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		<id>https://wiki.supermetroid.run/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=EXAKTScience</id>
		<title>A complete guide to Super Metroid speedrunning - User contributions [en]</title>
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		<updated>2026-04-21T02:21:43Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=File:Evirs_under_construction.png&amp;diff=9562</id>
		<title>File:Evirs under construction.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=File:Evirs_under_construction.png&amp;diff=9562"/>
				<updated>2026-01-06T18:09:59Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: EXAKTScience uploaded a new version of File:Evirs under construction.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Ridley&amp;diff=8795</id>
		<title>Ridley</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Ridley&amp;diff=8795"/>
				<updated>2025-01-09T18:04:09Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: /* Simultaneous */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Boss info&lt;br /&gt;
|title=Ridley&lt;br /&gt;
|image=Ridley.gif&lt;br /&gt;
|location=[[Ridley's Room]], [[Lower Norfair]]&lt;br /&gt;
|health=18000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
All of the details that Ridley's behavior is composed of can be difficult to express, even in writing. Ridley can respond differently to your actions depending on specifically how you are moving throughout the fight. Even though utilizing this page to learn about Ridley will (hopefully) greatly assist you, you will ultimately want to devote plenty of time towards learning exactly what Ridley is capable of doing throughout the fight by fighting him many times.&lt;br /&gt;
&lt;br /&gt;
= General Knowledge =&lt;br /&gt;
&lt;br /&gt;
Ridley has 18000 hit points.&lt;br /&gt;
&lt;br /&gt;
Ridley is vulnerable to [[Missile|Missiles]], [[Super Missile|Super Missiles]], [[Power Bomb|Power Bombs]], [[Charge Beam|charged shots]], and [[Charge Beam Combos|special beam attacks]].&lt;br /&gt;
&lt;br /&gt;
Ridley's tail is not vulnerable to damage.&lt;br /&gt;
&lt;br /&gt;
Super Missiles will deal 600 damage to Ridley instead of their normal 300, meaning they have the highest sustained damage per second out of any weapon available.&lt;br /&gt;
&lt;br /&gt;
Ridley deals 40 / 80 / 160 damage with his body, 30 / 60 / 120 damage with his tail, and 15 / 30 / 60 damage with fireballs, to [[Gravity Suit]] / [[Varia Suit]] / [[Power Suit]] Samus, respectively.&lt;br /&gt;
&lt;br /&gt;
Similar to Mother Brain's bombs, a single fireball volley can damage Samus multiple times, or not damage Samus at all, depending on how Samus comes into contact with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Interactions =&lt;br /&gt;
&lt;br /&gt;
== States ==&lt;br /&gt;
&lt;br /&gt;
*Cloaked - Ridley's starting state&lt;br /&gt;
*Dodging - Attempting to move away from a Power Bomb explosion&lt;br /&gt;
*Ramming - Attempting to strike Samus, primarily with his body, by lunging forward at her&lt;br /&gt;
*Grabbing - In some states, Ridley can grab Samus, and if he does, he will carry her to the top of the screen and drop her, which can waste substantial time and potentially result in Samus being struck multiple times&lt;br /&gt;
*Pogoing - Attempting to bounce up and down on the center platform using his tail&lt;br /&gt;
*Swooping - Rising to either the top left or the top right corner and flying to the opposite corner in a &amp;quot;U&amp;quot;-shaped path&lt;br /&gt;
*Considering - When a pogo, swoop, or ram finishes, Ridley may consider which state to move to next, indicated by staying just above Samus&lt;br /&gt;
*Dying - When Ridley's health has been reduced to zero, he will try to grab Samus, and if he does, he will explode, but if he does not, then he might decide to explode without grabbing Samus&lt;br /&gt;
&lt;br /&gt;
== Simultaneous ==&lt;br /&gt;
&lt;br /&gt;
*Ridley will not be able to perform swoops until he has been brought below 14400 (80%) health, unless Samus is in a grappling or damage-boosting state (and not a spinjumping state at the same time) at a height above y = 0x160 in the room when Ridley's AI decides the next attack with an RNG value suitable for swooping. Samus is above the height y = 0x160 roughly when her body center is above the top of the shell of the bottom left door.&lt;br /&gt;
*Ridley will change color and increase his speed once brought below 9000 (50%) health.&lt;br /&gt;
*Ridley will change color and increase his speed once brought below 5400 (30%) health.&lt;br /&gt;
*Ridley will change color and increase his speed once brought below 1800 (10%) health.&lt;br /&gt;
*Ridley will release fireballs every other pogo he does.&lt;br /&gt;
*Ridley will also release fireballs at a 50% chance every &amp;quot;Considering whether or not to pogo,&amp;quot; and &amp;quot;Hovering because Samus is Spinjumping&amp;quot; portion of his AI.&lt;br /&gt;
*Ridley's tail can be rather unpredictable and seemingly 'have a mind of its own.' Watch out for it, especially once Ridley has enraged.&lt;br /&gt;
*Ridley can face either left or right.&lt;br /&gt;
&lt;br /&gt;
=== Pogoing ===&lt;br /&gt;
&lt;br /&gt;
When Ridley is facing left, have Samus's forward foot be off of the left side of the platform and fire directly up to strike him. In this position, Ridley cannot damage or grab you. It is possible that Ridley may unleash fireballs that can strike you as you try to get into this position, and depending on the situation, dodging them opens up the possibility of Ridley being put in a different state, or may cause you to be hit by something more damaging. For example, you may attempt to dodge a fireball just to be hit by Ridley's body (because he's moved over while you were dodging), which knocks you into the acid. Depending on the scenario, it can be better to simply tank the fireballs and concentrate on dodging other things you have more control over.&lt;br /&gt;
&lt;br /&gt;
When Ridley is facing right, there isn't a consistently safe location to be in. You can shoot him while you have space to do so, but you will eventually need to move out of the way. If you're wanting to conserve health, you can morph and roll underneath his tail, but if your health is fine and/or you want to save time, you can attempt to run through or under his tail and use this time to charge your beam. Once you are to his left, you can then force Ridley to turn around to face left, and bring him into the safe position. It seems that this is determined by which side of the screen you are on, which side of the screen Ridley is on, whether you're above or below Ridley, and whether you are in a spin jump or not. Basically, you should try to jump so you are just behind him, and then break out of spin while constantly moving towards the other side of the screen. If you fail in changing Ridley's facing direction in this manner, Ridley typically restarts his pogoing sequence (in the same direction). If you are attempting to conserve health, you will need to know how to dodge him in this scenario.&lt;br /&gt;
&lt;br /&gt;
=== Swooping ===&lt;br /&gt;
&lt;br /&gt;
The first swoop Ridley does will be higher than subsequent ones, so try to dodge it by either being morphed on the center platform, or by jumping over him with extra height. Ridley tends to try to ram Samus after a swoop.&lt;br /&gt;
&lt;br /&gt;
To protect yourself during swoops, keeping a shot charged in order to have a [[Pseudo Screw Attack|pseudo-Screw]] active in between your walljumps can be handy as protection against possible fireball volleys that Ridley may have explode against the wall. Be aware that the pseudo-Screw effect will be disabled when a walljump is initiated, so you will want to cease walljumping once the fireballs hit the wall, and begin walljumping again once the explosions have subsided. [[Screw Attack]] can protect you just the same, but without the need of an active charge shot.&lt;br /&gt;
&lt;br /&gt;
=== Dying ===&lt;br /&gt;
&lt;br /&gt;
[[File:Rid_quick_grab.png|thumb|right|Grab spots for a quick death animation]]&lt;br /&gt;
&lt;br /&gt;
Ridley can delay his explosive death indefinitely when at zero health unless Samus allows Ridley to pick her up. If you are certain Ridley's health is zero, you can try to place yourself in a position favorable for Ridley to grab onto you. If you are confident in your abilities, you may attempt to leap directly into Ridley's claws to ensure a swift death. Note that spin-jumping after Ridley has hit 0 HP may cause him to resume his normal series of attacks. This will specifically occur if the spin-jump is active during the frame in which Ridley is choosing his next attack. In general, avoid spin-jumping if you are attempting to get grabbed to end the fight.&lt;br /&gt;
&lt;br /&gt;
The worst action you can take is moving around too much on the center platform, as Ridley will not react kindly and can ram you multiple times before locking onto your position to pick you up. Basically, you should be trying to make things easier for Ridley, not harder. Additionally, you should never spin jump after Ridley is at 0 HP or he won't attempt to grab you. &lt;br /&gt;
&lt;br /&gt;
If you are certain that Ridley has zero health and has just begun to pogo (which will waste time), you can attempt to break him out of his pogo by getting into the air, then returning to the platform to be picked up once he has reset himself. Alternatively, you can attempt to enter Ridley's grasp when he is at the apex of one of his pogo animations, which if timed accurately will cause him to explode rather than carry you up and damage you.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|n-8NKv0g2x0}}&lt;br /&gt;
&lt;br /&gt;
If you can get Ridley to pick you up on one of the spots highlighted in this image, you might be able to get him to explode immediately instead of waiting a few seconds.&lt;br /&gt;
&lt;br /&gt;
=== Stuck ===&lt;br /&gt;
&lt;br /&gt;
Under certain conditions Ridley can get stuck, either on the floor or in the air.&lt;br /&gt;
&lt;br /&gt;
The air stuck setup happens when Samus breaks out of spin frame-perfectly while at a certain height, while Ridley is also at the same height, at the peak of a tail bounce. There is no known consistent setup for either stuck form, but both can be broken out of by laying a Power Bomb, which will make Ridley attempt to dodge it.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|7EnB7jLdr9Y}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|-yh8WLCZbrw}}&lt;br /&gt;
&lt;br /&gt;
= Categories = &lt;br /&gt;
&lt;br /&gt;
== Any% KPDR ==&lt;br /&gt;
&lt;br /&gt;
Charged [[Ice Beam|Ice]] + [[Wave Beam|Wave]] + [[Plasma Beam|Plasma]] deals 900 damage, meaning it will only take 20 shots to reduce Ridley's health to zero.&lt;br /&gt;
&lt;br /&gt;
For beginners, doing full jumps throughout the fight can be beneficial, both due to being able to keep better track of Ridley's movements if you're unfamiliar with his patterns, and to avoid getting grabbed during either a Ram or a Pogo. Use the Angle buttons so that you can break spin during the jumps (because shots don't charge when Samus is spinning), and so that you don't need to be level with Ridley to hit him.&lt;br /&gt;
&lt;br /&gt;
For intermediate runners, you will want your beam charged before the fight starts so that you can strike Ridley the moment he appears, and then once more as he attempts to fly away. Afterward, you will want to perform a [[hero shot]] from slightly to the right of the center of the platform, jump up to shoot him again, and keep it going from there.&lt;br /&gt;
&lt;br /&gt;
Optimally, you can open walljump to the top left corner, fire a charged shot down timed so that it hits Ridley just as he spawns, and have a second shot nearly charged by that point.&lt;br /&gt;
&lt;br /&gt;
This information can also apply to [[100%|100% Items]], [[100% Map Completion|100% Map]], and [[GT Classic]], although those categories will likely have more incentive to use Super Missiles than this [[Any%]] route will.&lt;br /&gt;
&lt;br /&gt;
If you're getting the Ridley E-tank, you can stand on the right side of the platform, fire a shot as soon as the room starts shaking, and start Space Jumping through the drops. The shot will open the door, allowing you to go through.&lt;br /&gt;
&lt;br /&gt;
== Any% PRKD ==&lt;br /&gt;
&lt;br /&gt;
Charged [[Ice Beam|Ice]] + [[Wave Beam|Wave]] + [[Spazer]] deals 300 damage, meaning it will take 60 shots to reduce Ridley's health to zero.&lt;br /&gt;
&lt;br /&gt;
Similar to Any% KPDR, you will want to perform the same sequence of starting the fight, although you may need to be a tiny bit further to the right than you would in Any% KPDR to perform the hero shot. It can be a common theme during this fight with Spazer involved that Ridley's tail will block your charged shots due to Spazer's width, and this is especially the case when Ridley is pogoing. Depending on the timing of your shots relative to where exactly Ridley is during his pogoing sequence, you may need to perform short hops during your shots so that they strike Ridley instead of his tail.&lt;br /&gt;
&lt;br /&gt;
In this route, having a high amount of Super Missiles is imperative to compensate for the lack of damage from the beam. One Super Missile is equivalent to two charged shots here, essentially meaning every Super Missile you have will reduce the length of the fight by two seconds each.&lt;br /&gt;
&lt;br /&gt;
Same as lower-percentage categories, you will want to refrain from using Super Missiles (unless you are using them as part of an [[Charge_Beam_Combos#Wave_Shield|X-Factor]] opener setup) until Ridley has changed color; however, as Ridley's pogo provides the best opportunity to use them, and because you are not guaranteed that Ridley will pogo during his enrage phase before hitting zero, it is the safest option (in terms of ensuring you optimize the fight) to use the Super Missiles on the first pogo opportunity you are given. If you are not incorporating X-Factors, then Ridley will change color after 31 charged shots. As an example, if you have 8 Super Missiles when Ridley changes color, it should only take another 13 charged shots with those 8 Super Missiles to finish him off.&lt;br /&gt;
&lt;br /&gt;
If you choose to incorporate X-Factors, it is important to have at least 3 Power Bombs before entering Ridley's chamber, as performing less will save substantially less time than performing three or more. For a real time route, you will want to get the X-Factors out immediately, as charged Wave only deals 150 damage, and other ammo is finite and awkward to use before Ridley enrages. Pausing consumes real time, so constant pausing to enable and re-enable beams just to try to fit in more X-Factors is not viable for a real time speedrun. Executing an opener of 3 X-Factors (sometimes referred to as &amp;quot;triple X&amp;quot; or &amp;quot;XXX&amp;quot;) properly should save around four seconds of real time and around ten seconds of game time (due to the pauses and lag) on average compared to not executing them. This estimation includes time spent farming in the room before Ridley for Power Bombs.&lt;br /&gt;
&lt;br /&gt;
=== X-Factor setups ===&lt;br /&gt;
&lt;br /&gt;
The standard X-Factor setup starts with one that meets in the center of Ridley's body as he spawns, as seen at the start of this video. Zoast developed the &amp;quot;4X&amp;quot; strat seen here.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|h1WZYPnFNuA}}&lt;br /&gt;
&lt;br /&gt;
ARealCutie developed this opener as a variation, which has the X-Factor particles hit Ridley earlier to allow more missiles to be fired before the second X.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|5qOMYtpvFl4}}&lt;br /&gt;
&lt;br /&gt;
== 14% Ice ==&lt;br /&gt;
&lt;br /&gt;
Charged Ice deals 90 damage, meaning it will take 200 shots to reduce Ridley's health to zero.&lt;br /&gt;
&lt;br /&gt;
The optimal opener to use against Ridley is taken from Saturn's tool assisted speedrun of the category, where a Power Bomb strikes Ridley twice immediately after all four particles of an [[Charge_Beam_Combos#Ice_Shield|Ice Shield]] connect, dealing 760 damage ((90 from Ice Shield particle * 4 particles) + (200 from Power Bomb explosion * 2 strikes)).&lt;br /&gt;
&lt;br /&gt;
You can then choose to use the rest of the Power Bombs immediately afterward, or use them individually by using one after Ridley performs a swoop and repeating this two more times throughout the fight.&lt;br /&gt;
&lt;br /&gt;
Once Ridley changes color, it should only take 22 additional charged shots with the 10 Missiles and 10 Super Missiles you have to finish him off.&lt;br /&gt;
&lt;br /&gt;
This information can also apply to the other 14% categories involving Ice Beam.&lt;br /&gt;
&lt;br /&gt;
== 14% Speed ==&lt;br /&gt;
&lt;br /&gt;
Charge by itself deals 60 damage, meaning it will take 300 shots to reduce Ridley's health to zero.&lt;br /&gt;
&lt;br /&gt;
The optimal opener to use against Ridley is to wait until his eye has become visible right before he roars to begin the battle, and lay a Power Bomb, which should strike Ridley twice before he flies out of range, dealing 400 damage (200 from Power Bomb explosion * 2 strikes).&lt;br /&gt;
&lt;br /&gt;
You can then choose to use the rest of the Power Bombs immediately afterward, or use them individually by using one after Ridley performs a swoop and repeating this three more times throughout the fight.&lt;br /&gt;
&lt;br /&gt;
Once Ridley changes color, it should only take 33 additional charged shots with the 10 Missiles and 10 Super Missiles you have to finish him off.&lt;br /&gt;
&lt;br /&gt;
This information can also apply to 12%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Tutorials = &lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=UBrbkd8zico DbX] - Attempts to provide insight into Ridley's AI.&lt;br /&gt;
* [https://www.youtube.com/watch?v=UzTLkWjAsWE Matrick] - Endurance tutorial for surviving the fight or doing it damageless, especially for [[Low%]] categories&lt;br /&gt;
* [https://www.youtube.com/watch?v=Gm3WorVWCEA ShinyZeni] - Ridley tutorial for [[RBO]]&lt;br /&gt;
* [https://www.youtube.com/watch?v=F3pWzbiyGg8 ShinyZeni] - Part of a longer RBO tutorial, but covering Ridley behavior as a whole for all categories&lt;br /&gt;
* [https://www.youtube.com/watch?v=1kTVnD7Euxs ShinyZeni] - Part of the same RBO tutorial, covering specifics of the category&lt;br /&gt;
* [https://www.youtube.com/watch?v=eiCaQBau-HI ARealCutie] - Some other ridley insights for KPDR/PRKD beam fights (check description for timestamps)&lt;br /&gt;
&lt;br /&gt;
= Ceres Station =&lt;br /&gt;
&lt;br /&gt;
Ridley is first encountered in Ceres Station. When Samus's energy goes below 30, Ridley will fly away and the escape will begin, so the goal for optimally 'defeating' him is to take damage as fast as possible. This is best accomplished by standing next to the right wall as Ridley appears, since Ridley's tail deals the most damage per hit. After the third hit, you will need to jump up to take damage from Ridley's tail as he will begin to hover. The hitbox for Ridley's tail exists primarily at the tip.&lt;br /&gt;
&lt;br /&gt;
After the fourth hit, moving slightly to the left may help manipulate Ridley's tail into staying on-screen, allowing the fifth hit to happen as soon as Samus' i-frames run out.&lt;br /&gt;
&lt;br /&gt;
Ridley can also be 'defeated' by striking him 100 times, although this is obviously the slower and much more difficult of the two methods to execute. Ridley does not have a traditional health bar - although he can be struck by many different sources, all that matters is how many times he is struck, and once that number reaches 100, he will drop the capsule containing the baby Metroid, pick it back up, and then fly away.&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
&lt;br /&gt;
* [[Bosses]]&lt;br /&gt;
* [https://milde.no/public/sm/ridley_diagram.png Diagram of Ridley's AI] made by Pinkus&lt;br /&gt;
* [https://pastebin.com/qRNmRr6S Quick Notes on Damageless Ceres Ridley]&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Shinespark_Suit&amp;diff=8603</id>
		<title>Shinespark Suit</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Shinespark_Suit&amp;diff=8603"/>
				<updated>2024-09-09T15:24:29Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A shinespark suit, variously referred to as a '''sparksuit''', '''flashsuit''', or '''spikesuit''', is a glitch that gives Samus an indefinitely-charged [[shinespark]].&lt;br /&gt;
&lt;br /&gt;
Unlike a [[Blue Suit Glitch|blue suit]], the shinespark suit will not be lost when dash is activated with forward movement, or when Samus becomes submerged in sand.&lt;br /&gt;
&lt;br /&gt;
The shinespark suit will be lost if Samus charges and/or activates another shinespark (including crouching while having blue suit), if Samus activates the [[X-Ray Scope]], or if Samus activates a Crystal Flash.&lt;br /&gt;
&lt;br /&gt;
A shienspark suit will also be lost if the game is saved and reloaded.&lt;br /&gt;
&lt;br /&gt;
Below are a number of ways to obtain a shinespark suit. All of these can be performed inbounds; however, some may be made easier to set up by involving out of bounds. Methods that require a Crystal Flash to perform will be denoted by &amp;quot;*CF&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The ways in which you can tell if you were successful in performing these methods (without activating the shinespark) include Samus's beam becoming a light gray color and Samus remaining completely solid during periods of invulnerability.&lt;br /&gt;
&lt;br /&gt;
== Draygon *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if [[Draygon]] grabs Samus while she is performing a Crystal Flash.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|rPiZ7dej1Nk}}&lt;br /&gt;
&lt;br /&gt;
Additionally, if Samus performs a Crystal Flash while in Draygon's grasp, it can cause Samus's ammo values to underflow.&lt;br /&gt;
&lt;br /&gt;
Each directional pad input will increase by 1 the amount the ammo type is decreasing by. For example, if you have 10 Missiles upon activating the Crystal Flash, and then perform a single input on the directional pad as the amount of [[Missile|Missiles]] are decreasing, it will cause 11 Missiles to be depleted instead, which will cause the value to underflow to 65535.&lt;br /&gt;
&lt;br /&gt;
The reason the above works is because the game utilizes the same memory address for the reduction in ammo during a Crystal Flash as it does for counting directional pad inputs for Draygon releasing Samus. Basically, the directional pad will increase the value of this address, and the Crystal Flash will decrease it. Draygon will release Samus when the counter reaches 60, and the Crystal Flash will end when the counter has reached zero three times. Upon reaching zero for the first time, the Crystal Flash will begin depleting [[Super Missile|Super Missiles]]. Upon reaching zero for the second time, the Crystal Flash will begin depleting [[Power Bomb|Power Bombs]]. Upon reaching zero for the third time, the Crystal Flash will end.&lt;br /&gt;
&lt;br /&gt;
Because the counter decreases by 1 once every eight frames, it makes it possible to battle back against the counter using the directional pad, and spam inputs until 60 have been performed, resulting in both an ammo underflow and a shinespark suit after Draygon releases Samus.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|o82Vb3UgdcI}}&lt;br /&gt;
&lt;br /&gt;
== Mother Brain *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if [[Mother Brain|Mother Brain's]] rainbow beam strikes Samus while she is performing a Crystal Flash.&lt;br /&gt;
&lt;br /&gt;
The issue with this method is that Samus will not be able to move after performing this method unless X-Ray Scope is activated, which would remove the shinespark suit, or unless Samus is struck by either Mother Brain or one of her attacks.&lt;br /&gt;
&lt;br /&gt;
A neat feature of this method is that when the rainbow beam connects with Samus while she is performing a Crystal Flash, Samus will be granted near-infinite ammo of either one or two types, depending on when the rainbow beam connects with Samus while her ammo is being depleted by the Crystal Flash.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|_q0NN1McWcA}}&lt;br /&gt;
&lt;br /&gt;
== Super Metroid *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if the Super Metroid attaches appropriately to Samus and forces Samus into the crouch pose while she is performing a Crystal Flash. The reason the word &amp;quot;appropriately&amp;quot; is used is because sometimes, this method simply does not work for unknown reasons.&lt;br /&gt;
&lt;br /&gt;
Similar to the previous method, Samus will not be able to move after performing this method unless X-Ray Scope is activated, which would remove the shinespark suit. All in all, this and Ridley (Ceres) *CF are the most limited methods for generating a shinespark suit.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Hs6UR_RPSKo}}&lt;br /&gt;
&lt;br /&gt;
Depending on the timing of the Crystal Flash, it may fail to grant a shinespark suit. Instead, the effect of the Crystal Flash will occur immediately after Samus reaches 01 energy, and will free Samus from the Super Metroid's stun upon completion.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|0y89IXyGQF4}}&lt;br /&gt;
&lt;br /&gt;
== Reserve Mode *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if the [[Reserve Tank]] automatic refill occurs while Samus is performing a Crystal Flash under the effects of &amp;quot;Reserve Mode.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The only known procedure for causing &amp;quot;Reserve Mode&amp;quot;, also known as &amp;quot;greyout glitch&amp;quot;, according to Kejardon is the following:&lt;br /&gt;
&lt;br /&gt;
* While X-Ray Scope is highlighted green and at least ~5 Reserve Tank energy is available while the Reserve Tank is set to &amp;quot;Auto&amp;quot;, transition into a room as a creature deals damage to Samus&lt;br /&gt;
* As the transition occurs, press and hold &amp;quot;dash&amp;quot; so that X-Ray Scope is activated post-transition&lt;br /&gt;
&lt;br /&gt;
If performed correctly, the screen should become darker than usual, and should remain that way as long as Samus is in this mode. There may also be some discoloration of the background.&lt;br /&gt;
&lt;br /&gt;
The most useful enemies for producing this mode are those who can continue to move even during a transition taking place, such as [[Zebbo|Zebbos]], and/or those that can still continue to channel damage into Samus during transitions, such as [[Metroid|Metroids]].&lt;br /&gt;
&lt;br /&gt;
The reason at least ~5 energy is a requirement for producing this mode is because otherwise, the energy transfer will occur so fast that the game state that usually occurs, where the game stops for a short time for the energy transfer, will not happen at all.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|52POqq4ncrE}}&lt;br /&gt;
&lt;br /&gt;
== Reserve Mode ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if the Reserve Tank automatic refill occurs when Samus is struck by an enemy while morphed and activates the shinespark on the frame the knockback timer reaches zero under the effects of &amp;quot;Reserve Mode.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|IxCmtvNR1eA}}&lt;br /&gt;
&lt;br /&gt;
== Elevator *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if an elevator is activated on the same frame that a Crystal Flash is activated.&lt;br /&gt;
&lt;br /&gt;
Because one of the required inputs for the Crystal Flash is down on the directional pad, this method is only possible on elevators that will travel downward.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|MZkWR4dy788}}&lt;br /&gt;
&lt;br /&gt;
== Suit Upgrade *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if Samus acquires a suit upgrade on the same frame that a Crystal Flash would activate, and a [[bomb]] is placed accordingly.&lt;br /&gt;
&lt;br /&gt;
The bomb is required to propel Samus and interrupt the Crystal Flash, as otherwise, Samus would begin the Crystal Flash after the suit upgrade animation; however, the Crystal Flash animation would be replaced by the save station animation that occurs when a save file is loaded, except with green electricity.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|BleW62d3Q1U}}&lt;br /&gt;
&lt;br /&gt;
== Ridley (Ceres) ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if [[Ridley|Ridley's]] escape cinematic on Ceres Station occurs while the X-Ray Scope is active, and then a shinespark is activated which results in Samus, before the shinespark would begin travel, coming in contact with the wall she would have otherwise been pushed into.&lt;br /&gt;
&lt;br /&gt;
Coming in contact with the wall in question while not in an active shinespark will remove the knockback property prematurely, making this method no longer possible. Coming in contact with the wall in question while in a traveling shinespark can result in a softlock.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|CAbPPFhmKrQ}}&lt;br /&gt;
&lt;br /&gt;
== Ridley (Ceres) *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if Ridley's escape cinematic on Ceres Station occurs while Samus is performing a Crystal Flash.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|rTyJT3HvytE}}&lt;br /&gt;
&lt;br /&gt;
== Spikes ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if Samus takes damage from a spike or spike-like source (such as electricity) while morphed, unmorphs on either the frame contact is made (&amp;quot;frame 1&amp;quot;) or the frame after (&amp;quot;frame 2&amp;quot;), and activates a shinespark on the last frame of the knockback timer (&amp;quot;frame 10&amp;quot;). This is commonly called a spikesuit, or sometimes a sparksuit, depending on whether the damage source was spikes or electricity (e.g. the sparks left over after breaking the turrets in Draygon's room)&lt;br /&gt;
 &lt;br /&gt;
[http://pastebin.com/qUaVXHpv Please refer to the pastebin linked here for a more in-depth explanation and useful applications].&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|iXm-Z_H-cq0}}&lt;br /&gt;
&lt;br /&gt;
Samus cannot normally perform this method without [[Gravity Suit]] underwater because the knockback timer from contact with a spike or a spike-like source runs out before Samus is able to jump. Contact with spikes will cause a knockback period of 10 frames, and the earliest frame a shinespark can be activated without Gravity Suit underwater from an unmorph is the 18th frame, which does not occur normally. The knockback timer must be a higher value than the earliest frame when a shinespark can be activated in order to generate a shinespark suit with this method.&lt;br /&gt;
&lt;br /&gt;
That being said, a Reserve Tank automatic trigger occurring during an unmorph on spikes will double the knockback timer's amount (from 10 to 20), allowing the &amp;quot;earliest frame when a shinespark can be activated&amp;quot; amount to be reached without Gravity Suit underwater.&lt;br /&gt;
&lt;br /&gt;
As a result of the above, it is possible to perform this method without Gravity Suit underwater if a Reserve Tank and a mild amount of pause abuse are incorporated appropriately.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|LMr1NZyowXs}}&lt;br /&gt;
&lt;br /&gt;
[https://www.twitch.tv/videos/162786960 Galamoz's Spike Suit tutorial]&lt;br /&gt;
&lt;br /&gt;
A spikesuit is commonly attempted in Any% PRKD if runners failed to get Blue Suit when killing Draygon, or if they did get Blue Suit, but want to get Draygon's drops.&lt;br /&gt;
&lt;br /&gt;
This method of obtaining a spikesuit was created by Behemoth: &amp;quot;Airball&amp;quot; into the wall above one of the bottom turrets. Then when you press the dpad into the wall, Samus will immediately hit the electricity, and you can hopefully time the unmorph more consistently than if you airball into the turret and try to time the jump press visually. After that, you just need to time the second jump press.&lt;br /&gt;
&lt;br /&gt;
== Slopes ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if Samus is struck by a damage source while Samus is moving forward, damage boosts onto a slope behind her, and activates a shinespark immediately upon landing atop the slope. This is commonly referred to as a &amp;quot;slopespark&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
to-do: explain this better&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|e27GzsrYw3w}}&lt;br /&gt;
&lt;br /&gt;
Below are a few additional examples of slopesparks. The trickiest aspect of performing a slopespark is arguably that, typically, one must frame-perfectly switch from forward to backward, as seen in these clips.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ImFfKojPblU}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Blue Suit Glitch]]&lt;br /&gt;
* [[General Movement]]&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Shinespark_Suit&amp;diff=8602</id>
		<title>Shinespark Suit</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Shinespark_Suit&amp;diff=8602"/>
				<updated>2024-09-09T15:23:56Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A shinespark suit, variously referred to as a '''sparksuit''', '''flashsuit''', or '''spikesuit''', is a glitch that gives Samus an indefinitely-charged [[shinespark]].&lt;br /&gt;
&lt;br /&gt;
Unlike a [[blue suit|Blue Suit Glitch]], the shinespark suit will not be lost when dash is activated with forward movement, or when Samus becomes submerged in sand.&lt;br /&gt;
&lt;br /&gt;
The shinespark suit will be lost if Samus charges and/or activates another shinespark (including crouching while having blue suit), if Samus activates the [[X-Ray Scope]], or if Samus activates a Crystal Flash.&lt;br /&gt;
&lt;br /&gt;
A shienspark suit will also be lost if the game is saved and reloaded.&lt;br /&gt;
&lt;br /&gt;
Below are a number of ways to obtain a shinespark suit. All of these can be performed inbounds; however, some may be made easier to set up by involving out of bounds. Methods that require a Crystal Flash to perform will be denoted by &amp;quot;*CF&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The ways in which you can tell if you were successful in performing these methods (without activating the shinespark) include Samus's beam becoming a light gray color and Samus remaining completely solid during periods of invulnerability.&lt;br /&gt;
&lt;br /&gt;
== Draygon *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if [[Draygon]] grabs Samus while she is performing a Crystal Flash.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|rPiZ7dej1Nk}}&lt;br /&gt;
&lt;br /&gt;
Additionally, if Samus performs a Crystal Flash while in Draygon's grasp, it can cause Samus's ammo values to underflow.&lt;br /&gt;
&lt;br /&gt;
Each directional pad input will increase by 1 the amount the ammo type is decreasing by. For example, if you have 10 Missiles upon activating the Crystal Flash, and then perform a single input on the directional pad as the amount of [[Missile|Missiles]] are decreasing, it will cause 11 Missiles to be depleted instead, which will cause the value to underflow to 65535.&lt;br /&gt;
&lt;br /&gt;
The reason the above works is because the game utilizes the same memory address for the reduction in ammo during a Crystal Flash as it does for counting directional pad inputs for Draygon releasing Samus. Basically, the directional pad will increase the value of this address, and the Crystal Flash will decrease it. Draygon will release Samus when the counter reaches 60, and the Crystal Flash will end when the counter has reached zero three times. Upon reaching zero for the first time, the Crystal Flash will begin depleting [[Super Missile|Super Missiles]]. Upon reaching zero for the second time, the Crystal Flash will begin depleting [[Power Bomb|Power Bombs]]. Upon reaching zero for the third time, the Crystal Flash will end.&lt;br /&gt;
&lt;br /&gt;
Because the counter decreases by 1 once every eight frames, it makes it possible to battle back against the counter using the directional pad, and spam inputs until 60 have been performed, resulting in both an ammo underflow and a shinespark suit after Draygon releases Samus.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|o82Vb3UgdcI}}&lt;br /&gt;
&lt;br /&gt;
== Mother Brain *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if [[Mother Brain|Mother Brain's]] rainbow beam strikes Samus while she is performing a Crystal Flash.&lt;br /&gt;
&lt;br /&gt;
The issue with this method is that Samus will not be able to move after performing this method unless X-Ray Scope is activated, which would remove the shinespark suit, or unless Samus is struck by either Mother Brain or one of her attacks.&lt;br /&gt;
&lt;br /&gt;
A neat feature of this method is that when the rainbow beam connects with Samus while she is performing a Crystal Flash, Samus will be granted near-infinite ammo of either one or two types, depending on when the rainbow beam connects with Samus while her ammo is being depleted by the Crystal Flash.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|_q0NN1McWcA}}&lt;br /&gt;
&lt;br /&gt;
== Super Metroid *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if the Super Metroid attaches appropriately to Samus and forces Samus into the crouch pose while she is performing a Crystal Flash. The reason the word &amp;quot;appropriately&amp;quot; is used is because sometimes, this method simply does not work for unknown reasons.&lt;br /&gt;
&lt;br /&gt;
Similar to the previous method, Samus will not be able to move after performing this method unless X-Ray Scope is activated, which would remove the shinespark suit. All in all, this and Ridley (Ceres) *CF are the most limited methods for generating a shinespark suit.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Hs6UR_RPSKo}}&lt;br /&gt;
&lt;br /&gt;
Depending on the timing of the Crystal Flash, it may fail to grant a shinespark suit. Instead, the effect of the Crystal Flash will occur immediately after Samus reaches 01 energy, and will free Samus from the Super Metroid's stun upon completion.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|0y89IXyGQF4}}&lt;br /&gt;
&lt;br /&gt;
== Reserve Mode *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if the [[Reserve Tank]] automatic refill occurs while Samus is performing a Crystal Flash under the effects of &amp;quot;Reserve Mode.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The only known procedure for causing &amp;quot;Reserve Mode&amp;quot;, also known as &amp;quot;greyout glitch&amp;quot;, according to Kejardon is the following:&lt;br /&gt;
&lt;br /&gt;
* While X-Ray Scope is highlighted green and at least ~5 Reserve Tank energy is available while the Reserve Tank is set to &amp;quot;Auto&amp;quot;, transition into a room as a creature deals damage to Samus&lt;br /&gt;
* As the transition occurs, press and hold &amp;quot;dash&amp;quot; so that X-Ray Scope is activated post-transition&lt;br /&gt;
&lt;br /&gt;
If performed correctly, the screen should become darker than usual, and should remain that way as long as Samus is in this mode. There may also be some discoloration of the background.&lt;br /&gt;
&lt;br /&gt;
The most useful enemies for producing this mode are those who can continue to move even during a transition taking place, such as [[Zebbo|Zebbos]], and/or those that can still continue to channel damage into Samus during transitions, such as [[Metroid|Metroids]].&lt;br /&gt;
&lt;br /&gt;
The reason at least ~5 energy is a requirement for producing this mode is because otherwise, the energy transfer will occur so fast that the game state that usually occurs, where the game stops for a short time for the energy transfer, will not happen at all.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|52POqq4ncrE}}&lt;br /&gt;
&lt;br /&gt;
== Reserve Mode ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if the Reserve Tank automatic refill occurs when Samus is struck by an enemy while morphed and activates the shinespark on the frame the knockback timer reaches zero under the effects of &amp;quot;Reserve Mode.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|IxCmtvNR1eA}}&lt;br /&gt;
&lt;br /&gt;
== Elevator *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if an elevator is activated on the same frame that a Crystal Flash is activated.&lt;br /&gt;
&lt;br /&gt;
Because one of the required inputs for the Crystal Flash is down on the directional pad, this method is only possible on elevators that will travel downward.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|MZkWR4dy788}}&lt;br /&gt;
&lt;br /&gt;
== Suit Upgrade *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if Samus acquires a suit upgrade on the same frame that a Crystal Flash would activate, and a [[bomb]] is placed accordingly.&lt;br /&gt;
&lt;br /&gt;
The bomb is required to propel Samus and interrupt the Crystal Flash, as otherwise, Samus would begin the Crystal Flash after the suit upgrade animation; however, the Crystal Flash animation would be replaced by the save station animation that occurs when a save file is loaded, except with green electricity.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|BleW62d3Q1U}}&lt;br /&gt;
&lt;br /&gt;
== Ridley (Ceres) ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if [[Ridley|Ridley's]] escape cinematic on Ceres Station occurs while the X-Ray Scope is active, and then a shinespark is activated which results in Samus, before the shinespark would begin travel, coming in contact with the wall she would have otherwise been pushed into.&lt;br /&gt;
&lt;br /&gt;
Coming in contact with the wall in question while not in an active shinespark will remove the knockback property prematurely, making this method no longer possible. Coming in contact with the wall in question while in a traveling shinespark can result in a softlock.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|CAbPPFhmKrQ}}&lt;br /&gt;
&lt;br /&gt;
== Ridley (Ceres) *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if Ridley's escape cinematic on Ceres Station occurs while Samus is performing a Crystal Flash.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|rTyJT3HvytE}}&lt;br /&gt;
&lt;br /&gt;
== Spikes ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if Samus takes damage from a spike or spike-like source (such as electricity) while morphed, unmorphs on either the frame contact is made (&amp;quot;frame 1&amp;quot;) or the frame after (&amp;quot;frame 2&amp;quot;), and activates a shinespark on the last frame of the knockback timer (&amp;quot;frame 10&amp;quot;). This is commonly called a spikesuit, or sometimes a sparksuit, depending on whether the damage source was spikes or electricity (e.g. the sparks left over after breaking the turrets in Draygon's room)&lt;br /&gt;
 &lt;br /&gt;
[http://pastebin.com/qUaVXHpv Please refer to the pastebin linked here for a more in-depth explanation and useful applications].&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|iXm-Z_H-cq0}}&lt;br /&gt;
&lt;br /&gt;
Samus cannot normally perform this method without [[Gravity Suit]] underwater because the knockback timer from contact with a spike or a spike-like source runs out before Samus is able to jump. Contact with spikes will cause a knockback period of 10 frames, and the earliest frame a shinespark can be activated without Gravity Suit underwater from an unmorph is the 18th frame, which does not occur normally. The knockback timer must be a higher value than the earliest frame when a shinespark can be activated in order to generate a shinespark suit with this method.&lt;br /&gt;
&lt;br /&gt;
That being said, a Reserve Tank automatic trigger occurring during an unmorph on spikes will double the knockback timer's amount (from 10 to 20), allowing the &amp;quot;earliest frame when a shinespark can be activated&amp;quot; amount to be reached without Gravity Suit underwater.&lt;br /&gt;
&lt;br /&gt;
As a result of the above, it is possible to perform this method without Gravity Suit underwater if a Reserve Tank and a mild amount of pause abuse are incorporated appropriately.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|LMr1NZyowXs}}&lt;br /&gt;
&lt;br /&gt;
[https://www.twitch.tv/videos/162786960 Galamoz's Spike Suit tutorial]&lt;br /&gt;
&lt;br /&gt;
A spikesuit is commonly attempted in Any% PRKD if runners failed to get Blue Suit when killing Draygon, or if they did get Blue Suit, but want to get Draygon's drops.&lt;br /&gt;
&lt;br /&gt;
This method of obtaining a spikesuit was created by Behemoth: &amp;quot;Airball&amp;quot; into the wall above one of the bottom turrets. Then when you press the dpad into the wall, Samus will immediately hit the electricity, and you can hopefully time the unmorph more consistently than if you airball into the turret and try to time the jump press visually. After that, you just need to time the second jump press.&lt;br /&gt;
&lt;br /&gt;
== Slopes ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if Samus is struck by a damage source while Samus is moving forward, damage boosts onto a slope behind her, and activates a shinespark immediately upon landing atop the slope. This is commonly referred to as a &amp;quot;slopespark&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
to-do: explain this better&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|e27GzsrYw3w}}&lt;br /&gt;
&lt;br /&gt;
Below are a few additional examples of slopesparks. The trickiest aspect of performing a slopespark is arguably that, typically, one must frame-perfectly switch from forward to backward, as seen in these clips.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ImFfKojPblU}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Blue Suit Glitch]]&lt;br /&gt;
* [[General Movement]]&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Shinespark_Suit&amp;diff=8601</id>
		<title>Shinespark Suit</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Shinespark_Suit&amp;diff=8601"/>
				<updated>2024-09-09T15:13:24Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A shinespark suit, variously referred to as a '''sparksuit''', '''flashsuit''', or '''spikesuit''', is a glitch that gives Samus an indefinitely-charged [[shinespark]].&lt;br /&gt;
&lt;br /&gt;
It is conceptually similar to the [[Blue Suit Glitch|blue suit glitch]], but grants a shinespark charge that does not expire rather than fixing Samus's dash counter at maximum. Whereas the basis for all methods of generating a blue suit is to interrupt a shinespark, most methods for generating a shinespark suit involve interrupting a [[Crystal Flash]].&lt;br /&gt;
&lt;br /&gt;
Unlike blue suit, the shinespark suit will not be lost when dash is activated with forward movement, or when Samus becomes submerged in sand.&lt;br /&gt;
&lt;br /&gt;
The shinespark suit will be lost if Samus charges and/or activates another shinespark (including crouching while having blue suit), if Samus activates the [[X-Ray Scope]], or if Samus activates a Crystal Flash.&lt;br /&gt;
&lt;br /&gt;
Additionally, neither shinespark suit nor blue suit are preserved through saving the game or death.&lt;br /&gt;
&lt;br /&gt;
Below are a number of ways to obtain a shinespark suit. All of these can be performed inbounds; however, some may be made easier to set up by involving out of bounds. Methods that require a Crystal Flash to perform will be denoted by &amp;quot;*CF&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The ways in which you can tell if you were successful in performing these methods (without activating the shinespark) include Samus's beam becoming a light gray color and Samus remaining completely solid during periods of invulnerability.&lt;br /&gt;
&lt;br /&gt;
== Draygon *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if [[Draygon]] grabs Samus while she is performing a Crystal Flash.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|rPiZ7dej1Nk}}&lt;br /&gt;
&lt;br /&gt;
Additionally, if Samus performs a Crystal Flash while in Draygon's grasp, it can cause Samus's ammo values to underflow.&lt;br /&gt;
&lt;br /&gt;
Each directional pad input will increase by 1 the amount the ammo type is decreasing by. For example, if you have 10 Missiles upon activating the Crystal Flash, and then perform a single input on the directional pad as the amount of [[Missile|Missiles]] are decreasing, it will cause 11 Missiles to be depleted instead, which will cause the value to underflow to 65535.&lt;br /&gt;
&lt;br /&gt;
The reason the above works is because the game utilizes the same memory address for the reduction in ammo during a Crystal Flash as it does for counting directional pad inputs for Draygon releasing Samus. Basically, the directional pad will increase the value of this address, and the Crystal Flash will decrease it. Draygon will release Samus when the counter reaches 60, and the Crystal Flash will end when the counter has reached zero three times. Upon reaching zero for the first time, the Crystal Flash will begin depleting [[Super Missile|Super Missiles]]. Upon reaching zero for the second time, the Crystal Flash will begin depleting [[Power Bomb|Power Bombs]]. Upon reaching zero for the third time, the Crystal Flash will end.&lt;br /&gt;
&lt;br /&gt;
Because the counter decreases by 1 once every eight frames, it makes it possible to battle back against the counter using the directional pad, and spam inputs until 60 have been performed, resulting in both an ammo underflow and a shinespark suit after Draygon releases Samus.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|o82Vb3UgdcI}}&lt;br /&gt;
&lt;br /&gt;
== Mother Brain *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if [[Mother Brain|Mother Brain's]] rainbow beam strikes Samus while she is performing a Crystal Flash.&lt;br /&gt;
&lt;br /&gt;
The issue with this method is that Samus will not be able to move after performing this method unless X-Ray Scope is activated, which would remove the shinespark suit, or unless Samus is struck by either Mother Brain or one of her attacks.&lt;br /&gt;
&lt;br /&gt;
A neat feature of this method is that when the rainbow beam connects with Samus while she is performing a Crystal Flash, Samus will be granted near-infinite ammo of either one or two types, depending on when the rainbow beam connects with Samus while her ammo is being depleted by the Crystal Flash.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|_q0NN1McWcA}}&lt;br /&gt;
&lt;br /&gt;
== Super Metroid *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if the Super Metroid attaches appropriately to Samus and forces Samus into the crouch pose while she is performing a Crystal Flash. The reason the word &amp;quot;appropriately&amp;quot; is used is because sometimes, this method simply does not work for unknown reasons.&lt;br /&gt;
&lt;br /&gt;
Similar to the previous method, Samus will not be able to move after performing this method unless X-Ray Scope is activated, which would remove the shinespark suit. All in all, this and Ridley (Ceres) *CF are the most limited methods for generating a shinespark suit.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Hs6UR_RPSKo}}&lt;br /&gt;
&lt;br /&gt;
Depending on the timing of the Crystal Flash, it may fail to grant a shinespark suit. Instead, the effect of the Crystal Flash will occur immediately after Samus reaches 01 energy, and will free Samus from the Super Metroid's stun upon completion.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|0y89IXyGQF4}}&lt;br /&gt;
&lt;br /&gt;
== Reserve Mode *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if the [[Reserve Tank]] automatic refill occurs while Samus is performing a Crystal Flash under the effects of &amp;quot;Reserve Mode.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The only known procedure for causing &amp;quot;Reserve Mode&amp;quot;, also known as &amp;quot;greyout glitch&amp;quot;, according to Kejardon is the following:&lt;br /&gt;
&lt;br /&gt;
* While X-Ray Scope is highlighted green and at least ~5 Reserve Tank energy is available while the Reserve Tank is set to &amp;quot;Auto&amp;quot;, transition into a room as a creature deals damage to Samus&lt;br /&gt;
* As the transition occurs, press and hold &amp;quot;dash&amp;quot; so that X-Ray Scope is activated post-transition&lt;br /&gt;
&lt;br /&gt;
If performed correctly, the screen should become darker than usual, and should remain that way as long as Samus is in this mode. There may also be some discoloration of the background.&lt;br /&gt;
&lt;br /&gt;
The most useful enemies for producing this mode are those who can continue to move even during a transition taking place, such as [[Zebbo|Zebbos]], and/or those that can still continue to channel damage into Samus during transitions, such as [[Metroid|Metroids]].&lt;br /&gt;
&lt;br /&gt;
The reason at least ~5 energy is a requirement for producing this mode is because otherwise, the energy transfer will occur so fast that the game state that usually occurs, where the game stops for a short time for the energy transfer, will not happen at all.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|52POqq4ncrE}}&lt;br /&gt;
&lt;br /&gt;
== Reserve Mode ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if the Reserve Tank automatic refill occurs when Samus is struck by an enemy while morphed and activates the shinespark on the frame the knockback timer reaches zero under the effects of &amp;quot;Reserve Mode.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|IxCmtvNR1eA}}&lt;br /&gt;
&lt;br /&gt;
== Elevator *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if an elevator is activated on the same frame that a Crystal Flash is activated.&lt;br /&gt;
&lt;br /&gt;
Because one of the required inputs for the Crystal Flash is down on the directional pad, this method is only possible on elevators that will travel downward.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|MZkWR4dy788}}&lt;br /&gt;
&lt;br /&gt;
== Suit Upgrade *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if Samus acquires a suit upgrade on the same frame that a Crystal Flash would activate, and a [[bomb]] is placed accordingly.&lt;br /&gt;
&lt;br /&gt;
The bomb is required to propel Samus and interrupt the Crystal Flash, as otherwise, Samus would begin the Crystal Flash after the suit upgrade animation; however, the Crystal Flash animation would be replaced by the save station animation that occurs when a save file is loaded, except with green electricity.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|BleW62d3Q1U}}&lt;br /&gt;
&lt;br /&gt;
== Ridley (Ceres) ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if [[Ridley|Ridley's]] escape cinematic on Ceres Station occurs while the X-Ray Scope is active, and then a shinespark is activated which results in Samus, before the shinespark would begin travel, coming in contact with the wall she would have otherwise been pushed into.&lt;br /&gt;
&lt;br /&gt;
Coming in contact with the wall in question while not in an active shinespark will remove the knockback property prematurely, making this method no longer possible. Coming in contact with the wall in question while in a traveling shinespark can result in a softlock.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|CAbPPFhmKrQ}}&lt;br /&gt;
&lt;br /&gt;
== Ridley (Ceres) *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if Ridley's escape cinematic on Ceres Station occurs while Samus is performing a Crystal Flash.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|rTyJT3HvytE}}&lt;br /&gt;
&lt;br /&gt;
== Spikes ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if Samus takes damage from a spike or spike-like source (such as electricity) while morphed, unmorphs on either the frame contact is made (&amp;quot;frame 1&amp;quot;) or the frame after (&amp;quot;frame 2&amp;quot;), and activates a shinespark on the last frame of the knockback timer (&amp;quot;frame 10&amp;quot;). This is commonly called a spikesuit, or sometimes a sparksuit, depending on whether the damage source was spikes or electricity (e.g. the sparks left over after breaking the turrets in Draygon's room)&lt;br /&gt;
 &lt;br /&gt;
[http://pastebin.com/qUaVXHpv Please refer to the pastebin linked here for a more in-depth explanation and useful applications].&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|iXm-Z_H-cq0}}&lt;br /&gt;
&lt;br /&gt;
Samus cannot normally perform this method without [[Gravity Suit]] underwater because the knockback timer from contact with a spike or a spike-like source runs out before Samus is able to jump. Contact with spikes will cause a knockback period of 10 frames, and the earliest frame a shinespark can be activated without Gravity Suit underwater from an unmorph is the 18th frame, which does not occur normally. The knockback timer must be a higher value than the earliest frame when a shinespark can be activated in order to generate a shinespark suit with this method.&lt;br /&gt;
&lt;br /&gt;
That being said, a Reserve Tank automatic trigger occurring during an unmorph on spikes will double the knockback timer's amount (from 10 to 20), allowing the &amp;quot;earliest frame when a shinespark can be activated&amp;quot; amount to be reached without Gravity Suit underwater.&lt;br /&gt;
&lt;br /&gt;
As a result of the above, it is possible to perform this method without Gravity Suit underwater if a Reserve Tank and a mild amount of pause abuse are incorporated appropriately.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|LMr1NZyowXs}}&lt;br /&gt;
&lt;br /&gt;
[https://www.twitch.tv/videos/162786960 Galamoz's Spike Suit tutorial]&lt;br /&gt;
&lt;br /&gt;
A spikesuit is commonly attempted in Any% PRKD if runners failed to get Blue Suit when killing Draygon, or if they did get Blue Suit, but want to get Draygon's drops.&lt;br /&gt;
&lt;br /&gt;
This method of obtaining a spikesuit was created by Behemoth: &amp;quot;Airball&amp;quot; into the wall above one of the bottom turrets. Then when you press the dpad into the wall, Samus will immediately hit the electricity, and you can hopefully time the unmorph more consistently than if you airball into the turret and try to time the jump press visually. After that, you just need to time the second jump press.&lt;br /&gt;
&lt;br /&gt;
== Slopes ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if Samus is struck by a damage source while Samus is moving forward, damage boosts onto a slope behind her, and activates a shinespark immediately upon landing atop the slope. This is commonly referred to as a &amp;quot;slopespark&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
to-do: explain this better&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|e27GzsrYw3w}}&lt;br /&gt;
&lt;br /&gt;
Below are a few additional examples of slopesparks. The trickiest aspect of performing a slopespark is arguably that, typically, one must frame-perfectly switch from forward to backward, as seen in these clips.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ImFfKojPblU}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Blue Suit Glitch]]&lt;br /&gt;
* [[General Movement]]&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Shinespark_Suit&amp;diff=8600</id>
		<title>Shinespark Suit</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Shinespark_Suit&amp;diff=8600"/>
				<updated>2024-09-09T15:12:08Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A shinespark suit, variously referred to as a '''sparksuit''', '''flashsuit''', or '''spikesuit''', is a glitch that gives Samus an indefinitely-charged [[shinespark]].&lt;br /&gt;
&lt;br /&gt;
It is conceptually similar to the [[Blue Suit Glitch|blue suit glitch]], but grants a shinespark charge that does not expire rather than fixing Samus's dash counter at maximum. Whereas the basis for all methods of generating a blue suit is to interrupt a shinespark, most methods for generating a shinespark suit involve interrupting a [[Crystal Flash]].&lt;br /&gt;
&lt;br /&gt;
Unlike blue suit, the shinespark suit will not be lost when dash is activated with forward movement, or when Samus becomes submerged in sand.&lt;br /&gt;
&lt;br /&gt;
The shinespark suit will be lost if Samus charges and/or activates another shinespark (including crouching while having blue suit), if Samus activates the [[X-Ray Scope]], or if Samus activates a Crystal Flash.&lt;br /&gt;
&lt;br /&gt;
Additionally, neither shinespark suit nor blue suit are preserved through saving the game or death.&lt;br /&gt;
&lt;br /&gt;
Below are a number of ways to perform the yellow suit glitch. All of these can be performed inbounds; however, some may be made easier to set up by involving out of bounds. Methods that require a Crystal Flash to perform will be denoted by &amp;quot;*CF&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The ways in which you can tell if you were successful in performing these methods (without activating the shinespark) include Samus's beam becoming a light gray color and Samus remaining completely solid during periods of invulnerability.&lt;br /&gt;
&lt;br /&gt;
== Draygon *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if [[Draygon]] grabs Samus while she is performing a Crystal Flash.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|rPiZ7dej1Nk}}&lt;br /&gt;
&lt;br /&gt;
Additionally, if Samus performs a Crystal Flash while in Draygon's grasp, it can cause Samus's ammo values to underflow.&lt;br /&gt;
&lt;br /&gt;
Each directional pad input will increase by 1 the amount the ammo type is decreasing by. For example, if you have 10 Missiles upon activating the Crystal Flash, and then perform a single input on the directional pad as the amount of [[Missile|Missiles]] are decreasing, it will cause 11 Missiles to be depleted instead, which will cause the value to underflow to 65535.&lt;br /&gt;
&lt;br /&gt;
The reason the above works is because the game utilizes the same memory address for the reduction in ammo during a Crystal Flash as it does for counting directional pad inputs for Draygon releasing Samus. Basically, the directional pad will increase the value of this address, and the Crystal Flash will decrease it. Draygon will release Samus when the counter reaches 60, and the Crystal Flash will end when the counter has reached zero three times. Upon reaching zero for the first time, the Crystal Flash will begin depleting [[Super Missile|Super Missiles]]. Upon reaching zero for the second time, the Crystal Flash will begin depleting [[Power Bomb|Power Bombs]]. Upon reaching zero for the third time, the Crystal Flash will end.&lt;br /&gt;
&lt;br /&gt;
Because the counter decreases by 1 once every eight frames, it makes it possible to battle back against the counter using the directional pad, and spam inputs until 60 have been performed, resulting in both an ammo underflow and a shinespark suit after Draygon releases Samus.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|o82Vb3UgdcI}}&lt;br /&gt;
&lt;br /&gt;
== Mother Brain *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if [[Mother Brain|Mother Brain's]] rainbow beam strikes Samus while she is performing a Crystal Flash.&lt;br /&gt;
&lt;br /&gt;
The issue with this method is that Samus will not be able to move after performing this method unless X-Ray Scope is activated, which would remove the shinespark suit, or unless Samus is struck by either Mother Brain or one of her attacks.&lt;br /&gt;
&lt;br /&gt;
A neat feature of this method is that when the rainbow beam connects with Samus while she is performing a Crystal Flash, Samus will be granted near-infinite ammo of either one or two types, depending on when the rainbow beam connects with Samus while her ammo is being depleted by the Crystal Flash.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|_q0NN1McWcA}}&lt;br /&gt;
&lt;br /&gt;
== Super Metroid *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if the Super Metroid attaches appropriately to Samus and forces Samus into the crouch pose while she is performing a Crystal Flash. The reason the word &amp;quot;appropriately&amp;quot; is used is because sometimes, this method simply does not work for unknown reasons.&lt;br /&gt;
&lt;br /&gt;
Similar to the previous method, Samus will not be able to move after performing this method unless X-Ray Scope is activated, which would remove the shinespark suit. All in all, this and Ridley (Ceres) *CF are the most limited methods for generating a shinespark suit.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Hs6UR_RPSKo}}&lt;br /&gt;
&lt;br /&gt;
Depending on the timing of the Crystal Flash, the yellow suit glitch may not occur. Instead, the effect of the Crystal Flash will occur immediately after Samus reaches 01 energy, and will free Samus from the Super Metroid's stun upon completion.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|0y89IXyGQF4}}&lt;br /&gt;
&lt;br /&gt;
== Reserve Mode *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if the [[Reserve Tank]] automatic refill occurs while Samus is performing a Crystal Flash under the effects of &amp;quot;Reserve Mode.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The only known procedure for causing &amp;quot;Reserve Mode&amp;quot;, also known as &amp;quot;greyout glitch&amp;quot;, according to Kejardon is the following:&lt;br /&gt;
&lt;br /&gt;
* While X-Ray Scope is highlighted green and at least ~5 Reserve Tank energy is available while the Reserve Tank is set to &amp;quot;Auto&amp;quot;, transition into a room as a creature deals damage to Samus&lt;br /&gt;
* As the transition occurs, press and hold &amp;quot;dash&amp;quot; so that X-Ray Scope is activated post-transition&lt;br /&gt;
&lt;br /&gt;
If performed correctly, the screen should become darker than usual, and should remain that way as long as Samus is in this mode. There may also be some discoloration of the background.&lt;br /&gt;
&lt;br /&gt;
The most useful enemies for producing this mode are those who can continue to move even during a transition taking place, such as [[Zebbo|Zebbos]], and/or those that can still continue to channel damage into Samus during transitions, such as [[Metroid|Metroids]].&lt;br /&gt;
&lt;br /&gt;
The reason at least ~5 energy is a requirement for producing this mode is because otherwise, the energy transfer will occur so fast that the game state that usually occurs, where the game stops for a short time for the energy transfer, will not happen at all.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|52POqq4ncrE}}&lt;br /&gt;
&lt;br /&gt;
== Reserve Mode ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if the Reserve Tank automatic refill occurs when Samus is struck by an enemy while morphed and activates the shinespark on the frame the knockback timer reaches zero under the effects of &amp;quot;Reserve Mode.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|IxCmtvNR1eA}}&lt;br /&gt;
&lt;br /&gt;
== Elevator *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if an elevator is activated on the same frame that a Crystal Flash is activated.&lt;br /&gt;
&lt;br /&gt;
Because one of the required inputs for the Crystal Flash is down on the directional pad, this method is only possible on elevators that will travel downward.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|MZkWR4dy788}}&lt;br /&gt;
&lt;br /&gt;
== Suit Upgrade *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if Samus acquires a suit upgrade on the same frame that a Crystal Flash would activate, and a [[bomb]] is placed accordingly.&lt;br /&gt;
&lt;br /&gt;
The bomb is required to propel Samus and interrupt the Crystal Flash, as otherwise, Samus would begin the Crystal Flash after the suit upgrade animation; however, the Crystal Flash animation would be replaced by the save station animation that occurs when a save file is loaded, except with green electricity.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|BleW62d3Q1U}}&lt;br /&gt;
&lt;br /&gt;
== Ridley (Ceres) ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if [[Ridley|Ridley's]] escape cinematic on Ceres Station occurs while the X-Ray Scope is active, and then a shinespark is activated which results in Samus, before the shinespark would begin travel, coming in contact with the wall she would have otherwise been pushed into.&lt;br /&gt;
&lt;br /&gt;
Coming in contact with the wall in question while not in an active shinespark will remove the knockback property prematurely, making this method no longer possible. Coming in contact with the wall in question while in a traveling shinespark can result in a softlock.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|CAbPPFhmKrQ}}&lt;br /&gt;
&lt;br /&gt;
== Ridley (Ceres) *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if Ridley's escape cinematic on Ceres Station occurs while Samus is performing a Crystal Flash.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|rTyJT3HvytE}}&lt;br /&gt;
&lt;br /&gt;
== Spikes ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if Samus takes damage from a spike or spike-like source (such as electricity) while morphed, unmorphs on either the frame contact is made (&amp;quot;frame 1&amp;quot;) or the frame after (&amp;quot;frame 2&amp;quot;), and activates a shinespark on the last frame of the knockback timer (&amp;quot;frame 10&amp;quot;). This is commonly called a spikesuit, or sometimes a sparksuit, depending on whether the damage source was spikes or electricity (e.g. the sparks left over after breaking the turrets in Draygon's room)&lt;br /&gt;
 &lt;br /&gt;
[http://pastebin.com/qUaVXHpv Please refer to the pastebin linked here for a more in-depth explanation and useful applications].&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|iXm-Z_H-cq0}}&lt;br /&gt;
&lt;br /&gt;
Samus cannot normally perform this method without [[Gravity Suit]] underwater because the knockback timer from contact with a spike or a spike-like source runs out before Samus is able to jump. Contact with spikes will cause a knockback period of 10 frames, and the earliest frame a shinespark can be activated without Gravity Suit underwater from an unmorph is the 18th frame, which does not occur normally. The knockback timer must be a higher value than the earliest frame when a shinespark can be activated in order to generate a shinespark suit with this method.&lt;br /&gt;
&lt;br /&gt;
That being said, a Reserve Tank automatic trigger occurring during an unmorph on spikes will double the knockback timer's amount (from 10 to 20), allowing the &amp;quot;earliest frame when a shinespark can be activated&amp;quot; amount to be reached without Gravity Suit underwater.&lt;br /&gt;
&lt;br /&gt;
As a result of the above, it is possible to perform this method without Gravity Suit underwater if a Reserve Tank and a mild amount of pause abuse are incorporated appropriately.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|LMr1NZyowXs}}&lt;br /&gt;
&lt;br /&gt;
[https://www.twitch.tv/videos/162786960 Galamoz's Spike Suit tutorial]&lt;br /&gt;
&lt;br /&gt;
A spikesuit is commonly attempted in Any% PRKD if runners failed to get Blue Suit when killing Draygon, or if they did get Blue Suit, but want to get Draygon's drops.&lt;br /&gt;
&lt;br /&gt;
This method of obtaining a spikesuit was created by Behemoth: &amp;quot;Airball&amp;quot; into the wall above one of the bottom turrets. Then when you press the dpad into the wall, Samus will immediately hit the electricity, and you can hopefully time the unmorph more consistently than if you airball into the turret and try to time the jump press visually. After that, you just need to time the second jump press.&lt;br /&gt;
&lt;br /&gt;
== Slopes ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if Samus is struck by a damage source while Samus is moving forward, damage boosts onto a slope behind her, and activates a shinespark immediately upon landing atop the slope. This is commonly referred to as a &amp;quot;slopespark&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
to-do: explain this better&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|e27GzsrYw3w}}&lt;br /&gt;
&lt;br /&gt;
Below are a few additional examples of slopesparks. The trickiest aspect of performing a slopespark is arguably that, typically, one must frame-perfectly switch from forward to backward, as seen in these clips.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ImFfKojPblU}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Blue Suit Glitch]]&lt;br /&gt;
* [[General Movement]]&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Spike_suit&amp;diff=8599</id>
		<title>Spike suit</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Spike_suit&amp;diff=8599"/>
				<updated>2024-09-09T15:11:48Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: Redirected page to Shinespark Suit#Spikes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Shinespark Suit#Spikes]]&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Flashsuit&amp;diff=8598</id>
		<title>Flashsuit</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Flashsuit&amp;diff=8598"/>
				<updated>2024-09-09T15:11:24Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: Redirected page to Shinespark Suit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Shinespark Suit]]&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Flashsuit&amp;diff=8597</id>
		<title>Flashsuit</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Flashsuit&amp;diff=8597"/>
				<updated>2024-09-09T15:11:14Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: Redirected page to Shinespark suit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Shinespark suit]]&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Flash_suit&amp;diff=8596</id>
		<title>Flash suit</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Flash_suit&amp;diff=8596"/>
				<updated>2024-09-09T15:10:32Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: Redirected page to Shinespark Suit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Shinespark Suit]]&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Shinespark_Suit&amp;diff=8595</id>
		<title>Shinespark Suit</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Shinespark_Suit&amp;diff=8595"/>
				<updated>2024-09-09T15:10:03Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A shinespark suit, variously referred to as a '''sparksuit''', '''flashsuit''', or '''spikesuit''', is a glitch that gives Samus an indefinitely-charged [[shinespark]].&lt;br /&gt;
&lt;br /&gt;
It is conceptually similar to the [[Blue Suit Glitch|blue suit glitch]], but grants a shinnespark charge that does not expire rather than fixing Samus's dash counter at maximum. Whereas the basis for all methods of generating a blue suit is to interrupt a shinespark, most methods for generating a shinespark suit involve interrupting a [[Crystal Flash]].&lt;br /&gt;
&lt;br /&gt;
Unlike blue suit, the shinespark suit will not be lost when dash is activated with forward movement, or when Samus becomes submerged in sand.&lt;br /&gt;
&lt;br /&gt;
The shinespark suit will be lost if Samus charges and/or activates another shinespark (including crouching while having blue suit), if Samus activates the [[X-Ray Scope]], or if Samus activates a Crystal Flash.&lt;br /&gt;
&lt;br /&gt;
Additionally, neither shinespark suit nor blue suit are preserved through saving the game or death.&lt;br /&gt;
&lt;br /&gt;
Below are a number of ways to perform the yellow suit glitch. All of these can be performed inbounds; however, some may be made easier to set up by involving out of bounds. Methods that require a Crystal Flash to perform will be denoted by &amp;quot;*CF&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The ways in which you can tell if you were successful in performing these methods (without activating the shinespark) include Samus's beam becoming a light gray color and Samus remaining completely solid during periods of invulnerability.&lt;br /&gt;
&lt;br /&gt;
== Draygon *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if [[Draygon]] grabs Samus while she is performing a Crystal Flash.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|rPiZ7dej1Nk}}&lt;br /&gt;
&lt;br /&gt;
Additionally, if Samus performs a Crystal Flash while in Draygon's grasp, it can cause Samus's ammo values to underflow.&lt;br /&gt;
&lt;br /&gt;
Each directional pad input will increase by 1 the amount the ammo type is decreasing by. For example, if you have 10 Missiles upon activating the Crystal Flash, and then perform a single input on the directional pad as the amount of [[Missile|Missiles]] are decreasing, it will cause 11 Missiles to be depleted instead, which will cause the value to underflow to 65535.&lt;br /&gt;
&lt;br /&gt;
The reason the above works is because the game utilizes the same memory address for the reduction in ammo during a Crystal Flash as it does for counting directional pad inputs for Draygon releasing Samus. Basically, the directional pad will increase the value of this address, and the Crystal Flash will decrease it. Draygon will release Samus when the counter reaches 60, and the Crystal Flash will end when the counter has reached zero three times. Upon reaching zero for the first time, the Crystal Flash will begin depleting [[Super Missile|Super Missiles]]. Upon reaching zero for the second time, the Crystal Flash will begin depleting [[Power Bomb|Power Bombs]]. Upon reaching zero for the third time, the Crystal Flash will end.&lt;br /&gt;
&lt;br /&gt;
Because the counter decreases by 1 once every eight frames, it makes it possible to battle back against the counter using the directional pad, and spam inputs until 60 have been performed, resulting in both an ammo underflow and a shinespark suit after Draygon releases Samus.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|o82Vb3UgdcI}}&lt;br /&gt;
&lt;br /&gt;
== Mother Brain *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if [[Mother Brain|Mother Brain's]] rainbow beam strikes Samus while she is performing a Crystal Flash.&lt;br /&gt;
&lt;br /&gt;
The issue with this method is that Samus will not be able to move after performing this method unless X-Ray Scope is activated, which would remove the shinespark suit, or unless Samus is struck by either Mother Brain or one of her attacks.&lt;br /&gt;
&lt;br /&gt;
A neat feature of this method is that when the rainbow beam connects with Samus while she is performing a Crystal Flash, Samus will be granted near-infinite ammo of either one or two types, depending on when the rainbow beam connects with Samus while her ammo is being depleted by the Crystal Flash.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|_q0NN1McWcA}}&lt;br /&gt;
&lt;br /&gt;
== Super Metroid *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if the Super Metroid attaches appropriately to Samus and forces Samus into the crouch pose while she is performing a Crystal Flash. The reason the word &amp;quot;appropriately&amp;quot; is used is because sometimes, this method simply does not work for unknown reasons.&lt;br /&gt;
&lt;br /&gt;
Similar to the previous method, Samus will not be able to move after performing this method unless X-Ray Scope is activated, which would remove the shinespark suit. All in all, this and Ridley (Ceres) *CF are the most limited methods for generating a shinespark suit.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Hs6UR_RPSKo}}&lt;br /&gt;
&lt;br /&gt;
Depending on the timing of the Crystal Flash, the yellow suit glitch may not occur. Instead, the effect of the Crystal Flash will occur immediately after Samus reaches 01 energy, and will free Samus from the Super Metroid's stun upon completion.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|0y89IXyGQF4}}&lt;br /&gt;
&lt;br /&gt;
== Reserve Mode *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if the [[Reserve Tank]] automatic refill occurs while Samus is performing a Crystal Flash under the effects of &amp;quot;Reserve Mode.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The only known procedure for causing &amp;quot;Reserve Mode&amp;quot;, also known as &amp;quot;greyout glitch&amp;quot;, according to Kejardon is the following:&lt;br /&gt;
&lt;br /&gt;
* While X-Ray Scope is highlighted green and at least ~5 Reserve Tank energy is available while the Reserve Tank is set to &amp;quot;Auto&amp;quot;, transition into a room as a creature deals damage to Samus&lt;br /&gt;
* As the transition occurs, press and hold &amp;quot;dash&amp;quot; so that X-Ray Scope is activated post-transition&lt;br /&gt;
&lt;br /&gt;
If performed correctly, the screen should become darker than usual, and should remain that way as long as Samus is in this mode. There may also be some discoloration of the background.&lt;br /&gt;
&lt;br /&gt;
The most useful enemies for producing this mode are those who can continue to move even during a transition taking place, such as [[Zebbo|Zebbos]], and/or those that can still continue to channel damage into Samus during transitions, such as [[Metroid|Metroids]].&lt;br /&gt;
&lt;br /&gt;
The reason at least ~5 energy is a requirement for producing this mode is because otherwise, the energy transfer will occur so fast that the game state that usually occurs, where the game stops for a short time for the energy transfer, will not happen at all.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|52POqq4ncrE}}&lt;br /&gt;
&lt;br /&gt;
== Reserve Mode ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if the Reserve Tank automatic refill occurs when Samus is struck by an enemy while morphed and activates the shinespark on the frame the knockback timer reaches zero under the effects of &amp;quot;Reserve Mode.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|IxCmtvNR1eA}}&lt;br /&gt;
&lt;br /&gt;
== Elevator *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if an elevator is activated on the same frame that a Crystal Flash is activated.&lt;br /&gt;
&lt;br /&gt;
Because one of the required inputs for the Crystal Flash is down on the directional pad, this method is only possible on elevators that will travel downward.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|MZkWR4dy788}}&lt;br /&gt;
&lt;br /&gt;
== Suit Upgrade *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if Samus acquires a suit upgrade on the same frame that a Crystal Flash would activate, and a [[bomb]] is placed accordingly.&lt;br /&gt;
&lt;br /&gt;
The bomb is required to propel Samus and interrupt the Crystal Flash, as otherwise, Samus would begin the Crystal Flash after the suit upgrade animation; however, the Crystal Flash animation would be replaced by the save station animation that occurs when a save file is loaded, except with green electricity.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|BleW62d3Q1U}}&lt;br /&gt;
&lt;br /&gt;
== Ridley (Ceres) ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if [[Ridley|Ridley's]] escape cinematic on Ceres Station occurs while the X-Ray Scope is active, and then a shinespark is activated which results in Samus, before the shinespark would begin travel, coming in contact with the wall she would have otherwise been pushed into.&lt;br /&gt;
&lt;br /&gt;
Coming in contact with the wall in question while not in an active shinespark will remove the knockback property prematurely, making this method no longer possible. Coming in contact with the wall in question while in a traveling shinespark can result in a softlock.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|CAbPPFhmKrQ}}&lt;br /&gt;
&lt;br /&gt;
== Ridley (Ceres) *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if Ridley's escape cinematic on Ceres Station occurs while Samus is performing a Crystal Flash.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|rTyJT3HvytE}}&lt;br /&gt;
&lt;br /&gt;
== Spikes ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if Samus takes damage from a spike or spike-like source (such as electricity) while morphed, unmorphs on either the frame contact is made (&amp;quot;frame 1&amp;quot;) or the frame after (&amp;quot;frame 2&amp;quot;), and activates a shinespark on the last frame of the knockback timer (&amp;quot;frame 10&amp;quot;). This is commonly called a spikesuit, or sometimes a sparksuit, depending on whether the damage source was spikes or electricity (e.g. the sparks left over after breaking the turrets in Draygon's room)&lt;br /&gt;
 &lt;br /&gt;
[http://pastebin.com/qUaVXHpv Please refer to the pastebin linked here for a more in-depth explanation and useful applications].&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|iXm-Z_H-cq0}}&lt;br /&gt;
&lt;br /&gt;
Samus cannot normally perform this method without [[Gravity Suit]] underwater because the knockback timer from contact with a spike or a spike-like source runs out before Samus is able to jump. Contact with spikes will cause a knockback period of 10 frames, and the earliest frame a shinespark can be activated without Gravity Suit underwater from an unmorph is the 18th frame, which does not occur normally. The knockback timer must be a higher value than the earliest frame when a shinespark can be activated in order to generate a shinespark suit with this method.&lt;br /&gt;
&lt;br /&gt;
That being said, a Reserve Tank automatic trigger occurring during an unmorph on spikes will double the knockback timer's amount (from 10 to 20), allowing the &amp;quot;earliest frame when a shinespark can be activated&amp;quot; amount to be reached without Gravity Suit underwater.&lt;br /&gt;
&lt;br /&gt;
As a result of the above, it is possible to perform this method without Gravity Suit underwater if a Reserve Tank and a mild amount of pause abuse are incorporated appropriately.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|LMr1NZyowXs}}&lt;br /&gt;
&lt;br /&gt;
[https://www.twitch.tv/videos/162786960 Galamoz's Spike Suit tutorial]&lt;br /&gt;
&lt;br /&gt;
A spikesuit is commonly attempted in Any% PRKD if runners failed to get Blue Suit when killing Draygon, or if they did get Blue Suit, but want to get Draygon's drops.&lt;br /&gt;
&lt;br /&gt;
This method of obtaining a spikesuit was created by Behemoth: &amp;quot;Airball&amp;quot; into the wall above one of the bottom turrets. Then when you press the dpad into the wall, Samus will immediately hit the electricity, and you can hopefully time the unmorph more consistently than if you airball into the turret and try to time the jump press visually. After that, you just need to time the second jump press.&lt;br /&gt;
&lt;br /&gt;
== Slopes ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if Samus is struck by a damage source while Samus is moving forward, damage boosts onto a slope behind her, and activates a shinespark immediately upon landing atop the slope. This is commonly referred to as a &amp;quot;slopespark&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
to-do: explain this better&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|e27GzsrYw3w}}&lt;br /&gt;
&lt;br /&gt;
Below are a few additional examples of slopesparks. The trickiest aspect of performing a slopespark is arguably that, typically, one must frame-perfectly switch from forward to backward, as seen in these clips.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ImFfKojPblU}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Blue Suit Glitch]]&lt;br /&gt;
* [[General Movement]]&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Sparksuit&amp;diff=8594</id>
		<title>Sparksuit</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Sparksuit&amp;diff=8594"/>
				<updated>2024-09-09T15:09:15Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: Redirected page to Shinespark Suit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Shinespark Suit]]&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Spikesuit&amp;diff=8593</id>
		<title>Spikesuit</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Spikesuit&amp;diff=8593"/>
				<updated>2024-09-09T15:08:55Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: Redirected page to Shinespark Suit#Spikes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Shinespark Suit#Spikes]]&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Yellow_Suit_Glitch&amp;diff=8592</id>
		<title>Yellow Suit Glitch</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Yellow_Suit_Glitch&amp;diff=8592"/>
				<updated>2024-09-09T15:08:20Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: Redirected page to Shinespark Suit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Shinespark Suit]]&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Yellow_Suit_Glitch&amp;diff=8591</id>
		<title>Yellow Suit Glitch</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Yellow_Suit_Glitch&amp;diff=8591"/>
				<updated>2024-09-09T15:07:36Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: Redirected page to Shinespark suit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Shinespark suit]]&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Shinespark_Suit&amp;diff=8590</id>
		<title>Shinespark Suit</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Shinespark_Suit&amp;diff=8590"/>
				<updated>2024-09-09T15:06:53Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A shinespark suit, variously referred to as a '''sparksuit''', '''flashsuit''', or '''spikesuit''', is a glitch that gives Samus an indefinitely-charged [[shinespark].&lt;br /&gt;
&lt;br /&gt;
It is conceptually similar to the [[Blue Suit Glitch|blue suit glitch]], but grants a shinnespark charge that does not expire rather than fixing Samus's dash counter at maximum. Whereas the basis for all methods of generating a blue suit is to interrupt a shinespark, most methods for generating a shinespark suit involve interrupting a [[Crystal Flash]].&lt;br /&gt;
&lt;br /&gt;
Unlike blue suit, the shinespark suit will not be lost when dash is activated with forward movement, or when Samus becomes submerged in sand.&lt;br /&gt;
&lt;br /&gt;
The shinespark suit will be lost if Samus charges and/or activates another shinespark (including crouching while having blue suit), if Samus activates the [[X-Ray Scope]], or if Samus activates a Crystal Flash.&lt;br /&gt;
&lt;br /&gt;
Additionally, neither shinespark suit nor blue suit are preserved through saving the game or death.&lt;br /&gt;
&lt;br /&gt;
Below are a number of ways to perform the yellow suit glitch. All of these can be performed inbounds; however, some may be made easier to set up by involving out of bounds. Methods that require a Crystal Flash to perform will be denoted by &amp;quot;*CF&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The ways in which you can tell if you were successful in performing these methods (without activating the shinespark) include Samus's beam becoming a light gray color and Samus remaining completely solid during periods of invulnerability.&lt;br /&gt;
&lt;br /&gt;
== Draygon *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if [[Draygon]] grabs Samus while she is performing a Crystal Flash.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|rPiZ7dej1Nk}}&lt;br /&gt;
&lt;br /&gt;
Additionally, if Samus performs a Crystal Flash while in Draygon's grasp, it can cause Samus's ammo values to underflow.&lt;br /&gt;
&lt;br /&gt;
Each directional pad input will increase by 1 the amount the ammo type is decreasing by. For example, if you have 10 Missiles upon activating the Crystal Flash, and then perform a single input on the directional pad as the amount of [[Missile|Missiles]] are decreasing, it will cause 11 Missiles to be depleted instead, which will cause the value to underflow to 65535.&lt;br /&gt;
&lt;br /&gt;
The reason the above works is because the game utilizes the same memory address for the reduction in ammo during a Crystal Flash as it does for counting directional pad inputs for Draygon releasing Samus. Basically, the directional pad will increase the value of this address, and the Crystal Flash will decrease it. Draygon will release Samus when the counter reaches 60, and the Crystal Flash will end when the counter has reached zero three times. Upon reaching zero for the first time, the Crystal Flash will begin depleting [[Super Missile|Super Missiles]]. Upon reaching zero for the second time, the Crystal Flash will begin depleting [[Power Bomb|Power Bombs]]. Upon reaching zero for the third time, the Crystal Flash will end.&lt;br /&gt;
&lt;br /&gt;
Because the counter decreases by 1 once every eight frames, it makes it possible to battle back against the counter using the directional pad, and spam inputs until 60 have been performed, resulting in both an ammo underflow and a shinespark suit after Draygon releases Samus.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|o82Vb3UgdcI}}&lt;br /&gt;
&lt;br /&gt;
== Mother Brain *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if [[Mother Brain|Mother Brain's]] rainbow beam strikes Samus while she is performing a Crystal Flash.&lt;br /&gt;
&lt;br /&gt;
The issue with this method is that Samus will not be able to move after performing this method unless X-Ray Scope is activated, which would remove the shinespark suit, or unless Samus is struck by either Mother Brain or one of her attacks.&lt;br /&gt;
&lt;br /&gt;
A neat feature of this method is that when the rainbow beam connects with Samus while she is performing a Crystal Flash, Samus will be granted near-infinite ammo of either one or two types, depending on when the rainbow beam connects with Samus while her ammo is being depleted by the Crystal Flash.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|_q0NN1McWcA}}&lt;br /&gt;
&lt;br /&gt;
== Super Metroid *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if the Super Metroid attaches appropriately to Samus and forces Samus into the crouch pose while she is performing a Crystal Flash. The reason the word &amp;quot;appropriately&amp;quot; is used is because sometimes, this method simply does not work for unknown reasons.&lt;br /&gt;
&lt;br /&gt;
Similar to the previous method, Samus will not be able to move after performing this method unless X-Ray Scope is activated, which would remove the shinespark suit. All in all, this and Ridley (Ceres) *CF are the most limited methods for generating a shinespark suit.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Hs6UR_RPSKo}}&lt;br /&gt;
&lt;br /&gt;
Depending on the timing of the Crystal Flash, the yellow suit glitch may not occur. Instead, the effect of the Crystal Flash will occur immediately after Samus reaches 01 energy, and will free Samus from the Super Metroid's stun upon completion.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|0y89IXyGQF4}}&lt;br /&gt;
&lt;br /&gt;
== Reserve Mode *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if the [[Reserve Tank]] automatic refill occurs while Samus is performing a Crystal Flash under the effects of &amp;quot;Reserve Mode.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The only known procedure for causing &amp;quot;Reserve Mode&amp;quot;, also known as &amp;quot;greyout glitch&amp;quot;, according to Kejardon is the following:&lt;br /&gt;
&lt;br /&gt;
* While X-Ray Scope is highlighted green and at least ~5 Reserve Tank energy is available while the Reserve Tank is set to &amp;quot;Auto&amp;quot;, transition into a room as a creature deals damage to Samus&lt;br /&gt;
* As the transition occurs, press and hold &amp;quot;dash&amp;quot; so that X-Ray Scope is activated post-transition&lt;br /&gt;
&lt;br /&gt;
If performed correctly, the screen should become darker than usual, and should remain that way as long as Samus is in this mode. There may also be some discoloration of the background.&lt;br /&gt;
&lt;br /&gt;
The most useful enemies for producing this mode are those who can continue to move even during a transition taking place, such as [[Zebbo|Zebbos]], and/or those that can still continue to channel damage into Samus during transitions, such as [[Metroid|Metroids]].&lt;br /&gt;
&lt;br /&gt;
The reason at least ~5 energy is a requirement for producing this mode is because otherwise, the energy transfer will occur so fast that the game state that usually occurs, where the game stops for a short time for the energy transfer, will not happen at all.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|52POqq4ncrE}}&lt;br /&gt;
&lt;br /&gt;
== Reserve Mode ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if the Reserve Tank automatic refill occurs when Samus is struck by an enemy while morphed and activates the shinespark on the frame the knockback timer reaches zero under the effects of &amp;quot;Reserve Mode.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|IxCmtvNR1eA}}&lt;br /&gt;
&lt;br /&gt;
== Elevator *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if an elevator is activated on the same frame that a Crystal Flash is activated.&lt;br /&gt;
&lt;br /&gt;
Because one of the required inputs for the Crystal Flash is down on the directional pad, this method is only possible on elevators that will travel downward.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|MZkWR4dy788}}&lt;br /&gt;
&lt;br /&gt;
== Suit Upgrade *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if Samus acquires a suit upgrade on the same frame that a Crystal Flash would activate, and a [[bomb]] is placed accordingly.&lt;br /&gt;
&lt;br /&gt;
The bomb is required to propel Samus and interrupt the Crystal Flash, as otherwise, Samus would begin the Crystal Flash after the suit upgrade animation; however, the Crystal Flash animation would be replaced by the save station animation that occurs when a save file is loaded, except with green electricity.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|BleW62d3Q1U}}&lt;br /&gt;
&lt;br /&gt;
== Ridley (Ceres) ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if [[Ridley|Ridley's]] escape cinematic on Ceres Station occurs while the X-Ray Scope is active, and then a shinespark is activated which results in Samus, before the shinespark would begin travel, coming in contact with the wall she would have otherwise been pushed into.&lt;br /&gt;
&lt;br /&gt;
Coming in contact with the wall in question while not in an active shinespark will remove the knockback property prematurely, making this method no longer possible. Coming in contact with the wall in question while in a traveling shinespark can result in a softlock.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|CAbPPFhmKrQ}}&lt;br /&gt;
&lt;br /&gt;
== Ridley (Ceres) *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if Ridley's escape cinematic on Ceres Station occurs while Samus is performing a Crystal Flash.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|rTyJT3HvytE}}&lt;br /&gt;
&lt;br /&gt;
== Spikes ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if Samus takes damage from a spike or spike-like source (such as electricity) while morphed, unmorphs on either the frame contact is made (&amp;quot;frame 1&amp;quot;) or the frame after (&amp;quot;frame 2&amp;quot;), and activates a shinespark on the last frame of the knockback timer (&amp;quot;frame 10&amp;quot;). This is commonly called a spikesuit, or sometimes a sparksuit, depending on whether the damage source was spikes or electricity (e.g. the sparks left over after breaking the turrets in Draygon's room)&lt;br /&gt;
 &lt;br /&gt;
[http://pastebin.com/qUaVXHpv Please refer to the pastebin linked here for a more in-depth explanation and useful applications].&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|iXm-Z_H-cq0}}&lt;br /&gt;
&lt;br /&gt;
Samus cannot normally perform this method without [[Gravity Suit]] underwater because the knockback timer from contact with a spike or a spike-like source runs out before Samus is able to jump. Contact with spikes will cause a knockback period of 10 frames, and the earliest frame a shinespark can be activated without Gravity Suit underwater from an unmorph is the 18th frame, which does not occur normally. The knockback timer must be a higher value than the earliest frame when a shinespark can be activated in order to generate a shinespark suit with this method.&lt;br /&gt;
&lt;br /&gt;
That being said, a Reserve Tank automatic trigger occurring during an unmorph on spikes will double the knockback timer's amount (from 10 to 20), allowing the &amp;quot;earliest frame when a shinespark can be activated&amp;quot; amount to be reached without Gravity Suit underwater.&lt;br /&gt;
&lt;br /&gt;
As a result of the above, it is possible to perform this method without Gravity Suit underwater if a Reserve Tank and a mild amount of pause abuse are incorporated appropriately.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|LMr1NZyowXs}}&lt;br /&gt;
&lt;br /&gt;
[https://www.twitch.tv/videos/162786960 Galamoz's Spike Suit tutorial]&lt;br /&gt;
&lt;br /&gt;
A spikesuit is commonly attempted in Any% PRKD if runners failed to get Blue Suit when killing Draygon, or if they did get Blue Suit, but want to get Draygon's drops.&lt;br /&gt;
&lt;br /&gt;
This method of obtaining a spikesuit was created by Behemoth: &amp;quot;Airball&amp;quot; into the wall above one of the bottom turrets. Then when you press the dpad into the wall, Samus will immediately hit the electricity, and you can hopefully time the unmorph more consistently than if you airball into the turret and try to time the jump press visually. After that, you just need to time the second jump press.&lt;br /&gt;
&lt;br /&gt;
== Slopes ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if Samus is struck by a damage source while Samus is moving forward, damage boosts onto a slope behind her, and activates a shinespark immediately upon landing atop the slope. This is commonly referred to as a &amp;quot;slopespark&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
to-do: explain this better&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|e27GzsrYw3w}}&lt;br /&gt;
&lt;br /&gt;
Below are a few additional examples of slopesparks. The trickiest aspect of performing a slopespark is arguably that, typically, one must frame-perfectly switch from forward to backward, as seen in these clips.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ImFfKojPblU}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Blue Suit Glitch]]&lt;br /&gt;
* [[General Movement]]&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Flash_suit&amp;diff=8587</id>
		<title>Flash suit</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Flash_suit&amp;diff=8587"/>
				<updated>2024-09-07T23:08:33Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: Redirected page to Yellow Suit Glitch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Yellow Suit Glitch]]&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Post_Load_Modification&amp;diff=8578</id>
		<title>Post Load Modification</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Post_Load_Modification&amp;diff=8578"/>
				<updated>2024-09-01T18:07:15Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Post Load Modification, or '''PLM''', is an object that the game loads in a room after loading tiles and enemies. These are generally objects that Samus can interact with and change some aspect of the room state. Examples include bomb, speed, and crumble blocks, scroll blocks, and green and blue gates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each block type used in the game is one of sixteen types:&amp;lt;br&amp;gt;&lt;br /&gt;
0: Air&amp;lt;br&amp;gt;&lt;br /&gt;
1: Slope&amp;lt;br&amp;gt;&lt;br /&gt;
2: Spike air&amp;lt;br&amp;gt;&lt;br /&gt;
3: Special air&amp;lt;br&amp;gt;&lt;br /&gt;
4: Shootable air&amp;lt;br&amp;gt;&lt;br /&gt;
5: Horizontal extension&amp;lt;br&amp;gt;&lt;br /&gt;
6: Unused air&amp;lt;br&amp;gt;&lt;br /&gt;
7: Bombable air&amp;lt;br&amp;gt;&lt;br /&gt;
8: Solid block&amp;lt;br&amp;gt;&lt;br /&gt;
9: Door block&amp;lt;br&amp;gt;&lt;br /&gt;
Ah: Spike block&amp;lt;br&amp;gt;&lt;br /&gt;
Bh: Special block&amp;lt;br&amp;gt;&lt;br /&gt;
Ch: Shootable block&amp;lt;br&amp;gt;&lt;br /&gt;
Dh: Vertical extension&amp;lt;br&amp;gt;&lt;br /&gt;
Eh: Grapple block&amp;lt;br&amp;gt;&lt;br /&gt;
Fh: Bombable block&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Door&amp;diff=8577</id>
		<title>Door</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Door&amp;diff=8577"/>
				<updated>2024-09-01T18:04:11Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: Created page with &amp;quot;Please excuse our appearance&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Evirs_under_construction.png|Please excuse our appearance]]&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Doors&amp;diff=8576</id>
		<title>Doors</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Doors&amp;diff=8576"/>
				<updated>2024-09-01T18:04:05Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: Redirected page to Door&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Door]]&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Post_Load_Modifications&amp;diff=8575</id>
		<title>Post Load Modifications</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Post_Load_Modifications&amp;diff=8575"/>
				<updated>2024-09-01T18:02:40Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: Redirected page to Post Load Modification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Post Load Modification]]&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Post_Load_Modification&amp;diff=8574</id>
		<title>Post Load Modification</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Post_Load_Modification&amp;diff=8574"/>
				<updated>2024-09-01T18:02:27Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: Created page with &amp;quot;A Post Load Modification, or '''PLM''', is an object that the game loads in a room after loading tiles and enemies. These are generally objects that Samus can interact with an...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Post Load Modification, or '''PLM''', is an object that the game loads in a room after loading tiles and enemies. These are generally objects that Samus can interact with and change some aspect of the room state. Examples include bomb, speed, and crumble blocks, shot blocks (including super missile and power bomb blocks), scroll blocks, and green and blue gates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each block type used in the game is one of sixteen types:&amp;lt;br&amp;gt;&lt;br /&gt;
0: Air&amp;lt;br&amp;gt;&lt;br /&gt;
1: Slope&amp;lt;br&amp;gt;&lt;br /&gt;
2: Spike air&amp;lt;br&amp;gt;&lt;br /&gt;
3: Special air&amp;lt;br&amp;gt;&lt;br /&gt;
4: Shootable air&amp;lt;br&amp;gt;&lt;br /&gt;
5: Horizontal extension&amp;lt;br&amp;gt;&lt;br /&gt;
6: Unused air&amp;lt;br&amp;gt;&lt;br /&gt;
7: Bombable air&amp;lt;br&amp;gt;&lt;br /&gt;
8: Solid block&amp;lt;br&amp;gt;&lt;br /&gt;
9: Door block&amp;lt;br&amp;gt;&lt;br /&gt;
Ah: Spike block&amp;lt;br&amp;gt;&lt;br /&gt;
Bh: Special block&amp;lt;br&amp;gt;&lt;br /&gt;
Ch: Shootable block&amp;lt;br&amp;gt;&lt;br /&gt;
Dh: Vertical extension&amp;lt;br&amp;gt;&lt;br /&gt;
Eh: Grapple block&amp;lt;br&amp;gt;&lt;br /&gt;
Fh: Bombable block&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=PLM&amp;diff=8573</id>
		<title>PLM</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=PLM&amp;diff=8573"/>
				<updated>2024-09-01T18:01:34Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: Redirected page to Post Load Modification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Post_Load_Modification]]&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=PLM&amp;diff=8572</id>
		<title>PLM</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=PLM&amp;diff=8572"/>
				<updated>2024-09-01T18:01:00Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT:Post_Load_Modification&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=PLM&amp;diff=8571</id>
		<title>PLM</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=PLM&amp;diff=8571"/>
				<updated>2024-09-01T18:00:50Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: Created page with &amp;quot;##REDIRECT:Post_Load_Modification&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;##REDIRECT:Post_Load_Modification&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Post_Load_Modifications&amp;diff=8570</id>
		<title>Post Load Modifications</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Post_Load_Modifications&amp;diff=8570"/>
				<updated>2024-09-01T17:53:46Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Post Load Modifications, or '''PLMs''', are objects that the game loads in a room after loading tiles and enemies. They are generally objects that Samus can interact with and change some aspect of the room state. Examples include bomb, speed, and crumble blocks, shot blocks (including super missile and power bomb blocks), scroll blocks, and green and blue gates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each block type used in the game is one of sixteen types:&amp;lt;br&amp;gt;&lt;br /&gt;
0: Air&amp;lt;br&amp;gt;&lt;br /&gt;
1: Slope&amp;lt;br&amp;gt;&lt;br /&gt;
2: Spike air&amp;lt;br&amp;gt;&lt;br /&gt;
3: Special air&amp;lt;br&amp;gt;&lt;br /&gt;
4: Shootable air&amp;lt;br&amp;gt;&lt;br /&gt;
5: Horizontal extension&amp;lt;br&amp;gt;&lt;br /&gt;
6: Unused air&amp;lt;br&amp;gt;&lt;br /&gt;
7: Bombable air&amp;lt;br&amp;gt;&lt;br /&gt;
8: Solid block&amp;lt;br&amp;gt;&lt;br /&gt;
9: Door block&amp;lt;br&amp;gt;&lt;br /&gt;
Ah: Spike block&amp;lt;br&amp;gt;&lt;br /&gt;
Bh: Special block&amp;lt;br&amp;gt;&lt;br /&gt;
Ch: Shootable block&amp;lt;br&amp;gt;&lt;br /&gt;
Dh: Vertical extension&amp;lt;br&amp;gt;&lt;br /&gt;
Eh: Grapple block&amp;lt;br&amp;gt;&lt;br /&gt;
Fh: Bombable block&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Post_Load_Modifications&amp;diff=8569</id>
		<title>Post Load Modifications</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Post_Load_Modifications&amp;diff=8569"/>
				<updated>2024-09-01T17:53:22Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Post Load Modifications, or '''PLMs''', are objects that the game loads in a room after loading tiles and enemies. They are generally objects that Samus can interact with and change some aspect of the room state. Examples include bomb, speed, and crumble blocks, scroll blocks, and green and blue gates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each block type used in the game is one of sixteen types:&amp;lt;br&amp;gt;&lt;br /&gt;
0: Air&amp;lt;br&amp;gt;&lt;br /&gt;
1: Slope&amp;lt;br&amp;gt;&lt;br /&gt;
2: Spike air&amp;lt;br&amp;gt;&lt;br /&gt;
3: Special air&amp;lt;br&amp;gt;&lt;br /&gt;
4: Shootable air&amp;lt;br&amp;gt;&lt;br /&gt;
5: Horizontal extension&amp;lt;br&amp;gt;&lt;br /&gt;
6: Unused air&amp;lt;br&amp;gt;&lt;br /&gt;
7: Bombable air&amp;lt;br&amp;gt;&lt;br /&gt;
8: Solid block&amp;lt;br&amp;gt;&lt;br /&gt;
9: Door block&amp;lt;br&amp;gt;&lt;br /&gt;
Ah: Spike block&amp;lt;br&amp;gt;&lt;br /&gt;
Bh: Special block&amp;lt;br&amp;gt;&lt;br /&gt;
Ch: Shootable block&amp;lt;br&amp;gt;&lt;br /&gt;
Dh: Vertical extension&amp;lt;br&amp;gt;&lt;br /&gt;
Eh: Grapple block&amp;lt;br&amp;gt;&lt;br /&gt;
Fh: Bombable block&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Post_Load_Modifications&amp;diff=8568</id>
		<title>Post Load Modifications</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Post_Load_Modifications&amp;diff=8568"/>
				<updated>2024-09-01T17:53:11Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Post Load Modifications, or '''PLMs''', are objects that the game loads in a room after loading tiles and enemies. They are generally objects that Samus can interact with and change some aspect of the room state. Examples include bomb, speed, and crumble blocks, scroll blocks, and green and blue gates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each block type used in the game is one of sixteen types:&lt;br /&gt;
0: Air&amp;lt;br&amp;gt;&lt;br /&gt;
1: Slope&amp;lt;br&amp;gt;&lt;br /&gt;
2: Spike air&amp;lt;br&amp;gt;&lt;br /&gt;
3: Special air&amp;lt;br&amp;gt;&lt;br /&gt;
4: Shootable air&amp;lt;br&amp;gt;&lt;br /&gt;
5: Horizontal extension&amp;lt;br&amp;gt;&lt;br /&gt;
6: Unused air&amp;lt;br&amp;gt;&lt;br /&gt;
7: Bombable air&amp;lt;br&amp;gt;&lt;br /&gt;
8: Solid block&amp;lt;br&amp;gt;&lt;br /&gt;
9: Door block&amp;lt;br&amp;gt;&lt;br /&gt;
Ah: Spike block&amp;lt;br&amp;gt;&lt;br /&gt;
Bh: Special block&amp;lt;br&amp;gt;&lt;br /&gt;
Ch: Shootable block&amp;lt;br&amp;gt;&lt;br /&gt;
Dh: Vertical extension&amp;lt;br&amp;gt;&lt;br /&gt;
Eh: Grapple block&amp;lt;br&amp;gt;&lt;br /&gt;
Fh: Bombable block&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Post_Load_Modifications&amp;diff=8567</id>
		<title>Post Load Modifications</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Post_Load_Modifications&amp;diff=8567"/>
				<updated>2024-09-01T17:51:55Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Post Load Modifications, or '''PLMs''', are objects that the game loads in a room after loading tiles and enemies. They are generally objects that Samus can interact with and change some aspect of the room state. Examples include bomb, speed, and crumble blocks, scroll blocks, and green and blue gates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each block type used in the game is one of sixteen types:&lt;br /&gt;
0: Air&lt;br /&gt;
1: Slope&lt;br /&gt;
2: Spike air&lt;br /&gt;
3: Special air&lt;br /&gt;
4: Shootable air&lt;br /&gt;
5: Horizontal extension&lt;br /&gt;
6: Unused air&lt;br /&gt;
7: Bombable air&lt;br /&gt;
8: Solid block&lt;br /&gt;
9: Door block&lt;br /&gt;
Ah: Spike block&lt;br /&gt;
Bh: Special block&lt;br /&gt;
Ch: Shootable block&lt;br /&gt;
Dh: Vertical extension&lt;br /&gt;
Eh: Grapple block&lt;br /&gt;
Fh: Bombable block&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Post_Load_Modifications&amp;diff=8566</id>
		<title>Post Load Modifications</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Post_Load_Modifications&amp;diff=8566"/>
				<updated>2024-09-01T17:50:33Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: Created page with &amp;quot;Post Load Modifications, or '''PLMs''', are objects that the game loads in a room after loading tiles and enemies. They are generally objects that Samus can interact with and...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Post Load Modifications, or '''PLMs''', are objects that the game loads in a room after loading tiles and enemies. They are generally objects that Samus can interact with and change some aspect of the room state. Examples include bomb, speed, and crumble blocks, scroll blocks, and green and blue gates.&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Draygon&amp;diff=8565</id>
		<title>Draygon</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Draygon&amp;diff=8565"/>
				<updated>2024-09-01T17:25:10Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Boss info&lt;br /&gt;
|title=Draygon&lt;br /&gt;
|image=Draygon.png&lt;br /&gt;
|location=[[Draygon's Room]], [[Maridia]]&lt;br /&gt;
|health=6000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Most top Super Metroid runners would agree that Draygon is overall the toughest fight to execute completely properly, especially in runs. Any missed timing during the fight can lead to disaster. Do not become discouraged if your ability to execute the fight well feels semi-consistent at best. Simply keep practicing and learning.&lt;br /&gt;
&lt;br /&gt;
= General Information =&lt;br /&gt;
&lt;br /&gt;
Draygon has 6000 hit points, and her underbelly will change color based on her remaining health:&lt;br /&gt;
&lt;br /&gt;
[[File:Draygon_health_thresholds.png|600px|The HP thresholds where Draygon changes color]]&lt;br /&gt;
&lt;br /&gt;
Draygon's core is vulnerable to [[Missile|Missiles]], [[Super Missile|Super Missiles]], [[Charge Beam|charged shots]], and [[Charge Beam Combos|special beam attacks]].&lt;br /&gt;
&lt;br /&gt;
Draygon is vulnerable to [[shinespark]], [[Pseudo Screw Attack|pseudo-Screw]], and electricity.&lt;br /&gt;
&lt;br /&gt;
Draygon will always begin the fight by swooping from the left to the right.&lt;br /&gt;
&lt;br /&gt;
Draygon will either swoop again or spray mucus after a swoop cycle.&lt;br /&gt;
&lt;br /&gt;
Draygon will never do two mucus cycles back-to-back.&lt;br /&gt;
&lt;br /&gt;
Any part of Draygon's body will deal 40 / 80 / 160 damage to [[Gravity Suit]] / [[Varia Suit]] / [[Power Suit]] Samus, respectively.&lt;br /&gt;
&lt;br /&gt;
Draygon's turrets will deal 32 / 64 / 128 damage with their shots, 4 / 8 / 16 damage when their electricity is touched by Samus's body, and will drain 1 energy per 4 frames / 1 energy per 2 frames / 1 energy per frame when their electricity is touched by Samus's [[Grapple Beam]], to Gravity Suit / Varia Suit / Power Suit Samus, respectively.&lt;br /&gt;
&lt;br /&gt;
= Interactions =&lt;br /&gt;
&lt;br /&gt;
== Swoop ==&lt;br /&gt;
&lt;br /&gt;
Draygon's swoops can be completely avoided by staying morphed on the ground in one location.&lt;br /&gt;
&lt;br /&gt;
As Draygon's health lowers, the speed of her swoops will increase.&lt;br /&gt;
&lt;br /&gt;
Draygon will appear to swoop much faster (roughly two seconds faster) after a left-to-right mucus cycle than vice-versa.&lt;br /&gt;
&lt;br /&gt;
Draygon's swoops can be taken advantage of by firing into her core as she swings down, then morphing afterward to avoid the swoop, and repeating this process until the swooping ceases. Draygon will be more prone to taking damage in this manner earlier into the fight as Draygon's swooping speed will not be as high.&lt;br /&gt;
&lt;br /&gt;
== Mucus ==&lt;br /&gt;
&lt;br /&gt;
Draygon will release mucus when she becomes visible during this cycle, moving somewhat slowly across the screen while bobbing slightly up and down. This means you will want to be as close to Draygon as possible during the beginning of this cycle so that the mucus spray ends as early as possible.&lt;br /&gt;
&lt;br /&gt;
Draygon can give indications of her performing a mucus cycle after a swoop. She will take longer to appear on-screen compared to a swoop, and will make a noise every time she produces a mucus particle.&lt;br /&gt;
&lt;br /&gt;
Draygon's mucus cycles will last the same amount of time regardless of her health.&lt;br /&gt;
&lt;br /&gt;
Draygon's mucus [[Enemies#Bosses|will drop items]] when destroyed by beams, Missiles, or Super Missiles.&lt;br /&gt;
&lt;br /&gt;
[[Power Bomb|Power Bombs]] will destroy all mucus particles within the explosion; however, they will not drop items when destroyed in this manner.&lt;br /&gt;
&lt;br /&gt;
If you are afflicted by a mucus particle, you can remove it with a pseudo-Screw, [[Screw Attack]], [[Blue Suit Glitch|blue suit]], or shinespark. Draygon will immediately fly directly upwards if this occurs. Alternatively, such as situations where you cannot charge a pseudo-Screw in time, you can try [[damage boosting]] off of an exposed turret and/or walljumping away from Draygon until the mucus particle fades.&lt;br /&gt;
&lt;br /&gt;
Draygon's mucus particles will linger for a short period of frames after they have been shot - an indication of this is if you shoot a particle and immediately run into its location, you should appear to have taken a hit. This does not cause damage to Samus, however.&lt;br /&gt;
&lt;br /&gt;
== Grab ==&lt;br /&gt;
&lt;br /&gt;
Draygon will move towards you and attempt to grab you when afflicted by a mucus particle. If the particle disappears, Draygon will fly directly upwards, and then swoop from the left.&lt;br /&gt;
&lt;br /&gt;
Draygon moves upward in a spiral that will become more violent as the upwards movement progresses and will randomly strike Samus with her tail. Mashing on the directional pad will eventually free Samus from the grab, after 60 directional pad inputs have occurred. At the end of the spiral, Draygon will strike Samus multiple times before freeing her, so it is important to force yourself free before this occurs.&lt;br /&gt;
&lt;br /&gt;
Draygon will not always attempt to grab you if you become afflicted by a mucus particle. Sometimes, Draygon will not attempt to grab you if you become afflicted right at the end of Draygon's mucus spray.&lt;br /&gt;
&lt;br /&gt;
If Draygon grabs onto you, you can use the Grapple Beam on an exposed turret to damage Draygon. This is the second fastest method to killing Draygon (third if you include [[GT Classic]]'s method). Electricity will deal 256 damage to Draygon in a 16-8-8-8 pattern, meaning that in a series of four, the first 256 damage will happen after 16 frames of conductivity, and the remaining three will happen after 8 frames of conductivity. If Draygon is at full health, it will take 238 frames (3.97 seconds) for Draygon to be defeated in this manner. It is easier to grab onto the exposed turrets on the left side with Grapple Beam. If Draygon has returned to the center of the room with Samus and has begun spinning around, it is not possible to grab onto the lower right exposed turret, and the upper right exposed turret can be quite difficult to grab onto, even if you aim at it from above by angling down.&lt;br /&gt;
&lt;br /&gt;
== Death ==&lt;br /&gt;
&lt;br /&gt;
Draygon's corpse can still act as a source of damage for a short period of time after her demise, and this short period can be reset depending on how Samus interacts with Draygon's corpse.&lt;br /&gt;
&lt;br /&gt;
Draygon's corpse must float to the horizontal center of the room before the death animation can proceed. Finishing the fight while Draygon is closer to the center of the room can save time as seen below:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|zMpNVWTZc8U}}&lt;br /&gt;
&lt;br /&gt;
If Draygon dies while considered off-screen on the left side, this will cause Draygon to, instead of sinking back into the center of the sand, move across the entire out of bounds area until she has looped back to the area. She will continue moving left as a corpse until she has looped back to the right, then sink into the sand as she should. Because of how enormous of an area the out of bounds is, this process takes approximately 18 minutes and 10 seconds.&lt;br /&gt;
&lt;br /&gt;
This video shows the wait for Draygon to return in full:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|GpST4TpXweM}}&lt;br /&gt;
&lt;br /&gt;
== Turret ==&lt;br /&gt;
&lt;br /&gt;
Draygon's turrets have 300 health each and can only be destroyed by Missiles or Super Missiles.&lt;br /&gt;
&lt;br /&gt;
Every 64 frames, the turret firing routine will randomly select one of the four turrets to charge and fire a shot. Since one of the turrets is inactive and cannot shoot, 25% of the time no turret will shoot. As more turrets are destroyed, those too will be considered inactive and unable to shoot, thus increasing the number of 64 frames intervals where no shots are fired. &lt;br /&gt;
&lt;br /&gt;
The turrets will fire much less often during mucus cycles.&lt;br /&gt;
&lt;br /&gt;
A turret will determine, based on Samus's current position on the frame it begins charging a shot, where to aim the shot. In other words, the turrets will attempt to anticipate Samus's movement and fire accordingly.&lt;br /&gt;
&lt;br /&gt;
= Categories = &lt;br /&gt;
&lt;br /&gt;
== Any% (Beginner) ==&lt;br /&gt;
&lt;br /&gt;
Consider retrieving extra Super Missiles before reaching Botwoon. Although [[Any%]] will always acquire the [[List_of_Super_Missiles#Wrecked_Ship_1|Wrecked Ship (Left) Super Missile pack]], you can also acquire the [[List_of_Super_Missiles#Wrecked_Ship_2|pack to the right of that location]], as well as the &amp;quot;[[List_of_Super_Missiles#Maridia_1|Crab Supers]]&amp;quot; stowed away to the left of the [[Mt. Everest|Maridian mountain]] (a.k.a. &amp;quot;Mount Doom&amp;quot;) that are accessed through a hidden morph tunnel, or the [[List_of_Super_Missiles#Maridia_2|pack in the upper right corner of]] [[Aqueduct]]. If you only want one or two of these packs, the Maridia packs are similar in speed to each other, and both are faster to obtain than the Wrecked Ship (Right) pack; however, acquiring the Aqueduct pack by itself would involve a tight jump over the nearby Missile pack, assuming you did not want to obtain it.&lt;br /&gt;
&lt;br /&gt;
After Botwoon, you can then fill up on Super Missiles from the fish ([[Zoa]]) on the right side of the [[Botwoon Energy Tank Room]].&lt;br /&gt;
&lt;br /&gt;
Enter Draygon's room, and use Missiles to destroy the three turrets. Make sure all of your beams are enabled ([[Charge Beam|Charge]], [[Ice Beam|Ice]], [[Wave Beam|Wave]], and [[Spazer]] if obtained). Generate a charge with the beam and hold angle up while crouched in the center of the room, facing left. When Draygon swoops, fire the charge shot into her core, immediately morph, unmorph after Draygon passes by, charge the beam up again, and face right while crouched and holding angle up. Repeat this process alternating between directions until a mucus cycle.&lt;br /&gt;
&lt;br /&gt;
A variation of the above strat can follow the charge shot with missiles and super missiles to significantly increase the damage done to Draygon during the first swoop. After destroying the turrets, stand near the right side of the room and charge a shot. When the last Evir in the background disappears, release the charge shot, then move forward slightly, crouch, and begin firing missiles. Once Draygon gets close, switch to supers and fire one, then turn around, move right, and fire two more as she swoops over Samus. Afterwards, continue the fight as normal. Done properly, this opener can deal comparable damage to a shinespark, but with significantly less risk:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|dNuGOX6Bt7o}}&lt;br /&gt;
&lt;br /&gt;
As explained previously, there will be both a visual and auditory indicator for the mucus cycle. Lay a Power Bomb near Draygon, then retreat a short distance. After the Power Bomb clears away the mucus, you can freely deposit your ballistics (primarily Super Missiles) into Draygon's core.&lt;br /&gt;
&lt;br /&gt;
If you do not wish to Power Bomb the mucus, or have ran out of Power Bombs, you can also farm the mucus for drops (including Power Bombs). Have Draygon appear on-screen to begin the mucus cycle, then run to the opposite corner and begin firing uncharged beam shots at Draygon's direction. Performing short hops in-between shots should provide additional vertical coverage. Once mucus has been cleared, you should have a chance to get in a few Missiles or Super Missiles before needing to roll under Draygon.&lt;br /&gt;
&lt;br /&gt;
If your health becomes low, you can always morph on top of the sand to avoid swoops and then farm or roll away from mucus.&lt;br /&gt;
&lt;br /&gt;
== Any% (Intermediate) ==&lt;br /&gt;
&lt;br /&gt;
A shinespark opener without the X-Factor used in the optimal strategy can still do 2250 damage. After this, you can go to the side of Draygon's room that she will appear from, and if you hear the mucus cycle start, you can run to the opposite corner. If you're starting to incorporate other shinesparks into the fight, you can charge one at this time. If you fail to charge the spark, or choose not to, then you can shoot the mucus. Since you started the mucus as early as possible during the cycle, this will give you much more time to fire off ordnance after she stops firing mucus. You can also open the damage with a charge shot, jumping over the last of the mucus.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|7kS36bJJLOM}}&lt;br /&gt;
&lt;br /&gt;
If you spark through Draygon's head from left to right during a right-to-left mucus cycle, you can damage boost off of the bottom right turret to a nice position to fire off missiles upward as you move with her.&lt;br /&gt;
&lt;br /&gt;
If you have Ice/Wave/Spazer equipped and land the shot at the start of the goo phase, or if you have Super Missiles still available, it's possible to kill Draygon during this ballistic phase. Given that Blue Suit only saves a few seconds in Any% KPDR, this might be preferable for some runners compared with waiting to kill Draygon with a spark on a later phase, especially with the health saved in the process.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|kM6gws7VC5M}}&lt;br /&gt;
&lt;br /&gt;
It's also possible to kill Draygon with three shinesparks and no other damage, but with the ideal Draygon patterns it's only faster if you're able to do two shinesparks in the goo phase, which is very difficult.&lt;br /&gt;
&lt;br /&gt;
== Any% (Optimal) ==&lt;br /&gt;
&lt;br /&gt;
One way to perform the [https://archive.org/download/DeanydBosses/DraygonAny.mp4 optimal opener] for the Draygon fight is the following:&lt;br /&gt;
&lt;br /&gt;
* With Power Bombs selected, begin moving forward to [[Short Charge|shortcharge]] a shinespark once the Evirs reach this location: [[File:Drayopener1_v2.png]]&lt;br /&gt;
&lt;br /&gt;
* Begin charging the beam once Samus reaches this location (on top of the claw): [[File:Drayopener2.png]]&lt;br /&gt;
&lt;br /&gt;
* After charging the shinespark (once it is possible to do so), have Samus be around this position as the [[Charge_Beam_Combos#Wave_Shield|X-Factor]] is produced: [[File:Drayopener3.png]]&lt;br /&gt;
&lt;br /&gt;
* Once the X-Factor crosses through Samus, perform a medium [[spinjump]] to the right&lt;br /&gt;
&lt;br /&gt;
* Activate the shinespark, and after a short wait (around a quarter of a second), shinespark towards the left&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When executed properly, the opener should deal around 3000 damage to Draygon, with the maximum normally being 3450 as shown by the example video. [https://www.twitch.tv/videos/27381557 A few runners (video by StaticNine) have hit for 3600], [https://youtu.be/rwBokkdWL7Y?t=360 ShinyZeni has a setup that will do this much damage optimally consistently]&lt;br /&gt;
&lt;br /&gt;
There are a number of ways to perform the actions above with different visual, or even auditory, cues. If you happen to find something that works better for you, use it!&lt;br /&gt;
&lt;br /&gt;
Afterward, two shinesparks should finish Draygon off. Ideally, you would be given a mucus cycle right after the initial swoop, so that you can charge the first of the two shinesparks right before Draygon floats on-screen, and charge the second right after Draygon is done spraying mucus, leaving just enough time to jump and activate it in front of Draygon. This is what is sometimes referred to as &amp;quot;two with blue&amp;quot; (explained in Mackemagi's tutorial at the bottom of the page), which means Draygon is defeated in only two rounds total (one swoop, one mucus).&lt;br /&gt;
&lt;br /&gt;
Draygon's body is made of four distinct hitboxes. An optimal shinespark will hit both the top and upper-middle hitboxes to maximize the number of frames that Samus is passing through Draygon.&lt;br /&gt;
&lt;br /&gt;
[[File:Draygon_Hitboxes.png]]&lt;br /&gt;
&lt;br /&gt;
A potentially faster alternative to performing three shinesparks is to perform two shinesparks and utilize ballistics (primarily Super Missiles) instead of performing a third shinespark. It has the potential to conserve energy at the expense of ammunition, and can guarantee at least a three round kill independent of patterns provided.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|6dxlshQM5vo}}&lt;br /&gt;
&lt;br /&gt;
Finishing Draygon while in an active shinespark can gift Samus with a blue suit that can be carried to and used at the [[Colosseum]] to save substantial time in Any% PRKD, or a few seconds in Any% KPDR. [[Blue Suit Glitch#Draygon|Read more about this here]].&lt;br /&gt;
&lt;br /&gt;
Attempting to finish off Draygon with a shinespark comes with a risk from Draygon's &amp;quot;[http://chain.spazer.link/ chain damage]&amp;quot; effect. This occurs when Samus dies while inside the hitbox of Draygon('s corpse) with blue suit - Draygon will continue dealing damage to Samus until she has exited her hitbox due to the blue suit, which is worsened by blue suit causing Samus to have a much lower invulnerability period than normal. Due to this, it is risky to attempt to shinespark Draygon to finish her off when under a tank of energy and/or in the back of her head, as Draygon will then move backwards into a Samus that was attempting to move forward through Draygon, typically producing a nasty result. Letting go of the dpad can help avoid Samus being damage boosted further inside Draygon's hitbox, while aiming down can [[Hitbox Manipulation|compress Samus' hitbox]], sometimes causing fewer rounds of chain damage to occur.&lt;br /&gt;
&lt;br /&gt;
Because Blue Suit requires the Dash value to be 0, you can avoid chain damage by killing Draygon with a shinespark after dashing, with no turnaround. This means no Blue Suit to get across [[Colosseum]], but it does at least allow you to finish the fight quickly and survive.&lt;br /&gt;
&lt;br /&gt;
If you fail to gain blue suit after Draygon dies, you can attempt a possible, but rather difficult to execute, backup option known as the &amp;quot;[[Yellow Suit Glitch#Spikes|spikesuit]].&amp;quot; Runners will sometimes choose to turn their Blue Suit into a Spikesuit in order to grab Draygon's drops with minimal time loss, but this carries the risk of losing the Blue Suit if they hit the &amp;quot;bad frame&amp;quot; when attempting it.&lt;br /&gt;
&lt;br /&gt;
This information also applies to the 100% categories.&lt;br /&gt;
&lt;br /&gt;
For [[Any% PRKD]], because of the time save from skipping [[Space Jump]], as well as the time save from skipping Draygon's drops, you want to be more conscious of your energy so that you survive the fight with over 135 energy, along with a blue suit. Having less than 135 energy will cause the shinespark from the blue suit to stop at an earlier point in its flight back across the Colosseum. In the event you have too low of health to reasonably use the blue suit, you will want to acquire Draygon's drops before performing a [[Gravity Jump]] to escape Draygon's chamber. Otherwise, you will want to perform an infinite bomb jump as soon as Draygon perishes to reach the upper door as it unlocks, as it is a bit faster than gravitation jumping due to pausing not being required. If your health is close to critically low, then assuming you have enough time to do so, it may be wise to damage yourself against the electricity of Draygon's turrets to bring your health into the critical amount (below 30) such that a &amp;quot;health bomb&amp;quot; is forced for Draygon's drops.&lt;br /&gt;
&lt;br /&gt;
=== Raindance ===&lt;br /&gt;
&lt;br /&gt;
An alternate setup for the X-factor starts on the left side, and uses visual cues to time the shot well before you short-charge. Read the description of the video for an explanation of the cues.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|tcH3yLqsBLE}}&lt;br /&gt;
&lt;br /&gt;
=== 2 X-Factor ===&lt;br /&gt;
&lt;br /&gt;
This video goes over a setup for a second X-factor, which reduces the reliance on other types of ammo. This can make the fight less reliant on drops after Botwoon, and can conserve Supers for Tourian in Any% PRKD.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|e1l1Z8Iimic}}&lt;br /&gt;
&lt;br /&gt;
== 14% Ice ==&lt;br /&gt;
&lt;br /&gt;
The optimal opener to use against Draygon is to wait on the edge of the left ledge (next to the Space Jump door), then generate an [[Ice Shield]] and morph. Once the first Ice particle connects with Draygon's core, hold right to roll off the ledge, and the remaining particles should connect with Draygon's core without you taking damage from the swoop. You can continue using Ice Shield throughout the fight after mucus cycles.&lt;br /&gt;
&lt;br /&gt;
An efficient way to punish swoops is by using a pseudo-Screw. 200 damage is significant compared to the 90 damage from charged Ice Beam that will, as the fight progresses, be harder to incorporate. Pseudo-Screws will allow you to conserve your Missiles and Super Missiles for the ends of mucus cycles, where Draygon will be moving slowly without protection. Pseudo-Screws consume 40 energy per application, but your energy is mostly free to expend during the fight, as you should receive it back either from Draygon's drops, the Zebbos that spawn at the [[Red Fish Room|Red Brinstar &amp;lt;-&amp;gt; Maridia connector area]], or the [[Landing Site|Gunship]]. You shouldn't need much energy to survive the trek back to Crateria after the fight.&lt;br /&gt;
&lt;br /&gt;
Try to keep track of how much damage you have inflicted to Draygon over the course of the fight so you will know when you can potentially finish her off at the end of a mucus cycle with the remainder of your ammo, rather than allow her to perform more swoops.&lt;br /&gt;
&lt;br /&gt;
You have the option to leave a turret or multiple turrets up during the fight to give yourself more ammunition to work with, but it is obviously not recommended for inexperienced players to do so.&lt;br /&gt;
&lt;br /&gt;
== 14% Speed ==&lt;br /&gt;
&lt;br /&gt;
Just like Any%, the shinespark is your strongest weapon. Due to lacking Wave Beam, your opener should simply be a shinespark. Three well-placed shinesparks can slay Draygon; however, it will be more difficult than in Any% to execute the shinesparks due to lacking [[Hi-Jump Boots]]. It is recommended that you hold angle down before jumping into the air to shinespark so that you have more height than if you ran and spinjumped before shinesparking - the Speed Booster by itself will substantially reduce the height of your running jumps. Angle down can also prevent accidental early shinespark activations as a shinespark cannot activate while angle down is being held.&lt;br /&gt;
&lt;br /&gt;
Super Missiles are the next best weapon to use against Draygon, especially if you cannot get a shinespark off for whatever reason.&lt;br /&gt;
&lt;br /&gt;
Just like Any%, you should be attempting to gain blue suit when the fight ends, and can attempt the &amp;quot;spikesuit&amp;quot; backup in case one is not gained.&lt;br /&gt;
&lt;br /&gt;
== Reverse Boss Order ==&lt;br /&gt;
&lt;br /&gt;
You will want to be at a low energy amount before entering Draygon's chamber since you will be performing a [[Crystal Flash]] mid-fight. Most people connect to a turret using Grapple Beam to drain away some health, then have Draygon strike them once to reduce their health to the appropriate amount.&lt;br /&gt;
&lt;br /&gt;
You can open the fight with a handful of Missiles and/or Super Missiles if you so desire.&lt;br /&gt;
&lt;br /&gt;
You will want to preemptively place a Power Bomb down (for Crystal Flash) before Draygon begins a mucus cycle. You may need to react quickly to not hearing a mucus cycle being performed so that you do not accidentally Crystal Flash during a swoop.&lt;br /&gt;
&lt;br /&gt;
Draygon interrupting a Crystal Flash by grabbing onto Samus will gift Samus with a [[Yellow Suit Glitch|shinespark suit]]. After this occurs, break free of Draygon.&lt;br /&gt;
&lt;br /&gt;
Wait on Draygon to perform another mucus cycle. Right before Draygon would grab onto Samus, activate the shinespark suit. If executed properly, Samus should now have a blue suit due to Draygon interrupting the shinespark with another grab. From here, wait until Draygon swings into the appropriate position, then activate the Grapple Beam to latch onto a turret and electrocute Draygon.&lt;br /&gt;
&lt;br /&gt;
Afterward, you may collect Draygon's drops or ignore them, then acquire Space Jump. Once back inside Draygon's chamber, you will want to perform infinite grapple jumps off the lower right turret to return to the door above. It should only take three to gain enough height with which to reach the ledge. Use the shinespark from the blue suit to escape Draygon's entry chamber. The second block on the pipe floor provides a great visual cue for doing so.&lt;br /&gt;
&lt;br /&gt;
If you are having difficulty performing the infinite grapple jumps necessary for escaping, you may find it worthwhile to maintain enough ammo to be able to perform a Crystal Flash to regain health so you can continue attempting the infinite grapple jumps.&lt;br /&gt;
&lt;br /&gt;
Alternate strategies to the Draygon fight that involve having shinespark suit after Draygon perishes instead of blue suit will need to be careful not to accidentally activate the shinespark suit during the infinite grapple jumps.&lt;br /&gt;
&lt;br /&gt;
Attempting to kill Draygon with the shinespark suit to generate a blue suit is extremely risky due to chain damage in this category, but is technically an option.&lt;br /&gt;
&lt;br /&gt;
== GT Classic ==&lt;br /&gt;
&lt;br /&gt;
Having the items from [[Golden Torizo Code|GT Code]] allows for the [[X-Plasma]] exploit to be performed by activating X-Ray Scope multiple times as a charged Ice/Wave/Plasma shot passes through Draygon's core.&lt;br /&gt;
&lt;br /&gt;
Since charged Ice/Wave/Plasma deals 900 damage, you can slay Draygon in this manner with only one charge shot with proper X-Ray Scope activations.&lt;br /&gt;
&lt;br /&gt;
= Tutorials =&lt;br /&gt;
&lt;br /&gt;
[https://www.twitch.tv/videos/45470281 Garrison] - Provides players with a place to begin for learning Draygon in Any%. (0:00 to 4:30 - beginner strategy | 4:30 to 12:00 - &amp;quot;my first shinespark&amp;quot; | 12:00 - 17:20 - advanced strategy | 17:20 to end - blue suit)&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=jipQ3Id1bPI Mackemagi] - Explains &amp;quot;two with blue&amp;quot; strategy. (0:00 to 2:40 - X-Factor and damage avoidance | 2:40 to 3:55 - optimizing first shinespark | 3:55 to 5:00 - optimizing second shinespark | 5:00 to 6:00 - optimizing third shinespark | 6:00 to end - &amp;quot;what if things go wrong?&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=l1jy3dejsgQ DbX] - Explains methods for how to X-Factor not only Draygon, but [[Phantoon]] and [[Botwoon]] as well.&lt;br /&gt;
&lt;br /&gt;
You may also want to check out any recent Any% or 100% tutorials as they should cover Draygon in a similar manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
&lt;br /&gt;
* [[Bosses]]&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=File:Draygon.png&amp;diff=8564</id>
		<title>File:Draygon.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=File:Draygon.png&amp;diff=8564"/>
				<updated>2024-09-01T17:24:13Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: EXAKTScience uploaded a new version of File:Draygon.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Another transparency fix on a resized gif&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=File:Draygon.png&amp;diff=8563</id>
		<title>File:Draygon.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=File:Draygon.png&amp;diff=8563"/>
				<updated>2024-09-01T17:23:58Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: EXAKTScience uploaded a new version of File:Draygon.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Another transparency fix on a resized gif&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=File:Draygon.gif&amp;diff=8562</id>
		<title>File:Draygon.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=File:Draygon.gif&amp;diff=8562"/>
				<updated>2024-09-01T17:18:30Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: EXAKTScience uploaded a new version of File:Draygon.gif&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=File:Draygon.gif&amp;diff=8561</id>
		<title>File:Draygon.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=File:Draygon.gif&amp;diff=8561"/>
				<updated>2024-09-01T17:06:31Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: EXAKTScience uploaded a new version of File:Draygon.gif&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Doors&amp;diff=8560</id>
		<title>Doors</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Doors&amp;diff=8560"/>
				<updated>2024-09-01T16:58:52Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: Created page with &amp;quot;Please excuse our appearance&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Evirs_under_construction.png|Please excuse our appearance]]&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=File:Evirs_under_construction.png&amp;diff=8559</id>
		<title>File:Evirs under construction.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=File:Evirs_under_construction.png&amp;diff=8559"/>
				<updated>2024-09-01T16:56:43Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Yellow_Suit_Glitch&amp;diff=8544</id>
		<title>Yellow Suit Glitch</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Yellow_Suit_Glitch&amp;diff=8544"/>
				<updated>2024-08-25T05:59:58Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: /* Spikes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The yellow suit glitch, more commonly referred to as &amp;quot;[[Shinespark|shinespark]] suit&amp;quot;, describes the phenomenon in which Samus is in a constant state of shinespark charge.&lt;br /&gt;
&lt;br /&gt;
It is very similar to the [[Blue Suit Glitch|blue suit glitch]], but has a few key differences and less unique methods of creation. Whereas the basis for all methods of generating a blue suit is to interrupt a shinespark, most methods for generating a shinespark suit involve interrupting a [[Crystal Flash]].&lt;br /&gt;
&lt;br /&gt;
Unlike blue suit, the shinespark suit will not be lost when dash is activated with forward movement, or when Samus becomes submerged in sand.&lt;br /&gt;
&lt;br /&gt;
The shinespark suit will be lost if Samus charges and/or activates another shinespark (including crouching while having blue suit), if Samus activates the [[X-Ray Scope]], or if Samus activates a Crystal Flash.&lt;br /&gt;
&lt;br /&gt;
Additionally, neither shinespark suit nor blue suit are preserved through saving the game or death.&lt;br /&gt;
&lt;br /&gt;
Below are a number of ways to perform the yellow suit glitch. All of these can be performed inbounds; however, some may be made easier to set up by involving out of bounds. Methods that require a Crystal Flash to perform will be denoted by &amp;quot;*CF&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The ways in which you can tell if you were successful in performing these methods (without activating the shinespark) include Samus's beam becoming a light gray color and Samus remaining completely solid during periods of invulnerability.&lt;br /&gt;
&lt;br /&gt;
== Draygon *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if [[Draygon]] grabs Samus while she is performing a Crystal Flash.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|rPiZ7dej1Nk}}&lt;br /&gt;
&lt;br /&gt;
Additionally, if Samus performs a Crystal Flash while in Draygon's grasp, it can cause Samus's ammo values to underflow.&lt;br /&gt;
&lt;br /&gt;
Each directional pad input will increase by 1 the amount the ammo type is decreasing by. For example, if you have 10 Missiles upon activating the Crystal Flash, and then perform a single input on the directional pad as the amount of [[Missile|Missiles]] are decreasing, it will cause 11 Missiles to be depleted instead, which will cause the value to underflow to 65535.&lt;br /&gt;
&lt;br /&gt;
The reason the above works is because the game utilizes the same memory address for the reduction in ammo during a Crystal Flash as it does for counting directional pad inputs for Draygon releasing Samus. Basically, the directional pad will increase the value of this address, and the Crystal Flash will decrease it. Draygon will release Samus when the counter reaches 60, and the Crystal Flash will end when the counter has reached zero three times. Upon reaching zero for the first time, the Crystal Flash will begin depleting [[Super Missile|Super Missiles]]. Upon reaching zero for the second time, the Crystal Flash will begin depleting [[Power Bomb|Power Bombs]]. Upon reaching zero for the third time, the Crystal Flash will end.&lt;br /&gt;
&lt;br /&gt;
Because the counter decreases by 1 once every eight frames, it makes it possible to battle back against the counter using the directional pad, and spam inputs until 60 have been performed, resulting in both an ammo underflow and a shinespark suit after Draygon releases Samus.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|o82Vb3UgdcI}}&lt;br /&gt;
&lt;br /&gt;
== Mother Brain *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if [[Mother Brain|Mother Brain's]] rainbow beam strikes Samus while she is performing a Crystal Flash.&lt;br /&gt;
&lt;br /&gt;
The issue with this method is that Samus will not be able to move after performing this method unless X-Ray Scope is activated, which would remove the shinespark suit, or unless Samus is struck by either Mother Brain or one of her attacks.&lt;br /&gt;
&lt;br /&gt;
A neat feature of this method is that when the rainbow beam connects with Samus while she is performing a Crystal Flash, Samus will be granted near-infinite ammo of either one or two types, depending on when the rainbow beam connects with Samus while her ammo is being depleted by the Crystal Flash.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|_q0NN1McWcA}}&lt;br /&gt;
&lt;br /&gt;
== Super Metroid *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if the Super Metroid attaches appropriately to Samus and forces Samus into the crouch pose while she is performing a Crystal Flash. The reason the word &amp;quot;appropriately&amp;quot; is used is because sometimes, this method simply does not work for unknown reasons.&lt;br /&gt;
&lt;br /&gt;
Similar to the previous method, Samus will not be able to move after performing this method unless X-Ray Scope is activated, which would remove the shinespark suit. All in all, this and Ridley (Ceres) *CF are the most limited methods for generating a shinespark suit.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Hs6UR_RPSKo}}&lt;br /&gt;
&lt;br /&gt;
Depending on the timing of the Crystal Flash, the yellow suit glitch may not occur. Instead, the effect of the Crystal Flash will occur immediately after Samus reaches 01 energy, and will free Samus from the Super Metroid's stun upon completion.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|0y89IXyGQF4}}&lt;br /&gt;
&lt;br /&gt;
== Reserve Mode *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if the [[Reserve Tank]] automatic refill occurs while Samus is performing a Crystal Flash under the effects of &amp;quot;Reserve Mode.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The only known procedure for causing &amp;quot;Reserve Mode&amp;quot;, also known as &amp;quot;greyout glitch&amp;quot;, according to Kejardon is the following:&lt;br /&gt;
&lt;br /&gt;
* While X-Ray Scope is highlighted green and at least ~5 Reserve Tank energy is available while the Reserve Tank is set to &amp;quot;Auto&amp;quot;, transition into a room as a creature deals damage to Samus&lt;br /&gt;
* As the transition occurs, press and hold &amp;quot;dash&amp;quot; so that X-Ray Scope is activated post-transition&lt;br /&gt;
&lt;br /&gt;
If performed correctly, the screen should become darker than usual, and should remain that way as long as Samus is in this mode. There may also be some discoloration of the background.&lt;br /&gt;
&lt;br /&gt;
The most useful enemies for producing this mode are those who can continue to move even during a transition taking place, such as [[Zebbo|Zebbos]], and/or those that can still continue to channel damage into Samus during transitions, such as [[Metroid|Metroids]].&lt;br /&gt;
&lt;br /&gt;
The reason at least ~5 energy is a requirement for producing this mode is because otherwise, the energy transfer will occur so fast that the game state that usually occurs, where the game stops for a short time for the energy transfer, will not happen at all.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|52POqq4ncrE}}&lt;br /&gt;
&lt;br /&gt;
== Reserve Mode ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if the Reserve Tank automatic refill occurs when Samus is struck by an enemy while morphed and activates the shinespark on the frame the knockback timer reaches zero under the effects of &amp;quot;Reserve Mode.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|IxCmtvNR1eA}}&lt;br /&gt;
&lt;br /&gt;
== Elevator *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if an elevator is activated on the same frame that a Crystal Flash is activated.&lt;br /&gt;
&lt;br /&gt;
Because one of the required inputs for the Crystal Flash is down on the directional pad, this method is only possible on elevators that will travel downward.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|MZkWR4dy788}}&lt;br /&gt;
&lt;br /&gt;
== Suit Upgrade *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if Samus acquires a suit upgrade on the same frame that a Crystal Flash would activate, and a [[bomb]] is placed accordingly.&lt;br /&gt;
&lt;br /&gt;
The bomb is required to propel Samus and interrupt the Crystal Flash, as otherwise, Samus would begin the Crystal Flash after the suit upgrade animation; however, the Crystal Flash animation would be replaced by the save station animation that occurs when a save file is loaded, except with green electricity.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|BleW62d3Q1U}}&lt;br /&gt;
&lt;br /&gt;
== Ridley (Ceres) ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if [[Ridley|Ridley's]] escape cinematic on Ceres Station occurs while the X-Ray Scope is active, and then a shinespark is activated which results in Samus, before the shinespark would begin travel, coming in contact with the wall she would have otherwise been pushed into.&lt;br /&gt;
&lt;br /&gt;
Coming in contact with the wall in question while not in an active shinespark will remove the knockback property prematurely, making this method no longer possible. Coming in contact with the wall in question while in a traveling shinespark can result in a softlock.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|CAbPPFhmKrQ}}&lt;br /&gt;
&lt;br /&gt;
== Ridley (Ceres) *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if Ridley's escape cinematic on Ceres Station occurs while Samus is performing a Crystal Flash.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|rTyJT3HvytE}}&lt;br /&gt;
&lt;br /&gt;
== Spikes ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if Samus takes damage from a spike or spike-like source (such as electricity) while morphed, unmorphs on either the frame contact is made (&amp;quot;frame 1&amp;quot;) or the frame after (&amp;quot;frame 2&amp;quot;), and activates a shinespark on the last frame of the knockback timer (&amp;quot;frame 10&amp;quot;). This is commonly called a spikesuit, or sometimes a sparksuit, depending on whether the damage source was spikes or electricity (e.g. the sparks left over after breaking the turrets in Draygon's room)&lt;br /&gt;
 &lt;br /&gt;
[http://pastebin.com/qUaVXHpv Please refer to the pastebin linked here for a more in-depth explanation and useful applications].&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|iXm-Z_H-cq0}}&lt;br /&gt;
&lt;br /&gt;
Samus cannot normally perform this method without [[Gravity Suit]] underwater because the knockback timer from contact with a spike or a spike-like source runs out before Samus is able to jump. Contact with spikes will cause a knockback period of 10 frames, and the earliest frame a shinespark can be activated without Gravity Suit underwater from an unmorph is the 18th frame, which does not occur normally. The knockback timer must be a higher value than the earliest frame when a shinespark can be activated in order to generate a shinespark suit with this method.&lt;br /&gt;
&lt;br /&gt;
That being said, a Reserve Tank automatic trigger occurring during an unmorph on spikes will double the knockback timer's amount (from 10 to 20), allowing the &amp;quot;earliest frame when a shinespark can be activated&amp;quot; amount to be reached without Gravity Suit underwater.&lt;br /&gt;
&lt;br /&gt;
As a result of the above, it is possible to perform this method without Gravity Suit underwater if a Reserve Tank and a mild amount of pause abuse are incorporated appropriately.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|LMr1NZyowXs}}&lt;br /&gt;
&lt;br /&gt;
[https://www.twitch.tv/videos/162786960 Galamoz's Spike Suit tutorial]&lt;br /&gt;
&lt;br /&gt;
A spikesuit is commonly attempted in Any% PRKD if runners failed to get Blue Suit when killing Draygon, or if they did get Blue Suit, but want to get Draygon's drops.&lt;br /&gt;
&lt;br /&gt;
This method of obtaining a spikesuit was created by Behemoth: &amp;quot;Airball&amp;quot; into the wall above one of the bottom turrets. Then when you press the dpad into the wall, Samus will immediately hit the electricity, and you can hopefully time the unmorph more consistently than if you airball into the turret and try to time the jump press visually. After that, you just need to time the second jump press.&lt;br /&gt;
&lt;br /&gt;
== Slopes ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if Samus is struck by a damage source while Samus is moving forward, damage boosts onto a slope behind her, and activates a shinespark immediately upon landing atop the slope. This is commonly referred to as a &amp;quot;slopespark&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
to-do: explain this better&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|e27GzsrYw3w}}&lt;br /&gt;
&lt;br /&gt;
Below are a few additional examples of slopesparks. The trickiest aspect of performing a slopespark is arguably that, typically, one must frame-perfectly switch from forward to backward, as seen in these clips.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ImFfKojPblU}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Blue Suit Glitch]]&lt;br /&gt;
* [[General Movement]]&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Sparksuit&amp;diff=8543</id>
		<title>Sparksuit</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Sparksuit&amp;diff=8543"/>
				<updated>2024-08-25T05:57:32Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: Redirected page to Yellow Suit Glitch#Spikes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Yellow_Suit_Glitch#Spikes]]&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Sparksuit&amp;diff=8542</id>
		<title>Sparksuit</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Sparksuit&amp;diff=8542"/>
				<updated>2024-08-25T05:56:03Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;##REDIRECT [[Yellow_Suit_Glitch#Spikes]]&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Sparksuit&amp;diff=8541</id>
		<title>Sparksuit</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Sparksuit&amp;diff=8541"/>
				<updated>2024-08-25T05:55:20Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: Created page with &amp;quot;##REDIRECT:Yellow_Suit_Glitch#Spikes&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;##REDIRECT:Yellow_Suit_Glitch#Spikes&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Ice_Beam&amp;diff=8531</id>
		<title>Ice Beam</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Ice_Beam&amp;diff=8531"/>
				<updated>2024-08-18T16:31:36Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item info&lt;br /&gt;
|title=Ice Beam&lt;br /&gt;
|image=Ice.png&lt;br /&gt;
|location=[[Ice Beam Room]], [[Norfair]]&lt;br /&gt;
|effect=Increases beam damage and adds freezing effect&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Ice Beam''' is a beam upgrade that modestly increases the [[damage]] of Samus's beam and applies a freezing property to the beam. When an enemy that can be frozen is struck by the beam, and the beam's damage would have brought that enemy to or below zero health, it will cause the enemy to be frozen.&lt;br /&gt;
&lt;br /&gt;
It is acquired in the majority of categories, although it takes a variable amount of time to obtain depending on what items Samus has at the time of attempting to obtain it.&lt;br /&gt;
&lt;br /&gt;
Ice Beam allows for swift and safe destruction of Metroids in [[List of rooms#Tourian|Tourian]] (as otherwise, they would require multiple Power Bomb explosions to destroy), and can be used for various tricks, like the [[14%#Techniques|Mochtroid clip]] and [[14%#Techniques|Zebetite skip]].&lt;br /&gt;
&lt;br /&gt;
The freeze effect lasts for 400 frames, except in Norfair when it only lasts 300 frames.&lt;br /&gt;
&lt;br /&gt;
Unequipping Ice Beam will unfreeze all frozen enemies immediately.&lt;br /&gt;
&lt;br /&gt;
If you're touching a frozen enemy as you're jumping, Samus's vertical subpixel value will be reset to 0 each frame, increasing the height of her jump:&lt;br /&gt;
{{#ev:youtube|2Fuom_YWLPE}}&lt;br /&gt;
&lt;br /&gt;
Ice Beam provides the following increase in damage:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Without !! Damage !! With !! Damage !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! Power Beam&lt;br /&gt;
| 20 || Ice || 30 || ×1.5&lt;br /&gt;
|-&lt;br /&gt;
! Spazer&lt;br /&gt;
| 40 || I+S || 60 || ×1.5&lt;br /&gt;
|-&lt;br /&gt;
! Wave Beam&lt;br /&gt;
| 50 || I+W || 60 || ×1.2&lt;br /&gt;
|-&lt;br /&gt;
! Wave+Spazer&lt;br /&gt;
| 70 || I+W+S || 100 || ×1.43&lt;br /&gt;
|-&lt;br /&gt;
! Plasma&lt;br /&gt;
| 150 || W+P || 200 || ×1.33&lt;br /&gt;
|-&lt;br /&gt;
! Wave+Plasma&lt;br /&gt;
| 250 || I+W+P || 300 || ×1.2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Beam Upgrades]]&lt;br /&gt;
* [[Ice Shield]]&lt;br /&gt;
&lt;br /&gt;
{{Items}}&lt;br /&gt;
[[Category:Item]]&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Ice_Beam_Gate_Room&amp;diff=8528</id>
		<title>Ice Beam Gate Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Ice_Beam_Gate_Room&amp;diff=8528"/>
				<updated>2024-08-17T06:28:19Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: /* Any% KPDR */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Adjacent rooms&lt;br /&gt;
|west=[[Ice Beam Tutorial Room]]&amp;lt;br/&amp;gt;[[Ice Beam Acid Room]]&amp;lt;br/&amp;gt;[[Crumble Shaft]]&lt;br /&gt;
|east=[[Business Center]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:IceBeamGateRoom.png|x550px]]&lt;br /&gt;
&lt;br /&gt;
[[File:IceBeamGateRoomSmile.png|x550px]]&lt;br /&gt;
&lt;br /&gt;
== Entering ==&lt;br /&gt;
&lt;br /&gt;
=== Any% KPDR ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No Blue Ice&amp;quot; is the fastest strat for this room, but it's extremely difficult, and costly if you mess up.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|-Zal1RNGwvY}}&lt;br /&gt;
&lt;br /&gt;
Coming out of getting Late Ice, the lower route is faster with optimal execution, but significantly more difficult to do optimally. The other main thing to keep in mind is the Power Bomb usage of the lower route, as getting bad drops in [[Fast Pillars Setup Room]] can leave you in a position for significant timeloss.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|fkAxu1bHxVg}}&lt;br /&gt;
&lt;br /&gt;
=== Any% PRKD/Low% Ice ===&lt;br /&gt;
&lt;br /&gt;
To get past the gates without speedbooster, you will need to [[mockball]]. A short-hop mockball is not necessary, though the timing of inputs is tighter than other rooms, since the ceiling is low.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|snFj02Ewc9E}}&lt;br /&gt;
&lt;br /&gt;
== Ice Escape ==&lt;br /&gt;
&lt;br /&gt;
There are two primary methods of leaving the Ice Area to go back to [[Business Center]]. The slower method is to bomb the ceiling block. While morphing and planting a bomb in mid-air will work, as will double bomb jumping, neither of these will be reliably quick for a beginner. The most reliable method will be to release a bouncing [[Bomb Spread]]. Charge the beam, morph and hold down until the bombs are released. This will still be significantly faster than going through the [[Ice Beam Tutorial Room]].&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|z6NlLZtpQe4}}&lt;br /&gt;
&lt;br /&gt;
Runners capable of a short-hop mockball can freeze the last two green platforms, and then build up enough speed to mockball past the first gate before it closes. It's possible to build up enough speed using only one green platform, but more difficult.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|lFJPqu8qk54}}&lt;br /&gt;
&lt;br /&gt;
For Early Ice routes, you can save at least half a second if you stand up after getting through the first gate, and run through the rest of the room, due to having [[Speed Booster]].&lt;br /&gt;
&lt;br /&gt;
In Early Ice routes you can also either attempt to walljump check the door and go up the left side of [[Business Center]], or jump just before the door and attempt to go up the right side.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|qlqsCMnA9g4}}&lt;br /&gt;
&lt;br /&gt;
== Revisit ==&lt;br /&gt;
&lt;br /&gt;
=== Any% KPDR ===&lt;br /&gt;
&lt;br /&gt;
In Late Ice routes taking the Lower Route path to Lower Norfair, using a stutter allows farming a Power Bomb from a Dessgeega&lt;br /&gt;
{{#ev:youtube|7O-s-9mcLR8}}&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
* [[Sm. Dessgeega]]&lt;br /&gt;
* [[Mella]]&lt;br /&gt;
* [[Sova]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rooms in Norfair]]&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Hi_Jump_Energy_Tank_Room&amp;diff=8527</id>
		<title>Hi Jump Energy Tank Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Hi_Jump_Energy_Tank_Room&amp;diff=8527"/>
				<updated>2024-08-16T17:44:55Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: /* All Categories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|zone = Norfair&lt;br /&gt;
|subzone = West&lt;br /&gt;
|visible = 2&lt;br /&gt;
}}&lt;br /&gt;
{{Adjacent rooms&lt;br /&gt;
|west=[[Hi Jump Boots Room]]&lt;br /&gt;
|east=[[Business Center]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:HiJumpEnergyTankRoom.png|x500px]] [[File:HiJumpEnergyTankRoomSmile.png|x500px]]&lt;br /&gt;
&lt;br /&gt;
== All Categories ==&lt;br /&gt;
&lt;br /&gt;
The most common strat for the first pass through the room is to jump through, collect the energy tank, aim down to clear the pedestal, then quickdrop through the left crumble block, shoot the [[Sova]], soft morph, and fall down the vertical shaft. Delaying slightly before rolling left will collect the Sova's drop at a cost of 10-15 frames. In categories that collect Spazer, an uncharged shot will kill the Sova, but in Spazerless categories, a charge shot, most commonly buffered through the door,  is needed. If using a charge shot, the shot release can be buffered during the quickdrop.&lt;br /&gt;
&lt;br /&gt;
To reduce the risk of jumping over the Energy Tank on the first trip through the room, angle down on the dpad can be buffered through the door, and held through the jump. If shot is also held, Samus will immediately break spin, expanding her hitbox significantly. The taller hitbox will increase the range of jump heights that will allow her to hit the energy tank. If not holding shot, releasing jump will expand Samus's hitbox in the same way, essentially the same as a ledgegrab. The switch to aiming down can then be buffered during the fanfare:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|apb-g-RP04c}}&lt;br /&gt;
&lt;br /&gt;
Normally, pressing angle down on the dpad with make Samus crouch for a frame, but this does not happen if the angle down input is buffered through a door transition.&lt;br /&gt;
&lt;br /&gt;
== Any% KPDR ==&lt;br /&gt;
&lt;br /&gt;
This is one option for the fourth missile pack collected in 20 missile KPDR (the other option being the missile pack in [[Moat]]). The best method is to kill the Sova before it goes down the hole, then open the door before going down yourself. Then after collecting Hi-Jump Boots, go up and collect the missile, and open the door, which is unlocked because of the first pass through the room.&lt;br /&gt;
&lt;br /&gt;
== Any% PRKD ==&lt;br /&gt;
&lt;br /&gt;
PRKD runners will usually skip this missile pack, so they will ignore the door on the way in, then take the lower route on the way back up, using a Power Bomb to kill the Sova and destroy the bomb blocks.&lt;br /&gt;
&lt;br /&gt;
== Randomizer ==&lt;br /&gt;
&lt;br /&gt;
This is a common room to get softlocked in. If you come in without a way to destroy bomb blocks, and enter the [[Hi Jump Boots Room]], you will be softlocked if none of those items can destroy bomb blocks. The path you came in is blocked by crumble blocks which will have respawned on re-entering the room.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Norfair 1|Norfair Energy Tank 1]]&lt;br /&gt;
* [[List of Missiles#Norfair 1|Norfair Missile 1]]&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
* [[Sova]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Randomizer Softlock Rooms]]&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Hi_Jump_Energy_Tank_Room&amp;diff=8526</id>
		<title>Hi Jump Energy Tank Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Hi_Jump_Energy_Tank_Room&amp;diff=8526"/>
				<updated>2024-08-16T17:41:41Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: /* Any% KPDR */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|zone = Norfair&lt;br /&gt;
|subzone = West&lt;br /&gt;
|visible = 2&lt;br /&gt;
}}&lt;br /&gt;
{{Adjacent rooms&lt;br /&gt;
|west=[[Hi Jump Boots Room]]&lt;br /&gt;
|east=[[Business Center]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:HiJumpEnergyTankRoom.png|x500px]] [[File:HiJumpEnergyTankRoomSmile.png|x500px]]&lt;br /&gt;
&lt;br /&gt;
== All Categories ==&lt;br /&gt;
&lt;br /&gt;
The most common strat for the first pass through the room is to jump through, collect the energy tank, aim down to clear the pedestal, then quickdrop through the left crumble block, shoot the [[Sova]], soft morph, and fall down the vertical shaft. Delaying slightly before rolling left will collect the Sova's drop at a cost of 10-15 frames. In categories that collect Spazer, an uncharged shot will kill the Sova, but in Spazerless categories, a charge shot, most commonly buffered through the door,  is needed. If using a charge shot, the shot release can be buffered during the quickdrop.&lt;br /&gt;
&lt;br /&gt;
To reduce the risk of jumping over the Energy Tank on the first trip through the room, angle down on the dpad can be buffered through the door, and held through the jump. If shot is also held, Samus will immediately break spin, expanding her hitbox significantly. The taller hitbox will increase the range of jump heights that will allow her to hit the energy tank. If not holding shot, releasing jump will expand Samus's hitbox in the same way, essentially the same as a ledgegrab. The switch to aiming down can then be buffered during the fanfare:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|apb-g-RP04c}}&lt;br /&gt;
&lt;br /&gt;
== Any% KPDR ==&lt;br /&gt;
&lt;br /&gt;
This is one option for the fourth missile pack collected in 20 missile KPDR (the other option being the missile pack in [[Moat]]). The best method is to kill the Sova before it goes down the hole, then open the door before going down yourself. Then after collecting Hi-Jump Boots, go up and collect the missile, and open the door, which is unlocked because of the first pass through the room.&lt;br /&gt;
&lt;br /&gt;
== Any% PRKD ==&lt;br /&gt;
&lt;br /&gt;
PRKD runners will usually skip this missile pack, so they will ignore the door on the way in, then take the lower route on the way back up, using a Power Bomb to kill the Sova and destroy the bomb blocks.&lt;br /&gt;
&lt;br /&gt;
== Randomizer ==&lt;br /&gt;
&lt;br /&gt;
This is a common room to get softlocked in. If you come in without a way to destroy bomb blocks, and enter the [[Hi Jump Boots Room]], you will be softlocked if none of those items can destroy bomb blocks. The path you came in is blocked by crumble blocks which will have respawned on re-entering the room.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Norfair 1|Norfair Energy Tank 1]]&lt;br /&gt;
* [[List of Missiles#Norfair 1|Norfair Missile 1]]&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
* [[Sova]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Randomizer Softlock Rooms]]&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Hi_Jump_Energy_Tank_Room&amp;diff=8525</id>
		<title>Hi Jump Energy Tank Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Hi_Jump_Energy_Tank_Room&amp;diff=8525"/>
				<updated>2024-08-16T17:40:00Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: /* All Categories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|zone = Norfair&lt;br /&gt;
|subzone = West&lt;br /&gt;
|visible = 2&lt;br /&gt;
}}&lt;br /&gt;
{{Adjacent rooms&lt;br /&gt;
|west=[[Hi Jump Boots Room]]&lt;br /&gt;
|east=[[Business Center]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:HiJumpEnergyTankRoom.png|x500px]] [[File:HiJumpEnergyTankRoomSmile.png|x500px]]&lt;br /&gt;
&lt;br /&gt;
== All Categories ==&lt;br /&gt;
&lt;br /&gt;
The most common strat for the first pass through the room is to jump through, collect the energy tank, aim down to clear the pedestal, then quickdrop through the left crumble block, shoot the [[Sova]], soft morph, and fall down the vertical shaft. Delaying slightly before rolling left will collect the Sova's drop at a cost of 10-15 frames. In categories that collect Spazer, an uncharged shot will kill the Sova, but in Spazerless categories, a charge shot, most commonly buffered through the door,  is needed. If using a charge shot, the shot release can be buffered during the quickdrop.&lt;br /&gt;
&lt;br /&gt;
To reduce the risk of jumping over the Energy Tank on the first trip through the room, angle down on the dpad can be buffered through the door, and held through the jump. If shot is also held, Samus will immediately break spin, expanding her hitbox significantly. The taller hitbox will increase the range of jump heights that will allow her to hit the energy tank. If not holding shot, releasing jump will expand Samus's hitbox in the same way, essentially the same as a ledgegrab. The switch to aiming down can then be buffered during the fanfare:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|apb-g-RP04c}}&lt;br /&gt;
&lt;br /&gt;
== Any% KPDR ==&lt;br /&gt;
&lt;br /&gt;
KPDR runners will usually take this missile pack unless they're only collecting 15 missiles. The best method is to kill the Sova before it goes down the hole, then open the door before going down yourself. Then after collecting Hi-Jump Boots, go up and collect the missile, and open the door, which is unlocked because of the first pass through the room.&lt;br /&gt;
&lt;br /&gt;
== Any% PRKD ==&lt;br /&gt;
&lt;br /&gt;
PRKD runners will usually skip this missile pack, so they will ignore the door on the way in, then take the lower route on the way back up, using a Power Bomb to kill the Sova and destroy the bomb blocks.&lt;br /&gt;
&lt;br /&gt;
== Randomizer ==&lt;br /&gt;
&lt;br /&gt;
This is a common room to get softlocked in. If you come in without a way to destroy bomb blocks, and enter the [[Hi Jump Boots Room]], you will be softlocked if none of those items can destroy bomb blocks. The path you came in is blocked by crumble blocks which will have respawned on re-entering the room.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Norfair 1|Norfair Energy Tank 1]]&lt;br /&gt;
* [[List of Missiles#Norfair 1|Norfair Missile 1]]&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
* [[Sova]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Randomizer Softlock Rooms]]&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Hi_Jump_Energy_Tank_Room&amp;diff=8524</id>
		<title>Hi Jump Energy Tank Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Hi_Jump_Energy_Tank_Room&amp;diff=8524"/>
				<updated>2024-08-16T17:35:12Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|zone = Norfair&lt;br /&gt;
|subzone = West&lt;br /&gt;
|visible = 2&lt;br /&gt;
}}&lt;br /&gt;
{{Adjacent rooms&lt;br /&gt;
|west=[[Hi Jump Boots Room]]&lt;br /&gt;
|east=[[Business Center]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:HiJumpEnergyTankRoom.png|x500px]] [[File:HiJumpEnergyTankRoomSmile.png|x500px]]&lt;br /&gt;
&lt;br /&gt;
== All Categories ==&lt;br /&gt;
&lt;br /&gt;
The most common strat for the first pass through the room is to jump through, collect the energy tank, aim down to clear the pedestal, then quickdrop through the left crumble block, shoot the [[Sova]], soft morph, and fall down the vertical shaft. Delaying slightly will collect the Sova's drop at a cost of 10-15 frames. In categories that collect Spazer, an uncharged shot will kill the Sova, but in Spazerless categories, a charge shot, most commonly buffered through the door,  is needed.&lt;br /&gt;
&lt;br /&gt;
To reduce the risk of jumping over the Energy Tank on the first trip through the room, angle down on the dpad can be buffered through the door, and held through the jump. If shot is also held, Samus will immediately break spin, expanding her hitbox significantly. The taller hitbox will increase the range of jump heights that will allow her to hit the energy tank. If not holding shot, releasing jump will expand Samus's hitbox in the same way, essentially the same as a ledgegrab. The switch to aiming down can then be buffered during the fanfare:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|apb-g-RP04c}}&lt;br /&gt;
&lt;br /&gt;
== Any% KPDR ==&lt;br /&gt;
&lt;br /&gt;
KPDR runners will usually take this missile pack unless they're only collecting 15 missiles. The best method is to kill the Sova before it goes down the hole, then open the door before going down yourself. Then after collecting Hi-Jump Boots, go up and collect the missile, and open the door, which is unlocked because of the first pass through the room.&lt;br /&gt;
&lt;br /&gt;
== Any% PRKD ==&lt;br /&gt;
&lt;br /&gt;
PRKD runners will usually skip this missile pack, so they will ignore the door on the way in, then take the lower route on the way back up, using a Power Bomb to kill the Sova and destroy the bomb blocks.&lt;br /&gt;
&lt;br /&gt;
== Randomizer ==&lt;br /&gt;
&lt;br /&gt;
This is a common room to get softlocked in. If you come in without a way to destroy bomb blocks, and enter the [[Hi Jump Boots Room]], you will be softlocked if none of those items can destroy bomb blocks. The path you came in is blocked by crumble blocks which will have respawned on re-entering the room.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Norfair 1|Norfair Energy Tank 1]]&lt;br /&gt;
* [[List of Missiles#Norfair 1|Norfair Missile 1]]&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
* [[Sova]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Randomizer Softlock Rooms]]&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Draygon&amp;diff=8521</id>
		<title>Draygon</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Draygon&amp;diff=8521"/>
				<updated>2024-08-14T17:41:44Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Boss info&lt;br /&gt;
|title=Draygon&lt;br /&gt;
|image=Draygon.gif&lt;br /&gt;
|location=[[Draygon's Room]], [[Maridia]]&lt;br /&gt;
|health=6000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Most top Super Metroid runners would agree that Draygon is overall the toughest fight to execute completely properly, especially in runs. Any missed timing during the fight can lead to disaster. Do not become discouraged if your ability to execute the fight well feels semi-consistent at best. Simply keep practicing and learning.&lt;br /&gt;
&lt;br /&gt;
= General Information =&lt;br /&gt;
&lt;br /&gt;
Draygon has 6000 hit points, and her underbelly will change color based on her remaining health:&lt;br /&gt;
&lt;br /&gt;
[[File:Draygon_health_thresholds.png|600px|The HP thresholds where Draygon changes color]]&lt;br /&gt;
&lt;br /&gt;
Draygon's core is vulnerable to [[Missile|Missiles]], [[Super Missile|Super Missiles]], [[Charge Beam|charged shots]], and [[Charge Beam Combos|special beam attacks]].&lt;br /&gt;
&lt;br /&gt;
Draygon is vulnerable to [[shinespark]], [[Pseudo Screw Attack|pseudo-Screw]], and electricity.&lt;br /&gt;
&lt;br /&gt;
Draygon will always begin the fight by swooping from the left to the right.&lt;br /&gt;
&lt;br /&gt;
Draygon will either swoop again or spray mucus after a swoop cycle.&lt;br /&gt;
&lt;br /&gt;
Draygon will never do two mucus cycles back-to-back.&lt;br /&gt;
&lt;br /&gt;
Any part of Draygon's body will deal 40 / 80 / 160 damage to [[Gravity Suit]] / [[Varia Suit]] / [[Power Suit]] Samus, respectively.&lt;br /&gt;
&lt;br /&gt;
Draygon's turrets will deal 32 / 64 / 128 damage with their shots, 4 / 8 / 16 damage when their electricity is touched by Samus's body, and will drain 1 energy per 4 frames / 1 energy per 2 frames / 1 energy per frame when their electricity is touched by Samus's [[Grapple Beam]], to Gravity Suit / Varia Suit / Power Suit Samus, respectively.&lt;br /&gt;
&lt;br /&gt;
= Interactions =&lt;br /&gt;
&lt;br /&gt;
== Swoop ==&lt;br /&gt;
&lt;br /&gt;
Draygon's swoops can be completely avoided by staying morphed on the ground in one location.&lt;br /&gt;
&lt;br /&gt;
As Draygon's health lowers, the speed of her swoops will increase.&lt;br /&gt;
&lt;br /&gt;
Draygon will appear to swoop much faster (roughly two seconds faster) after a left-to-right mucus cycle than vice-versa.&lt;br /&gt;
&lt;br /&gt;
Draygon's swoops can be taken advantage of by firing into her core as she swings down, then morphing afterward to avoid the swoop, and repeating this process until the swooping ceases. Draygon will be more prone to taking damage in this manner earlier into the fight as Draygon's swooping speed will not be as high.&lt;br /&gt;
&lt;br /&gt;
== Mucus ==&lt;br /&gt;
&lt;br /&gt;
Draygon will release mucus when she becomes visible during this cycle, moving somewhat slowly across the screen while bobbing slightly up and down. This means you will want to be as close to Draygon as possible during the beginning of this cycle so that the mucus spray ends as early as possible.&lt;br /&gt;
&lt;br /&gt;
Draygon can give indications of her performing a mucus cycle after a swoop. She will take longer to appear on-screen compared to a swoop, and will make a noise every time she produces a mucus particle.&lt;br /&gt;
&lt;br /&gt;
Draygon's mucus cycles will last the same amount of time regardless of her health.&lt;br /&gt;
&lt;br /&gt;
Draygon's mucus [[Enemies#Bosses|will drop items]] when destroyed by beams, Missiles, or Super Missiles.&lt;br /&gt;
&lt;br /&gt;
[[Power Bomb|Power Bombs]] will destroy all mucus particles within the explosion; however, they will not drop items when destroyed in this manner.&lt;br /&gt;
&lt;br /&gt;
If you are afflicted by a mucus particle, you can remove it with a pseudo-Screw, [[Screw Attack]], [[Blue Suit Glitch|blue suit]], or shinespark. Draygon will immediately fly directly upwards if this occurs. Alternatively, such as situations where you cannot charge a pseudo-Screw in time, you can try [[damage boosting]] off of an exposed turret and/or walljumping away from Draygon until the mucus particle fades.&lt;br /&gt;
&lt;br /&gt;
Draygon's mucus particles will linger for a short period of frames after they have been shot - an indication of this is if you shoot a particle and immediately run into its location, you should appear to have taken a hit. This does not cause damage to Samus, however.&lt;br /&gt;
&lt;br /&gt;
== Grab ==&lt;br /&gt;
&lt;br /&gt;
Draygon will move towards you and attempt to grab you when afflicted by a mucus particle. If the particle disappears, Draygon will fly directly upwards, and then swoop from the left.&lt;br /&gt;
&lt;br /&gt;
Draygon moves upward in a spiral that will become more violent as the upwards movement progresses and will randomly strike Samus with her tail. Mashing on the directional pad will eventually free Samus from the grab, after 60 directional pad inputs have occurred. At the end of the spiral, Draygon will strike Samus multiple times before freeing her, so it is important to force yourself free before this occurs.&lt;br /&gt;
&lt;br /&gt;
Draygon will not always attempt to grab you if you become afflicted by a mucus particle. Sometimes, Draygon will not attempt to grab you if you become afflicted right at the end of Draygon's mucus spray.&lt;br /&gt;
&lt;br /&gt;
If Draygon grabs onto you, you can use the Grapple Beam on an exposed turret to damage Draygon. This is the second fastest method to killing Draygon (third if you include [[GT Classic]]'s method). Electricity will deal 256 damage to Draygon in a 16-8-8-8 pattern, meaning that in a series of four, the first 256 damage will happen after 16 frames of conductivity, and the remaining three will happen after 8 frames of conductivity. If Draygon is at full health, it will take 238 frames (3.97 seconds) for Draygon to be defeated in this manner. It is easier to grab onto the exposed turrets on the left side with Grapple Beam. If Draygon has returned to the center of the room with Samus and has begun spinning around, it is not possible to grab onto the lower right exposed turret, and the upper right exposed turret can be quite difficult to grab onto, even if you aim at it from above by angling down.&lt;br /&gt;
&lt;br /&gt;
== Death ==&lt;br /&gt;
&lt;br /&gt;
Draygon's corpse can still act as a source of damage for a short period of time after her demise, and this short period can be reset depending on how Samus interacts with Draygon's corpse.&lt;br /&gt;
&lt;br /&gt;
Draygon's corpse must float to the horizontal center of the room before the death animation can proceed. Finishing the fight while Draygon is closer to the center of the room can save time as seen below:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|zMpNVWTZc8U}}&lt;br /&gt;
&lt;br /&gt;
If Draygon dies while considered off-screen on the left side, this will cause Draygon to, instead of sinking back into the center of the sand, move across the entire out of bounds area until she has looped back to the area. She will continue moving left as a corpse until she has looped back to the right, then sink into the sand as she should. Because of how enormous of an area the out of bounds is, this process takes approximately 18 minutes and 10 seconds.&lt;br /&gt;
&lt;br /&gt;
This video shows the wait for Draygon to return in full:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|GpST4TpXweM}}&lt;br /&gt;
&lt;br /&gt;
== Turret ==&lt;br /&gt;
&lt;br /&gt;
Draygon's turrets have 300 health each and can only be destroyed by Missiles or Super Missiles.&lt;br /&gt;
&lt;br /&gt;
Every 64 frames, the turret firing routine will randomly select one of the four turrets to charge and fire a shot. Since one of the turrets is inactive and cannot shoot, 25% of the time no turret will shoot. As more turrets are destroyed, those too will be considered inactive and unable to shoot, thus increasing the number of 64 frames intervals where no shots are fired. &lt;br /&gt;
&lt;br /&gt;
The turrets will fire much less often during mucus cycles.&lt;br /&gt;
&lt;br /&gt;
A turret will determine, based on Samus's current position on the frame it begins charging a shot, where to aim the shot. In other words, the turrets will attempt to anticipate Samus's movement and fire accordingly.&lt;br /&gt;
&lt;br /&gt;
= Categories = &lt;br /&gt;
&lt;br /&gt;
== Any% (Beginner) ==&lt;br /&gt;
&lt;br /&gt;
Consider retrieving extra Super Missiles before reaching Botwoon. Although [[Any%]] will always acquire the [[List_of_Super_Missiles#Wrecked_Ship_1|Wrecked Ship (Left) Super Missile pack]], you can also acquire the [[List_of_Super_Missiles#Wrecked_Ship_2|pack to the right of that location]], as well as the &amp;quot;[[List_of_Super_Missiles#Maridia_1|Crab Supers]]&amp;quot; stowed away to the left of the [[Mt. Everest|Maridian mountain]] (a.k.a. &amp;quot;Mount Doom&amp;quot;) that are accessed through a hidden morph tunnel, or the [[List_of_Super_Missiles#Maridia_2|pack in the upper right corner of]] [[Aqueduct]]. If you only want one or two of these packs, the Maridia packs are similar in speed to each other, and both are faster to obtain than the Wrecked Ship (Right) pack; however, acquiring the Aqueduct pack by itself would involve a tight jump over the nearby Missile pack, assuming you did not want to obtain it.&lt;br /&gt;
&lt;br /&gt;
After Botwoon, you can then fill up on Super Missiles from the fish ([[Zoa]]) on the right side of the [[Botwoon Energy Tank Room]].&lt;br /&gt;
&lt;br /&gt;
Enter Draygon's room, and use Missiles to destroy the three turrets. Make sure all of your beams are enabled ([[Charge Beam|Charge]], [[Ice Beam|Ice]], [[Wave Beam|Wave]], and [[Spazer]] if obtained). Generate a charge with the beam and hold angle up while crouched in the center of the room, facing left. When Draygon swoops, fire the charge shot into her core, immediately morph, unmorph after Draygon passes by, charge the beam up again, and face right while crouched and holding angle up. Repeat this process alternating between directions until a mucus cycle.&lt;br /&gt;
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A variation of the above strat can follow the charge shot with missiles and super missiles to significantly increase the damage done to Draygon during the first swoop. After destroying the turrets, stand near the right side of the room and charge a shot. When the last Evir in the background disappears, release the charge shot, then move forward slightly, crouch, and begin firing missiles. Once Draygon gets close, switch to supers and fire one, then turn around, move right, and fire two more as she swoops over Samus. Afterwards, continue the fight as normal. Done properly, this opener can deal comparable damage to a shinespark, but with significantly less risk:&lt;br /&gt;
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{{#ev:youtube|dNuGOX6Bt7o}}&lt;br /&gt;
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As explained previously, there will be both a visual and auditory indicator for the mucus cycle. Lay a Power Bomb near Draygon, then retreat a short distance. After the Power Bomb clears away the mucus, you can freely deposit your ballistics (primarily Super Missiles) into Draygon's core.&lt;br /&gt;
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If you do not wish to Power Bomb the mucus, or have ran out of Power Bombs, you can also farm the mucus for drops (including Power Bombs). Have Draygon appear on-screen to begin the mucus cycle, then run to the opposite corner and begin firing uncharged beam shots at Draygon's direction. Performing short hops in-between shots should provide additional vertical coverage. Once mucus has been cleared, you should have a chance to get in a few Missiles or Super Missiles before needing to roll under Draygon.&lt;br /&gt;
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If your health becomes low, you can always morph on top of the sand to avoid swoops and then farm or roll away from mucus.&lt;br /&gt;
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== Any% (Intermediate) ==&lt;br /&gt;
&lt;br /&gt;
A shinespark opener without the X-Factor used in the optimal strategy can still do 2250 damage. After this, you can go to the side of Draygon's room that she will appear from, and if you hear the mucus cycle start, you can run to the opposite corner. If you're starting to incorporate other shinesparks into the fight, you can charge one at this time. If you fail to charge the spark, or choose not to, then you can shoot the mucus. Since you started the mucus as early as possible during the cycle, this will give you much more time to fire off ordnance after she stops firing mucus. You can also open the damage with a charge shot, jumping over the last of the mucus.&lt;br /&gt;
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{{#ev:youtube|7kS36bJJLOM}}&lt;br /&gt;
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If you spark through Draygon's head from left to right during a right-to-left mucus cycle, you can damage boost off of the bottom right turret to a nice position to fire off missiles upward as you move with her.&lt;br /&gt;
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If you have Ice/Wave/Spazer equipped and land the shot at the start of the goo phase, or if you have Super Missiles still available, it's possible to kill Draygon during this ballistic phase. Given that Blue Suit only saves a few seconds in Any% KPDR, this might be preferable for some runners compared with waiting to kill Draygon with a spark on a later phase, especially with the health saved in the process.&lt;br /&gt;
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{{#ev:youtube|kM6gws7VC5M}}&lt;br /&gt;
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It's also possible to kill Draygon with three shinesparks and no other damage, but with the ideal Draygon patterns it's only faster if you're able to do two shinesparks in the goo phase, which is very difficult.&lt;br /&gt;
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== Any% (Optimal) ==&lt;br /&gt;
&lt;br /&gt;
One way to perform the [https://archive.org/download/DeanydBosses/DraygonAny.mp4 optimal opener] for the Draygon fight is the following:&lt;br /&gt;
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* With Power Bombs selected, begin moving forward to [[Short Charge|shortcharge]] a shinespark once the Evirs reach this location: [[File:Drayopener1_v2.png]]&lt;br /&gt;
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* Begin charging the beam once Samus reaches this location (on top of the claw): [[File:Drayopener2.png]]&lt;br /&gt;
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* After charging the shinespark (once it is possible to do so), have Samus be around this position as the [[Charge_Beam_Combos#Wave_Shield|X-Factor]] is produced: [[File:Drayopener3.png]]&lt;br /&gt;
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* Once the X-Factor crosses through Samus, perform a medium [[spinjump]] to the right&lt;br /&gt;
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* Activate the shinespark, and after a short wait (around a quarter of a second), shinespark towards the left&lt;br /&gt;
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When executed properly, the opener should deal around 3000 damage to Draygon, with the maximum normally being 3450 as shown by the example video. [https://www.twitch.tv/videos/27381557 A few runners (video by StaticNine) have hit for 3600], [https://youtu.be/rwBokkdWL7Y?t=360 ShinyZeni has a setup that will do this much damage optimally consistently]&lt;br /&gt;
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There are a number of ways to perform the actions above with different visual, or even auditory, cues. If you happen to find something that works better for you, use it!&lt;br /&gt;
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Afterward, two shinesparks should finish Draygon off. Ideally, you would be given a mucus cycle right after the initial swoop, so that you can charge the first of the two shinesparks right before Draygon floats on-screen, and charge the second right after Draygon is done spraying mucus, leaving just enough time to jump and activate it in front of Draygon. This is what is sometimes referred to as &amp;quot;two with blue&amp;quot; (explained in Mackemagi's tutorial at the bottom of the page), which means Draygon is defeated in only two rounds total (one swoop, one mucus).&lt;br /&gt;
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Draygon's body is made of four distinct hitboxes. An optimal shinespark will hit both the top and upper-middle hitboxes to maximize the number of frames that Samus is passing through Draygon.&lt;br /&gt;
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[[File:Draygon_Hitboxes.png]]&lt;br /&gt;
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A potentially faster alternative to performing three shinesparks is to perform two shinesparks and utilize ballistics (primarily Super Missiles) instead of performing a third shinespark. It has the potential to conserve energy at the expense of ammunition, and can guarantee at least a three round kill independent of patterns provided.&lt;br /&gt;
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{{#ev:youtube|6dxlshQM5vo}}&lt;br /&gt;
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Finishing Draygon while in an active shinespark can gift Samus with a blue suit that can be carried to and used at the [[Colosseum]] to save substantial time in Any% PRKD, or a few seconds in Any% KPDR. [[Blue Suit Glitch#Draygon|Read more about this here]].&lt;br /&gt;
&lt;br /&gt;
Attempting to finish off Draygon with a shinespark comes with a risk from Draygon's &amp;quot;[http://chain.spazer.link/ chain damage]&amp;quot; effect. This occurs when Samus dies while inside the hitbox of Draygon('s corpse) with blue suit - Draygon will continue dealing damage to Samus until she has exited her hitbox due to the blue suit, which is worsened by blue suit causing Samus to have a much lower invulnerability period than normal. Due to this, it is risky to attempt to shinespark Draygon to finish her off when under a tank of energy and/or in the back of her head, as Draygon will then move backwards into a Samus that was attempting to move forward through Draygon, typically producing a nasty result. Letting go of the dpad can help avoid Samus being damage boosted further inside Draygon's hitbox, while aiming down can [[Hitbox Manipulation|compress Samus' hitbox]], sometimes causing fewer rounds of chain damage to occur.&lt;br /&gt;
&lt;br /&gt;
Because Blue Suit requires the Dash value to be 0, you can avoid chain damage by killing Draygon with a shinespark after dashing, with no turnaround. This means no Blue Suit to get across [[Colosseum]], but it does at least allow you to finish the fight quickly and survive.&lt;br /&gt;
&lt;br /&gt;
If you fail to gain blue suit after Draygon dies, you can attempt a possible, but rather difficult to execute, backup option known as the &amp;quot;[[Yellow Suit Glitch#Spikes|spikesuit]].&amp;quot; Runners will sometimes choose to turn their Blue Suit into a Spikesuit in order to grab Draygon's drops with minimal time loss, but this carries the risk of losing the Blue Suit if they hit the &amp;quot;bad frame&amp;quot; when attempting it.&lt;br /&gt;
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This information also applies to the 100% categories.&lt;br /&gt;
&lt;br /&gt;
For [[Any% PRKD]], because of the time save from skipping [[Space Jump]], as well as the time save from skipping Draygon's drops, you want to be more conscious of your energy so that you survive the fight with over 135 energy, along with a blue suit. Having less than 135 energy will cause the shinespark from the blue suit to stop at an earlier point in its flight back across the Colosseum. In the event you have too low of health to reasonably use the blue suit, you will want to acquire Draygon's drops before performing a [[Gravity Jump]] to escape Draygon's chamber. Otherwise, you will want to perform an infinite bomb jump as soon as Draygon perishes to reach the upper door as it unlocks, as it is a bit faster than gravitation jumping due to pausing not being required. If your health is close to critically low, then assuming you have enough time to do so, it may be wise to damage yourself against the electricity of Draygon's turrets to bring your health into the critical amount (below 30) such that a &amp;quot;health bomb&amp;quot; is forced for Draygon's drops.&lt;br /&gt;
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=== Raindance ===&lt;br /&gt;
&lt;br /&gt;
An alternate setup for the X-factor starts on the left side, and uses visual cues to time the shot well before you short-charge. Read the description of the video for an explanation of the cues.&lt;br /&gt;
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{{#ev:youtube|tcH3yLqsBLE}}&lt;br /&gt;
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=== 2 X-Factor ===&lt;br /&gt;
&lt;br /&gt;
This video goes over a setup for a second X-factor, which reduces the reliance on other types of ammo. This can make the fight less reliant on drops after Botwoon, and can conserve Supers for Tourian in Any% PRKD.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|e1l1Z8Iimic}}&lt;br /&gt;
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== 14% Ice ==&lt;br /&gt;
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The optimal opener to use against Draygon is to wait on the edge of the left ledge (next to the Space Jump door), then generate an [[Ice Shield]] and morph. Once the first Ice particle connects with Draygon's core, hold right to roll off the ledge, and the remaining particles should connect with Draygon's core without you taking damage from the swoop. You can continue using Ice Shield throughout the fight after mucus cycles.&lt;br /&gt;
&lt;br /&gt;
An efficient way to punish swoops is by using a pseudo-Screw. 200 damage is significant compared to the 90 damage from charged Ice Beam that will, as the fight progresses, be harder to incorporate. Pseudo-Screws will allow you to conserve your Missiles and Super Missiles for the ends of mucus cycles, where Draygon will be moving slowly without protection. Pseudo-Screws consume 40 energy per application, but your energy is mostly free to expend during the fight, as you should receive it back either from Draygon's drops, the Zebbos that spawn at the [[Red Fish Room|Red Brinstar &amp;lt;-&amp;gt; Maridia connector area]], or the [[Landing Site|Gunship]]. You shouldn't need much energy to survive the trek back to Crateria after the fight.&lt;br /&gt;
&lt;br /&gt;
Try to keep track of how much damage you have inflicted to Draygon over the course of the fight so you will know when you can potentially finish her off at the end of a mucus cycle with the remainder of your ammo, rather than allow her to perform more swoops.&lt;br /&gt;
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You have the option to leave a turret or multiple turrets up during the fight to give yourself more ammunition to work with, but it is obviously not recommended for inexperienced players to do so.&lt;br /&gt;
&lt;br /&gt;
== 14% Speed ==&lt;br /&gt;
&lt;br /&gt;
Just like Any%, the shinespark is your strongest weapon. Due to lacking Wave Beam, your opener should simply be a shinespark. Three well-placed shinesparks can slay Draygon; however, it will be more difficult than in Any% to execute the shinesparks due to lacking [[Hi-Jump Boots]]. It is recommended that you hold angle down before jumping into the air to shinespark so that you have more height than if you ran and spinjumped before shinesparking - the Speed Booster by itself will substantially reduce the height of your running jumps. Angle down can also prevent accidental early shinespark activations as a shinespark cannot activate while angle down is being held.&lt;br /&gt;
&lt;br /&gt;
Super Missiles are the next best weapon to use against Draygon, especially if you cannot get a shinespark off for whatever reason.&lt;br /&gt;
&lt;br /&gt;
Just like Any%, you should be attempting to gain blue suit when the fight ends, and can attempt the &amp;quot;spikesuit&amp;quot; backup in case one is not gained.&lt;br /&gt;
&lt;br /&gt;
== Reverse Boss Order ==&lt;br /&gt;
&lt;br /&gt;
You will want to be at a low energy amount before entering Draygon's chamber since you will be performing a [[Crystal Flash]] mid-fight. Most people connect to a turret using Grapple Beam to drain away some health, then have Draygon strike them once to reduce their health to the appropriate amount.&lt;br /&gt;
&lt;br /&gt;
You can open the fight with a handful of Missiles and/or Super Missiles if you so desire.&lt;br /&gt;
&lt;br /&gt;
You will want to preemptively place a Power Bomb down (for Crystal Flash) before Draygon begins a mucus cycle. You may need to react quickly to not hearing a mucus cycle being performed so that you do not accidentally Crystal Flash during a swoop.&lt;br /&gt;
&lt;br /&gt;
Draygon interrupting a Crystal Flash by grabbing onto Samus will gift Samus with a [[Yellow Suit Glitch|shinespark suit]]. After this occurs, break free of Draygon.&lt;br /&gt;
&lt;br /&gt;
Wait on Draygon to perform another mucus cycle. Right before Draygon would grab onto Samus, activate the shinespark suit. If executed properly, Samus should now have a blue suit due to Draygon interrupting the shinespark with another grab. From here, wait until Draygon swings into the appropriate position, then activate the Grapple Beam to latch onto a turret and electrocute Draygon.&lt;br /&gt;
&lt;br /&gt;
Afterward, you may collect Draygon's drops or ignore them, then acquire Space Jump. Once back inside Draygon's chamber, you will want to perform infinite grapple jumps off the lower right turret to return to the door above. It should only take three to gain enough height with which to reach the ledge. Use the shinespark from the blue suit to escape Draygon's entry chamber. The second block on the pipe floor provides a great visual cue for doing so.&lt;br /&gt;
&lt;br /&gt;
If you are having difficulty performing the infinite grapple jumps necessary for escaping, you may find it worthwhile to maintain enough ammo to be able to perform a Crystal Flash to regain health so you can continue attempting the infinite grapple jumps.&lt;br /&gt;
&lt;br /&gt;
Alternate strategies to the Draygon fight that involve having shinespark suit after Draygon perishes instead of blue suit will need to be careful not to accidentally activate the shinespark suit during the infinite grapple jumps.&lt;br /&gt;
&lt;br /&gt;
Attempting to kill Draygon with the shinespark suit to generate a blue suit is extremely risky due to chain damage in this category, but is technically an option.&lt;br /&gt;
&lt;br /&gt;
== GT Classic ==&lt;br /&gt;
&lt;br /&gt;
Having the items from [[Golden Torizo Code|GT Code]] allows for the [[X-Plasma]] exploit to be performed by activating X-Ray Scope multiple times as a charged Ice/Wave/Plasma shot passes through Draygon's core.&lt;br /&gt;
&lt;br /&gt;
Since charged Ice/Wave/Plasma deals 900 damage, you can slay Draygon in this manner with only one charge shot with proper X-Ray Scope activations.&lt;br /&gt;
&lt;br /&gt;
= Tutorials =&lt;br /&gt;
&lt;br /&gt;
[https://www.twitch.tv/videos/45470281 Garrison] - Provides players with a place to begin for learning Draygon in Any%. (0:00 to 4:30 - beginner strategy | 4:30 to 12:00 - &amp;quot;my first shinespark&amp;quot; | 12:00 - 17:20 - advanced strategy | 17:20 to end - blue suit)&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=jipQ3Id1bPI Mackemagi] - Explains &amp;quot;two with blue&amp;quot; strategy. (0:00 to 2:40 - X-Factor and damage avoidance | 2:40 to 3:55 - optimizing first shinespark | 3:55 to 5:00 - optimizing second shinespark | 5:00 to 6:00 - optimizing third shinespark | 6:00 to end - &amp;quot;what if things go wrong?&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=l1jy3dejsgQ DbX] - Explains methods for how to X-Factor not only Draygon, but [[Phantoon]] and [[Botwoon]] as well.&lt;br /&gt;
&lt;br /&gt;
You may also want to check out any recent Any% or 100% tutorials as they should cover Draygon in a similar manner.&lt;br /&gt;
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= See also =&lt;br /&gt;
&lt;br /&gt;
* [[Bosses]]&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=File:Draygon_health_thresholds.png&amp;diff=8520</id>
		<title>File:Draygon health thresholds.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=File:Draygon_health_thresholds.png&amp;diff=8520"/>
				<updated>2024-08-14T17:36:26Z</updated>
		
		<summary type="html">&lt;p&gt;EXAKTScience: &lt;/p&gt;
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		<author><name>EXAKTScience</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Butterfly_Room&amp;diff=8512</id>
		<title>Butterfly Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Butterfly_Room&amp;diff=8512"/>
				<updated>2024-08-09T14:36:55Z</updated>
		
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&lt;div&gt;{{Adjacent rooms&lt;br /&gt;
|north=[[Plasma Beach Quicksand Room]]&lt;br /&gt;
|west=[[Plasma Spark Room]]&lt;br /&gt;
|east=[[West Cactus Alley Room]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:BelowBugSandHole.png|x300px]]&lt;br /&gt;
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[[File:Butterfly_room.png|x300px]]&lt;br /&gt;
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This room takes its name from its shape, which is reminiscent of a butterfly:&lt;br /&gt;
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[[File:ButterflyRoomExplained.png|x300px]] &lt;br /&gt;
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==Botwoon Skip==&lt;br /&gt;
&lt;br /&gt;
The door on the right side of this room is unlocked by killing Draygon, but it's possible to get through it by repeatedly getting hit by and freezing the Zoas, pushing Samus into the wall until the door transition blocks are in reach.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|mfPsdFJ-rrs}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Rooms in Maridia]]&lt;/div&gt;</summary>
		<author><name>EXAKTScience</name></author>	</entry>

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