Krithalith | Scattershot finds WF tricks that will brominate your skull [SM64] [TAS] @Krithalith | Uploaded 1 year ago | Updated 2 hours ago
-2f on caged island
-4f on Top of the Fortress and Chip off the Whomp's block
Main new tricks:
GWKFPGWK: At the start scattershot found a GWK into a float double push into another GWK to get over the wall 0.5f sooner. Scattershot was able to find this due to good properties of the side wall seam vertices which make a double float push possible for some Z for each Y. I then manually combined this with a -1f landing from the first LJ to create something that -1.5f on paper but due to a worse angle and weird QFs on the slope very hard the exactly quantify. It helped me in further searches so I think it's somewhere between -0f and -1f depending on subsequent movement.
Illegal DR: In the middle there is a DR which seems to be on a steep slope, which you normally can't DR off of. It seems this is because the wall pushes mario under the flat floor for 1qf. The qf gets cancelled and Mario doesn't get raised by that floor, but somehow does retain the ability to DR, meaning he can DR directly from the steep slope to the flat slope and conserve a lot of speed.
Music: Xantesha - SUNRISE youtu.be/MfguBo0jDD4
-2f on caged island
-4f on Top of the Fortress and Chip off the Whomp's block
Main new tricks:
GWKFPGWK: At the start scattershot found a GWK into a float double push into another GWK to get over the wall 0.5f sooner. Scattershot was able to find this due to good properties of the side wall seam vertices which make a double float push possible for some Z for each Y. I then manually combined this with a -1f landing from the first LJ to create something that -1.5f on paper but due to a worse angle and weird QFs on the slope very hard the exactly quantify. It helped me in further searches so I think it's somewhere between -0f and -1f depending on subsequent movement.
Illegal DR: In the middle there is a DR which seems to be on a steep slope, which you normally can't DR off of. It seems this is because the wall pushes mario under the flat floor for 1qf. The qf gets cancelled and Mario doesn't get raised by that floor, but somehow does retain the ability to DR, meaning he can DR directly from the steep slope to the flat slope and conserve a lot of speed.
Music: Xantesha - SUNRISE youtu.be/MfguBo0jDD4