Difference between revisions of "Kraid Eye Door Room"
From A complete guide to Super Metroid speedrunning
(Created page with "{{Adjacent rooms |west=Baby Kraid Room |east=Recharge Station<br/>Kraid Room }} x400px == See also == * Damage boosting") |
(Details of this dboost) |
||
Line 5: | Line 5: | ||
[[File:KraidEyeDoorRoom.png|x400px]] | [[File:KraidEyeDoorRoom.png|x400px]] | ||
+ | |||
+ | This room contains probably the first damage boost that a runner should learn. On the way out of Kraid's lair you can turn right, hold jump, then press left shortly after taking the spike damage. Most other time-saving damage boosts require a mid-air turnaround. | ||
+ | |||
+ | The damage boost on the way in is slightly trickier, since you will want to shoot the eye door with a super before it starts spitting goo. For a beginner, the damage boost could make that timing more complex. | ||
== See also == | == See also == | ||
* [[Damage boosting]] | * [[Damage boosting]] |
Revision as of 06:34, 26 October 2018
Baby Kraid Room | Adjacent rooms | Recharge Station Kraid Room |
---|---|---|
This room contains probably the first damage boost that a runner should learn. On the way out of Kraid's lair you can turn right, hold jump, then press left shortly after taking the spike damage. Most other time-saving damage boosts require a mid-air turnaround.
The damage boost on the way in is slightly trickier, since you will want to shoot the eye door with a super before it starts spitting goo. For a beginner, the damage boost could make that timing more complex.