Clawshot Actor Displacement - ZeldaSpeedRuns

Clawshot Actor Displacement

Discovered by Dragonbane0

Every actor that Link can clawshot onto can be pulled towards Link if you enter a fall state when the clawshot connects. A good indicator of if a clawshot target is an actor is if it is built into the room geometry or not, for example most, if not all, vines and clawshot targets in walls are not actors and therefore cannot be displaced. The actor will move towards Link unless damage is taken, bombs can be used to stop actors midway on their journey to Link hence allowing for finer precision.

To execute this, the main option is to L-Slide off ledges that do not allow Link to ledge grab, these could be very small steps that are too small to grab, or other ledges not defined as grabbable. An alternate method would to be pushed by an enemy although L-Slide would be preferred. L-sliding in different directions can slightly affect the direction of displacement.

Some actors that can be pulled towards Link are huge enough that Link can be crushed and void out if pulled all the way to Link, others can snap back to their original position if attached to something, displacing moving peahats doesn't seem to do much as they use waypoints for their pathing and will just make their way back to their nearest waypoint, they will not phase through walls to get to the waypoint however. Some actors may not visibly get displaced however you may no longer be able to clawshot them, in this case the clawshot target along with the actor's collision has been displaced and is somewhere invisible near Link.

A note to make is that clawshot targets in Arbiter's Grounds are actors however displacement doesn't work for some unknown reason.

Last updated 01/30/2018 – Taka