Difference between revisions of "Warehouse Kihunter Room"
From A complete guide to Super Metroid speedrunning
(Exit strats) |
(→Exiting: Morph backup strat) |
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If you mess this up, you can mid-air morph to allow you to keep your upward momentum even if you get hit. | If you mess this up, you can mid-air morph to allow you to keep your upward momentum even if you get hit. | ||
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If you fire a shot to the left as you rise out of the hole, you can open the door, allowing you to jump down into it. A mockball is even possible in the next room, allowing you to get to the bomb block faster. This shot has a very wide margin with Spazer equipped, but very narrow with only [[Power Beam]]. | If you fire a shot to the left as you rise out of the hole, you can open the door, allowing you to jump down into it. A mockball is even possible in the next room, allowing you to get to the bomb block faster. This shot has a very wide margin with Spazer equipped, but very narrow with only [[Power Beam]]. |
Revision as of 03:31, 16 October 2019
Adjacent rooms | Save Room Baby Kraid Room | |
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Warehouse Zeela Room |
If you do a small jump from the small ledge to the floor with the Baby Kraid Room door, that can fix the door, saving some frames.
Exiting
If you enter the room while airborne, it will manipulate the Kihunters into moving in a pattern that will allow you to jump out of the hole without getting knocked back down.
If you mess this up, you can mid-air morph to allow you to keep your upward momentum even if you get hit.
If you fire a shot to the left as you rise out of the hole, you can open the door, allowing you to jump down into it. A mockball is even possible in the next room, allowing you to get to the bomb block faster. This shot has a very wide margin with Spazer equipped, but very narrow with only Power Beam.