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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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===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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===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]]