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Getting to [4] clears all the enemies, so should cover Sm. Dessgeega kill requirements.

kjbranch
kjbranch previously approved these changes Dec 11, 2025
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Two strats have been added - one from [4] to each door - that leverages the same requirements as the corresponding Leave Shinecharged strats -instead of taking the shinecharge out, one performs an r-mode spark at the door and then immediately leaves.

Should they have a leaveNormally condition?

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osse101 commented Dec 14, 2025

Should they have a leaveNormally condition?

It doesn't need leaveNormally. The frame count is to the transition. And they would be free to stay in the room, not that I think there is a reason to instead of using a different node.

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osse101 commented Dec 14, 2025

I think there should be some serious tech on everything that goes into heat interrupting at a door; at the left door in particular. Is it reasonable to be on the ground for the xray trick?

aquanight and others added 2 commits December 14, 2025 20:25
Co-authored-by: Michael McKenzie <[email protected]>
Co-authored-by: Michael McKenzie <[email protected]>
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aquanight commented Dec 15, 2025

I think there should be some serious tech on everything that goes into heat interrupting at a door; at the left door in particular. Is it reasonable to be on the ground for the xray trick?

These strats are based on the "Leave Shinecharged" strats. In theory, you deviate from that strat in two ways:

  • Stopping at the door (e.g. perhaps we should require canStopOnADime) rather than going through.
  • Starting the strat when you have the right amount of energy to "run out" during windup.

The videos for them show leaving grounded, so X-Ray buffering should be free (and you can arm X-Ray during the jump since you aren't running - or at least arm whatever is before it and be able to quickly switch before windup). The only catch is timing to be able to windup just before 00 energy but this is generally true of heat interrupt.

If using heat throughout, timing the start to try to align the 00 energy moment for for the point at the door where you interrupt is pretty narrow. The energy windows are for gaining the shinecharge are:

  • Left door using hero shot: 39 - 44
  • Left door, not hero shot: 37 - 44
  • Right door: 31 - 44
    (44 is the highest energy you can shinecharge and interrupt from heat with.)

The actual amount of energy you'd need to start with will depend on how good your execution is (the heatFrames provided can give a basic idea of what logic would need).

There's theoretically enough time to toggle Varia mid-strat, if it was needed to do this on 99 energy, but I'm not sure if canDisableEquipment is enough to cover disabling in the middle of technical execution.

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It's not as bad as I was imagining. There's ~10 health leeway on starting your shortcharge.
And the Xray trick works midair so you don't have to worry about that. Transitioning from hero shot and running -> Xray is the part that is mechnically difficult.

@osse101 osse101 merged commit 6082716 into vg-json-data:master Dec 15, 2025
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@aquanight aquanight deleted the rsi-un-cathedral-entrance branch December 15, 2025 21:06
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3 participants