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The ability to jump and shinespark mid-air: vertically, diagonally, or horizontally. From a spin jump, a shinespark wind-up is triggered by releasing either forward or jump (or both) and pressing either up or angle-up. The wind-up' is a brief period during which the player can control the direction of the spark. During the wind-up, if jump is pressed together with up, angle-up, or forward, Samus will immediately spark up, diagonally, or horizontally, respectively. If the wind-up expires, Samus will default to a vertical spark. If jump is held when activating the wind-up by pressing up or angle-up, then the wind-up is effectively skipped as the spark activates immediately. For a mid-air horizontal spark (the trickiest case), the sequence is to spin-jump, release jump, tap up or angle-up to activate the wind-up, then press forward and jump to spark; it is also possible to hold forward the entire time; either way, the important points are to be sure to release jump before activating the wind-up, and be sure to release up/angle-up (pressing forward instead) before repressing jump to activate the spark. The wind-up period is fairly lenient, so the timing of the jump input after the up/angle doesn't need to be rushed. Note that mid-air shinesparks can't be performed from a fall, only from a jump. See also: Tech Page |