement Technique]]
[[Category: TAS Technique]]
== Double Dash ==
*This dash can only be done with the [[Space Jump Boots|Space Jump Boots.]] Instead of letting go of L around 7 frames after your initial jump, use your Space Jump briefly after using your initial jump and then let go of L. This generates more speed than a regular dash and gives you more control than an R-Dash, albeit this sacrifices height due to using Space Jump early.
[[Category: Movement Technique]]
[[Category: TAS Technique]]
== Scuffed Dash ==
*Instead of pressing B after holding left or right on the stick, Scuffed Dashes perform this in reverse, where B is pressed before moving the stick. To perform a Scuffed Dash, press B, lock onto a target (can also be done before pressing B), and flick the stick left/right. This will cause Samus to gain significant downwards speed along with sideways speed, with more downwards speed being gained the longer you hold L.
*Scuffed Dashes are the first part of performing '''Extended Dashes'''.
* A good example of using a Scuffed Dash is in [https://www.youtube.com/watch?v=tlonS1WtyQk&t=3188s 100% after picking up Arbor Chamber.] The Bloodflower is used as a target to scuff a dash down to [[Root Tunnel]].
[[Category: Movement Technique]]
[[Category: TAS Technique]]
== Extended Dash ==
*Extended Dashes can be done by performing a Scuffed Dash into the ground, pressing '''R''' when the actual Dash is done to enter '''Limited Influence''', and [[Bunny Hopping|Bunny Hopping]] once landed to retain speed. While Extended Dashes are useful for optimizing distance in dashes, other methods of Dashing are generally better. Extended Dashing is significantly more useful in [https://wiki.metroidprime.run/wiki/Scan_Dash_(Echoes)#:~:text=YouTube-,Extended%20Dash,-%5Bedit%5D Metroid Prime 2.]
[[Category: Movement Technique]]
[[Category: TAS Technique]]
== Multi Strafe Dash ==
*Multi Strafe Dashes are a complex and difficult form of Dashing. To perform this Dash method, set up a regular Dash. Then, after pressing B and strafing, quickly let go of L and return the stick to or close to neutral, and hold L again to regain the lock on and flick the stick again to perform another strafe mid-strafe which is faster than a regular Dash.
*The most RTA viable form of Multi Strafe Dashes is a '''Double Strafe Dash''', which is a Multi Strafe Dash with one extra strafe.
*While this increases your speed, because the strafe is performed after Samus is airborne, this can cause the Dash to be '''Scuffed'''.
*Multi Strafe Dashes take advantage of how [[Jumping|Jumpstate 1]] works, where, after jumping, there is a 14-frame window (0.233 seconds) to perform a strafe. However, there is no limit on the number of strafes that can be performed within '''Jumpstate 1'''.
*An example of a useful Multi Strafe Dash is a [https://www.youtube.com/watch?v=-0A7p1O2qC0&t=2865s Double Strafe Dash in 100% in Fiery Shores].
 
[[Category: Movement Technique]]
[[Category: TAS Technique]]

Latest revision as of 02:07, 10 June 2026

Dashing is possible due to a lack of sideways speedcap and an oversight with the sideways Strafe mechanic. During a Strafe, Samus is accelerated at the start of the movement and decelerated at the end, with Samus's overall speed being determined by how long B is pressed. By letting go of the lock on during a Strafe, the game does not decelerate Samus. Combined with a lack of sideways speedcap, this technique can build speed very quickly and cross large distances. Scan dashing with the scan visor can only be performed on version 0-00, 0-01 or 0-30 copy of Metroid Prime and all other versions must use Combat or other visors.

Dash

To perform a Dash:

  • Lock on to a target, either a node with Scan Visor or an enemy with a different Visor.
  • Start a sideways strafe, optimally pressing B for one frame, and let go of L to drop the lock on around 7 frames (generally speaking) from when you input your jump.

R - Dash

  • Instead of letting go of L around 7 frames from when you input your Jump, press and hold R, either temporarily or for the entirety of the Dash. Because of the mechanics of Limited Influence, this increases your speed and prevents the effects of lost speed when using Space Jump if L is pressed while R is held.

Double Dash

  • This dash can only be done with the Space Jump Boots. Instead of letting go of L around 7 frames after your initial jump, use your Space Jump briefly after using your initial jump and then let go of L. This generates more speed than a regular dash and gives you more control than an R-Dash, albeit this sacrifices height due to using Space Jump early.

Scuffed Dash

  • Instead of pressing B after holding left or right on the stick, Scuffed Dashes perform this in reverse, where B is pressed before moving the stick. To perform a Scuffed Dash, press B, lock onto a target (can also be done before pressing B), and flick the stick left/right. This will cause Samus to gain significant downwards speed along with sideways speed, with more downwards speed being gained the longer you hold L.
  • Scuffed Dashes are the first part of performing Extended Dashes.
  • A good example of using a Scuffed Dash is in 100% after picking up Arbor Chamber. The Bloodflower is used as a target to scuff a dash down to Root Tunnel.

Extended Dash

  • Extended Dashes can be done by performing a Scuffed Dash into the ground, pressing R when the actual Dash is done to enter Limited Influence, and Bunny Hopping once landed to retain speed. While Extended Dashes are useful for optimizing distance in dashes, other methods of Dashing are generally better. Extended Dashing is significantly more useful in Metroid Prime 2.

Multi Strafe Dash

  • Multi Strafe Dashes are a complex and difficult form of Dashing. To perform this Dash method, set up a regular Dash. Then, after pressing B and strafing, quickly let go of L and return the stick to or close to neutral, and hold L again to regain the lock on and flick the stick again to perform another strafe mid-strafe which is faster than a regular Dash.
  • The most RTA viable form of Multi Strafe Dashes is a Double Strafe Dash, which is a Multi Strafe Dash with one extra strafe.
  • While this increases your speed, because the strafe is performed after Samus is airborne, this can cause the Dash to be Scuffed.
  • Multi Strafe Dashes take advantage of how Jumpstate 1 works, where, after jumping, there is a 14-frame window (0.233 seconds) to perform a strafe. However, there is no limit on the number of strafes that can be performed within Jumpstate 1.
  • An example of a useful Multi Strafe Dash is a Double Strafe Dash in 100% in Fiery Shores.