Difference between revisions of "Hi Jump Energy Tank Room"
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== All Categories == | == All Categories == | ||
− | 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. | + | 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. |
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: | 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: | ||
{{#ev:youtube|apb-g-RP04c}} | {{#ev:youtube|apb-g-RP04c}} | ||
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+ | 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. | ||
== Any% KPDR == | == Any% KPDR == | ||
− | KPDR | + | 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. |
== Any% PRKD == | == Any% PRKD == |
Latest revision as of 17:44, 16 August 2024
Hi Jump Energy Tank Room | |||
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Zone | Norfair | ||
Subzone | Norfair/West | ||
Items |
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Hi Jump Boots Room | Adjacent rooms | Business Center |
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All Categories
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.
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:
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.
Any% KPDR
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.
Any% PRKD
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.
Randomizer
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.