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		<id>https://wiki.supermetroid.run/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=AnotherFastSamus</id>
		<title>A complete guide to Super Metroid speedrunning - User contributions [en]</title>
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		<updated>2026-04-08T13:02:38Z</updated>
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	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Moonwalk&amp;diff=8660</id>
		<title>Moonwalk</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Moonwalk&amp;diff=8660"/>
				<updated>2024-10-15T23:15:56Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: /* Any% Moonfall Times */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Moonwalk''' is a mechanic that allows Samus to walk backwards by holding the shot button and the direction on the directional pad that is opposite of Samus's facing direction.&lt;br /&gt;
&lt;br /&gt;
Moonwalk is disabled by default on every file, and is enabled by accessing the Special Setting Mode located at the bottom of the Option Mode and setting it to &amp;quot;on.&amp;quot; For any given save file and at any point in time, by going back to the title screen (either with a reset, taking the power off and on again, or dying and choosing to go back to the title screen), one can advance to the Special Setting Mode for the save file and toggle the Moonwalk setting from there to continue with the changed Moonwalk setting for the save file. However, changing the Moonwalk setting and exiting the save file instead of continuing in it will not keep the change made to the Moonwalk setting (and the same is true for control setting changes, Icon Cancel setting changes, and language setting changes).&lt;br /&gt;
&lt;br /&gt;
[[File:Moonwalk.gif]]&lt;br /&gt;
&lt;br /&gt;
A moonwalk will not be performed if Samus is already moving (holding an angle button will prevent this, as it will instantly stop her movement), while Samus is crouched, or while Samus is not in an animation where she is breathing (such as pressed against a wall).&lt;br /&gt;
&lt;br /&gt;
When moonwalk is enabled, Samus will be unable to maintain a [[Charge Beam|charge shot]] (i.e. [[Pseudo Screw Attack|pseudo-Screw]]) if she attempts to [[spinjump]] directly backwards from a standstill, as the beam will automatically fire when the spinjump occurs.&lt;br /&gt;
&lt;br /&gt;
Although it may appear that Samus is walking backwards (and thus, facing the direction opposite of where she is moving), the game still treats her as if she is facing the direction she is moving in cases where this movement becomes interrupted, such as being struck by an enemy or moonwalking off of a ledge. In those cases, she will appear to immediately turn around to face the direction she was moving.&lt;br /&gt;
&lt;br /&gt;
If a moonwalk is performed and then the opposite direction is pressed on an immediate frame after the moonwalk, Samus will walk forward with a starting speed of a half-pixel per frame. This is especially useful when submerged without [[Gravity Suit]], as seen in [https://www.youtube.com/watch?v=EO0J4nQzLWI&amp;amp;t=30m05s Sniq's 13% tool assisted speedrun].&lt;br /&gt;
&lt;br /&gt;
If you're holding an Angle button while pressed against a wall, with Moonwalk enabled and Charge Beam equipped, and turn around, you may fire a shot without pressing the Shot button.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|dy4sVuHw2W8}}&lt;br /&gt;
&lt;br /&gt;
= Moonfall =&lt;br /&gt;
&lt;br /&gt;
'''Moonfall''' is a technique which allows Samus to fall without [[Vertical Speed|a cap on her falling speed]], allowing her to continue building speed until she has landed.&lt;br /&gt;
&lt;br /&gt;
To perform a moonfall:&lt;br /&gt;
&lt;br /&gt;
* Hold an angle button (L or R by default)&lt;br /&gt;
* Initiate a moonwalk&lt;br /&gt;
* Press the jump button (Samus will release the shot, perform a small jump backwards and turn around)&lt;br /&gt;
&lt;br /&gt;
In most cases a spinning moonfall is desired, which also requires:&lt;br /&gt;
&lt;br /&gt;
* During the turnaround animation, right after pressing jump, release the angle button&lt;br /&gt;
&lt;br /&gt;
An indication that a moonfall was performed (before falling speeds are achieved that would make it visibly obvious) is that the turnaround animation will interrupt Samus's fall for the duration of the animation (if spinning, this effect does not occur, which can be used to weave left and right). Additionally, if Samus [[Morphing Ball|morphs]] while in the moonfall state, and lands from the moonfall while morphed, she will not bounce. The moonfall state will be cancelled if Samus morphs and unmorphs in midair.&lt;br /&gt;
&lt;br /&gt;
As is the case with other jump-involved actions, moonfall can be buffered to occur automatically upon performing the jump associated with the technique. This is done by holding all of the involved buttons then releasing the shot button.&lt;br /&gt;
&lt;br /&gt;
Below is a demonstration of performing a buffered moonfall to descend down the [[Climb]], which is the location where moonfalling saves the most time:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|qM_gO6GE1hU}}&lt;br /&gt;
&lt;br /&gt;
As the above video shows, because moonfalling removes the cap on Samus's falling speed, Samus can achieve speeds that allow her to pass through entire tiles.&lt;br /&gt;
&lt;br /&gt;
The fall speed can also be stored in certain ways, most notably using [[moondance]].&lt;br /&gt;
&lt;br /&gt;
== Any% Moonfall Times ==&lt;br /&gt;
&lt;br /&gt;
The following is a list of Any% PRKD/KPDR rooms with available moonfall strats. The fall times listed for those strats are shown with and without using a moonfall.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room !! Route !! Regular Fall Time !! Moonfall Time* !! Save&lt;br /&gt;
|-&lt;br /&gt;
|[[Parlor]] || * || 8.10 || 7.50 || 0.20&lt;br /&gt;
|-&lt;br /&gt;
|[[Climb]] || * || 7.40 || 3.45 || 3.55&lt;br /&gt;
|-&lt;br /&gt;
|[[Red Tower]] (Bottom) || KPDR || 6.55 || 6.30 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
|[[West Ocean]] || KPDR || 6.25 || 5.40 || 0.45&lt;br /&gt;
|-&lt;br /&gt;
|[[Caterpillar Room]] || * || 11.15 || 11.00 || 0.15&lt;br /&gt;
|-&lt;br /&gt;
|[[Red Tower]] || * || 11.10 || 9.50 || 1.20&lt;br /&gt;
|-&lt;br /&gt;
|[[Precious Room]] || * || 3.40 || 3.30 || 0.10&lt;br /&gt;
|-&lt;br /&gt;
|[[Crumble Shaft]] || KPDR || 3.00 || 2.40 || 0.20&lt;br /&gt;
|-&lt;br /&gt;
|[[Statues Room]] || * || 48.40 || 48.30 || 0.10&lt;br /&gt;
|-&lt;br /&gt;
|[[Halfie Climb Room]] || PRKD || 2.50 || 2.40 || 0.10&lt;br /&gt;
|-&lt;br /&gt;
|[[Rinka Shaft]] || * || 1.57 || 1.52 || 0.05&lt;br /&gt;
|-&lt;br /&gt;
|[[Leodox Room]] || * || 16.40 || 15.20 || 1.20&lt;br /&gt;
|-&lt;br /&gt;
!TOTAL TIMESAVE || || PRKD: 6.55 || KPDR: 8.35 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
NOTE: All times displayed are an average over multiple attempts, and assume optimal execution of both the room and the moonfall listed. A slower set-up before the fall will increase the time spent, and may subtract from the timesave for that room. Moonfalls that are performed through a door transition include additional set-up time from the previous room.&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Moonwalk&amp;diff=8659</id>
		<title>Moonwalk</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Moonwalk&amp;diff=8659"/>
				<updated>2024-10-15T23:07:55Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: /* Any% Moonfall Times */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Moonwalk''' is a mechanic that allows Samus to walk backwards by holding the shot button and the direction on the directional pad that is opposite of Samus's facing direction.&lt;br /&gt;
&lt;br /&gt;
Moonwalk is disabled by default on every file, and is enabled by accessing the Special Setting Mode located at the bottom of the Option Mode and setting it to &amp;quot;on.&amp;quot; For any given save file and at any point in time, by going back to the title screen (either with a reset, taking the power off and on again, or dying and choosing to go back to the title screen), one can advance to the Special Setting Mode for the save file and toggle the Moonwalk setting from there to continue with the changed Moonwalk setting for the save file. However, changing the Moonwalk setting and exiting the save file instead of continuing in it will not keep the change made to the Moonwalk setting (and the same is true for control setting changes, Icon Cancel setting changes, and language setting changes).&lt;br /&gt;
&lt;br /&gt;
[[File:Moonwalk.gif]]&lt;br /&gt;
&lt;br /&gt;
A moonwalk will not be performed if Samus is already moving (holding an angle button will prevent this, as it will instantly stop her movement), while Samus is crouched, or while Samus is not in an animation where she is breathing (such as pressed against a wall).&lt;br /&gt;
&lt;br /&gt;
When moonwalk is enabled, Samus will be unable to maintain a [[Charge Beam|charge shot]] (i.e. [[Pseudo Screw Attack|pseudo-Screw]]) if she attempts to [[spinjump]] directly backwards from a standstill, as the beam will automatically fire when the spinjump occurs.&lt;br /&gt;
&lt;br /&gt;
Although it may appear that Samus is walking backwards (and thus, facing the direction opposite of where she is moving), the game still treats her as if she is facing the direction she is moving in cases where this movement becomes interrupted, such as being struck by an enemy or moonwalking off of a ledge. In those cases, she will appear to immediately turn around to face the direction she was moving.&lt;br /&gt;
&lt;br /&gt;
If a moonwalk is performed and then the opposite direction is pressed on an immediate frame after the moonwalk, Samus will walk forward with a starting speed of a half-pixel per frame. This is especially useful when submerged without [[Gravity Suit]], as seen in [https://www.youtube.com/watch?v=EO0J4nQzLWI&amp;amp;t=30m05s Sniq's 13% tool assisted speedrun].&lt;br /&gt;
&lt;br /&gt;
If you're holding an Angle button while pressed against a wall, with Moonwalk enabled and Charge Beam equipped, and turn around, you may fire a shot without pressing the Shot button.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|dy4sVuHw2W8}}&lt;br /&gt;
&lt;br /&gt;
= Moonfall =&lt;br /&gt;
&lt;br /&gt;
'''Moonfall''' is a technique which allows Samus to fall without [[Vertical Speed|a cap on her falling speed]], allowing her to continue building speed until she has landed.&lt;br /&gt;
&lt;br /&gt;
To perform a moonfall:&lt;br /&gt;
&lt;br /&gt;
* Hold an angle button (L or R by default)&lt;br /&gt;
* Initiate a moonwalk&lt;br /&gt;
* Press the jump button (Samus will release the shot, perform a small jump backwards and turn around)&lt;br /&gt;
&lt;br /&gt;
In most cases a spinning moonfall is desired, which also requires:&lt;br /&gt;
&lt;br /&gt;
* During the turnaround animation, right after pressing jump, release the angle button&lt;br /&gt;
&lt;br /&gt;
An indication that a moonfall was performed (before falling speeds are achieved that would make it visibly obvious) is that the turnaround animation will interrupt Samus's fall for the duration of the animation (if spinning, this effect does not occur, which can be used to weave left and right). Additionally, if Samus [[Morphing Ball|morphs]] while in the moonfall state, and lands from the moonfall while morphed, she will not bounce. The moonfall state will be cancelled if Samus morphs and unmorphs in midair.&lt;br /&gt;
&lt;br /&gt;
As is the case with other jump-involved actions, moonfall can be buffered to occur automatically upon performing the jump associated with the technique. This is done by holding all of the involved buttons then releasing the shot button.&lt;br /&gt;
&lt;br /&gt;
Below is a demonstration of performing a buffered moonfall to descend down the [[Climb]], which is the location where moonfalling saves the most time:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|qM_gO6GE1hU}}&lt;br /&gt;
&lt;br /&gt;
As the above video shows, because moonfalling removes the cap on Samus's falling speed, Samus can achieve speeds that allow her to pass through entire tiles.&lt;br /&gt;
&lt;br /&gt;
The fall speed can also be stored in certain ways, most notably using [[moondance]].&lt;br /&gt;
&lt;br /&gt;
== Any% Moonfall Times ==&lt;br /&gt;
&lt;br /&gt;
The following is a list of Any% PRKD/KPDR rooms with available moonfall strats. The fall times listed for those strats are shown with and without using a moonfall.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room !! Route !! Regular Fall Time !! Moonfall Time* !! Save&lt;br /&gt;
|-&lt;br /&gt;
|[[Parlor]] || * || 8.10 || 7.50 || 0.20&lt;br /&gt;
|-&lt;br /&gt;
|[[Climb]] || * || 7.40 || 3.45 || 3.55&lt;br /&gt;
|-&lt;br /&gt;
|[[Red Tower]] (Bottom) || KPDR || 6.55 || 6.30 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
|[[West Ocean]] || KPDR || 6.25 || 5.40 || 0.45&lt;br /&gt;
|-&lt;br /&gt;
|[[Caterpillar Room]] || * || 11.15 || 11.00 || 0.15&lt;br /&gt;
|-&lt;br /&gt;
|[[Red Tower]] || * || 11.10 || 9.50 || 1.20&lt;br /&gt;
|-&lt;br /&gt;
|[[Precious Room]] || * || 3.40 || 3.30 || 0.10&lt;br /&gt;
|-&lt;br /&gt;
|[[Crumble Shaft]] || KPDR || 3.00 || 2.40 || 0.20&lt;br /&gt;
|-&lt;br /&gt;
|[[Statues Room]] || * || 48.40 || 48.30 || 0.10&lt;br /&gt;
|-&lt;br /&gt;
|[[Halfie Climb Room]] || PRKD || 2.50 || 2.40 || 0.10&lt;br /&gt;
|-&lt;br /&gt;
|[[Rinka Shaft]] || * || 1.57 || 1.52 || 0.05&lt;br /&gt;
|-&lt;br /&gt;
|[[Leodox Room]] || * || 16.40 || 15.20 || 1.20&lt;br /&gt;
|-&lt;br /&gt;
|| TOTAL TIMESAVE || PRKD: 6.55 | KPDR: 8.35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
NOTE: All times displayed are an average over multiple attempts, and assume optimal execution of both the room and the moonfall listed. A slower set-up before the fall will increase the time spent, and may subtract from the timesave for that room. Moonfalls that are performed through a door transition include additional set-up time from the previous room.&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Moonwalk&amp;diff=8658</id>
		<title>Moonwalk</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Moonwalk&amp;diff=8658"/>
				<updated>2024-10-15T23:07:17Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: /* Any% Moonfall Times */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Moonwalk''' is a mechanic that allows Samus to walk backwards by holding the shot button and the direction on the directional pad that is opposite of Samus's facing direction.&lt;br /&gt;
&lt;br /&gt;
Moonwalk is disabled by default on every file, and is enabled by accessing the Special Setting Mode located at the bottom of the Option Mode and setting it to &amp;quot;on.&amp;quot; For any given save file and at any point in time, by going back to the title screen (either with a reset, taking the power off and on again, or dying and choosing to go back to the title screen), one can advance to the Special Setting Mode for the save file and toggle the Moonwalk setting from there to continue with the changed Moonwalk setting for the save file. However, changing the Moonwalk setting and exiting the save file instead of continuing in it will not keep the change made to the Moonwalk setting (and the same is true for control setting changes, Icon Cancel setting changes, and language setting changes).&lt;br /&gt;
&lt;br /&gt;
[[File:Moonwalk.gif]]&lt;br /&gt;
&lt;br /&gt;
A moonwalk will not be performed if Samus is already moving (holding an angle button will prevent this, as it will instantly stop her movement), while Samus is crouched, or while Samus is not in an animation where she is breathing (such as pressed against a wall).&lt;br /&gt;
&lt;br /&gt;
When moonwalk is enabled, Samus will be unable to maintain a [[Charge Beam|charge shot]] (i.e. [[Pseudo Screw Attack|pseudo-Screw]]) if she attempts to [[spinjump]] directly backwards from a standstill, as the beam will automatically fire when the spinjump occurs.&lt;br /&gt;
&lt;br /&gt;
Although it may appear that Samus is walking backwards (and thus, facing the direction opposite of where she is moving), the game still treats her as if she is facing the direction she is moving in cases where this movement becomes interrupted, such as being struck by an enemy or moonwalking off of a ledge. In those cases, she will appear to immediately turn around to face the direction she was moving.&lt;br /&gt;
&lt;br /&gt;
If a moonwalk is performed and then the opposite direction is pressed on an immediate frame after the moonwalk, Samus will walk forward with a starting speed of a half-pixel per frame. This is especially useful when submerged without [[Gravity Suit]], as seen in [https://www.youtube.com/watch?v=EO0J4nQzLWI&amp;amp;t=30m05s Sniq's 13% tool assisted speedrun].&lt;br /&gt;
&lt;br /&gt;
If you're holding an Angle button while pressed against a wall, with Moonwalk enabled and Charge Beam equipped, and turn around, you may fire a shot without pressing the Shot button.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|dy4sVuHw2W8}}&lt;br /&gt;
&lt;br /&gt;
= Moonfall =&lt;br /&gt;
&lt;br /&gt;
'''Moonfall''' is a technique which allows Samus to fall without [[Vertical Speed|a cap on her falling speed]], allowing her to continue building speed until she has landed.&lt;br /&gt;
&lt;br /&gt;
To perform a moonfall:&lt;br /&gt;
&lt;br /&gt;
* Hold an angle button (L or R by default)&lt;br /&gt;
* Initiate a moonwalk&lt;br /&gt;
* Press the jump button (Samus will release the shot, perform a small jump backwards and turn around)&lt;br /&gt;
&lt;br /&gt;
In most cases a spinning moonfall is desired, which also requires:&lt;br /&gt;
&lt;br /&gt;
* During the turnaround animation, right after pressing jump, release the angle button&lt;br /&gt;
&lt;br /&gt;
An indication that a moonfall was performed (before falling speeds are achieved that would make it visibly obvious) is that the turnaround animation will interrupt Samus's fall for the duration of the animation (if spinning, this effect does not occur, which can be used to weave left and right). Additionally, if Samus [[Morphing Ball|morphs]] while in the moonfall state, and lands from the moonfall while morphed, she will not bounce. The moonfall state will be cancelled if Samus morphs and unmorphs in midair.&lt;br /&gt;
&lt;br /&gt;
As is the case with other jump-involved actions, moonfall can be buffered to occur automatically upon performing the jump associated with the technique. This is done by holding all of the involved buttons then releasing the shot button.&lt;br /&gt;
&lt;br /&gt;
Below is a demonstration of performing a buffered moonfall to descend down the [[Climb]], which is the location where moonfalling saves the most time:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|qM_gO6GE1hU}}&lt;br /&gt;
&lt;br /&gt;
As the above video shows, because moonfalling removes the cap on Samus's falling speed, Samus can achieve speeds that allow her to pass through entire tiles.&lt;br /&gt;
&lt;br /&gt;
The fall speed can also be stored in certain ways, most notably using [[moondance]].&lt;br /&gt;
&lt;br /&gt;
== Any% Moonfall Times ==&lt;br /&gt;
&lt;br /&gt;
The following is a list of Any% PRKD/KPDR rooms with available moonfall strats. The fall times listed for those strats are shown with and without using a moonfall.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room !! Route !! Regular Fall Time !! Moonfall Time* !! Save&lt;br /&gt;
|-&lt;br /&gt;
|[[Parlor]] || * || 8.10 || 7.50 || 0.20&lt;br /&gt;
|-&lt;br /&gt;
|[[Climb]] || * || 7.40 || 3.45 || 3.55&lt;br /&gt;
|-&lt;br /&gt;
|[[Red Tower]] (Bottom) || KPDR || 6.55 || 6.30 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
|[[West Ocean]] || KPDR || 6.25 || 5.40 || 0.45&lt;br /&gt;
|-&lt;br /&gt;
|[[Caterpillar Room]] || * || 11.15 || 11.00 || 0.15&lt;br /&gt;
|-&lt;br /&gt;
|[[Red Tower]] || * || 11.10 || 9.50 || 1.20&lt;br /&gt;
|-&lt;br /&gt;
|[[Precious Room]] || * || 3.40 || 3.30 || 0.10&lt;br /&gt;
|-&lt;br /&gt;
|[[Crumble Shaft]] || KPDR || 3.00 || 2.40 || 0.20&lt;br /&gt;
|-&lt;br /&gt;
|[[Statues Room]] || * || 48.40 || 48.30 || 0.10&lt;br /&gt;
|-&lt;br /&gt;
|[[Halfie Climb Room]] || PRKD || 2.50 || 2.40 || 0.10&lt;br /&gt;
|-&lt;br /&gt;
|[[Rinka Shaft]] || * || 1.57 || 1.52 || 0.05&lt;br /&gt;
|-&lt;br /&gt;
|[[Leodox Room]] || * || 16.40 || 15.20 || 1.20&lt;br /&gt;
|-&lt;br /&gt;
|| TOTAL TIMESAVE || PRKD: 6.55 || KPDR: 8.35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
NOTE: All times displayed are an average over multiple attempts, and assume optimal execution of both the room and the moonfall listed. A slower set-up before the fall will increase the time spent, and may subtract from the timesave for that room. Moonfalls that are performed through a door transition include additional set-up time from the previous room.&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Moonwalk&amp;diff=8657</id>
		<title>Moonwalk</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Moonwalk&amp;diff=8657"/>
				<updated>2024-10-15T23:06:01Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: /* Any% Moonfall Times */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Moonwalk''' is a mechanic that allows Samus to walk backwards by holding the shot button and the direction on the directional pad that is opposite of Samus's facing direction.&lt;br /&gt;
&lt;br /&gt;
Moonwalk is disabled by default on every file, and is enabled by accessing the Special Setting Mode located at the bottom of the Option Mode and setting it to &amp;quot;on.&amp;quot; For any given save file and at any point in time, by going back to the title screen (either with a reset, taking the power off and on again, or dying and choosing to go back to the title screen), one can advance to the Special Setting Mode for the save file and toggle the Moonwalk setting from there to continue with the changed Moonwalk setting for the save file. However, changing the Moonwalk setting and exiting the save file instead of continuing in it will not keep the change made to the Moonwalk setting (and the same is true for control setting changes, Icon Cancel setting changes, and language setting changes).&lt;br /&gt;
&lt;br /&gt;
[[File:Moonwalk.gif]]&lt;br /&gt;
&lt;br /&gt;
A moonwalk will not be performed if Samus is already moving (holding an angle button will prevent this, as it will instantly stop her movement), while Samus is crouched, or while Samus is not in an animation where she is breathing (such as pressed against a wall).&lt;br /&gt;
&lt;br /&gt;
When moonwalk is enabled, Samus will be unable to maintain a [[Charge Beam|charge shot]] (i.e. [[Pseudo Screw Attack|pseudo-Screw]]) if she attempts to [[spinjump]] directly backwards from a standstill, as the beam will automatically fire when the spinjump occurs.&lt;br /&gt;
&lt;br /&gt;
Although it may appear that Samus is walking backwards (and thus, facing the direction opposite of where she is moving), the game still treats her as if she is facing the direction she is moving in cases where this movement becomes interrupted, such as being struck by an enemy or moonwalking off of a ledge. In those cases, she will appear to immediately turn around to face the direction she was moving.&lt;br /&gt;
&lt;br /&gt;
If a moonwalk is performed and then the opposite direction is pressed on an immediate frame after the moonwalk, Samus will walk forward with a starting speed of a half-pixel per frame. This is especially useful when submerged without [[Gravity Suit]], as seen in [https://www.youtube.com/watch?v=EO0J4nQzLWI&amp;amp;t=30m05s Sniq's 13% tool assisted speedrun].&lt;br /&gt;
&lt;br /&gt;
If you're holding an Angle button while pressed against a wall, with Moonwalk enabled and Charge Beam equipped, and turn around, you may fire a shot without pressing the Shot button.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|dy4sVuHw2W8}}&lt;br /&gt;
&lt;br /&gt;
= Moonfall =&lt;br /&gt;
&lt;br /&gt;
'''Moonfall''' is a technique which allows Samus to fall without [[Vertical Speed|a cap on her falling speed]], allowing her to continue building speed until she has landed.&lt;br /&gt;
&lt;br /&gt;
To perform a moonfall:&lt;br /&gt;
&lt;br /&gt;
* Hold an angle button (L or R by default)&lt;br /&gt;
* Initiate a moonwalk&lt;br /&gt;
* Press the jump button (Samus will release the shot, perform a small jump backwards and turn around)&lt;br /&gt;
&lt;br /&gt;
In most cases a spinning moonfall is desired, which also requires:&lt;br /&gt;
&lt;br /&gt;
* During the turnaround animation, right after pressing jump, release the angle button&lt;br /&gt;
&lt;br /&gt;
An indication that a moonfall was performed (before falling speeds are achieved that would make it visibly obvious) is that the turnaround animation will interrupt Samus's fall for the duration of the animation (if spinning, this effect does not occur, which can be used to weave left and right). Additionally, if Samus [[Morphing Ball|morphs]] while in the moonfall state, and lands from the moonfall while morphed, she will not bounce. The moonfall state will be cancelled if Samus morphs and unmorphs in midair.&lt;br /&gt;
&lt;br /&gt;
As is the case with other jump-involved actions, moonfall can be buffered to occur automatically upon performing the jump associated with the technique. This is done by holding all of the involved buttons then releasing the shot button.&lt;br /&gt;
&lt;br /&gt;
Below is a demonstration of performing a buffered moonfall to descend down the [[Climb]], which is the location where moonfalling saves the most time:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|qM_gO6GE1hU}}&lt;br /&gt;
&lt;br /&gt;
As the above video shows, because moonfalling removes the cap on Samus's falling speed, Samus can achieve speeds that allow her to pass through entire tiles.&lt;br /&gt;
&lt;br /&gt;
The fall speed can also be stored in certain ways, most notably using [[moondance]].&lt;br /&gt;
&lt;br /&gt;
== Any% Moonfall Times ==&lt;br /&gt;
&lt;br /&gt;
The following is a list of Any% PRKD/KPDR rooms with available moonfall strats. The fall times listed for those strats are shown with and without using a moonfall.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room !! Route !! Regular Fall Time !! Moonfall Time* !! Save&lt;br /&gt;
|-&lt;br /&gt;
|[[Parlor]] || * || 8.10 || 7.50 || 0.20&lt;br /&gt;
|-&lt;br /&gt;
|[[Climb]] || * || 7.40 || 3.45 || 3.55&lt;br /&gt;
|-&lt;br /&gt;
|[[Red Tower]] (Bottom) || KPDR || 6.55 || 6.30 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
|[[West Ocean]] || KPDR || 6.25 || 5.40 || 0.45&lt;br /&gt;
|-&lt;br /&gt;
|[[Caterpillar Room]] || * || 11.15 || 11.00 || 0.15&lt;br /&gt;
|-&lt;br /&gt;
|[[Red Tower]] || * || 11.10 || 9.50 || 1.20&lt;br /&gt;
|-&lt;br /&gt;
|[[Precious Room]] || * || 3.40 || 3.30 || 0.10&lt;br /&gt;
|-&lt;br /&gt;
|[[Crumble Shaft]] || KPDR || 3.00 || 2.40 || 0.20&lt;br /&gt;
|-&lt;br /&gt;
|[[Statues Room]] || * || 48.40 || 48.30 || 0.10&lt;br /&gt;
|-&lt;br /&gt;
|[[Halfie Climb Room]] || PRKD || 2.50 || 2.40 || 0.10&lt;br /&gt;
|-&lt;br /&gt;
|[[Rinka Shaft]] || * || 1.57 || 1.52 || 0.05&lt;br /&gt;
|-&lt;br /&gt;
|[[Leodox Room]] || * || 16.40 || 15.20 || 1.20&lt;br /&gt;
|-&lt;br /&gt;
|| TOTAL TIMESAVE || PRKD: 6.50 || KPDR: 8.30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
NOTE: All times displayed are an average over multiple attempts, and assume optimal execution of both the room and the moonfall listed. A slower set-up before the fall will increase the time spent, and may subtract from the timesave for that room. Moonfalls that are performed through a door transition include additional set-up time from the previous room.&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Moonwalk&amp;diff=7546</id>
		<title>Moonwalk</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Moonwalk&amp;diff=7546"/>
				<updated>2023-08-15T01:58:37Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: /* Any% Moonfall Times */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Moonwalk''' is a mechanic that allows Samus to walk backwards by holding the shot button and the direction on the directional pad that is opposite of Samus's facing direction.&lt;br /&gt;
&lt;br /&gt;
Moonwalk is disabled by default on every file, and is enabled by accessing the Special Setting Mode located at the bottom of the Option Mode and setting it to &amp;quot;on.&amp;quot; For any given save file and at any point in time, by going back to the title screen (either with a reset, taking the power off and on again, or dying and choosing to go back to the title screen), one can advance to the Special Setting Mode for the save file and toggle the Moonwalk setting from there to continue with the changed Moonwalk setting for the save file. However, changing the Moonwalk setting and exiting the save file instead of continuing in it will not keep the change made to the Moonwalk setting (and the same is true for control setting changes, Icon Cancel setting changes, and language setting changes).&lt;br /&gt;
&lt;br /&gt;
[[File:Moonwalk.gif]]&lt;br /&gt;
&lt;br /&gt;
A moonwalk will not be performed if Samus is already moving (holding an angle button will prevent this, as it will instantly stop her movement), while Samus is crouched, or while Samus is not in an animation where she is breathing (such as pressed against a wall).&lt;br /&gt;
&lt;br /&gt;
When moonwalk is enabled, Samus will be unable to maintain a [[Charge Beam|charge shot]] (i.e. [[Pseudo Screw Attack|pseudo-Screw]]) if she attempts to [[spinjump]] directly backwards from a standstill, as the beam will automatically fire when the spinjump occurs.&lt;br /&gt;
&lt;br /&gt;
Although it may appear that Samus is walking backwards (and thus, facing the direction opposite of where she is moving), the game still treats her as if she is facing the direction she is moving in cases where this movement becomes interrupted, such as being struck by an enemy or moonwalking off of a ledge. In those cases, she will appear to immediately turn around to face the direction she was moving.&lt;br /&gt;
&lt;br /&gt;
When submerged without [[Gravity Suit]], if a moonwalk is performed and then the opposite direction is pressed on an immediate frame after the moonwalk, Samus will walk forward with a starting speed of a half-pixel per frame. This is observable in [https://www.youtube.com/watch?v=EO0J4nQzLWI&amp;amp;t=30m05s Sniq's 13% tool assisted speedrun].&lt;br /&gt;
&lt;br /&gt;
= Moonfall =&lt;br /&gt;
&lt;br /&gt;
'''Moonfall''' is a technique which allows Samus to fall without [[Vertical Speed|a cap on her falling speed]], allowing her to continue building speed until she has landed.&lt;br /&gt;
&lt;br /&gt;
To perform a moonfall:&lt;br /&gt;
&lt;br /&gt;
* Hold an angle button (L or R by default)&lt;br /&gt;
* Initiate a moonwalk&lt;br /&gt;
* Press the jump button (Samus will release the shot, perform a small jump backwards and turn around)&lt;br /&gt;
&lt;br /&gt;
In most cases a spinning moonfall is desired, which also requires:&lt;br /&gt;
&lt;br /&gt;
* During the turnaround animation, right after pressing jump, release the angle button&lt;br /&gt;
&lt;br /&gt;
An indication that a moonfall was performed (before falling speeds are achieved that would make it visibly obvious) is that the turnaround animation will interrupt Samus's fall for the duration of the animation (if spinning, this effect does not occur, which can be used to weave left and right). Additionally, if Samus [[Morphing Ball|morphs]] while in the moonfall state, and lands from the moonfall while morphed, she will not bounce. The moonfall state will be cancelled if Samus morphs and unmorphs in midair.&lt;br /&gt;
&lt;br /&gt;
As is the case with other jump-involved actions, moonfall can be buffered to occur automatically upon performing the jump associated with the technique. This is done by holding all of the involved buttons then releasing the shot button.&lt;br /&gt;
&lt;br /&gt;
Below is a demonstration of performing a buffered moonfall to descend down the [[Climb]], which is the location where moonfalling saves the most time:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|qM_gO6GE1hU}}&lt;br /&gt;
&lt;br /&gt;
As the above video shows, because moonfalling removes the cap on Samus's falling speed, Samus can achieve speeds that allow her to pass through entire tiles.&lt;br /&gt;
&lt;br /&gt;
The fall speed can also be stored in certain ways, most notably using [[moondance]].&lt;br /&gt;
&lt;br /&gt;
== Any% Moonfall Times ==&lt;br /&gt;
&lt;br /&gt;
The following is a list of Any% PRKD/KPDR rooms with available moonfall strats. The fall times listed for those strats are shown with and without using a moonfall.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room !! Route !! Regular Fall Time !! Moonfall Time* !! Save&lt;br /&gt;
|-&lt;br /&gt;
|[[Parlor]] || * || 8.10 || 7.50 || 0.20&lt;br /&gt;
|-&lt;br /&gt;
|[[Climb]] || * || 7.40 || 3.45 || 3.55&lt;br /&gt;
|-&lt;br /&gt;
|[[Red Tower]] (Bottom) || KPDR || 6.55 || 6.30 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
|[[West Ocean]] || KPDR || 6.25 || 5.40 || 0.45&lt;br /&gt;
|-&lt;br /&gt;
|[[Caterpillar Room]] || * || 11.15 || 11.00 || 0.15&lt;br /&gt;
|-&lt;br /&gt;
|[[Red Tower]] || * || 11.10 || 9.50 || 1.20&lt;br /&gt;
|-&lt;br /&gt;
|[[Precious Room]] || * || 3.40 || 3.30 || 0.10&lt;br /&gt;
|-&lt;br /&gt;
|[[Crumble Shaft]] || KPDR || 3.00 || 2.40 || 0.20&lt;br /&gt;
|-&lt;br /&gt;
|[[Statues Room]] || * || 48.40 || 48.30 || 0.10&lt;br /&gt;
|-&lt;br /&gt;
|[[Halfie Climb Room]] || PRKD || 2.50 || 2.40 || 0.10&lt;br /&gt;
|-&lt;br /&gt;
|[[Leodox Room]] || * || 16.40 || 15.20 || 1.20&lt;br /&gt;
|-&lt;br /&gt;
|| TOTAL TIMESAVE || PRKD: 6.50 || KPDR: 8.30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*NOTE: All times displayed are an average over multiple attempts, and assume optimal execution of both the room and the moonfall listed. A slower set-up before the fall will increase the time spent, and may subtract from the timesave for that room. Moonfalls that are performed through a door transition include additional set-up time from the previous room.&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Moonwalk&amp;diff=7228</id>
		<title>Moonwalk</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Moonwalk&amp;diff=7228"/>
				<updated>2023-08-04T03:54:33Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: /* Any% Moonfall Times */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Moonwalk''' is a mechanic that allows Samus to walk backwards by holding the shot button and the direction on the directional pad that is opposite of Samus's facing direction.&lt;br /&gt;
&lt;br /&gt;
Moonwalk is disabled by default on every file, and is enabled by accessing the Special Setting Mode located at the bottom of the Option Mode and setting it to &amp;quot;on.&amp;quot; For any given save file and at any point in time, by going back to the title screen (either with a reset, taking the power off and on again, or dying and choosing to go back to the title screen), one can advance to the Special Setting Mode for the save file and toggle the Moonwalk setting from there to continue with the changed Moonwalk setting for the save file. However, changing the Moonwalk setting and exiting the save file instead of continuing in it will not keep the change made to the Moonwalk setting (and the same is true for control setting changes, Icon Cancel setting changes, and language setting changes).&lt;br /&gt;
&lt;br /&gt;
[[File:Moonwalk.gif]]&lt;br /&gt;
&lt;br /&gt;
A moonwalk will not be performed if Samus is already moving (holding an angle button will prevent this, as it will instantly stop her movement), while Samus is crouched, or while Samus is not in an animation where she is breathing (such as pressed against a wall).&lt;br /&gt;
&lt;br /&gt;
When moonwalk is enabled, Samus will be unable to maintain a [[Charge Beam|charge shot]] (i.e. [[Pseudo Screw Attack|pseudo-Screw]]) if she attempts to [[spinjump]] directly backwards from a standstill, as the beam will automatically fire when the spinjump occurs.&lt;br /&gt;
&lt;br /&gt;
Although it may appear that Samus is walking backwards (and thus, facing the direction opposite of where she is moving), the game still treats her as if she is facing the direction she is moving in cases where this movement becomes interrupted, such as being struck by an enemy or moonwalking off of a ledge. In those cases, she will appear to immediately turn around to face the direction she was moving.&lt;br /&gt;
&lt;br /&gt;
When submerged without [[Gravity Suit]], if a moonwalk is performed and then the opposite direction is pressed on an immediate frame after the moonwalk, Samus will walk forward with a starting speed of a half-pixel per frame. This is observable in [https://www.youtube.com/watch?v=EO0J4nQzLWI&amp;amp;t=30m05s Sniq's 13% tool assisted speedrun].&lt;br /&gt;
&lt;br /&gt;
= Moonfall =&lt;br /&gt;
&lt;br /&gt;
'''Moonfall''' is a technique which allows Samus to fall without [[Vertical Speed|a cap on her falling speed]], allowing her to continue building speed until she has landed.&lt;br /&gt;
&lt;br /&gt;
To perform a moonfall:&lt;br /&gt;
&lt;br /&gt;
* Hold an angle button (L or R by default)&lt;br /&gt;
* Initiate a moonwalk&lt;br /&gt;
* Press the jump button (Samus will release the shot, perform a small jump backwards and turn around)&lt;br /&gt;
&lt;br /&gt;
In most cases a spinning moonfall is desired, which also requires:&lt;br /&gt;
&lt;br /&gt;
* During the turnaround animation, right after pressing jump, release the angle button&lt;br /&gt;
&lt;br /&gt;
An indication that a moonfall was performed (before falling speeds are achieved that would make it visibly obvious) is that the turnaround animation will interrupt Samus's fall for the duration of the animation (if spinning, this effect does not occur, which can be used to weave left and right). Additionally, if Samus [[Morphing Ball|morphs]] while in the moonfall state, and lands from the moonfall while morphed, she will not bounce. The moonfall state will be cancelled if Samus morphs and unmorphs in midair.&lt;br /&gt;
&lt;br /&gt;
As is the case with other jump-involved actions, moonfall can be buffered to occur automatically upon performing the jump associated with the technique. This is done by holding all of the involved buttons then releasing the shot button.&lt;br /&gt;
&lt;br /&gt;
Below is a demonstration of performing a buffered moonfall to descend down the [[Climb]], which is the location where moonfalling saves the most time:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|qM_gO6GE1hU}}&lt;br /&gt;
&lt;br /&gt;
As the above video shows, because moonfalling removes the cap on Samus's falling speed, Samus can achieve speeds that allow her to pass through entire tiles.&lt;br /&gt;
&lt;br /&gt;
The fall speed can also be stored in certain ways, most notably using [[moondance]].&lt;br /&gt;
&lt;br /&gt;
== Any% Moonfall Times ==&lt;br /&gt;
&lt;br /&gt;
The following is a list of Any% PRKD/KPDR rooms with available moonfall strats. The fall times listed for those strats are shown with and without using a moonfall.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room !! Route !! Regular Fall Time !! Moonfall Time* !! Save&lt;br /&gt;
|-&lt;br /&gt;
|[[Parlor]] || * || 8.10 || 7.50 || 0.20&lt;br /&gt;
|-&lt;br /&gt;
|[[Climb]] || * || 7.40 || 3.45 || 3.55&lt;br /&gt;
|-&lt;br /&gt;
|[[Red Tower]] (Bottom) || KPDR || 6.55 || 6.30 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
|[[West Ocean]] || KPDR || 6.25 || 5.30 || 0.55&lt;br /&gt;
|-&lt;br /&gt;
|[[Caterpillar Room]] || * || 11.15 || 11.00 || 0.15&lt;br /&gt;
|-&lt;br /&gt;
|[[Red Tower]] || * || 11.10 || 9.50 || 1.20&lt;br /&gt;
|-&lt;br /&gt;
|[[Precious Room]] || * || 3.40 || 3.30 || 0.10&lt;br /&gt;
|-&lt;br /&gt;
|[[Crumble Shaft]] || KPDR || 3.00 || 2.30 || 0.30&lt;br /&gt;
|-&lt;br /&gt;
|[[Statues Room]] || * || 48.40 || 48.30 || 0.10&lt;br /&gt;
|-&lt;br /&gt;
|[[Halfie Climb Room]] || PRKD || 2.50 || 2.40 || 0.10&lt;br /&gt;
|-&lt;br /&gt;
|[[Leodox Room]] || * || 16.40 || 15.20 || 1.20&lt;br /&gt;
|-&lt;br /&gt;
|| TOTAL TIMESAVE || PRKD: 6.50 || KPDR: 8.30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*NOTE: All times displayed are an average over multiple attempts, and assume optimal execution of the moonfall listed. A slower setup before the fall will increase the time spent, and may subtract from the timesave for that room.&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Wrecked_Ship_Main_Shaft&amp;diff=7227</id>
		<title>Wrecked Ship Main Shaft</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Wrecked_Ship_Main_Shaft&amp;diff=7227"/>
				<updated>2023-08-04T02:24:54Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: /* Bottom To Left Side Supers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Adjacent rooms&lt;br /&gt;
|north=[[Attic]]&lt;br /&gt;
|west=[[Wrecked Ship Entrance]]&amp;lt;br/&amp;gt;[[Wrecked Ship West Super Room]]&lt;br /&gt;
|east=[[Wrecked Ship Save Room]]&amp;lt;br/&amp;gt;[[Sponge Bath]]&amp;lt;br/&amp;gt;[[Wrecked Ship East Super Room]]&lt;br /&gt;
|south=[[Basement]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:WreckedShipMainShaft.png|x500px]]&lt;br /&gt;
&lt;br /&gt;
== Block Clip ==&lt;br /&gt;
&lt;br /&gt;
To pass through the floor on the way to the [[attic]], break only the top block of a vertical pair. Jump into this space and press angle down. You'll notice your feet are in the block. Jump to pass through the floor above you.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Z2wzBzt6NEQ}}&lt;br /&gt;
&lt;br /&gt;
This is most useful in categories that do not have the [[Wave Beam]] by this point in the run, like [[Any%]] PRKD or [[Low% Ice]]. For Any% KPDR or [[100%]], this may not actually save time at all compared with shooting out the row of blocks and running through.&lt;br /&gt;
&lt;br /&gt;
== KPDR ==&lt;br /&gt;
&lt;br /&gt;
=== Bottom To Left Side Supers ===&lt;br /&gt;
&lt;br /&gt;
One of the fastest and most consistent strats for this section avoids taking out the middle blocks, and uses them as a morph tunnel rather than bombing up to the top and waiting for the explosion. Three specific [[Wave Beam]] shots are used.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|DcQqLuzBoDc}}&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=qs4aYBzVrtM Wrecked Ship Shaft Bottom (3 shot, no bomb strat) tutorial from AnotherFastSamus]&lt;br /&gt;
&lt;br /&gt;
=== Main Shaft Climb ===&lt;br /&gt;
&lt;br /&gt;
This climb is a series of jumps and grabs, with some varying strats for dealing with the middle [[Atomic]]s and blocks. How the top part is performed will often be determined by the intended entry to [[Attic]].&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|cFIvwnGbE7s}}&lt;br /&gt;
&lt;br /&gt;
== 100% ==&lt;br /&gt;
&lt;br /&gt;
This is the fastest method to get from [[Sponge Bath]] to [[Attic]].&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|lUB308b2zA0}}&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Wrecked Ship 1|Wrecked Ship Missile 1]]&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Wrecked_Ship_Main_Shaft&amp;diff=7226</id>
		<title>Wrecked Ship Main Shaft</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Wrecked_Ship_Main_Shaft&amp;diff=7226"/>
				<updated>2023-08-04T02:23:44Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: /* Bottom To Left Side Supers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Adjacent rooms&lt;br /&gt;
|north=[[Attic]]&lt;br /&gt;
|west=[[Wrecked Ship Entrance]]&amp;lt;br/&amp;gt;[[Wrecked Ship West Super Room]]&lt;br /&gt;
|east=[[Wrecked Ship Save Room]]&amp;lt;br/&amp;gt;[[Sponge Bath]]&amp;lt;br/&amp;gt;[[Wrecked Ship East Super Room]]&lt;br /&gt;
|south=[[Basement]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:WreckedShipMainShaft.png|x500px]]&lt;br /&gt;
&lt;br /&gt;
== Block Clip ==&lt;br /&gt;
&lt;br /&gt;
To pass through the floor on the way to the [[attic]], break only the top block of a vertical pair. Jump into this space and press angle down. You'll notice your feet are in the block. Jump to pass through the floor above you.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Z2wzBzt6NEQ}}&lt;br /&gt;
&lt;br /&gt;
This is most useful in categories that do not have the [[Wave Beam]] by this point in the run, like [[Any%]] PRKD or [[Low% Ice]]. For Any% KPDR or [[100%]], this may not actually save time at all compared with shooting out the row of blocks and running through.&lt;br /&gt;
&lt;br /&gt;
== KPDR ==&lt;br /&gt;
&lt;br /&gt;
=== Bottom To Left Side Supers ===&lt;br /&gt;
&lt;br /&gt;
One of the fastest and most consistent strats for this section avoids taking out the middle blocks, and uses them as a morph tunnel rather than bombing up to the top and waiting for the explosion. Three specific [[Wave Beam]] shots are used.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|DcQqLuzBoDc}}&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=KJ7aaJvwkQU Wrecked Ship Shaft Bottom (3 shot, no bomb strat) tutorial from AnotherFastSamus]&lt;br /&gt;
&lt;br /&gt;
=== Main Shaft Climb ===&lt;br /&gt;
&lt;br /&gt;
This climb is a series of jumps and grabs, with some varying strats for dealing with the middle [[Atomic]]s and blocks. How the top part is performed will often be determined by the intended entry to [[Attic]].&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|cFIvwnGbE7s}}&lt;br /&gt;
&lt;br /&gt;
== 100% ==&lt;br /&gt;
&lt;br /&gt;
This is the fastest method to get from [[Sponge Bath]] to [[Attic]].&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|lUB308b2zA0}}&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Wrecked Ship 1|Wrecked Ship Missile 1]]&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Attic&amp;diff=7225</id>
		<title>Attic</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Attic&amp;diff=7225"/>
				<updated>2023-08-04T02:19:35Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: /* Hybrid Attic Spark */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Adjacent rooms&lt;br /&gt;
|west=[[West Ocean]]&lt;br /&gt;
|east=[[Assembly Line]]&lt;br /&gt;
|south=[[Wrecked Ship Main Shaft]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Attic.png|x150px]]&lt;br /&gt;
&lt;br /&gt;
There are many different strategies for this room, several of which are viable, but must be balanced appropriately depending on how much health and ammo you have coming in.&lt;br /&gt;
&lt;br /&gt;
The Kihunters in this room are constantly moving, while the Atomics only move when on-screen. Some strategies try to take advantage of this, especially when trying to reach the left side of the room in time to have a single Super damage both the last Atomic and the last Kihunter.&lt;br /&gt;
&lt;br /&gt;
== Any% KPDR/100% ==&lt;br /&gt;
&lt;br /&gt;
=== Ballistic ===&lt;br /&gt;
&lt;br /&gt;
The fastest known strat is shown here; given the amount of ammo used, it's only really viable in 100%. On the way back to the right, you can unmorph as you take damage from the electricity in order to [[speedkeep]] instead of having your speed reset.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|pT0XqhdiB3A}}&lt;br /&gt;
&lt;br /&gt;
A backup in case the second super only hits the Kihunter:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|rbOByrA4-8w}}&lt;br /&gt;
&lt;br /&gt;
Another backup in case the second super only hits the Atomic:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|OBignmPqpwg}}&lt;br /&gt;
&lt;br /&gt;
=== Street Sweeper ===&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|cHjVdWS0-KU}}&lt;br /&gt;
&lt;br /&gt;
This is a fairly fast strat, but it does cost a little health, along with two Supers.&lt;br /&gt;
&lt;br /&gt;
This video shows the use of this strat in Any% KPDR.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|y23cYTEgLc0}}&lt;br /&gt;
&lt;br /&gt;
=== Left Side ===&lt;br /&gt;
&lt;br /&gt;
The left side strat is slightly slower, but grabs multiple drops, uses no health, and only uses a few missiles. This is the fastest version of the strat, manipulating the last Kihunter into swooping into your Temporary Blue Suit.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|afhuWm6lt5Q}}&lt;br /&gt;
&lt;br /&gt;
This variation is significantly easier, and only slightly slower, since it doesn't rely on the kihunter swooping.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|oSx2hcAYTpY}}&lt;br /&gt;
&lt;br /&gt;
[https://www.twitch.tv/videos/188418937 Left Side Attic tutorial from TrueMoss]&lt;br /&gt;
&lt;br /&gt;
=== Attic Spark ===&lt;br /&gt;
&lt;br /&gt;
This strat is much easier to execute than the strats above, but often isn't worth it due to the health cost. Additionally, if you spark too low you will miss the second Atomic, which will cost significant time from needing to backtrack to kill it before opening the left side door. A correctly placed spark may also miss the final Kihunter, since it may happen to be at the bottom of its pattern when you pass it.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|UYj1sb8a_fI}}&lt;br /&gt;
&lt;br /&gt;
=== Hybrid Attic Spark ===&lt;br /&gt;
&lt;br /&gt;
The Hybrid Attic is similar to the original Attic Spark, except that it uses a Super Missile to kill the first Atomic instead of the spark. This allows saving some health and being able to execute the strat in a much more lenient manner. The entry is the same as many Attic strats, using one Power Bomb to kill the enemies at the entrance and morphing under to the right. A mockball is not necessary for this strat to work, although it makes the diagonal Super Missile shot easier because of Power Bomb lag timing.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|XWDEvNTg56s}}&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=cbsoGPBaMzs Hybrid Attic Spark tutorial from AnotherFastSamus]&lt;br /&gt;
&lt;br /&gt;
=== Street Sweeper Variations ===&lt;br /&gt;
&lt;br /&gt;
If you [[Kagoing|Kago]]-Unmorph the right-side Kihunter, it's possible to kill the far-left Kihunter with the Blue state without morphing and taking a hit from the electricity.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|KMsBfxjE7EI}}&lt;br /&gt;
&lt;br /&gt;
If you wait to run left until the drop of the right-side Atomic appears, then the far-left Kihunter will be in a good spot to [[speedball]] into a [[Temporary Blue Suit]], as seen in the Left Side strat.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|l9m8l9MICnw}}&lt;br /&gt;
&lt;br /&gt;
If you use Ice/Wave/Spazer and can't reliably get the Temporary Blue Suit used in either Street Sweeper or Left Side, you can finish off the last two enemies with beam shots fairly efficiently.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|VXnv50kyw7s}}&lt;br /&gt;
&lt;br /&gt;
=== Left-to-Right ===&lt;br /&gt;
&lt;br /&gt;
This strategy makes use of the grapple beam to gain i-frames in order to clear the room from left to right. It also uses a [[Wrap-around Shot]] to open the left door from the right side. Due to the nature of the strategy, it is only applicable to categories that specifically need to enter the assembly line.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|gGAbT0JneeA}}&lt;br /&gt;
&lt;br /&gt;
== Any% PRKD ==&lt;br /&gt;
&lt;br /&gt;
The most common strat for PRKD is to mockball under the Kihunter to the right, fire a missile at the right side Atomic, then use a combination of Missiles and Supers on the left-side enemies.&lt;br /&gt;
&lt;br /&gt;
This method only uses one Super:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|gZRif_ps3Uc}}&lt;br /&gt;
&lt;br /&gt;
=== Double Double ===&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|zuk8CKHbKZE}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Probably not worth it unless you're absolutely full on Supers and hurting for Power Bombs.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== [[Max% GT Code]] ==&lt;br /&gt;
&lt;br /&gt;
=== Early Wrecked Ship ===&lt;br /&gt;
&lt;br /&gt;
Since in this route the left-side door is already open, the fastest second-visit strategies all follow a left-to-right cleanup pattern. [https://clips.twitch.tv/CleanJazzyTrollKAPOW Here] is one possible option. The first half of the video below shows a slightly faster variation. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|qGf_9vGz3m0}}&lt;br /&gt;
&lt;br /&gt;
In addition to the above, one can choose to open the right-side door during the first visit. The time difference between the two orders is minimal, and may come down to runner preference. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|9fO4bTNoPUg}}&lt;br /&gt;
&lt;br /&gt;
This [https://youtu.be/OLsJFYgnoEI version] costs more health but conserves ammunition.&lt;br /&gt;
&lt;br /&gt;
Coming out of assembly line, it is possible to maintain the momentum and reach the missiles in West Ocean using Spring Ball. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|rt0QNl_fAMI}}&lt;br /&gt;
&lt;br /&gt;
=== Phantoon-Last ===&lt;br /&gt;
&lt;br /&gt;
Since the left-side door needs to be opened after all enemies have been killed, some variation of the ballistic strategy as used in 100% is more appropriate. The fastest known method still performs left-to-right traversal, then kills all enemies for a second time after exiting assembly line. Below is one possible strategy with Ice Beam enabled. However, it is considerably more difficult than when Ice Beam is unequipped.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|NjX86nhuDDI}}&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
* [[Atomic]]&lt;br /&gt;
* [[Kihunter (yellow)]]&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Attic&amp;diff=7224</id>
		<title>Attic</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Attic&amp;diff=7224"/>
				<updated>2023-08-04T02:18:43Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: Undo revision 7223 by AnotherFastSamus (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Adjacent rooms&lt;br /&gt;
|west=[[West Ocean]]&lt;br /&gt;
|east=[[Assembly Line]]&lt;br /&gt;
|south=[[Wrecked Ship Main Shaft]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Attic.png|x150px]]&lt;br /&gt;
&lt;br /&gt;
There are many different strategies for this room, several of which are viable, but must be balanced appropriately depending on how much health and ammo you have coming in.&lt;br /&gt;
&lt;br /&gt;
The Kihunters in this room are constantly moving, while the Atomics only move when on-screen. Some strategies try to take advantage of this, especially when trying to reach the left side of the room in time to have a single Super damage both the last Atomic and the last Kihunter.&lt;br /&gt;
&lt;br /&gt;
== Any% KPDR/100% ==&lt;br /&gt;
&lt;br /&gt;
=== Ballistic ===&lt;br /&gt;
&lt;br /&gt;
The fastest known strat is shown here; given the amount of ammo used, it's only really viable in 100%. On the way back to the right, you can unmorph as you take damage from the electricity in order to [[speedkeep]] instead of having your speed reset.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|pT0XqhdiB3A}}&lt;br /&gt;
&lt;br /&gt;
A backup in case the second super only hits the Kihunter:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|rbOByrA4-8w}}&lt;br /&gt;
&lt;br /&gt;
Another backup in case the second super only hits the Atomic:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|OBignmPqpwg}}&lt;br /&gt;
&lt;br /&gt;
=== Street Sweeper ===&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|cHjVdWS0-KU}}&lt;br /&gt;
&lt;br /&gt;
This is a fairly fast strat, but it does cost a little health, along with two Supers.&lt;br /&gt;
&lt;br /&gt;
This video shows the use of this strat in Any% KPDR.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|y23cYTEgLc0}}&lt;br /&gt;
&lt;br /&gt;
=== Left Side ===&lt;br /&gt;
&lt;br /&gt;
The left side strat is slightly slower, but grabs multiple drops, uses no health, and only uses a few missiles. This is the fastest version of the strat, manipulating the last Kihunter into swooping into your Temporary Blue Suit.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|afhuWm6lt5Q}}&lt;br /&gt;
&lt;br /&gt;
This variation is significantly easier, and only slightly slower, since it doesn't rely on the kihunter swooping.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|oSx2hcAYTpY}}&lt;br /&gt;
&lt;br /&gt;
[https://www.twitch.tv/videos/188418937 Left Side Attic tutorial from TrueMoss]&lt;br /&gt;
&lt;br /&gt;
=== Attic Spark ===&lt;br /&gt;
&lt;br /&gt;
This strat is much easier to execute than the strats above, but often isn't worth it due to the health cost. Additionally, if you spark too low you will miss the second Atomic, which will cost significant time from needing to backtrack to kill it before opening the left side door. A correctly placed spark may also miss the final Kihunter, since it may happen to be at the bottom of its pattern when you pass it.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|UYj1sb8a_fI}}&lt;br /&gt;
&lt;br /&gt;
=== Hybrid Attic Spark ===&lt;br /&gt;
&lt;br /&gt;
The Hybrid Attic is similar to the original Attic Spark, except that it uses a Super Missile to kill the first Atomic instead of the spark. This allows saving some health and being able to execute the strat in a much more lenient manner. The entry is the same as many Attic strats, using one Power Bomb to kill the enemies at the entrance and morphing under to the right. A mockball is not necessary for this strat to work, although it makes the diagonal Super Missile shot easier because of Power Bomb lag timing.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|XWDEvNTg56s}}&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=ZN8-035CP3k Hybrid Attic tutorial from AnotherFastSamus]&lt;br /&gt;
&lt;br /&gt;
=== Street Sweeper Variations ===&lt;br /&gt;
&lt;br /&gt;
If you [[Kagoing|Kago]]-Unmorph the right-side Kihunter, it's possible to kill the far-left Kihunter with the Blue state without morphing and taking a hit from the electricity.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|KMsBfxjE7EI}}&lt;br /&gt;
&lt;br /&gt;
If you wait to run left until the drop of the right-side Atomic appears, then the far-left Kihunter will be in a good spot to [[speedball]] into a [[Temporary Blue Suit]], as seen in the Left Side strat.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|l9m8l9MICnw}}&lt;br /&gt;
&lt;br /&gt;
If you use Ice/Wave/Spazer and can't reliably get the Temporary Blue Suit used in either Street Sweeper or Left Side, you can finish off the last two enemies with beam shots fairly efficiently.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|VXnv50kyw7s}}&lt;br /&gt;
&lt;br /&gt;
=== Left-to-Right ===&lt;br /&gt;
&lt;br /&gt;
This strategy makes use of the grapple beam to gain i-frames in order to clear the room from left to right. It also uses a [[Wrap-around Shot]] to open the left door from the right side. Due to the nature of the strategy, it is only applicable to categories that specifically need to enter the assembly line.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|gGAbT0JneeA}}&lt;br /&gt;
&lt;br /&gt;
== Any% PRKD ==&lt;br /&gt;
&lt;br /&gt;
The most common strat for PRKD is to mockball under the Kihunter to the right, fire a missile at the right side Atomic, then use a combination of Missiles and Supers on the left-side enemies.&lt;br /&gt;
&lt;br /&gt;
This method only uses one Super:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|gZRif_ps3Uc}}&lt;br /&gt;
&lt;br /&gt;
=== Double Double ===&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|zuk8CKHbKZE}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Probably not worth it unless you're absolutely full on Supers and hurting for Power Bombs.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== [[Max% GT Code]] ==&lt;br /&gt;
&lt;br /&gt;
=== Early Wrecked Ship ===&lt;br /&gt;
&lt;br /&gt;
Since in this route the left-side door is already open, the fastest second-visit strategies all follow a left-to-right cleanup pattern. [https://clips.twitch.tv/CleanJazzyTrollKAPOW Here] is one possible option. The first half of the video below shows a slightly faster variation. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|qGf_9vGz3m0}}&lt;br /&gt;
&lt;br /&gt;
In addition to the above, one can choose to open the right-side door during the first visit. The time difference between the two orders is minimal, and may come down to runner preference. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|9fO4bTNoPUg}}&lt;br /&gt;
&lt;br /&gt;
This [https://youtu.be/OLsJFYgnoEI version] costs more health but conserves ammunition.&lt;br /&gt;
&lt;br /&gt;
Coming out of assembly line, it is possible to maintain the momentum and reach the missiles in West Ocean using Spring Ball. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|rt0QNl_fAMI}}&lt;br /&gt;
&lt;br /&gt;
=== Phantoon-Last ===&lt;br /&gt;
&lt;br /&gt;
Since the left-side door needs to be opened after all enemies have been killed, some variation of the ballistic strategy as used in 100% is more appropriate. The fastest known method still performs left-to-right traversal, then kills all enemies for a second time after exiting assembly line. Below is one possible strategy with Ice Beam enabled. However, it is considerably more difficult than when Ice Beam is unequipped.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|NjX86nhuDDI}}&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
* [[Atomic]]&lt;br /&gt;
* [[Kihunter (yellow)]]&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Attic&amp;diff=7223</id>
		<title>Attic</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Attic&amp;diff=7223"/>
				<updated>2023-08-04T02:17:42Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: /* Hybrid Attic Spark */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Adjacent rooms&lt;br /&gt;
|west=[[West Ocean]]&lt;br /&gt;
|east=[[Assembly Line]]&lt;br /&gt;
|south=[[Wrecked Ship Main Shaft]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Attic.png|x150px]]&lt;br /&gt;
&lt;br /&gt;
There are many different strategies for this room, several of which are viable, but must be balanced appropriately depending on how much health and ammo you have coming in.&lt;br /&gt;
&lt;br /&gt;
The Kihunters in this room are constantly moving, while the Atomics only move when on-screen. Some strategies try to take advantage of this, especially when trying to reach the left side of the room in time to have a single Super damage both the last Atomic and the last Kihunter.&lt;br /&gt;
&lt;br /&gt;
== Any% KPDR/100% ==&lt;br /&gt;
&lt;br /&gt;
=== Ballistic ===&lt;br /&gt;
&lt;br /&gt;
The fastest known strat is shown here; given the amount of ammo used, it's only really viable in 100%. On the way back to the right, you can unmorph as you take damage from the electricity in order to [[speedkeep]] instead of having your speed reset.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|pT0XqhdiB3A}}&lt;br /&gt;
&lt;br /&gt;
A backup in case the second super only hits the Kihunter:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|rbOByrA4-8w}}&lt;br /&gt;
&lt;br /&gt;
Another backup in case the second super only hits the Atomic:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|OBignmPqpwg}}&lt;br /&gt;
&lt;br /&gt;
=== Street Sweeper ===&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|cHjVdWS0-KU}}&lt;br /&gt;
&lt;br /&gt;
This is a fairly fast strat, but it does cost a little health, along with two Supers.&lt;br /&gt;
&lt;br /&gt;
This video shows the use of this strat in Any% KPDR.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|y23cYTEgLc0}}&lt;br /&gt;
&lt;br /&gt;
=== Left Side ===&lt;br /&gt;
&lt;br /&gt;
The left side strat is slightly slower, but grabs multiple drops, uses no health, and only uses a few missiles. This is the fastest version of the strat, manipulating the last Kihunter into swooping into your Temporary Blue Suit.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|afhuWm6lt5Q}}&lt;br /&gt;
&lt;br /&gt;
This variation is significantly easier, and only slightly slower, since it doesn't rely on the kihunter swooping.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|oSx2hcAYTpY}}&lt;br /&gt;
&lt;br /&gt;
[https://www.twitch.tv/videos/188418937 Left Side Attic tutorial from TrueMoss]&lt;br /&gt;
&lt;br /&gt;
=== Attic Spark ===&lt;br /&gt;
&lt;br /&gt;
This strat is much easier to execute than the strats above, but often isn't worth it due to the health cost. Additionally, if you spark too low you will miss the second Atomic, which will cost significant time from needing to backtrack to kill it before opening the left side door. A correctly placed spark may also miss the final Kihunter, since it may happen to be at the bottom of its pattern when you pass it.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|UYj1sb8a_fI}}&lt;br /&gt;
&lt;br /&gt;
=== Hybrid Attic Spark ===&lt;br /&gt;
&lt;br /&gt;
The Hybrid Attic is similar to the original Attic Spark, except that it uses a Super Missile to kill the first Atomic instead of the spark. This allows saving some health and being able to execute the strat in a much more lenient manner. The entry is the same as many Attic strats, using one Power Bomb to kill the enemies at the entrance and morphing under to the right. A mockball is not necessary for this strat to work, although it makes the diagonal Super Missile shot easier because of Power Bomb lag timing.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|cbsoGPBaMzs}}&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=ZN8-035CP3k Hybrid Attic Spark tutorial from AnotherFastSamus]&lt;br /&gt;
&lt;br /&gt;
=== Street Sweeper Variations ===&lt;br /&gt;
&lt;br /&gt;
If you [[Kagoing|Kago]]-Unmorph the right-side Kihunter, it's possible to kill the far-left Kihunter with the Blue state without morphing and taking a hit from the electricity.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|KMsBfxjE7EI}}&lt;br /&gt;
&lt;br /&gt;
If you wait to run left until the drop of the right-side Atomic appears, then the far-left Kihunter will be in a good spot to [[speedball]] into a [[Temporary Blue Suit]], as seen in the Left Side strat.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|l9m8l9MICnw}}&lt;br /&gt;
&lt;br /&gt;
If you use Ice/Wave/Spazer and can't reliably get the Temporary Blue Suit used in either Street Sweeper or Left Side, you can finish off the last two enemies with beam shots fairly efficiently.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|VXnv50kyw7s}}&lt;br /&gt;
&lt;br /&gt;
=== Left-to-Right ===&lt;br /&gt;
&lt;br /&gt;
This strategy makes use of the grapple beam to gain i-frames in order to clear the room from left to right. It also uses a [[Wrap-around Shot]] to open the left door from the right side. Due to the nature of the strategy, it is only applicable to categories that specifically need to enter the assembly line.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|gGAbT0JneeA}}&lt;br /&gt;
&lt;br /&gt;
== Any% PRKD ==&lt;br /&gt;
&lt;br /&gt;
The most common strat for PRKD is to mockball under the Kihunter to the right, fire a missile at the right side Atomic, then use a combination of Missiles and Supers on the left-side enemies.&lt;br /&gt;
&lt;br /&gt;
This method only uses one Super:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|gZRif_ps3Uc}}&lt;br /&gt;
&lt;br /&gt;
=== Double Double ===&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|zuk8CKHbKZE}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Probably not worth it unless you're absolutely full on Supers and hurting for Power Bombs.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== [[Max% GT Code]] ==&lt;br /&gt;
&lt;br /&gt;
=== Early Wrecked Ship ===&lt;br /&gt;
&lt;br /&gt;
Since in this route the left-side door is already open, the fastest second-visit strategies all follow a left-to-right cleanup pattern. [https://clips.twitch.tv/CleanJazzyTrollKAPOW Here] is one possible option. The first half of the video below shows a slightly faster variation. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|qGf_9vGz3m0}}&lt;br /&gt;
&lt;br /&gt;
In addition to the above, one can choose to open the right-side door during the first visit. The time difference between the two orders is minimal, and may come down to runner preference. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|9fO4bTNoPUg}}&lt;br /&gt;
&lt;br /&gt;
This [https://youtu.be/OLsJFYgnoEI version] costs more health but conserves ammunition.&lt;br /&gt;
&lt;br /&gt;
Coming out of assembly line, it is possible to maintain the momentum and reach the missiles in West Ocean using Spring Ball. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|rt0QNl_fAMI}}&lt;br /&gt;
&lt;br /&gt;
=== Phantoon-Last ===&lt;br /&gt;
&lt;br /&gt;
Since the left-side door needs to be opened after all enemies have been killed, some variation of the ballistic strategy as used in 100% is more appropriate. The fastest known method still performs left-to-right traversal, then kills all enemies for a second time after exiting assembly line. Below is one possible strategy with Ice Beam enabled. However, it is considerably more difficult than when Ice Beam is unequipped.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|NjX86nhuDDI}}&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
* [[Atomic]]&lt;br /&gt;
* [[Kihunter (yellow)]]&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Mockball&amp;diff=7220</id>
		<title>Mockball</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Mockball&amp;diff=7220"/>
				<updated>2023-08-02T03:50:15Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: /* Any% Speedballs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''mockball''', which has various alternative spellings (&amp;quot;machball&amp;quot;, &amp;quot;mochball&amp;quot;, et cetera), is an extremely important technique for speedrunning, primarily because it allows for [[Super Missile|Super Missiles]] to be acquired without needing to defeat [[Spore Spawn]]. The only requirement to performing a mockball is having Morphing Ball active.&lt;br /&gt;
&lt;br /&gt;
The easiest method for performing the mockball is the following:&lt;br /&gt;
&lt;br /&gt;
* Start running (hold the dash button and a direction on the directional pad) in the direction you desire (holding dash after this step is optional)&lt;br /&gt;
* Press and hold the jump button&lt;br /&gt;
* Release the direction&lt;br /&gt;
* Tap down on the directional pad (Samus should now be facing directly downwards)&lt;br /&gt;
* Tap down again, just before you hit the ground (Samus should perform a &amp;quot;soft morph&amp;quot; on the ground)&lt;br /&gt;
* Press and hold left or right (whichever of these directions you are traveling in, from the first step) immediately afterward&lt;br /&gt;
&lt;br /&gt;
A more difficult method that allows you to control your jump height is the following:&lt;br /&gt;
&lt;br /&gt;
* Start running (hold the dash button and a direction on the directional pad) in the direction you desire (holding dash after this step is optional)&lt;br /&gt;
* Press and hold the jump button&lt;br /&gt;
* Release jump at the desired height&lt;br /&gt;
* Press and hold jump again&lt;br /&gt;
* Release the direction&lt;br /&gt;
* Tap down on the directional pad (Samus should now be facing directly downwards)&lt;br /&gt;
* Tap down again, just before you hit the ground (Samus should perform a &amp;quot;soft morph&amp;quot; on the ground)&lt;br /&gt;
* Press and hold left or right (whichever of these directions you are traveling in, from the first step) immediately afterward&lt;br /&gt;
&lt;br /&gt;
Some information to keep in mind when attempting to perform a mockball:&lt;br /&gt;
&lt;br /&gt;
* If you are holding jump when breaking out of a [[spinjump]] and aim down, you will keep your speed. Aiming down when you no longer have jump pressed will cause you to stop.&lt;br /&gt;
* Your [[Horizontal Speed|momentum value]] will be slightly higher in spinjump than when you stop spinning, so optimally you should aim down as close as possible to the morph&lt;br /&gt;
** Beginners will usually want to aim down at the peak of the jump to allow an easier morph&lt;br /&gt;
* &amp;quot;'''Soft morph'''&amp;quot; means to morph on the ground in a manner where Samus does not bounce, which is a requirement of all mockballs&lt;br /&gt;
* &amp;quot;'''Hard morph'''&amp;quot; means to morph on the ground in a manner where Samus bounces, which will reset Samus's momentum, and happens if you morph too early when attempting a mockball (simply put - if you see Samus bounce when attempting a mockball, then you morphed too early)&lt;br /&gt;
* The quarter-circle motion to shift your thumb from down to left or right is often likened to a &amp;quot;hadouken&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A demonstration of the mockball during its most important and common usage in speedruns:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|C5FlyJod8qk}}&lt;br /&gt;
&lt;br /&gt;
However, learning the mockball for the first time might be easier in [[Statues Hallway]], given that the [[Early Supers Room]] mockball has a door transition in the middle, along with a fairly tight space between the ceiling and the platform.&lt;br /&gt;
&lt;br /&gt;
== Tutorial ==&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|TSZ7vQfYafI}}&lt;br /&gt;
&lt;br /&gt;
== Speedball ==&lt;br /&gt;
&lt;br /&gt;
The '''speedball''' is a variation of the mockball. A speedball is any mockball where Samus is [[Blue Suit Glitch|blue]] from [[Speed Booster]].&lt;br /&gt;
&lt;br /&gt;
A benefit of the speedball is that it can destroy any block that normally requires [[Bomb|Bombs]], saving time in rooms such as [[Wasteland]] and [[Basement]].&lt;br /&gt;
&lt;br /&gt;
A speedball is required to generate a [[Blue Suit Glitch#Temporary|temporary blue suit]].&lt;br /&gt;
&lt;br /&gt;
== Technical Details ==&lt;br /&gt;
&lt;br /&gt;
During a mockball, speed temporarily drops to 0 then temporarily increases above the steady state speed.  Here is an example from the mockball into alcatraz from sniq's [https://youtu.be/TnyBIPR0pc8?t=391 any% tas].&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
23550: 2.49k (running)&lt;br /&gt;
23551: 1.24k (jumping)&lt;br /&gt;
23552: 1.16k (jumping)&lt;br /&gt;
23553: 1.16k (jumping)&lt;br /&gt;
23554: 1.16k (jumping)&lt;br /&gt;
23555: 1.16k (jumping)&lt;br /&gt;
23556: 1.16k (morph animation started)&lt;br /&gt;
23557: 1.16k (morph animation started)&lt;br /&gt;
23558: 1.16k (morph animation)&lt;br /&gt;
23559: 1.16k (morph animation)&lt;br /&gt;
23560: 1.16k (morph animation)&lt;br /&gt;
23561: 1.16k (morph animation)&lt;br /&gt;
23562: 0.49k (first frame as ball)&lt;br /&gt;
23563: 0.16k&lt;br /&gt;
23564: 0&lt;br /&gt;
23565: 0.49k&lt;br /&gt;
23566: 1.32k&lt;br /&gt;
23567: 2.16k&lt;br /&gt;
23568: 3&lt;br /&gt;
23567: 5.49k&lt;br /&gt;
23567: 5.16k&lt;br /&gt;
23568: 4.49k (starting to fall)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mockball with Bombspread Charge ==&lt;br /&gt;
&lt;br /&gt;
In order to carry a bombspread while Samus is doing a mockball (or speedball), there is qualitatively (at least) three different approaches to do this.&lt;br /&gt;
&lt;br /&gt;
I. One method is to execute a continuous walljump (CWJ) while holding a charged beam (in form of Pseudo Screw Attack) - with the Shot button being released while Samus is spinjumping before the walljump happens, in order to not break out of the spinjump as result of the walljump - and pressing Down (followed by holding Forward for the mockball) just before landing on the ground (the same way as one would do it for a normal mockball) together with pressing and holding the Shot button again (as it had to be released previously for the CWJ to not break Samus out of the spinjump pose) during the morphing animation, while the Jump button press from the continuous walljump is held at least until Samus morphs (in order to keep the walljump pose state of Samus up which is what allows to morph from a spinjump with only 1 Down press).&lt;br /&gt;
&lt;br /&gt;
II. An alternative method (which doesn't lend itself equally far towards being comfortably executed for all kinds of button control layouts) is to do a normal mockball, except that the Start button is pressed suitably at the beginning of the running jump or during the spinjump (depending on the situation) to pause the game while Samus is aiming down and ready to morph (by holding the Down button into the map screen menu) in such a way that the frame in which the pause menu is entered is within the range of frames in which pressing Down would allow to do a mockball (i.e. morphing without bouncing on the ground), followed by unpausing the game with Start and pressing Down the second time during the black screen of the screen's fade-in animation (while still holding Shot to keep the beam charge up, and followed by holding Forward for the mockball). Since Samus keeps moving somewhat further during the fade-out or blackening of the screen when the game is paused, one may be inclined to press Start too late such that Samus actually already lands on the ground before the pause menu is entered, so in anticipation of that one may want to press Start earlier such that the last height at which one sees Samus is still about one to two tiles above the ground. The problem that is circumvented by pausing the game is that without the pause, one would be required to have at least 1 gameplay frame inbetween the (for morphing outside of the walljump pose state of Samus required) 2 Down press frames, and as Shot needs to be held to keep the charged beam up without firing it, Samus would then immediately and on her own swap from aiming down to aiming forwards (and then aiming down again when the second Down press happens, instead of making her morph with the button press). Pausing allows to have 2 gameplay frames next to each other without any gameplay frames between them but with pause menu frames between them to allow the game to register each frame of the two as separate Down presses rather than as 1 Down press that is held. Note that for the rolling phase of the mockball itself, at least the 3 buttons that are Forwards, Shot (or the bombspread charge is immediately lost) and Down (or the bombspread is initiated right away) are to be held^if the Bombs item is equipped and active. Instead of using the pause menu to do this, one can also jump in downaiming pose through a door transition and do the 2nd Down press in the first frame of the next room in which Samus' movement continues, or one can use a text message to do this (for example from a delayed Missile or Energy Recharge Station refill where the game is paused to allow free movement for when the message box appears), or one can use gameplay interruption via Reserves triggering (due to heat for example). Also the breaking of a glass tube can be used for this (e.g. if Dash is pressed while aiming down in the running jump pose to trigger the desctruction of the glass tube). The first (among up to at least two) gameplay interruptions that occur when Mother Brain switches from phase 1 to phase 2 can also be used for this (but just simple lag frames don't allow for it). There might be some further similar situations that allow for it, but they are all the same in principle.&lt;br /&gt;
&lt;br /&gt;
Sidenote: If Bombs are turned off beforehand, then Down doesn't need to be held for the mockball (which may make the execution easier, as it is less inputs to take care of) in order to keep the bombspread charge up, but just Shot needs to be held while morphed (after the morphing animation finished). Afterwards, one can then still turn Bombs on and unpause the game while Down is held in order to prevent an immediate release of the bombspread and to determine when the bombspread shall happen, by releasing Down at any time (up to a point in time at which the bombspread will happen on its own). One can turn Bombs on and off multiple times, but the bombspread charge will only increase but not reset the strength with which the bombs are spread.&lt;br /&gt;
&lt;br /&gt;
Demonstration of the 2nd method: https://www.youtube.com/watch?v=YzH4QMNORgQ&lt;br /&gt;
&lt;br /&gt;
III. A third qualitatively different method consists in (as preparation) either perfectly soft-unmorphing (''slope-killer'') at the right frame (after falling from any suitable pixel-precise height above the ground) to be able to (while the X-Ray icon is green) hold a previously with the Shot button charged beam shot also and then solely with the Dash button instead afterwards, then executing the mockball together with pressing &amp;amp; holding Shot during the morphing animation, or by doing a running jump with a long enough jump (in case this is a possibility in a given scenario) during which one can switch the X-Ray icon on, then charge a beam up and hold it with Shot and Dash, then releasing Shot, followed by a mockball in which Shot is repressed and held during the morphing animation.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Sprite Animations#Uninterruptible Animations|Uninterruptible Animations]]&lt;br /&gt;
* [[Morphball bounce|Bounceball]]&lt;br /&gt;
* [[General Movement]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Morphing Ball Tricks]]&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7219</id>
		<title>Morphball bounce</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7219"/>
				<updated>2023-08-02T03:48:35Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: /* Any% Bounceballs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''[[Morphing Ball]] bouncing''' (referred in sentences below as simply &amp;quot;bouncing&amp;quot;) describes the effect of Samus bouncing due to landing on the ground while morphed.&lt;br /&gt;
&lt;br /&gt;
When Samus hits the ground while morphed, Samus will bounce once before becoming fully grounded, where her speed is then reduced to that of Morphing Ball's roll. &lt;br /&gt;
&lt;br /&gt;
Pressing down on the directional pad twice in midair will cause Samus to morph in midair. To retain Samus's horizontal velocity, you will need to hold the jump button while pressing down, and hold forward after morphing.&lt;br /&gt;
&lt;br /&gt;
Bouncing can be useful in a situation where numerous small platforms would otherwise force a slower route through the area. Viable spots to bounce include the first pillar in the [[Cathedral]] or the robot in the [[Basement]].&lt;br /&gt;
&lt;br /&gt;
Performing a bounce while entering water (or lava/acid) without [[Gravity Suit]] will cause the speed before hitting the water to be maintained into the water until the end of the bounce. This is known as &amp;quot;waterball.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is also commonly used in the [[GT Code]] categories for getting to the bottom of the [[Lava Dive Room]] as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
The reason this works is because while morphed, you maintain all of your speed when entering the water. You can even keep [[Blue Suit Glitch|blue suit]] from [[Speed Booster]]  if you jump into the water from the ground, even if you do not have Gravity Suit equipped.&lt;br /&gt;
&lt;br /&gt;
You can also use the [[Mockball|mockball]] technique underwater if you build up speed on ground and then jump into the water.&lt;br /&gt;
&lt;br /&gt;
Since gravity is different underwater, you will bounce much higher and can keep your speed longer, even though the water slows you down due to friction.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mockball]]&lt;br /&gt;
* [[General Movement]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://tasvideos.org/GameResources/SNES/SuperMetroid.html#MorphballBounce TASVideos description]&lt;br /&gt;
&lt;br /&gt;
[[Category:Morphing Ball Tricks]]&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Mockball&amp;diff=7218</id>
		<title>Mockball</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Mockball&amp;diff=7218"/>
				<updated>2023-08-02T03:18:30Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: /* Any% Speedballs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''mockball''', which has various alternative spellings (&amp;quot;machball&amp;quot;, &amp;quot;mochball&amp;quot;, et cetera), is an extremely important technique for speedrunning, primarily because it allows for [[Super Missile|Super Missiles]] to be acquired without needing to defeat [[Spore Spawn]]. The only requirement to performing a mockball is having Morphing Ball active.&lt;br /&gt;
&lt;br /&gt;
The easiest method for performing the mockball is the following:&lt;br /&gt;
&lt;br /&gt;
* Start running (hold the dash button and a direction on the directional pad) in the direction you desire (holding dash after this step is optional)&lt;br /&gt;
* Press and hold the jump button&lt;br /&gt;
* Release the direction&lt;br /&gt;
* Tap down on the directional pad (Samus should now be facing directly downwards)&lt;br /&gt;
* Tap down again, just before you hit the ground (Samus should perform a &amp;quot;soft morph&amp;quot; on the ground)&lt;br /&gt;
* Press and hold left or right (whichever of these directions you are traveling in, from the first step) immediately afterward&lt;br /&gt;
&lt;br /&gt;
A more difficult method that allows you to control your jump height is the following:&lt;br /&gt;
&lt;br /&gt;
* Start running (hold the dash button and a direction on the directional pad) in the direction you desire (holding dash after this step is optional)&lt;br /&gt;
* Press and hold the jump button&lt;br /&gt;
* Release jump at the desired height&lt;br /&gt;
* Press and hold jump again&lt;br /&gt;
* Release the direction&lt;br /&gt;
* Tap down on the directional pad (Samus should now be facing directly downwards)&lt;br /&gt;
* Tap down again, just before you hit the ground (Samus should perform a &amp;quot;soft morph&amp;quot; on the ground)&lt;br /&gt;
* Press and hold left or right (whichever of these directions you are traveling in, from the first step) immediately afterward&lt;br /&gt;
&lt;br /&gt;
Some information to keep in mind when attempting to perform a mockball:&lt;br /&gt;
&lt;br /&gt;
* If you are holding jump when breaking out of a [[spinjump]] and aim down, you will keep your speed. Aiming down when you no longer have jump pressed will cause you to stop.&lt;br /&gt;
* Your [[Horizontal Speed|momentum value]] will be slightly higher in spinjump than when you stop spinning, so optimally you should aim down as close as possible to the morph&lt;br /&gt;
** Beginners will usually want to aim down at the peak of the jump to allow an easier morph&lt;br /&gt;
* &amp;quot;'''Soft morph'''&amp;quot; means to morph on the ground in a manner where Samus does not bounce, which is a requirement of all mockballs&lt;br /&gt;
* &amp;quot;'''Hard morph'''&amp;quot; means to morph on the ground in a manner where Samus bounces, which will reset Samus's momentum, and happens if you morph too early when attempting a mockball (simply put - if you see Samus bounce when attempting a mockball, then you morphed too early)&lt;br /&gt;
* The quarter-circle motion to shift your thumb from down to left or right is often likened to a &amp;quot;hadouken&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A demonstration of the mockball during its most important and common usage in speedruns:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|C5FlyJod8qk}}&lt;br /&gt;
&lt;br /&gt;
However, learning the mockball for the first time might be easier in [[Statues Hallway]], given that the [[Early Supers Room]] mockball has a door transition in the middle, along with a fairly tight space between the ceiling and the platform.&lt;br /&gt;
&lt;br /&gt;
== Tutorial ==&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|TSZ7vQfYafI}}&lt;br /&gt;
&lt;br /&gt;
== Speedball ==&lt;br /&gt;
&lt;br /&gt;
The '''speedball''' is a variation of the mockball. A speedball is any mockball where Samus is [[Blue Suit Glitch|blue]] from [[Speed Booster]].&lt;br /&gt;
&lt;br /&gt;
A benefit of the speedball is that it can destroy any block that normally requires [[Bomb|Bombs]], saving time in rooms such as [[Wasteland]] and [[Basement]].&lt;br /&gt;
&lt;br /&gt;
A speedball is required to generate a [[Blue Suit Glitch#Temporary|temporary blue suit]].&lt;br /&gt;
&lt;br /&gt;
== Any% Speedballs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;font-size:90%&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room(s) !! Route !! Description !! Example&lt;br /&gt;
|-&lt;br /&gt;
|[[Basement]] || KPDR || '''Intermediate''' - Starting from left of the stairs, a [[Shortc Charge|shortcharge]] is used to get blue early enough to take a tall jump over the [[Workrobot]] and quickly break through the bomb block in the morph tunnel. || &lt;br /&gt;
|-&lt;br /&gt;
|[[Wasteland]] Revisit || * || '''Veteran''' - Once clear of the last [[Dessgeega]] (using [[Plasma Beam|Plasma]] to either kill or hitbox &amp;amp; clip through, or using iframes from a damage boost to ahor), a blue speedball is used to break the bomb blocks in the tunnel and save roughly 3 or 4 seconds. ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Technical Details ==&lt;br /&gt;
&lt;br /&gt;
During a mockball, speed temporarily drops to 0 then temporarily increases above the steady state speed.  Here is an example from the mockball into alcatraz from sniq's [https://youtu.be/TnyBIPR0pc8?t=391 any% tas].&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
23550: 2.49k (running)&lt;br /&gt;
23551: 1.24k (jumping)&lt;br /&gt;
23552: 1.16k (jumping)&lt;br /&gt;
23553: 1.16k (jumping)&lt;br /&gt;
23554: 1.16k (jumping)&lt;br /&gt;
23555: 1.16k (jumping)&lt;br /&gt;
23556: 1.16k (morph animation started)&lt;br /&gt;
23557: 1.16k (morph animation started)&lt;br /&gt;
23558: 1.16k (morph animation)&lt;br /&gt;
23559: 1.16k (morph animation)&lt;br /&gt;
23560: 1.16k (morph animation)&lt;br /&gt;
23561: 1.16k (morph animation)&lt;br /&gt;
23562: 0.49k (first frame as ball)&lt;br /&gt;
23563: 0.16k&lt;br /&gt;
23564: 0&lt;br /&gt;
23565: 0.49k&lt;br /&gt;
23566: 1.32k&lt;br /&gt;
23567: 2.16k&lt;br /&gt;
23568: 3&lt;br /&gt;
23567: 5.49k&lt;br /&gt;
23567: 5.16k&lt;br /&gt;
23568: 4.49k (starting to fall)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mockball with Bombspread Charge ==&lt;br /&gt;
&lt;br /&gt;
In order to carry a bombspread while Samus is doing a mockball (or speedball), there is qualitatively (at least) three different approaches to do this.&lt;br /&gt;
&lt;br /&gt;
I. One method is to execute a continuous walljump (CWJ) while holding a charged beam (in form of Pseudo Screw Attack) - with the Shot button being released while Samus is spinjumping before the walljump happens, in order to not break out of the spinjump as result of the walljump - and pressing Down (followed by holding Forward for the mockball) just before landing on the ground (the same way as one would do it for a normal mockball) together with pressing and holding the Shot button again (as it had to be released previously for the CWJ to not break Samus out of the spinjump pose) during the morphing animation, while the Jump button press from the continuous walljump is held at least until Samus morphs (in order to keep the walljump pose state of Samus up which is what allows to morph from a spinjump with only 1 Down press).&lt;br /&gt;
&lt;br /&gt;
II. An alternative method (which doesn't lend itself equally far towards being comfortably executed for all kinds of button control layouts) is to do a normal mockball, except that the Start button is pressed suitably at the beginning of the running jump or during the spinjump (depending on the situation) to pause the game while Samus is aiming down and ready to morph (by holding the Down button into the map screen menu) in such a way that the frame in which the pause menu is entered is within the range of frames in which pressing Down would allow to do a mockball (i.e. morphing without bouncing on the ground), followed by unpausing the game with Start and pressing Down the second time during the black screen of the screen's fade-in animation (while still holding Shot to keep the beam charge up, and followed by holding Forward for the mockball). Since Samus keeps moving somewhat further during the fade-out or blackening of the screen when the game is paused, one may be inclined to press Start too late such that Samus actually already lands on the ground before the pause menu is entered, so in anticipation of that one may want to press Start earlier such that the last height at which one sees Samus is still about one to two tiles above the ground. The problem that is circumvented by pausing the game is that without the pause, one would be required to have at least 1 gameplay frame inbetween the (for morphing outside of the walljump pose state of Samus required) 2 Down press frames, and as Shot needs to be held to keep the charged beam up without firing it, Samus would then immediately and on her own swap from aiming down to aiming forwards (and then aiming down again when the second Down press happens, instead of making her morph with the button press). Pausing allows to have 2 gameplay frames next to each other without any gameplay frames between them but with pause menu frames between them to allow the game to register each frame of the two as separate Down presses rather than as 1 Down press that is held. Note that for the rolling phase of the mockball itself, at least the 3 buttons that are Forwards, Shot (or the bombspread charge is immediately lost) and Down (or the bombspread is initiated right away) are to be held^if the Bombs item is equipped and active. Instead of using the pause menu to do this, one can also jump in downaiming pose through a door transition and do the 2nd Down press in the first frame of the next room in which Samus' movement continues, or one can use a text message to do this (for example from a delayed Missile or Energy Recharge Station refill where the game is paused to allow free movement for when the message box appears), or one can use gameplay interruption via Reserves triggering (due to heat for example). Also the breaking of a glass tube can be used for this (e.g. if Dash is pressed while aiming down in the running jump pose to trigger the desctruction of the glass tube). The first (among up to at least two) gameplay interruptions that occur when Mother Brain switches from phase 1 to phase 2 can also be used for this (but just simple lag frames don't allow for it). There might be some further similar situations that allow for it, but they are all the same in principle.&lt;br /&gt;
&lt;br /&gt;
Sidenote: If Bombs are turned off beforehand, then Down doesn't need to be held for the mockball (which may make the execution easier, as it is less inputs to take care of) in order to keep the bombspread charge up, but just Shot needs to be held while morphed (after the morphing animation finished). Afterwards, one can then still turn Bombs on and unpause the game while Down is held in order to prevent an immediate release of the bombspread and to determine when the bombspread shall happen, by releasing Down at any time (up to a point in time at which the bombspread will happen on its own). One can turn Bombs on and off multiple times, but the bombspread charge will only increase but not reset the strength with which the bombs are spread.&lt;br /&gt;
&lt;br /&gt;
Demonstration of the 2nd method: https://www.youtube.com/watch?v=YzH4QMNORgQ&lt;br /&gt;
&lt;br /&gt;
III. A third qualitatively different method consists in (as preparation) either perfectly soft-unmorphing (''slope-killer'') at the right frame (after falling from any suitable pixel-precise height above the ground) to be able to (while the X-Ray icon is green) hold a previously with the Shot button charged beam shot also and then solely with the Dash button instead afterwards, then executing the mockball together with pressing &amp;amp; holding Shot during the morphing animation, or by doing a running jump with a long enough jump (in case this is a possibility in a given scenario) during which one can switch the X-Ray icon on, then charge a beam up and hold it with Shot and Dash, then releasing Shot, followed by a mockball in which Shot is repressed and held during the morphing animation.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Sprite Animations#Uninterruptible Animations|Uninterruptible Animations]]&lt;br /&gt;
* [[Morphball bounce|Bounceball]]&lt;br /&gt;
* [[General Movement]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Morphing Ball Tricks]]&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7217</id>
		<title>Morphball bounce</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7217"/>
				<updated>2023-08-02T03:15:19Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: /* Any% Bounceballs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''[[Morphing Ball]] bouncing''' (referred in sentences below as simply &amp;quot;bouncing&amp;quot;) describes the effect of Samus bouncing due to landing on the ground while morphed.&lt;br /&gt;
&lt;br /&gt;
When Samus hits the ground while morphed, Samus will bounce once before becoming fully grounded, where her speed is then reduced to that of Morphing Ball's roll. &lt;br /&gt;
&lt;br /&gt;
Pressing down on the directional pad twice in midair will cause Samus to morph in midair. To retain Samus's horizontal velocity, you will need to hold the jump button while pressing down, and hold forward after morphing.&lt;br /&gt;
&lt;br /&gt;
Bouncing can be useful in a situation where numerous small platforms would otherwise force a slower route through the area. Viable spots to bounce include the first pillar in the [[Cathedral]] or the robot in the [[Basement]].&lt;br /&gt;
&lt;br /&gt;
Performing a bounce while entering water (or lava/acid) without [[Gravity Suit]] will cause the speed before hitting the water to be maintained into the water until the end of the bounce. This is known as &amp;quot;waterball.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is also commonly used in the [[GT Code]] categories for getting to the bottom of the [[Lava Dive Room]] as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
The reason this works is because while morphed, you maintain all of your speed when entering the water. You can even keep [[Blue Suit Glitch|blue suit]] from [[Speed Booster]]  if you jump into the water from the ground, even if you do not have Gravity Suit equipped.&lt;br /&gt;
&lt;br /&gt;
You can also use the [[Mockball|mockball]] technique underwater if you build up speed on ground and then jump into the water.&lt;br /&gt;
&lt;br /&gt;
Since gravity is different underwater, you will bounce much higher and can keep your speed longer, even though the water slows you down due to friction.&lt;br /&gt;
&lt;br /&gt;
== Any% Bounceballs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;font-size:90%&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room(s) !! Route !! Description !! Example&lt;br /&gt;
|-&lt;br /&gt;
|[[Kraid Room]] Revisit → [[Kraid Eye Door Room]] Revisit || * || '''Intermediate''' - A door fix as well by jumping high, this strat takes a bounce inside the door frame and across the spikes || &lt;br /&gt;
|-&lt;br /&gt;
|[[Cathedral]] || * || '''Beginner''' - Used to clear the gap and set up for a pseudoscrew on the 3rd jump. Cut the initial jump height short to avoid bonking the ceiling before morphing. Can also mockball ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Moat]] → [[Crateria Kihunter Room]] || * || '''Veteran''' - A pretty specific set-up that begins in [[West Ocean]]. Use this strat to quickly get across [[Moat]] on the way back from [[Wrecked Ship]]. A bounceball is several frames faster than a mockball here, and both can bypass the [[Kihunter]] in the final room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[West Tunnel]] → [[Glass Tunnel]] || * || '''Beginner''' - Ideally, shooting the door open first and entering the next room morphed as high as possible allows for optimal [[Power Bomb]] placement to break the glass. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Ice Beam Gate Room]] → [[Ice Beam Acid Room]] || * || '''Intermediate''' - Shoot the door first when the above [[Sova]] passes Samus, and jump after running under the last gate. Hold jump + direction to keep blue speed momentum, and bounce across to the 2nd platform in the next room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Magdollite Tunnel]] → [[Kronic Boost Room]] || * || '''Veteran''' - This door shot into bounceball on the final [[Space Jump]] sets up both an upper and lower Kronic Boost off the bottom [[Viola]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Parlor]] Escape || * || '''Beginner''' - Before jumping to clear the &amp;quot;mushroom&amp;quot; shaped land above [[Alcatraz]] escape, shoot the door and morph to prepare for a bounceball or mockball. ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mockball]]&lt;br /&gt;
* [[General Movement]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://tasvideos.org/GameResources/SNES/SuperMetroid.html#MorphballBounce TASVideos description]&lt;br /&gt;
&lt;br /&gt;
[[Category:Morphing Ball Tricks]]&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7216</id>
		<title>Morphball bounce</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7216"/>
				<updated>2023-08-02T03:15:09Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: /* Any% Bounceballs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''[[Morphing Ball]] bouncing''' (referred in sentences below as simply &amp;quot;bouncing&amp;quot;) describes the effect of Samus bouncing due to landing on the ground while morphed.&lt;br /&gt;
&lt;br /&gt;
When Samus hits the ground while morphed, Samus will bounce once before becoming fully grounded, where her speed is then reduced to that of Morphing Ball's roll. &lt;br /&gt;
&lt;br /&gt;
Pressing down on the directional pad twice in midair will cause Samus to morph in midair. To retain Samus's horizontal velocity, you will need to hold the jump button while pressing down, and hold forward after morphing.&lt;br /&gt;
&lt;br /&gt;
Bouncing can be useful in a situation where numerous small platforms would otherwise force a slower route through the area. Viable spots to bounce include the first pillar in the [[Cathedral]] or the robot in the [[Basement]].&lt;br /&gt;
&lt;br /&gt;
Performing a bounce while entering water (or lava/acid) without [[Gravity Suit]] will cause the speed before hitting the water to be maintained into the water until the end of the bounce. This is known as &amp;quot;waterball.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is also commonly used in the [[GT Code]] categories for getting to the bottom of the [[Lava Dive Room]] as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
The reason this works is because while morphed, you maintain all of your speed when entering the water. You can even keep [[Blue Suit Glitch|blue suit]] from [[Speed Booster]]  if you jump into the water from the ground, even if you do not have Gravity Suit equipped.&lt;br /&gt;
&lt;br /&gt;
You can also use the [[Mockball|mockball]] technique underwater if you build up speed on ground and then jump into the water.&lt;br /&gt;
&lt;br /&gt;
Since gravity is different underwater, you will bounce much higher and can keep your speed longer, even though the water slows you down due to friction.&lt;br /&gt;
&lt;br /&gt;
== Any% Bounceballs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;font-size:95%&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room(s) !! Route !! Description !! Example&lt;br /&gt;
|-&lt;br /&gt;
|[[Kraid Room]] Revisit → [[Kraid Eye Door Room]] Revisit || * || '''Intermediate''' - A door fix as well by jumping high, this strat takes a bounce inside the door frame and across the spikes || &lt;br /&gt;
|-&lt;br /&gt;
|[[Cathedral]] || * || '''Beginner''' - Used to clear the gap and set up for a pseudoscrew on the 3rd jump. Cut the initial jump height short to avoid bonking the ceiling before morphing. Can also mockball ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Moat]] → [[Crateria Kihunter Room]] || * || '''Veteran''' - A pretty specific set-up that begins in [[West Ocean]]. Use this strat to quickly get across [[Moat]] on the way back from [[Wrecked Ship]]. A bounceball is several frames faster than a mockball here, and both can bypass the [[Kihunter]] in the final room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[West Tunnel]] → [[Glass Tunnel]] || * || '''Beginner''' - Ideally, shooting the door open first and entering the next room morphed as high as possible allows for optimal [[Power Bomb]] placement to break the glass. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Ice Beam Gate Room]] → [[Ice Beam Acid Room]] || * || '''Intermediate''' - Shoot the door first when the above [[Sova]] passes Samus, and jump after running under the last gate. Hold jump + direction to keep blue speed momentum, and bounce across to the 2nd platform in the next room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Magdollite Tunnel]] → [[Kronic Boost Room]] || * || '''Veteran''' - This door shot into bounceball on the final [[Space Jump]] sets up both an upper and lower Kronic Boost off the bottom [[Viola]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Parlor]] Escape || * || '''Beginner''' - Before jumping to clear the &amp;quot;mushroom&amp;quot; shaped land above [[Alcatraz]] escape, shoot the door and morph to prepare for a bounceball or mockball. ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mockball]]&lt;br /&gt;
* [[General Movement]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://tasvideos.org/GameResources/SNES/SuperMetroid.html#MorphballBounce TASVideos description]&lt;br /&gt;
&lt;br /&gt;
[[Category:Morphing Ball Tricks]]&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7215</id>
		<title>Morphball bounce</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7215"/>
				<updated>2023-08-02T03:14:58Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: /* Any% Bounceballs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''[[Morphing Ball]] bouncing''' (referred in sentences below as simply &amp;quot;bouncing&amp;quot;) describes the effect of Samus bouncing due to landing on the ground while morphed.&lt;br /&gt;
&lt;br /&gt;
When Samus hits the ground while morphed, Samus will bounce once before becoming fully grounded, where her speed is then reduced to that of Morphing Ball's roll. &lt;br /&gt;
&lt;br /&gt;
Pressing down on the directional pad twice in midair will cause Samus to morph in midair. To retain Samus's horizontal velocity, you will need to hold the jump button while pressing down, and hold forward after morphing.&lt;br /&gt;
&lt;br /&gt;
Bouncing can be useful in a situation where numerous small platforms would otherwise force a slower route through the area. Viable spots to bounce include the first pillar in the [[Cathedral]] or the robot in the [[Basement]].&lt;br /&gt;
&lt;br /&gt;
Performing a bounce while entering water (or lava/acid) without [[Gravity Suit]] will cause the speed before hitting the water to be maintained into the water until the end of the bounce. This is known as &amp;quot;waterball.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is also commonly used in the [[GT Code]] categories for getting to the bottom of the [[Lava Dive Room]] as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
The reason this works is because while morphed, you maintain all of your speed when entering the water. You can even keep [[Blue Suit Glitch|blue suit]] from [[Speed Booster]]  if you jump into the water from the ground, even if you do not have Gravity Suit equipped.&lt;br /&gt;
&lt;br /&gt;
You can also use the [[Mockball|mockball]] technique underwater if you build up speed on ground and then jump into the water.&lt;br /&gt;
&lt;br /&gt;
Since gravity is different underwater, you will bounce much higher and can keep your speed longer, even though the water slows you down due to friction.&lt;br /&gt;
&lt;br /&gt;
== Any% Bounceballs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;font-size:99%&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room(s) !! Route !! Description !! Example&lt;br /&gt;
|-&lt;br /&gt;
|[[Kraid Room]] Revisit → [[Kraid Eye Door Room]] Revisit || * || '''Intermediate''' - A door fix as well by jumping high, this strat takes a bounce inside the door frame and across the spikes || &lt;br /&gt;
|-&lt;br /&gt;
|[[Cathedral]] || * || '''Beginner''' - Used to clear the gap and set up for a pseudoscrew on the 3rd jump. Cut the initial jump height short to avoid bonking the ceiling before morphing. Can also mockball ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Moat]] → [[Crateria Kihunter Room]] || * || '''Veteran''' - A pretty specific set-up that begins in [[West Ocean]]. Use this strat to quickly get across [[Moat]] on the way back from [[Wrecked Ship]]. A bounceball is several frames faster than a mockball here, and both can bypass the [[Kihunter]] in the final room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[West Tunnel]] → [[Glass Tunnel]] || * || '''Beginner''' - Ideally, shooting the door open first and entering the next room morphed as high as possible allows for optimal [[Power Bomb]] placement to break the glass. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Ice Beam Gate Room]] → [[Ice Beam Acid Room]] || * || '''Intermediate''' - Shoot the door first when the above [[Sova]] passes Samus, and jump after running under the last gate. Hold jump + direction to keep blue speed momentum, and bounce across to the 2nd platform in the next room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Magdollite Tunnel]] → [[Kronic Boost Room]] || * || '''Veteran''' - This door shot into bounceball on the final [[Space Jump]] sets up both an upper and lower Kronic Boost off the bottom [[Viola]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Parlor]] Escape || * || '''Beginner''' - Before jumping to clear the &amp;quot;mushroom&amp;quot; shaped land above [[Alcatraz]] escape, shoot the door and morph to prepare for a bounceball or mockball. ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mockball]]&lt;br /&gt;
* [[General Movement]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://tasvideos.org/GameResources/SNES/SuperMetroid.html#MorphballBounce TASVideos description]&lt;br /&gt;
&lt;br /&gt;
[[Category:Morphing Ball Tricks]]&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7214</id>
		<title>Morphball bounce</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7214"/>
				<updated>2023-08-02T03:14:44Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: /* Any% Bounceballs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''[[Morphing Ball]] bouncing''' (referred in sentences below as simply &amp;quot;bouncing&amp;quot;) describes the effect of Samus bouncing due to landing on the ground while morphed.&lt;br /&gt;
&lt;br /&gt;
When Samus hits the ground while morphed, Samus will bounce once before becoming fully grounded, where her speed is then reduced to that of Morphing Ball's roll. &lt;br /&gt;
&lt;br /&gt;
Pressing down on the directional pad twice in midair will cause Samus to morph in midair. To retain Samus's horizontal velocity, you will need to hold the jump button while pressing down, and hold forward after morphing.&lt;br /&gt;
&lt;br /&gt;
Bouncing can be useful in a situation where numerous small platforms would otherwise force a slower route through the area. Viable spots to bounce include the first pillar in the [[Cathedral]] or the robot in the [[Basement]].&lt;br /&gt;
&lt;br /&gt;
Performing a bounce while entering water (or lava/acid) without [[Gravity Suit]] will cause the speed before hitting the water to be maintained into the water until the end of the bounce. This is known as &amp;quot;waterball.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is also commonly used in the [[GT Code]] categories for getting to the bottom of the [[Lava Dive Room]] as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
The reason this works is because while morphed, you maintain all of your speed when entering the water. You can even keep [[Blue Suit Glitch|blue suit]] from [[Speed Booster]]  if you jump into the water from the ground, even if you do not have Gravity Suit equipped.&lt;br /&gt;
&lt;br /&gt;
You can also use the [[Mockball|mockball]] technique underwater if you build up speed on ground and then jump into the water.&lt;br /&gt;
&lt;br /&gt;
Since gravity is different underwater, you will bounce much higher and can keep your speed longer, even though the water slows you down due to friction.&lt;br /&gt;
&lt;br /&gt;
== Any% Bounceballs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;font-size:20%&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room(s) !! Route !! Description !! Example&lt;br /&gt;
|-&lt;br /&gt;
|[[Kraid Room]] Revisit → [[Kraid Eye Door Room]] Revisit || * || '''Intermediate''' - A door fix as well by jumping high, this strat takes a bounce inside the door frame and across the spikes || &lt;br /&gt;
|-&lt;br /&gt;
|[[Cathedral]] || * || '''Beginner''' - Used to clear the gap and set up for a pseudoscrew on the 3rd jump. Cut the initial jump height short to avoid bonking the ceiling before morphing. Can also mockball ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Moat]] → [[Crateria Kihunter Room]] || * || '''Veteran''' - A pretty specific set-up that begins in [[West Ocean]]. Use this strat to quickly get across [[Moat]] on the way back from [[Wrecked Ship]]. A bounceball is several frames faster than a mockball here, and both can bypass the [[Kihunter]] in the final room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[West Tunnel]] → [[Glass Tunnel]] || * || '''Beginner''' - Ideally, shooting the door open first and entering the next room morphed as high as possible allows for optimal [[Power Bomb]] placement to break the glass. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Ice Beam Gate Room]] → [[Ice Beam Acid Room]] || * || '''Intermediate''' - Shoot the door first when the above [[Sova]] passes Samus, and jump after running under the last gate. Hold jump + direction to keep blue speed momentum, and bounce across to the 2nd platform in the next room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Magdollite Tunnel]] → [[Kronic Boost Room]] || * || '''Veteran''' - This door shot into bounceball on the final [[Space Jump]] sets up both an upper and lower Kronic Boost off the bottom [[Viola]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Parlor]] Escape || * || '''Beginner''' - Before jumping to clear the &amp;quot;mushroom&amp;quot; shaped land above [[Alcatraz]] escape, shoot the door and morph to prepare for a bounceball or mockball. ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mockball]]&lt;br /&gt;
* [[General Movement]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://tasvideos.org/GameResources/SNES/SuperMetroid.html#MorphballBounce TASVideos description]&lt;br /&gt;
&lt;br /&gt;
[[Category:Morphing Ball Tricks]]&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7213</id>
		<title>Morphball bounce</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7213"/>
				<updated>2023-08-02T03:14:28Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: /* Any% Bounceballs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''[[Morphing Ball]] bouncing''' (referred in sentences below as simply &amp;quot;bouncing&amp;quot;) describes the effect of Samus bouncing due to landing on the ground while morphed.&lt;br /&gt;
&lt;br /&gt;
When Samus hits the ground while morphed, Samus will bounce once before becoming fully grounded, where her speed is then reduced to that of Morphing Ball's roll. &lt;br /&gt;
&lt;br /&gt;
Pressing down on the directional pad twice in midair will cause Samus to morph in midair. To retain Samus's horizontal velocity, you will need to hold the jump button while pressing down, and hold forward after morphing.&lt;br /&gt;
&lt;br /&gt;
Bouncing can be useful in a situation where numerous small platforms would otherwise force a slower route through the area. Viable spots to bounce include the first pillar in the [[Cathedral]] or the robot in the [[Basement]].&lt;br /&gt;
&lt;br /&gt;
Performing a bounce while entering water (or lava/acid) without [[Gravity Suit]] will cause the speed before hitting the water to be maintained into the water until the end of the bounce. This is known as &amp;quot;waterball.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is also commonly used in the [[GT Code]] categories for getting to the bottom of the [[Lava Dive Room]] as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
The reason this works is because while morphed, you maintain all of your speed when entering the water. You can even keep [[Blue Suit Glitch|blue suit]] from [[Speed Booster]]  if you jump into the water from the ground, even if you do not have Gravity Suit equipped.&lt;br /&gt;
&lt;br /&gt;
You can also use the [[Mockball|mockball]] technique underwater if you build up speed on ground and then jump into the water.&lt;br /&gt;
&lt;br /&gt;
Since gravity is different underwater, you will bounce much higher and can keep your speed longer, even though the water slows you down due to friction.&lt;br /&gt;
&lt;br /&gt;
== Any% Bounceballs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;font-size:90%&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room(s) !! Route !! Description !! Example&lt;br /&gt;
|-&lt;br /&gt;
|[[Kraid Room]] Revisit → [[Kraid Eye Door Room]] Revisit || * || '''Intermediate''' - A door fix as well by jumping high, this strat takes a bounce inside the door frame and across the spikes || &lt;br /&gt;
|-&lt;br /&gt;
|[[Cathedral]] || * || '''Beginner''' - Used to clear the gap and set up for a pseudoscrew on the 3rd jump. Cut the initial jump height short to avoid bonking the ceiling before morphing. Can also mockball ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Moat]] → [[Crateria Kihunter Room]] || * || '''Veteran''' - A pretty specific set-up that begins in [[West Ocean]]. Use this strat to quickly get across [[Moat]] on the way back from [[Wrecked Ship]]. A bounceball is several frames faster than a mockball here, and both can bypass the [[Kihunter]] in the final room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[West Tunnel]] → [[Glass Tunnel]] || * || '''Beginner''' - Ideally, shooting the door open first and entering the next room morphed as high as possible allows for optimal [[Power Bomb]] placement to break the glass. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Ice Beam Gate Room]] → [[Ice Beam Acid Room]] || * || '''Intermediate''' - Shoot the door first when the above [[Sova]] passes Samus, and jump after running under the last gate. Hold jump + direction to keep blue speed momentum, and bounce across to the 2nd platform in the next room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Magdollite Tunnel]] → [[Kronic Boost Room]] || * || '''Veteran''' - This door shot into bounceball on the final [[Space Jump]] sets up both an upper and lower Kronic Boost off the bottom [[Viola]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Parlor]] Escape || * || '''Beginner''' - Before jumping to clear the &amp;quot;mushroom&amp;quot; shaped land above [[Alcatraz]] escape, shoot the door and morph to prepare for a bounceball or mockball. ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mockball]]&lt;br /&gt;
* [[General Movement]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://tasvideos.org/GameResources/SNES/SuperMetroid.html#MorphballBounce TASVideos description]&lt;br /&gt;
&lt;br /&gt;
[[Category:Morphing Ball Tricks]]&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7212</id>
		<title>Morphball bounce</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7212"/>
				<updated>2023-08-02T03:14:04Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: /* Any% Bounceballs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''[[Morphing Ball]] bouncing''' (referred in sentences below as simply &amp;quot;bouncing&amp;quot;) describes the effect of Samus bouncing due to landing on the ground while morphed.&lt;br /&gt;
&lt;br /&gt;
When Samus hits the ground while morphed, Samus will bounce once before becoming fully grounded, where her speed is then reduced to that of Morphing Ball's roll. &lt;br /&gt;
&lt;br /&gt;
Pressing down on the directional pad twice in midair will cause Samus to morph in midair. To retain Samus's horizontal velocity, you will need to hold the jump button while pressing down, and hold forward after morphing.&lt;br /&gt;
&lt;br /&gt;
Bouncing can be useful in a situation where numerous small platforms would otherwise force a slower route through the area. Viable spots to bounce include the first pillar in the [[Cathedral]] or the robot in the [[Basement]].&lt;br /&gt;
&lt;br /&gt;
Performing a bounce while entering water (or lava/acid) without [[Gravity Suit]] will cause the speed before hitting the water to be maintained into the water until the end of the bounce. This is known as &amp;quot;waterball.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is also commonly used in the [[GT Code]] categories for getting to the bottom of the [[Lava Dive Room]] as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
The reason this works is because while morphed, you maintain all of your speed when entering the water. You can even keep [[Blue Suit Glitch|blue suit]] from [[Speed Booster]]  if you jump into the water from the ground, even if you do not have Gravity Suit equipped.&lt;br /&gt;
&lt;br /&gt;
You can also use the [[Mockball|mockball]] technique underwater if you build up speed on ground and then jump into the water.&lt;br /&gt;
&lt;br /&gt;
Since gravity is different underwater, you will bounce much higher and can keep your speed longer, even though the water slows you down due to friction.&lt;br /&gt;
&lt;br /&gt;
== Any% Bounceballs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;font-size:14px&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room(s) !! Route !! Description !! Example&lt;br /&gt;
|-&lt;br /&gt;
|[[Kraid Room]] Revisit → [[Kraid Eye Door Room]] Revisit || * || '''Intermediate''' - A door fix as well by jumping high, this strat takes a bounce inside the door frame and across the spikes || &lt;br /&gt;
|-&lt;br /&gt;
|[[Cathedral]] || * || '''Beginner''' - Used to clear the gap and set up for a pseudoscrew on the 3rd jump. Cut the initial jump height short to avoid bonking the ceiling before morphing. Can also mockball ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Moat]] → [[Crateria Kihunter Room]] || * || '''Veteran''' - A pretty specific set-up that begins in [[West Ocean]]. Use this strat to quickly get across [[Moat]] on the way back from [[Wrecked Ship]]. A bounceball is several frames faster than a mockball here, and both can bypass the [[Kihunter]] in the final room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[West Tunnel]] → [[Glass Tunnel]] || * || '''Beginner''' - Ideally, shooting the door open first and entering the next room morphed as high as possible allows for optimal [[Power Bomb]] placement to break the glass. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Ice Beam Gate Room]] → [[Ice Beam Acid Room]] || * || '''Intermediate''' - Shoot the door first when the above [[Sova]] passes Samus, and jump after running under the last gate. Hold jump + direction to keep blue speed momentum, and bounce across to the 2nd platform in the next room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Magdollite Tunnel]] → [[Kronic Boost Room]] || * || '''Veteran''' - This door shot into bounceball on the final [[Space Jump]] sets up both an upper and lower Kronic Boost off the bottom [[Viola]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Parlor]] Escape || * || '''Beginner''' - Before jumping to clear the &amp;quot;mushroom&amp;quot; shaped land above [[Alcatraz]] escape, shoot the door and morph to prepare for a bounceball or mockball. ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mockball]]&lt;br /&gt;
* [[General Movement]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://tasvideos.org/GameResources/SNES/SuperMetroid.html#MorphballBounce TASVideos description]&lt;br /&gt;
&lt;br /&gt;
[[Category:Morphing Ball Tricks]]&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7211</id>
		<title>Morphball bounce</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7211"/>
				<updated>2023-08-02T03:13:33Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: /* Any% Bounceballs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''[[Morphing Ball]] bouncing''' (referred in sentences below as simply &amp;quot;bouncing&amp;quot;) describes the effect of Samus bouncing due to landing on the ground while morphed.&lt;br /&gt;
&lt;br /&gt;
When Samus hits the ground while morphed, Samus will bounce once before becoming fully grounded, where her speed is then reduced to that of Morphing Ball's roll. &lt;br /&gt;
&lt;br /&gt;
Pressing down on the directional pad twice in midair will cause Samus to morph in midair. To retain Samus's horizontal velocity, you will need to hold the jump button while pressing down, and hold forward after morphing.&lt;br /&gt;
&lt;br /&gt;
Bouncing can be useful in a situation where numerous small platforms would otherwise force a slower route through the area. Viable spots to bounce include the first pillar in the [[Cathedral]] or the robot in the [[Basement]].&lt;br /&gt;
&lt;br /&gt;
Performing a bounce while entering water (or lava/acid) without [[Gravity Suit]] will cause the speed before hitting the water to be maintained into the water until the end of the bounce. This is known as &amp;quot;waterball.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is also commonly used in the [[GT Code]] categories for getting to the bottom of the [[Lava Dive Room]] as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
The reason this works is because while morphed, you maintain all of your speed when entering the water. You can even keep [[Blue Suit Glitch|blue suit]] from [[Speed Booster]]  if you jump into the water from the ground, even if you do not have Gravity Suit equipped.&lt;br /&gt;
&lt;br /&gt;
You can also use the [[Mockball|mockball]] technique underwater if you build up speed on ground and then jump into the water.&lt;br /&gt;
&lt;br /&gt;
Since gravity is different underwater, you will bounce much higher and can keep your speed longer, even though the water slows you down due to friction.&lt;br /&gt;
&lt;br /&gt;
== Any% Bounceballs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;font-size:80%&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room(s) !! Route !! Description !! Example&lt;br /&gt;
|-&lt;br /&gt;
|[[Kraid Room]] Revisit → [[Kraid Eye Door Room]] Revisit || * || '''Intermediate''' - A door fix as well by jumping high, this strat takes a bounce inside the door frame and across the spikes || &lt;br /&gt;
|-&lt;br /&gt;
|[[Cathedral]] || * || '''Beginner''' - Used to clear the gap and set up for a pseudoscrew on the 3rd jump. Cut the initial jump height short to avoid bonking the ceiling before morphing. Can also mockball ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Moat]] → [[Crateria Kihunter Room]] || * || '''Veteran''' - A pretty specific set-up that begins in [[West Ocean]]. Use this strat to quickly get across [[Moat]] on the way back from [[Wrecked Ship]]. A bounceball is several frames faster than a mockball here, and both can bypass the [[Kihunter]] in the final room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[West Tunnel]] → [[Glass Tunnel]] || * || '''Beginner''' - Ideally, shooting the door open first and entering the next room morphed as high as possible allows for optimal [[Power Bomb]] placement to break the glass. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Ice Beam Gate Room]] → [[Ice Beam Acid Room]] || * || '''Intermediate''' - Shoot the door first when the above [[Sova]] passes Samus, and jump after running under the last gate. Hold jump + direction to keep blue speed momentum, and bounce across to the 2nd platform in the next room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Magdollite Tunnel]] → [[Kronic Boost Room]] || * || '''Veteran''' - This door shot into bounceball on the final [[Space Jump]] sets up both an upper and lower Kronic Boost off the bottom [[Viola]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Parlor]] Escape || * || '''Beginner''' - Before jumping to clear the &amp;quot;mushroom&amp;quot; shaped land above [[Alcatraz]] escape, shoot the door and morph to prepare for a bounceball or mockball. ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mockball]]&lt;br /&gt;
* [[General Movement]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://tasvideos.org/GameResources/SNES/SuperMetroid.html#MorphballBounce TASVideos description]&lt;br /&gt;
&lt;br /&gt;
[[Category:Morphing Ball Tricks]]&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7210</id>
		<title>Morphball bounce</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7210"/>
				<updated>2023-08-02T03:13:20Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: /* Any% Bounceballs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''[[Morphing Ball]] bouncing''' (referred in sentences below as simply &amp;quot;bouncing&amp;quot;) describes the effect of Samus bouncing due to landing on the ground while morphed.&lt;br /&gt;
&lt;br /&gt;
When Samus hits the ground while morphed, Samus will bounce once before becoming fully grounded, where her speed is then reduced to that of Morphing Ball's roll. &lt;br /&gt;
&lt;br /&gt;
Pressing down on the directional pad twice in midair will cause Samus to morph in midair. To retain Samus's horizontal velocity, you will need to hold the jump button while pressing down, and hold forward after morphing.&lt;br /&gt;
&lt;br /&gt;
Bouncing can be useful in a situation where numerous small platforms would otherwise force a slower route through the area. Viable spots to bounce include the first pillar in the [[Cathedral]] or the robot in the [[Basement]].&lt;br /&gt;
&lt;br /&gt;
Performing a bounce while entering water (or lava/acid) without [[Gravity Suit]] will cause the speed before hitting the water to be maintained into the water until the end of the bounce. This is known as &amp;quot;waterball.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is also commonly used in the [[GT Code]] categories for getting to the bottom of the [[Lava Dive Room]] as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
The reason this works is because while morphed, you maintain all of your speed when entering the water. You can even keep [[Blue Suit Glitch|blue suit]] from [[Speed Booster]]  if you jump into the water from the ground, even if you do not have Gravity Suit equipped.&lt;br /&gt;
&lt;br /&gt;
You can also use the [[Mockball|mockball]] technique underwater if you build up speed on ground and then jump into the water.&lt;br /&gt;
&lt;br /&gt;
Since gravity is different underwater, you will bounce much higher and can keep your speed longer, even though the water slows you down due to friction.&lt;br /&gt;
&lt;br /&gt;
== Any% Bounceballs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;font-size:100%&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room(s) !! Route !! Description !! Example&lt;br /&gt;
|-&lt;br /&gt;
|[[Kraid Room]] Revisit → [[Kraid Eye Door Room]] Revisit || * || '''Intermediate''' - A door fix as well by jumping high, this strat takes a bounce inside the door frame and across the spikes || &lt;br /&gt;
|-&lt;br /&gt;
|[[Cathedral]] || * || '''Beginner''' - Used to clear the gap and set up for a pseudoscrew on the 3rd jump. Cut the initial jump height short to avoid bonking the ceiling before morphing. Can also mockball ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Moat]] → [[Crateria Kihunter Room]] || * || '''Veteran''' - A pretty specific set-up that begins in [[West Ocean]]. Use this strat to quickly get across [[Moat]] on the way back from [[Wrecked Ship]]. A bounceball is several frames faster than a mockball here, and both can bypass the [[Kihunter]] in the final room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[West Tunnel]] → [[Glass Tunnel]] || * || '''Beginner''' - Ideally, shooting the door open first and entering the next room morphed as high as possible allows for optimal [[Power Bomb]] placement to break the glass. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Ice Beam Gate Room]] → [[Ice Beam Acid Room]] || * || '''Intermediate''' - Shoot the door first when the above [[Sova]] passes Samus, and jump after running under the last gate. Hold jump + direction to keep blue speed momentum, and bounce across to the 2nd platform in the next room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Magdollite Tunnel]] → [[Kronic Boost Room]] || * || '''Veteran''' - This door shot into bounceball on the final [[Space Jump]] sets up both an upper and lower Kronic Boost off the bottom [[Viola]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Parlor]] Escape || * || '''Beginner''' - Before jumping to clear the &amp;quot;mushroom&amp;quot; shaped land above [[Alcatraz]] escape, shoot the door and morph to prepare for a bounceball or mockball. ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mockball]]&lt;br /&gt;
* [[General Movement]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://tasvideos.org/GameResources/SNES/SuperMetroid.html#MorphballBounce TASVideos description]&lt;br /&gt;
&lt;br /&gt;
[[Category:Morphing Ball Tricks]]&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7209</id>
		<title>Morphball bounce</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7209"/>
				<updated>2023-08-02T03:12:47Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: /* Any% Bounceballs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''[[Morphing Ball]] bouncing''' (referred in sentences below as simply &amp;quot;bouncing&amp;quot;) describes the effect of Samus bouncing due to landing on the ground while morphed.&lt;br /&gt;
&lt;br /&gt;
When Samus hits the ground while morphed, Samus will bounce once before becoming fully grounded, where her speed is then reduced to that of Morphing Ball's roll. &lt;br /&gt;
&lt;br /&gt;
Pressing down on the directional pad twice in midair will cause Samus to morph in midair. To retain Samus's horizontal velocity, you will need to hold the jump button while pressing down, and hold forward after morphing.&lt;br /&gt;
&lt;br /&gt;
Bouncing can be useful in a situation where numerous small platforms would otherwise force a slower route through the area. Viable spots to bounce include the first pillar in the [[Cathedral]] or the robot in the [[Basement]].&lt;br /&gt;
&lt;br /&gt;
Performing a bounce while entering water (or lava/acid) without [[Gravity Suit]] will cause the speed before hitting the water to be maintained into the water until the end of the bounce. This is known as &amp;quot;waterball.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is also commonly used in the [[GT Code]] categories for getting to the bottom of the [[Lava Dive Room]] as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
The reason this works is because while morphed, you maintain all of your speed when entering the water. You can even keep [[Blue Suit Glitch|blue suit]] from [[Speed Booster]]  if you jump into the water from the ground, even if you do not have Gravity Suit equipped.&lt;br /&gt;
&lt;br /&gt;
You can also use the [[Mockball|mockball]] technique underwater if you build up speed on ground and then jump into the water.&lt;br /&gt;
&lt;br /&gt;
Since gravity is different underwater, you will bounce much higher and can keep your speed longer, even though the water slows you down due to friction.&lt;br /&gt;
&lt;br /&gt;
== Any% Bounceballs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;font-size:60%&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room(s) !! Route !! Description !! Example&lt;br /&gt;
|-&lt;br /&gt;
|[[Kraid Room]] Revisit → [[Kraid Eye Door Room]] Revisit || * || '''Intermediate''' - A door fix as well by jumping high, this strat takes a bounce inside the door frame and across the spikes || &lt;br /&gt;
|-&lt;br /&gt;
|[[Cathedral]] || * || '''Beginner''' - Used to clear the gap and set up for a pseudoscrew on the 3rd jump. Cut the initial jump height short to avoid bonking the ceiling before morphing. Can also mockball ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Moat]] → [[Crateria Kihunter Room]] || * || '''Veteran''' - A pretty specific set-up that begins in [[West Ocean]]. Use this strat to quickly get across [[Moat]] on the way back from [[Wrecked Ship]]. A bounceball is several frames faster than a mockball here, and both can bypass the [[Kihunter]] in the final room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[West Tunnel]] → [[Glass Tunnel]] || * || '''Beginner''' - Ideally, shooting the door open first and entering the next room morphed as high as possible allows for optimal [[Power Bomb]] placement to break the glass. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Ice Beam Gate Room]] → [[Ice Beam Acid Room]] || * || '''Intermediate''' - Shoot the door first when the above [[Sova]] passes Samus, and jump after running under the last gate. Hold jump + direction to keep blue speed momentum, and bounce across to the 2nd platform in the next room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Magdollite Tunnel]] → [[Kronic Boost Room]] || * || '''Veteran''' - This door shot into bounceball on the final [[Space Jump]] sets up both an upper and lower Kronic Boost off the bottom [[Viola]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Parlor]] Escape || * || '''Beginner''' - Before jumping to clear the &amp;quot;mushroom&amp;quot; shaped land above [[Alcatraz]] escape, shoot the door and morph to prepare for a bounceball or mockball. ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mockball]]&lt;br /&gt;
* [[General Movement]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://tasvideos.org/GameResources/SNES/SuperMetroid.html#MorphballBounce TASVideos description]&lt;br /&gt;
&lt;br /&gt;
[[Category:Morphing Ball Tricks]]&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7208</id>
		<title>Morphball bounce</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7208"/>
				<updated>2023-08-02T03:12:15Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: /* Any% Bounceballs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''[[Morphing Ball]] bouncing''' (referred in sentences below as simply &amp;quot;bouncing&amp;quot;) describes the effect of Samus bouncing due to landing on the ground while morphed.&lt;br /&gt;
&lt;br /&gt;
When Samus hits the ground while morphed, Samus will bounce once before becoming fully grounded, where her speed is then reduced to that of Morphing Ball's roll. &lt;br /&gt;
&lt;br /&gt;
Pressing down on the directional pad twice in midair will cause Samus to morph in midair. To retain Samus's horizontal velocity, you will need to hold the jump button while pressing down, and hold forward after morphing.&lt;br /&gt;
&lt;br /&gt;
Bouncing can be useful in a situation where numerous small platforms would otherwise force a slower route through the area. Viable spots to bounce include the first pillar in the [[Cathedral]] or the robot in the [[Basement]].&lt;br /&gt;
&lt;br /&gt;
Performing a bounce while entering water (or lava/acid) without [[Gravity Suit]] will cause the speed before hitting the water to be maintained into the water until the end of the bounce. This is known as &amp;quot;waterball.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is also commonly used in the [[GT Code]] categories for getting to the bottom of the [[Lava Dive Room]] as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
The reason this works is because while morphed, you maintain all of your speed when entering the water. You can even keep [[Blue Suit Glitch|blue suit]] from [[Speed Booster]]  if you jump into the water from the ground, even if you do not have Gravity Suit equipped.&lt;br /&gt;
&lt;br /&gt;
You can also use the [[Mockball|mockball]] technique underwater if you build up speed on ground and then jump into the water.&lt;br /&gt;
&lt;br /&gt;
Since gravity is different underwater, you will bounce much higher and can keep your speed longer, even though the water slows you down due to friction.&lt;br /&gt;
&lt;br /&gt;
== Any% Bounceballs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center; font-size:14px&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room(s) !! Route !! Description !! Example&lt;br /&gt;
|-&lt;br /&gt;
|[[Kraid Room]] Revisit → [[Kraid Eye Door Room]] Revisit || * || '''Intermediate''' - A door fix as well by jumping high, this strat takes a bounce inside the door frame and across the spikes || &lt;br /&gt;
|-&lt;br /&gt;
|[[Cathedral]] || * || '''Beginner''' - Used to clear the gap and set up for a pseudoscrew on the 3rd jump. Cut the initial jump height short to avoid bonking the ceiling before morphing. Can also mockball ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Moat]] → [[Crateria Kihunter Room]] || * || '''Veteran''' - A pretty specific set-up that begins in [[West Ocean]]. Use this strat to quickly get across [[Moat]] on the way back from [[Wrecked Ship]]. A bounceball is several frames faster than a mockball here, and both can bypass the [[Kihunter]] in the final room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[West Tunnel]] → [[Glass Tunnel]] || * || '''Beginner''' - Ideally, shooting the door open first and entering the next room morphed as high as possible allows for optimal [[Power Bomb]] placement to break the glass. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Ice Beam Gate Room]] → [[Ice Beam Acid Room]] || * || '''Intermediate''' - Shoot the door first when the above [[Sova]] passes Samus, and jump after running under the last gate. Hold jump + direction to keep blue speed momentum, and bounce across to the 2nd platform in the next room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Magdollite Tunnel]] → [[Kronic Boost Room]] || * || '''Veteran''' - This door shot into bounceball on the final [[Space Jump]] sets up both an upper and lower Kronic Boost off the bottom [[Viola]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Parlor]] Escape || * || '''Beginner''' - Before jumping to clear the &amp;quot;mushroom&amp;quot; shaped land above [[Alcatraz]] escape, shoot the door and morph to prepare for a bounceball or mockball. ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mockball]]&lt;br /&gt;
* [[General Movement]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://tasvideos.org/GameResources/SNES/SuperMetroid.html#MorphballBounce TASVideos description]&lt;br /&gt;
&lt;br /&gt;
[[Category:Morphing Ball Tricks]]&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7207</id>
		<title>Morphball bounce</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7207"/>
				<updated>2023-08-02T03:10:01Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: /* Any% Bounceballs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''[[Morphing Ball]] bouncing''' (referred in sentences below as simply &amp;quot;bouncing&amp;quot;) describes the effect of Samus bouncing due to landing on the ground while morphed.&lt;br /&gt;
&lt;br /&gt;
When Samus hits the ground while morphed, Samus will bounce once before becoming fully grounded, where her speed is then reduced to that of Morphing Ball's roll. &lt;br /&gt;
&lt;br /&gt;
Pressing down on the directional pad twice in midair will cause Samus to morph in midair. To retain Samus's horizontal velocity, you will need to hold the jump button while pressing down, and hold forward after morphing.&lt;br /&gt;
&lt;br /&gt;
Bouncing can be useful in a situation where numerous small platforms would otherwise force a slower route through the area. Viable spots to bounce include the first pillar in the [[Cathedral]] or the robot in the [[Basement]].&lt;br /&gt;
&lt;br /&gt;
Performing a bounce while entering water (or lava/acid) without [[Gravity Suit]] will cause the speed before hitting the water to be maintained into the water until the end of the bounce. This is known as &amp;quot;waterball.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is also commonly used in the [[GT Code]] categories for getting to the bottom of the [[Lava Dive Room]] as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
The reason this works is because while morphed, you maintain all of your speed when entering the water. You can even keep [[Blue Suit Glitch|blue suit]] from [[Speed Booster]]  if you jump into the water from the ground, even if you do not have Gravity Suit equipped.&lt;br /&gt;
&lt;br /&gt;
You can also use the [[Mockball|mockball]] technique underwater if you build up speed on ground and then jump into the water.&lt;br /&gt;
&lt;br /&gt;
Since gravity is different underwater, you will bounce much higher and can keep your speed longer, even though the water slows you down due to friction.&lt;br /&gt;
&lt;br /&gt;
== Any% Bounceballs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center; size:14&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room(s) !! Route !! Description !! Example&lt;br /&gt;
|-&lt;br /&gt;
|[[Kraid Room]] Revisit → [[Kraid Eye Door Room]] Revisit || * || '''Intermediate''' - A door fix as well by jumping high, this strat takes a bounce inside the door frame and across the spikes || &lt;br /&gt;
|-&lt;br /&gt;
|[[Cathedral]] || * || '''Beginner''' - Used to clear the gap and set up for a pseudoscrew on the 3rd jump. Cut the initial jump height short to avoid bonking the ceiling before morphing. Can also mockball ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Moat]] → [[Crateria Kihunter Room]] || * || '''Veteran''' - A pretty specific set-up that begins in [[West Ocean]]. Use this strat to quickly get across [[Moat]] on the way back from [[Wrecked Ship]]. A bounceball is several frames faster than a mockball here, and both can bypass the [[Kihunter]] in the final room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[West Tunnel]] → [[Glass Tunnel]] || * || '''Beginner''' - Ideally, shooting the door open first and entering the next room morphed as high as possible allows for optimal [[Power Bomb]] placement to break the glass. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Ice Beam Gate Room]] → [[Ice Beam Acid Room]] || * || '''Intermediate''' - Shoot the door first when the above [[Sova]] passes Samus, and jump after running under the last gate. Hold jump + direction to keep blue speed momentum, and bounce across to the 2nd platform in the next room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Magdollite Tunnel]] → [[Kronic Boost Room]] || * || '''Veteran''' - This door shot into bounceball on the final [[Space Jump]] sets up both an upper and lower Kronic Boost off the bottom [[Viola]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Parlor]] Escape || * || '''Beginner''' - Before jumping to clear the &amp;quot;mushroom&amp;quot; shaped land above [[Alcatraz]] escape, shoot the door and morph to prepare for a bounceball or mockball. ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mockball]]&lt;br /&gt;
* [[General Movement]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://tasvideos.org/GameResources/SNES/SuperMetroid.html#MorphballBounce TASVideos description]&lt;br /&gt;
&lt;br /&gt;
[[Category:Morphing Ball Tricks]]&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7206</id>
		<title>Morphball bounce</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7206"/>
				<updated>2023-08-02T03:09:41Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''[[Morphing Ball]] bouncing''' (referred in sentences below as simply &amp;quot;bouncing&amp;quot;) describes the effect of Samus bouncing due to landing on the ground while morphed.&lt;br /&gt;
&lt;br /&gt;
When Samus hits the ground while morphed, Samus will bounce once before becoming fully grounded, where her speed is then reduced to that of Morphing Ball's roll. &lt;br /&gt;
&lt;br /&gt;
Pressing down on the directional pad twice in midair will cause Samus to morph in midair. To retain Samus's horizontal velocity, you will need to hold the jump button while pressing down, and hold forward after morphing.&lt;br /&gt;
&lt;br /&gt;
Bouncing can be useful in a situation where numerous small platforms would otherwise force a slower route through the area. Viable spots to bounce include the first pillar in the [[Cathedral]] or the robot in the [[Basement]].&lt;br /&gt;
&lt;br /&gt;
Performing a bounce while entering water (or lava/acid) without [[Gravity Suit]] will cause the speed before hitting the water to be maintained into the water until the end of the bounce. This is known as &amp;quot;waterball.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is also commonly used in the [[GT Code]] categories for getting to the bottom of the [[Lava Dive Room]] as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
The reason this works is because while morphed, you maintain all of your speed when entering the water. You can even keep [[Blue Suit Glitch|blue suit]] from [[Speed Booster]]  if you jump into the water from the ground, even if you do not have Gravity Suit equipped.&lt;br /&gt;
&lt;br /&gt;
You can also use the [[Mockball|mockball]] technique underwater if you build up speed on ground and then jump into the water.&lt;br /&gt;
&lt;br /&gt;
Since gravity is different underwater, you will bounce much higher and can keep your speed longer, even though the water slows you down due to friction.&lt;br /&gt;
&lt;br /&gt;
== Any% Bounceballs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
style=&amp;quot;text-align:center; size:14&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room(s) !! Route !! Description !! Example&lt;br /&gt;
|-&lt;br /&gt;
|[[Kraid Room]] Revisit → [[Kraid Eye Door Room]] Revisit || * || '''Intermediate''' - A door fix as well by jumping high, this strat takes a bounce inside the door frame and across the spikes || &lt;br /&gt;
|-&lt;br /&gt;
|[[Cathedral]] || * || '''Beginner''' - Used to clear the gap and set up for a pseudoscrew on the 3rd jump. Cut the initial jump height short to avoid bonking the ceiling before morphing. Can also mockball ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Moat]] → [[Crateria Kihunter Room]] || * || '''Veteran''' - A pretty specific set-up that begins in [[West Ocean]]. Use this strat to quickly get across [[Moat]] on the way back from [[Wrecked Ship]]. A bounceball is several frames faster than a mockball here, and both can bypass the [[Kihunter]] in the final room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[West Tunnel]] → [[Glass Tunnel]] || * || '''Beginner''' - Ideally, shooting the door open first and entering the next room morphed as high as possible allows for optimal [[Power Bomb]] placement to break the glass. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Ice Beam Gate Room]] → [[Ice Beam Acid Room]] || * || '''Intermediate''' - Shoot the door first when the above [[Sova]] passes Samus, and jump after running under the last gate. Hold jump + direction to keep blue speed momentum, and bounce across to the 2nd platform in the next room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Magdollite Tunnel]] → [[Kronic Boost Room]] || * || '''Veteran''' - This door shot into bounceball on the final [[Space Jump]] sets up both an upper and lower Kronic Boost off the bottom [[Viola]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Parlor]] Escape || * || '''Beginner''' - Before jumping to clear the &amp;quot;mushroom&amp;quot; shaped land above [[Alcatraz]] escape, shoot the door and morph to prepare for a bounceball or mockball. ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mockball]]&lt;br /&gt;
* [[General Movement]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://tasvideos.org/GameResources/SNES/SuperMetroid.html#MorphballBounce TASVideos description]&lt;br /&gt;
&lt;br /&gt;
[[Category:Morphing Ball Tricks]]&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7205</id>
		<title>Morphball bounce</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7205"/>
				<updated>2023-08-02T03:08:24Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: /* Any% Bounceballs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''[[Morphing Ball]] bouncing''' (referred in sentences below as simply &amp;quot;bouncing&amp;quot;) describes the effect of Samus bouncing due to landing on the ground while morphed.&lt;br /&gt;
&lt;br /&gt;
When Samus hits the ground while morphed, Samus will bounce once before becoming fully grounded, where her speed is then reduced to that of Morphing Ball's roll. &lt;br /&gt;
&lt;br /&gt;
Pressing down on the directional pad twice in midair will cause Samus to morph in midair. To retain Samus's horizontal velocity, you will need to hold the jump button while pressing down, and hold forward after morphing.&lt;br /&gt;
&lt;br /&gt;
Bouncing can be useful in a situation where numerous small platforms would otherwise force a slower route through the area. Viable spots to bounce include the first pillar in the [[Cathedral]] or the robot in the [[Basement]].&lt;br /&gt;
&lt;br /&gt;
Performing a bounce while entering water (or lava/acid) without [[Gravity Suit]] will cause the speed before hitting the water to be maintained into the water until the end of the bounce. This is known as &amp;quot;waterball.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is also commonly used in the [[GT Code]] categories for getting to the bottom of the [[Lava Dive Room]] as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
The reason this works is because while morphed, you maintain all of your speed when entering the water. You can even keep [[Blue Suit Glitch|blue suit]] from [[Speed Booster]]  if you jump into the water from the ground, even if you do not have Gravity Suit equipped.&lt;br /&gt;
&lt;br /&gt;
You can also use the [[Mockball|mockball]] technique underwater if you build up speed on ground and then jump into the water.&lt;br /&gt;
&lt;br /&gt;
Since gravity is different underwater, you will bounce much higher and can keep your speed longer, even though the water slows you down due to friction.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room(s) !! Route !! Description !! Example&lt;br /&gt;
|-&lt;br /&gt;
|[[Kraid Room]] Revisit → [[Kraid Eye Door Room]] Revisit || * || '''Intermediate''' - A door fix as well by jumping high, this strat takes a bounce inside the door frame and across the spikes || &lt;br /&gt;
|-&lt;br /&gt;
|[[Cathedral]] || * || '''Beginner''' - Used to clear the gap and set up for a pseudoscrew on the 3rd jump. Cut the initial jump height short to avoid bonking the ceiling before morphing. Can also mockball ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Moat]] → [[Crateria Kihunter Room]] || * || '''Veteran''' - A pretty specific set-up that begins in [[West Ocean]]. Use this strat to quickly get across [[Moat]] on the way back from [[Wrecked Ship]]. A bounceball is several frames faster than a mockball here, and both can bypass the [[Kihunter]] in the final room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[West Tunnel]] → [[Glass Tunnel]] || * || '''Beginner''' - Ideally, shooting the door open first and entering the next room morphed as high as possible allows for optimal [[Power Bomb]] placement to break the glass. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Ice Beam Gate Room]] → [[Ice Beam Acid Room]] || * || '''Intermediate''' - Shoot the door first when the above [[Sova]] passes Samus, and jump after running under the last gate. Hold jump + direction to keep blue speed momentum, and bounce across to the 2nd platform in the next room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Magdollite Tunnel]] → [[Kronic Boost Room]] || * || '''Veteran''' - This door shot into bounceball on the final [[Space Jump]] sets up both an upper and lower Kronic Boost off the bottom [[Viola]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Parlor]] Escape || * || '''Beginner''' - Before jumping to clear the &amp;quot;mushroom&amp;quot; shaped land above [[Alcatraz]] escape, shoot the door and morph to prepare for a bounceball or mockball. ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mockball]]&lt;br /&gt;
* [[General Movement]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://tasvideos.org/GameResources/SNES/SuperMetroid.html#MorphballBounce TASVideos description]&lt;br /&gt;
&lt;br /&gt;
[[Category:Morphing Ball Tricks]]&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7204</id>
		<title>Morphball bounce</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7204"/>
				<updated>2023-08-02T03:07:52Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: /* Any% Bounceballs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''[[Morphing Ball]] bouncing''' (referred in sentences below as simply &amp;quot;bouncing&amp;quot;) describes the effect of Samus bouncing due to landing on the ground while morphed.&lt;br /&gt;
&lt;br /&gt;
When Samus hits the ground while morphed, Samus will bounce once before becoming fully grounded, where her speed is then reduced to that of Morphing Ball's roll. &lt;br /&gt;
&lt;br /&gt;
Pressing down on the directional pad twice in midair will cause Samus to morph in midair. To retain Samus's horizontal velocity, you will need to hold the jump button while pressing down, and hold forward after morphing.&lt;br /&gt;
&lt;br /&gt;
Bouncing can be useful in a situation where numerous small platforms would otherwise force a slower route through the area. Viable spots to bounce include the first pillar in the [[Cathedral]] or the robot in the [[Basement]].&lt;br /&gt;
&lt;br /&gt;
Performing a bounce while entering water (or lava/acid) without [[Gravity Suit]] will cause the speed before hitting the water to be maintained into the water until the end of the bounce. This is known as &amp;quot;waterball.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is also commonly used in the [[GT Code]] categories for getting to the bottom of the [[Lava Dive Room]] as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
The reason this works is because while morphed, you maintain all of your speed when entering the water. You can even keep [[Blue Suit Glitch|blue suit]] from [[Speed Booster]]  if you jump into the water from the ground, even if you do not have Gravity Suit equipped.&lt;br /&gt;
&lt;br /&gt;
You can also use the [[Mockball|mockball]] technique underwater if you build up speed on ground and then jump into the water.&lt;br /&gt;
&lt;br /&gt;
Since gravity is different underwater, you will bounce much higher and can keep your speed longer, even though the water slows you down due to friction.&lt;br /&gt;
&lt;br /&gt;
== Any% Bounceballs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room(s) !! Route !! Description !! Example&lt;br /&gt;
|-&lt;br /&gt;
|[[Kraid Room]] Revisit → [[Kraid Eye Door Room]] Revisit || * || '''Intermediate''' - A door fix as well by jumping high, this strat takes a bounce inside the door frame and across the spikes || &lt;br /&gt;
|-&lt;br /&gt;
|[[Cathedral]] || * || '''Beginner''' - Used to clear the gap and set up for a pseudoscrew on the 3rd jump. Cut the initial jump height short to avoid bonking the ceiling before morphing. Can also mockball ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Moat]] → [[Crateria Kihunter Room]] || * || '''Veteran''' - A pretty specific set-up that begins in [[West Ocean]]. Use this strat to quickly get across [[Moat]] on the way back from [[Wrecked Ship]]. A bounceball is several frames faster than a mockball here, and both can bypass the [[Kihunter]] in the final room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[West Tunnel]] → [[Glass Tunnel]] || * || '''Beginner''' - Ideally, shooting the door open first and entering the next room morphed as high as possible allows for optimal [[Power Bomb]] placement to break the glass. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Ice Beam Gate Room]] → [[Ice Beam Acid Room]] || * || '''Intermediate''' - Shoot the door first when the above [[Sova]] passes Samus, and jump after running under the last gate. Hold jump + direction to keep blue speed momentum, and bounce across to the 2nd platform in the next room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Magdollite Tunnel]] → [[Kronic Boost Room]] || * || '''Veteran''' - This door shot into bounceball on the final [[Space Jump]] sets up both an upper and lower Kronic Boost off the bottom [[Viola]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Parlor]] Escape || * || '''Beginner''' - Before jumping to clear the &amp;quot;mushroom&amp;quot; shaped land above [[Alcatraz]] escape, shoot the door and morph to prepare for a bounceball or mockball. ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mockball]]&lt;br /&gt;
* [[General Movement]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://tasvideos.org/GameResources/SNES/SuperMetroid.html#MorphballBounce TASVideos description]&lt;br /&gt;
&lt;br /&gt;
[[Category:Morphing Ball Tricks]]&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7203</id>
		<title>Morphball bounce</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7203"/>
				<updated>2023-08-02T03:06:10Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: /* Any% Bounceballs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''[[Morphing Ball]] bouncing''' (referred in sentences below as simply &amp;quot;bouncing&amp;quot;) describes the effect of Samus bouncing due to landing on the ground while morphed.&lt;br /&gt;
&lt;br /&gt;
When Samus hits the ground while morphed, Samus will bounce once before becoming fully grounded, where her speed is then reduced to that of Morphing Ball's roll. &lt;br /&gt;
&lt;br /&gt;
Pressing down on the directional pad twice in midair will cause Samus to morph in midair. To retain Samus's horizontal velocity, you will need to hold the jump button while pressing down, and hold forward after morphing.&lt;br /&gt;
&lt;br /&gt;
Bouncing can be useful in a situation where numerous small platforms would otherwise force a slower route through the area. Viable spots to bounce include the first pillar in the [[Cathedral]] or the robot in the [[Basement]].&lt;br /&gt;
&lt;br /&gt;
Performing a bounce while entering water (or lava/acid) without [[Gravity Suit]] will cause the speed before hitting the water to be maintained into the water until the end of the bounce. This is known as &amp;quot;waterball.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is also commonly used in the [[GT Code]] categories for getting to the bottom of the [[Lava Dive Room]] as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
The reason this works is because while morphed, you maintain all of your speed when entering the water. You can even keep [[Blue Suit Glitch|blue suit]] from [[Speed Booster]]  if you jump into the water from the ground, even if you do not have Gravity Suit equipped.&lt;br /&gt;
&lt;br /&gt;
You can also use the [[Mockball|mockball]] technique underwater if you build up speed on ground and then jump into the water.&lt;br /&gt;
&lt;br /&gt;
Since gravity is different underwater, you will bounce much higher and can keep your speed longer, even though the water slows you down due to friction.&lt;br /&gt;
&lt;br /&gt;
== Any% Bounceballs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room(s) !! Route !! Description !! Example&lt;br /&gt;
|-&lt;br /&gt;
|[[Kraid Room]] Revisit → [[Kraid Eye Door Room]] Revisit || * || '''Intermediate''' - A door fix as well by jumping high, this strat takes a bounce inside the door frame and across the spikes || &lt;br /&gt;
|-&lt;br /&gt;
|[[Cathedral]] || * || '''Beginner''' - Used to clear the gap and set up for a pseudoscrew on the 3rd jump. Cut the initial jump height short to avoid bonking the ceiling before morphing. Can also mockball ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Moat]] → [[Crateria Kihunter Room]] || * || '''Veteran''' - A pretty specific set-up that begins in [[West Ocean]]. Use this strat to quickly get across [[Moat]] on the way back from [[Wrecked Ship]]. A bounceball is several frames faster than a mockball here, and both can bypass the [[Kihunter]] in the final room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[West Tunnel]] → [[Glass Tunnel]] || * || '''Beginner''' - Ideally, shooting the door open first and entering the next room morphed as high as possible allows for optimal [[Power Bomb]] placement to break the glass. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Ice Beam Gate Room]] → [[Ice Beam Acid Room]] || * || '''Intermediate''' - Shoot the door first when the above [[Sova]] passes Samus, and jump after running under the last gate. Hold jump + direction to keep blue speed momentum, and bounce across to the 2nd platform in the next room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Magdollite Tunnel]] → [[Kronic Boost Room]] || * || '''Veteran''' - This door shot into bounceball on the final [[Space Jump]] sets up both an upper and lower Kronic Boost off the bottom [[Viola]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Parlor]] Escape || * || '''Beginner''' - Before jumping to clear the &amp;quot;mushroom&amp;quot; shaped land above [[Alcatraz]] escape, shoot the door and morph to prepare for a bounceball or mockball. ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mockball]]&lt;br /&gt;
* [[General Movement]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://tasvideos.org/GameResources/SNES/SuperMetroid.html#MorphballBounce TASVideos description]&lt;br /&gt;
&lt;br /&gt;
[[Category:Morphing Ball Tricks]]&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Mockball&amp;diff=7202</id>
		<title>Mockball</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Mockball&amp;diff=7202"/>
				<updated>2023-08-02T03:00:15Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: /* Any% Speedballs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''mockball''', which has various alternative spellings (&amp;quot;machball&amp;quot;, &amp;quot;mochball&amp;quot;, et cetera), is an extremely important technique for speedrunning, primarily because it allows for [[Super Missile|Super Missiles]] to be acquired without needing to defeat [[Spore Spawn]]. The only requirement to performing a mockball is having Morphing Ball active.&lt;br /&gt;
&lt;br /&gt;
The easiest method for performing the mockball is the following:&lt;br /&gt;
&lt;br /&gt;
* Start running (hold the dash button and a direction on the directional pad) in the direction you desire (holding dash after this step is optional)&lt;br /&gt;
* Press and hold the jump button&lt;br /&gt;
* Release the direction&lt;br /&gt;
* Tap down on the directional pad (Samus should now be facing directly downwards)&lt;br /&gt;
* Tap down again, just before you hit the ground (Samus should perform a &amp;quot;soft morph&amp;quot; on the ground)&lt;br /&gt;
* Press and hold left or right (whichever of these directions you are traveling in, from the first step) immediately afterward&lt;br /&gt;
&lt;br /&gt;
A more difficult method that allows you to control your jump height is the following:&lt;br /&gt;
&lt;br /&gt;
* Start running (hold the dash button and a direction on the directional pad) in the direction you desire (holding dash after this step is optional)&lt;br /&gt;
* Press and hold the jump button&lt;br /&gt;
* Release jump at the desired height&lt;br /&gt;
* Press and hold jump again&lt;br /&gt;
* Release the direction&lt;br /&gt;
* Tap down on the directional pad (Samus should now be facing directly downwards)&lt;br /&gt;
* Tap down again, just before you hit the ground (Samus should perform a &amp;quot;soft morph&amp;quot; on the ground)&lt;br /&gt;
* Press and hold left or right (whichever of these directions you are traveling in, from the first step) immediately afterward&lt;br /&gt;
&lt;br /&gt;
Some information to keep in mind when attempting to perform a mockball:&lt;br /&gt;
&lt;br /&gt;
* If you are holding jump when breaking out of a [[spinjump]] and aim down, you will keep your speed. Aiming down when you no longer have jump pressed will cause you to stop.&lt;br /&gt;
* Your [[Horizontal Speed|momentum value]] will be slightly higher in spinjump than when you stop spinning, so optimally you should aim down as close as possible to the morph&lt;br /&gt;
** Beginners will usually want to aim down at the peak of the jump to allow an easier morph&lt;br /&gt;
* &amp;quot;'''Soft morph'''&amp;quot; means to morph on the ground in a manner where Samus does not bounce, which is a requirement of all mockballs&lt;br /&gt;
* &amp;quot;'''Hard morph'''&amp;quot; means to morph on the ground in a manner where Samus bounces, which will reset Samus's momentum, and happens if you morph too early when attempting a mockball (simply put - if you see Samus bounce when attempting a mockball, then you morphed too early)&lt;br /&gt;
* The quarter-circle motion to shift your thumb from down to left or right is often likened to a &amp;quot;hadouken&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A demonstration of the mockball during its most important and common usage in speedruns:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|C5FlyJod8qk}}&lt;br /&gt;
&lt;br /&gt;
However, learning the mockball for the first time might be easier in [[Statues Hallway]], given that the [[Early Supers Room]] mockball has a door transition in the middle, along with a fairly tight space between the ceiling and the platform.&lt;br /&gt;
&lt;br /&gt;
== Tutorial ==&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|TSZ7vQfYafI}}&lt;br /&gt;
&lt;br /&gt;
== Speedball ==&lt;br /&gt;
&lt;br /&gt;
The '''speedball''' is a variation of the mockball. A speedball is any mockball where Samus is [[Blue Suit Glitch|blue]] from [[Speed Booster]].&lt;br /&gt;
&lt;br /&gt;
A benefit of the speedball is that it can destroy any block that normally requires [[Bomb|Bombs]], saving time in rooms such as [[Wasteland]] and [[Basement]].&lt;br /&gt;
&lt;br /&gt;
A speedball is required to generate a [[Blue Suit Glitch#Temporary|temporary blue suit]].&lt;br /&gt;
&lt;br /&gt;
== Any% Speedballs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room(s) !! Route !! Description !! Example&lt;br /&gt;
|-&lt;br /&gt;
|[[Basement]] || KPDR || '''Intermediate''' - Starting from left of the stairs, a [[Shortc Charge|shortcharge]] is used to get blue early enough to take a tall jump over the [[Workrobot]] and quickly break through the bomb block in the morph tunnel. || &lt;br /&gt;
|-&lt;br /&gt;
|[[Wasteland]] Revisit || * || '''Veteran''' - Once clear of the last [[Dessgeega]] (using [[Plasma Beam|Plasma]] to either kill or hitbox &amp;amp; clip through, or using iframes from a damage boost to ahor), a blue speedball is used to break the bomb blocks in the tunnel and save roughly 3 or 4 seconds. ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Technical Details ==&lt;br /&gt;
&lt;br /&gt;
During a mockball, speed temporarily drops to 0 then temporarily increases above the steady state speed.  Here is an example from the mockball into alcatraz from sniq's [https://youtu.be/TnyBIPR0pc8?t=391 any% tas].&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
23550: 2.49k (running)&lt;br /&gt;
23551: 1.24k (jumping)&lt;br /&gt;
23552: 1.16k (jumping)&lt;br /&gt;
23553: 1.16k (jumping)&lt;br /&gt;
23554: 1.16k (jumping)&lt;br /&gt;
23555: 1.16k (jumping)&lt;br /&gt;
23556: 1.16k (morph animation started)&lt;br /&gt;
23557: 1.16k (morph animation started)&lt;br /&gt;
23558: 1.16k (morph animation)&lt;br /&gt;
23559: 1.16k (morph animation)&lt;br /&gt;
23560: 1.16k (morph animation)&lt;br /&gt;
23561: 1.16k (morph animation)&lt;br /&gt;
23562: 0.49k (first frame as ball)&lt;br /&gt;
23563: 0.16k&lt;br /&gt;
23564: 0&lt;br /&gt;
23565: 0.49k&lt;br /&gt;
23566: 1.32k&lt;br /&gt;
23567: 2.16k&lt;br /&gt;
23568: 3&lt;br /&gt;
23567: 5.49k&lt;br /&gt;
23567: 5.16k&lt;br /&gt;
23568: 4.49k (starting to fall)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mockball with Bombspread Charge ==&lt;br /&gt;
&lt;br /&gt;
In order to carry a bombspread while Samus is doing a mockball (or speedball), there is qualitatively (at least) three different approaches to do this.&lt;br /&gt;
&lt;br /&gt;
I. One method is to execute a continuous walljump (CWJ) while holding a charged beam (in form of Pseudo Screw Attack) - with the Shot button being released while Samus is spinjumping before the walljump happens, in order to not break out of the spinjump as result of the walljump - and pressing Down (followed by holding Forward for the mockball) just before landing on the ground (the same way as one would do it for a normal mockball) together with pressing and holding the Shot button again (as it had to be released previously for the CWJ to not break Samus out of the spinjump pose) during the morphing animation, while the Jump button press from the continuous walljump is held at least until Samus morphs (in order to keep the walljump pose state of Samus up which is what allows to morph from a spinjump with only 1 Down press).&lt;br /&gt;
&lt;br /&gt;
II. An alternative method (which doesn't lend itself equally far towards being comfortably executed for all kinds of button control layouts) is to do a normal mockball, except that the Start button is pressed suitably at the beginning of the running jump or during the spinjump (depending on the situation) to pause the game while Samus is aiming down and ready to morph (by holding the Down button into the map screen menu) in such a way that the frame in which the pause menu is entered is within the range of frames in which pressing Down would allow to do a mockball (i.e. morphing without bouncing on the ground), followed by unpausing the game with Start and pressing Down the second time during the black screen of the screen's fade-in animation (while still holding Shot to keep the beam charge up, and followed by holding Forward for the mockball). Since Samus keeps moving somewhat further during the fade-out or blackening of the screen when the game is paused, one may be inclined to press Start too late such that Samus actually already lands on the ground before the pause menu is entered, so in anticipation of that one may want to press Start earlier such that the last height at which one sees Samus is still about one to two tiles above the ground. The problem that is circumvented by pausing the game is that without the pause, one would be required to have at least 1 gameplay frame inbetween the (for morphing outside of the walljump pose state of Samus required) 2 Down press frames, and as Shot needs to be held to keep the charged beam up without firing it, Samus would then immediately and on her own swap from aiming down to aiming forwards (and then aiming down again when the second Down press happens, instead of making her morph with the button press). Pausing allows to have 2 gameplay frames next to each other without any gameplay frames between them but with pause menu frames between them to allow the game to register each frame of the two as separate Down presses rather than as 1 Down press that is held. Note that for the rolling phase of the mockball itself, at least the 3 buttons that are Forwards, Shot (or the bombspread charge is immediately lost) and Down (or the bombspread is initiated right away) are to be held^if the Bombs item is equipped and active. Instead of using the pause menu to do this, one can also jump in downaiming pose through a door transition and do the 2nd Down press in the first frame of the next room in which Samus' movement continues, or one can use a text message to do this (for example from a delayed Missile or Energy Recharge Station refill where the game is paused to allow free movement for when the message box appears), or one can use gameplay interruption via Reserves triggering (due to heat for example). Also the breaking of a glass tube can be used for this (e.g. if Dash is pressed while aiming down in the running jump pose to trigger the desctruction of the glass tube). The first (among up to at least two) gameplay interruptions that occur when Mother Brain switches from phase 1 to phase 2 can also be used for this (but just simple lag frames don't allow for it). There might be some further similar situations that allow for it, but they are all the same in principle.&lt;br /&gt;
&lt;br /&gt;
Sidenote: If Bombs are turned off beforehand, then Down doesn't need to be held for the mockball (which may make the execution easier, as it is less inputs to take care of) in order to keep the bombspread charge up, but just Shot needs to be held while morphed (after the morphing animation finished). Afterwards, one can then still turn Bombs on and unpause the game while Down is held in order to prevent an immediate release of the bombspread and to determine when the bombspread shall happen, by releasing Down at any time (up to a point in time at which the bombspread will happen on its own). One can turn Bombs on and off multiple times, but the bombspread charge will only increase but not reset the strength with which the bombs are spread.&lt;br /&gt;
&lt;br /&gt;
Demonstration of the 2nd method: https://www.youtube.com/watch?v=YzH4QMNORgQ&lt;br /&gt;
&lt;br /&gt;
III. A third qualitatively different method consists in (as preparation) either perfectly soft-unmorphing (''slope-killer'') at the right frame (after falling from any suitable pixel-precise height above the ground) to be able to (while the X-Ray icon is green) hold a previously with the Shot button charged beam shot also and then solely with the Dash button instead afterwards, then executing the mockball together with pressing &amp;amp; holding Shot during the morphing animation, or by doing a running jump with a long enough jump (in case this is a possibility in a given scenario) during which one can switch the X-Ray icon on, then charge a beam up and hold it with Shot and Dash, then releasing Shot, followed by a mockball in which Shot is repressed and held during the morphing animation.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Sprite Animations#Uninterruptible Animations|Uninterruptible Animations]]&lt;br /&gt;
* [[Morphball bounce|Bounceball]]&lt;br /&gt;
* [[General Movement]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Morphing Ball Tricks]]&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7201</id>
		<title>Morphball bounce</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7201"/>
				<updated>2023-08-02T01:26:51Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: /* Any% Bounceballs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''[[Morphing Ball]] bouncing''' (referred in sentences below as simply &amp;quot;bouncing&amp;quot;) describes the effect of Samus bouncing due to landing on the ground while morphed.&lt;br /&gt;
&lt;br /&gt;
When Samus hits the ground while morphed, Samus will bounce once before becoming fully grounded, where her speed is then reduced to that of Morphing Ball's roll. &lt;br /&gt;
&lt;br /&gt;
Pressing down on the directional pad twice in midair will cause Samus to morph in midair. To retain Samus's horizontal velocity, you will need to hold the jump button while pressing down, and hold forward after morphing.&lt;br /&gt;
&lt;br /&gt;
Bouncing can be useful in a situation where numerous small platforms would otherwise force a slower route through the area. Viable spots to bounce include the first pillar in the [[Cathedral]] or the robot in the [[Basement]].&lt;br /&gt;
&lt;br /&gt;
Performing a bounce while entering water (or lava/acid) without [[Gravity Suit]] will cause the speed before hitting the water to be maintained into the water until the end of the bounce. This is known as &amp;quot;waterball.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is also commonly used in the [[GT Code]] categories for getting to the bottom of the [[Lava Dive Room]] as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
The reason this works is because while morphed, you maintain all of your speed when entering the water. You can even keep [[Blue Suit Glitch|blue suit]] from [[Speed Booster]]  if you jump into the water from the ground, even if you do not have Gravity Suit equipped.&lt;br /&gt;
&lt;br /&gt;
You can also use the [[Mockball|mockball]] technique underwater if you build up speed on ground and then jump into the water.&lt;br /&gt;
&lt;br /&gt;
Since gravity is different underwater, you will bounce much higher and can keep your speed longer, even though the water slows you down due to friction.&lt;br /&gt;
&lt;br /&gt;
== Any% Bounceballs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room(s) !! Route !! Description !! Example&lt;br /&gt;
|-&lt;br /&gt;
|[[Kraid Room]] Revisit → [[Kraid Eye Door Room]] Revisit || * || '''Intermediate''' - A door fix as well by jumping high, this strat takes a bounce inside the door frame and across the spikes || &lt;br /&gt;
|-&lt;br /&gt;
|[[Cathedral]] || * || '''Beginner''' - Used to clear the gap and set up for a pseudoscrew on the 3rd jump. Cut the initial jump height short to avoid bonking the ceiling before morphing. Can also mockball ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Moat]] → [[Crateria Kihunter Room]] || * || '''Veteran''' - A pretty specific set-up that begins in [[West Ocean]]. Use this strat to quickly get across [[Moat]] on the way back from [[Wrecked Ship]]. A bounceball is several frames faster than a mockball here, and both can bypass the [[Kihunter]] in the final room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[West Tunnel]] → [[Glass Tunnel]] || * || '''Beginner''' - Ideally, shooting the door open first and entering the next room morphed as high as possible allows for optimal [[Power Bomb]] placement to break the glass. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Ice Beam Gate Room]] → [[Ice Beam Acid Room]] || * || '''Intermediate''' - Shoot the door first when the above [[Sova]] passes Samus, and jump after running under the last gate. Hold jump + direction to keep blue speed momentum, and bounce across to the 2nd platform in the next room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Magdollite Tunnel]] → [[Kronic Boost Room]] || * || '''Veteran''' - This door shot into bounceball on the final [[Space Jump]] sets up both an upper and lower Kronic Boost off the [[Viola]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Parlor]] Escape || * || '''Beginner''' - Before jumping to clear the &amp;quot;mushroom&amp;quot; shaped land above [[Alcatraz]] escape, shoot the door and morph to prepare for a bounceball or mockball. ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mockball]]&lt;br /&gt;
* [[General Movement]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://tasvideos.org/GameResources/SNES/SuperMetroid.html#MorphballBounce TASVideos description]&lt;br /&gt;
&lt;br /&gt;
[[Category:Morphing Ball Tricks]]&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7200</id>
		<title>Morphball bounce</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7200"/>
				<updated>2023-08-02T01:26:18Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: /* Any% Bounceballs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''[[Morphing Ball]] bouncing''' (referred in sentences below as simply &amp;quot;bouncing&amp;quot;) describes the effect of Samus bouncing due to landing on the ground while morphed.&lt;br /&gt;
&lt;br /&gt;
When Samus hits the ground while morphed, Samus will bounce once before becoming fully grounded, where her speed is then reduced to that of Morphing Ball's roll. &lt;br /&gt;
&lt;br /&gt;
Pressing down on the directional pad twice in midair will cause Samus to morph in midair. To retain Samus's horizontal velocity, you will need to hold the jump button while pressing down, and hold forward after morphing.&lt;br /&gt;
&lt;br /&gt;
Bouncing can be useful in a situation where numerous small platforms would otherwise force a slower route through the area. Viable spots to bounce include the first pillar in the [[Cathedral]] or the robot in the [[Basement]].&lt;br /&gt;
&lt;br /&gt;
Performing a bounce while entering water (or lava/acid) without [[Gravity Suit]] will cause the speed before hitting the water to be maintained into the water until the end of the bounce. This is known as &amp;quot;waterball.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is also commonly used in the [[GT Code]] categories for getting to the bottom of the [[Lava Dive Room]] as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
The reason this works is because while morphed, you maintain all of your speed when entering the water. You can even keep [[Blue Suit Glitch|blue suit]] from [[Speed Booster]]  if you jump into the water from the ground, even if you do not have Gravity Suit equipped.&lt;br /&gt;
&lt;br /&gt;
You can also use the [[Mockball|mockball]] technique underwater if you build up speed on ground and then jump into the water.&lt;br /&gt;
&lt;br /&gt;
Since gravity is different underwater, you will bounce much higher and can keep your speed longer, even though the water slows you down due to friction.&lt;br /&gt;
&lt;br /&gt;
== Any% Bounceballs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room(s) !! Category / Route !! Description !! Example&lt;br /&gt;
|-&lt;br /&gt;
|[[Kraid Room]] Revisit → [[Kraid Eye Door Room]] Revisit || * || '''Intermediate''' - A door fix as well by jumping high, this strat takes a bounce inside the door frame and across the spikes || &lt;br /&gt;
|-&lt;br /&gt;
|[[Cathedral]] || * || '''Beginner''' - Used to clear the gap and set up for a pseudoscrew on the 3rd jump. Cut the initial jump height short to avoid bonking the ceiling before morphing. Can also mockball ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Moat]] → [[Crateria Kihunter Room]] || * || '''Veteran''' - A pretty specific set-up that begins in [[West Ocean]]. Use this strat to quickly get across [[Moat]] on the way back from [[Wrecked Ship]]. A bounceball is several frames faster than a mockball here, and both can bypass the [[Kihunter]] in the final room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[West Tunnel]] → [[Glass Tunnel]] || * || '''Beginner''' - Ideally, shooting the door open first and entering the next room morphed as high as possible allows for optimal [[Power Bomb]] placement to break the glass. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Ice Beam Gate Room]] → [[Ice Beam Acid Room]] || * || '''Intermediate''' - Shoot the door first when the above [[Sova]] passes Samus, and jump after running under the last gate. Hold jump + direction to keep blue speed momentum, and bounce across to the 2nd platform in the next room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Magdollite Tunnel]] → [[Kronic Boost Room]] || * || '''Veteran''' - This door shot into bounceball on the final [[Space Jump]] sets up both an upper and lower Kronic Boost off the [[Viola]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Parlor]] Escape || * || '''Beginner''' - Before jumping to clear the &amp;quot;mushroom&amp;quot; shaped land above [[Alcatraz]] escape, shoot the door and morph to prepare for a bounceball or mockball. ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mockball]]&lt;br /&gt;
* [[General Movement]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://tasvideos.org/GameResources/SNES/SuperMetroid.html#MorphballBounce TASVideos description]&lt;br /&gt;
&lt;br /&gt;
[[Category:Morphing Ball Tricks]]&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7199</id>
		<title>Morphball bounce</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7199"/>
				<updated>2023-08-02T01:25:55Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: /* Any% Bounceballs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''[[Morphing Ball]] bouncing''' (referred in sentences below as simply &amp;quot;bouncing&amp;quot;) describes the effect of Samus bouncing due to landing on the ground while morphed.&lt;br /&gt;
&lt;br /&gt;
When Samus hits the ground while morphed, Samus will bounce once before becoming fully grounded, where her speed is then reduced to that of Morphing Ball's roll. &lt;br /&gt;
&lt;br /&gt;
Pressing down on the directional pad twice in midair will cause Samus to morph in midair. To retain Samus's horizontal velocity, you will need to hold the jump button while pressing down, and hold forward after morphing.&lt;br /&gt;
&lt;br /&gt;
Bouncing can be useful in a situation where numerous small platforms would otherwise force a slower route through the area. Viable spots to bounce include the first pillar in the [[Cathedral]] or the robot in the [[Basement]].&lt;br /&gt;
&lt;br /&gt;
Performing a bounce while entering water (or lava/acid) without [[Gravity Suit]] will cause the speed before hitting the water to be maintained into the water until the end of the bounce. This is known as &amp;quot;waterball.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is also commonly used in the [[GT Code]] categories for getting to the bottom of the [[Lava Dive Room]] as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
The reason this works is because while morphed, you maintain all of your speed when entering the water. You can even keep [[Blue Suit Glitch|blue suit]] from [[Speed Booster]]  if you jump into the water from the ground, even if you do not have Gravity Suit equipped.&lt;br /&gt;
&lt;br /&gt;
You can also use the [[Mockball|mockball]] technique underwater if you build up speed on ground and then jump into the water.&lt;br /&gt;
&lt;br /&gt;
Since gravity is different underwater, you will bounce much higher and can keep your speed longer, even though the water slows you down due to friction.&lt;br /&gt;
&lt;br /&gt;
== Any% Bounceballs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room(s) !! Category / Route !! Description !! Example&lt;br /&gt;
|-&lt;br /&gt;
|[[Kraid Room]] Revisit → [[Kraid Eye Door Room]] Revisit || * || '''Intermediate''' - A door fix as well by jumping high, this strat takes a bounce inside the door frame and across the spikes || &lt;br /&gt;
|-&lt;br /&gt;
|[[Cathedral]] || * || '''Beginner''' - Used to clear the gap and set up for a pseudoscrew on the 3rd jump. Cut the initial jump height short to avoid bonking the ceiling before morphing. Can also mockball ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Moat]] → [[Crateria Kihunter Room]] || * || '''Veteran''' - A pretty specific set-up that begins in [[West Ocean]]. Use this strat to quickly get across [[Moat]] on the way back from [[Wrecked Ship]]. A bounceball is several frames faster than a mockball here, and both can bypass the [[Kihunter]] in the final room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[West Tunnel]] → [[Glass Tunnel]] || * || '''Beginner''' - Ideally, shooting the door open first and entering the next room morphed as high as possible allows for optimal [[Power Bomb]] placement to break the glass. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Ice Beam Gate Room]] → [[Ice Beam Acid Room]] || * || '''Intermediate''' - Shoot the door first when the above [[Sova]] passes Samus, and jump after running under the last gate. Hold jump + direction to keep blue speed momentum, and bounce across to the 2nd platform in the next room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Magdollite Tunnel]] → [[Kronic Boost Room]] || * || '''Veteran''' - This door shot into bounceball on the final [[Space Jump]] sets up both an upper and lower Kronic Boost off the [[Viola]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Parlor]] Escape || * || '''Beginner''' - Before jumping to clear the &amp;quot;mushroom&amp;quot; shaped land above [[Alcatraz]] escape, shoot the door and morph to prepare for a bounceball or mockball. ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mockball]]&lt;br /&gt;
* [[General Movement]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://tasvideos.org/GameResources/SNES/SuperMetroid.html#MorphballBounce TASVideos description]&lt;br /&gt;
&lt;br /&gt;
[[Category:Morphing Ball Tricks]]&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Mockball&amp;diff=7198</id>
		<title>Mockball</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Mockball&amp;diff=7198"/>
				<updated>2023-08-01T16:24:37Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: /* Any% Speedballs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''mockball''', which has various alternative spellings (&amp;quot;machball&amp;quot;, &amp;quot;mochball&amp;quot;, et cetera), is an extremely important technique for speedrunning, primarily because it allows for [[Super Missile|Super Missiles]] to be acquired without needing to defeat [[Spore Spawn]]. The only requirement to performing a mockball is having Morphing Ball active.&lt;br /&gt;
&lt;br /&gt;
The easiest method for performing the mockball is the following:&lt;br /&gt;
&lt;br /&gt;
* Start running (hold the dash button and a direction on the directional pad) in the direction you desire (holding dash after this step is optional)&lt;br /&gt;
* Press and hold the jump button&lt;br /&gt;
* Release the direction&lt;br /&gt;
* Tap down on the directional pad (Samus should now be facing directly downwards)&lt;br /&gt;
* Tap down again, just before you hit the ground (Samus should perform a &amp;quot;soft morph&amp;quot; on the ground)&lt;br /&gt;
* Press and hold left or right (whichever of these directions you are traveling in, from the first step) immediately afterward&lt;br /&gt;
&lt;br /&gt;
A more difficult method that allows you to control your jump height is the following:&lt;br /&gt;
&lt;br /&gt;
* Start running (hold the dash button and a direction on the directional pad) in the direction you desire (holding dash after this step is optional)&lt;br /&gt;
* Press and hold the jump button&lt;br /&gt;
* Release jump at the desired height&lt;br /&gt;
* Press and hold jump again&lt;br /&gt;
* Release the direction&lt;br /&gt;
* Tap down on the directional pad (Samus should now be facing directly downwards)&lt;br /&gt;
* Tap down again, just before you hit the ground (Samus should perform a &amp;quot;soft morph&amp;quot; on the ground)&lt;br /&gt;
* Press and hold left or right (whichever of these directions you are traveling in, from the first step) immediately afterward&lt;br /&gt;
&lt;br /&gt;
Some information to keep in mind when attempting to perform a mockball:&lt;br /&gt;
&lt;br /&gt;
* If you are holding jump when breaking out of a [[spinjump]] and aim down, you will keep your speed. Aiming down when you no longer have jump pressed will cause you to stop.&lt;br /&gt;
* Your [[Horizontal Speed|momentum value]] will be slightly higher in spinjump than when you stop spinning, so optimally you should aim down as close as possible to the morph&lt;br /&gt;
** Beginners will usually want to aim down at the peak of the jump to allow an easier morph&lt;br /&gt;
* &amp;quot;'''Soft morph'''&amp;quot; means to morph on the ground in a manner where Samus does not bounce, which is a requirement of all mockballs&lt;br /&gt;
* &amp;quot;'''Hard morph'''&amp;quot; means to morph on the ground in a manner where Samus bounces, which will reset Samus's momentum, and happens if you morph too early when attempting a mockball (simply put - if you see Samus bounce when attempting a mockball, then you morphed too early)&lt;br /&gt;
* The quarter-circle motion to shift your thumb from down to left or right is often likened to a &amp;quot;hadouken&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A demonstration of the mockball during its most important and common usage in speedruns:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|C5FlyJod8qk}}&lt;br /&gt;
&lt;br /&gt;
However, learning the mockball for the first time might be easier in [[Statues Hallway]], given that the [[Early Supers Room]] mockball has a door transition in the middle, along with a fairly tight space between the ceiling and the platform.&lt;br /&gt;
&lt;br /&gt;
== Tutorial ==&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|TSZ7vQfYafI}}&lt;br /&gt;
&lt;br /&gt;
== Speedball ==&lt;br /&gt;
&lt;br /&gt;
The '''speedball''' is a variation of the mockball. A speedball is any mockball where Samus is [[Blue Suit Glitch|blue]] from [[Speed Booster]].&lt;br /&gt;
&lt;br /&gt;
A benefit of the speedball is that it can destroy any block that normally requires [[Bomb|Bombs]], saving time in rooms such as [[Wasteland]] and [[Basement]].&lt;br /&gt;
&lt;br /&gt;
A speedball is required to generate a [[Blue Suit Glitch#Temporary|temporary blue suit]].&lt;br /&gt;
&lt;br /&gt;
== Any% Speedballs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room(s) !! Category / Route !! Description !! Example&lt;br /&gt;
|-&lt;br /&gt;
|[[Basement]] || KPDR || '''Intermediate''' - Starting from left of the stairs, a [[Shortc Charge|shortcharge]] is used to get blue early enough to take a tall jump over the [[Workrobot]] and quickly break through the bomb block in the morph tunnel. || &lt;br /&gt;
|-&lt;br /&gt;
|[[Wasteland]] Revisit || * || '''Veteran''' - Once clear of the last [[Dessgeega]] (using [[Plasma Beam|Plasma]] to either kill or hitbox &amp;amp; clip through, or using iframes from a damage boost to ahor), a blue speedball is used to break the bomb blocks in the tunnel and save roughly 3 or 4 seconds. ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Technical Details ==&lt;br /&gt;
&lt;br /&gt;
During a mockball, speed temporarily drops to 0 then temporarily increases above the steady state speed.  Here is an example from the mockball into alcatraz from sniq's [https://youtu.be/TnyBIPR0pc8?t=391 any% tas].&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
23550: 2.49k (running)&lt;br /&gt;
23551: 1.24k (jumping)&lt;br /&gt;
23552: 1.16k (jumping)&lt;br /&gt;
23553: 1.16k (jumping)&lt;br /&gt;
23554: 1.16k (jumping)&lt;br /&gt;
23555: 1.16k (jumping)&lt;br /&gt;
23556: 1.16k (morph animation started)&lt;br /&gt;
23557: 1.16k (morph animation started)&lt;br /&gt;
23558: 1.16k (morph animation)&lt;br /&gt;
23559: 1.16k (morph animation)&lt;br /&gt;
23560: 1.16k (morph animation)&lt;br /&gt;
23561: 1.16k (morph animation)&lt;br /&gt;
23562: 0.49k (first frame as ball)&lt;br /&gt;
23563: 0.16k&lt;br /&gt;
23564: 0&lt;br /&gt;
23565: 0.49k&lt;br /&gt;
23566: 1.32k&lt;br /&gt;
23567: 2.16k&lt;br /&gt;
23568: 3&lt;br /&gt;
23567: 5.49k&lt;br /&gt;
23567: 5.16k&lt;br /&gt;
23568: 4.49k (starting to fall)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mockball with Bombspread Charge ==&lt;br /&gt;
&lt;br /&gt;
In order to carry a bombspread while Samus is doing a mockball (or speedball), there is qualitatively (at least) three different approaches to do this.&lt;br /&gt;
&lt;br /&gt;
I. One method is to execute a continuous walljump (CWJ) while holding a charged beam (in form of Pseudo Screw Attack) - with the Shot button being released while Samus is spinjumping before the walljump happens, in order to not break out of the spinjump as result of the walljump - and pressing Down (followed by holding Forward for the mockball) just before landing on the ground (the same way as one would do it for a normal mockball) together with pressing and holding the Shot button again (as it had to be released previously for the CWJ to not break Samus out of the spinjump pose) during the morphing animation, while the Jump button press from the continuous walljump is held at least until Samus morphs (in order to keep the walljump pose state of Samus up which is what allows to morph from a spinjump with only 1 Down press).&lt;br /&gt;
&lt;br /&gt;
II. An alternative method (which doesn't lend itself equally far towards being comfortably executed for all kinds of button control layouts) is to do a normal mockball, except that the Start button is pressed suitably at the beginning of the running jump or during the spinjump (depending on the situation) to pause the game while Samus is aiming down and ready to morph (by holding the Down button into the map screen menu) in such a way that the frame in which the pause menu is entered is within the range of frames in which pressing Down would allow to do a mockball (i.e. morphing without bouncing on the ground), followed by unpausing the game with Start and pressing Down the second time during the black screen of the screen's fade-in animation (while still holding Shot to keep the beam charge up, and followed by holding Forward for the mockball). Since Samus keeps moving somewhat further during the fade-out or blackening of the screen when the game is paused, one may be inclined to press Start too late such that Samus actually already lands on the ground before the pause menu is entered, so in anticipation of that one may want to press Start earlier such that the last height at which one sees Samus is still about one to two tiles above the ground. The problem that is circumvented by pausing the game is that without the pause, one would be required to have at least 1 gameplay frame inbetween the (for morphing outside of the walljump pose state of Samus required) 2 Down press frames, and as Shot needs to be held to keep the charged beam up without firing it, Samus would then immediately and on her own swap from aiming down to aiming forwards (and then aiming down again when the second Down press happens, instead of making her morph with the button press). Pausing allows to have 2 gameplay frames next to each other without any gameplay frames between them but with pause menu frames between them to allow the game to register each frame of the two as separate Down presses rather than as 1 Down press that is held. Note that for the rolling phase of the mockball itself, at least the 3 buttons that are Forwards, Shot (or the bombspread charge is immediately lost) and Down (or the bombspread is initiated right away) are to be held^if the Bombs item is equipped and active. Instead of using the pause menu to do this, one can also jump in downaiming pose through a door transition and do the 2nd Down press in the first frame of the next room in which Samus' movement continues, or one can use a text message to do this (for example from a delayed Missile or Energy Recharge Station refill where the game is paused to allow free movement for when the message box appears), or one can use gameplay interruption via Reserves triggering (due to heat for example). Also the breaking of a glass tube can be used for this (e.g. if Dash is pressed while aiming down in the running jump pose to trigger the desctruction of the glass tube). The first (among up to at least two) gameplay interruptions that occur when Mother Brain switches from phase 1 to phase 2 can also be used for this (but just simple lag frames don't allow for it). There might be some further similar situations that allow for it, but they are all the same in principle.&lt;br /&gt;
&lt;br /&gt;
Sidenote: If Bombs are turned off beforehand, then Down doesn't need to be held for the mockball (which may make the execution easier, as it is less inputs to take care of) in order to keep the bombspread charge up, but just Shot needs to be held while morphed (after the morphing animation finished). Afterwards, one can then still turn Bombs on and unpause the game while Down is held in order to prevent an immediate release of the bombspread and to determine when the bombspread shall happen, by releasing Down at any time (up to a point in time at which the bombspread will happen on its own). One can turn Bombs on and off multiple times, but the bombspread charge will only increase but not reset the strength with which the bombs are spread.&lt;br /&gt;
&lt;br /&gt;
Demonstration of the 2nd method: https://www.youtube.com/watch?v=YzH4QMNORgQ&lt;br /&gt;
&lt;br /&gt;
III. A third qualitatively different method consists in (as preparation) either perfectly soft-unmorphing (''slope-killer'') at the right frame (after falling from any suitable pixel-precise height above the ground) to be able to (while the X-Ray icon is green) hold a previously with the Shot button charged beam shot also and then solely with the Dash button instead afterwards, then executing the mockball together with pressing &amp;amp; holding Shot during the morphing animation, or by doing a running jump with a long enough jump (in case this is a possibility in a given scenario) during which one can switch the X-Ray icon on, then charge a beam up and hold it with Shot and Dash, then releasing Shot, followed by a mockball in which Shot is repressed and held during the morphing animation.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Sprite Animations#Uninterruptible Animations|Uninterruptible Animations]]&lt;br /&gt;
* [[Morphball bounce|Bounceball]]&lt;br /&gt;
* [[General Movement]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Morphing Ball Tricks]]&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Mockball&amp;diff=7196</id>
		<title>Mockball</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Mockball&amp;diff=7196"/>
				<updated>2023-08-01T05:37:52Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''mockball''', which has various alternative spellings (&amp;quot;machball&amp;quot;, &amp;quot;mochball&amp;quot;, et cetera), is an extremely important technique for speedrunning, primarily because it allows for [[Super Missile|Super Missiles]] to be acquired without needing to defeat [[Spore Spawn]]. The only requirement to performing a mockball is having Morphing Ball active.&lt;br /&gt;
&lt;br /&gt;
The easiest method for performing the mockball is the following:&lt;br /&gt;
&lt;br /&gt;
* Start running (hold the dash button and a direction on the directional pad) in the direction you desire (holding dash after this step is optional)&lt;br /&gt;
* Press and hold the jump button&lt;br /&gt;
* Release the direction&lt;br /&gt;
* Tap down on the directional pad (Samus should now be facing directly downwards)&lt;br /&gt;
* Tap down again, just before you hit the ground (Samus should perform a &amp;quot;soft morph&amp;quot; on the ground)&lt;br /&gt;
* Press and hold left or right (whichever of these directions you are traveling in, from the first step) immediately afterward&lt;br /&gt;
&lt;br /&gt;
A more difficult method that allows you to control your jump height is the following:&lt;br /&gt;
&lt;br /&gt;
* Start running (hold the dash button and a direction on the directional pad) in the direction you desire (holding dash after this step is optional)&lt;br /&gt;
* Press and hold the jump button&lt;br /&gt;
* Release jump at the desired height&lt;br /&gt;
* Press and hold jump again&lt;br /&gt;
* Release the direction&lt;br /&gt;
* Tap down on the directional pad (Samus should now be facing directly downwards)&lt;br /&gt;
* Tap down again, just before you hit the ground (Samus should perform a &amp;quot;soft morph&amp;quot; on the ground)&lt;br /&gt;
* Press and hold left or right (whichever of these directions you are traveling in, from the first step) immediately afterward&lt;br /&gt;
&lt;br /&gt;
Some information to keep in mind when attempting to perform a mockball:&lt;br /&gt;
&lt;br /&gt;
* If you are holding jump when breaking out of a [[spinjump]] and aim down, you will keep your speed. Aiming down when you no longer have jump pressed will cause you to stop.&lt;br /&gt;
* Your [[Horizontal Speed|momentum value]] will be slightly higher in spinjump than when you stop spinning, so optimally you should aim down as close as possible to the morph&lt;br /&gt;
** Beginners will usually want to aim down at the peak of the jump to allow an easier morph&lt;br /&gt;
* &amp;quot;'''Soft morph'''&amp;quot; means to morph on the ground in a manner where Samus does not bounce, which is a requirement of all mockballs&lt;br /&gt;
* &amp;quot;'''Hard morph'''&amp;quot; means to morph on the ground in a manner where Samus bounces, which will reset Samus's momentum, and happens if you morph too early when attempting a mockball (simply put - if you see Samus bounce when attempting a mockball, then you morphed too early)&lt;br /&gt;
* The quarter-circle motion to shift your thumb from down to left or right is often likened to a &amp;quot;hadouken&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A demonstration of the mockball during its most important and common usage in speedruns:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|C5FlyJod8qk}}&lt;br /&gt;
&lt;br /&gt;
However, learning the mockball for the first time might be easier in [[Statues Hallway]], given that the [[Early Supers Room]] mockball has a door transition in the middle, along with a fairly tight space between the ceiling and the platform.&lt;br /&gt;
&lt;br /&gt;
== Tutorial ==&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|TSZ7vQfYafI}}&lt;br /&gt;
&lt;br /&gt;
== Speedball ==&lt;br /&gt;
&lt;br /&gt;
The '''speedball''' is a variation of the mockball. A speedball is any mockball where Samus is [[Blue Suit Glitch|blue]] from [[Speed Booster]].&lt;br /&gt;
&lt;br /&gt;
A benefit of the speedball is that it can destroy any block that normally requires [[Bomb|Bombs]], saving time in rooms such as [[Wasteland]] and [[Basement]].&lt;br /&gt;
&lt;br /&gt;
A speedball is required to generate a [[Blue Suit Glitch#Temporary|temporary blue suit]].&lt;br /&gt;
&lt;br /&gt;
== Any% Speedballs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room(s) !! Category / Route !! Description !! Example&lt;br /&gt;
|-&lt;br /&gt;
|[[Basement]] || KPDR || '''Intermediate''' - Starting from left of the stairs, a [[Shortc Charge|shortcharge]] is used to get blue early enough to take a tall jump over the [[Workrobot]] and quickly break through the bomb block in the morph tunnel. || &lt;br /&gt;
|-&lt;br /&gt;
|[[Wasteland]] Revisit || * || '''Veteran''' - Once clear of the last [[Dessgeega]] (using [[Plasma Beam|Plasma]] to either kill or hitbox &amp;amp; clip through, or using iframes from a damage boost to ahor), a blue speedball is used to break the bomb blocks in the tunnel and save roughly 3 or 4 seconds. ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Technical Details ==&lt;br /&gt;
&lt;br /&gt;
During a mockball, speed temporarily drops to 0 then temporarily increases above the steady state speed.  Here is an example from the mockball into alcatraz from sniq's [https://youtu.be/TnyBIPR0pc8?t=391 any% tas].&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
23550: 2.49k (running)&lt;br /&gt;
23551: 1.24k (jumping)&lt;br /&gt;
23552: 1.16k (jumping)&lt;br /&gt;
23553: 1.16k (jumping)&lt;br /&gt;
23554: 1.16k (jumping)&lt;br /&gt;
23555: 1.16k (jumping)&lt;br /&gt;
23556: 1.16k (morph animation started)&lt;br /&gt;
23557: 1.16k (morph animation started)&lt;br /&gt;
23558: 1.16k (morph animation)&lt;br /&gt;
23559: 1.16k (morph animation)&lt;br /&gt;
23560: 1.16k (morph animation)&lt;br /&gt;
23561: 1.16k (morph animation)&lt;br /&gt;
23562: 0.49k (first frame as ball)&lt;br /&gt;
23563: 0.16k&lt;br /&gt;
23564: 0&lt;br /&gt;
23565: 0.49k&lt;br /&gt;
23566: 1.32k&lt;br /&gt;
23567: 2.16k&lt;br /&gt;
23568: 3&lt;br /&gt;
23567: 5.49k&lt;br /&gt;
23567: 5.16k&lt;br /&gt;
23568: 4.49k (starting to fall)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mockball with Bombspread Charge ==&lt;br /&gt;
&lt;br /&gt;
In order to carry a bombspread while Samus is doing a mockball (or speedball), there is qualitatively (at least) three different approaches to do this.&lt;br /&gt;
&lt;br /&gt;
I. One method is to execute a continuous walljump (CWJ) while holding a charged beam (in form of Pseudo Screw Attack) - with the Shot button being released while Samus is spinjumping before the walljump happens, in order to not break out of the spinjump as result of the walljump - and pressing Down (followed by holding Forward for the mockball) just before landing on the ground (the same way as one would do it for a normal mockball) together with pressing and holding the Shot button again (as it had to be released previously for the CWJ to not break Samus out of the spinjump pose) during the morphing animation, while the Jump button press from the continuous walljump is held at least until Samus morphs (in order to keep the walljump pose state of Samus up which is what allows to morph from a spinjump with only 1 Down press).&lt;br /&gt;
&lt;br /&gt;
II. An alternative method (which doesn't lend itself equally far towards being comfortably executed for all kinds of button control layouts) is to do a normal mockball, except that the Start button is pressed suitably at the beginning of the running jump or during the spinjump (depending on the situation) to pause the game while Samus is aiming down and ready to morph (by holding the Down button into the map screen menu) in such a way that the frame in which the pause menu is entered is within the range of frames in which pressing Down would allow to do a mockball (i.e. morphing without bouncing on the ground), followed by unpausing the game with Start and pressing Down the second time during the black screen of the screen's fade-in animation (while still holding Shot to keep the beam charge up, and followed by holding Forward for the mockball). Since Samus keeps moving somewhat further during the fade-out or blackening of the screen when the game is paused, one may be inclined to press Start too late such that Samus actually already lands on the ground before the pause menu is entered, so in anticipation of that one may want to press Start earlier such that the last height at which one sees Samus is still about one to two tiles above the ground. The problem that is circumvented by pausing the game is that without the pause, one would be required to have at least 1 gameplay frame inbetween the (for morphing outside of the walljump pose state of Samus required) 2 Down press frames, and as Shot needs to be held to keep the charged beam up without firing it, Samus would then immediately and on her own swap from aiming down to aiming forwards (and then aiming down again when the second Down press happens, instead of making her morph with the button press). Pausing allows to have 2 gameplay frames next to each other without any gameplay frames between them but with pause menu frames between them to allow the game to register each frame of the two as separate Down presses rather than as 1 Down press that is held. Note that for the rolling phase of the mockball itself, at least the 3 buttons that are Forwards, Shot (or the bombspread charge is immediately lost) and Down (or the bombspread is initiated right away) are to be held^if the Bombs item is equipped and active. Instead of using the pause menu to do this, one can also jump in downaiming pose through a door transition and do the 2nd Down press in the first frame of the next room in which Samus' movement continues, or one can use a text message to do this (for example from a delayed Missile or Energy Recharge Station refill where the game is paused to allow free movement for when the message box appears), or one can use gameplay interruption via Reserves triggering (due to heat for example). Also the breaking of a glass tube can be used for this (e.g. if Dash is pressed while aiming down in the running jump pose to trigger the desctruction of the glass tube). The first (among up to at least two) gameplay interruptions that occur when Mother Brain switches from phase 1 to phase 2 can also be used for this (but just simple lag frames don't allow for it). There might be some further similar situations that allow for it, but they are all the same in principle.&lt;br /&gt;
&lt;br /&gt;
Sidenote: If Bombs are turned off beforehand, then Down doesn't need to be held for the mockball (which may make the execution easier, as it is less inputs to take care of) in order to keep the bombspread charge up, but just Shot needs to be held while morphed (after the morphing animation finished). Afterwards, one can then still turn Bombs on and unpause the game while Down is held in order to prevent an immediate release of the bombspread and to determine when the bombspread shall happen, by releasing Down at any time (up to a point in time at which the bombspread will happen on its own). One can turn Bombs on and off multiple times, but the bombspread charge will only increase but not reset the strength with which the bombs are spread.&lt;br /&gt;
&lt;br /&gt;
Demonstration of the 2nd method: https://www.youtube.com/watch?v=YzH4QMNORgQ&lt;br /&gt;
&lt;br /&gt;
III. A third qualitatively different method consists in (as preparation) either perfectly soft-unmorphing (''slope-killer'') at the right frame (after falling from any suitable pixel-precise height above the ground) to be able to (while the X-Ray icon is green) hold a previously with the Shot button charged beam shot also and then solely with the Dash button instead afterwards, then executing the mockball together with pressing &amp;amp; holding Shot during the morphing animation, or by doing a running jump with a long enough jump (in case this is a possibility in a given scenario) during which one can switch the X-Ray icon on, then charge a beam up and hold it with Shot and Dash, then releasing Shot, followed by a mockball in which Shot is repressed and held during the morphing animation.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Sprite Animations#Uninterruptible Animations|Uninterruptible Animations]]&lt;br /&gt;
* [[Morphball bounce|Bounceball]]&lt;br /&gt;
* [[General Movement]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Morphing Ball Tricks]]&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7195</id>
		<title>Morphball bounce</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7195"/>
				<updated>2023-08-01T05:35:21Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: /* List of Bounceballs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''[[Morphing Ball]] bouncing''' (referred in sentences below as simply &amp;quot;bouncing&amp;quot;) describes the effect of Samus bouncing due to landing on the ground while morphed.&lt;br /&gt;
&lt;br /&gt;
When Samus hits the ground while morphed, Samus will bounce once before becoming fully grounded, where her speed is then reduced to that of Morphing Ball's roll. &lt;br /&gt;
&lt;br /&gt;
Pressing down on the directional pad twice in midair will cause Samus to morph in midair. To retain Samus's horizontal velocity, you will need to hold the jump button while pressing down, and hold forward after morphing.&lt;br /&gt;
&lt;br /&gt;
Bouncing can be useful in a situation where numerous small platforms would otherwise force a slower route through the area. Viable spots to bounce include the first pillar in the [[Cathedral]] or the robot in the [[Basement]].&lt;br /&gt;
&lt;br /&gt;
Performing a bounce while entering water (or lava/acid) without [[Gravity Suit]] will cause the speed before hitting the water to be maintained into the water until the end of the bounce. This is known as &amp;quot;waterball.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is also commonly used in the [[GT Code]] categories for getting to the bottom of the [[Lava Dive Room]] as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
The reason this works is because while morphed, you maintain all of your speed when entering the water. You can even keep [[Blue Suit Glitch|blue suit]] from [[Speed Booster]]  if you jump into the water from the ground, even if you do not have Gravity Suit equipped.&lt;br /&gt;
&lt;br /&gt;
You can also use the [[Mockball|mockball]] technique underwater if you build up speed on ground and then jump into the water.&lt;br /&gt;
&lt;br /&gt;
Since gravity is different underwater, you will bounce much higher and can keep your speed longer, even though the water slows you down due to friction.&lt;br /&gt;
&lt;br /&gt;
== Any% Bounceballs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room(s) !! Category / Route !! Description !! Example&lt;br /&gt;
|-&lt;br /&gt;
|[[Kraid Room]] Revisit → [[Kraid Eye Door Room]] Revisit || * || '''Intermediate''' - A door fix as well by jumping high, this strat takes a bounce inside the door frame and across the spikes || &lt;br /&gt;
|-&lt;br /&gt;
|[[Cathedral]] || * || '''Beginner''' - Used to clear the gap and set up for a pseudoscrew on the 3rd jump. Cut the initial jump height short to avoid bonking the ceiling before morphing. Can also mockball ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Moat]] → [[Crateria Kihunter Room]] || * || '''Veteran''' - A pretty specific set-up that begins in [[West Ocean]]. Use this strat to quickly get across [[Moat]] on the way back from [[Wrecked Ship]]. A bounceball is several frames faster than a mockball here, and both can bypass the [[Kihunter]] in the final room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[West Tunnel]] → [[Glass Tunnel]] || * || '''Beginner''' - Ideally, shooting the door open first and entering the next room morphed as high as possible allows for optimal [[Power Bomb]] placement to break the glass. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Ice Beam Gate Room]] → [[Ice Beam Acid Room]] || * || '''Intermediate''' - Shoot the door first when the above [[Sova]] passes Samus, and jump after running under the last gate. Hold jump + direction to keep blue speed momentum, and bounce across to the 2nd platform in the next room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Magdollite Tunnel]] → [[Kronic Boost Room]] || * || '''Veteran''' - This door shot into bounceball on the final [[Space Jump]] sets up both an upper and lower Kronic Boost off the [[Viola]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Parlor]] Escape || * || '''Beginner''' - Before jumping to clear the &amp;quot;mushroom&amp;quot; shaped land above [[Alcatraz]] escape, shoot the door and morph to prepare for a bounceball or mockball. ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mockball]]&lt;br /&gt;
* [[General Movement]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://tasvideos.org/GameResources/SNES/SuperMetroid.html#MorphballBounce TASVideos description]&lt;br /&gt;
&lt;br /&gt;
[[Category:Morphing Ball Tricks]]&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7194</id>
		<title>Morphball bounce</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7194"/>
				<updated>2023-08-01T05:17:39Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: /* List of Bounceballs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''[[Morphing Ball]] bouncing''' (referred in sentences below as simply &amp;quot;bouncing&amp;quot;) describes the effect of Samus bouncing due to landing on the ground while morphed.&lt;br /&gt;
&lt;br /&gt;
When Samus hits the ground while morphed, Samus will bounce once before becoming fully grounded, where her speed is then reduced to that of Morphing Ball's roll. &lt;br /&gt;
&lt;br /&gt;
Pressing down on the directional pad twice in midair will cause Samus to morph in midair. To retain Samus's horizontal velocity, you will need to hold the jump button while pressing down, and hold forward after morphing.&lt;br /&gt;
&lt;br /&gt;
Bouncing can be useful in a situation where numerous small platforms would otherwise force a slower route through the area. Viable spots to bounce include the first pillar in the [[Cathedral]] or the robot in the [[Basement]].&lt;br /&gt;
&lt;br /&gt;
Performing a bounce while entering water (or lava/acid) without [[Gravity Suit]] will cause the speed before hitting the water to be maintained into the water until the end of the bounce. This is known as &amp;quot;waterball.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is also commonly used in the [[GT Code]] categories for getting to the bottom of the [[Lava Dive Room]] as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
The reason this works is because while morphed, you maintain all of your speed when entering the water. You can even keep [[Blue Suit Glitch|blue suit]] from [[Speed Booster]]  if you jump into the water from the ground, even if you do not have Gravity Suit equipped.&lt;br /&gt;
&lt;br /&gt;
You can also use the [[Mockball|mockball]] technique underwater if you build up speed on ground and then jump into the water.&lt;br /&gt;
&lt;br /&gt;
Since gravity is different underwater, you will bounce much higher and can keep your speed longer, even though the water slows you down due to friction.&lt;br /&gt;
&lt;br /&gt;
== List of Bounceballs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room(s) !! Category / Route !! Description !! Example&lt;br /&gt;
|-&lt;br /&gt;
|[[Kraid Room]] Revisit → [[Kraid Eye Door Room]] Revisit || * || '''Intermediate''' - A door fix as well by jumping high, this strat takes a bounce inside the door frame and across the spikes || &lt;br /&gt;
|-&lt;br /&gt;
|[[Cathedral]] || * || '''Beginner''' - Used to clear the gap and set up for a pseudoscrew on the 3rd jump. Cut the initial jump height short to avoid bonking the ceiling before morphing. Can also mockball ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Moat]] → [[Crateria Kihunter Room]] || * || '''Veteran''' - A pretty specific set-up that begins in [[West Ocean]]. Use this strat to quickly get across [[Moat]] on the way back from [[Wrecked Ship]]. A bounceball is several frames faster than a mockball here, and both can bypass the [[Kihunter]] in the final room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[West Tunnel]] → [[Glass Tunnel]] || * || '''Beginner''' - Ideally, shooting the door open first and entering the next room morphed as high as possible allows for optimal [[Power Bomb]] placement to break the glass. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Ice Beam Gate Room]] → [[Ice Beam Acid Room]] || * || '''Intermediate''' - Shoot the door first when the above [[Sova]] passes Samus, and jump after running under the last gate. Hold jump + direction to keep blue speed momentum, and bounce across to the 2nd platform in the next room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Magdollite Tunnel]] → [[Kronic Boost Room]] || * || '''Veteran''' - This door shot into bounceball on the final [[Space Jump]] sets up both an upper and lower Kronic Boost off the [[Viola]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Parlor]] Escape || * || '''Beginner''' - Before jumping to clear the &amp;quot;mushroom&amp;quot; shaped land above [[Alcatraz]] escape, shoot the door and morph to prepare for a bounceball or mockball. ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mockball]]&lt;br /&gt;
* [[General Movement]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://tasvideos.org/GameResources/SNES/SuperMetroid.html#MorphballBounce TASVideos description]&lt;br /&gt;
&lt;br /&gt;
[[Category:Morphing Ball Tricks]]&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7193</id>
		<title>Morphball bounce</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7193"/>
				<updated>2023-08-01T05:15:24Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: /* List of Bounceballs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''[[Morphing Ball]] bouncing''' (referred in sentences below as simply &amp;quot;bouncing&amp;quot;) describes the effect of Samus bouncing due to landing on the ground while morphed.&lt;br /&gt;
&lt;br /&gt;
When Samus hits the ground while morphed, Samus will bounce once before becoming fully grounded, where her speed is then reduced to that of Morphing Ball's roll. &lt;br /&gt;
&lt;br /&gt;
Pressing down on the directional pad twice in midair will cause Samus to morph in midair. To retain Samus's horizontal velocity, you will need to hold the jump button while pressing down, and hold forward after morphing.&lt;br /&gt;
&lt;br /&gt;
Bouncing can be useful in a situation where numerous small platforms would otherwise force a slower route through the area. Viable spots to bounce include the first pillar in the [[Cathedral]] or the robot in the [[Basement]].&lt;br /&gt;
&lt;br /&gt;
Performing a bounce while entering water (or lava/acid) without [[Gravity Suit]] will cause the speed before hitting the water to be maintained into the water until the end of the bounce. This is known as &amp;quot;waterball.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is also commonly used in the [[GT Code]] categories for getting to the bottom of the [[Lava Dive Room]] as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
The reason this works is because while morphed, you maintain all of your speed when entering the water. You can even keep [[Blue Suit Glitch|blue suit]] from [[Speed Booster]]  if you jump into the water from the ground, even if you do not have Gravity Suit equipped.&lt;br /&gt;
&lt;br /&gt;
You can also use the [[Mockball|mockball]] technique underwater if you build up speed on ground and then jump into the water.&lt;br /&gt;
&lt;br /&gt;
Since gravity is different underwater, you will bounce much higher and can keep your speed longer, even though the water slows you down due to friction.&lt;br /&gt;
&lt;br /&gt;
== List of Bounceballs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room(s) !! Category / Route !! Description !! Example&lt;br /&gt;
|-&lt;br /&gt;
|[[Kraid Room]] Revisit → [[Kraid Eye Door Room]] Revisit || * || '''Intermediate''' - A door fix as well by jumping high, this strat takes a bounce inside the door frame and across the spikes || &lt;br /&gt;
|-&lt;br /&gt;
|[[Cathedral]] || * || '''Beginner''' - Used to clear the gap and set up for a pseudoscrew on the 3rd jump. Cut the initial jump height short to avoid bonking the ceiling before morphing. Can also mockball ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Moat]] → [[Crateria Kihunter Room]] || * || '''Veteran''' - A pretty specific set-up that begins in [[West Ocean]]. Use this strat to quickly get across [[Moat]] on the way back from [[Wrecked Ship]]. A bounceball is several frames faster than a mockball here, and both can bypass the [[Kihunter]] in the final room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[West Tunnel]] → [[Glass Tunnel]] || * || '''Beginner''' - Ideally, shooting the door open first and entering the next room morphed as high as possible allows for optimal [[Power Bomb]] placement to break the glass. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Ice Beam Gate Room]] → [[Ice Beam Acid Room]] || * || '''Intermediate''' - Shoot the door first when the above [[Sova]] passes Samus, and jump after running under the last gate. Hold jump + direction to keep blue speed momentum, and bounce across to the 2nd platform in the next room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Magdollite Tunnel]] → [[Kronic Boost Room]] || * || '''Veteran''' - This door shot into bounceball on the final [[Space Jump]] sets up both an upper and lower Kronic Boost off the [[Viola]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Parlor]] Escape || * || '''Beginner''' - Before jumping to clear the &amp;quot;mushroom&amp;quot; shaped land above [Alcatraz]] escape, shoot the door and morph to prepare for a bounceball or mockball. ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mockball]]&lt;br /&gt;
* [[General Movement]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://tasvideos.org/GameResources/SNES/SuperMetroid.html#MorphballBounce TASVideos description]&lt;br /&gt;
&lt;br /&gt;
[[Category:Morphing Ball Tricks]]&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7192</id>
		<title>Morphball bounce</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7192"/>
				<updated>2023-08-01T05:08:40Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''[[Morphing Ball]] bouncing''' (referred in sentences below as simply &amp;quot;bouncing&amp;quot;) describes the effect of Samus bouncing due to landing on the ground while morphed.&lt;br /&gt;
&lt;br /&gt;
When Samus hits the ground while morphed, Samus will bounce once before becoming fully grounded, where her speed is then reduced to that of Morphing Ball's roll. &lt;br /&gt;
&lt;br /&gt;
Pressing down on the directional pad twice in midair will cause Samus to morph in midair. To retain Samus's horizontal velocity, you will need to hold the jump button while pressing down, and hold forward after morphing.&lt;br /&gt;
&lt;br /&gt;
Bouncing can be useful in a situation where numerous small platforms would otherwise force a slower route through the area. Viable spots to bounce include the first pillar in the [[Cathedral]] or the robot in the [[Basement]].&lt;br /&gt;
&lt;br /&gt;
Performing a bounce while entering water (or lava/acid) without [[Gravity Suit]] will cause the speed before hitting the water to be maintained into the water until the end of the bounce. This is known as &amp;quot;waterball.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is also commonly used in the [[GT Code]] categories for getting to the bottom of the [[Lava Dive Room]] as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
The reason this works is because while morphed, you maintain all of your speed when entering the water. You can even keep [[Blue Suit Glitch|blue suit]] from [[Speed Booster]]  if you jump into the water from the ground, even if you do not have Gravity Suit equipped.&lt;br /&gt;
&lt;br /&gt;
You can also use the [[Mockball|mockball]] technique underwater if you build up speed on ground and then jump into the water.&lt;br /&gt;
&lt;br /&gt;
Since gravity is different underwater, you will bounce much higher and can keep your speed longer, even though the water slows you down due to friction.&lt;br /&gt;
&lt;br /&gt;
== List of Bounceballs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room(s) !! Category / Route !! Description !! Example&lt;br /&gt;
|-&lt;br /&gt;
|[[Kraid Room]] Revisit → [[Kraid Eye Door Room]] Revisit || * || *Intermediate* - A door fix as well by jumping high, this strat takes a bounce inside the door frame and across the spikes || &lt;br /&gt;
|-&lt;br /&gt;
|[[Cathedral]] || * || *Beginner* - Used to clear the gap and set up for a pseudoscrew on the 3rd jump. Cut the initial jump height short to avoid bonking the ceiling before morphing. Can also mockball ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Moat]] → [[Crateria Kihunter Room]] || * || *Veteran* - A pretty specific set-up that begins in [[West Ocean]]. Use this strat to quickly get across [[Moat]] on the way back from [[Wrecked Ship]]. A bounceball is several frames faster than a mockball here, and both can bypass the [[Kihunter]] in the final room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[West Tunnel]] → [[Glass Tunnel]] || * || *Beginner* - Ideally, shooting the door open first and entering the next room morphed as high as possible allows for optimal [[Power Bomb]] placement to break the glass. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Ice Beam Gate Room]] → [[Ice Beam Acid Room]] || * || *Intermediate* - Shoot the door first when the above [[Sova]] passes Samus, and jump after running under the last gate. Hold jump + direction to keep blue speed momentum, and bounce across to the 2nd platform in the next room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Magdollite Tunnel]] → [[Kronic Boost Room]] || * || *Veteran* - This door shot into bounceball on the final [[Space Jump]] sets up both an upper and lower Kronic Boost off the [[Viola]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Parlor]] Escape || * || *Beginner* - Before jumping to clear the &amp;quot;mushroom&amp;quot; shaped land above [Alcatraz]] escape, shoot the door and morph to prepare for a bounceball or mockball. ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mockball]]&lt;br /&gt;
* [[General Movement]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://tasvideos.org/GameResources/SNES/SuperMetroid.html#MorphballBounce TASVideos description]&lt;br /&gt;
&lt;br /&gt;
[[Category:Morphing Ball Tricks]]&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7191</id>
		<title>Morphball bounce</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Morphball_bounce&amp;diff=7191"/>
				<updated>2023-08-01T05:02:22Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''[[Morphing Ball]] bouncing''' (referred in sentences below as simply &amp;quot;bouncing&amp;quot;) describes the effect of Samus bouncing due to landing on the ground while morphed.&lt;br /&gt;
&lt;br /&gt;
When Samus hits the ground while morphed, Samus will bounce once before becoming fully grounded, where her speed is then reduced to that of Morphing Ball's roll. &lt;br /&gt;
&lt;br /&gt;
Pressing down on the directional pad twice in midair will cause Samus to morph in midair. To retain Samus's horizontal velocity, you will need to hold the jump button while pressing down, and hold forward after morphing.&lt;br /&gt;
&lt;br /&gt;
Bouncing can be useful in a situation where numerous small platforms would otherwise force a slower route through the area. Viable spots to bounce include the first pillar in the [[Cathedral]] or the robot in the [[Basement]].&lt;br /&gt;
&lt;br /&gt;
Performing a bounce while entering water (or lava/acid) without [[Gravity Suit]] will cause the speed before hitting the water to be maintained into the water until the end of the bounce. This is known as &amp;quot;waterball.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is also commonly used in the [[GT Code]] categories for getting to the bottom of the [[Lava Dive Room]] as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
The reason this works is because while morphed, you maintain all of your speed when entering the water. You can even keep [[Blue Suit Glitch|blue suit]] from [[Speed Booster]]  if you jump into the water from the ground, even if you do not have Gravity Suit equipped.&lt;br /&gt;
&lt;br /&gt;
You can also use the [[Mockball|mockball]] technique underwater if you build up speed on ground and then jump into the water.&lt;br /&gt;
&lt;br /&gt;
Since gravity is different underwater, you will bounce much higher and can keep your speed longer, even though the water slows you down due to friction.&lt;br /&gt;
&lt;br /&gt;
== List of Bounceballs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room(s) !! Category / Route !! Description !! Example&lt;br /&gt;
|-&lt;br /&gt;
|[[Kraid Room]] Revisit → [[Kraid Eye Door Room]] Revisit || * || *Intermediate* - A door fix as well by jumping high, this strat takes a bounce inside the door frame and across the spikes || &lt;br /&gt;
|-&lt;br /&gt;
|[[Cathedral]] || * || *Beginner* - Used to clear the gap and set up for a pseudoscrew on the 3rd jump. Cut the initial jump height short to avoid bonking the ceiling before morphing. Can also mockball ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Moat]] → [[Crateria Kihunter Room]] || * || *Veteran* - A pretty specific set-up that begins in [[West Ocean]]. Use this strat to quickly get across [[Moat]] on the way back from [[Wrecked Ship]]. A bounceball is several frames faster than a mockball here, and both can bypass the [[Kihunter]] in the final room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Maridia Tunnel]] → [[Tube]] || * || *Beginner* - Ideally, shooting the door open first and entering the next room morphed as high as possible allows for optimal [[Power Bomb]] placement to break the glass. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Ice Beam Gate Room]] → [[Ice Beam Acid Room]] || * || *Intermediate* - Shoot the door first when the above [[Sova]] passes Samus, and jump after running under the last gate. Hold jump + direction to keep blue speed momentum, and bounce across to the 2nd platform in the next room. ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Magdollite Tunnel]] → [[Kronic Boost Room]] || * || *Veteran* - This door shot into bounceball on the final [[Space Jump]] sets up both an upper and lower Kronic Boost off the [[Viola]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Parlor]] Escape || * || *Beginner* - Before jumping to clear the &amp;quot;mushroom&amp;quot; shaped land above [Alcatraz]] escape, shoot the door and morph to prepare for a bounceball or mockball. ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mockball]]&lt;br /&gt;
* [[General Movement]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://tasvideos.org/GameResources/SNES/SuperMetroid.html#MorphballBounce TASVideos description]&lt;br /&gt;
&lt;br /&gt;
[[Category:Morphing Ball Tricks]]&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Crateria_Kihunter_Room&amp;diff=7168</id>
		<title>Crateria Kihunter Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Crateria_Kihunter_Room&amp;diff=7168"/>
				<updated>2023-07-17T08:20:14Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Adjacent rooms&lt;br /&gt;
|west=[[Crateria Tube]]&lt;br /&gt;
|east=[[The Moat]]&lt;br /&gt;
|south=[[Red Brinstar Elevator Room]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:CrateriaKeyhunterRoom.png|x350px]]&lt;br /&gt;
&lt;br /&gt;
== Any% KPDR ==&lt;br /&gt;
&lt;br /&gt;
=== The Moat ===&lt;br /&gt;
&lt;br /&gt;
==== 2-Farm Power Bomb Entry ====&lt;br /&gt;
&lt;br /&gt;
When entering through the bottom door, have [[Power Bomb|Power Bombs]] selected while [[Morphing Ball|morphed or morphing]]. Lay a Power Bomb as soon as possible - this will open the door for later, and will destroy the two Scisers which will drop either Power Bombs or large energy.&lt;br /&gt;
&lt;br /&gt;
Make your way up to the top, through the 2x2 block. Lay another Power Bomb next to the right stalactite to kill the Kihunter and open the door on the right. You can [[Pseudo Screw Attack|pseudo-Screw]] or fire a [[Missile]] at the Kihunter on the left as you run towards the door on the left.&lt;br /&gt;
&lt;br /&gt;
Then, you can perform [[West Ocean|Ocean Fly]].&lt;br /&gt;
&lt;br /&gt;
Beginners, or runners who want to save health, can instead do the two-spark method, which is easiest if you start the shinespark while still in this room.&lt;br /&gt;
&lt;br /&gt;
If you wait for the shot block to respawn, then charging a shinespark here only requires a 1-tap &amp;quot;[[Quick Charge]]&amp;quot; rather than a [[Short Charge]].&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|JltWaUp4p9E}}&lt;br /&gt;
&lt;br /&gt;
If you use a [[hero shot]] to break the shot block from below, then it will respawn earlier, so you may not have to wait, depending on how quickly your movements are in the rest of the room. If the block hasn't respawned yet, then you can [[short charge]] before the gap, and [[gap skip]] over it.&lt;br /&gt;
&lt;br /&gt;
If you're skipping the Moat missiles, then you can activate the shinespark along the ceiling, and it will funnel you down into the top of the door transition.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|A2DG3ZCbxx4}}&lt;br /&gt;
&lt;br /&gt;
==== 1-Farm Power Bomb Entry ====&lt;br /&gt;
&lt;br /&gt;
The optimal strat for opening the bottom door with a Power Bomb charges entering and uses a pseudoscrew to kill the left-most [[Sciser|crab]] after either a ledge grab or a wall jump. The top can then be played for a 2-spark [[Moat]] or 1-spark [[West Ocean#Ocean_Fly|Ocean Fly]] setup. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|JT2iZw5A_uU}}&lt;br /&gt;
&lt;br /&gt;
==== Hero Shot ====&lt;br /&gt;
&lt;br /&gt;
The [[hero shot]] to break the shot block is more likely to hit if you stay on the silver beam after laying the Power Bomb instead of moving left onto the piece of rock that it's attached to.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Cby9BVlZ2XI}}&lt;br /&gt;
&lt;br /&gt;
=== Late Game ===&lt;br /&gt;
&lt;br /&gt;
As you reach the top of the room, firing a beam shot while you're on top of the small hill will hit the door, and may or may not hit the Kihunter, depending on how quickly you maneuvered through the first part of the room. Either way, a missile will then kill it.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|0WUcE5hBJc8}}&lt;br /&gt;
&lt;br /&gt;
== 100% ==&lt;br /&gt;
&lt;br /&gt;
100% doesn't go back down to Red Brinstar after Wrecked Ship, so there's no need to Power Bomb the bottom door. A missile and mockball to the left will help reduce Power Bomb lag.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|KVUDVFEPFuQ}}&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
* [[Kihunter (green)]]&lt;br /&gt;
&lt;br /&gt;
* [[Sciser]]&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Crateria_Kihunter_Room&amp;diff=7167</id>
		<title>Crateria Kihunter Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Crateria_Kihunter_Room&amp;diff=7167"/>
				<updated>2023-07-17T08:05:22Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: /* The Moat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Adjacent rooms&lt;br /&gt;
|west=[[Crateria Tube]]&lt;br /&gt;
|east=[[The Moat]]&lt;br /&gt;
|south=[[Red Brinstar Elevator Room]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:CrateriaKeyhunterRoom.png|x350px]]&lt;br /&gt;
&lt;br /&gt;
== Any% KPDR ==&lt;br /&gt;
&lt;br /&gt;
=== The Moat ===&lt;br /&gt;
&lt;br /&gt;
When entering through the bottom door, have [[Power Bomb|Power Bombs]] selected while [[Morphing Ball|morphed or morphing]]. Lay a Power Bomb as soon as possible - this will open the door for later, and will destroy the two Scisers which will drop either Power Bombs or large energy.&lt;br /&gt;
&lt;br /&gt;
Make your way up to the top, through the 2x2 block. Lay another Power Bomb next to the right stalactite to kill the Kihunter and open the door on the right. You can [[Pseudo Screw Attack|pseudo-Screw]] or fire a [[Missile]] at the Kihunter on the left as you run towards the door on the left.&lt;br /&gt;
&lt;br /&gt;
Then, you can perform [[West Ocean|Ocean Fly]].&lt;br /&gt;
&lt;br /&gt;
Beginners, or runners who want to save health, can instead do the two-spark method, which is easiest if you start the shinespark while still in this room.&lt;br /&gt;
&lt;br /&gt;
If you wait for the shot block to respawn, then charging a shinespark here only requires a 1-tap &amp;quot;[[Quick Charge]]&amp;quot; rather than a [[Short Charge]].&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|JltWaUp4p9E}}&lt;br /&gt;
&lt;br /&gt;
==== 2-Farm Power Bomb Entry ====&lt;br /&gt;
&lt;br /&gt;
If you use a [[hero shot]] to break the shot block from below, then it will respawn earlier, so you may not have to wait, depending on how quickly your movements are in the rest of the room. If the block hasn't respawned yet, then you can [[short charge]] before the gap, and [[gap skip]] over it.&lt;br /&gt;
&lt;br /&gt;
If you're skipping the Moat missiles, then you can activate the shinespark along the ceiling, and it will funnel you down into the top of the door transition.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|A2DG3ZCbxx4}}&lt;br /&gt;
&lt;br /&gt;
==== 1-Farm Power Bomb Entry ====&lt;br /&gt;
&lt;br /&gt;
The optimal strat for opening the bottom door with a Power Bomb charges entering and uses a pseudoscrew to kill the left-most [[Sciser|crab]] after either a ledge grab or a wall jump. The top can then be played for a 2-spark [[Moat]] or 1-spark [[West Ocean#Ocean_Fly|Ocean Fly]] setup. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|JT2iZw5A_uU}}&lt;br /&gt;
&lt;br /&gt;
==== Hero Shot ====&lt;br /&gt;
&lt;br /&gt;
The [[hero shot]] to break the shot block is more likely to hit if you stay on the silver beam after laying the Power Bomb instead of moving left onto the piece of rock that it's attached to.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Cby9BVlZ2XI}}&lt;br /&gt;
&lt;br /&gt;
=== Late Game ===&lt;br /&gt;
&lt;br /&gt;
As you reach the top of the room, firing a beam shot while you're on top of the small hill will hit the door, and may or may not hit the Kihunter, depending on how quickly you maneuvered through the first part of the room. Either way, a missile will then kill it.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|0WUcE5hBJc8}}&lt;br /&gt;
&lt;br /&gt;
== 100% ==&lt;br /&gt;
&lt;br /&gt;
100% doesn't go back down to Red Brinstar after Wrecked Ship, so there's no need to Power Bomb the bottom door. A missile and mockball to the left will help reduce Power Bomb lag.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|KVUDVFEPFuQ}}&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
* [[Kihunter (green)]]&lt;br /&gt;
&lt;br /&gt;
* [[Sciser]]&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Crateria_Kihunter_Room&amp;diff=7166</id>
		<title>Crateria Kihunter Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Crateria_Kihunter_Room&amp;diff=7166"/>
				<updated>2023-07-17T08:03:17Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: /* Pseudoscrew 1-Farm */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Adjacent rooms&lt;br /&gt;
|west=[[Crateria Tube]]&lt;br /&gt;
|east=[[The Moat]]&lt;br /&gt;
|south=[[Red Brinstar Elevator Room]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:CrateriaKeyhunterRoom.png|x350px]]&lt;br /&gt;
&lt;br /&gt;
== Any% KPDR ==&lt;br /&gt;
&lt;br /&gt;
=== The Moat ===&lt;br /&gt;
&lt;br /&gt;
When entering through the bottom door, have [[Power Bomb|Power Bombs]] selected while [[Morphing Ball|morphed or morphing]]. Lay a Power Bomb as soon as possible - this will open the door for later, and will destroy the two Scisers which will drop either Power Bombs or large energy.&lt;br /&gt;
&lt;br /&gt;
Make your way up to the top, through the 2x2 block. Lay another Power Bomb next to the right stalactite to kill the Kihunter and open the door on the right. You can [[Pseudo Screw Attack|pseudo-Screw]] or fire a [[Missile]] at the Kihunter on the left as you run towards the door on the left.&lt;br /&gt;
&lt;br /&gt;
Then, you can perform [[West Ocean|Ocean Fly]].&lt;br /&gt;
&lt;br /&gt;
Beginners, or runners who want to save health, can instead do the two-spark method, which is easiest if you start the shinespark while still in this room.&lt;br /&gt;
&lt;br /&gt;
If you wait for the shot block to respawn, then charging a shinespark here only requires a 1-tap &amp;quot;[[Quick Charge]]&amp;quot; rather than a [[Short Charge]].&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|JltWaUp4p9E}}&lt;br /&gt;
&lt;br /&gt;
If you use a [[hero shot]] to break the shot block from below, then it will respawn earlier, so you may not have to wait, depending on how quickly your movements are in the rest of the room. If the block hasn't respawned yet, then you can [[short charge]] before the gap, and [[gap skip]] over it.&lt;br /&gt;
&lt;br /&gt;
If you're skipping the Moat missiles, then you can activate the shinespark along the ceiling, and it will funnel you down into the top of the door transition.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|A2DG3ZCbxx4}}&lt;br /&gt;
&lt;br /&gt;
==== Pseudoscrew 1-Farm ====&lt;br /&gt;
&lt;br /&gt;
The optimal strat for opening the bottom door with a Power Bomb charges entering and uses a pseudoscrew to kill the left-most [[Sciser|crab]] after either a ledge grab or a wall jump. The top can then be played for a 2-spark [[Moat]] or 1-spark [[West Ocean#Ocean_Fly|Ocean Fly]] setup. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|JT2iZw5A_uU}}&lt;br /&gt;
&lt;br /&gt;
==== Hero Shot ====&lt;br /&gt;
&lt;br /&gt;
The [[hero shot]] to break the shot block is more likely to hit if you stay on the silver beam after laying the Power Bomb instead of moving left onto the piece of rock that it's attached to.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Cby9BVlZ2XI}}&lt;br /&gt;
&lt;br /&gt;
=== Late Game ===&lt;br /&gt;
&lt;br /&gt;
As you reach the top of the room, firing a beam shot while you're on top of the small hill will hit the door, and may or may not hit the Kihunter, depending on how quickly you maneuvered through the first part of the room. Either way, a missile will then kill it.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|0WUcE5hBJc8}}&lt;br /&gt;
&lt;br /&gt;
== 100% ==&lt;br /&gt;
&lt;br /&gt;
100% doesn't go back down to Red Brinstar after Wrecked Ship, so there's no need to Power Bomb the bottom door. A missile and mockball to the left will help reduce Power Bomb lag.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|KVUDVFEPFuQ}}&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
* [[Kihunter (green)]]&lt;br /&gt;
&lt;br /&gt;
* [[Sciser]]&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Crateria_Kihunter_Room&amp;diff=7165</id>
		<title>Crateria Kihunter Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Crateria_Kihunter_Room&amp;diff=7165"/>
				<updated>2023-07-17T08:01:38Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: /* Pseudoscrew 1-Farm */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Adjacent rooms&lt;br /&gt;
|west=[[Crateria Tube]]&lt;br /&gt;
|east=[[The Moat]]&lt;br /&gt;
|south=[[Red Brinstar Elevator Room]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:CrateriaKeyhunterRoom.png|x350px]]&lt;br /&gt;
&lt;br /&gt;
== Any% KPDR ==&lt;br /&gt;
&lt;br /&gt;
=== The Moat ===&lt;br /&gt;
&lt;br /&gt;
When entering through the bottom door, have [[Power Bomb|Power Bombs]] selected while [[Morphing Ball|morphed or morphing]]. Lay a Power Bomb as soon as possible - this will open the door for later, and will destroy the two Scisers which will drop either Power Bombs or large energy.&lt;br /&gt;
&lt;br /&gt;
Make your way up to the top, through the 2x2 block. Lay another Power Bomb next to the right stalactite to kill the Kihunter and open the door on the right. You can [[Pseudo Screw Attack|pseudo-Screw]] or fire a [[Missile]] at the Kihunter on the left as you run towards the door on the left.&lt;br /&gt;
&lt;br /&gt;
Then, you can perform [[West Ocean|Ocean Fly]].&lt;br /&gt;
&lt;br /&gt;
Beginners, or runners who want to save health, can instead do the two-spark method, which is easiest if you start the shinespark while still in this room.&lt;br /&gt;
&lt;br /&gt;
If you wait for the shot block to respawn, then charging a shinespark here only requires a 1-tap &amp;quot;[[Quick Charge]]&amp;quot; rather than a [[Short Charge]].&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|JltWaUp4p9E}}&lt;br /&gt;
&lt;br /&gt;
If you use a [[hero shot]] to break the shot block from below, then it will respawn earlier, so you may not have to wait, depending on how quickly your movements are in the rest of the room. If the block hasn't respawned yet, then you can [[short charge]] before the gap, and [[gap skip]] over it.&lt;br /&gt;
&lt;br /&gt;
If you're skipping the Moat missiles, then you can activate the shinespark along the ceiling, and it will funnel you down into the top of the door transition.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|A2DG3ZCbxx4}}&lt;br /&gt;
&lt;br /&gt;
==== Pseudoscrew 1-Farm ====&lt;br /&gt;
&lt;br /&gt;
The optimal strat for opening the bottom door with a Power Bomb charges entering and uses a pseudoscrew to kill the left-most [[Sciser|crab]] after either a ledge grab or a wall jump. The top can then be played for a 2-spark [[Moat]] or 1-spark [[West Ocean#Ocean_Fly|Ocean Fly]] setup. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|JT2iZw5A_uU}}&lt;br /&gt;
&lt;br /&gt;
The [[hero shot]] to break the shot block is more likely to hit if you stay on the silver beam after laying the Power Bomb instead of moving left onto the piece of rock that it's attached to.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Cby9BVlZ2XI}}&lt;br /&gt;
&lt;br /&gt;
=== Late Game ===&lt;br /&gt;
&lt;br /&gt;
As you reach the top of the room, firing a beam shot while you're on top of the small hill will hit the door, and may or may not hit the Kihunter, depending on how quickly you maneuvered through the first part of the room. Either way, a missile will then kill it.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|0WUcE5hBJc8}}&lt;br /&gt;
&lt;br /&gt;
== 100% ==&lt;br /&gt;
&lt;br /&gt;
100% doesn't go back down to Red Brinstar after Wrecked Ship, so there's no need to Power Bomb the bottom door. A missile and mockball to the left will help reduce Power Bomb lag.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|KVUDVFEPFuQ}}&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
* [[Kihunter (green)]]&lt;br /&gt;
&lt;br /&gt;
* [[Sciser]]&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Crateria_Kihunter_Room&amp;diff=7164</id>
		<title>Crateria Kihunter Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Crateria_Kihunter_Room&amp;diff=7164"/>
				<updated>2023-07-17T08:00:14Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: /* The Moat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Adjacent rooms&lt;br /&gt;
|west=[[Crateria Tube]]&lt;br /&gt;
|east=[[The Moat]]&lt;br /&gt;
|south=[[Red Brinstar Elevator Room]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:CrateriaKeyhunterRoom.png|x350px]]&lt;br /&gt;
&lt;br /&gt;
== Any% KPDR ==&lt;br /&gt;
&lt;br /&gt;
=== The Moat ===&lt;br /&gt;
&lt;br /&gt;
When entering through the bottom door, have [[Power Bomb|Power Bombs]] selected while [[Morphing Ball|morphed or morphing]]. Lay a Power Bomb as soon as possible - this will open the door for later, and will destroy the two Scisers which will drop either Power Bombs or large energy.&lt;br /&gt;
&lt;br /&gt;
Make your way up to the top, through the 2x2 block. Lay another Power Bomb next to the right stalactite to kill the Kihunter and open the door on the right. You can [[Pseudo Screw Attack|pseudo-Screw]] or fire a [[Missile]] at the Kihunter on the left as you run towards the door on the left.&lt;br /&gt;
&lt;br /&gt;
Then, you can perform [[West Ocean|Ocean Fly]].&lt;br /&gt;
&lt;br /&gt;
Beginners, or runners who want to save health, can instead do the two-spark method, which is easiest if you start the shinespark while still in this room.&lt;br /&gt;
&lt;br /&gt;
If you wait for the shot block to respawn, then charging a shinespark here only requires a 1-tap &amp;quot;[[Quick Charge]]&amp;quot; rather than a [[Short Charge]].&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|JltWaUp4p9E}}&lt;br /&gt;
&lt;br /&gt;
If you use a [[hero shot]] to break the shot block from below, then it will respawn earlier, so you may not have to wait, depending on how quickly your movements are in the rest of the room. If the block hasn't respawned yet, then you can [[short charge]] before the gap, and [[gap skip]] over it.&lt;br /&gt;
&lt;br /&gt;
If you're skipping the Moat missiles, then you can activate the shinespark along the ceiling, and it will funnel you down into the top of the door transition.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|A2DG3ZCbxx4}}&lt;br /&gt;
&lt;br /&gt;
==== Pseudoscrew 1-Farm ====&lt;br /&gt;
&lt;br /&gt;
The optimal strat for opening the bottom door with a Power Bomb charges entering and uses a pseudoscrew to kill the left-most [[Scissor|crab]] after either a ledge grab or a wall jump. The top can then be played for a 2-spark [[Moat]] or 1-spark [[West Ocean|Ocean Fly]] setup. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|JT2iZw5A_uU}}&lt;br /&gt;
&lt;br /&gt;
The [[hero shot]] to break the shot block is more likely to hit if you stay on the silver beam after laying the Power Bomb instead of moving left onto the piece of rock that it's attached to.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Cby9BVlZ2XI}}&lt;br /&gt;
&lt;br /&gt;
=== Late Game ===&lt;br /&gt;
&lt;br /&gt;
As you reach the top of the room, firing a beam shot while you're on top of the small hill will hit the door, and may or may not hit the Kihunter, depending on how quickly you maneuvered through the first part of the room. Either way, a missile will then kill it.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|0WUcE5hBJc8}}&lt;br /&gt;
&lt;br /&gt;
== 100% ==&lt;br /&gt;
&lt;br /&gt;
100% doesn't go back down to Red Brinstar after Wrecked Ship, so there's no need to Power Bomb the bottom door. A missile and mockball to the left will help reduce Power Bomb lag.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|KVUDVFEPFuQ}}&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
* [[Kihunter (green)]]&lt;br /&gt;
&lt;br /&gt;
* [[Sciser]]&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Wrecked_Ship_Main_Shaft&amp;diff=7163</id>
		<title>Wrecked Ship Main Shaft</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Wrecked_Ship_Main_Shaft&amp;diff=7163"/>
				<updated>2023-07-17T03:33:17Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Adjacent rooms&lt;br /&gt;
|north=[[Attic]]&lt;br /&gt;
|west=[[Wrecked Ship Entrance]]&amp;lt;br/&amp;gt;[[Wrecked Ship West Super Room]]&lt;br /&gt;
|east=[[Wrecked Ship Save Room]]&amp;lt;br/&amp;gt;[[Sponge Bath]]&amp;lt;br/&amp;gt;[[Wrecked Ship East Super Room]]&lt;br /&gt;
|south=[[Basement]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:WreckedShipMainShaft.png|x500px]]&lt;br /&gt;
&lt;br /&gt;
== Block Clip ==&lt;br /&gt;
&lt;br /&gt;
To pass through the floor on the way to the [[attic]], break only the top block of a vertical pair. Jump into this space and press angle down. You'll notice your feet are in the block. Jump to pass through the floor above you.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Z2wzBzt6NEQ}}&lt;br /&gt;
&lt;br /&gt;
This is most useful in categories that do not have the [[Wave Beam]] by this point in the run, like [[Any%]] PRKD or [[Low% Ice]]. For Any% KPDR or [[100%]], this may not actually save time at all compared with shooting out the row of blocks and running through.&lt;br /&gt;
&lt;br /&gt;
== KPDR ==&lt;br /&gt;
&lt;br /&gt;
=== Bottom To Left Side Supers ===&lt;br /&gt;
&lt;br /&gt;
One of the fastest and most consistent strats for this section avoids taking out the middle blocks, and uses them as a morph tunnel rather than bombing up to the top and waiting for the explosion. Three specific [[Wave Beam]] shots are used.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|DcQqLuzBoDc}}&lt;br /&gt;
&lt;br /&gt;
=== Main Shaft Climb ===&lt;br /&gt;
&lt;br /&gt;
This climb is a series of jumps and grabs, with some varying strats for dealing with the middle [[Atomic]]s and blocks. How the top part is performed will often be determined by the intended entry to [[Attic]].&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|cFIvwnGbE7s}}&lt;br /&gt;
&lt;br /&gt;
== 100% ==&lt;br /&gt;
&lt;br /&gt;
This is the fastest method to get from [[Sponge Bath]] to [[Attic]].&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|lUB308b2zA0}}&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Wrecked Ship 1|Wrecked Ship Missile 1]]&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Moonwalk&amp;diff=7162</id>
		<title>Moonwalk</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Moonwalk&amp;diff=7162"/>
				<updated>2023-07-17T01:42:56Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: /* Any% Moonfall Times */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Moonwalk''' is a mechanic that allows Samus to walk backwards by holding the shot button and the direction on the directional pad that is opposite of Samus's facing direction.&lt;br /&gt;
&lt;br /&gt;
Moonwalk is disabled by default on every file, and is enabled by accessing the Special Setting Mode located at the bottom of the Option Mode and setting it to &amp;quot;on.&amp;quot; For any given save file and at any point in time, by going back to the title screen (either with a reset, taking the power off and on again, or dying and choosing to go back to the title screen), one can advance to the Special Setting Mode for the save file and toggle the Moonwalk setting from there to continue with the changed Moonwalk setting for the save file. However, changing the Moonwalk setting and exiting the save file instead of continuing in it will not keep the change made to the Moonwalk setting (and the same is true for control setting changes, Icon Cancel setting changes, and language setting changes).&lt;br /&gt;
&lt;br /&gt;
[[File:Moonwalk.gif]]&lt;br /&gt;
&lt;br /&gt;
A moonwalk will not be performed if Samus is already moving (holding an angle button will prevent this, as it will instantly stop her movement), while Samus is crouched, or while Samus is not in an animation where she is breathing (such as pressed against a wall).&lt;br /&gt;
&lt;br /&gt;
When moonwalk is enabled, Samus will be unable to maintain a [[Charge Beam|charge shot]] (i.e. [[Pseudo Screw Attack|pseudo-Screw]]) if she attempts to [[spinjump]] directly backwards from a standstill, as the beam will automatically fire when the spinjump occurs.&lt;br /&gt;
&lt;br /&gt;
Although it may appear that Samus is walking backwards (and thus, facing the direction opposite of where she is moving), the game still treats her as if she is facing the direction she is moving in cases where this movement becomes interrupted, such as being struck by an enemy or moonwalking off of a ledge. In those cases, she will appear to immediately turn around to face the direction she was moving.&lt;br /&gt;
&lt;br /&gt;
When submerged without [[Gravity Suit]], if a moonwalk is performed and then the opposite direction is pressed on an immediate frame after the moonwalk, Samus will walk forward with a starting speed of a half-pixel per frame. This is observable in [https://www.youtube.com/watch?v=EO0J4nQzLWI&amp;amp;t=30m05s Sniq's 13% tool assisted speedrun].&lt;br /&gt;
&lt;br /&gt;
= Moonfall =&lt;br /&gt;
&lt;br /&gt;
'''Moonfall''' is a technique which allows Samus to fall without [[Vertical Speed|a cap on her falling speed]], allowing her to continue building speed until she has landed.&lt;br /&gt;
&lt;br /&gt;
To perform a moonfall:&lt;br /&gt;
&lt;br /&gt;
* Hold an angle button (L or R by default)&lt;br /&gt;
* Initiate a moonwalk&lt;br /&gt;
* Press the jump button (Samus will release the shot, perform a small jump backwards and turn around)&lt;br /&gt;
&lt;br /&gt;
In most cases a spinning moonfall is desired, which also requires:&lt;br /&gt;
&lt;br /&gt;
* During the turnaround animation, right after pressing jump, release the angle button&lt;br /&gt;
&lt;br /&gt;
An indication that a moonfall was performed (before falling speeds are achieved that would make it visibly obvious) is that the turnaround animation will interrupt Samus's fall for the duration of the animation (if spinning, this effect does not occur, which can be used to weave left and right). Additionally, if Samus [[Morphing Ball|morphs]] while in the moonfall state, and lands from the moonfall while morphed, she will not bounce. The moonfall state will be cancelled if Samus morphs and unmorphs in midair.&lt;br /&gt;
&lt;br /&gt;
As is the case with other jump-involved actions, moonfall can be buffered to occur automatically upon performing the jump associated with the technique. This is done by holding all of the involved buttons then releasing the shot button.&lt;br /&gt;
&lt;br /&gt;
Below is a demonstration of performing a buffered moonfall to descend down the [[Climb]], which is the location where moonfalling saves the most time:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|qM_gO6GE1hU}}&lt;br /&gt;
&lt;br /&gt;
As the above video shows, because moonfalling removes the cap on Samus's falling speed, Samus can achieve speeds that allow her to pass through entire tiles.&lt;br /&gt;
&lt;br /&gt;
The fall speed can also be stored in certain ways, most notably using [[moondance]].&lt;br /&gt;
&lt;br /&gt;
== Any% Moonfall Times ==&lt;br /&gt;
&lt;br /&gt;
The following is a list of Any% PRKD/KPDR rooms with available moonfall strats. The fall times listed for those strats are shows with and without using a moonfall.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room !! Route !! Regular Fall Time !! Moonfall Time* !! Save&lt;br /&gt;
|-&lt;br /&gt;
|[[Parlor]] || * || 8.10 || 7.50 || 0.20&lt;br /&gt;
|-&lt;br /&gt;
|[[Climb]] || * || 7.40 || 3.45 || 3.55&lt;br /&gt;
|-&lt;br /&gt;
|[[Red Tower]] (Bottom) || KPDR || 6.55 || 6.30 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
|[[West Ocean]] || KPDR || 6.25 || 5.30 || 0.55&lt;br /&gt;
|-&lt;br /&gt;
|[[Caterpillar Room]] || * || 11.15 || 11.00 || 0.15&lt;br /&gt;
|-&lt;br /&gt;
|[[Red Tower]] || * || 11.10 || 9.50 || 1.20&lt;br /&gt;
|-&lt;br /&gt;
|[[Precious Room]] || * || 3.40 || 3.30 || 0.10&lt;br /&gt;
|-&lt;br /&gt;
|[[Crumble Shaft]] || KPDR || 3.00 || 2.30 || 0.30&lt;br /&gt;
|-&lt;br /&gt;
|[[Statues Room]] || * || 48.40 || 48.30 || 0.10&lt;br /&gt;
|-&lt;br /&gt;
|[[Halfie Climb Room]] || PRKD || 2.50 || 2.40 || 0.10&lt;br /&gt;
|-&lt;br /&gt;
|[[Leodox Room]] || * || 16.40 || 15.20 || 1.20&lt;br /&gt;
|-&lt;br /&gt;
|| TOTAL TIMESAVE || PRKD: 6.50 || KPDR: 8.30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*NOTE: All times displayed are an average over multiple attempts, and assume optimal execution of the moonfall listed. A slower setup before the fall will increase the time spent, and may subtract from the timesave for that room.&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Moonwalk&amp;diff=7161</id>
		<title>Moonwalk</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Moonwalk&amp;diff=7161"/>
				<updated>2023-07-17T01:42:25Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: /* Any% Moonfall Times */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Moonwalk''' is a mechanic that allows Samus to walk backwards by holding the shot button and the direction on the directional pad that is opposite of Samus's facing direction.&lt;br /&gt;
&lt;br /&gt;
Moonwalk is disabled by default on every file, and is enabled by accessing the Special Setting Mode located at the bottom of the Option Mode and setting it to &amp;quot;on.&amp;quot; For any given save file and at any point in time, by going back to the title screen (either with a reset, taking the power off and on again, or dying and choosing to go back to the title screen), one can advance to the Special Setting Mode for the save file and toggle the Moonwalk setting from there to continue with the changed Moonwalk setting for the save file. However, changing the Moonwalk setting and exiting the save file instead of continuing in it will not keep the change made to the Moonwalk setting (and the same is true for control setting changes, Icon Cancel setting changes, and language setting changes).&lt;br /&gt;
&lt;br /&gt;
[[File:Moonwalk.gif]]&lt;br /&gt;
&lt;br /&gt;
A moonwalk will not be performed if Samus is already moving (holding an angle button will prevent this, as it will instantly stop her movement), while Samus is crouched, or while Samus is not in an animation where she is breathing (such as pressed against a wall).&lt;br /&gt;
&lt;br /&gt;
When moonwalk is enabled, Samus will be unable to maintain a [[Charge Beam|charge shot]] (i.e. [[Pseudo Screw Attack|pseudo-Screw]]) if she attempts to [[spinjump]] directly backwards from a standstill, as the beam will automatically fire when the spinjump occurs.&lt;br /&gt;
&lt;br /&gt;
Although it may appear that Samus is walking backwards (and thus, facing the direction opposite of where she is moving), the game still treats her as if she is facing the direction she is moving in cases where this movement becomes interrupted, such as being struck by an enemy or moonwalking off of a ledge. In those cases, she will appear to immediately turn around to face the direction she was moving.&lt;br /&gt;
&lt;br /&gt;
When submerged without [[Gravity Suit]], if a moonwalk is performed and then the opposite direction is pressed on an immediate frame after the moonwalk, Samus will walk forward with a starting speed of a half-pixel per frame. This is observable in [https://www.youtube.com/watch?v=EO0J4nQzLWI&amp;amp;t=30m05s Sniq's 13% tool assisted speedrun].&lt;br /&gt;
&lt;br /&gt;
= Moonfall =&lt;br /&gt;
&lt;br /&gt;
'''Moonfall''' is a technique which allows Samus to fall without [[Vertical Speed|a cap on her falling speed]], allowing her to continue building speed until she has landed.&lt;br /&gt;
&lt;br /&gt;
To perform a moonfall:&lt;br /&gt;
&lt;br /&gt;
* Hold an angle button (L or R by default)&lt;br /&gt;
* Initiate a moonwalk&lt;br /&gt;
* Press the jump button (Samus will release the shot, perform a small jump backwards and turn around)&lt;br /&gt;
&lt;br /&gt;
In most cases a spinning moonfall is desired, which also requires:&lt;br /&gt;
&lt;br /&gt;
* During the turnaround animation, right after pressing jump, release the angle button&lt;br /&gt;
&lt;br /&gt;
An indication that a moonfall was performed (before falling speeds are achieved that would make it visibly obvious) is that the turnaround animation will interrupt Samus's fall for the duration of the animation (if spinning, this effect does not occur, which can be used to weave left and right). Additionally, if Samus [[Morphing Ball|morphs]] while in the moonfall state, and lands from the moonfall while morphed, she will not bounce. The moonfall state will be cancelled if Samus morphs and unmorphs in midair.&lt;br /&gt;
&lt;br /&gt;
As is the case with other jump-involved actions, moonfall can be buffered to occur automatically upon performing the jump associated with the technique. This is done by holding all of the involved buttons then releasing the shot button.&lt;br /&gt;
&lt;br /&gt;
Below is a demonstration of performing a buffered moonfall to descend down the [[Climb]], which is the location where moonfalling saves the most time:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|qM_gO6GE1hU}}&lt;br /&gt;
&lt;br /&gt;
As the above video shows, because moonfalling removes the cap on Samus's falling speed, Samus can achieve speeds that allow her to pass through entire tiles.&lt;br /&gt;
&lt;br /&gt;
The fall speed can also be stored in certain ways, most notably using [[moondance]].&lt;br /&gt;
&lt;br /&gt;
== Any% Moonfall Times ==&lt;br /&gt;
&lt;br /&gt;
The following is a list of Any% PRKD/KPDR rooms with available moonfall strats. The fall times listed for those strats are shows with and without using a moonfall.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room !! Route !! Regular Fall Time !! Moonfall Time* !! Save&lt;br /&gt;
|-&lt;br /&gt;
|[[Parlor]] || * || 8.10 || 7.50 || 0.20&lt;br /&gt;
|-&lt;br /&gt;
|[[Climb]] || * || 7.40 || 3.45 || 3.55&lt;br /&gt;
|-&lt;br /&gt;
|[[Red Tower] Red Tower Bottom] || KPDR || 6.55 || 6.30 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
|[[West Ocean]] || KPDR || 6.25 || 5.30 || 0.55&lt;br /&gt;
|-&lt;br /&gt;
|[[Caterpillar Room]] || * || 11.15 || 11.00 || 0.15&lt;br /&gt;
|-&lt;br /&gt;
|[[Red Tower]] || * || 11.10 || 9.50 || 1.20&lt;br /&gt;
|-&lt;br /&gt;
|[[Precious Room]] || * || 3.40 || 3.30 || 0.10&lt;br /&gt;
|-&lt;br /&gt;
|[[Crumble Shaft]] || KPDR || 3.00 || 2.30 || 0.30&lt;br /&gt;
|-&lt;br /&gt;
|[[Statues Room]] || * || 48.40 || 48.30 || 0.10&lt;br /&gt;
|-&lt;br /&gt;
|[[Halfie Climb Room]] || PRKD || 2.50 || 2.40 || 0.10&lt;br /&gt;
|-&lt;br /&gt;
|[[Leodox Room]] || * || 16.40 || 15.20 || 1.20&lt;br /&gt;
|-&lt;br /&gt;
|| TOTAL TIMESAVE || PRKD: 6.50 || KPDR: 8.30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*NOTE: All times displayed are an average over multiple attempts, and assume optimal execution of the moonfall listed. A slower setup before the fall will increase the time spent, and may subtract from the timesave for that room.&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Moonwalk&amp;diff=7160</id>
		<title>Moonwalk</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Moonwalk&amp;diff=7160"/>
				<updated>2023-07-17T01:28:43Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Moonwalk''' is a mechanic that allows Samus to walk backwards by holding the shot button and the direction on the directional pad that is opposite of Samus's facing direction.&lt;br /&gt;
&lt;br /&gt;
Moonwalk is disabled by default on every file, and is enabled by accessing the Special Setting Mode located at the bottom of the Option Mode and setting it to &amp;quot;on.&amp;quot; For any given save file and at any point in time, by going back to the title screen (either with a reset, taking the power off and on again, or dying and choosing to go back to the title screen), one can advance to the Special Setting Mode for the save file and toggle the Moonwalk setting from there to continue with the changed Moonwalk setting for the save file. However, changing the Moonwalk setting and exiting the save file instead of continuing in it will not keep the change made to the Moonwalk setting (and the same is true for control setting changes, Icon Cancel setting changes, and language setting changes).&lt;br /&gt;
&lt;br /&gt;
[[File:Moonwalk.gif]]&lt;br /&gt;
&lt;br /&gt;
A moonwalk will not be performed if Samus is already moving (holding an angle button will prevent this, as it will instantly stop her movement), while Samus is crouched, or while Samus is not in an animation where she is breathing (such as pressed against a wall).&lt;br /&gt;
&lt;br /&gt;
When moonwalk is enabled, Samus will be unable to maintain a [[Charge Beam|charge shot]] (i.e. [[Pseudo Screw Attack|pseudo-Screw]]) if she attempts to [[spinjump]] directly backwards from a standstill, as the beam will automatically fire when the spinjump occurs.&lt;br /&gt;
&lt;br /&gt;
Although it may appear that Samus is walking backwards (and thus, facing the direction opposite of where she is moving), the game still treats her as if she is facing the direction she is moving in cases where this movement becomes interrupted, such as being struck by an enemy or moonwalking off of a ledge. In those cases, she will appear to immediately turn around to face the direction she was moving.&lt;br /&gt;
&lt;br /&gt;
When submerged without [[Gravity Suit]], if a moonwalk is performed and then the opposite direction is pressed on an immediate frame after the moonwalk, Samus will walk forward with a starting speed of a half-pixel per frame. This is observable in [https://www.youtube.com/watch?v=EO0J4nQzLWI&amp;amp;t=30m05s Sniq's 13% tool assisted speedrun].&lt;br /&gt;
&lt;br /&gt;
= Moonfall =&lt;br /&gt;
&lt;br /&gt;
'''Moonfall''' is a technique which allows Samus to fall without [[Vertical Speed|a cap on her falling speed]], allowing her to continue building speed until she has landed.&lt;br /&gt;
&lt;br /&gt;
To perform a moonfall:&lt;br /&gt;
&lt;br /&gt;
* Hold an angle button (L or R by default)&lt;br /&gt;
* Initiate a moonwalk&lt;br /&gt;
* Press the jump button (Samus will release the shot, perform a small jump backwards and turn around)&lt;br /&gt;
&lt;br /&gt;
In most cases a spinning moonfall is desired, which also requires:&lt;br /&gt;
&lt;br /&gt;
* During the turnaround animation, right after pressing jump, release the angle button&lt;br /&gt;
&lt;br /&gt;
An indication that a moonfall was performed (before falling speeds are achieved that would make it visibly obvious) is that the turnaround animation will interrupt Samus's fall for the duration of the animation (if spinning, this effect does not occur, which can be used to weave left and right). Additionally, if Samus [[Morphing Ball|morphs]] while in the moonfall state, and lands from the moonfall while morphed, she will not bounce. The moonfall state will be cancelled if Samus morphs and unmorphs in midair.&lt;br /&gt;
&lt;br /&gt;
As is the case with other jump-involved actions, moonfall can be buffered to occur automatically upon performing the jump associated with the technique. This is done by holding all of the involved buttons then releasing the shot button.&lt;br /&gt;
&lt;br /&gt;
Below is a demonstration of performing a buffered moonfall to descend down the [[Climb]], which is the location where moonfalling saves the most time:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|qM_gO6GE1hU}}&lt;br /&gt;
&lt;br /&gt;
As the above video shows, because moonfalling removes the cap on Samus's falling speed, Samus can achieve speeds that allow her to pass through entire tiles.&lt;br /&gt;
&lt;br /&gt;
The fall speed can also be stored in certain ways, most notably using [[moondance]].&lt;br /&gt;
&lt;br /&gt;
== Any% Moonfall Times ==&lt;br /&gt;
&lt;br /&gt;
The following is a list of Any% PRKD/KPDR rooms with available moonfall strats. The fall times listed for those strats are shows with and without using a moonfall.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room !! Route !! Regular Fall Time !! Moonfall Time* !! Save&lt;br /&gt;
|-&lt;br /&gt;
|[[Parlor]] || * || 8.10 || 7.50 || 0.20&lt;br /&gt;
|-&lt;br /&gt;
|[[Climb]] || * || 7.40 || 3.45 || 3.55&lt;br /&gt;
|-&lt;br /&gt;
|[[Red Tower]] || KPDR || 6.55 || 6.30 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
|[[West Ocean]] || KPDR || 6.25 || 5.30 || 0.55&lt;br /&gt;
|-&lt;br /&gt;
|[[Caterpillar Room]] || * || 11.15 || 11.00 || 0.15&lt;br /&gt;
|-&lt;br /&gt;
|[[Red Tower]] || * || 11.10 || 9.50 || 1.20&lt;br /&gt;
|-&lt;br /&gt;
|[[Precious Room]] || * || 3.40 || 3.30 || 0.10&lt;br /&gt;
|-&lt;br /&gt;
|[[Crumble Shaft]] || KPDR || 3.00 || 2.30 || 0.30&lt;br /&gt;
|-&lt;br /&gt;
|[[Statues Room]] || * || 48.40 || 48.30 || 0.10&lt;br /&gt;
|-&lt;br /&gt;
|[[Halfie Climb Room]] || PRKD || 2.50 || 2.40 || 0.10&lt;br /&gt;
|-&lt;br /&gt;
|[[Leodox Room]] || * || 16.40 || 15.20 || 1.20&lt;br /&gt;
|-&lt;br /&gt;
|| TOTAL TIMESAVE || PRKD: 6.50 || KPDR: 8.30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*NOTE: All times displayed are an average over multiple attempts, and assume optimal execution of the moonfall listed. A slower setup before the fall will increase the time spent, and may subtract from the timesave for that room.&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Moonwalk&amp;diff=7159</id>
		<title>Moonwalk</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Moonwalk&amp;diff=7159"/>
				<updated>2023-07-17T01:21:49Z</updated>
		
		<summary type="html">&lt;p&gt;AnotherFastSamus: /* Moonfall Times */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Moonwalk''' is a mechanic that allows Samus to walk backwards by holding the shot button and the direction on the directional pad that is opposite of Samus's facing direction.&lt;br /&gt;
&lt;br /&gt;
Moonwalk is disabled by default on every file, and is enabled by accessing the Special Setting Mode located at the bottom of the Option Mode and setting it to &amp;quot;on.&amp;quot; For any given save file and at any point in time, by going back to the title screen (either with a reset, taking the power off and on again, or dying and choosing to go back to the title screen), one can advance to the Special Setting Mode for the save file and toggle the Moonwalk setting from there to continue with the changed Moonwalk setting for the save file. However, changing the Moonwalk setting and exiting the save file instead of continuing in it will not keep the change made to the Moonwalk setting (and the same is true for control setting changes, Icon Cancel setting changes, and language setting changes).&lt;br /&gt;
&lt;br /&gt;
[[File:Moonwalk.gif]]&lt;br /&gt;
&lt;br /&gt;
A moonwalk will not be performed if Samus is already moving (holding an angle button will prevent this, as it will instantly stop her movement), while Samus is crouched, or while Samus is not in an animation where she is breathing (such as pressed against a wall).&lt;br /&gt;
&lt;br /&gt;
When moonwalk is enabled, Samus will be unable to maintain a [[Charge Beam|charge shot]] (i.e. [[Pseudo Screw Attack|pseudo-Screw]]) if she attempts to [[spinjump]] directly backwards from a standstill, as the beam will automatically fire when the spinjump occurs.&lt;br /&gt;
&lt;br /&gt;
Although it may appear that Samus is walking backwards (and thus, facing the direction opposite of where she is moving), the game still treats her as if she is facing the direction she is moving in cases where this movement becomes interrupted, such as being struck by an enemy or moonwalking off of a ledge. In those cases, she will appear to immediately turn around to face the direction she was moving.&lt;br /&gt;
&lt;br /&gt;
When submerged without [[Gravity Suit]], if a moonwalk is performed and then the opposite direction is pressed on an immediate frame after the moonwalk, Samus will walk forward with a starting speed of a half-pixel per frame. This is observable in [https://www.youtube.com/watch?v=EO0J4nQzLWI&amp;amp;t=30m05s Sniq's 13% tool assisted speedrun].&lt;br /&gt;
&lt;br /&gt;
== Moonfall ==&lt;br /&gt;
&lt;br /&gt;
'''Moonfall''' is a technique which allows Samus to fall without [[Vertical Speed|a cap on her falling speed]], allowing her to continue building speed until she has landed.&lt;br /&gt;
&lt;br /&gt;
To perform a moonfall:&lt;br /&gt;
&lt;br /&gt;
* Hold an angle button (L or R by default)&lt;br /&gt;
* Initiate a moonwalk&lt;br /&gt;
* Press the jump button (Samus will release the shot, perform a small jump backwards and turn around)&lt;br /&gt;
&lt;br /&gt;
In most cases a spinning moonfall is desired, which also requires:&lt;br /&gt;
&lt;br /&gt;
* During the turnaround animation, right after pressing jump, release the angle button&lt;br /&gt;
&lt;br /&gt;
An indication that a moonfall was performed (before falling speeds are achieved that would make it visibly obvious) is that the turnaround animation will interrupt Samus's fall for the duration of the animation (if spinning, this effect does not occur, which can be used to weave left and right). Additionally, if Samus [[Morphing Ball|morphs]] while in the moonfall state, and lands from the moonfall while morphed, she will not bounce. The moonfall state will be cancelled if Samus morphs and unmorphs in midair.&lt;br /&gt;
&lt;br /&gt;
As is the case with other jump-involved actions, moonfall can be buffered to occur automatically upon performing the jump associated with the technique. This is done by holding all of the involved buttons then releasing the shot button.&lt;br /&gt;
&lt;br /&gt;
Below is a demonstration of performing a buffered moonfall to descend down the [[Climb]], which is the location where moonfalling saves the most time:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|qM_gO6GE1hU}}&lt;br /&gt;
&lt;br /&gt;
As the above video shows, because moonfalling removes the cap on Samus's falling speed, Samus can achieve speeds that allow her to pass through entire tiles.&lt;br /&gt;
&lt;br /&gt;
The fall speed can also be stored in certain ways, most notably using [[moondance]].&lt;br /&gt;
&lt;br /&gt;
=== Any% Moonfall Times ===&lt;br /&gt;
&lt;br /&gt;
The following is a list of Any% PRKD/KPDR rooms with available moonfall strats. The fall times listed for those strats are shows with and without using a moonfall.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room !! Route !! Regular Fall Time !! Moonfall Time* !! Save&lt;br /&gt;
|-&lt;br /&gt;
|[[Parlor]] || * || 8.10 || 7.50 || 0.20&lt;br /&gt;
|-&lt;br /&gt;
|[[Climb]] || * || 7.40 || 3.45 || 3.55&lt;br /&gt;
|-&lt;br /&gt;
|[[Red Tower]] || KPDR || 6.55 || 6.30 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
|[[West Ocean]] || KPDR || 6.25 || 5.30 || 0.55&lt;br /&gt;
|-&lt;br /&gt;
|[[Caterpillar Room]] || * || 11.15 || 11.00 || 0.15&lt;br /&gt;
|-&lt;br /&gt;
|[[Red Tower]] || * || 11.10 || 9.50 || 1.20&lt;br /&gt;
|-&lt;br /&gt;
|[[Precious Room]] || * || 3.40 || 3.30 || 0.10&lt;br /&gt;
|-&lt;br /&gt;
|[[Crumble Shaft]] || KPDR || 3.00 || 2.30 || 0.30&lt;br /&gt;
|-&lt;br /&gt;
|[[Statues Room]] || * || 48.40 || 48.30 || 0.10&lt;br /&gt;
|-&lt;br /&gt;
|[[Halfie Climb Room]] || PRKD || 2.50 || 2.40 || 0.10&lt;br /&gt;
|-&lt;br /&gt;
|[[Leodox Room]] || * || 16.40 || 15.20 || 1.20&lt;br /&gt;
|-&lt;br /&gt;
|| TOTAL TIMESAVE || PRKD: 6.50 || KPDR: 8.30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*NOTE: All times displayed are an average over multiple attempts, and assume optimal execution of the moonfall listed. A slower setup before the fall will increase the time spent, and may subtract from the timesave for that room.&lt;/div&gt;</summary>
		<author><name>AnotherFastSamus</name></author>	</entry>

	</feed>