Spawn a Zeb then run and do a very small spin jump to clip into the first gate before the Zeb reaches you. Do a damage boost off of the Zeb while inside the first gate to get enough speed to clip into the next gate. It is also possible to clip into the gates by aiming down while in the spin jump.
|
Spawn a Zeb, stand at the edge of the crumbles, and spin jump to the right a moment after it begins moving toward Samus; turn left just before landing, then do a delayed damage boost to make it under the first gate. Face left again, quickly lose i-frames using either X-Ray or a blue suit, then damage boost again to get under the second gate. Both boosts must be performed on the last two frames of knockback, to ensure Samus is high enough to reach the gate. For the first boost, jump can be held the entire time. For the second boost, unless X-Ray is available, there is not much time to set up a buffered jump input, so it may be easier to aim to press jump and right simultaneously after being hit. Requires: {
"notable": "Crouch Gate Clip Damage Boost"
}
{
"obstaclesNotCleared": [
"A"
]
}
"canCrouchGateClip"
"canCameraManip"
"h_horizontalDamageBoostWithBlueSuit"
{
"enemyDamage": {
"enemy": "Zeb",
"type": "contact",
"hits": 2
}
}
{
"or": [
"canXRayWaitForIFrames",
{
"haveBlueSuit": {}
}
]
}Clears obstacles: A Dev note: This strat avoids the need to dash. |
|
The only way the Wavers will get to the door is if the right crumble blocks are all broken. This assumes that Samus comes from the left with Speed, a mockball, or a crouch gate clip. After the crumbles are broken, shoot the ceiling block and wait by the door for the Waver to come. Note that if Samus takes more than 35 seconds after entering the room, before shooting the ceiling, the Waver will not come down. Requires: {
"obstaclesNotCleared": [
"A"
]
}
{
"or": [
"h_speedDash",
"canMockball",
{
"and": [
"canDash",
"canCrouchGateClip",
{
"or": [
"canXRayTurnaround",
"canMoonwalk"
]
}
]
},
{
"and": [
{
"notable": "Crouch Gate Clip Damage Boost"
},
"canHorizontalDamageBoost",
"canCrouchGateClip",
{
"enemyDamage": {
"enemy": "Zeb",
"type": "contact",
"hits": 2
}
},
{
"or": [
"canXRayWaitForIFrames",
{
"haveBlueSuit": {}
}
]
}
]
}
]
}Exit condition: {
"leaveWithGModeSetup": {}
}Unlocks doors: {"types":["ammo"],"requires":[]} |