Metroid Prime 2: Echoes/General Speed Tricks: Difference between revisions
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* Screw attacking (20 but begins decelerating eventually) | * Screw attacking (20 but begins decelerating eventually) | ||
* [[Roll Jump|Roll Jumping]] (16-17) | * [[Roll Jump|Roll Jumping]] (16-17) | ||
* Extended Dashing (32+) | |||
Some other notes: | Some other notes: | ||
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* [[Bomb Space Jump]] | * [[Bomb Space Jump]] | ||
* [[Boost Jump]] | * [[Boost Jump]] | ||
* [[Dash | * [[Scan Dash (Echoes)|Scan Dashing]] | ||
* [[Roll Jump]] | * [[Roll Jump]] | ||
* [[Slope Jump]] | * [[Slope Jump]] |
Latest revision as of 04:01, 8 February 2021
General Movement
Listed are various movement forms and their speeds:
- Standard walking (10.8)
- Walking while holding L (11.8)
- Rolling (20)
- Boosting (up to 40, depends on how flat of a surface you boost on)
- Screw attacking (20 but begins decelerating eventually)
- Roll Jumping (16-17)
- Extended Dashing (32+)
Some other notes:
- Holding L also improves jumping height/speed the same way it is better for walking
- Grappling is faster than screw attack, so in rare situations where you have both items and can use either, then you should grapple
- Screw attacking starts at 20 speed but decelerates as you start to fall during the screw attack. So, if you don't need to go a particularly far distance, then try to minimize the time between screw attacks
- You can cancel any of your first 4 screw attacks by spamming B. This can help you land sooner if you have already screw attacked far enough
- You can cancel the Super Missile cool down by bringing up Scan Visor after firing it, saving around a second in some situations
- If you have cannonball, you can open doors that previously had a blast shield on them by simply touching the door