Room ID: 120
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Either jump over a Cacatac or tank a spike hit. Perform a mid-air spark through the speed blocks. Then run to the right and back to get blue speed to go through the rest. If performing the spark with low energy, there is a risk of ending the spark above the spikes or in front of the Pirate; to be safe, assuming Samus has heat protection, begin the shinespark with between 73 and 88 energy, or at least 106 energy; with a buffered crumble jump to the right, up to 94 energy can work. Entrance condition: "comeInShinecharging": {
"length": 5,
"openEnd": 1
}Requires: {"notable": "Reverse Spark"},
"canShinechargeMovementTricky",
"canTrickyJump",
{"or": [
{"enemyDamage": {"enemy": "Cacatac", "type": "spike", "hits": 1}},
"canBePatient"
]},
{"or": [
{"shinespark": {"frames": 88, "excessFrames": 11}},
{"and": [
"h_heatProof",
"canControlShinesparkEnd",
{"shinespark": {"frames": 88, "excessFrames": 44}}
]}
]},
{"heatFrames": 825},
{"or": [
"h_speedDash",
{"and": [
"h_speedButSlow",
{"heatFrames": 270}
]}
]},
"h_getBlueSpeedMaxRunway",
{"or": [
"canSpeedball",
{"heatFrames": 15}
]}Clears obstacles: A Dev note: The canBePatient represents retrying until RNG works out to be able to jump over one of the Cacatacs without taking a hit. There is a possibility of getting a lucky drop from one of the two Pirates; but since it is low probability, we don't model it. The speedball exit is technically not a valid way to leave normally (e.g. in case the next room is heated and Samus needs to jump); but if necessary, it is possible to unmorph near the transition. FIXME: This should be split into 5->9 and 9->2 strats. |