canCrouchGateClip (Extreme)

Using a spinjump and down-aim to clip into a closing gate, allowing Samus to walk through the gate.

Dependencies: canTwoTileSqueeze

Difficulty filter

Strats ()

From: 1
Left Door
To: 2
Right Door

Spawn a Zeb then run and do a very small spin jump to clip into the first gate before the Zeb reaches you. Do a damage boost off of the Zeb while inside the first gate to get enough speed to clip into the next gate. It is also possible to clip into the gates by aiming down while in the spin jump.

Requires:

{
  "notable": "Crouch Gate Clip Damage Boost"
}
{
  "obstaclesNotCleared": [
    "A"
  ]
}
"canCrouchGateClip"
"canCameraManip"
"canHorizontalDamageBoost"
{
  "enemyDamage": {
    "enemy": "Zeb",
    "type": "contact",
    "hits": 2
  }
}

Clears obstacles: A

From: 1
Left Door
To: 2
Right Door

Run then do a very small spin jump to clip into the left side of the first gate. While inside the gate, back up to get the maximum run distance using either Moonwalk or X-Ray Turnaround and repeat for the next gate. It is also possible to clip into the gates by aiming down while in the spin jump. A down-back is also possible for clipping into the first gate, but it is generally harder.

Requires:

{
  "obstaclesNotCleared": [
    "A"
  ]
}
"canCrouchGateClip"
{
  "or": [
    "canXRayTurnaround",
    "canMoonwalk"
  ]
}

Clears obstacles: A

From: 1
Left Door
To: 2
Right Door

The only way the Wavers will get to the door is if the right crumble blocks are all broken. This assumes that Samus comes from the left with Speed, a mockball, or a crouch gate clip. After the crumbles are broken, shoot the ceiling block and wait by the door for the Waver to come. Note that if Samus takes more than 35 seconds after entering the room, before shooting the ceiling, the Waver will not come down.

Requires:

{
  "obstaclesNotCleared": [
    "A"
  ]
}
{
  "or": [
    "SpeedBooster",
    "canMockball",
    {
      "and": [
        "canCrouchGateClip",
        {
          "or": [
            "canXRayTurnaround",
            "canMoonwalk"
          ]
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}
From: 2
Right Door
To: 2
Right Door

Jump into the room and aim down to get under the first shutter, then break the crumble blocks to the left. This is the only way for the Wavers to reach the door. After the crumbles are broken, shoot the ceiling block and wait by the door for the Waver to come.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 4
  }
}

Requires:

"canCrouchGateClip"
"canComplexGMode"

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}

Space Jump into the room and aim down to get under the first shutter, then break the crumble blocks to the left. This is the only way for the Wavers to reach the door. After the crumbles are broken, shoot the ceiling block and wait by the door for the Waver to come.

Entrance condition:

{
  "comeInSpaceJumping": {
    "speedBooster": false,
    "minTiles": 4
  }
}

Requires:

"canCrouchGateClip"
"canComplexGMode"

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}

Jump into the room and aim down to get under the first shutter, then break the crumble blocks to the left. This is the only way for the Wavers to reach the door. After the crumbles are broken, shoot the ceiling block and wait by the door for the Waver to come.

Entrance condition:

{
  "comeInWithSidePlatform": {
    "platforms": [
      {
        "minHeight": 1,
        "maxHeight": 2,
        "minTiles": 4,
        "speedBooster": false,
        "obstructions": [
          [
            1,
            0
          ]
        ],
        "note": [
          "Skree Boost Room and Butterfly Room are minimal-runway examples that this applies to."
        ]
      },
      {
        "minHeight": 3,
        "maxHeight": 3,
        "minTiles": 5,
        "speedBooster": false,
        "obstructions": [
          [
            1,
            0
          ]
        ],
        "note": [
          "Bomb Torizo Room is a minimal-runway example that this applies to."
        ]
      }
    ]
  }
}

Requires:

"canCrouchGateClip"
"canComplexGMode"

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}
From: 2
Middle Left Door
To: 4
Right Door

Run into the room with sufficient speed, perform a very low spin jump, and aim down to clip inside the gate.

This requires entering with extra run speed of at least $2.D. Ideally the spin jump should be performed by tapping jump for exactly one frame. If entering with near-minimal speed, a frame-perfect jump is required.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 11
  }
}

Requires:

{
  "notable": "Speedy Crouch Gate Clip"
}
"canCrouchGateClip"
From: 4
Right Door
To: 2
Middle Left Door

Arm pump while approaching the left gate from the right, perform a very low spin jump, and aim down to clip inside the gate. Failure results in a soft-lock.

Samus must use arm pumping to advance a minimum of about 6 pixels, to have an opportunity for a frame-perfect jump, with a single-frame tap of jump. If advancing by about 12 pixels or more, then tapping jump for 2 frames becomes possible (still frame-perfect). If advancing by about 16 pixels or more, then a 2-frame window for the jump becomes possible.

Entrance condition:

{
  "comeInNormally": {}
}

Requires:

{
  "notable": "Arm Pump Crouch Gate Clip"
}
"canCrouchGateClip"