Use Screw Attack or blue speed to break the bomb block by entering from a non-water room with a spin jump, and make it all the way through the top door. Use angle to break spin, and do a momentum conserving turnaround either on the same frame or one frame later; this first turnaround should be done early enough that the turnaround is complete by the time Samus clears the two-tile passage in the middle of the room. The second momentum conserving turnaround must be done somewhat late, and by switching from holding forward to holding backward one frame later (a perfect 'boomerang'). Shoot open the door, and use a third momentum conserving turnaround on it as it opens.
Use a 2-tap shortcharge and jump into the room with a last-frame jump, breaking the bomb block with blue speed, and making it all the way through the top door. Use angle to break spin, and do a momentum conserving turnaround either on the same frame or one frame later; this first turnaround should be done early enough that the turnaround is complete by the time Samus clears the two-tile passage in the middle of the room. Do a second momentum conserving turnaround must be done somewhat late, and by switching from holding left to holding right one frame later (a perfect 'boomerang'). Shoot open the door, and use a third momentum conserving turnaround on it as it opens. Lower run speeds are generally better, as long as the extra run speed is at least $3.4. this gives up to a 7-frame window for the first turnaround, and typically a 4-frame window for the second turnaround if the first turnaround is done early enough. A perfect boomerang is always required for the second turnaround, regardless of where in the window it is done. It is recommended to buffer the spin break, by holding angle (up or down), jump, and forward through the transition, then switching from forward to backward, with at most 1 frame of neutral in between, while still holding jump and angle. Entrance condition: { "comeInGettingBlueSpeed": { "length": 0, "openEnd": 1, "minExtraRunSpeed": "$3.4", "maxExtraRunSpeed": "$3.F" } } Requires: { "notable": "Cross Room Jump Through Top Door" } "canInsaneJump" "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" Exit condition: { "leaveNormally": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Use Screw Attack to break the bomb block by entering from a non-water room with a spin jump, and make it all the way through the top door. Ideally, gain speed using between 13 and 13.5 tiles of runway (with an open end). Longer runway lengths can also work, up to 17 tiles, but will make the trick somewhat more precise. Use angle to break spin, and do a momentum conserving turnaround either on the same frame or one frame later; this first turnaround should be done early enough that the turnaround is complete by the time Samus clears the two-tile passage in the middle of the room. Do a second momentum conserving turnaround must be done somewhat late, and by switching from holding left to holding right one frame later (a perfect 'boomerang'). Shoot open the door, and use a third momentum conserving turnaround on it as it opens. The optimal amount of extra run speed is $3.4 or $3.5, by using 13 tiles of runway or about a half tile more; this gives a 7-frame window for the first turnaround, and typically a 4-frame window for the second turnaround if the first turnaround is done early enough. Extra run speeds between $3.6 and $3.F can also work, but with shorter windows. A perfect boomerang is always required for the second turnaround, regardless of where in the window it is done. It is recommended to buffer the spin break, by holding angle (up or down), jump, and forward through the transition, then switching from forward to backward, with at most 1 frame of neutral in between, while still holding jump and angle. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 13 } } Requires: { "notable": "Cross Room Jump Through Top Door" } "canInsaneJump" "canCrossRoomJumpIntoWater" "ScrewAttack" "canMomentumConservingTurnaround" Exit condition: { "leaveNormally": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} Dev note: This does not have collision oscillation. |
Use a 2-tap shortcharge and jump into the room with a last-frame jump, breaking the bomb block with blue speed, and making it all the way through the top door. Use angle to break spin, and do a momentum conserving turnaround either on the same frame or one frame later; this first turnaround should be done early enough that the turnaround is complete by the time Samus clears the two-tile passage in the middle of the room. The second momentum conserving turnaround must be done somewhat late, and by switching from holding forward to holding backward one frame later (a perfect 'boomerang'). Shoot open the door, and use a third momentum conserving turnaround on it as it opens. Lower run speeds are generally better, as long as the extra run speed is at least $3.4. this gives up to a 7-frame window for the first turnaround, and typically a 4-frame window for the second turnaround if the first turnaround is done early enough. A perfect boomerang is always required for the second turnaround, regardless of where in the window it is done. It is recommended to buffer the spin break, by holding angle (up or down), jump, and forward through the transition, then switching from forward to backward, with at most 1 frame of neutral in between, while still holding jump and angle. Entrance condition: { "comeInGettingBlueSpeed": { "length": 0, "openEnd": 1, "minExtraRunSpeed": "$3.4", "maxExtraRunSpeed": "$3.F" } } Requires: { "notable": "Cross Room Jump Through Top Door" } "canInsaneJump" "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" Exit condition: { "leaveNormally": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Use Screw Attack to break the bomb block by entering from a non-water room with a spin jump, and make it all the way through the top door. Ideally, gain speed using between 13 and 13.5 tiles of runway (with an open end). Longer runway lengths can also work, up to 17 tiles, but will make the trick somewhat more precise. Use angle to break spin, and do a momentum conserving turnaround either on the same frame or one frame later; this first turnaround should be done early enough that the turnaround is complete by the time Samus clears the two-tile passage in the middle of the room. The second momentum conserving turnaround must be done somewhat late, and by switching from holding forward to holding backward one frame later (a perfect 'boomerang'). Shoot open the door, and use a third momentum conserving turnaround on it as it opens. The optimal amount of extra run speed is $3.4 or $3.5, by using 13 tiles of runway or about a half tile more; this gives a 7-frame window for the first turnaround, and typically a 4-frame window for the second turnaround if the first turnaround is done early enough. Extra run speeds between $3.6 and $3.F can also work, but with shorter windows. A perfect boomerang is always required for the second turnaround, regardless of where in the window it is done. It is recommended to buffer the spin break, by holding angle (up or down), jump, and forward through the transition, then switching from forward to backward, with at most 1 frame of neutral in between, while still holding jump and angle. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 13 } } Requires: { "notable": "Cross Room Jump Through Top Door" } "canInsaneJump" "canCrossRoomJumpIntoWater" "ScrewAttack" "canMomentumConservingTurnaround" Exit condition: { "leaveNormally": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} Dev note: This does not have collision oscillation. |