Difference between revisions of "Door Juke"

From ALttP Speedrunning Wiki
Jump to: navigation, search
(Technique with Somaria:)
(Technique with Somaria:)
Line 118: Line 118:
 
{{VideoBox
 
{{VideoBox
 
|title= Backup
 
|title= Backup
|file= File:EP BK Juke Backup.mp4
+
|file= File:EB PK Juke Backup.mp4
 
}}
 
}}
  

Revision as of 04:26, 17 May 2021

Door Jukes are a class of glitches that allow Link to bypass the room transition trigger on subtile doors.

Door type Jukes that work
YBA Item Bomb Mirror Statue drag
North Normal No.svg No.svg No.svg No.svg Yes.svg
Auto No.svg No.svg No.svg No.svg No.svg
South Normal Yes.svg Yes.svg No.svg Yes.svg Yes.svg
Auto Yes.svg No.svg No.svg No.svg No.svg
East Normal Yes.svg Yes.svg Yes.svg Yes.svg Yes.svg
Auto Yes.svg No.svg Yes.svg No.svg No.svg
West Normal Yes.svg No.svg No.svg Yes.svg Yes.svg
Auto Yes.svg No.svg No.svg Yes.svg No.svg

YBA jukes

Red or green YBAs can be used to juke the transition trigger for all others door. A YBA is the only way to juke west doors and south auto-doors. Note that in addition to juking transitions, YBAs usually have other effects as well.

Item jukes

East and south doors can be juked by using a carryable object to snap past the transition.

Toss method

This method for juking works with both somaria blocks and bombs, the only difference being that bombs are temporary and can deal damage to Link, with the bonus that they can be walked over. This method can be used on both east and south normal doors. It does not work on any auto doors.

  1. Snap to the deepest pixel
  2. Pick up the item and press the direction out of the door (^ for south doors; < for east doors)
  3. Throw the item
  4. Move into the door exactly 2 pixels
    • This is best done while the block or bomb is in the air, especially when using dash buffers
    • Tapping directionals works for getting on the correct pixel, but is less consistent and not necessarily faster than using dash buffers. If a somaria block has already landed, tapping still works, but will take longer, as the block will need to be pushed first.
  5. Pick up the item and press the direction out of the door (^ for south doors; < for east doors)

Bomb method

This method for juking only works on east doors, but it works on both normal and auto doors. It is the only way to juke an auto door without YBAs.

  1. Snap to the deepest pixel with bombs
  2. Place a bomb (placing it to the north provides the best visibility)
  3. Right before the bomb is about to explode (~150f after placing; count 3 flashes) press > then press A on the next frame

Both methods put Link 2 pixels past the transition trigger. By moving further into the next room, the transition can be activated from the other side.

Speedrun Applications

Eastern Palace Big Key Juke

This trick allows the player to access the Big Key in Eastern Palace quickly if you have Cane of Somaria (and some magic) or Bombs. Because of desync and uncooperative transitions after the trick is done, you'll be unable to continue with the dungeon "as normal" after performing this. You'll have to deathwarp, use the Mirror, or S&Q.

Technique with Somaria:

Optimal Method Using Two Snaps

Notes:

  • Place a block right out of the doorway. You can also do this to the left, but there's one less pixel you can place the block at, making it more precise for no gain. Make sure you're holding > the entire time here so that Link never moves away from the door more than necessary. Your y-coordinate should be 8C0. You'll have 4 x-coordinates you can place the block at and be able to grab it from the doorway: 279-27C.
  • Hold sword facing right and back into the doorway until Link is at least down to 8D2. Lift the block and press ^ to snap deeper in the door to y-coordinate 8D8. The lowest pixel you can grab the block at depends on the x-coordinate you placed it on, but you'll always have a few pixels of leniency.
  • After snapping to 8D8, throw the block, hold sword, and back down to y-coordinate 8E2 or 8E3. The reason we hold sword is so that we can land on both of those pixels, making this a two frame window to work. If you go to 8E4, you'll transition, which can be costly depending on the category and magic route stuff since you'll lose your somaria block. If you stop high above 8E2, you can back it up with the 3 snap strat shown below.
  • If you're able to stop on 8E2 or 8E3, lift the block and tap ^ to snap to 8E8. Throw the block and quickly tap v and then hold ^. Make sure you get those inputs in before the block lands, and you should transition to the cannonball highway room.
  • The camera will be slightly incorrect in the cannonball highway room, but it's not too much trouble to get a feel for where you are. You'll be on the upper catwalk part close to the door to the Eastern Big Key room. Hold <^ until you can see the upper catwalk start to appear at the top of your screen, then hold < to transition to the Big Key room. Hit the floor switch and open the chest to get the Big Key (you can't be hit by anything in this room, so don't worry about the enemies). If you want to deathwarp, go and use the Big Key door at the top of the room. You'll transition right on top of the group of antifairies that surround the pot where you can damage yourself down to 0hp.

Three Snap Method

The Three Snap method is an option that can either be a backup to grabbing the block above 8E2 after the first throw with the Two Snap strat or as an approach in itself.

Notes:

  • Similar to above except after the snap to 8D8, an intermediate snap is performed.
  • After the throw at 8D8, tap v and wait for the block to land. Lift it and tap ^ to snap Link deeper in the door to y-coord 8E0. This position is very close to 8E2 and 8E3. You'll definitely want to do it this way if select buffering, and some even prefer it with sword out tapping as well.

Safety Options

This video shows three useful safeties you can use. You can opt for all of them or mix and match with the above strats.

  1. Hold sword facing left/right before the door: This can make placing the block accurately out of the doorway easier. Remember to still hold perpendicular to the doorway to make sure you y-coord keeps as close to the door as possible.
  2. Select buffer to 8E2 or 8E3: Select buffering will let you precisely control your movement in the doorway. If you're more comfortable with this than tapping the dpad with sword out, then it can be a good option.
  3. Pop the block after throwing it for the final time: this will prevent the block from ever getting in your way when you do the quick v into ^ move to transition.

Backup for Poor Block Placement or Grabbing High

If you place the block too far away from the doorway or you grab the block higher than y-coord 8D2, you can do this to avoid having to place a new block. Throw the block south at the doorway and then enter the door as the block is in the air. Inch closely to it until you're able to pick it up at or below 8D2 so you can snap. Holding sword as you approach the block from below can help with keeping you from getting too high and being unable to snap down.

Mirror door

Main article: Mirror Door

Mirror door, along with its other effects, acts as a door juke.

Statue drag

By mirroring while Link is standing in front of a statue, the game will continue to think that he is in front of it, and an invisible statue can be dragged with A.

Statue dragging only works on normal doors, but it is also the only way to juke supertile doors, north doors, and entrances.