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The ability to move while maintaining temporary blue. This can be done by jumping, releasing angle, then doing a mid-air morph using mockball inputs. Afterwards, hold angle again while soft unmorphing and continue to hold angle after landing. Hold forward the entire time while morphed after the mockball inputs to prevent losing temporary blue. In particular, forward must still be held when starting to unmorph but must be released before the unmorph animation finishes (a 7-frame window, in air physics); alternatively, if both angle-up and angle-down are held while landing, then there is no need to release forward before the unmorph animation finishes. It is possible to use X-Ray to turn around during a temporary blue chain. If enough fall speed can be gained to bounce when hitting the ground morphed, then it is possible to unmorph after the bounce, providing a larger frame window compared to soft unmorphing directly; this also allows Samus to travel a greater horizontal distance with each jump. In air physics, a direct soft unmorph provides a 8-frame window in which to unmorph. After that, there is a gap of 1 frame that does not work, as the game will not register an unmorph at the moment of bouncing. Then there is a 20-frame window in which to unmorph after bouncing, before the second bounce. Again there is a gap of 1 frame that does not work, at the moment of the second bounce. Finally there are 2 frames that work after the second bounce. In water physics, there is a 16-frame window for a direct soft unmorph. All these frame windows can vary when landing on unlevel surfaces or slopes. In air physics, a 4-tile-high space is enough to gain speed for a bounce; in water physics, even a full-height jump with HiJump is not enough to get a bounce, which means that bouncing is not possible except after falling a substantial distance. See also: Tech Page |