@TJBlakely
  @TJBlakely
TJ Blakely | Phase Falling @TJBlakely | Uploaded January 2017 | Updated October 2024, 3 hours ago.
"This game would be even more broken if we had water everywhere". This, along with many similar phrases including skew, excessive lag, noclip, etc (in place of water) has been a common saying since...practically ever. We found how to access noclip rather recently, and here's the next step: the aerial variant of Swim Through Vertical Walls, dubbed, Phase Falling (Thanks RingRush for the name!).

Found by myself the day of uploading this video, Phase Falling breaks the game open...well, in a way that we've seen before but with slightly less water. It uses the same methodology to clip as STVW does except replaces the water with air.

STVW works when your facing direction is between 0 and 180 degrees + you leave first person. This is the exact same. You need to have your angle set when you leave first person, which isn't so bad considering you can adjust your angle in the air before leaving first person view. After setting your angle, you just "fall" straight at a wall. Do note that just like STVW, this is dependent on the wall's angle as much as it is on your own. Because of this, not all walls will work, so don't expect everything to work all the time.

A larger difference between this and STVW is that you can move left and right as well as forward and backward using this method, whereas you cannot press left/right when doing STVW or you lose the ability to clip. Why? When underwater, left/right changes your facing angle, and anytime you change your facing angle, it removes the ability to clip. When in the air however, your angle is fixed in the direction that you were facing when you left first person and cannot be changed through the use of left/right as they alter your falling direction, not facing angle.

Though this was found by me, it would not have been possible without the help of Isotarge (his youtube channel: youtube.com/channel/UCX4nn4GMbZtyZL4XZkSlTDA ) and his lua script work. A lot of what I do relies on his efforts in making usable, worthwhile tools for TASing/Glitch Hunting/Understanding the game. If you are interested in examining games closer than what we can regularly see, I highly suggest you download Isotarge's "collection of Lua Scripts and RAM watches" (Otherwise known as Scripthawk) here: github.com/Isotarge/ScriptHawk . Usable with the latest version of Bizhawk.
Phase FallingPhase WalkingShockwave Leaf JumpMario vs Donkey Kong (GBA) 4-3 247Mario vs Donkey Kong (GBA) 2-4 244[N64] Banjo-Kongzooie [v1.0] 100% Speedrun in 12:45Pokemon Sword: Marowak Alt Main in 5:10:04Whale Bay Silver Coins 53:54Spacedust Alley Silver Coins 1:30:25Factory Intro but the Klaptrap loves ASMRMario vs Donkey Kong (GBA) 2-DK 172Mario vs Donkey Kong (GBA) 2-3 259

Phase Falling @TJBlakely

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