Damage boost from the neighboring room, to land on the spikes with enough i-frames to run and jump across without taking a spike hit.
From: 1
Top Left Door
To: 4
Top Junction (Right of Spikes)
Damage boost precisely from the neighboring room, to land on the spikes with enough i-frames to run and jump across without taking a spike hit. Entrance condition: {
"comeInWithDamageBoost": {
"iFramesNeeded": 89,
"position": "high"
}
}Requires: {
"notable": "Cross Room Damage Boost"
}
"canDash"
"canUseIFrames"
"canTrickyJump"
{
"or": [
"canWallJump",
"canInsaneJump"
]
}Dev note: This applies to Maridia Elevator Room. |
From: 1
Top Left Door
To: 4
Top Junction (Right of Spikes)
Damage boost precisely from the neighboring room, to land on the spikes with barely enough i-frames to run and jump across without taking a spike hit. Entrance condition: {
"comeInWithDamageBoost": {
"iFramesNeeded": 84,
"position": "high"
}
}Requires: {
"notable": "Cross Room Damage Boost"
}
"canDash"
"canUseIFrames"
"canInsaneJump"
{
"or": [
"canWallJump",
"canBeVeryPatient"
]
}Dev note: This applies to Post Crocomire Farm Room. |
From: 1
Top Left Door
To: 4
Top Junction (Right of Spikes)
Damage boost from the neighboring room, to land on the spikes with enough i-frames to run and jump across without taking a spike hit. The damage boost can be buffered through the transition: face away from the transition, and release all inputs while an enemy hits Samus and knocks her into the transition; hold jump and back through the transition to buffer the damage boost. Entrance condition: {
"comeInWithKnockback": {}
}Requires: {
"notable": "Cross Room Damage Boost"
}
"canDash"
"canUseIFrames"
"canTrickyJump" |