canGateGlitch (Hard)

The ability to open a left-facing blue or green gate from the right, using Missiles or Supers. The generally applicable method to do this is to stand some distance away from the gate, hold angle-up, jump, press and hold forward, then frame-perfectly fire a shot just before Samus would bonk the gate.

It is recommended to stand 2 pixels away from the gate. From this position, the shot will always clip through the gate as long as shot is pressed 2 frames after forward. This remains true regardless of whether Samus is in air or underwater physics. The height at which the shot is fired does not matter, as long as it is high enough to not pass under the switch on the other side of the gate. The shot can be fired either before or after Samus bonks the ceiling, but there is an advantage to waiting until after bonking, because 1) this puts the shot closer to the center of the frame window that works, and 2) it allows the player to focus on the critical timing, which is between the forward and shot press, without being distracted by the jump.

Dev note: Standing 0 or 1 pixels from the gate never works. Standing 3 pixels away, some subpixels fail to work at all. Standing 4 pixels away, the required timing between forward and shot depends on subpixels. Standing 5 pixels away, some subpixels fail to work at all. A number of tries can't be applied as leniency within this tech's requirements, because the resource cost is not included in the tech (it varies with circumstances). There is a helper for each combination of circumstances, and it's recommended to apply a number of tries as leniency on all such helpers that use this tech.

Difficulty filter

Strats ()

From: 3
Bottom Right Door
To: 1
Top Left Door

Requires:

"h_blueGateGlitch"

Clears obstacles: B

From: 3
Bottom Right Door
To: 3
Bottom Right Door

Open the gate (Wave Beam or gate glitch) and clear the Small Sidehoppers for a runway. Use respawning Geegas for energy.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

{
  "or": [
    "Wave",
    "h_blueGateGlitch",
    {
      "and": [
        {
          "notable": "Grapple Gate Glitch"
        },
        "canPreciseGrapple",
        "h_speedDash",
        "canTrickyJump"
      ]
    }
  ]
}
{
  "refill": [
    "Energy"
  ]
}
{
  "canShineCharge": {
    "usedTiles": 30,
    "openEnd": 0
  }
}
{
  "autoReserveTrigger": {}
}
"canRModeSparkInterrupt"

Clears obstacles: B

From: 3
Right Door
To: 3
Right Door

Charge a spark along the bottom of the room and use it to spark through the right side door. Requires opening the door and shutter first.

Requires:

{
  "notable": "Shinespark through Wave Beam Door"
}
"HiJump"
{
  "or": [
    "SpaceJump",
    "Grapple"
  ]
}
{
  "or": [
    {
      "obstaclesCleared": [
        "A"
      ]
    },
    "Wave",
    {
      "and": [
        "h_heatedBlueGateGlitch",
        {
          "heatFrames": 60
        }
      ]
    }
  ]
}
{
  "or": [
    {
      "and": [
        "canTrickyDashJump",
        "canWalljump"
      ]
    },
    "SpaceJump"
  ]
}
{
  "canShineCharge": {
    "usedTiles": 28,
    "gentleUpTiles": 3,
    "gentleDownTiles": 3,
    "openEnd": 0
  }
}
{
  "heatFrames": 780
}
{
  "shinespark": {
    "frames": 57
  }
}

Exit condition:

{
  "leaveWithSpark": {}
}

Dev note: A hero shot variation of this strat might be possible, starting from a node to the left; if nothing else it could be done with a shortcharge on the 12-tile platform to the left.

From: 4
Item
To: 1
Top Left Door

Requires:

{
  "heatFrames": 250
}
"h_heatedBlueGateGlitch"

Clears obstacles: A

From: 3
Bottom Left Door
To: 2
Middle Left Door

Requires:

"Morph"
{
  "heatFrames": 260
}
"h_heatedBlueGateGlitch"

Clears obstacles: A

From: 5
Middle Junction (Ledge Right of Morph Tunnel)
To: 2
Middle Left Door

Requires:

"Morph"
{
  "heatFrames": 150
}
"h_heatedBlueGateGlitch"

Clears obstacles: A

From: 5
Middle Junction (Ledge Right of Morph Tunnel)
To: 2
Middle Left Door

Requires:

"Morph"
{
  "heatFrames": 150
}
"h_heatedBlueGateGlitch"

Exit condition:

{
  "leaveWithRunway": {
    "length": 11,
    "openEnd": 0,
    "gentleDownTiles": 4
  }
}

Unlocks doors:

{"types":["missiles"],"requires":[{"heatFrames":90}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":110}]}
From: 5
Bottom Floating Platform Junction
To: 5
Bottom Floating Platform Junction

Requires:

{
  "heatFrames": 135
}
"h_heatedBlueGateGlitch"

Clears obstacles: A

From: 5
Bottom Floating Platform Junction
To: 5
Bottom Floating Platform Junction

Farm before, during, and after the gate glitch in order to open the gate without wasting ammo or Energy.

Requires:

{
  "notable": "Gate Glitch With Farming"
}
{
  "heatFrames": 300
}
"h_gateGlitch"
{
  "or": [
    {
      "ammo": {
        "type": "Missile",
        "count": 1
      }
    },
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    }
  ]
}

Clears obstacles: A

Dev note: There is still some leniency built in, so that perfect execution is not required, but Samus ends without losing resources. Without leniency, this can be done with about 235 heatFrames.

From: 1
Left Door
To: 3
Item

Build up 34 tiles worth of run speed and jump into the door on the last frame. Hold angle up through the transition but also aim down to duck below the ceiling until Samus is past it. Fire the Super Missile frame perfectly to open the gate.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 34
  }
}

Requires:

{
  "notable": "High Speed Gate Glitch"
}
"h_heatedGreenGateGlitch"
{
  "ammo": {
    "type": "Super",
    "count": 1
  }
}
"canInsaneJump"
{
  "noFlashSuit": {}
}

Clears obstacles: A

Dev note: 1 extra tile is added so that you can jump into the door, simplifying the inputs a bit.

From: 2
Right Door
To: 3
Junction Left of Green Gate

Requires:

{
  "or": [
    "h_greenGateGlitch",
    {
      "obstaclesCleared": [
        "A"
      ]
    }
  ]
}

Clears obstacles: A

From: 2
Right Door
To: 2
Right Door

Requires:

{
  "or": [
    "h_heatedGreenGateGlitch",
    {
      "obstaclesCleared": [
        "A"
      ]
    }
  ]
}
{
  "enemyDamage": {
    "enemy": "Ripper 2 (red)",
    "type": "contact",
    "hits": 2
  }
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 29,
    "openEnd": 1
  }
}
From: 2
Right Door
To: 3
Junction Left of Green Gate

Requires:

"h_navigateHeatRooms"
{
  "or": [
    "h_heatedGreenGateGlitch",
    {
      "obstaclesCleared": [
        "A"
      ]
    }
  ]
}
{
  "heatFrames": 100
}

Clears obstacles: A

From: 2
Right Door
To: 1
Left Door

Requires:

"Gravity"
{
  "or": [
    "h_greenGateGlitch",
    {
      "obstaclesCleared": [
        "A"
      ]
    }
  ]
}

Clears obstacles: A

From: 2
Right Door
To: 1
Left Door

Perform the Gate Glitch by moving towards the gate and firing the super on the correct frame for it to pass through and reach the button on the other side. Due to the water physics, many traditional setups for the glitch will not work.

Requires:

{
  "notable": "Suitless Green Gate Glitch"
}
{
  "or": [
    "h_underwaterGreenGateGlitch",
    {
      "obstaclesCleared": [
        "A"
      ]
    }
  ]
}

Clears obstacles: A