General Movement: Difference between revisions

From Zero Mission Speedrunning Wiki
Jump to navigation Jump to search
No edit summary
No edit summary
Line 1: Line 1:
'''Copy from old wiki until I have time to format it into this style'''
The horizontal speed of different sorts of movement are as follows: Shinespark > Grounded Speed booster = Jumping Speed Booster (Space boosting) > Running on ground = Rolling on ground > Falling spinning = Falling upright > Falling morphed > Crawling in Zero Suit.
Trying to just stay with whatever form of movement is the fastest is usually the best idea. The most glaring exception is Shinesparks, which have (relatively) a very long startup time and a lengthy bonk animation when hitting a wall, meaning speed booster is almost always faster if you can maintain it for the same distance as the shinespark.
Using this information we can create a couple of general rules to follow. Note that most of these have some exceptions, especially when there are more goals in play than strict horizontal movement, and for absolutely optimal movement you sometimes have to experiment, but following these will always be servicable.
Keep jumps small, spend as much time as possible on the ground
Don't do anything special when running off a ledge, just keep holding the direction
If you're rolling off a ledge morphed and intend to unmorph, do so early
If you're going to perform a shinespark anyway, do it as early as possible
Additionally, landing completely cuts your speed and will force you to accelerate to full speed again. So if a bigger jump allows skipping a landing where you would only run for a short distance (1-3 blocks) before being forced into the air again, it's not a bad idea.
'''Moving Speeds'''
'''Moving Speeds'''



Revision as of 15:11, 21 October 2020

Copy from old wiki until I have time to format it into this style The horizontal speed of different sorts of movement are as follows: Shinespark > Grounded Speed booster = Jumping Speed Booster (Space boosting) > Running on ground = Rolling on ground > Falling spinning = Falling upright > Falling morphed > Crawling in Zero Suit.

Trying to just stay with whatever form of movement is the fastest is usually the best idea. The most glaring exception is Shinesparks, which have (relatively) a very long startup time and a lengthy bonk animation when hitting a wall, meaning speed booster is almost always faster if you can maintain it for the same distance as the shinespark.

Using this information we can create a couple of general rules to follow. Note that most of these have some exceptions, especially when there are more goals in play than strict horizontal movement, and for absolutely optimal movement you sometimes have to experiment, but following these will always be servicable.

Keep jumps small, spend as much time as possible on the ground Don't do anything special when running off a ledge, just keep holding the direction If you're rolling off a ledge morphed and intend to unmorph, do so early If you're going to perform a shinespark anyway, do it as early as possible Additionally, landing completely cuts your speed and will force you to accelerate to full speed again. So if a bigger jump allows skipping a landing where you would only run for a short distance (1-3 blocks) before being forced into the air again, it's not a bad idea.

Moving Speeds


Wall Jumps


Soft Morphing


Bomb Jumping


Jump Bomb Jumps (JBJ)


Infinite Bomb Jumping (IBJ)


Horizontal Bomb Jumping (HBJ)


Ledge Grabbing


Shine Sparking


Shine Breaking


Space Boosting