Difference between revisions of "Hi Jump Boots Room"
From A complete guide to Super Metroid speedrunning
(Any% strats) |
(→Any% PRKD: Downback not always required) |
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== Any% PRKD == | == Any% PRKD == | ||
− | After collecting the item, run off of the end of the pillar, and [[downback]] through the door transition, so you can [[mockball]] when you hit the floor in the next room. | + | After collecting the item, run off of the end of the pillar, and [[downback]] through the door transition, so you can [[mockball]] when you hit the floor in the next room. A downback is not necessary if Samus lands on the left edge of the pillar for extra running distance. You only need to hold down (to compress Samus' hitbox) if horizontal speed is sufficient. |
== Items == | == Items == | ||
* [[Hi-Jump Boots]] | * [[Hi-Jump Boots]] |
Revision as of 21:00, 10 August 2019
Adjacent rooms | Hi Jump Energy Tank Room | |
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Any% KPDR
After collecting the item, you will want to jump into the door transition so that you can go up to collect the missile pack (unless you're only collecting 15 missiles).
Any% PRKD
After collecting the item, run off of the end of the pillar, and downback through the door transition, so you can mockball when you hit the floor in the next room. A downback is not necessary if Samus lands on the left edge of the pillar for extra running distance. You only need to hold down (to compress Samus' hitbox) if horizontal speed is sufficient.