This strat involves shooting a Super diagonally from the correct height while flush against the left wall. Its acceleration will cause it to clip into the blue gate off-screen.
From: 1
Left Door
To: 1
Left Door
A consistent setup is to align with the wall below the door frame facing right. Jump and turn around to land on the door frame. Then jump and turn around again to return to being aligned with the wall but at the right height for shooting the Super. This strat involves shooting a Super diagonally from the correct height while flush against the left wall. Its acceleration will cause it to clip into the blue gate off-screen. Requires: { "notable": "Reverse Gate Glitch" } { "obstaclesCleared": [ "A" ] } { "doorUnlockedAtNode": 1 } "canTrickyJump" "canOffScreenSuperShot" Clears obstacles: B Unlocks doors: {"types":["ammo"],"requires":[]} |
Jump straight up and shoot with the correct timing. This strat involves shooting a Super diagonally from the correct height while flush against the left wall. Its acceleration will cause it to clip into the blue gate off-screen. Requires: { "notable": "Reverse Gate Glitch" } { "obstaclesCleared": [ "A" ] } { "or": [ "canTrickyJump", "h_canBackIntoCorner" ] } "HiJump" "canOffScreenSuperShot" Clears obstacles: B |
From: 1
Left Door
To: 1
Left Door
Use damage from the small sidehopper to align against the left wall. Jump straight up and shoot with the correct timing. This strat involves shooting a Super diagonally from the correct height while flush against the left wall. Its acceleration will cause it to clip into the blue gate off-screen. Requires: { "notable": "Reverse Gate Glitch" } { "enemyDamage": { "enemy": "Sm. Sidehopper", "type": "contact", "hits": 1 } } { "enemyDamage": { "enemy": "Sidehopper", "type": "contact", "hits": 1 } } "canNeutralDamageBoost" "HiJump" "canOffScreenSuperShot" Clears obstacles: B |
From: 1
Left Door
To: 1
Left Door
Use a stationary spinjump, or spinjump against the wall and turn around without moving; and shoot with the same correct timing. This strat involves shooting a Super diagonally from the correct height while flush against the left wall. Its acceleration will cause it to clip into the blue gate off-screen. Requires: { "notable": "Reverse Gate Glitch" } { "obstaclesCleared": [ "A" ] } { "or": [ "canTrickyJump", "h_canBackIntoCorner" ] } "canStationarySpinJump" "SpaceJump" "canOffScreenSuperShot" Clears obstacles: B |
From: 1
Left Door
To: 1
Left Door
Build run speed and jump into the left wall, turning around without changing Samus' pixel position. This strat involves shooting a Super diagonally from the correct height while flush against the left wall. Its acceleration will cause it to clip into the blue gate off-screen. Requires: { "notable": "Reverse Gate Glitch" } { "obstaclesCleared": [ "A" ] } "canTrickyDashJump" "canOffScreenSuperShot" Clears obstacles: B |
From: 4
Frozen Hopper Junction
To: 4
Frozen Hopper Junction
This strat involves shooting a Super diagonally from the correct height while flush against the left wall. Its acceleration will cause it to clip into the blue gate off-screen. Jump straight up and shoot with the correct timing. Taking damage can be used to align against the wall. Requires: { "notable": "Reverse Gate Glitch" } { "obstaclesNotCleared": [ "A" ] } { "or": [ "h_canBackIntoCorner", { "enemyDamage": { "enemy": "Sm. Sidehopper", "type": "contact", "hits": 1 } }, "canTrickyJump" ] } "HiJump" "canOffScreenSuperShot" Clears obstacles: B |
From: 4
Frozen Hopper Junction
To: 4
Frozen Hopper Junction
Freeze a small hopper to the side and kill the remaining Side Hoppers. Stand against the left wall (damage knockback will align Samus with the wall) and shoot up to freeze the hopper. Jump up to land on it, aligned with the wall. Alternatively, Jump and shoot down to freeze the hopper as a way to avoid damage. Fire a Super just above the door shell to hit the Gate. This strat involves shooting a Super diagonally from the correct height while flush against the left wall. Its acceleration will cause it to clip into the blue gate off-screen. Requires: { "notable": "Reverse Gate Glitch" } { "obstaclesNotCleared": [ "A" ] } "canTrickyUseFrozenEnemies" "h_canBackIntoCorner" "canOffScreenSuperShot" { "enemyDamage": { "enemy": "Sm. Sidehopper", "type": "contact", "hits": 1 } } Clears obstacles: B |