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		<id>https://wiki.supermetroid.run/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kingofthehill476</id>
		<title>A complete guide to Super Metroid speedrunning - User contributions [en]</title>
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		<updated>2026-04-26T17:42:34Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=13%25_xCharge&amp;diff=9979</id>
		<title>13% xCharge</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=13%25_xCharge&amp;diff=9979"/>
				<updated>2026-04-14T16:41:39Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Full Category]]{{Category&lt;br /&gt;
|catname=13% xcharge&lt;br /&gt;
|cattype=Full Category&lt;br /&gt;
|rtwr=1:48:13&lt;br /&gt;
|gtwr=1:18&lt;br /&gt;
|wrholder=Kingofthehill476&lt;br /&gt;
|wrlink=https://www.youtube.com/watch?v=4J0ZhaEMQ-w&lt;br /&gt;
|wrtext=Youtube Video&lt;br /&gt;
|percentage=13%&lt;br /&gt;
|items=[[X-Ray Scope]]&lt;br /&gt;
|minibosses=[[Bomb Torizo]], [[Botwoon]]&lt;br /&gt;
|bossorder=KPDR&lt;br /&gt;
|xrayclimb=Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[13%]] is the lowest amount of items in which a human can beat the game via defeating all major bosses without using major glitches, but while utilizing [[L+R Walljumping]]. 13% xCharge was the first 13% category ever completed, and it's the only in-bounds [[13%]] category that has been completed RTA that doesn't require ammo underflow at Draygon.  A total of 13 items are picked up during the entire run.&lt;br /&gt;
&lt;br /&gt;
==Prerequisites==&lt;br /&gt;
To finish this run, you need to know how to:&lt;br /&gt;
*[[Mockball]]&lt;br /&gt;
*Infinite [[Bomb Jump|bomb jump]]&lt;br /&gt;
*[[X-Mode#Jesuswalk|Jesuswalk]]&lt;br /&gt;
*[[R-Mode]] pre-Botwoon clip&lt;br /&gt;
*Navigate Maridia without [[Gravity Suit]], [[Hi-Jump Boots]], or [[Ice Beam]]&lt;br /&gt;
*[[Lava Dive Room|Lava dive]] without [[Gravity Suit]] or [[Hi-Jump Boots]] ([[G-Mode]] entry of Lower Norfair can be done instead)&lt;br /&gt;
*[[X-Ray Climb|X-Ray climb]]&lt;br /&gt;
*[[L+R Walljumping|L+R underwater walljump up Halfie Climb Room without Hi-Jump Boots]]&lt;br /&gt;
*[[10 Missile Zebetite Kill|Destroy Zebetites while only using 10 missiles]]	&lt;br /&gt;
&lt;br /&gt;
==Collected Items==&lt;br /&gt;
[[Image:morphball.png]] [[Image:bombs.png]] [[Image:charge.png]] [[Image:xray.png]] [[Image:varia.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:reserver.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]]&lt;br /&gt;
*[[Morphing Ball]]&lt;br /&gt;
*[[Bomb|Bombs]]&lt;br /&gt;
*[[Charge Beam]] (for bosses)&lt;br /&gt;
*[[X-Ray Scope]] (for Maridia traversal)&lt;br /&gt;
*[[Varia Suit]] (to survive [[Mother_Brain#MB2|MB2's]] rainbow beam)&lt;br /&gt;
*2 [[Energy Tank|Energy Tanks]] (to survive MB2's rainbow beam)&lt;br /&gt;
*1 [[Reserve Tank]] (for use of X-Ray Scope glitches and to survive MB2's rainbow beam)&lt;br /&gt;
*2 [[Missile]] Packs ([[List of Missiles#Brinstar 1|Awakening]] and [[List of Missiles#Crateria 2|Moat]]) (to open red doors and defeat [[Mother_Brain#MB1|MB1]])&lt;br /&gt;
*2 [[Super Missile]] Packs ([[List of Super Missiles#Brinstar 2|Early]] and [[List of Super Missiles#Wrecked Ship 1|Wrecked Ship (Left)]]) (to open green doors and defeat MB1)&lt;br /&gt;
*1 [[Power Bomb]] Pack ([[List of Power Bombs#Brinstar 1|Red Brinstar Elevator (Lower)]]) (to open orange doors)&lt;br /&gt;
&lt;br /&gt;
== Discussion of Route ==&lt;br /&gt;
&lt;br /&gt;
This category is too new to have a well-defined route. Here are some brief notes.&lt;br /&gt;
&lt;br /&gt;
The former preferred method for killing the Zebetites requires taking damage from a Rinka every missile. This requires 220 energy. Reserve health could be used, but this currently suggests collecting 2+1 Energy+Reserve tanks. The new preferred method only requires taking two hits from rinkas total (40 damage), so this would be compatible with 1+2 Energy+Reserve tanks.&lt;br /&gt;
&lt;br /&gt;
The R-mode clip to Botwoon requires having more Reserve Tanks than Energy Tanks. With 2+1 Tanks, this means having 0+1 Tanks at this point in time. Thus, the Terminator Energy Tank should be skipped and the Brinstar Reserve Tank should be collected.&lt;br /&gt;
&lt;br /&gt;
In order to escape from Draygon, you can either backdoor Wrecked Ship or exit via the sand halls. If the former option is chosen, then the Moat Missile need not be collected. It would also mean Spore Spawn Supers should be taken instead so that both Super Packs are available before Draygon. If the latter option is chosen, then the [[Evir]] dboost in [[West Sand Hall]] as done in [[12%]] is required.&lt;br /&gt;
&lt;br /&gt;
Given the restriction on Tanks for Botwoon, it would be considerably easier to fight Ridley after handling Draygon.&lt;br /&gt;
&lt;br /&gt;
Kraid needs to be handled before Ridley. Varia Suit is helpful for Maridia, but is not strictly required. However, it would be unrealistic to do Maridia without varia with 0+1 tanks. Not only would the spikes in colosseum be a concern, but the crab required for Jesuswalk would deal more than 100 damage without varia. Thus, Kraid should be fought before Draygon. &lt;br /&gt;
&lt;br /&gt;
This gives the following possible general routes:&lt;br /&gt;
&lt;br /&gt;
*KDPR:  Moat Missile is skipped.&lt;br /&gt;
*PDKR:  Moat Missile is taken, X-Ray is collected and then Red Tower is climbed again, and escape from Draygon is done out the bottom. This would also be the suggested route if you wanted to skip G-moding into Maridia by going through Forgotten Highway:  Then, X-Ray should be collected before going to Phantoon.&lt;br /&gt;
*DKRP:  Same as PDKR, but horizontal bomb jump over Moat Missile.&lt;br /&gt;
*KPDR (current WR route):  Same as PDKR, but Varia is taken to help with Phantoon and Maridia. Also in the G-mode-less route, this would be the same as PDKR but collecting Varia for safety.&lt;br /&gt;
*PKDR:  Same as PDKR, but Varia is taken to help with Maridia. This may potentially be faster than KPDR, but not by a ton since both have to do some backtracking before Maridia.&lt;br /&gt;
*KRDP:  This route is more viable if 1+2 Energy+Reserve Tanks are preferred. Norfair Reserve is collected as the second Reserve Tank. Varia and X-Ray are collected, everything is taken care of down, and then Red Tower is climbed to G-mode into Maridia.&lt;br /&gt;
&lt;br /&gt;
The fastest route is most likely to be either KPDR, PKDR, or KRDP.&lt;br /&gt;
&lt;br /&gt;
== PAL vs NTSC ==&lt;br /&gt;
&lt;br /&gt;
On the PAL version, jump height while underwater is higher. This allows climbing up the left side of Mt. Everest to set up Jesuswalk without using any underwater walljumps.&lt;br /&gt;
&lt;br /&gt;
On NTSC, it is not so simple. Instead, a harder version of L+R Walljumping must be used to get up to the door. Thus, NTSC is much harder due to this one room.&lt;br /&gt;
&lt;br /&gt;
Additionally, Jesuswalk and 10 missile zebetite kill were originally easier to normalize on PAL, but consistent setups have since been found for both on NTSC.&lt;br /&gt;
&lt;br /&gt;
The first known streamed or single-segment completions of this category have been on the PAL version, but the current WR uses NTSC.&lt;br /&gt;
&lt;br /&gt;
A segmented &amp;quot;proof of concept&amp;quot; RTA completion was done on NTSC, minimizing the use of L+R. This was technically the first completion of this category. This can be found [https://vimeo.com/showcase/8997023 here].&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[https://www.twitch.tv/videos/2666984089 Jesuswalk tutorial]&lt;br /&gt;
*[https://youtu.be/yw9E4xyOgNc PAL Jesuswalk setup]&lt;br /&gt;
*[https://www.twitch.tv/videos/2661631766 West Sand Hall evir projectile boost tutorial]&lt;br /&gt;
*[https://www.youtube.com/watch?v=UgRXg2eio0A&amp;amp;list=PLPBDrgeZOI--wGEigQaw_l9MmtszTDgAG&amp;amp;index=3 Reverse Colosseum strats]&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=13%25_xCharge&amp;diff=9978</id>
		<title>13% xCharge</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=13%25_xCharge&amp;diff=9978"/>
				<updated>2026-04-14T16:41:14Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Full Category]]{{Category&lt;br /&gt;
|catname=13% xcharge&lt;br /&gt;
|cattype=Full Category&lt;br /&gt;
|rtwr=1:48:13&lt;br /&gt;
|gtwr=1:18&lt;br /&gt;
|wrholder=Kingofthehill476&lt;br /&gt;
|wrlink=https://www.youtube.com/watch?v=4J0ZhaEMQ-w&lt;br /&gt;
|wrtext=Youtube Video&lt;br /&gt;
|percentage=13%&lt;br /&gt;
|items=[[X-Ray Scope]]&lt;br /&gt;
|minibosses=[[Bomb Torizo]], [[Botwoon]]&lt;br /&gt;
|bossorder=KPDR&lt;br /&gt;
|xrayclimb=Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[13%]] is the lowest amount of items in which a human can beat the game via defeating all major bosses without using major glitches, but while utilizing [[L+R Walljumping]]. 13% xCharge is the first 13% category ever completed, and it's the only in-bounds [[13%]] category that has been completed RTA that doesn't require ammo underflow at Draygon.  A total of 13 items are picked up during the entire run.&lt;br /&gt;
&lt;br /&gt;
==Prerequisites==&lt;br /&gt;
To finish this run, you need to know how to:&lt;br /&gt;
*[[Mockball]]&lt;br /&gt;
*Infinite [[Bomb Jump|bomb jump]]&lt;br /&gt;
*[[X-Mode#Jesuswalk|Jesuswalk]]&lt;br /&gt;
*[[R-Mode]] pre-Botwoon clip&lt;br /&gt;
*Navigate Maridia without [[Gravity Suit]], [[Hi-Jump Boots]], or [[Ice Beam]]&lt;br /&gt;
*[[Lava Dive Room|Lava dive]] without [[Gravity Suit]] or [[Hi-Jump Boots]] ([[G-Mode]] entry of Lower Norfair can be done instead)&lt;br /&gt;
*[[X-Ray Climb|X-Ray climb]]&lt;br /&gt;
*[[L+R Walljumping|L+R underwater walljump up Halfie Climb Room without Hi-Jump Boots]]&lt;br /&gt;
*[[10 Missile Zebetite Kill|Destroy Zebetites while only using 10 missiles]]	&lt;br /&gt;
&lt;br /&gt;
==Collected Items==&lt;br /&gt;
[[Image:morphball.png]] [[Image:bombs.png]] [[Image:charge.png]] [[Image:xray.png]] [[Image:varia.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:reserver.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]]&lt;br /&gt;
*[[Morphing Ball]]&lt;br /&gt;
*[[Bomb|Bombs]]&lt;br /&gt;
*[[Charge Beam]] (for bosses)&lt;br /&gt;
*[[X-Ray Scope]] (for Maridia traversal)&lt;br /&gt;
*[[Varia Suit]] (to survive [[Mother_Brain#MB2|MB2's]] rainbow beam)&lt;br /&gt;
*2 [[Energy Tank|Energy Tanks]] (to survive MB2's rainbow beam)&lt;br /&gt;
*1 [[Reserve Tank]] (for use of X-Ray Scope glitches and to survive MB2's rainbow beam)&lt;br /&gt;
*2 [[Missile]] Packs ([[List of Missiles#Brinstar 1|Awakening]] and [[List of Missiles#Crateria 2|Moat]]) (to open red doors and defeat [[Mother_Brain#MB1|MB1]])&lt;br /&gt;
*2 [[Super Missile]] Packs ([[List of Super Missiles#Brinstar 2|Early]] and [[List of Super Missiles#Wrecked Ship 1|Wrecked Ship (Left)]]) (to open green doors and defeat MB1)&lt;br /&gt;
*1 [[Power Bomb]] Pack ([[List of Power Bombs#Brinstar 1|Red Brinstar Elevator (Lower)]]) (to open orange doors)&lt;br /&gt;
&lt;br /&gt;
== Discussion of Route ==&lt;br /&gt;
&lt;br /&gt;
This category is too new to have a well-defined route. Here are some brief notes.&lt;br /&gt;
&lt;br /&gt;
The former preferred method for killing the Zebetites requires taking damage from a Rinka every missile. This requires 220 energy. Reserve health could be used, but this currently suggests collecting 2+1 Energy+Reserve tanks. The new preferred method only requires taking two hits from rinkas total (40 damage), so this would be compatible with 1+2 Energy+Reserve tanks.&lt;br /&gt;
&lt;br /&gt;
The R-mode clip to Botwoon requires having more Reserve Tanks than Energy Tanks. With 2+1 Tanks, this means having 0+1 Tanks at this point in time. Thus, the Terminator Energy Tank should be skipped and the Brinstar Reserve Tank should be collected.&lt;br /&gt;
&lt;br /&gt;
In order to escape from Draygon, you can either backdoor Wrecked Ship or exit via the sand halls. If the former option is chosen, then the Moat Missile need not be collected. It would also mean Spore Spawn Supers should be taken instead so that both Super Packs are available before Draygon. If the latter option is chosen, then the [[Evir]] dboost in [[West Sand Hall]] as done in [[12%]] is required.&lt;br /&gt;
&lt;br /&gt;
Given the restriction on Tanks for Botwoon, it would be considerably easier to fight Ridley after handling Draygon.&lt;br /&gt;
&lt;br /&gt;
Kraid needs to be handled before Ridley. Varia Suit is helpful for Maridia, but is not strictly required. However, it would be unrealistic to do Maridia without varia with 0+1 tanks. Not only would the spikes in colosseum be a concern, but the crab required for Jesuswalk would deal more than 100 damage without varia. Thus, Kraid should be fought before Draygon. &lt;br /&gt;
&lt;br /&gt;
This gives the following possible general routes:&lt;br /&gt;
&lt;br /&gt;
*KDPR:  Moat Missile is skipped.&lt;br /&gt;
*PDKR:  Moat Missile is taken, X-Ray is collected and then Red Tower is climbed again, and escape from Draygon is done out the bottom. This would also be the suggested route if you wanted to skip G-moding into Maridia by going through Forgotten Highway:  Then, X-Ray should be collected before going to Phantoon.&lt;br /&gt;
*DKRP:  Same as PDKR, but horizontal bomb jump over Moat Missile.&lt;br /&gt;
*KPDR (current WR route):  Same as PDKR, but Varia is taken to help with Phantoon and Maridia. Also in the G-mode-less route, this would be the same as PDKR but collecting Varia for safety.&lt;br /&gt;
*PKDR:  Same as PDKR, but Varia is taken to help with Maridia. This may potentially be faster than KPDR, but not by a ton since both have to do some backtracking before Maridia.&lt;br /&gt;
*KRDP:  This route is more viable if 1+2 Energy+Reserve Tanks are preferred. Norfair Reserve is collected as the second Reserve Tank. Varia and X-Ray are collected, everything is taken care of down, and then Red Tower is climbed to G-mode into Maridia.&lt;br /&gt;
&lt;br /&gt;
The fastest route is most likely to be either KPDR, PKDR, or KRDP.&lt;br /&gt;
&lt;br /&gt;
== PAL vs NTSC ==&lt;br /&gt;
&lt;br /&gt;
On the PAL version, jump height while underwater is higher. This allows climbing up the left side of Mt. Everest to set up Jesuswalk without using any underwater walljumps.&lt;br /&gt;
&lt;br /&gt;
On NTSC, it is not so simple. Instead, a harder version of L+R Walljumping must be used to get up to the door. Thus, NTSC is much harder due to this one room.&lt;br /&gt;
&lt;br /&gt;
Additionally, Jesuswalk and 10 missile zebetite kill were originally easier to normalize on PAL, but consistent setups have since been found for both on NTSC.&lt;br /&gt;
&lt;br /&gt;
The first known streamed or single-segment completions of this category have been on the PAL version, but the current WR uses NTSC.&lt;br /&gt;
&lt;br /&gt;
A segmented &amp;quot;proof of concept&amp;quot; RTA completion was done on NTSC, minimizing the use of L+R. This was technically the first completion of this category. This can be found [https://vimeo.com/showcase/8997023 here].&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[https://www.twitch.tv/videos/2666984089 Jesuswalk tutorial]&lt;br /&gt;
*[https://youtu.be/yw9E4xyOgNc PAL Jesuswalk setup]&lt;br /&gt;
*[https://www.twitch.tv/videos/2661631766 West Sand Hall evir projectile boost tutorial]&lt;br /&gt;
*[https://www.youtube.com/watch?v=UgRXg2eio0A&amp;amp;list=PLPBDrgeZOI--wGEigQaw_l9MmtszTDgAG&amp;amp;index=3 Reverse Colosseum strats]&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9952</id>
		<title>King's Low% Difficulty Tier List</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9952"/>
				<updated>2026-04-04T23:19:21Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: /* A Tier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I got bored, so now I'm ranking every low% category in terms of difficulty including ones that haven't been completed. This will include every category of 14%, 13%, 12% (will exclude most theoretical categories since they're basically the same as 13%s except without bombs), 11%, 4%, and 0%. Anything with brackets [ ] means it hasn't been completed RTA. Also, accounting for use of L+R walljumping is tricky because it can significantly alter the difficulty ranking. For example, 13% PbPb would be lower difficulty than 11% glitched if L+R is used. I didn't really rank the difficulty of walljumps no L+R in 14% GrappleChargeless. I also ignored UWJ no L+R in 14% xSpring and xGrapple because they're optional for getting out of G4 if you don't wanna grind for metroid pb drops.&lt;br /&gt;
&lt;br /&gt;
*Note, 13% PbPb, 13% xPb, and 13% IcePb are the only completed categories (to the best of my knowledge) that I'd put in S tier difficulty. GCC's puzzles are likely not higher than C tier. Kona challenge is B tier. Blindfolded is A tier. S tier runs are TAS-only runs becoming a reality RTA.&lt;br /&gt;
&lt;br /&gt;
=Difficulty Tier List=&lt;br /&gt;
All categories are listed in order of decreasing difficulty from top to bottom even within each tier&lt;br /&gt;
==ABSOLUTE UNTOUCHABLE GOD TIER==&lt;br /&gt;
[13% Speed TAS]&lt;br /&gt;
*Underwater walljumps (UWJ) no L+R, 3f-perfect everest slopespark + [https://www.youtube.com/watch?v=NXyeST9MWKc a maybe multi frame perfect double knockback from a puyo] to generate slopespark on flat ground to avoid L+R, colosseum shortcharge isn't even known to be humanly possible. This might be as hard as getting the everest slopespark twice in a row. For a bit of context, bobbob (the only person to ever execute this slopespark in a run) told me his success rate was 1 in 20. So 1/20*1/20 = 1 in 400 chance of bob completing this category. Not counting the colosseum shortcharge, which isn't known to be humanly possible yet&lt;br /&gt;
[12% WaveIceGrapple]&lt;br /&gt;
*I know little about this other than the fact that it's pretty much TAS only. Wave, ice, and grapple replace the 3 tanks. Something about freezing a Rinka into a right wall to trigger MB phase 2 (probably a frame-perfect shot) and then x-ray climbing up into the ceiling to kill her from above. Something about collecting a Varia suit with grapple (which would be very precise OoB positioning) in order to put yourself back in bounds in the middle of the room before rainbow beam goes off. This would then allow you to pause abuse until the baby starts filling up your health again (several frame-perfect pauses). It's possible that wave could be dropped&lt;br /&gt;
&lt;br /&gt;
==S+ Tier==&lt;br /&gt;
[13% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb underflow. A combination of the things that make 13% PbPb and 13% IcePb so hard&lt;br /&gt;
[14% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb flashsuit @ Draygon. Only slightly easier than the 13% SpeedPb&lt;br /&gt;
[[13% PbPb]] (Particularly without L+R)&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, underflow. This is the hardest category ever humanly completed&lt;br /&gt;
[14% xSpeed] (if the really bs way to do it no L+R is done)&lt;br /&gt;
*Bluesuit -&amp;gt; gmode maridia entry -&amp;gt; rmode conversion to yellowsuit (frame perfect) -&amp;gt; first try Jesuswalk (much more precise than normal b/c of having a sparksuit) -&amp;gt; superjump bluesuit conversion. Left side UWJ no L+R is required on NTSC. On PAL, this would probably be at the top of A tier or the bottom of S tier. Tbh this category is basically a somewhat nerfed 13% speed TAS if done on NTSC. It's bad and hard&lt;br /&gt;
&lt;br /&gt;
==S Tier==&lt;br /&gt;
[11% Pb] (Theoretical glitched category to supersede 12%)&lt;br /&gt;
*Gravityless door skips (very hard), complex OoB navigation, 10pb underflow, [https://www.youtube.com/watch?v=YM7bfZWmZhQ a weird maybe multi frame perfect strat to get back to the save station] b/c of not having bombs or ice&lt;br /&gt;
[14% GrapplePb]&lt;br /&gt;
*UWJ no L+R, Botwoon cf clip and use charge for Botwoon fight, 10pb flashsuit @ Draygon&lt;br /&gt;
[[13% xPb]]&lt;br /&gt;
*Jesuswalk, 10pb bluesuit generation (very precise rmode setup), 10pb underflow. This is the hardest category that I myself have ever completed in this entire game&lt;br /&gt;
[[13% IcePb]]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJB, 10pb underflow (this strat doesn't mess around, it was talked about for years and thought to be basically impossible for humans)&lt;br /&gt;
[14% IcePb]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJC, 10pb flashsuit @ Draygon&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
[[14% Grapplebooster]]&lt;br /&gt;
*Without L+R, requires UWJ, grapple-bomb-jump-jumps, slopespark using a door, and spikesuit in colosseum using a weird glitch with grapple and bombs. With L+R and turbo (like I did cuz I was lazy), this would be towards the top of B tier&lt;br /&gt;
[[14% xSpring]]&lt;br /&gt;
*Jesuswalk Mt. Everest and West Sand Hall, need to do a weird double springball jump using bombs to get out of springball room (terrible), gmode or bomb jump in sand falls in east sand hallway, need to do a weird double springball jump using a bomb and reserves draining to get past halfie room (not the worst thing ever), probably a double springball jump with bombs again to get out of tourian to refill pbs, 10 missile zebs&lt;br /&gt;
[[14% SuperChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, Botwoon hallway cf clip then farm mocktroids and puyos for a 3% to get enough ammo to fight Botwoon without missing any ammo, underflow (harder on PAL). This is the hardest 14% that I myself have ever done&lt;br /&gt;
[[14% Gravboots]]&lt;br /&gt;
*Probably easier than some others on this list, but it requires a trick that might be 3f perfect and not much is known about this, 10 missile zebs. If more were known about this trick and how the timing works, it would likely be lower down on this list&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
[[14% Pb-Pb]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, multiple elevator cf suits (including one to carry all the way to zebs for zeb skip), botwoon cf clip&lt;br /&gt;
[[14% GrappleChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, elevator cf suit, underflow (harder on PAL), tbh I'm ignoring the difficulty of UWJ if no L+R is used, which would make this category even harder (likely A tier).&lt;br /&gt;
[[13% xCharge]] (Low% L+R on the board)&lt;br /&gt;
*Jesuswalk, 10 missile zebs, optional evir particle dboost, similar in difficulty to 12% but I might say this is technically slightly harder&lt;br /&gt;
[[12%]] xCharge (Standard 12% on the main board)&lt;br /&gt;
*Complex OoB navigation, evir particle dboost in West Sand Hall, xray zeb skip, maybe technically slightly easier than 13% xCharge but this is more of a pain due to OoB shenanigans&lt;br /&gt;
[[14% xPb]]&lt;br /&gt;
*10pb bluesuit generation using rmode in at least 2 instances (the one before Botwoon to avoid L+R is a very precise setup). An optional 3rd could be carried all the way to tourian for zeb skip. If not, then 10 missile zebs is required&lt;br /&gt;
[[14% xChargeless]]&lt;br /&gt;
*Underflow, rmode botwoon hallway clip, maridia navigation no ice, gravity, or hi jump, evir particle dboost in West Sand Hall leaving Maridia&lt;br /&gt;
[[14% xAmmo]]&lt;br /&gt;
*Jesuswalk, Maridia no ice, gravity, or hi jump. Dumb worthless obsolete category :)&lt;br /&gt;
[[14% xSpeed]] (with L+R as previous runs have done)&lt;br /&gt;
*Rmode botwoon clip, colosseum on the way out is tough (not unique to this category), evir particle dboost in West Sand Hall leaving Maridia (if left by going down) or horizontal infinite bomb jump (diagonal bomb jumps) in cac alley (if going through forgotten highway)&lt;br /&gt;
[[14% xGrapple]]&lt;br /&gt;
*10 missile zebs, UWJ no L+R out of G4 or grind for metroid pb drops&lt;br /&gt;
[[14% xBoots]]&lt;br /&gt;
*Halfie room and colosseum no L+R, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
[[14% Chargelice]]&lt;br /&gt;
*Underflow, Main St. + Mt. Everest with ice and no hi jump, maridia with no gravity or hi jump&lt;br /&gt;
[[14% Iceboost]]&lt;br /&gt;
*Varia blue + navigate all of maridia up to post-dray save in one go&lt;br /&gt;
[[0%]]&lt;br /&gt;
*I forgor, but it wasn't terrible, I promise! There is some complex OoB navigation including a segment that's helpful to have a metronome for, but I didn't think it was as complex as 12%. It also requires off-screen bomb jumps. This is tougher to rank in difficulty than other categories and many may find it easier to complete than this rank suggests.&lt;br /&gt;
[[14% Speedboots]]&lt;br /&gt;
*Slopespark to get through botwoon hallway, halfie room and colosseum no L+R, which are actually kinda tricky. Longer segments of UWJ with hi-jump without L+R are required&lt;br /&gt;
12% GravCharge&lt;br /&gt;
*Botwoon hallway OoB entry (not quite figured out yet), 10 missile zebs&lt;br /&gt;
[[14% GravPb]]&lt;br /&gt;
*Botwoon hallway cf clip with 10 pbs, 10 missile zebs&lt;br /&gt;
[[14% xGravity]]&lt;br /&gt;
*Rmode botwoon clip, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
[[14% xIce]]&lt;br /&gt;
*Mt. Everest ice and no hi jump, hj-less lava dive (or gmode into LN), suitless Draygon fight&lt;br /&gt;
[[14% Chargeless]]&lt;br /&gt;
*Elevator cf suit (double frame perfect), botwoon w/o charge (3 supers + 1 missile or 10 missiles extra), underflow (frame perfect). Trust me, this is harder than low% ice and it doesn't matter that ridley and mb are free. This is coming from someone who has somewhat optimized both categories and as someone who tried to learn this back in 2017 cuz I couldn't do the boss fights and I was much further away from figuring out chargeless. However, it's probably easier to learn now than it was back then due to improvements in the practice hack&lt;br /&gt;
[[14% Iceboots]]&lt;br /&gt;
*Main St. and Mt. Everest with ice and hi jump, suitless Draygon fight (easier on PAL), UWJ no L+R (easy) to get out of precious room&lt;br /&gt;
[[14% Speed]]&lt;br /&gt;
*Just Ridley and MB but slightly longer than ice. &amp;quot;The true low% category&amp;quot; -Dessyreqt&lt;br /&gt;
[[14% Ice]]&lt;br /&gt;
*Just Ridley and MB. The best and funnest low% category according to me!&lt;br /&gt;
[[4%]]&lt;br /&gt;
*Basically a few doorskips and xray hall and that's it. Not super complicated OoB movement&lt;br /&gt;
&lt;br /&gt;
=Fun Tier List=&lt;br /&gt;
==S Tier==&lt;br /&gt;
14% Ice and 14% Speed&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
14% Iceboots, 14% Chargeless, 14% X-Ice, 0%, and 14% Icebooster&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
4%, 14% xGravity, 12% GravCharge, 14% Speedboots, and 14% Chargelice&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
14% xSpeed (with L+R as previous runs have done), 14% xChargeless, and 13% xCharge (I'm a bit biased with this one)&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
14% GravPb, 14% xBoots, 14% xGrapple, 14% xPb, 12% xCharge, and 14% GravBoots&lt;br /&gt;
&lt;br /&gt;
==F Tier==&lt;br /&gt;
14% xAmmo, 14% GrappleChargeless, 14% PbPb, 14% SuperChargeless, 14% xSpring, 14% GrappleBooster, [14% IcePb], 13% IcePb, 13% xPb, [14% GrapplePb], [11% Pb], 14% xSpeed (no L+R), 13% PbPb, [14% SpeedPb], and [13% SpeedPb]&lt;br /&gt;
&lt;br /&gt;
==FFFFFFFFF Tier==&lt;br /&gt;
[12% WaveIceGrapple], [13% Speed TAS]&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9944</id>
		<title>King's Low% Difficulty Tier List</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9944"/>
				<updated>2026-04-02T06:36:26Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: /* S Tier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I got bored, so now I'm ranking every low% category in terms of difficulty including ones that haven't been completed. This will include every category of 14%, 13%, 12% (will exclude most theoretical categories since they're basically the same as 13%s except without bombs), 11%, 4%, and 0%. Anything with brackets [ ] means it hasn't been completed RTA. Also, accounting for use of L+R walljumping is tricky because it can significantly alter the difficulty ranking. For example, 13% PbPb would be lower difficulty than 11% glitched if L+R is used. I didn't really rank the difficulty of walljumps no L+R in 14% GrappleChargeless. I also ignored UWJ no L+R in 14% xSpring and xGrapple because they're optional for getting out of G4 if you don't wanna grind for metroid pb drops.&lt;br /&gt;
&lt;br /&gt;
*Note, 13% PbPb, 13% xPb, and 13% IcePb are the only completed categories (to the best of my knowledge) that I'd put in S tier difficulty. GCC's puzzles are likely not higher than C tier. Kona challenge is B tier. Blindfolded is A tier. S tier runs are TAS-only runs becoming a reality RTA.&lt;br /&gt;
&lt;br /&gt;
=Difficulty Tier List=&lt;br /&gt;
All categories are listed in order of decreasing difficulty from top to bottom even within each tier&lt;br /&gt;
==ABSOLUTE UNTOUCHABLE GOD TIER==&lt;br /&gt;
[13% Speed TAS]&lt;br /&gt;
*Underwater walljumps (UWJ) no L+R, 3f-perfect everest slopespark + [https://www.youtube.com/watch?v=NXyeST9MWKc a maybe multi frame perfect double knockback from a puyo] to generate slopespark on flat ground to avoid L+R, colosseum shortcharge isn't even known to be humanly possible. This might be as hard as getting the everest slopespark twice in a row. For a bit of context, bobbob (the only person to ever execute this slopespark in a run) told me his success rate was 1 in 20. So 1/20*1/20 = 1 in 400 chance of bob completing this category. Not counting the colosseum shortcharge, which isn't known to be humanly possible yet&lt;br /&gt;
[12% WaveIceGrapple]&lt;br /&gt;
*I know little about this other than the fact that it's pretty much TAS only. Wave, ice, and grapple replace the 3 tanks. Something about freezing a Rinka into a right wall to trigger MB phase 2 (probably a frame-perfect shot) and then x-ray climbing up into the ceiling to kill her from above. Something about collecting a Varia suit with grapple (which would be very precise OoB positioning) in order to put yourself back in bounds in the middle of the room before rainbow beam goes off. This would then allow you to pause abuse until the baby starts filling up your health again (several frame-perfect pauses). It's possible that wave could be dropped&lt;br /&gt;
&lt;br /&gt;
==S+ Tier==&lt;br /&gt;
[13% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb underflow. A combination of the things that make 13% PbPb and 13% IcePb so hard&lt;br /&gt;
[14% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb flashsuit @ Draygon. Only slightly easier than the 13% SpeedPb&lt;br /&gt;
[[13% PbPb]] (Particularly without L+R)&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, underflow. This is the hardest category ever humanly completed&lt;br /&gt;
[14% xSpeed] (if the really bs way to do it no L+R is done)&lt;br /&gt;
*Bluesuit -&amp;gt; gmode maridia entry -&amp;gt; rmode conversion to yellowsuit (frame perfect) -&amp;gt; first try Jesuswalk (much more precise than normal b/c of having a sparksuit) -&amp;gt; superjump bluesuit conversion. Left side UWJ no L+R is required on NTSC. On PAL, this would probably be at the top of A tier or the bottom of S tier. Tbh this category is basically a somewhat nerfed 13% speed TAS if done on NTSC. It's bad and hard&lt;br /&gt;
&lt;br /&gt;
==S Tier==&lt;br /&gt;
[11% Pb] (Theoretical glitched category to supersede 12%)&lt;br /&gt;
*Gravityless door skips (very hard), complex OoB navigation, 10pb underflow, [https://www.youtube.com/watch?v=YM7bfZWmZhQ a weird maybe multi frame perfect strat to get back to the save station] b/c of not having bombs or ice&lt;br /&gt;
[14% GrapplePb]&lt;br /&gt;
*UWJ no L+R, Botwoon cf clip and use charge for Botwoon fight, 10pb flashsuit @ Draygon&lt;br /&gt;
[[13% xPb]]&lt;br /&gt;
*Jesuswalk, 10pb bluesuit generation (very precise rmode setup), 10pb underflow. This is the hardest category that I myself have ever completed in this entire game&lt;br /&gt;
[[13% IcePb]]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJB, 10pb underflow (this strat doesn't mess around, it was talked about for years and thought to be basically impossible for humans)&lt;br /&gt;
[14% IcePb]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJC, 10pb flashsuit @ Draygon&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
[[14% Grapplebooster]]&lt;br /&gt;
*Without L+R, requires UWJ, grapple-bomb-jump-jumps, slopespark using a door, and spikesuit in colosseum using a weird glitch with grapple and bombs. With L+R and turbo (like I did cuz I was lazy), this would be towards the top of B tier&lt;br /&gt;
[[14% xSpring]]&lt;br /&gt;
*Jesuswalk Mt. Everest and West Sand Hall, need to do a weird double springball jump using bombs to get out of springball room, need to do a weird double springball jump using a bomb and reserves draining to get past halfie room, 10 missile zebs&lt;br /&gt;
[[14% SuperChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, Botwoon hallway cf clip then farm mocktroids and puyos for a 3% to get enough ammo to fight Botwoon without missing any ammo, underflow (harder on PAL). This is the hardest 14% that I myself have ever done&lt;br /&gt;
[[14% Gravboots]]&lt;br /&gt;
*Probably easier than some others on this list, but it requires a trick that might be 3f perfect and not much is known about this, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
[[14% Pb-Pb]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, multiple elevator cf suits (including one to carry all the way to zebs for zeb skip), botwoon cf clip&lt;br /&gt;
[[14% GrappleChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, elevator cf suit, underflow (harder on PAL), tbh I'm ignoring the difficulty of UWJ if no L+R is used, which would make this category even harder (likely A tier).&lt;br /&gt;
[[13% xCharge]] (Low% L+R on the board)&lt;br /&gt;
*Jesuswalk, 10 missile zebs, optional evir particle dboost, similar in difficulty to 12% but I might say this is technically slightly harder&lt;br /&gt;
[[12%]] xCharge (Standard 12% on the main board)&lt;br /&gt;
*Complex OoB navigation, evir particle dboost in West Sand Hall, xray zeb skip, maybe technically slightly easier than 13% xCharge but this is more of a pain due to OoB shenanigans&lt;br /&gt;
[[14% xPb]]&lt;br /&gt;
*10pb bluesuit generation using rmode in at least 2 instances (the one before Botwoon to avoid L+R is a very precise setup). An optional 3rd could be carried all the way to tourian for zeb skip. If not, then 10 missile zebs is required&lt;br /&gt;
[[14% xChargeless]]&lt;br /&gt;
*Underflow, rmode botwoon hallway clip, maridia navigation no ice, gravity, or hi jump, evir particle dboost in West Sand Hall leaving Maridia&lt;br /&gt;
[[14% xAmmo]]&lt;br /&gt;
*Jesuswalk, Maridia no ice, gravity, or hi jump. Dumb worthless obsolete category :)&lt;br /&gt;
[[14% xSpeed]] (with L+R as previous runs have done)&lt;br /&gt;
*Rmode botwoon clip, colosseum on the way out is tough (not unique to this category), evir particle dboost in West Sand Hall leaving Maridia (if left by going down) or horizontal infinite bomb jump (diagonal bomb jumps) in cac alley (if going through forgotten highway)&lt;br /&gt;
[[14% xGrapple]]&lt;br /&gt;
*10 missile zebs, UWJ no L+R out of G4 or grind for metroid pb drops&lt;br /&gt;
[[14% xBoots]]&lt;br /&gt;
*Halfie room and colosseum no L+R, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
[[14% Chargelice]]&lt;br /&gt;
*Underflow, Main St. + Mt. Everest with ice and no hi jump, maridia with no gravity or hi jump&lt;br /&gt;
[[14% Iceboost]]&lt;br /&gt;
*Varia blue + navigate all of maridia up to post-dray save in one go&lt;br /&gt;
[[0%]]&lt;br /&gt;
*I forgor, but it wasn't terrible, I promise! There is some complex OoB navigation including a segment that's helpful to have a metronome for, but I didn't think it was as complex as 12%. It also requires off-screen bomb jumps. This is tougher to rank in difficulty than other categories and many may find it easier to complete than this rank suggests.&lt;br /&gt;
[[14% Speedboots]]&lt;br /&gt;
*Slopespark to get through botwoon hallway, halfie room and colosseum no L+R, which are actually kinda tricky. Longer segments of UWJ with hi-jump without L+R are required&lt;br /&gt;
12% GravCharge&lt;br /&gt;
*Botwoon hallway OoB entry (not quite figured out yet), 10 missile zebs&lt;br /&gt;
[[14% GravPb]]&lt;br /&gt;
*Botwoon hallway cf clip with 10 pbs, 10 missile zebs&lt;br /&gt;
[[14% xGravity]]&lt;br /&gt;
*Rmode botwoon clip, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
[[14% xIce]]&lt;br /&gt;
*Mt. Everest ice and no hi jump, hj-less lava dive (or gmode into LN), suitless Draygon fight&lt;br /&gt;
[[14% Chargeless]]&lt;br /&gt;
*Elevator cf suit (double frame perfect), botwoon w/o charge (3 supers + 1 missile or 10 missiles extra), underflow (frame perfect). Trust me, this is harder than low% ice and it doesn't matter that ridley and mb are free. This is coming from someone who has somewhat optimized both categories and as someone who tried to learn this back in 2017 cuz I couldn't do the boss fights and I was much further away from figuring out chargeless. However, it's probably easier to learn now than it was back then due to improvements in the practice hack&lt;br /&gt;
[[14% Iceboots]]&lt;br /&gt;
*Main St. and Mt. Everest with ice and hi jump, suitless Draygon fight (easier on PAL), UWJ no L+R (easy) to get out of precious room&lt;br /&gt;
[[14% Speed]]&lt;br /&gt;
*Just Ridley and MB but slightly longer than ice. &amp;quot;The true low% category&amp;quot; -Dessyreqt&lt;br /&gt;
[[14% Ice]]&lt;br /&gt;
*Just Ridley and MB. The best and funnest low% category according to me!&lt;br /&gt;
[[4%]]&lt;br /&gt;
*Basically a few doorskips and xray hall and that's it. Not super complicated OoB movement&lt;br /&gt;
&lt;br /&gt;
=Fun Tier List=&lt;br /&gt;
==S Tier==&lt;br /&gt;
14% Ice and 14% Speed&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
14% Iceboots, 14% Chargeless, 14% X-Ice, 0%, and 14% Icebooster&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
4%, 14% xGravity, 12% GravCharge, 14% Speedboots, and 14% Chargelice&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
14% xSpeed (with L+R as previous runs have done), 14% xChargeless, and 13% xCharge (I'm a bit biased with this one)&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
14% GravPb, 14% xBoots, 14% xGrapple, 14% xPb, 12% xCharge, and 14% GravBoots&lt;br /&gt;
&lt;br /&gt;
==F Tier==&lt;br /&gt;
14% xAmmo, 14% GrappleChargeless, 14% PbPb, 14% SuperChargeless, 14% xSpring, 14% GrappleBooster, [14% IcePb], 13% IcePb, 13% xPb, [14% GrapplePb], [11% Pb], 14% xSpeed (no L+R), 13% PbPb, [14% SpeedPb], and [13% SpeedPb]&lt;br /&gt;
&lt;br /&gt;
==FFFFFFFFF Tier==&lt;br /&gt;
[12% WaveIceGrapple], [13% Speed TAS]&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9943</id>
		<title>King's Low% Difficulty Tier List</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9943"/>
				<updated>2026-04-02T06:34:49Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I got bored, so now I'm ranking every low% category in terms of difficulty including ones that haven't been completed. This will include every category of 14%, 13%, 12% (will exclude most theoretical categories since they're basically the same as 13%s except without bombs), 11%, 4%, and 0%. Anything with brackets [ ] means it hasn't been completed RTA. Also, accounting for use of L+R walljumping is tricky because it can significantly alter the difficulty ranking. For example, 13% PbPb would be lower difficulty than 11% glitched if L+R is used. I didn't really rank the difficulty of walljumps no L+R in 14% GrappleChargeless. I also ignored UWJ no L+R in 14% xSpring and xGrapple because they're optional for getting out of G4 if you don't wanna grind for metroid pb drops.&lt;br /&gt;
&lt;br /&gt;
*Note, 13% PbPb, 13% xPb, and 13% IcePb are the only completed categories (to the best of my knowledge) that I'd put in S tier difficulty. GCC's puzzles are likely not higher than C tier. Kona challenge is B tier. Blindfolded is A tier. S tier runs are TAS-only runs becoming a reality RTA.&lt;br /&gt;
&lt;br /&gt;
=Difficulty Tier List=&lt;br /&gt;
All categories are listed in order of decreasing difficulty from top to bottom even within each tier&lt;br /&gt;
==ABSOLUTE UNTOUCHABLE GOD TIER==&lt;br /&gt;
[13% Speed TAS]&lt;br /&gt;
*Underwater walljumps (UWJ) no L+R, 3f-perfect everest slopespark + [https://www.youtube.com/watch?v=NXyeST9MWKc a maybe multi frame perfect double knockback from a puyo] to generate slopespark on flat ground to avoid L+R, colosseum shortcharge isn't even known to be humanly possible. This might be as hard as getting the everest slopespark twice in a row. For a bit of context, bobbob (the only person to ever execute this slopespark in a run) told me his success rate was 1 in 20. So 1/20*1/20 = 1 in 400 chance of bob completing this category. Not counting the colosseum shortcharge, which isn't known to be humanly possible yet&lt;br /&gt;
[12% WaveIceGrapple]&lt;br /&gt;
*I know little about this other than the fact that it's pretty much TAS only. Wave, ice, and grapple replace the 3 tanks. Something about freezing a Rinka into a right wall to trigger MB phase 2 (probably a frame-perfect shot) and then x-ray climbing up into the ceiling to kill her from above. Something about collecting a Varia suit with grapple (which would be very precise OoB positioning) in order to put yourself back in bounds in the middle of the room before rainbow beam goes off. This would then allow you to pause abuse until the baby starts filling up your health again (several frame-perfect pauses). It's possible that wave could be dropped&lt;br /&gt;
&lt;br /&gt;
==S+ Tier==&lt;br /&gt;
[13% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb underflow. A combination of the things that make 13% PbPb and 13% IcePb so hard&lt;br /&gt;
[14% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb flashsuit @ Draygon. Only slightly easier than the 13% SpeedPb&lt;br /&gt;
[[13% PbPb]] (Particularly without L+R)&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, underflow. This is the hardest category ever humanly completed&lt;br /&gt;
[14% xSpeed] (if the really bs way to do it no L+R is done)&lt;br /&gt;
*Bluesuit -&amp;gt; gmode maridia entry -&amp;gt; rmode conversion to yellowsuit (frame perfect) -&amp;gt; first try Jesuswalk (much more precise than normal b/c of having a sparksuit) -&amp;gt; superjump bluesuit conversion. Left side UWJ no L+R is required on NTSC. On PAL, this would probably be at the top of A tier or the bottom of S tier. Tbh this category is basically a somewhat nerfed 13% speed TAS if done on NTSC. It's bad and hard&lt;br /&gt;
&lt;br /&gt;
==S Tier==&lt;br /&gt;
[11% Pb] (Theoretical glitched category to supersede 12%)&lt;br /&gt;
*Gravityless door skips (very hard), complex OoB navigation, 10pb underflow, [https://www.youtube.com/watch?v=YM7bfZWmZhQ a weird maybe multi frame perfect strat to get back to the save station] b/c of not having bombs or ice&lt;br /&gt;
[14% GrapplePb]&lt;br /&gt;
*UWJ no L+R, Botwoon cf clip and use charge for Botwoon fight, 10pb flashsuit @ Draygon&lt;br /&gt;
[[13% xPb]]&lt;br /&gt;
*Jesuswalk, 10pb bluesuit generation (very precise rmode setup), 10pb underflow. This is the hardest category that I myself have ever completed in this entire game&lt;br /&gt;
[[13% IcePb]]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJB, 10pb underflow (this strat doesn't mess around)&lt;br /&gt;
[14% IcePb]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJC, 10pb flashsuit @ Draygon&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
[[14% Grapplebooster]]&lt;br /&gt;
*Without L+R, requires UWJ, grapple-bomb-jump-jumps, slopespark using a door, and spikesuit in colosseum using a weird glitch with grapple and bombs. With L+R and turbo (like I did cuz I was lazy), this would be towards the top of B tier&lt;br /&gt;
[[14% xSpring]]&lt;br /&gt;
*Jesuswalk Mt. Everest and West Sand Hall, need to do a weird double springball jump using bombs to get out of springball room, need to do a weird double springball jump using a bomb and reserves draining to get past halfie room, 10 missile zebs&lt;br /&gt;
[[14% SuperChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, Botwoon hallway cf clip then farm mocktroids and puyos for a 3% to get enough ammo to fight Botwoon without missing any ammo, underflow (harder on PAL). This is the hardest 14% that I myself have ever done&lt;br /&gt;
[[14% Gravboots]]&lt;br /&gt;
*Probably easier than some others on this list, but it requires a trick that might be 3f perfect and not much is known about this, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
[[14% Pb-Pb]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, multiple elevator cf suits (including one to carry all the way to zebs for zeb skip), botwoon cf clip&lt;br /&gt;
[[14% GrappleChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, elevator cf suit, underflow (harder on PAL), tbh I'm ignoring the difficulty of UWJ if no L+R is used, which would make this category even harder (likely A tier).&lt;br /&gt;
[[13% xCharge]] (Low% L+R on the board)&lt;br /&gt;
*Jesuswalk, 10 missile zebs, optional evir particle dboost, similar in difficulty to 12% but I might say this is technically slightly harder&lt;br /&gt;
[[12%]] xCharge (Standard 12% on the main board)&lt;br /&gt;
*Complex OoB navigation, evir particle dboost in West Sand Hall, xray zeb skip, maybe technically slightly easier than 13% xCharge but this is more of a pain due to OoB shenanigans&lt;br /&gt;
[[14% xPb]]&lt;br /&gt;
*10pb bluesuit generation using rmode in at least 2 instances (the one before Botwoon to avoid L+R is a very precise setup). An optional 3rd could be carried all the way to tourian for zeb skip. If not, then 10 missile zebs is required&lt;br /&gt;
[[14% xChargeless]]&lt;br /&gt;
*Underflow, rmode botwoon hallway clip, maridia navigation no ice, gravity, or hi jump, evir particle dboost in West Sand Hall leaving Maridia&lt;br /&gt;
[[14% xAmmo]]&lt;br /&gt;
*Jesuswalk, Maridia no ice, gravity, or hi jump. Dumb worthless obsolete category :)&lt;br /&gt;
[[14% xSpeed]] (with L+R as previous runs have done)&lt;br /&gt;
*Rmode botwoon clip, colosseum on the way out is tough (not unique to this category), evir particle dboost in West Sand Hall leaving Maridia (if left by going down) or horizontal infinite bomb jump (diagonal bomb jumps) in cac alley (if going through forgotten highway)&lt;br /&gt;
[[14% xGrapple]]&lt;br /&gt;
*10 missile zebs, UWJ no L+R out of G4 or grind for metroid pb drops&lt;br /&gt;
[[14% xBoots]]&lt;br /&gt;
*Halfie room and colosseum no L+R, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
[[14% Chargelice]]&lt;br /&gt;
*Underflow, Main St. + Mt. Everest with ice and no hi jump, maridia with no gravity or hi jump&lt;br /&gt;
[[14% Iceboost]]&lt;br /&gt;
*Varia blue + navigate all of maridia up to post-dray save in one go&lt;br /&gt;
[[0%]]&lt;br /&gt;
*I forgor, but it wasn't terrible, I promise! There is some complex OoB navigation including a segment that's helpful to have a metronome for, but I didn't think it was as complex as 12%. It also requires off-screen bomb jumps. This is tougher to rank in difficulty than other categories and many may find it easier to complete than this rank suggests.&lt;br /&gt;
[[14% Speedboots]]&lt;br /&gt;
*Slopespark to get through botwoon hallway, halfie room and colosseum no L+R, which are actually kinda tricky. Longer segments of UWJ with hi-jump without L+R are required&lt;br /&gt;
12% GravCharge&lt;br /&gt;
*Botwoon hallway OoB entry (not quite figured out yet), 10 missile zebs&lt;br /&gt;
[[14% GravPb]]&lt;br /&gt;
*Botwoon hallway cf clip with 10 pbs, 10 missile zebs&lt;br /&gt;
[[14% xGravity]]&lt;br /&gt;
*Rmode botwoon clip, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
[[14% xIce]]&lt;br /&gt;
*Mt. Everest ice and no hi jump, hj-less lava dive (or gmode into LN), suitless Draygon fight&lt;br /&gt;
[[14% Chargeless]]&lt;br /&gt;
*Elevator cf suit (double frame perfect), botwoon w/o charge (3 supers + 1 missile or 10 missiles extra), underflow (frame perfect). Trust me, this is harder than low% ice and it doesn't matter that ridley and mb are free. This is coming from someone who has somewhat optimized both categories and as someone who tried to learn this back in 2017 cuz I couldn't do the boss fights and I was much further away from figuring out chargeless. However, it's probably easier to learn now than it was back then due to improvements in the practice hack&lt;br /&gt;
[[14% Iceboots]]&lt;br /&gt;
*Main St. and Mt. Everest with ice and hi jump, suitless Draygon fight (easier on PAL), UWJ no L+R (easy) to get out of precious room&lt;br /&gt;
[[14% Speed]]&lt;br /&gt;
*Just Ridley and MB but slightly longer than ice. &amp;quot;The true low% category&amp;quot; -Dessyreqt&lt;br /&gt;
[[14% Ice]]&lt;br /&gt;
*Just Ridley and MB. The best and funnest low% category according to me!&lt;br /&gt;
[[4%]]&lt;br /&gt;
*Basically a few doorskips and xray hall and that's it. Not super complicated OoB movement&lt;br /&gt;
&lt;br /&gt;
=Fun Tier List=&lt;br /&gt;
==S Tier==&lt;br /&gt;
14% Ice and 14% Speed&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
14% Iceboots, 14% Chargeless, 14% X-Ice, 0%, and 14% Icebooster&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
4%, 14% xGravity, 12% GravCharge, 14% Speedboots, and 14% Chargelice&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
14% xSpeed (with L+R as previous runs have done), 14% xChargeless, and 13% xCharge (I'm a bit biased with this one)&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
14% GravPb, 14% xBoots, 14% xGrapple, 14% xPb, 12% xCharge, and 14% GravBoots&lt;br /&gt;
&lt;br /&gt;
==F Tier==&lt;br /&gt;
14% xAmmo, 14% GrappleChargeless, 14% PbPb, 14% SuperChargeless, 14% xSpring, 14% GrappleBooster, [14% IcePb], 13% IcePb, 13% xPb, [14% GrapplePb], [11% Pb], 14% xSpeed (no L+R), 13% PbPb, [14% SpeedPb], and [13% SpeedPb]&lt;br /&gt;
&lt;br /&gt;
==FFFFFFFFF Tier==&lt;br /&gt;
[12% WaveIceGrapple], [13% Speed TAS]&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9942</id>
		<title>King's Low% Difficulty Tier List</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9942"/>
				<updated>2026-04-02T05:54:06Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: /* S+ Tier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I got bored, so now I'm ranking every low% category in terms of difficulty including ones that haven't been completed. This will include every category of 14%, 13%, 12% (will exclude most theoretical categories since they're basically the same as 13%s except without bombs), 11%, 4%, and 0%. Anything with brackets [ ] means it hasn't been completed RTA. Also, accounting for use of L+R walljumping is tricky because it can significantly alter the difficulty ranking. For example, 13% PbPb would be lower difficulty than 11% glitched if L+R is used. I didn't really rank the difficulty of walljumps no L+R in 14% GrappleChargeless. I also ignored UWJ no L+R in 14% xSpring and xGrapple because they're optional for getting out of G4 if you don't wanna grind for metroid pb drops.&lt;br /&gt;
&lt;br /&gt;
*Note, 13% PbPb and 13% IcePb are the only completed categories (to the best of my knowledge) that I'd put in S tier difficulty. GCC's puzzles are likely not higher than C tier. Kona challenge is B tier. Blindfolded is A tier. S tier runs are TAS-only runs becoming a reality RTA.&lt;br /&gt;
&lt;br /&gt;
=Difficulty Tier List=&lt;br /&gt;
All categories are listed in order of decreasing difficulty from top to bottom even within each tier&lt;br /&gt;
==ABSOLUTE UNTOUCHABLE GOD TIER==&lt;br /&gt;
[13% Speed TAS]&lt;br /&gt;
*Underwater walljumps (UWJ) no L+R, 3f-perfect everest slopespark + 3f double knockback from a puyo to generate slopespark on flat ground to avoid L+R, colosseum shortcharge isn't even known to be humanly possible. This is at least as hard as getting the everest slopespark twice in a row. For a bit of context, bobbob (the only person to ever execute this slopespark in a run) told me his success rate was 1 in 20. So 1/20*1/20 = 1 in 400 chance of bob completing this category. Not counting the colosseum shortcharge, which isn't known to be humanly possible yet&lt;br /&gt;
[12% WaveIceGrapple]&lt;br /&gt;
*I know little about this other than the fact that it's pretty much TAS only. Wave, ice, and grapple replace the 3 tanks. Something about freezing a Rinka into a right wall to trigger MB phase 2 (probably a frame-perfect shot) and then x-ray climbing up into the ceiling to kill her from above. Something about collecting a Varia suit with grapple (which would be very precise OoB positioning) in order to put yourself back in bounds in the middle of the room before rainbow beam goes off. This would then allow you to pause abuse until the baby starts filling up your health again (several frame-perfect pauses). It's possible that wave could be dropped&lt;br /&gt;
&lt;br /&gt;
==S+ Tier==&lt;br /&gt;
[13% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb underflow. A combination of the things that make 13% PbPb and 13% IcePb so hard&lt;br /&gt;
[14% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb flashsuit @ Draygon. Only slightly easier than the 13% SpeedPb&lt;br /&gt;
[[13% PbPb]] (Particularly without L+R)&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, underflow. This is the hardest category ever humanly completed&lt;br /&gt;
[14% xSpeed] (if the really bs way to do it no L+R is done)&lt;br /&gt;
*Bluesuit -&amp;gt; gmode maridia entry -&amp;gt; rmode conversion to yellowsuit (frame perfect) -&amp;gt; first try Jesuswalk (much more precise than normal with a sparksuit) -&amp;gt; superjump bluesuit conversion. Left side UWJ no L+R is required on NTSC. On PAL, this would probably be at the top of A tier or the bottom of S tier. Tbh this category is basically a somewhat nerfed 13% speed TAS if done on NTSC. It's bad and hard&lt;br /&gt;
&lt;br /&gt;
==S Tier==&lt;br /&gt;
[11% Pb] (Theoretical glitched category to supersede 12%)&lt;br /&gt;
*Gravityless door skips (very hard), complex OoB navigation, 10pb underflow&lt;br /&gt;
[14% GrapplePb]&lt;br /&gt;
*UWJ no L+R, Botwoon cf clip and use charge for Botwoon fight, 10pb flashsuit @ Draygon&lt;br /&gt;
[[13% xPb]]&lt;br /&gt;
*Jesuswalk, 10pb bluesuit generation (very precise rmode setup), 10pb underflow. This is the hardest category that I myself have ever completed in this entire game&lt;br /&gt;
[[13% IcePb]]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJB, 10pb underflow (this strat doesn't mess around)&lt;br /&gt;
[14% IcePb]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJC, 10pb flashsuit @ Draygon&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
[[14% Grapplebooster]]&lt;br /&gt;
*Without L+R, requires UWJ, grapple-bomb-jump-jumps, slopespark using a door, and spikesuit in colosseum using a weird glitch with grapple and bombs. With L+R and turbo (like I did cuz I was lazy), this would be towards the top of B tier&lt;br /&gt;
[[14% xSpring]]&lt;br /&gt;
*Jesuswalk Mt. Everest and West Sand Hall, need to do a weird double springball jump using bombs to get out of springball room, need to do a weird double springball jump using a bomb and reserves draining to get past halfie room, 10 missile zebs&lt;br /&gt;
[[14% SuperChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, Botwoon hallway cf clip then farm mocktroids and puyos for a 3% to get enough ammo to fight Botwoon without missing any ammo, underflow (harder on PAL). This is the hardest 14% that I myself have ever done&lt;br /&gt;
[[14% Gravboots]]&lt;br /&gt;
*Probably easier than some others on this list, but it requires a trick that might be 3f perfect and not much is known about this, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
[[14% Pb-Pb]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, multiple elevator cf suits (including one to carry all the way to zebs for zeb skip), botwoon cf clip&lt;br /&gt;
[[14% GrappleChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, elevator cf suit, underflow (harder on PAL), tbh I'm ignoring the difficulty of UWJ if no L+R is used, which would make this category even harder (likely A tier).&lt;br /&gt;
[[13% xCharge]] (Low% L+R on the board)&lt;br /&gt;
*Jesuswalk, 10 missile zebs, optional evir particle dboost, similar in difficulty to 12% but I might say this is technically slightly harder&lt;br /&gt;
[[12%]] xCharge (Standard 12% on the main board)&lt;br /&gt;
*Complex OoB navigation, evir particle dboost in West Sand Hall, xray zeb skip, maybe technically slightly easier than 13% xCharge but this is more of a pain due to OoB shenanigans&lt;br /&gt;
[[14% xPb]]&lt;br /&gt;
*10pb bluesuit generation using rmode in at least 2 instances (the one before Botwoon to avoid L+R is a very precise setup). An optional 3rd could be carried all the way to tourian for zeb skip. If not, then 10 missile zebs is required&lt;br /&gt;
[[14% xChargeless]]&lt;br /&gt;
*Underflow, rmode botwoon hallway clip, maridia navigation no ice, gravity, or hi jump, evir particle dboost in West Sand Hall leaving Maridia&lt;br /&gt;
[[14% xAmmo]]&lt;br /&gt;
*Jesuswalk, Maridia no ice, gravity, or hi jump. Dumb worthless obsolete category :)&lt;br /&gt;
[[14% xSpeed]] (with L+R as previous runs have done)&lt;br /&gt;
*Rmode botwoon clip, colosseum on the way out is tough (not unique to this category), evir particle dboost in West Sand Hall leaving Maridia (if left by going down) or horizontal infinite bomb jump (diagonal bomb jumps) in cac alley (if going through forgotten highway)&lt;br /&gt;
[[14% xGrapple]]&lt;br /&gt;
*10 missile zebs, UWJ no L+R out of G4 or grind for metroid pb drops&lt;br /&gt;
[[14% xBoots]]&lt;br /&gt;
*Halfie room and colosseum no L+R, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
[[14% Chargelice]]&lt;br /&gt;
*Underflow, Main St. + Mt. Everest with ice and no hi jump, maridia with no gravity or hi jump&lt;br /&gt;
[[14% Iceboost]]&lt;br /&gt;
*Varia blue + navigate all of maridia up to post-dray save in one go&lt;br /&gt;
[[0%]]&lt;br /&gt;
*I forgor, but it wasn't terrible, I promise! There is some complex OoB navigation including a segment that's helpful to have a metronome for, but I didn't think it was as complex as 12%. It also requires off-screen bomb jumps. This is tougher to rank in difficulty than other categories and many may find it easier to complete than this rank suggests.&lt;br /&gt;
[[14% Speedboots]]&lt;br /&gt;
*Slopespark to get through botwoon hallway, halfie room and colosseum no L+R, which are actually kinda tricky. Longer segments of UWJ with hi-jump without L+R are required&lt;br /&gt;
12% GravCharge&lt;br /&gt;
*Botwoon hallway OoB entry (not quite figured out yet), 10 missile zebs&lt;br /&gt;
[[14% GravPb]]&lt;br /&gt;
*Botwoon hallway cf clip with 10 pbs, 10 missile zebs&lt;br /&gt;
[[14% xGravity]]&lt;br /&gt;
*Rmode botwoon clip, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
[[14% xIce]]&lt;br /&gt;
*Mt. Everest ice and no hi jump, hj-less lava dive (or gmode into LN), suitless Draygon fight&lt;br /&gt;
[[14% Chargeless]]&lt;br /&gt;
*Elevator cf suit (double frame perfect), botwoon w/o charge (3 supers + 1 missile or 10 missiles extra), underflow (frame perfect). Trust me, this is harder than low% ice and it doesn't matter that ridley and mb are free. This is coming from someone who has somewhat optimized both categories and as someone who tried to learn this back in 2017 cuz I couldn't do the boss fights and I was much further away from figuring out chargeless. However, it's probably easier to learn now than it was back then due to improvements in the practice hack&lt;br /&gt;
[[14% Iceboots]]&lt;br /&gt;
*Main St. and Mt. Everest with ice and hi jump, suitless Draygon fight (easier on PAL), UWJ no L+R (easy) to get out of precious room&lt;br /&gt;
[[14% Speed]]&lt;br /&gt;
*Just Ridley and MB but slightly longer than ice. &amp;quot;The true low% category&amp;quot; -Dessyreqt&lt;br /&gt;
[[14% Ice]]&lt;br /&gt;
*Just Ridley and MB. The best and funnest low% category according to me!&lt;br /&gt;
[[4%]]&lt;br /&gt;
*Basically a few doorskips and xray hall and that's it. Not super complicated OoB movement&lt;br /&gt;
&lt;br /&gt;
=Fun Tier List=&lt;br /&gt;
==S Tier==&lt;br /&gt;
14% Ice and 14% Speed&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
14% Iceboots, 14% Chargeless, 14% X-Ice, 0%, and 14% Icebooster&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
4%, 14% xGravity, 12% GravCharge, 14% Speedboots, and 14% Chargelice&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
14% xSpeed (with L+R as previous runs have done), 14% xChargeless, and 13% xCharge (I'm a bit biased with this one)&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
14% GravPb, 14% xBoots, 14% xGrapple, 14% xPb, 12% xCharge, and 14% GravBoots&lt;br /&gt;
&lt;br /&gt;
==F Tier==&lt;br /&gt;
14% xAmmo, 14% GrappleChargeless, 14% PbPb, 14% SuperChargeless, 14% xSpring, 14% GrappleBooster, [14% IcePb], 13% IcePb, 13% xPb, [14% GrapplePb], [11% Pb], 14% xSpeed (no L+R), 13% PbPb, [14% SpeedPb], and [13% SpeedPb]&lt;br /&gt;
&lt;br /&gt;
==FFFFFFFFF Tier==&lt;br /&gt;
[12% WaveIceGrapple], [13% Speed TAS]&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=13%25_IcePb&amp;diff=9936</id>
		<title>13% IcePb</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=13%25_IcePb&amp;diff=9936"/>
				<updated>2026-03-30T16:03:39Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Full Category]]{{Category&lt;br /&gt;
|catname=13% IcePb&lt;br /&gt;
|cattype=Full Category&lt;br /&gt;
|rtwr=31:50:47&lt;br /&gt;
|gtwr=1:11&lt;br /&gt;
|wrholder=Kingofthehill476&lt;br /&gt;
|wrlink=https://www.youtube.com/watch?v=TEO3GUftnTY&lt;br /&gt;
|wrtext=Youtube Video&lt;br /&gt;
|percentage=13%&lt;br /&gt;
|items=[[Ice Beam]]&lt;br /&gt;
|minibosses=[[Bomb Torizo]], [[Botwoon]]&lt;br /&gt;
|bossorder=PKDR&lt;br /&gt;
|xrayclimb=No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[13%]] is the lowest amount of items in which a human can beat the game via defeating all major bosses without using major glitches, but while utilizing either L+R walljumping or ammo underflow at Draygon. 13% IcePb is the second in-bounds [[13%]] category that has been completed RTA using ammo underflow and not L+R.  A total of 13 items are picked up during the entire run. This is perhaps the most difficult category on the main board to optimize or even complete.&lt;br /&gt;
&lt;br /&gt;
With proper positioning and drop luck, it's possible to Crystal Flash at Draygon with a maximum Power Bomb count of only 10, as seen with the obsoleted Any% TAS that used underflow. Detailed info how this was done can be found in the tutorials section below&lt;br /&gt;
&lt;br /&gt;
Notably, this and [[13% xPb]] are the only completed 13% categories that don't give some advantage to keyboard over controller, either by requiring L+R or requiring underwater walljumping without L+R. The hypothetical GravityCharge is the only other potential 13% category that doesn't require those two things.&lt;br /&gt;
&lt;br /&gt;
==Prerequisites==&lt;br /&gt;
To finish this run, you need to know how to:&lt;br /&gt;
*[[Mockball]]&lt;br /&gt;
*Infinite [[Bomb Jump|bomb jump]]&lt;br /&gt;
*[[Continuous walljump]] and/or [http://www.twitch.tv/sweetnumb/v/41083555 horizontal] [https://www.youtube.com/watch?v=WJuA8TgUGpc bomb jump] over [[The Moat|the moat]]&lt;br /&gt;
*[[14%#Mochtroid Clip|Mochtroid clip]]&lt;br /&gt;
*[[14%#Enemy Climbing|Climb enemies]]&lt;br /&gt;
*[[Lava Dive Room|Lava dive]] without [[Gravity Suit]] or [[Hi-Jump Boots]]&lt;br /&gt;
*[[Yellow Suit Glitch#Draygon *CF|Draygon ammo underflow with only 10 powerbombs]]&lt;br /&gt;
&lt;br /&gt;
==Collected Items==&lt;br /&gt;
[[Image:morphball.png]] [[Image:bombs.png]] [[Image:ice.png]] [[Image:varia.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:reserver.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]]&lt;br /&gt;
*[[Morphing Ball]]&lt;br /&gt;
*[[Bomb|Bombs]]&lt;br /&gt;
*Ice Beam ([[Mochtroid]] clip and enemy climbing)&lt;br /&gt;
*[[Varia Suit]] (to survive [[Mother_Brain#MB2|MB2's]] rainbow beam)&lt;br /&gt;
*2 [[Energy Tank|Energy Tanks]] (to survive MB2's rainbow beam)&lt;br /&gt;
*1 [[Reserve Tank]] (to survive MB2's rainbow beam)&lt;br /&gt;
*2 [[Missile]] Packs ([[List of Missiles#Brinstar 1|Awakening]] and [[List of Missiles#Crateria 2|Moat]]) (to open red doors, Crystal Flash, and defeat [[Mother_Brain#MB1|MB1]])&lt;br /&gt;
*2 [[Super Missile]] Packs ([[List of Super Missiles#Brinstar 2|Early]] and [[List of Super Missiles#Wrecked Ship 1|Wrecked Ship (Left)]]) (to open green doors, Crystal Flash, and defeat MB1)&lt;br /&gt;
*2 [[Power Bomb]] Packs ([[List of Power Bombs#Brinstar 1|Red Brinstar Elevator (Lower)]], [[List of Power Bombs#Brinstar 2|Red Brinstar Elevator (Upper)]]) (to open orange doors and [[Crystal Flash]])&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
*[https://www.youtube.com/watch?v=MvZpPVLqDAw Kingofthehill476 (w/ ShinyZeni)] - Explains how to perform the 10pb underflow at Draygon including workable patterns and input timing.&lt;br /&gt;
*[[King's 10pb Underflow Notes]] - Covers information that may not have been covered in the tutorial above including details about the RNG and images of pb placement timing across multiple setups.&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLPBDrgeZOI--wGEigQaw_l9MmtszTDgAG Kingofthehill476] - Shows more optimal [[Colosseum]] strats&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLJ2cwL9RVmnz_MGZAiqbn7pVq0BgQk_Tn matrick2298] - Goes over the entirety of the suitless maridia, including alternate strats for some areas. Mainly aimed towards xIce runs, but the info translates easily (except for underflow).&lt;br /&gt;
*[https://www.youtube.com/watch?v=hsw2zcV5tY8 Schmeman] - Goes over the [[Mt. Everest]] room in maridia.&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=13%25_xCharge&amp;diff=9935</id>
		<title>13% xCharge</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=13%25_xCharge&amp;diff=9935"/>
				<updated>2026-03-30T15:23:45Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Full Category]]{{Category&lt;br /&gt;
|catname=13% xcharge&lt;br /&gt;
|cattype=Full Category&lt;br /&gt;
|rtwr=1:48:13&lt;br /&gt;
|gtwr=1:18&lt;br /&gt;
|wrholder=Kingofthehill476&lt;br /&gt;
|wrlink=https://www.youtube.com/watch?v=4J0ZhaEMQ-w&lt;br /&gt;
|wrtext=Youtube Video&lt;br /&gt;
|percentage=13%&lt;br /&gt;
|items=[[X-Ray Scope]]&lt;br /&gt;
|minibosses=[[Bomb Torizo]], [[Botwoon]]&lt;br /&gt;
|bossorder=KPDR&lt;br /&gt;
|xrayclimb=Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[13%]] is the lowest amount of items in which a human can beat the game via defeating all major bosses without using major glitches, but while utilizing [[L+R Walljumping]]. 13% xCharge is the only in-bounds [[13%]] category that has been completed RTA that doesn't require ammo underflow at Draygon.  A total of 13 items are picked up during the entire run.&lt;br /&gt;
&lt;br /&gt;
==Prerequisites==&lt;br /&gt;
To finish this run, you need to know how to:&lt;br /&gt;
*[[Mockball]]&lt;br /&gt;
*Infinite [[Bomb Jump|bomb jump]]&lt;br /&gt;
*[[X-Mode#Jesuswalk|Jesuswalk]]&lt;br /&gt;
*[[R-Mode]] pre-Botwoon clip&lt;br /&gt;
*Navigate Maridia without [[Gravity Suit]], [[Hi-Jump Boots]], or [[Ice Beam]]&lt;br /&gt;
*[[Lava Dive Room|Lava dive]] without [[Gravity Suit]] or [[Hi-Jump Boots]] ([[G-Mode]] entry of Lower Norfair can be done instead)&lt;br /&gt;
*[[X-Ray Climb|X-Ray climb]]&lt;br /&gt;
*[[L+R Walljumping|L+R underwater walljump up Halfie Climb Room without Hi-Jump Boots]]&lt;br /&gt;
*[[10 Missile Zebetite Kill|Destroy Zebetites while only using 10 missiles]]	&lt;br /&gt;
&lt;br /&gt;
==Collected Items==&lt;br /&gt;
[[Image:morphball.png]] [[Image:bombs.png]] [[Image:charge.png]] [[Image:xray.png]] [[Image:varia.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:reserver.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]]&lt;br /&gt;
*[[Morphing Ball]]&lt;br /&gt;
*[[Bomb|Bombs]]&lt;br /&gt;
*[[Charge Beam]] (for bosses)&lt;br /&gt;
*[[X-Ray Scope]] (for Maridia traversal)&lt;br /&gt;
*[[Varia Suit]] (to survive [[Mother_Brain#MB2|MB2's]] rainbow beam)&lt;br /&gt;
*2 [[Energy Tank|Energy Tanks]] (to survive MB2's rainbow beam)&lt;br /&gt;
*1 [[Reserve Tank]] (for use of X-Ray Scope glitches and to survive MB2's rainbow beam)&lt;br /&gt;
*2 [[Missile]] Packs ([[List of Missiles#Brinstar 1|Awakening]] and [[List of Missiles#Crateria 2|Moat]]) (to open red doors and defeat [[Mother_Brain#MB1|MB1]])&lt;br /&gt;
*2 [[Super Missile]] Packs ([[List of Super Missiles#Brinstar 2|Early]] and [[List of Super Missiles#Wrecked Ship 1|Wrecked Ship (Left)]]) (to open green doors and defeat MB1)&lt;br /&gt;
*1 [[Power Bomb]] Pack ([[List of Power Bombs#Brinstar 1|Red Brinstar Elevator (Lower)]]) (to open orange doors)&lt;br /&gt;
&lt;br /&gt;
== Discussion of Route ==&lt;br /&gt;
&lt;br /&gt;
This category is too new to have a well-defined route. Here are some brief notes.&lt;br /&gt;
&lt;br /&gt;
The former preferred method for killing the Zebetites requires taking damage from a Rinka every missile. This requires 220 energy. Reserve health could be used, but this currently suggests collecting 2+1 Energy+Reserve tanks. The new preferred method only requires taking two hits from rinkas total (40 damage), so this would be compatible with 1+2 Energy+Reserve tanks.&lt;br /&gt;
&lt;br /&gt;
The R-mode clip to Botwoon requires having more Reserve Tanks than Energy Tanks. With 2+1 Tanks, this means having 0+1 Tanks at this point in time. Thus, the Terminator Energy Tank should be skipped and the Brinstar Reserve Tank should be collected.&lt;br /&gt;
&lt;br /&gt;
In order to escape from Draygon, you can either backdoor Wrecked Ship or exit via the sand halls. If the former option is chosen, then the Moat Missile need not be collected. It would also mean Spore Spawn Supers should be taken instead so that both Super Packs are available before Draygon. If the latter option is chosen, then the [[Evir]] dboost in [[West Sand Hall]] as done in [[12%]] is required.&lt;br /&gt;
&lt;br /&gt;
Given the restriction on Tanks for Botwoon, it would be considerably easier to fight Ridley after handling Draygon.&lt;br /&gt;
&lt;br /&gt;
Kraid needs to be handled before Ridley. Varia Suit is helpful for Maridia, but is not strictly required. However, it would be unrealistic to do Maridia without varia with 0+1 tanks. Not only would the spikes in colosseum be a concern, but the crab required for Jesuswalk would deal more than 100 damage without varia. Thus, Kraid should be fought before Draygon. &lt;br /&gt;
&lt;br /&gt;
This gives the following possible general routes:&lt;br /&gt;
&lt;br /&gt;
*KDPR:  Moat Missile is skipped.&lt;br /&gt;
*PDKR:  Moat Missile is taken, X-Ray is collected and then Red Tower is climbed again, and escape from Draygon is done out the bottom. This would also be the suggested route if you wanted to skip G-moding into Maridia by going through Forgotten Highway:  Then, X-Ray should be collected before going to Phantoon.&lt;br /&gt;
*DKRP:  Same as PDKR, but horizontal bomb jump over Moat Missile.&lt;br /&gt;
*KPDR (current WR route):  Same as PDKR, but Varia is taken to help with Phantoon and Maridia. Also in the G-mode-less route, this would be the same as PDKR but collecting Varia for safety.&lt;br /&gt;
*PKDR:  Same as PDKR, but Varia is taken to help with Maridia. This may potentially be faster than KPDR, but not by a ton since both have to do some backtracking before Maridia.&lt;br /&gt;
*KRDP:  This route is more viable if 1+2 Energy+Reserve Tanks are preferred. Norfair Reserve is collected as the second Reserve Tank. Varia and X-Ray are collected, everything is taken care of down, and then Red Tower is climbed to G-mode into Maridia.&lt;br /&gt;
&lt;br /&gt;
The fastest route is most likely to be either KPDR, PKDR, or KRDP.&lt;br /&gt;
&lt;br /&gt;
== PAL vs NTSC ==&lt;br /&gt;
&lt;br /&gt;
On the PAL version, jump height while underwater is higher. This allows climbing up the left side of Mt. Everest to set up Jesuswalk without using any underwater walljumps.&lt;br /&gt;
&lt;br /&gt;
On NTSC, it is not so simple. Instead, a harder version of L+R Walljumping must be used to get up to the door. Thus, NTSC is much harder due to this one room.&lt;br /&gt;
&lt;br /&gt;
Additionally, Jesuswalk and 10 missile zebetite kill were originally easier to normalize on PAL, but consistent setups have since been found for both on NTSC.&lt;br /&gt;
&lt;br /&gt;
The first known streamed or single-segment completions of this category have been on the PAL version, but the current WR uses NTSC.&lt;br /&gt;
&lt;br /&gt;
A segmented &amp;quot;proof of concept&amp;quot; RTA completion was done on NTSC, minimizing the use of L+R. This was technically the first completion of this category. This can be found [https://vimeo.com/showcase/8997023 here].&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[https://www.twitch.tv/videos/2666984089 Jesuswalk tutorial]&lt;br /&gt;
*[https://youtu.be/yw9E4xyOgNc PAL Jesuswalk setup]&lt;br /&gt;
*[https://www.twitch.tv/videos/2661631766 West Sand Hall evir projectile boost tutorial]&lt;br /&gt;
*[https://www.youtube.com/watch?v=UgRXg2eio0A&amp;amp;list=PLPBDrgeZOI--wGEigQaw_l9MmtszTDgAG&amp;amp;index=3 Reverse Colosseum strats]&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=13%25_IcePb&amp;diff=9931</id>
		<title>13% IcePb</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=13%25_IcePb&amp;diff=9931"/>
				<updated>2026-03-30T03:48:39Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Full Category]]{{Category&lt;br /&gt;
|catname=13% IcePb&lt;br /&gt;
|cattype=Full Category&lt;br /&gt;
|rtwr=31:50:47&lt;br /&gt;
|gtwr=1:11&lt;br /&gt;
|wrholder=Kingofthehill476&lt;br /&gt;
|wrlink=https://www.youtube.com/watch?v=TEO3GUftnTY&lt;br /&gt;
|wrtext=Youtube Video&lt;br /&gt;
|percentage=13%&lt;br /&gt;
|items=[[Ice Beam]]&lt;br /&gt;
|minibosses=[[Bomb Torizo]], [[Botwoon]]&lt;br /&gt;
|bossorder=PKDR&lt;br /&gt;
|xrayclimb=No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[13%]] is the lowest amount of items in which a human can beat the game via defeating all major bosses without using major glitches, but while utilizing either L+R walljumping or ammo underflow at Draygon. 13% IcePb is the second in-bounds [[13%]] category that has been completed RTA using ammo underflow and not L+R.  A total of 13 items are picked up during the entire run. This and [[13% PbPb]] are perhaps the hardest categories ever completed by a human.&lt;br /&gt;
&lt;br /&gt;
With proper positioning and drop luck, it's possible to Crystal Flash at Draygon with a maximum Power Bomb count of only 10, as seen with the obsoleted Any% TAS that used underflow. Detailed info how this was done can be found in the tutorials section below&lt;br /&gt;
&lt;br /&gt;
Notably, this and [[13% xPb]] are the only completed 13% categories that don't give some advantage to keyboard over controller, either by requiring L+R or requiring underwater walljumping without L+R. The hypothetical GravityCharge is the only other potential 13% category that doesn't require those two things.&lt;br /&gt;
&lt;br /&gt;
==Prerequisites==&lt;br /&gt;
To finish this run, you need to know how to:&lt;br /&gt;
*[[Mockball]]&lt;br /&gt;
*Infinite [[Bomb Jump|bomb jump]]&lt;br /&gt;
*[[Continuous walljump]] and/or [http://www.twitch.tv/sweetnumb/v/41083555 horizontal] [https://www.youtube.com/watch?v=WJuA8TgUGpc bomb jump] over [[The Moat|the moat]]&lt;br /&gt;
*[[14%#Mochtroid Clip|Mochtroid clip]]&lt;br /&gt;
*[[14%#Enemy Climbing|Climb enemies]]&lt;br /&gt;
*[[Lava Dive Room|Lava dive]] without [[Gravity Suit]] or [[Hi-Jump Boots]]&lt;br /&gt;
*[[Yellow Suit Glitch#Draygon *CF|Draygon ammo underflow with only 10 powerbombs]]&lt;br /&gt;
&lt;br /&gt;
==Collected Items==&lt;br /&gt;
[[Image:morphball.png]] [[Image:bombs.png]] [[Image:ice.png]] [[Image:varia.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:reserver.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]]&lt;br /&gt;
*[[Morphing Ball]]&lt;br /&gt;
*[[Bomb|Bombs]]&lt;br /&gt;
*Ice Beam ([[Mochtroid]] clip and enemy climbing)&lt;br /&gt;
*[[Varia Suit]] (to survive [[Mother_Brain#MB2|MB2's]] rainbow beam)&lt;br /&gt;
*2 [[Energy Tank|Energy Tanks]] (to survive MB2's rainbow beam)&lt;br /&gt;
*1 [[Reserve Tank]] (to survive MB2's rainbow beam)&lt;br /&gt;
*2 [[Missile]] Packs ([[List of Missiles#Brinstar 1|Awakening]] and [[List of Missiles#Crateria 2|Moat]]) (to open red doors, Crystal Flash, and defeat [[Mother_Brain#MB1|MB1]])&lt;br /&gt;
*2 [[Super Missile]] Packs ([[List of Super Missiles#Brinstar 2|Early]] and [[List of Super Missiles#Wrecked Ship 1|Wrecked Ship (Left)]]) (to open green doors, Crystal Flash, and defeat MB1)&lt;br /&gt;
*2 [[Power Bomb]] Packs ([[List of Power Bombs#Brinstar 1|Red Brinstar Elevator (Lower)]], [[List of Power Bombs#Brinstar 2|Red Brinstar Elevator (Upper)]]) (to open orange doors and [[Crystal Flash]])&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
*[https://www.youtube.com/watch?v=MvZpPVLqDAw Kingofthehill476 (w/ ShinyZeni)] - Explains how to perform the 10pb underflow at Draygon including workable patterns and input timing.&lt;br /&gt;
*[[King's 10pb Underflow Notes]] - Covers information that may not have been covered in the tutorial above including details about the RNG and images of pb placement timing across multiple setups.&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLPBDrgeZOI--wGEigQaw_l9MmtszTDgAG Kingofthehill476] - Shows more optimal [[Colosseum]] strats&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLJ2cwL9RVmnz_MGZAiqbn7pVq0BgQk_Tn matrick2298] - Goes over the entirety of the suitless maridia, including alternate strats for some areas. Mainly aimed towards xIce runs, but the info translates easily (except for underflow).&lt;br /&gt;
*[https://www.youtube.com/watch?v=hsw2zcV5tY8 Schmeman] - Goes over the [[Mt. Everest]] room in maridia.&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=RBO-Low%25_analysis&amp;diff=9930</id>
		<title>RBO-Low% analysis</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=RBO-Low%25_analysis&amp;diff=9930"/>
				<updated>2026-03-30T03:42:59Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: /* Unassisted player case for NTSC: */ 13%&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== RBO-Low% analysis (without OoB, Spazer+Plasma, or GT-Code): (last update: 05.05.2018) ===&lt;br /&gt;
&lt;br /&gt;
== TAS case for NTSC/PAL: ==&lt;br /&gt;
&lt;br /&gt;
The 5 TAS-Low% branches&lt;br /&gt;
&lt;br /&gt;
* 13%PB-PB&lt;br /&gt;
&lt;br /&gt;
* 13%PB-Speed&lt;br /&gt;
&lt;br /&gt;
* 13%PB-Ice (confirmed for all cases)&lt;br /&gt;
&lt;br /&gt;
* 13%PB-X-Ray&lt;br /&gt;
&lt;br /&gt;
* 13%Charge-Speed&lt;br /&gt;
&lt;br /&gt;
might all be viable options that TAS has for RBO-Low%. The items that are shared among all options are:&lt;br /&gt;
&lt;br /&gt;
* (Ball, Bombs, Varia, 1*M, 1*SM, 1*PB, 1*E.-Tank, 1*R.-Tank)&lt;br /&gt;
&lt;br /&gt;
and in each of the 5 options, 2 more Tanks need to be collected, which could in each case possibly be either&lt;br /&gt;
&lt;br /&gt;
* (1*E.-Tank, 1*R.-Tank),&lt;br /&gt;
&lt;br /&gt;
* (2*E.-Tank), or&lt;br /&gt;
&lt;br /&gt;
* (2*R.-Tank)(where Botwoon's E-Tank needs to be skipped).&lt;br /&gt;
&lt;br /&gt;
All of the 4 Underflow options would be forced to add (1*M, 1*SM) to the list of shared items, in order to allow for a Crystal Flash. Only the 13%Charge-Speed option (which is confirmed possible in all item-combo cases) can take either (1*M, 1*SM), or (2*SM) as addition to its shared items. And finally, for each of the 5 options, the corresponding category-defining 2 items in its name are added to the item list. All of the Underflow options also need to do Underflow and then exit Draygon's room without killing Draygon (by getting grabbed near the top right door) and can use the Underflow's spark to exit Maridia, to then be able to go and kill Ridley first. But in each of these, at least 1 R-Tank would be required in order to survive Lower Norfair. Viable categories would also not be allowed to kill Phantoon in order to go through Wrecked Ship and Forgotten Highway, before Ridley and Draygon are dead.&lt;br /&gt;
&lt;br /&gt;
It is assumed that in both versions, the Underflow is doable with a cap of 10 powerbombs suitless without using the permanent deceleration. It is assumed that in both versions, the suitless Everest Slopespark from the 13% TAS is doable without Varia with a multi-crab (possibly 4 crabs) hp-drop setup, with no E-Tanks, and only 1 R.-Tank.&lt;br /&gt;
&lt;br /&gt;
TODO: It remains to be checked which of the remaining 4 Low% options are possible, and with what item combinations; and the above assumptions remain to be confirmed.&lt;br /&gt;
&lt;br /&gt;
== Unassisted player case for NTSC: ==&lt;br /&gt;
&lt;br /&gt;
24%RBO on NTSC is doable by players without tool-assistance with the item set&lt;br /&gt;
&lt;br /&gt;
* (Ball, Bombs, Charge, ScrewAttack, HighJump, Grapple, 5*E.-Tank, 2*R.-Tank, 2*M, 6*SM, 3*PB)&lt;br /&gt;
&lt;br /&gt;
and is the current minimum as shown in the following demonstration:&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=rAOWtoh0pcQ]https://www.youtube.com/watch?v=rAOWtoh0pcQ&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=NNcLJQvAWl0]https://www.youtube.com/watch?v=NNcLJQvAWl0&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=0VxO-PhOfcI]https://www.youtube.com/watch?v=0VxO-PhOfcI&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=qqQORhPQ2us]https://www.youtube.com/watch?v=qqQORhPQ2us&lt;br /&gt;
&lt;br /&gt;
For the case in which G-Mode isn't allowed, this item count might stay the minimum, but 23% where ScrewAttack is additionally skipped might be doable.&lt;br /&gt;
&lt;br /&gt;
RBO-Low% with G-Mode with the item-set (Ball, Bombs, Charge, Grapple, X-Ray, 4*E-Tank, 2*R-Tank, 2*M, 2*SM, 3*PB) has been completed and is as such confirmed to be doable with 18%.&lt;br /&gt;
&lt;br /&gt;
With the completion of [[13% IcePb]], 10pb underflow is doable for humans, making 13% possible with underflow&lt;br /&gt;
&lt;br /&gt;
== Unassisted player case for PAL: ==&lt;br /&gt;
&lt;br /&gt;
PAL has the advantage that heat doesn't do damage as fast realtime-wise while Samus can move with about the same visual speed as in NTSC (most of the time). Hence it might be possible to skip some further Tanks in PAL.&lt;br /&gt;
&lt;br /&gt;
TODO: A percentage-wise optimized RBO-Low% PAL playthrough remains to be completed, for the case with and the case without use of Reverse Lower Norfair entry via G-Mode.&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9888</id>
		<title>King's Low% Difficulty Tier List</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9888"/>
				<updated>2026-03-16T00:40:20Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: /* ABSOLUTE UNTOUCHABLE GOD TIER */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I got bored, so now I'm ranking every low% category in terms of difficulty including ones that haven't been completed. This will include every category of 14%, 13%, 12% (will exclude most theoretical categories since they're basically the same as 13%s except without bombs), 11%, 4%, and 0%. Anything with brackets [ ] means it hasn't been completed RTA. Also, accounting for use of L+R walljumping is tricky because it can significantly alter the difficulty ranking. For example, 13% PbPb would be lower difficulty than 11% glitched if L+R is used. I didn't really rank the difficulty of walljumps no L+R in 14% GrappleChargeless. I also ignored UWJ no L+R in 14% xSpring and xGrapple because they're optional for getting out of G4 if you don't wanna grind for metroid pb drops.&lt;br /&gt;
&lt;br /&gt;
*Note, 13% PbPb and 13% IcePb are the only completed categories (to the best of my knowledge) that I'd put in S tier difficulty. GCC's puzzles are likely not higher than C tier. Kona challenge is B tier. Blindfolded is A tier. S tier runs are TAS-only runs becoming a reality RTA.&lt;br /&gt;
&lt;br /&gt;
=Difficulty Tier List=&lt;br /&gt;
All categories are listed in order of decreasing difficulty from top to bottom even within each tier&lt;br /&gt;
==ABSOLUTE UNTOUCHABLE GOD TIER==&lt;br /&gt;
[13% Speed TAS]&lt;br /&gt;
*Underwater walljumps (UWJ) no L+R, 3f-perfect everest slopespark + 3f double knockback from a puyo to generate slopespark on flat ground to avoid L+R, colosseum shortcharge isn't even known to be humanly possible. This is at least as hard as getting the everest slopespark twice in a row. For a bit of context, bobbob (the only person to ever execute this slopespark in a run) told me his success rate was 1 in 20. So 1/20*1/20 = 1 in 400 chance of bob completing this category. Not counting the colosseum shortcharge, which isn't known to be humanly possible yet&lt;br /&gt;
[12% WaveIceGrapple]&lt;br /&gt;
*I know little about this other than the fact that it's pretty much TAS only. Wave, ice, and grapple replace the 3 tanks. Something about freezing a Rinka into a right wall to trigger MB phase 2 (probably a frame-perfect shot) and then x-ray climbing up into the ceiling to kill her from above. Something about collecting a Varia suit with grapple (which would be very precise OoB positioning) in order to put yourself back in bounds in the middle of the room before rainbow beam goes off. This would then allow you to pause abuse until the baby starts filling up your health again (several frame-perfect pauses). It's possible that wave could be dropped&lt;br /&gt;
&lt;br /&gt;
==S+ Tier==&lt;br /&gt;
[13% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb underflow. A combination of the things that make 13% PbPb and 13% IcePb so hard&lt;br /&gt;
[14% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb flashsuit @ Draygon. Only slightly easier than the 13% SpeedPb&lt;br /&gt;
[[13% PbPb]] (Particularly without L+R)&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, underflow&lt;br /&gt;
[14% xSpeed] (if the really bs way to do it no L+R is done)&lt;br /&gt;
*Bluesuit -&amp;gt; gmode maridia entry -&amp;gt; rmode conversion to yellowsuit (frame perfect) -&amp;gt; first try Jesuswalk (much more precise than normal with a sparksuit) -&amp;gt; superjump bluesuit conversion. Left side UWJ no L+R is required on NTSC. On PAL, this would probably be at the top of A tier or the bottom of S tier. Tbh this category is basically a somewhat nerfed 13% speed TAS if done on NTSC. It's bad and hard&lt;br /&gt;
&lt;br /&gt;
==S Tier==&lt;br /&gt;
[11% Pb] (Theoretical glitched category to supersede 12%)&lt;br /&gt;
*Gravityless door skips (very hard), complex OoB navigation, 10pb underflow&lt;br /&gt;
[14% GrapplePb]&lt;br /&gt;
*UWJ no L+R, Botwoon cf clip and use charge for Botwoon fight, 10pb flashsuit @ Draygon&lt;br /&gt;
[[13% xPb]]&lt;br /&gt;
*Jesuswalk, 10pb bluesuit generation (very precise rmode setup), 10pb underflow. This is the hardest category that I myself have ever completed in this entire game&lt;br /&gt;
[[13% IcePb]]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJB, 10pb underflow (this strat doesn't mess around)&lt;br /&gt;
[14% IcePb]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJC, 10pb flashsuit @ Draygon&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
[[14% Grapplebooster]]&lt;br /&gt;
*Without L+R, requires UWJ, grapple-bomb-jump-jumps, slopespark using a door, and spikesuit in colosseum using a weird glitch with grapple and bombs. With L+R and turbo (like I did cuz I was lazy), this would be towards the top of B tier&lt;br /&gt;
[[14% xSpring]]&lt;br /&gt;
*Jesuswalk Mt. Everest and West Sand Hall, need to do a weird double springball jump using bombs to get out of springball room, need to do a weird double springball jump using a bomb and reserves draining to get past halfie room, 10 missile zebs&lt;br /&gt;
[[14% SuperChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, Botwoon hallway cf clip then farm mocktroids and puyos for a 3% to get enough ammo to fight Botwoon without missing any ammo, underflow (harder on PAL). This is the hardest 14% that I myself have ever done&lt;br /&gt;
[[14% Gravboots]]&lt;br /&gt;
*Probably easier than some others on this list, but it requires a trick that might be 3f perfect and not much is known about this, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
[[14% Pb-Pb]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, multiple elevator cf suits (including one to carry all the way to zebs for zeb skip), botwoon cf clip&lt;br /&gt;
[[14% GrappleChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, elevator cf suit, underflow (harder on PAL), tbh I'm ignoring the difficulty of UWJ if no L+R is used, which would make this category even harder (likely A tier).&lt;br /&gt;
[[13% xCharge]] (Low% L+R on the board)&lt;br /&gt;
*Jesuswalk, 10 missile zebs, optional evir particle dboost, similar in difficulty to 12% but I might say this is technically slightly harder&lt;br /&gt;
[[12%]] xCharge (Standard 12% on the main board)&lt;br /&gt;
*Complex OoB navigation, evir particle dboost in West Sand Hall, xray zeb skip, maybe technically slightly easier than 13% xCharge but this is more of a pain due to OoB shenanigans&lt;br /&gt;
[[14% xPb]]&lt;br /&gt;
*10pb bluesuit generation using rmode in at least 2 instances (the one before Botwoon to avoid L+R is a very precise setup). An optional 3rd could be carried all the way to tourian for zeb skip. If not, then 10 missile zebs is required&lt;br /&gt;
[[14% xChargeless]]&lt;br /&gt;
*Underflow, rmode botwoon hallway clip, maridia navigation no ice, gravity, or hi jump, evir particle dboost in West Sand Hall leaving Maridia&lt;br /&gt;
[[14% xAmmo]]&lt;br /&gt;
*Jesuswalk, Maridia no ice, gravity, or hi jump. Dumb worthless obsolete category :)&lt;br /&gt;
[[14% xSpeed]] (with L+R as previous runs have done)&lt;br /&gt;
*Rmode botwoon clip, colosseum on the way out is tough (not unique to this category), evir particle dboost in West Sand Hall leaving Maridia (if left by going down) or horizontal infinite bomb jump (diagonal bomb jumps) in cac alley (if going through forgotten highway)&lt;br /&gt;
[[14% xGrapple]]&lt;br /&gt;
*10 missile zebs, UWJ no L+R out of G4 or grind for metroid pb drops&lt;br /&gt;
[[14% xBoots]]&lt;br /&gt;
*Halfie room and colosseum no L+R, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
[[14% Chargelice]]&lt;br /&gt;
*Underflow, Main St. + Mt. Everest with ice and no hi jump, maridia with no gravity or hi jump&lt;br /&gt;
[[14% Iceboost]]&lt;br /&gt;
*Varia blue + navigate all of maridia up to post-dray save in one go&lt;br /&gt;
[[0%]]&lt;br /&gt;
*I forgor, but it wasn't terrible, I promise! There is some complex OoB navigation including a segment that's helpful to have a metronome for, but I didn't think it was as complex as 12%. It also requires off-screen bomb jumps. This is tougher to rank in difficulty than other categories and many may find it easier to complete than this rank suggests.&lt;br /&gt;
[[14% Speedboots]]&lt;br /&gt;
*Slopespark to get through botwoon hallway, halfie room and colosseum no L+R, which are actually kinda tricky. Longer segments of UWJ with hi-jump without L+R are required&lt;br /&gt;
12% GravCharge&lt;br /&gt;
*Botwoon hallway OoB entry (not quite figured out yet), 10 missile zebs&lt;br /&gt;
[[14% GravPb]]&lt;br /&gt;
*Botwoon hallway cf clip with 10 pbs, 10 missile zebs&lt;br /&gt;
[[14% xGravity]]&lt;br /&gt;
*Rmode botwoon clip, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
[[14% xIce]]&lt;br /&gt;
*Mt. Everest ice and no hi jump, hj-less lava dive (or gmode into LN), suitless Draygon fight&lt;br /&gt;
[[14% Chargeless]]&lt;br /&gt;
*Elevator cf suit (double frame perfect), botwoon w/o charge (3 supers + 1 missile or 10 missiles extra), underflow (frame perfect). Trust me, this is harder than low% ice and it doesn't matter that ridley and mb are free. This is coming from someone who has somewhat optimized both categories and as someone who tried to learn this back in 2017 cuz I couldn't do the boss fights and I was much further away from figuring out chargeless. However, it's probably easier to learn now than it was back then due to improvements in the practice hack&lt;br /&gt;
[[14% Iceboots]]&lt;br /&gt;
*Main St. and Mt. Everest with ice and hi jump, suitless Draygon fight (easier on PAL), UWJ no L+R (easy) to get out of precious room&lt;br /&gt;
[[14% Speed]]&lt;br /&gt;
*Just Ridley and MB but slightly longer than ice. &amp;quot;The true low% category&amp;quot; -Dessyreqt&lt;br /&gt;
[[14% Ice]]&lt;br /&gt;
*Just Ridley and MB. The best and funnest low% category according to me!&lt;br /&gt;
[[4%]]&lt;br /&gt;
*Basically a few doorskips and xray hall and that's it. Not super complicated OoB movement&lt;br /&gt;
&lt;br /&gt;
=Fun Tier List=&lt;br /&gt;
==S Tier==&lt;br /&gt;
14% Ice and 14% Speed&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
14% Iceboots, 14% Chargeless, 14% X-Ice, 0%, and 14% Icebooster&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
4%, 14% xGravity, 12% GravCharge, 14% Speedboots, and 14% Chargelice&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
14% xSpeed (with L+R as previous runs have done), 14% xChargeless, and 13% xCharge (I'm a bit biased with this one)&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
14% GravPb, 14% xBoots, 14% xGrapple, 14% xPb, 12% xCharge, and 14% GravBoots&lt;br /&gt;
&lt;br /&gt;
==F Tier==&lt;br /&gt;
14% xAmmo, 14% GrappleChargeless, 14% PbPb, 14% SuperChargeless, 14% xSpring, 14% GrappleBooster, [14% IcePb], 13% IcePb, 13% xPb, [14% GrapplePb], [11% Pb], 14% xSpeed (no L+R), 13% PbPb, [14% SpeedPb], and [13% SpeedPb]&lt;br /&gt;
&lt;br /&gt;
==FFFFFFFFF Tier==&lt;br /&gt;
[12% WaveIceGrapple], [13% Speed TAS]&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9887</id>
		<title>King's Low% Difficulty Tier List</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9887"/>
				<updated>2026-03-16T00:37:52Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: Added 12% WaveIceGrapple and its explanation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I got bored, so now I'm ranking every low% category in terms of difficulty including ones that haven't been completed. This will include every category of 14%, 13%, 12% (will exclude most theoretical categories since they're basically the same as 13%s except without bombs), 11%, 4%, and 0%. Anything with brackets [ ] means it hasn't been completed RTA. Also, accounting for use of L+R walljumping is tricky because it can significantly alter the difficulty ranking. For example, 13% PbPb would be lower difficulty than 11% glitched if L+R is used. I didn't really rank the difficulty of walljumps no L+R in 14% GrappleChargeless. I also ignored UWJ no L+R in 14% xSpring and xGrapple because they're optional for getting out of G4 if you don't wanna grind for metroid pb drops.&lt;br /&gt;
&lt;br /&gt;
*Note, 13% PbPb and 13% IcePb are the only completed categories (to the best of my knowledge) that I'd put in S tier difficulty. GCC's puzzles are likely not higher than C tier. Kona challenge is B tier. Blindfolded is A tier. S tier runs are TAS-only runs becoming a reality RTA.&lt;br /&gt;
&lt;br /&gt;
=Difficulty Tier List=&lt;br /&gt;
All categories are listed in order of decreasing difficulty from top to bottom even within each tier&lt;br /&gt;
==ABSOLUTE UNTOUCHABLE GOD TIER==&lt;br /&gt;
[13% Speed TAS]&lt;br /&gt;
*Underwater walljumps (UWJ) no L+R, 3f-perfect everest slopespark + 3f double knockback from a puyo to generate slopespark on flat ground to avoid L+R, colosseum shortcharge isn't even known to be humanly possible. This is at least as hard as getting the everest slopespark twice in a row. For a bit of context, bobbob (the only person to ever execute this slopespark in a run) told me his success rate was 1 in 20. So 1/20*1/20 = 1 in 400 chance of bob completing this category. Not counting the colosseum shortcharge, which isn't known to be humanly possible yet&lt;br /&gt;
[12% WaveIceGrapple]&lt;br /&gt;
*I know little about this other than the fact that it's pretty much TAS only. Wave, ice, and grapple replace the 3 tanks. Something about freezing a Rinka into a right wall to trigger MB phase 2 (probably a frame-perfect shot) and then x-ray climbing up into the ceiling to kill her from above. Something about creating a Varia suit with grapple which would be very precise OoB positioning in order to put yourself back in bounds in the middle of the room before rainbow beam goes off. This would then allow you to pause abuse until the baby starts filling up your health again (several frame-perfect pauses). It's possible that wave could be dropped&lt;br /&gt;
&lt;br /&gt;
==S+ Tier==&lt;br /&gt;
[13% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb underflow. A combination of the things that make 13% PbPb and 13% IcePb so hard&lt;br /&gt;
[14% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb flashsuit @ Draygon. Only slightly easier than the 13% SpeedPb&lt;br /&gt;
[[13% PbPb]] (Particularly without L+R)&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, underflow&lt;br /&gt;
[14% xSpeed] (if the really bs way to do it no L+R is done)&lt;br /&gt;
*Bluesuit -&amp;gt; gmode maridia entry -&amp;gt; rmode conversion to yellowsuit (frame perfect) -&amp;gt; first try Jesuswalk (much more precise than normal with a sparksuit) -&amp;gt; superjump bluesuit conversion. Left side UWJ no L+R is required on NTSC. On PAL, this would probably be at the top of A tier or the bottom of S tier. Tbh this category is basically a somewhat nerfed 13% speed TAS if done on NTSC. It's bad and hard&lt;br /&gt;
&lt;br /&gt;
==S Tier==&lt;br /&gt;
[11% Pb] (Theoretical glitched category to supersede 12%)&lt;br /&gt;
*Gravityless door skips (very hard), complex OoB navigation, 10pb underflow&lt;br /&gt;
[14% GrapplePb]&lt;br /&gt;
*UWJ no L+R, Botwoon cf clip and use charge for Botwoon fight, 10pb flashsuit @ Draygon&lt;br /&gt;
[[13% xPb]]&lt;br /&gt;
*Jesuswalk, 10pb bluesuit generation (very precise rmode setup), 10pb underflow. This is the hardest category that I myself have ever completed in this entire game&lt;br /&gt;
[[13% IcePb]]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJB, 10pb underflow (this strat doesn't mess around)&lt;br /&gt;
[14% IcePb]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJC, 10pb flashsuit @ Draygon&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
[[14% Grapplebooster]]&lt;br /&gt;
*Without L+R, requires UWJ, grapple-bomb-jump-jumps, slopespark using a door, and spikesuit in colosseum using a weird glitch with grapple and bombs. With L+R and turbo (like I did cuz I was lazy), this would be towards the top of B tier&lt;br /&gt;
[[14% xSpring]]&lt;br /&gt;
*Jesuswalk Mt. Everest and West Sand Hall, need to do a weird double springball jump using bombs to get out of springball room, need to do a weird double springball jump using a bomb and reserves draining to get past halfie room, 10 missile zebs&lt;br /&gt;
[[14% SuperChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, Botwoon hallway cf clip then farm mocktroids and puyos for a 3% to get enough ammo to fight Botwoon without missing any ammo, underflow (harder on PAL). This is the hardest 14% that I myself have ever done&lt;br /&gt;
[[14% Gravboots]]&lt;br /&gt;
*Probably easier than some others on this list, but it requires a trick that might be 3f perfect and not much is known about this, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
[[14% Pb-Pb]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, multiple elevator cf suits (including one to carry all the way to zebs for zeb skip), botwoon cf clip&lt;br /&gt;
[[14% GrappleChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, elevator cf suit, underflow (harder on PAL), tbh I'm ignoring the difficulty of UWJ if no L+R is used, which would make this category even harder (likely A tier).&lt;br /&gt;
[[13% xCharge]] (Low% L+R on the board)&lt;br /&gt;
*Jesuswalk, 10 missile zebs, optional evir particle dboost, similar in difficulty to 12% but I might say this is technically slightly harder&lt;br /&gt;
[[12%]] xCharge (Standard 12% on the main board)&lt;br /&gt;
*Complex OoB navigation, evir particle dboost in West Sand Hall, xray zeb skip, maybe technically slightly easier than 13% xCharge but this is more of a pain due to OoB shenanigans&lt;br /&gt;
[[14% xPb]]&lt;br /&gt;
*10pb bluesuit generation using rmode in at least 2 instances (the one before Botwoon to avoid L+R is a very precise setup). An optional 3rd could be carried all the way to tourian for zeb skip. If not, then 10 missile zebs is required&lt;br /&gt;
[[14% xChargeless]]&lt;br /&gt;
*Underflow, rmode botwoon hallway clip, maridia navigation no ice, gravity, or hi jump, evir particle dboost in West Sand Hall leaving Maridia&lt;br /&gt;
[[14% xAmmo]]&lt;br /&gt;
*Jesuswalk, Maridia no ice, gravity, or hi jump. Dumb worthless obsolete category :)&lt;br /&gt;
[[14% xSpeed]] (with L+R as previous runs have done)&lt;br /&gt;
*Rmode botwoon clip, colosseum on the way out is tough (not unique to this category), evir particle dboost in West Sand Hall leaving Maridia (if left by going down) or horizontal infinite bomb jump (diagonal bomb jumps) in cac alley (if going through forgotten highway)&lt;br /&gt;
[[14% xGrapple]]&lt;br /&gt;
*10 missile zebs, UWJ no L+R out of G4 or grind for metroid pb drops&lt;br /&gt;
[[14% xBoots]]&lt;br /&gt;
*Halfie room and colosseum no L+R, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
[[14% Chargelice]]&lt;br /&gt;
*Underflow, Main St. + Mt. Everest with ice and no hi jump, maridia with no gravity or hi jump&lt;br /&gt;
[[14% Iceboost]]&lt;br /&gt;
*Varia blue + navigate all of maridia up to post-dray save in one go&lt;br /&gt;
[[0%]]&lt;br /&gt;
*I forgor, but it wasn't terrible, I promise! There is some complex OoB navigation including a segment that's helpful to have a metronome for, but I didn't think it was as complex as 12%. It also requires off-screen bomb jumps. This is tougher to rank in difficulty than other categories and many may find it easier to complete than this rank suggests.&lt;br /&gt;
[[14% Speedboots]]&lt;br /&gt;
*Slopespark to get through botwoon hallway, halfie room and colosseum no L+R, which are actually kinda tricky. Longer segments of UWJ with hi-jump without L+R are required&lt;br /&gt;
12% GravCharge&lt;br /&gt;
*Botwoon hallway OoB entry (not quite figured out yet), 10 missile zebs&lt;br /&gt;
[[14% GravPb]]&lt;br /&gt;
*Botwoon hallway cf clip with 10 pbs, 10 missile zebs&lt;br /&gt;
[[14% xGravity]]&lt;br /&gt;
*Rmode botwoon clip, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
[[14% xIce]]&lt;br /&gt;
*Mt. Everest ice and no hi jump, hj-less lava dive (or gmode into LN), suitless Draygon fight&lt;br /&gt;
[[14% Chargeless]]&lt;br /&gt;
*Elevator cf suit (double frame perfect), botwoon w/o charge (3 supers + 1 missile or 10 missiles extra), underflow (frame perfect). Trust me, this is harder than low% ice and it doesn't matter that ridley and mb are free. This is coming from someone who has somewhat optimized both categories and as someone who tried to learn this back in 2017 cuz I couldn't do the boss fights and I was much further away from figuring out chargeless. However, it's probably easier to learn now than it was back then due to improvements in the practice hack&lt;br /&gt;
[[14% Iceboots]]&lt;br /&gt;
*Main St. and Mt. Everest with ice and hi jump, suitless Draygon fight (easier on PAL), UWJ no L+R (easy) to get out of precious room&lt;br /&gt;
[[14% Speed]]&lt;br /&gt;
*Just Ridley and MB but slightly longer than ice. &amp;quot;The true low% category&amp;quot; -Dessyreqt&lt;br /&gt;
[[14% Ice]]&lt;br /&gt;
*Just Ridley and MB. The best and funnest low% category according to me!&lt;br /&gt;
[[4%]]&lt;br /&gt;
*Basically a few doorskips and xray hall and that's it. Not super complicated OoB movement&lt;br /&gt;
&lt;br /&gt;
=Fun Tier List=&lt;br /&gt;
==S Tier==&lt;br /&gt;
14% Ice and 14% Speed&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
14% Iceboots, 14% Chargeless, 14% X-Ice, 0%, and 14% Icebooster&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
4%, 14% xGravity, 12% GravCharge, 14% Speedboots, and 14% Chargelice&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
14% xSpeed (with L+R as previous runs have done), 14% xChargeless, and 13% xCharge (I'm a bit biased with this one)&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
14% GravPb, 14% xBoots, 14% xGrapple, 14% xPb, 12% xCharge, and 14% GravBoots&lt;br /&gt;
&lt;br /&gt;
==F Tier==&lt;br /&gt;
14% xAmmo, 14% GrappleChargeless, 14% PbPb, 14% SuperChargeless, 14% xSpring, 14% GrappleBooster, [14% IcePb], 13% IcePb, 13% xPb, [14% GrapplePb], [11% Pb], 14% xSpeed (no L+R), 13% PbPb, [14% SpeedPb], and [13% SpeedPb]&lt;br /&gt;
&lt;br /&gt;
==FFFFFFFFF Tier==&lt;br /&gt;
[12% WaveIceGrapple], [13% Speed TAS]&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9886</id>
		<title>King's Low% Difficulty Tier List</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9886"/>
				<updated>2026-03-16T00:07:36Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I got bored, so now I'm ranking every low% category in terms of difficulty including ones that haven't been completed. This will include every category of 14%, 13%, 12% (will exclude most theoretical categories since they're basically the same as 13%s except without bombs), 11%, 4%, and 0%. Anything with brackets [ ] means it hasn't been completed RTA. Also, accounting for use of L+R walljumping is tricky because it can significantly alter the difficulty ranking. For example, 13% PbPb would be lower difficulty than 11% glitched if L+R is used. I didn't really rank the difficulty of walljumps no L+R in 14% GrappleChargeless. I also ignored UWJ no L+R in 14% xSpring and xGrapple because they're optional for getting out of G4 if you don't wanna grind for metroid pb drops.&lt;br /&gt;
&lt;br /&gt;
*Note, 13% PbPb and 13% IcePb are the only completed categories (to the best of my knowledge) that I'd put in S tier difficulty. GCC's puzzles are no higher than C tier. Kona challenge is B tier. Blindfolded is A tier. S tier runs are TAS-only runs becoming a reality RTA.&lt;br /&gt;
&lt;br /&gt;
=Difficulty Tier List=&lt;br /&gt;
All categories are listed in order of decreasing difficulty from top to bottom even within each tier&lt;br /&gt;
==ABSOLUTE UNTOUCHABLE GOD TIER==&lt;br /&gt;
[13% Speed TAS]&lt;br /&gt;
*Underwater walljumps (UWJ) no L+R, 3f-perfect everest slopespark + 3f double knockback from a puyo to generate slopespark on flat ground to avoid L+R, colosseum shortcharge isn't even known to be humanly possible. This is at least as hard as getting the everest slopespark twice in a row. For a bit of context, bobbob (the only person to ever execute this slopespark in a run) told me his success rate was 1 in 20. So 1/20*1/20 = 1 in 400 chance of bob completing this category. Not counting the colosseum shortcharge, which isn't known to be humanly possible yet&lt;br /&gt;
&lt;br /&gt;
==S+ Tier==&lt;br /&gt;
[13% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb underflow. A combination of the things that make 13% PbPb and 13% IcePb so hard&lt;br /&gt;
[14% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb flashsuit @ Draygon. Only slightly easier than the 13% SpeedPb&lt;br /&gt;
[[13% PbPb]] (Particularly without L+R)&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, underflow&lt;br /&gt;
[14% xSpeed] (if the really bs way to do it no L+R is done)&lt;br /&gt;
*Bluesuit -&amp;gt; gmode maridia entry -&amp;gt; rmode conversion to yellowsuit (frame perfect) -&amp;gt; first try Jesuswalk (much more precise than normal with a sparksuit) -&amp;gt; superjump bluesuit conversion. Left side UWJ no L+R is required on NTSC. On PAL, this would probably be at the top of A tier or the bottom of S tier. Tbh this category is basically a somewhat nerfed 13% speed TAS if done on NTSC. It's bad and hard&lt;br /&gt;
&lt;br /&gt;
==S Tier==&lt;br /&gt;
[11% Pb] (Theoretical glitched category to supersede 12%)&lt;br /&gt;
*Gravityless door skips (very hard), complex OoB navigation, 10pb underflow&lt;br /&gt;
[14% GrapplePb]&lt;br /&gt;
*UWJ no L+R, Botwoon cf clip and use charge for Botwoon fight, 10pb flashsuit @ Draygon&lt;br /&gt;
[[13% xPb]]&lt;br /&gt;
*Jesuswalk, 10pb bluesuit generation (very precise rmode setup), 10pb underflow. This is the hardest category that I myself have ever completed in this entire game&lt;br /&gt;
[[13% IcePb]]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJB, 10pb underflow (this strat doesn't mess around)&lt;br /&gt;
[14% IcePb]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJC, 10pb flashsuit @ Draygon&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
[[14% Grapplebooster]]&lt;br /&gt;
*Without L+R, requires UWJ, grapple-bomb-jump-jumps, slopespark using a door, and spikesuit in colosseum using a weird glitch with grapple and bombs. With L+R and turbo (like I did cuz I was lazy), this would be towards the top of B tier&lt;br /&gt;
[[14% xSpring]]&lt;br /&gt;
*Jesuswalk Mt. Everest and West Sand Hall, need to do a weird double springball jump using bombs to get out of springball room, need to do a weird double springball jump using a bomb and reserves draining to get past halfie room, 10 missile zebs&lt;br /&gt;
[[14% SuperChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, Botwoon hallway cf clip then farm mocktroids and puyos for a 3% to get enough ammo to fight Botwoon without missing any ammo, underflow (harder on PAL). This is the hardest 14% that I myself have ever done&lt;br /&gt;
[[14% Gravboots]]&lt;br /&gt;
*Probably easier than some others on this list, but it requires a trick that might be 3f perfect and not much is known about this, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
[[14% Pb-Pb]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, multiple elevator cf suits (including one to carry all the way to zebs for zeb skip), botwoon cf clip&lt;br /&gt;
[[14% GrappleChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, elevator cf suit, underflow (harder on PAL), tbh I'm ignoring the difficulty of UWJ if no L+R is used, which would make this category even harder (likely A tier).&lt;br /&gt;
[[13% xCharge]] (Low% L+R on the board)&lt;br /&gt;
*Jesuswalk, 10 missile zebs, optional evir particle dboost, similar in difficulty to 12% but I might say this is technically slightly harder&lt;br /&gt;
[[12%]] xCharge (Standard 12% on the main board)&lt;br /&gt;
*Complex OoB navigation, evir particle dboost in West Sand Hall, xray zeb skip, maybe technically slightly easier than 13% xCharge but this is more of a pain due to OoB shenanigans&lt;br /&gt;
[[14% xPb]]&lt;br /&gt;
*10pb bluesuit generation using rmode in at least 2 instances (the one before Botwoon to avoid L+R is a very precise setup). An optional 3rd could be carried all the way to tourian for zeb skip. If not, then 10 missile zebs is required&lt;br /&gt;
[[14% xChargeless]]&lt;br /&gt;
*Underflow, rmode botwoon hallway clip, maridia navigation no ice, gravity, or hi jump, evir particle dboost in West Sand Hall leaving Maridia&lt;br /&gt;
[[14% xAmmo]]&lt;br /&gt;
*Jesuswalk, Maridia no ice, gravity, or hi jump. Dumb worthless obsolete category :)&lt;br /&gt;
[[14% xSpeed]] (with L+R as previous runs have done)&lt;br /&gt;
*Rmode botwoon clip, colosseum on the way out is tough (not unique to this category), evir particle dboost in West Sand Hall leaving Maridia (if left by going down) or horizontal infinite bomb jump (diagonal bomb jumps) in cac alley (if going through forgotten highway)&lt;br /&gt;
[[14% xGrapple]]&lt;br /&gt;
*10 missile zebs, UWJ no L+R out of G4 or grind for metroid pb drops&lt;br /&gt;
[[14% xBoots]]&lt;br /&gt;
*Halfie room and colosseum no L+R, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
[[14% Chargelice]]&lt;br /&gt;
*Underflow, Main St. + Mt. Everest with ice and no hi jump, maridia with no gravity or hi jump&lt;br /&gt;
[[14% Iceboost]]&lt;br /&gt;
*Varia blue + navigate all of maridia up to post-dray save in one go&lt;br /&gt;
[[0%]]&lt;br /&gt;
*I forgor, but it wasn't terrible, I promise! There is some complex OoB navigation including a segment that's helpful to have a metronome for, but I didn't think it was as complex as 12%. It also requires off-screen bomb jumps. This is tougher to rank in difficulty than other categories and many may find it easier to complete than this rank suggests.&lt;br /&gt;
[[14% Speedboots]]&lt;br /&gt;
*Slopespark to get through botwoon hallway, halfie room and colosseum no L+R, which are actually kinda tricky. Longer segments of UWJ with hi-jump without L+R are required&lt;br /&gt;
12% GravCharge&lt;br /&gt;
*Botwoon hallway OoB entry (not quite figured out yet), 10 missile zebs&lt;br /&gt;
[[14% GravPb]]&lt;br /&gt;
*Botwoon hallway cf clip with 10 pbs, 10 missile zebs&lt;br /&gt;
[[14% xGravity]]&lt;br /&gt;
*Rmode botwoon clip, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
[[14% xIce]]&lt;br /&gt;
*Mt. Everest ice and no hi jump, hj-less lava dive (or gmode into LN), suitless Draygon fight&lt;br /&gt;
[[14% Chargeless]]&lt;br /&gt;
*Elevator cf suit (double frame perfect), botwoon w/o charge (3 supers + 1 missile or 10 missiles extra), underflow (frame perfect). Trust me, this is harder than low% ice and it doesn't matter that ridley and mb are free. This is coming from someone who has somewhat optimized both categories and as someone who tried to learn this back in 2017 cuz I couldn't do the boss fights and I was much further away from figuring out chargeless. However, it's probably easier to learn now than it was back then due to improvements in the practice hack&lt;br /&gt;
[[14% Iceboots]]&lt;br /&gt;
*Main St. and Mt. Everest with ice and hi jump, suitless Draygon fight (easier on PAL), UWJ no L+R (easy) to get out of precious room&lt;br /&gt;
[[14% Speed]]&lt;br /&gt;
*Just Ridley and MB but slightly longer than ice. &amp;quot;The true low% category&amp;quot; -Dessyreqt&lt;br /&gt;
[[14% Ice]]&lt;br /&gt;
*Just Ridley and MB. The best and funnest low% category according to me!&lt;br /&gt;
[[4%]]&lt;br /&gt;
*Basically a few doorskips and xray hall and that's it. Not super complicated OoB movement&lt;br /&gt;
&lt;br /&gt;
=Fun Tier List=&lt;br /&gt;
==S Tier==&lt;br /&gt;
14% Ice and 14% Speed&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
14% Iceboots, 14% Chargeless, 14% X-Ice, 0%, and 14% Icebooster&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
4%, 14% xGravity, 12% GravCharge, 14% Speedboots, and 14% Chargelice&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
14% xSpeed (with L+R as previous runs have done), 14% xChargeless, and 13% xCharge (I'm a bit biased with this one)&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
14% GravPb, 14% xBoots, 14% xGrapple, 14% xPb, 12% xCharge, and 14% GravBoots&lt;br /&gt;
&lt;br /&gt;
==F Tier==&lt;br /&gt;
14% xAmmo, 14% GrappleChargeless, 14% PbPb, 14% SuperChargeless, 14% xSpring, 14% GrappleBooster, [14% IcePb], 13% IcePb, 13% xPb, [14% GrapplePb], [11% Pb], 14% xSpeed (no L+R), 13% PbPb, [14% SpeedPb], and [13% SpeedPb]&lt;br /&gt;
&lt;br /&gt;
==FFFFFFFFF Tier==&lt;br /&gt;
[13% Speed TAS]&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=12%25&amp;diff=9885</id>
		<title>12%</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=12%25&amp;diff=9885"/>
				<updated>2026-03-15T23:22:14Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: Added 12% GravCharge tutorial&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;12% is the [[Low%|lowest]] amount of items in which a human can beat the game via defeating all major bosses while using [[out of bounds]]. There are currently two humanly completed 12% categories: '''xCharge''' and '''GravCharge'''. The world records for the categories are shown below.&lt;br /&gt;
&lt;br /&gt;
= General features =&lt;br /&gt;
12% carries over the basic 11-item core of [[14%]] and [[13%]], except Out of Bounds movement crucially allows avoiding collecting [[Bombs]]. Many 12% branches thus have a corresponding 13% branch that does collect them. The 10 items called for are:&lt;br /&gt;
&lt;br /&gt;
* [[Morphing Ball]] is required to 'awaken' the planet and utilize Power Bombs.&lt;br /&gt;
* [[Varia Suit]] is required as otherwise, [[Mother Brain|Mother Brain's]] Rainbow Beam would deal 600 damage instead of 300 damage, as it only checks for Varia Suit - not [[Gravity Suit]]. Varia Suit would otherwise require three additional Energy Tanks (or an applicable mixture of Energy Tanks and Reserve Tanks) in its place, which would defeat the purpose of this low% category.&lt;br /&gt;
* Three [[Energy Tank]]s (or two Energy Tanks and one [[Reserve Tank]], or one Energy Tank and two Reserve Tanks) are moreover required to survive Mother Brain's Rainbow Beam.&lt;br /&gt;
* [[Power Bomb]]s are required to open orange doors and destroy other destructible surfaces that block the way. They are also required to kill Metroids if [[Ice Beam]] is skipped.&lt;br /&gt;
* One [[Missile]] expansion and three [[Super Missile]] expansions are required to open appropriate doors and cause Mother Brain to change from her first phase to her second phase. The first Missile pack in the game is required to 'awaken' the planet, same as Morphing Ball. You can alternatively acquire a second Missile expansion instead of a third Super Missile expansion depending on your route.&lt;br /&gt;
&lt;br /&gt;
= Branches =&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
===xCharge===&lt;br /&gt;
[[Category:Full Category]]{{Category&lt;br /&gt;
|catname=12% xCharge&lt;br /&gt;
|cattype=Full Category&lt;br /&gt;
|rtwr=1:47:45&lt;br /&gt;
|gtwr=1:20&lt;br /&gt;
|wrholder=Sniq&lt;br /&gt;
|wrlink=https://www.twitch.tv/videos/25726221&lt;br /&gt;
|wrtext=Twitch Highlight&lt;br /&gt;
&lt;br /&gt;
|percentage=12%&lt;br /&gt;
|items=[[X-ray Scope]]&lt;br /&gt;
|bossorder=KRDP&lt;br /&gt;
|xrayclimb=Yes&lt;br /&gt;
|outofbounds=Yes&lt;br /&gt;
}}&lt;br /&gt;
For humans, the items that make up the original 12% are the following — equivalent to [[13% xCharge|13% '''xCharge''']] minus Bombs:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:charge.png]] [[Image:varia.png]] [[Image:xray.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
[[Charge Beam]] is used to defeat bosses, as otherwise, an extremely high percentage of ammo would be required instead, which would defeat the purpose of this low% category.&lt;br /&gt;
&lt;br /&gt;
[[X-Ray Scope]] is required as it not only allows the Zebetites to be skipped while still allowing access to Mother Brain (same as Ice Beam and [[Speed Booster]]), but allows [[X-Ray climbing]] to be performed to travel through rooms such as [[Draygon's Eye Door Room|Draygon's entry chamber]] and enter some rooms' out of bounds (such as Halfie Climb to avoid use of L+R), which is the primary exploit of the run.&lt;br /&gt;
&lt;br /&gt;
===GravCharge===&lt;br /&gt;
[[Category:Full Category]]{{Category&lt;br /&gt;
|catname=12% GravCharge&lt;br /&gt;
|cattype=Full Category&lt;br /&gt;
|rtwr=2:04:40&lt;br /&gt;
|gtwr=1:24&lt;br /&gt;
|wrholder=Kingofthehill476&lt;br /&gt;
|wrlink=https://www.youtube.com/watch?v=xSiEo_K2Jxo&amp;amp;t=2153s&lt;br /&gt;
|wrtext=Youtube Video&lt;br /&gt;
&lt;br /&gt;
|percentage=12%&lt;br /&gt;
|items=[[Gravity Suit]]&lt;br /&gt;
|bossorder=PDKR&lt;br /&gt;
|xrayclimb=No&lt;br /&gt;
|outofbounds=Yes&lt;br /&gt;
}}&lt;br /&gt;
Additionally, '''12% GravCharge''' has been humanly completed with the use of [[10 Missile Zebetite Kill]]s:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:charge.png]] [[Image:varia.png]] [[Image:gravity.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
Gravity is collected to allow escaping [[Draygon's Eye Door Room|Precious Room]] and to ascend [[Halfie Climb Room]] without the use of L+R. Additionally, although downwards doorskips can be performed suitless, Gravity makes them much faster and easier, as well as drastically speeding up the Maridia section of the run and making bossfights much easier.&lt;br /&gt;
&lt;br /&gt;
No 13% strategy for [[Botwoon Hallway]] is available yet with this itemset, and one would need to perform a downwards doorskip, then go far enough right Out of Bounds such that transition blocks to [[Botwoon]]'s Room are exposed in room copies below the room. This can be performed suitless (see the section at the bottom for more info), however Gravity makes this and the accompanying OoB navigation much easier and faster.&lt;br /&gt;
&lt;br /&gt;
Without Bombs, X-Ray or the use of Out of Bounds, six Power Bombs would be needed to escape Lower Norfair (three to escape [[Wasteland]], two to break the bomb blocks in [[Red Kihunter Shaft]], and then another one to bomb jump up the one tile in Kihunter Shaft), requiring a 4% drop from a Deesgeega in Wasteland. However, one can avoid three of those Power Bombs by performing a downwards doorskip in Kihunter Shaft, then navigating to a transition block to Amphitheatre (fast but difficult), or [[Lower Norfair Fireflea Room]] (slower but much easier).&lt;br /&gt;
&lt;br /&gt;
After all this, one would then need to perform [[10 Missile Zebetite Kill]]s to access Mother Brain due to not being able to skip Zebetites.&lt;br /&gt;
&lt;br /&gt;
== Human (Theoretical) ==&lt;br /&gt;
===12% GravPb===&lt;br /&gt;
A variation of [[14% GravPb|'''14% GravPb''']], would replace Charge with a Power Bomb pack, then perform Draygon Ammo Underflow with a maximum of 10 Power Bombs. The resulting sparksuit could then be used for Reverse Halfie, and all subsequent bossfights would be much faster and easier, as well as eliminating 10 Missile Zeb Kills:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:varia.png]] [[Image:gravity.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
===12% IcePb===&lt;br /&gt;
Yet another theoretically human-viable itemset would collect Ice Beam as its special item, as well as replace Charge Beam with a Power Bomb pack to allow Draygon Ammo Underflow. This would be a Bombs-less equivalent of the humanly completed [[13% IcePb|'''13% IcePb''']]  branch:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:ice.png]] [[Image:varia.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
Ice Beam would be used to climb [[Main Street]] and [[Mt. Everest]] by freezing enemies. It would also be used for Mochtroid Clip in [[Botwoon Hallway]], as well as allow for climbing [[Halfie Climb Room]] without the use of L+R. It also would make [[Colosseum]] much more lenient, as well as making the Tourian [[Metroid]] Rooms much faster and easier.&lt;br /&gt;
&lt;br /&gt;
The Power Bomb pack replacing Charge would allow for Draygon Ammo Underflow with a maximum of 10 Power Bombs, forcing the runner to rely on a 4% drop chance and drop positioning from Draygon Goop. Following [[Draygon]] snipe kill, they could then use that sparksuit to escape Precious Room, and the rest of the run would be rather simple from there.&lt;br /&gt;
&lt;br /&gt;
===12% xPb===&lt;br /&gt;
Yet another theoretically human-viable itemset is the 12% variant of the humanly completed [[13% xPb|'''13% xPb''']]&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:xray.png]] [[Image:varia.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
X-Ray Scope would be used to skip [[Botwoon]] and avoid L+R in Halfie Climb Room by X-ray climbing Out of Bounds and using a room copy from above the room to enter [[Colosseum]] instead.&lt;br /&gt;
&lt;br /&gt;
As previously explained, performing Draygon Ammo Underflow with a max of 10 Power Bombs is no easy feat (albeit viable for humans) - requiring both a 4% drop chance and good positioning from Draygon Goop, but otherwise identical to normal ammo underflow. The resulting sparksuit can then be used to escape Precious Room, or the runner can instead X-ray climb out instead, and use the [[Yellow Suit Glitch|sparksuit]] to avoid snipe kill instead.&lt;br /&gt;
&lt;br /&gt;
== Tool Assisted ==&lt;br /&gt;
===12% Speed===&lt;br /&gt;
TAS can use additionally the following item set, equal to Bombs-less 13% '''Speed''':&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:charge.png]] [[Image:varia.png]] [[Image:speedbooster.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
Speed Booster is a second means of entering the out of bounds, as depending on when one pauses during a [[shinespark]], they can pass through door transitions. TAS would not need Speed Booster for such a thing as it would only require it for escaping [[Draygon's Eye Door Room|Draygon's entry chamber]] and skipping Zebetites; however, using a shinespark to pass through a horizontal door transition would be much faster than without, as passing through a horizontal door transition without Speed Booster would require multiple pauses and frame-perfect movement inputs as opposed to a single pause and a frame-perfect/position-perfect timing of the shinespark.&lt;br /&gt;
&lt;br /&gt;
This branch of 12% is considered TAS-only because the only known way to reach the [[Mt. Everest|Maridian mountain]] with these items and a retained [[Yellow Suit Glitch|sparksuit]] is by entering it from the Red Brinstar connecting area, which involves entering the Red Brinstar elevator room's out of bounds area. Normally this would not be an issue for humans as you can enter the out of bounds by shinesparking through the upper left door, but because you need to keep the aforementioned blue suit retained before entering Maridia, shinesparking is not an option. Additionally, one would need to perform Everest Slopespark to preserve the sparksuit up to Pre-Botwoon, where it would then be used to gain access to Botwoon. However, L+R would then have to be used to ascend Halfie Climb, and then one would perform speedkeep shenanigans in [[Colosseum]] to obtain a sparksuit to escape from Draygon's room.&lt;br /&gt;
&lt;br /&gt;
An alternative, more human-friendly (but still exceptionally challenging!) route would obtain a sparksuit, then perform Broken Tube Jump from on top of the tube to gain access to [[Fish Tank]], where one would then perform Fish Tank Climb with a stored sparksuit, simply to avoid TAS doorskip to reverse enter Maridia.&lt;br /&gt;
&lt;br /&gt;
===12% SpeedPb===&lt;br /&gt;
A very similar itemset that replaces [[Charge Beam]] with a Power Bomb pack would have essentially the same progression, but then would have to rely on a 4% Power Bomb drop from Draygon Spit to perform Draygon Ammo Underflow with a maximum of 10 Power Bombs. &lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:varia.png]] [[Image:speedbooster.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
The only upside to this route would be that one could then use the resulting sparksuit to escape Precious Room, meaning speedkeep in [[Colosseum]] would not be required.&lt;br /&gt;
&lt;br /&gt;
===12% Pb===&lt;br /&gt;
In addition to 12% Speed, TAS can also use the following itemset:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:varia.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
This itemset is functionally similar to 12% Speed, but with required Draygon Ammo Underflow and the ability to convert a sparksuit into [[Blue Suit Glitch|blue suit]] without utilizing suit upgrades. &lt;br /&gt;
&lt;br /&gt;
Theoretically, this is a much more human-viable category than 12% Speed due to being able to avoid L+R by sparking up Halfie Climb with a [[Blue Suit Glitch|blue suit]], but it still requires the Morph horizontal doorskip to reverse enter Maridia if one wanted to avoid Fish Tank Climb and Forgotten Highway to Tube Jump. In a manner similar to 13% Chargeless, 13% Speed, and theoretical 12% Speed, one would need to perform [[Mt. Everest|Everest]] Slopespark to keep a sparksuit to [[Aqueduct]], which could then be converted into a [[Blue Suit Glitch|blue suit]] to get past Pre-Botwoon and then spark up Halfie Climb, therefore avoiding L+R. &lt;br /&gt;
&lt;br /&gt;
Draygon Ammo Underflow would then be performed, and in combination with snipe kill, one could then use the resulting sparksuit to escape [[Draygon's Eye Door Room|Draygon's entry chamber]].&lt;br /&gt;
&lt;br /&gt;
== Tool Assisted (Theoretical) ==&lt;br /&gt;
===12% WaveIceGrapple===&lt;br /&gt;
Theoretically, TAS can also use the following much more divergent item set:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:charge.png]] [[Image:varia.png]] [[Image:xray.png]] [[Image:wave.png]] [[Image:ice.png]] [[Image:grapple.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
All three tanks are replaced with [[Grapple Beam]], [[Wave Beam]], and [[Ice Beam]]. X-Ray Scope is capable of creating an artificial Varia Suit in the out of bounds area above Mother Brain.&lt;br /&gt;
&lt;br /&gt;
TAS can trigger Mother Brain to enter her second phase while stuck in the right wall via Rinka freezing (making Ice Beam necessary), then X-Ray climb up into the ceiling and fight Mother Brain's second phase from the ceiling. Wave Beam is required as it, and only it, allows charged shots to pass through the ceiling and strike Mother Brain (however, by freezing Rinkas and sinking into them, like with Botwoon Skip, it may even be possible to drop Wave Beam and only acquire [[11%]]).&lt;br /&gt;
&lt;br /&gt;
Before rainbow beam is fired (which can strike the player no matter where they are in the out of bounds and drag them immediately back into the room), TAS would have to reach the proper position in the out of bounds to create the Varia Suit and then acquire the Varia Suit, which is only possible by being touched with the Grapple Beam, else the game crashes.&lt;br /&gt;
&lt;br /&gt;
Acquiring the Varia Suit immediately places Samus back in the middle of Mother Brain's chamber, and allows the game to be paused during rainbow beam, which allows pause abuse to be used (thus no Energy Tanks are needed!) until the Super Metroid refills Samus's energy. Then everything can finish like normally.&lt;br /&gt;
&lt;br /&gt;
== Future Applications ==&lt;br /&gt;
&lt;br /&gt;
Suitless downwards doorskips have been proven possible by Bobbob, meaning that not only can one obtain Super Missiles before Missiles as shown in the below video, but also that [[Main Street]], [[Fish Tank]], and Everest can all be skipped entirely in favor of a specific OoB transition block that will warp the player to [[Crab Shaft]]. &lt;br /&gt;
&lt;br /&gt;
Additionally, this means that one can access Botwoon using a downwards doorskip in [[Botwoon Hallway]] to circumvent the Speed Blocks. Both tricks would result in much easier, faster routing for 12% Speed, 12% Chargeless, and potentially open up more 12% categories such as 12% Hi-Jump Boots (PAL-exclusive due to being able to escape Precious Room and ascend [[Halfie Climb Room]] with L+R and Hijump, would require [[10 Missile Zebetite Kill]]s), or complete 12% Speed-Pb, 12% Chargeless and 12% Speed entirely without the use of L+R, TAS doorskip, Fish Tank Climb, or Everest Slopespark.&lt;br /&gt;
&lt;br /&gt;
https://streamable.com/fs1nff&lt;br /&gt;
&lt;br /&gt;
10 powerbomb underflow has been humanly accomplished, which means that the theoretical categories above that require that underflow are now humanly possible. Furthermore, suitless downward doorskips could make '''11% Pb''' humanly possible. This would most likely require a doorskip in Main St. to wrong warp to halfie room.&lt;br /&gt;
&lt;br /&gt;
= Tutorials =&lt;br /&gt;
===xCharge===&lt;br /&gt;
* [https://www.youtube.com/watch?v=pROD5Ago4EE Sniq] - Shows how to complete 12% using the KRDP route with a hitbox viewer present. Not necessarily a tutorial, but is currently the best resource for learning the category.&lt;br /&gt;
* [https://www.youtube.com/watch?v=J3uexv4Eke0 Chabo] - A playthrough based on Sniq's video, with [https://pastebin.com/27KzkSJK accompanying notes] that detail setups for the [[Out of Bounds]] navigation.&lt;br /&gt;
* [https://www.twitch.tv/videos/2661631766 Kingofthehill] - Explains how to do the [[Evir]] projectile dboost in [[West Sand Hall]]&lt;br /&gt;
* [https://www.youtube.com/watch?v=KyND-o20Vg4&amp;amp;t=2s fsg] - Explains the Xray zeb skip (VERY HELPFUL!)&lt;br /&gt;
&lt;br /&gt;
===GravCharge===&lt;br /&gt;
* [https://www.twitch.tv/videos/2723448399 Kingofthehill] - Covers everything that makes the category unique&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=12%25&amp;diff=9866</id>
		<title>12%</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=12%25&amp;diff=9866"/>
				<updated>2026-03-11T06:05:21Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: /* 12% IceWaveGrapple */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;12% is the [[Low%|lowest]] amount of items in which a human can beat the game via defeating all major bosses while using [[out of bounds]]. There are currently two humanly completed 12% categories: '''xCharge''' and '''GravCharge'''. The world records for the categories are shown below.&lt;br /&gt;
&lt;br /&gt;
= General features =&lt;br /&gt;
12% carries over the basic 11-item core of [[14%]] and [[13%]], except Out of Bounds movement crucially allows avoiding collecting [[Bombs]]. Many 12% branches thus have a corresponding 13% branch that does collect them. The 10 items called for are:&lt;br /&gt;
&lt;br /&gt;
* [[Morphing Ball]] is required to 'awaken' the planet and utilize Power Bombs.&lt;br /&gt;
* [[Varia Suit]] is required as otherwise, [[Mother Brain|Mother Brain's]] Rainbow Beam would deal 600 damage instead of 300 damage, as it only checks for Varia Suit - not [[Gravity Suit]]. Varia Suit would otherwise require three additional Energy Tanks (or an applicable mixture of Energy Tanks and Reserve Tanks) in its place, which would defeat the purpose of this low% category.&lt;br /&gt;
* Three [[Energy Tank]]s (or two Energy Tanks and one [[Reserve Tank]], or one Energy Tank and two Reserve Tanks) are moreover required to survive Mother Brain's Rainbow Beam.&lt;br /&gt;
* [[Power Bomb]]s are required to open orange doors and destroy other destructible surfaces that block the way. They are also required to kill Metroids if [[Ice Beam]] is skipped.&lt;br /&gt;
* One [[Missile]] expansion and three [[Super Missile]] expansions are required to open appropriate doors and cause Mother Brain to change from her first phase to her second phase. The first Missile pack in the game is required to 'awaken' the planet, same as Morphing Ball. You can alternatively acquire a second Missile expansion instead of a third Super Missile expansion depending on your route.&lt;br /&gt;
&lt;br /&gt;
= Branches =&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
===xCharge===&lt;br /&gt;
[[Category:Full Category]]{{Category&lt;br /&gt;
|catname=12% xCharge&lt;br /&gt;
|cattype=Full Category&lt;br /&gt;
|rtwr=1:47:45&lt;br /&gt;
|gtwr=1:20&lt;br /&gt;
|wrholder=Sniq&lt;br /&gt;
|wrlink=https://www.twitch.tv/videos/25726221&lt;br /&gt;
|wrtext=Twitch Highlight&lt;br /&gt;
&lt;br /&gt;
|percentage=12%&lt;br /&gt;
|items=[[X-ray Scope]]&lt;br /&gt;
|bossorder=KRDP&lt;br /&gt;
|xrayclimb=Yes&lt;br /&gt;
|outofbounds=Yes&lt;br /&gt;
}}&lt;br /&gt;
For humans, the items that make up the original 12% are the following — equivalent to [[13% xCharge|13% '''xCharge''']] minus Bombs:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:charge.png]] [[Image:varia.png]] [[Image:xray.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
[[Charge Beam]] is used to defeat bosses, as otherwise, an extremely high percentage of ammo would be required instead, which would defeat the purpose of this low% category.&lt;br /&gt;
&lt;br /&gt;
[[X-Ray Scope]] is required as it not only allows the Zebetites to be skipped while still allowing access to Mother Brain (same as Ice Beam and [[Speed Booster]]), but allows [[X-Ray climbing]] to be performed to travel through rooms such as [[Draygon's Eye Door Room|Draygon's entry chamber]] and enter some rooms' out of bounds (such as Halfie Climb to avoid use of L+R), which is the primary exploit of the run.&lt;br /&gt;
&lt;br /&gt;
===GravCharge===&lt;br /&gt;
[[Category:Full Category]]{{Category&lt;br /&gt;
|catname=12% GravCharge&lt;br /&gt;
|cattype=Full Category&lt;br /&gt;
|rtwr=2:04:40&lt;br /&gt;
|gtwr=1:24&lt;br /&gt;
|wrholder=Kingofthehill476&lt;br /&gt;
|wrlink=https://www.youtube.com/watch?v=xSiEo_K2Jxo&amp;amp;t=2153s&lt;br /&gt;
|wrtext=Youtube Video&lt;br /&gt;
&lt;br /&gt;
|percentage=12%&lt;br /&gt;
|items=[[Gravity Suit]]&lt;br /&gt;
|bossorder=PDKR&lt;br /&gt;
|xrayclimb=No&lt;br /&gt;
|outofbounds=Yes&lt;br /&gt;
}}&lt;br /&gt;
Additionally, '''12% GravCharge''' has been humanly completed with the use of [[10 Missile Zebetite Kill]]s:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:charge.png]] [[Image:varia.png]] [[Image:gravity.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
Gravity is collected to allow escaping [[Draygon's Eye Door Room|Precious Room]] and to ascend [[Halfie Climb Room]] without the use of L+R. Additionally, although downwards doorskips can be performed suitless, Gravity makes them much faster and easier, as well as drastically speeding up the Maridia section of the run and making bossfights much easier.&lt;br /&gt;
&lt;br /&gt;
No 13% strategy for [[Botwoon Hallway]] is available yet with this itemset, and one would need to perform a downwards doorskip, then go far enough right Out of Bounds such that transition blocks to [[Botwoon]]'s Room are exposed in room copies below the room. This can be performed suitless (see the section at the bottom for more info), however Gravity makes this and the accompanying OoB navigation much easier and faster.&lt;br /&gt;
&lt;br /&gt;
Without Bombs, X-Ray or the use of Out of Bounds, six Power Bombs would be needed to escape Lower Norfair (three to escape [[Wasteland]], two to break the bomb blocks in [[Red Kihunter Shaft]], and then another one to bomb jump up the one tile in Kihunter Shaft), requiring a 4% drop from a Deesgeega in Wasteland. However, one can avoid three of those Power Bombs by performing a downwards doorskip in Kihunter Shaft, then navigating to a transition block to Amphitheatre (fast but difficult), or [[Lower Norfair Fireflea Room]] (slower but much easier).&lt;br /&gt;
&lt;br /&gt;
After all this, one would then need to perform [[10 Missile Zebetite Kill]]s to access Mother Brain due to not being able to skip Zebetites.&lt;br /&gt;
&lt;br /&gt;
== Human (Theoretical) ==&lt;br /&gt;
===12% GravPb===&lt;br /&gt;
A variation of [[14% GravPb|'''14% GravPb''']], would replace Charge with a Power Bomb pack, then perform Draygon Ammo Underflow with a maximum of 10 Power Bombs. The resulting sparksuit could then be used for Reverse Halfie, and all subsequent bossfights would be much faster and easier, as well as eliminating 10 Missile Zeb Kills:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:varia.png]] [[Image:gravity.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
===12% IcePb===&lt;br /&gt;
Yet another theoretically human-viable itemset would collect Ice Beam as its special item, as well as replace Charge Beam with a Power Bomb pack to allow Draygon Ammo Underflow. This would be a Bombs-less equivalent of the humanly completed [[13% IcePb|'''13% IcePb''']]  branch:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:ice.png]] [[Image:varia.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
Ice Beam would be used to climb [[Main Street]] and [[Mt. Everest]] by freezing enemies. It would also be used for Mochtroid Clip in [[Botwoon Hallway]], as well as allow for climbing [[Halfie Climb Room]] without the use of L+R. It also would make [[Colosseum]] much more lenient, as well as making the Tourian [[Metroid]] Rooms much faster and easier.&lt;br /&gt;
&lt;br /&gt;
The Power Bomb pack replacing Charge would allow for Draygon Ammo Underflow with a maximum of 10 Power Bombs, forcing the runner to rely on a 4% drop chance and drop positioning from Draygon Goop. Following [[Draygon]] snipe kill, they could then use that sparksuit to escape Precious Room, and the rest of the run would be rather simple from there.&lt;br /&gt;
&lt;br /&gt;
===12% xPb===&lt;br /&gt;
Yet another theoretically human-viable itemset is the 12% variant of the humanly completed [[13% xPb|'''13% xPb''']]&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:xray.png]] [[Image:varia.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
X-Ray Scope would be used to skip [[Botwoon]] and avoid L+R in Halfie Climb Room by X-ray climbing Out of Bounds and using a room copy from above the room to enter [[Colosseum]] instead.&lt;br /&gt;
&lt;br /&gt;
As previously explained, performing Draygon Ammo Underflow with a max of 10 Power Bombs is no easy feat (albeit viable for humans) - requiring both a 4% drop chance and good positioning from Draygon Goop, but otherwise identical to normal ammo underflow. The resulting sparksuit can then be used to escape Precious Room, or the runner can instead X-ray climb out instead, and use the [[Yellow Suit Glitch|sparksuit]] to avoid snipe kill instead.&lt;br /&gt;
&lt;br /&gt;
== Tool Assisted ==&lt;br /&gt;
===12% Speed===&lt;br /&gt;
TAS can use additionally the following item set, equal to Bombs-less 13% '''Speed''':&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:charge.png]] [[Image:varia.png]] [[Image:speedbooster.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
Speed Booster is a second means of entering the out of bounds, as depending on when one pauses during a [[shinespark]], they can pass through door transitions. TAS would not need Speed Booster for such a thing as it would only require it for escaping [[Draygon's Eye Door Room|Draygon's entry chamber]] and skipping Zebetites; however, using a shinespark to pass through a horizontal door transition would be much faster than without, as passing through a horizontal door transition without Speed Booster would require multiple pauses and frame-perfect movement inputs as opposed to a single pause and a frame-perfect/position-perfect timing of the shinespark.&lt;br /&gt;
&lt;br /&gt;
This branch of 12% is considered TAS-only because the only known way to reach the [[Mt. Everest|Maridian mountain]] with these items and a retained [[Yellow Suit Glitch|sparksuit]] is by entering it from the Red Brinstar connecting area, which involves entering the Red Brinstar elevator room's out of bounds area. Normally this would not be an issue for humans as you can enter the out of bounds by shinesparking through the upper left door, but because you need to keep the aforementioned blue suit retained before entering Maridia, shinesparking is not an option. Additionally, one would need to perform Everest Slopespark to preserve the sparksuit up to Pre-Botwoon, where it would then be used to gain access to Botwoon. However, L+R would then have to be used to ascend Halfie Climb, and then one would perform speedkeep shenanigans in [[Colosseum]] to obtain a sparksuit to escape from Draygon's room.&lt;br /&gt;
&lt;br /&gt;
An alternative, more human-friendly (but still exceptionally challenging!) route would obtain a sparksuit, then perform Broken Tube Jump from on top of the tube to gain access to [[Fish Tank]], where one would then perform Fish Tank Climb with a stored sparksuit, simply to avoid TAS doorskip to reverse enter Maridia.&lt;br /&gt;
&lt;br /&gt;
===12% SpeedPb===&lt;br /&gt;
A very similar itemset that replaces [[Charge Beam]] with a Power Bomb pack would have essentially the same progression, but then would have to rely on a 4% Power Bomb drop from Draygon Spit to perform Draygon Ammo Underflow with a maximum of 10 Power Bombs. &lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:varia.png]] [[Image:speedbooster.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
The only upside to this route would be that one could then use the resulting sparksuit to escape Precious Room, meaning speedkeep in [[Colosseum]] would not be required.&lt;br /&gt;
&lt;br /&gt;
===12% Pb===&lt;br /&gt;
In addition to 12% Speed, TAS can also use the following itemset:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:varia.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
This itemset is functionally similar to 12% Speed, but with required Draygon Ammo Underflow and the ability to convert a sparksuit into [[Blue Suit Glitch|blue suit]] without utilizing suit upgrades. &lt;br /&gt;
&lt;br /&gt;
Theoretically, this is a much more human-viable category than 12% Speed due to being able to avoid L+R by sparking up Halfie Climb with a [[Blue Suit Glitch|blue suit]], but it still requires the Morph horizontal doorskip to reverse enter Maridia if one wanted to avoid Fish Tank Climb and Forgotten Highway to Tube Jump. In a manner similar to 13% Chargeless, 13% Speed, and theoretical 12% Speed, one would need to perform [[Mt. Everest|Everest]] Slopespark to keep a sparksuit to [[Aqueduct]], which could then be converted into a [[Blue Suit Glitch|blue suit]] to get past Pre-Botwoon and then spark up Halfie Climb, therefore avoiding L+R. &lt;br /&gt;
&lt;br /&gt;
Draygon Ammo Underflow would then be performed, and in combination with snipe kill, one could then use the resulting sparksuit to escape [[Draygon's Eye Door Room|Draygon's entry chamber]].&lt;br /&gt;
&lt;br /&gt;
== Tool Assisted (Theoretical) ==&lt;br /&gt;
===12% WaveIceGrapple===&lt;br /&gt;
Theoretically, TAS can also use the following much more divergent item set:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:charge.png]] [[Image:varia.png]] [[Image:xray.png]] [[Image:wave.png]] [[Image:ice.png]] [[Image:grapple.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
All three tanks are replaced with [[Grapple Beam]], [[Wave Beam]], and [[Ice Beam]]. X-Ray Scope is capable of creating an artificial Varia Suit in the out of bounds area above Mother Brain.&lt;br /&gt;
&lt;br /&gt;
TAS can trigger Mother Brain to enter her second phase while stuck in the right wall via Rinka freezing (making Ice Beam necessary), then X-Ray climb up into the ceiling and fight Mother Brain's second phase from the ceiling. Wave Beam is required as it, and only it, allows charged shots to pass through the ceiling and strike Mother Brain (however, by freezing Rinkas and sinking into them, like with Botwoon Skip, it may even be possible to drop Wave Beam and only acquire [[11%]]).&lt;br /&gt;
&lt;br /&gt;
Before rainbow beam is fired (which can strike the player no matter where they are in the out of bounds and drag them immediately back into the room), TAS would have to reach the proper position in the out of bounds to create the Varia Suit and then acquire the Varia Suit, which is only possible by being touched with the Grapple Beam, else the game crashes.&lt;br /&gt;
&lt;br /&gt;
Acquiring the Varia Suit immediately places Samus back in the middle of Mother Brain's chamber, and allows the game to be paused during rainbow beam, which allows pause abuse to be used (thus no Energy Tanks are needed!) until the Super Metroid refills Samus's energy. Then everything can finish like normally.&lt;br /&gt;
&lt;br /&gt;
== Future Applications ==&lt;br /&gt;
&lt;br /&gt;
Suitless downwards doorskips have been proven possible by Bobbob, meaning that not only can one obtain Super Missiles before Missiles as shown in the below video, but also that [[Main Street]], [[Fish Tank]], and Everest can all be skipped entirely in favor of a specific OoB transition block that will warp the player to [[Crab Shaft]]. &lt;br /&gt;
&lt;br /&gt;
Additionally, this means that one can access Botwoon using a downwards doorskip in [[Botwoon Hallway]] to circumvent the Speed Blocks. Both tricks would result in much easier, faster routing for 12% Speed, 12% Chargeless, and potentially open up more 12% categories such as 12% Hi-Jump Boots (PAL-exclusive due to being able to escape Precious Room and ascend [[Halfie Climb Room]] with L+R and Hijump, would require [[10 Missile Zebetite Kill]]s), or complete 12% Speed-Pb, 12% Chargeless and 12% Speed entirely without the use of L+R, TAS doorskip, Fish Tank Climb, or Everest Slopespark.&lt;br /&gt;
&lt;br /&gt;
https://streamable.com/fs1nff&lt;br /&gt;
&lt;br /&gt;
10 powerbomb underflow has been humanly accomplished, which means that the theoretical categories above that require that underflow are now humanly possible. Furthermore, suitless downward doorskips could make '''11% Pb''' humanly possible. This would most likely require a doorskip in Main St. to wrong warp to halfie room.&lt;br /&gt;
&lt;br /&gt;
= Tutorials =&lt;br /&gt;
===xCharge===&lt;br /&gt;
* [https://www.youtube.com/watch?v=pROD5Ago4EE Sniq] - Shows how to complete 12% using the KRDP route with a hitbox viewer present. Not necessarily a tutorial, but is currently the best resource for learning the category.&lt;br /&gt;
* [https://www.youtube.com/watch?v=J3uexv4Eke0 Chabo] - A playthrough based on Sniq's video, with [https://pastebin.com/27KzkSJK accompanying notes] that detail setups for the [[Out of Bounds]] navigation.&lt;br /&gt;
* [https://www.twitch.tv/videos/2661631766 Kingofthehill] - Explains how to do the [[Evir]] projectile dboost in [[West Sand Hall]]&lt;br /&gt;
* [https://www.youtube.com/watch?v=KyND-o20Vg4&amp;amp;t=2s fsg] - Explains the Xray zeb skip (VERY HELPFUL!)&lt;br /&gt;
&lt;br /&gt;
===GravCharge===&lt;br /&gt;
* Soon (tm)&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=12%25&amp;diff=9865</id>
		<title>12%</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=12%25&amp;diff=9865"/>
				<updated>2026-03-11T02:55:59Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: /* Future Applications */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;12% is the [[Low%|lowest]] amount of items in which a human can beat the game via defeating all major bosses while using [[out of bounds]]. There are currently two humanly completed 12% categories: '''xCharge''' and '''GravCharge'''. The world records for the categories are shown below.&lt;br /&gt;
&lt;br /&gt;
= General features =&lt;br /&gt;
12% carries over the basic 11-item core of [[14%]] and [[13%]], except Out of Bounds movement crucially allows avoiding collecting [[Bombs]]. Many 12% branches thus have a corresponding 13% branch that does collect them. The 10 items called for are:&lt;br /&gt;
&lt;br /&gt;
* [[Morphing Ball]] is required to 'awaken' the planet and utilize Power Bombs.&lt;br /&gt;
* [[Varia Suit]] is required as otherwise, [[Mother Brain|Mother Brain's]] Rainbow Beam would deal 600 damage instead of 300 damage, as it only checks for Varia Suit - not [[Gravity Suit]]. Varia Suit would otherwise require three additional Energy Tanks (or an applicable mixture of Energy Tanks and Reserve Tanks) in its place, which would defeat the purpose of this low% category.&lt;br /&gt;
* Three [[Energy Tank]]s (or two Energy Tanks and one [[Reserve Tank]], or one Energy Tank and two Reserve Tanks) are moreover required to survive Mother Brain's Rainbow Beam.&lt;br /&gt;
* [[Power Bomb]]s are required to open orange doors and destroy other destructible surfaces that block the way. They are also required to kill Metroids if [[Ice Beam]] is skipped.&lt;br /&gt;
* One [[Missile]] expansion and three [[Super Missile]] expansions are required to open appropriate doors and cause Mother Brain to change from her first phase to her second phase. The first Missile pack in the game is required to 'awaken' the planet, same as Morphing Ball. You can alternatively acquire a second Missile expansion instead of a third Super Missile expansion depending on your route.&lt;br /&gt;
&lt;br /&gt;
= Branches =&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
===xCharge===&lt;br /&gt;
[[Category:Full Category]]{{Category&lt;br /&gt;
|catname=12% xCharge&lt;br /&gt;
|cattype=Full Category&lt;br /&gt;
|rtwr=1:47:45&lt;br /&gt;
|gtwr=1:20&lt;br /&gt;
|wrholder=Sniq&lt;br /&gt;
|wrlink=https://www.twitch.tv/videos/25726221&lt;br /&gt;
|wrtext=Twitch Highlight&lt;br /&gt;
&lt;br /&gt;
|percentage=12%&lt;br /&gt;
|items=[[X-ray Scope]]&lt;br /&gt;
|bossorder=KRDP&lt;br /&gt;
|xrayclimb=Yes&lt;br /&gt;
|outofbounds=Yes&lt;br /&gt;
}}&lt;br /&gt;
For humans, the items that make up the original 12% are the following — equivalent to [[13% xCharge|13% '''xCharge''']] minus Bombs:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:charge.png]] [[Image:varia.png]] [[Image:xray.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
[[Charge Beam]] is used to defeat bosses, as otherwise, an extremely high percentage of ammo would be required instead, which would defeat the purpose of this low% category.&lt;br /&gt;
&lt;br /&gt;
[[X-Ray Scope]] is required as it not only allows the Zebetites to be skipped while still allowing access to Mother Brain (same as Ice Beam and [[Speed Booster]]), but allows [[X-Ray climbing]] to be performed to travel through rooms such as [[Draygon's Eye Door Room|Draygon's entry chamber]] and enter some rooms' out of bounds (such as Halfie Climb to avoid use of L+R), which is the primary exploit of the run.&lt;br /&gt;
&lt;br /&gt;
===GravCharge===&lt;br /&gt;
[[Category:Full Category]]{{Category&lt;br /&gt;
|catname=12% GravCharge&lt;br /&gt;
|cattype=Full Category&lt;br /&gt;
|rtwr=2:04:40&lt;br /&gt;
|gtwr=1:24&lt;br /&gt;
|wrholder=Kingofthehill476&lt;br /&gt;
|wrlink=https://www.youtube.com/watch?v=xSiEo_K2Jxo&amp;amp;t=2153s&lt;br /&gt;
|wrtext=Youtube Video&lt;br /&gt;
&lt;br /&gt;
|percentage=12%&lt;br /&gt;
|items=[[Gravity Suit]]&lt;br /&gt;
|bossorder=PDKR&lt;br /&gt;
|xrayclimb=No&lt;br /&gt;
|outofbounds=Yes&lt;br /&gt;
}}&lt;br /&gt;
Additionally, '''12% GravCharge''' has been humanly completed with the use of [[10 Missile Zebetite Kill]]s:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:charge.png]] [[Image:varia.png]] [[Image:gravity.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
Gravity is collected to allow escaping [[Draygon's Eye Door Room|Precious Room]] and to ascend [[Halfie Climb Room]] without the use of L+R. Additionally, although downwards doorskips can be performed suitless, Gravity makes them much faster and easier, as well as drastically speeding up the Maridia section of the run and making bossfights much easier.&lt;br /&gt;
&lt;br /&gt;
No 13% strategy for [[Botwoon Hallway]] is available yet with this itemset, and one would need to perform a downwards doorskip, then go far enough right Out of Bounds such that transition blocks to [[Botwoon]]'s Room are exposed in room copies below the room. This can be performed suitless (see the section at the bottom for more info), however Gravity makes this and the accompanying OoB navigation much easier and faster.&lt;br /&gt;
&lt;br /&gt;
Without Bombs, X-Ray or the use of Out of Bounds, six Power Bombs would be needed to escape Lower Norfair (three to escape [[Wasteland]], two to break the bomb blocks in [[Red Kihunter Shaft]], and then another one to bomb jump up the one tile in Kihunter Shaft), requiring a 4% drop from a Deesgeega in Wasteland. However, one can avoid three of those Power Bombs by performing a downwards doorskip in Kihunter Shaft, then navigating to a transition block to Amphitheatre (fast but difficult), or [[Lower Norfair Fireflea Room]] (slower but much easier).&lt;br /&gt;
&lt;br /&gt;
After all this, one would then need to perform [[10 Missile Zebetite Kill]]s to access Mother Brain due to not being able to skip Zebetites.&lt;br /&gt;
&lt;br /&gt;
== Human (Theoretical) ==&lt;br /&gt;
===12% GravPb===&lt;br /&gt;
A variation of [[14% GravPb|'''14% GravPb''']], would replace Charge with a Power Bomb pack, then perform Draygon Ammo Underflow with a maximum of 10 Power Bombs. The resulting sparksuit could then be used for Reverse Halfie, and all subsequent bossfights would be much faster and easier, as well as eliminating 10 Missile Zeb Kills:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:varia.png]] [[Image:gravity.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
===12% IcePb===&lt;br /&gt;
Yet another theoretically human-viable itemset would collect Ice Beam as its special item, as well as replace Charge Beam with a Power Bomb pack to allow Draygon Ammo Underflow. This would be a Bombs-less equivalent of the humanly completed [[13% IcePb|'''13% IcePb''']]  branch:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:ice.png]] [[Image:varia.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
Ice Beam would be used to climb [[Main Street]] and [[Mt. Everest]] by freezing enemies. It would also be used for Mochtroid Clip in [[Botwoon Hallway]], as well as allow for climbing [[Halfie Climb Room]] without the use of L+R. It also would make [[Colosseum]] much more lenient, as well as making the Tourian [[Metroid]] Rooms much faster and easier.&lt;br /&gt;
&lt;br /&gt;
The Power Bomb pack replacing Charge would allow for Draygon Ammo Underflow with a maximum of 10 Power Bombs, forcing the runner to rely on a 4% drop chance and drop positioning from Draygon Goop. Following [[Draygon]] snipe kill, they could then use that sparksuit to escape Precious Room, and the rest of the run would be rather simple from there.&lt;br /&gt;
&lt;br /&gt;
===12% xPb===&lt;br /&gt;
Yet another theoretically human-viable itemset is the 12% variant of the humanly completed [[13% xPb|'''13% xPb''']]&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:xray.png]] [[Image:varia.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
X-Ray Scope would be used to skip [[Botwoon]] and avoid L+R in Halfie Climb Room by X-ray climbing Out of Bounds and using a room copy from above the room to enter [[Colosseum]] instead.&lt;br /&gt;
&lt;br /&gt;
As previously explained, performing Draygon Ammo Underflow with a max of 10 Power Bombs is no easy feat (albeit viable for humans) - requiring both a 4% drop chance and good positioning from Draygon Goop, but otherwise identical to normal ammo underflow. The resulting sparksuit can then be used to escape Precious Room, or the runner can instead X-ray climb out instead, and use the [[Yellow Suit Glitch|sparksuit]] to avoid snipe kill instead.&lt;br /&gt;
&lt;br /&gt;
== Tool Assisted ==&lt;br /&gt;
===12% Speed===&lt;br /&gt;
TAS can use additionally the following item set, equal to Bombs-less 13% '''Speed''':&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:charge.png]] [[Image:varia.png]] [[Image:speedbooster.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
Speed Booster is a second means of entering the out of bounds, as depending on when one pauses during a [[shinespark]], they can pass through door transitions. TAS would not need Speed Booster for such a thing as it would only require it for escaping [[Draygon's Eye Door Room|Draygon's entry chamber]] and skipping Zebetites; however, using a shinespark to pass through a horizontal door transition would be much faster than without, as passing through a horizontal door transition without Speed Booster would require multiple pauses and frame-perfect movement inputs as opposed to a single pause and a frame-perfect/position-perfect timing of the shinespark.&lt;br /&gt;
&lt;br /&gt;
This branch of 12% is considered TAS-only because the only known way to reach the [[Mt. Everest|Maridian mountain]] with these items and a retained [[Yellow Suit Glitch|sparksuit]] is by entering it from the Red Brinstar connecting area, which involves entering the Red Brinstar elevator room's out of bounds area. Normally this would not be an issue for humans as you can enter the out of bounds by shinesparking through the upper left door, but because you need to keep the aforementioned blue suit retained before entering Maridia, shinesparking is not an option. Additionally, one would need to perform Everest Slopespark to preserve the sparksuit up to Pre-Botwoon, where it would then be used to gain access to Botwoon. However, L+R would then have to be used to ascend Halfie Climb, and then one would perform speedkeep shenanigans in [[Colosseum]] to obtain a sparksuit to escape from Draygon's room.&lt;br /&gt;
&lt;br /&gt;
An alternative, more human-friendly (but still exceptionally challenging!) route would obtain a sparksuit, then perform Broken Tube Jump from on top of the tube to gain access to [[Fish Tank]], where one would then perform Fish Tank Climb with a stored sparksuit, simply to avoid TAS doorskip to reverse enter Maridia.&lt;br /&gt;
&lt;br /&gt;
===12% SpeedPb===&lt;br /&gt;
A very similar itemset that replaces [[Charge Beam]] with a Power Bomb pack would have essentially the same progression, but then would have to rely on a 4% Power Bomb drop from Draygon Spit to perform Draygon Ammo Underflow with a maximum of 10 Power Bombs. &lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:varia.png]] [[Image:speedbooster.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
The only upside to this route would be that one could then use the resulting sparksuit to escape Precious Room, meaning speedkeep in [[Colosseum]] would not be required.&lt;br /&gt;
&lt;br /&gt;
===12% Pb===&lt;br /&gt;
In addition to 12% Speed, TAS can also use the following itemset:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:varia.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
This itemset is functionally similar to 12% Speed, but with required Draygon Ammo Underflow and the ability to convert a sparksuit into [[Blue Suit Glitch|blue suit]] without utilizing suit upgrades. &lt;br /&gt;
&lt;br /&gt;
Theoretically, this is a much more human-viable category than 12% Speed due to being able to avoid L+R by sparking up Halfie Climb with a [[Blue Suit Glitch|blue suit]], but it still requires the Morph horizontal doorskip to reverse enter Maridia if one wanted to avoid Fish Tank Climb and Forgotten Highway to Tube Jump. In a manner similar to 13% Chargeless, 13% Speed, and theoretical 12% Speed, one would need to perform [[Mt. Everest|Everest]] Slopespark to keep a sparksuit to [[Aqueduct]], which could then be converted into a [[Blue Suit Glitch|blue suit]] to get past Pre-Botwoon and then spark up Halfie Climb, therefore avoiding L+R. &lt;br /&gt;
&lt;br /&gt;
Draygon Ammo Underflow would then be performed, and in combination with snipe kill, one could then use the resulting sparksuit to escape [[Draygon's Eye Door Room|Draygon's entry chamber]].&lt;br /&gt;
&lt;br /&gt;
== Tool Assisted (Theoretical) ==&lt;br /&gt;
===12% IceWaveGrapple===&lt;br /&gt;
Theoretically, TAS can also use the following much more divergent item set:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:charge.png]] [[Image:varia.png]] [[Image:xray.png]] [[Image:wave.png]] [[Image:ice.png]] [[Image:grapple.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
All three tanks are replaced with [[Grapple Beam]], [[Wave Beam]], and [[Ice Beam]]. X-Ray Scope is capable of creating an artificial Varia Suit in the out of bounds area above Mother Brain.&lt;br /&gt;
&lt;br /&gt;
TAS can trigger Mother Brain to enter her second phase while stuck in the right wall via Rinka freezing (making Ice Beam necessary), then X-Ray climb up into the ceiling and fight Mother Brain's second phase from the ceiling. Wave Beam is required as it, and only it, allows charged shots to pass through the ceiling and strike Mother Brain (however, by freezing Rinkas and sinking into them, like with Botwoon Skip, it may even be possible to drop Wave Beam and only acquire [[11%]]).&lt;br /&gt;
&lt;br /&gt;
Before rainbow beam is fired (which can strike the player no matter where they are in the out of bounds and drag them immediately back into the room), TAS would have to reach the proper position in the out of bounds to create the Varia Suit and then acquire the Varia Suit, which is only possible by being touched with the Grapple Beam, else the game crashes.&lt;br /&gt;
&lt;br /&gt;
Acquiring the Varia Suit immediately places Samus back in the middle of Mother Brain's chamber, and allows the game to be paused during rainbow beam, which allows pause abuse to be used (thus no Energy Tanks are needed!) until the Super Metroid refills Samus's energy. Then everything can finish like normally.&lt;br /&gt;
&lt;br /&gt;
== Future Applications ==&lt;br /&gt;
&lt;br /&gt;
Suitless downwards doorskips have been proven possible by Bobbob, meaning that not only can one obtain Super Missiles before Missiles as shown in the below video, but also that [[Main Street]], [[Fish Tank]], and Everest can all be skipped entirely in favor of a specific OoB transition block that will warp the player to [[Crab Shaft]]. &lt;br /&gt;
&lt;br /&gt;
Additionally, this means that one can access Botwoon using a downwards doorskip in [[Botwoon Hallway]] to circumvent the Speed Blocks. Both tricks would result in much easier, faster routing for 12% Speed, 12% Chargeless, and potentially open up more 12% categories such as 12% Hi-Jump Boots (PAL-exclusive due to being able to escape Precious Room and ascend [[Halfie Climb Room]] with L+R and Hijump, would require [[10 Missile Zebetite Kill]]s), or complete 12% Speed-Pb, 12% Chargeless and 12% Speed entirely without the use of L+R, TAS doorskip, Fish Tank Climb, or Everest Slopespark.&lt;br /&gt;
&lt;br /&gt;
https://streamable.com/fs1nff&lt;br /&gt;
&lt;br /&gt;
10 powerbomb underflow has been humanly accomplished, which means that the theoretical categories above that require that underflow are now humanly possible. Furthermore, suitless downward doorskips could make '''11% Pb''' humanly possible. This would most likely require a doorskip in Main St. to wrong warp to halfie room.&lt;br /&gt;
&lt;br /&gt;
= Tutorials =&lt;br /&gt;
===xCharge===&lt;br /&gt;
* [https://www.youtube.com/watch?v=pROD5Ago4EE Sniq] - Shows how to complete 12% using the KRDP route with a hitbox viewer present. Not necessarily a tutorial, but is currently the best resource for learning the category.&lt;br /&gt;
* [https://www.youtube.com/watch?v=J3uexv4Eke0 Chabo] - A playthrough based on Sniq's video, with [https://pastebin.com/27KzkSJK accompanying notes] that detail setups for the [[Out of Bounds]] navigation.&lt;br /&gt;
* [https://www.twitch.tv/videos/2661631766 Kingofthehill] - Explains how to do the [[Evir]] projectile dboost in [[West Sand Hall]]&lt;br /&gt;
* [https://www.youtube.com/watch?v=KyND-o20Vg4&amp;amp;t=2s fsg] - Explains the Xray zeb skip (VERY HELPFUL!)&lt;br /&gt;
&lt;br /&gt;
===GravCharge===&lt;br /&gt;
* Soon (tm)&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=12%25&amp;diff=9864</id>
		<title>12%</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=12%25&amp;diff=9864"/>
				<updated>2026-03-11T02:50:26Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: Restructuring the 12% page the way I want cuz I can&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;12% is the [[Low%|lowest]] amount of items in which a human can beat the game via defeating all major bosses while using [[out of bounds]]. There are currently two humanly completed 12% categories: '''xCharge''' and '''GravCharge'''. The world records for the categories are shown below.&lt;br /&gt;
&lt;br /&gt;
= General features =&lt;br /&gt;
12% carries over the basic 11-item core of [[14%]] and [[13%]], except Out of Bounds movement crucially allows avoiding collecting [[Bombs]]. Many 12% branches thus have a corresponding 13% branch that does collect them. The 10 items called for are:&lt;br /&gt;
&lt;br /&gt;
* [[Morphing Ball]] is required to 'awaken' the planet and utilize Power Bombs.&lt;br /&gt;
* [[Varia Suit]] is required as otherwise, [[Mother Brain|Mother Brain's]] Rainbow Beam would deal 600 damage instead of 300 damage, as it only checks for Varia Suit - not [[Gravity Suit]]. Varia Suit would otherwise require three additional Energy Tanks (or an applicable mixture of Energy Tanks and Reserve Tanks) in its place, which would defeat the purpose of this low% category.&lt;br /&gt;
* Three [[Energy Tank]]s (or two Energy Tanks and one [[Reserve Tank]], or one Energy Tank and two Reserve Tanks) are moreover required to survive Mother Brain's Rainbow Beam.&lt;br /&gt;
* [[Power Bomb]]s are required to open orange doors and destroy other destructible surfaces that block the way. They are also required to kill Metroids if [[Ice Beam]] is skipped.&lt;br /&gt;
* One [[Missile]] expansion and three [[Super Missile]] expansions are required to open appropriate doors and cause Mother Brain to change from her first phase to her second phase. The first Missile pack in the game is required to 'awaken' the planet, same as Morphing Ball. You can alternatively acquire a second Missile expansion instead of a third Super Missile expansion depending on your route.&lt;br /&gt;
&lt;br /&gt;
= Branches =&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
===xCharge===&lt;br /&gt;
[[Category:Full Category]]{{Category&lt;br /&gt;
|catname=12% xCharge&lt;br /&gt;
|cattype=Full Category&lt;br /&gt;
|rtwr=1:47:45&lt;br /&gt;
|gtwr=1:20&lt;br /&gt;
|wrholder=Sniq&lt;br /&gt;
|wrlink=https://www.twitch.tv/videos/25726221&lt;br /&gt;
|wrtext=Twitch Highlight&lt;br /&gt;
&lt;br /&gt;
|percentage=12%&lt;br /&gt;
|items=[[X-ray Scope]]&lt;br /&gt;
|bossorder=KRDP&lt;br /&gt;
|xrayclimb=Yes&lt;br /&gt;
|outofbounds=Yes&lt;br /&gt;
}}&lt;br /&gt;
For humans, the items that make up the original 12% are the following — equivalent to [[13% xCharge|13% '''xCharge''']] minus Bombs:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:charge.png]] [[Image:varia.png]] [[Image:xray.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
[[Charge Beam]] is used to defeat bosses, as otherwise, an extremely high percentage of ammo would be required instead, which would defeat the purpose of this low% category.&lt;br /&gt;
&lt;br /&gt;
[[X-Ray Scope]] is required as it not only allows the Zebetites to be skipped while still allowing access to Mother Brain (same as Ice Beam and [[Speed Booster]]), but allows [[X-Ray climbing]] to be performed to travel through rooms such as [[Draygon's Eye Door Room|Draygon's entry chamber]] and enter some rooms' out of bounds (such as Halfie Climb to avoid use of L+R), which is the primary exploit of the run.&lt;br /&gt;
&lt;br /&gt;
===GravCharge===&lt;br /&gt;
[[Category:Full Category]]{{Category&lt;br /&gt;
|catname=12% GravCharge&lt;br /&gt;
|cattype=Full Category&lt;br /&gt;
|rtwr=2:04:40&lt;br /&gt;
|gtwr=1:24&lt;br /&gt;
|wrholder=Kingofthehill476&lt;br /&gt;
|wrlink=https://www.youtube.com/watch?v=xSiEo_K2Jxo&amp;amp;t=2153s&lt;br /&gt;
|wrtext=Youtube Video&lt;br /&gt;
&lt;br /&gt;
|percentage=12%&lt;br /&gt;
|items=[[Gravity Suit]]&lt;br /&gt;
|bossorder=PDKR&lt;br /&gt;
|xrayclimb=No&lt;br /&gt;
|outofbounds=Yes&lt;br /&gt;
}}&lt;br /&gt;
Additionally, '''12% GravCharge''' has been humanly completed with the use of [[10 Missile Zebetite Kill]]s:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:charge.png]] [[Image:varia.png]] [[Image:gravity.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
Gravity is collected to allow escaping [[Draygon's Eye Door Room|Precious Room]] and to ascend [[Halfie Climb Room]] without the use of L+R. Additionally, although downwards doorskips can be performed suitless, Gravity makes them much faster and easier, as well as drastically speeding up the Maridia section of the run and making bossfights much easier.&lt;br /&gt;
&lt;br /&gt;
No 13% strategy for [[Botwoon Hallway]] is available yet with this itemset, and one would need to perform a downwards doorskip, then go far enough right Out of Bounds such that transition blocks to [[Botwoon]]'s Room are exposed in room copies below the room. This can be performed suitless (see the section at the bottom for more info), however Gravity makes this and the accompanying OoB navigation much easier and faster.&lt;br /&gt;
&lt;br /&gt;
Without Bombs, X-Ray or the use of Out of Bounds, six Power Bombs would be needed to escape Lower Norfair (three to escape [[Wasteland]], two to break the bomb blocks in [[Red Kihunter Shaft]], and then another one to bomb jump up the one tile in Kihunter Shaft), requiring a 4% drop from a Deesgeega in Wasteland. However, one can avoid three of those Power Bombs by performing a downwards doorskip in Kihunter Shaft, then navigating to a transition block to Amphitheatre (fast but difficult), or [[Lower Norfair Fireflea Room]] (slower but much easier).&lt;br /&gt;
&lt;br /&gt;
After all this, one would then need to perform [[10 Missile Zebetite Kill]]s to access Mother Brain due to not being able to skip Zebetites.&lt;br /&gt;
&lt;br /&gt;
== Human (Theoretical) ==&lt;br /&gt;
===12% GravPb===&lt;br /&gt;
A variation of [[14% GravPb|'''14% GravPb''']], would replace Charge with a Power Bomb pack, then perform Draygon Ammo Underflow with a maximum of 10 Power Bombs. The resulting sparksuit could then be used for Reverse Halfie, and all subsequent bossfights would be much faster and easier, as well as eliminating 10 Missile Zeb Kills:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:varia.png]] [[Image:gravity.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
===12% IcePb===&lt;br /&gt;
Yet another theoretically human-viable itemset would collect Ice Beam as its special item, as well as replace Charge Beam with a Power Bomb pack to allow Draygon Ammo Underflow. This would be a Bombs-less equivalent of the humanly completed [[13% IcePb|'''13% IcePb''']]  branch:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:ice.png]] [[Image:varia.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
Ice Beam would be used to climb [[Main Street]] and [[Mt. Everest]] by freezing enemies. It would also be used for Mochtroid Clip in [[Botwoon Hallway]], as well as allow for climbing [[Halfie Climb Room]] without the use of L+R. It also would make [[Colosseum]] much more lenient, as well as making the Tourian [[Metroid]] Rooms much faster and easier.&lt;br /&gt;
&lt;br /&gt;
The Power Bomb pack replacing Charge would allow for Draygon Ammo Underflow with a maximum of 10 Power Bombs, forcing the runner to rely on a 4% drop chance and drop positioning from Draygon Goop. Following [[Draygon]] snipe kill, they could then use that sparksuit to escape Precious Room, and the rest of the run would be rather simple from there.&lt;br /&gt;
&lt;br /&gt;
===12% xPb===&lt;br /&gt;
Yet another theoretically human-viable itemset is the 12% variant of the humanly completed [[13% xPb|'''13% xPb''']]&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:xray.png]] [[Image:varia.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
X-Ray Scope would be used to skip [[Botwoon]] and avoid L+R in Halfie Climb Room by X-ray climbing Out of Bounds and using a room copy from above the room to enter [[Colosseum]] instead.&lt;br /&gt;
&lt;br /&gt;
As previously explained, performing Draygon Ammo Underflow with a max of 10 Power Bombs is no easy feat (albeit viable for humans) - requiring both a 4% drop chance and good positioning from Draygon Goop, but otherwise identical to normal ammo underflow. The resulting sparksuit can then be used to escape Precious Room, or the runner can instead X-ray climb out instead, and use the [[Yellow Suit Glitch|sparksuit]] to avoid snipe kill instead.&lt;br /&gt;
&lt;br /&gt;
== Tool Assisted ==&lt;br /&gt;
===12% Speed===&lt;br /&gt;
TAS can use additionally the following item set, equal to Bombs-less 13% '''Speed''':&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:charge.png]] [[Image:varia.png]] [[Image:speedbooster.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
Speed Booster is a second means of entering the out of bounds, as depending on when one pauses during a [[shinespark]], they can pass through door transitions. TAS would not need Speed Booster for such a thing as it would only require it for escaping [[Draygon's Eye Door Room|Draygon's entry chamber]] and skipping Zebetites; however, using a shinespark to pass through a horizontal door transition would be much faster than without, as passing through a horizontal door transition without Speed Booster would require multiple pauses and frame-perfect movement inputs as opposed to a single pause and a frame-perfect/position-perfect timing of the shinespark.&lt;br /&gt;
&lt;br /&gt;
This branch of 12% is considered TAS-only because the only known way to reach the [[Mt. Everest|Maridian mountain]] with these items and a retained [[Yellow Suit Glitch|sparksuit]] is by entering it from the Red Brinstar connecting area, which involves entering the Red Brinstar elevator room's out of bounds area. Normally this would not be an issue for humans as you can enter the out of bounds by shinesparking through the upper left door, but because you need to keep the aforementioned blue suit retained before entering Maridia, shinesparking is not an option. Additionally, one would need to perform Everest Slopespark to preserve the sparksuit up to Pre-Botwoon, where it would then be used to gain access to Botwoon. However, L+R would then have to be used to ascend Halfie Climb, and then one would perform speedkeep shenanigans in [[Colosseum]] to obtain a sparksuit to escape from Draygon's room.&lt;br /&gt;
&lt;br /&gt;
An alternative, more human-friendly (but still exceptionally challenging!) route would obtain a sparksuit, then perform Broken Tube Jump from on top of the tube to gain access to [[Fish Tank]], where one would then perform Fish Tank Climb with a stored sparksuit, simply to avoid TAS doorskip to reverse enter Maridia.&lt;br /&gt;
&lt;br /&gt;
===12% SpeedPb===&lt;br /&gt;
A very similar itemset that replaces [[Charge Beam]] with a Power Bomb pack would have essentially the same progression, but then would have to rely on a 4% Power Bomb drop from Draygon Spit to perform Draygon Ammo Underflow with a maximum of 10 Power Bombs. &lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:varia.png]] [[Image:speedbooster.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
The only upside to this route would be that one could then use the resulting sparksuit to escape Precious Room, meaning speedkeep in [[Colosseum]] would not be required.&lt;br /&gt;
&lt;br /&gt;
===12% Pb===&lt;br /&gt;
In addition to 12% Speed, TAS can also use the following itemset:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:varia.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
This itemset is functionally similar to 12% Speed, but with required Draygon Ammo Underflow and the ability to convert a sparksuit into [[Blue Suit Glitch|blue suit]] without utilizing suit upgrades. &lt;br /&gt;
&lt;br /&gt;
Theoretically, this is a much more human-viable category than 12% Speed due to being able to avoid L+R by sparking up Halfie Climb with a [[Blue Suit Glitch|blue suit]], but it still requires the Morph horizontal doorskip to reverse enter Maridia if one wanted to avoid Fish Tank Climb and Forgotten Highway to Tube Jump. In a manner similar to 13% Chargeless, 13% Speed, and theoretical 12% Speed, one would need to perform [[Mt. Everest|Everest]] Slopespark to keep a sparksuit to [[Aqueduct]], which could then be converted into a [[Blue Suit Glitch|blue suit]] to get past Pre-Botwoon and then spark up Halfie Climb, therefore avoiding L+R. &lt;br /&gt;
&lt;br /&gt;
Draygon Ammo Underflow would then be performed, and in combination with snipe kill, one could then use the resulting sparksuit to escape [[Draygon's Eye Door Room|Draygon's entry chamber]].&lt;br /&gt;
&lt;br /&gt;
== Tool Assisted (Theoretical) ==&lt;br /&gt;
===12% IceWaveGrapple===&lt;br /&gt;
Theoretically, TAS can also use the following much more divergent item set:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:charge.png]] [[Image:varia.png]] [[Image:xray.png]] [[Image:wave.png]] [[Image:ice.png]] [[Image:grapple.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
All three tanks are replaced with [[Grapple Beam]], [[Wave Beam]], and [[Ice Beam]]. X-Ray Scope is capable of creating an artificial Varia Suit in the out of bounds area above Mother Brain.&lt;br /&gt;
&lt;br /&gt;
TAS can trigger Mother Brain to enter her second phase while stuck in the right wall via Rinka freezing (making Ice Beam necessary), then X-Ray climb up into the ceiling and fight Mother Brain's second phase from the ceiling. Wave Beam is required as it, and only it, allows charged shots to pass through the ceiling and strike Mother Brain (however, by freezing Rinkas and sinking into them, like with Botwoon Skip, it may even be possible to drop Wave Beam and only acquire [[11%]]).&lt;br /&gt;
&lt;br /&gt;
Before rainbow beam is fired (which can strike the player no matter where they are in the out of bounds and drag them immediately back into the room), TAS would have to reach the proper position in the out of bounds to create the Varia Suit and then acquire the Varia Suit, which is only possible by being touched with the Grapple Beam, else the game crashes.&lt;br /&gt;
&lt;br /&gt;
Acquiring the Varia Suit immediately places Samus back in the middle of Mother Brain's chamber, and allows the game to be paused during rainbow beam, which allows pause abuse to be used (thus no Energy Tanks are needed!) until the Super Metroid refills Samus's energy. Then everything can finish like normally.&lt;br /&gt;
&lt;br /&gt;
== Future Applications ==&lt;br /&gt;
&lt;br /&gt;
Suitless downwards doorskips have been proven possible by Bobbob, meaning that not only can one obtain Super Missiles before Missiles as shown in the below video, but also that [[Main Street]], [[Fish Tank]], and Everest can all be skipped entirely in favor of a specific OoB transition block that will warp the player to [[Crab Shaft]]. &lt;br /&gt;
&lt;br /&gt;
Additionally, this means that one can access Botwoon using a downwards doorskip in [[Botwoon Hallway]] to circumvent the Speed Blocks. Both tricks would result in much easier, faster routing for 12% Speed, 12% Chargeless, and potentially open up more 12% categories such as 12% Hi-Jump Boots (PAL-exclusive due to being able to escape Precious Room and ascend [[Halfie Climb Room]] with L+R and Hijump, would require [[10 Missile Zebetite Kill]]s), or complete 12% Speed-Pb, 12% Chargeless and 12% Speed entirely without the use of L+R, TAS doorskip, Fish Tank Climb, or Everest Slopespark.&lt;br /&gt;
&lt;br /&gt;
https://streamable.com/fs1nff&lt;br /&gt;
&lt;br /&gt;
= Tutorials =&lt;br /&gt;
===xCharge===&lt;br /&gt;
* [https://www.youtube.com/watch?v=pROD5Ago4EE Sniq] - Shows how to complete 12% using the KRDP route with a hitbox viewer present. Not necessarily a tutorial, but is currently the best resource for learning the category.&lt;br /&gt;
* [https://www.youtube.com/watch?v=J3uexv4Eke0 Chabo] - A playthrough based on Sniq's video, with [https://pastebin.com/27KzkSJK accompanying notes] that detail setups for the [[Out of Bounds]] navigation.&lt;br /&gt;
* [https://www.twitch.tv/videos/2661631766 Kingofthehill] - Explains how to do the [[Evir]] projectile dboost in [[West Sand Hall]]&lt;br /&gt;
* [https://www.youtube.com/watch?v=KyND-o20Vg4&amp;amp;t=2s fsg] - Explains the Xray zeb skip (VERY HELPFUL!)&lt;br /&gt;
&lt;br /&gt;
===GravCharge===&lt;br /&gt;
* Soon (tm)&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=12%25&amp;diff=9860</id>
		<title>12%</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=12%25&amp;diff=9860"/>
				<updated>2026-03-10T06:14:36Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;12% is the [[Low%|lowest]] amount of items in which a human can beat the game via defeating all major bosses while using [[out of bounds]]. There are currently two humanly completed 12% categories: '''xCharge''' and '''GravCharge'''. The records for the categories are shown below.&lt;br /&gt;
&lt;br /&gt;
= General features =&lt;br /&gt;
12% carries over the basic 11-item core of [[14%]] and [[13%]], except Out of Bounds movement crucially allows avoiding collecting [[Bombs]]. Many 12% branches thus have a corresponding 13% branch that does collect them. The 10 items called for are:&lt;br /&gt;
&lt;br /&gt;
* [[Morphing Ball]] is required to 'awaken' the planet and utilize Power Bombs.&lt;br /&gt;
* [[Varia Suit]] is required as otherwise, [[Mother Brain|Mother Brain's]] Rainbow Beam would deal 600 damage instead of 300 damage, as it only checks for Varia Suit - not [[Gravity Suit]]. Varia Suit would otherwise require three additional Energy Tanks (or an applicable mixture of Energy Tanks and Reserve Tanks) in its place, which would defeat the purpose of this low% category.&lt;br /&gt;
* Three [[Energy Tank]]s (or two Energy Tanks and one [[Reserve Tank]], or one Energy Tank and two Reserve Tanks) are moreover required to survive Mother Brain's Rainbow Beam.&lt;br /&gt;
* [[Power Bomb]]s are required to open orange doors and destroy other destructible surfaces that block the way. They are also required to kill Metroids if [[Ice Beam]] is skipped.&lt;br /&gt;
* One [[Missile]] expansion and three [[Super Missile]] expansions are required to open appropriate doors and cause Mother Brain to change from her first phase to her second phase. The first Missile pack in the game is required to 'awaken' the planet, same as Morphing Ball. You can alternatively acquire a second Missile expansion instead of a third Super Missile expansion depending on your route.&lt;br /&gt;
&lt;br /&gt;
= Branches =&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
===xCharge===&lt;br /&gt;
[[Category:Full Category]]{{Category&lt;br /&gt;
|catname=12% xCharge&lt;br /&gt;
|cattype=Full Category&lt;br /&gt;
|rtwr=1:47:45&lt;br /&gt;
|gtwr=1:20&lt;br /&gt;
|wrholder=Sniq&lt;br /&gt;
|wrlink=https://www.twitch.tv/videos/25726221&lt;br /&gt;
|wrtext=Twitch Highlight&lt;br /&gt;
&lt;br /&gt;
|percentage=12%&lt;br /&gt;
|items=[[X-ray Scope]]&lt;br /&gt;
|bossorder=KRDP&lt;br /&gt;
|xrayclimb=Yes&lt;br /&gt;
|outofbounds=Yes&lt;br /&gt;
}}&lt;br /&gt;
For humans, the items that make up the original 12% are the following — equivalent to [[13% xCharge|13% '''xCharge''']] minus Bombs:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:charge.png]] [[Image:varia.png]] [[Image:xray.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
[[Charge Beam]] is used to defeat bosses, as otherwise, an extremely high percentage of ammo would be required instead, which would defeat the purpose of this low% category.&lt;br /&gt;
&lt;br /&gt;
[[X-Ray Scope]] is required as it not only allows the Zebetites to be skipped while still allowing access to Mother Brain (same as Ice Beam and [[Speed Booster]]), but allows [[X-Ray climbing]] to be performed to travel through rooms such as [[Draygon's Eye Door Room|Draygon's entry chamber]] and enter some rooms' out of bounds (such as Halfie Climb to avoid use of L+R), which is the primary exploit of the run.&lt;br /&gt;
&lt;br /&gt;
===GravCharge===&lt;br /&gt;
[[Category:Full Category]]{{Category&lt;br /&gt;
|catname=12% GravCharge&lt;br /&gt;
|cattype=Full Category&lt;br /&gt;
|rtwr=2:04:40&lt;br /&gt;
|gtwr=1:24&lt;br /&gt;
|wrholder=Kingofthehill476&lt;br /&gt;
|wrlink=https://www.youtube.com/watch?v=xSiEo_K2Jxo&amp;amp;t=2153s&lt;br /&gt;
|wrtext=Youtube Video&lt;br /&gt;
&lt;br /&gt;
|percentage=12%&lt;br /&gt;
|items=[[Gravity Suit]]&lt;br /&gt;
|bossorder=PDKR&lt;br /&gt;
|xrayclimb=No&lt;br /&gt;
|outofbounds=Yes&lt;br /&gt;
}}&lt;br /&gt;
Additionally, '''12% GravCharge''' has been humanly completed with the use of [[10 Missile Zebetite Kill]]s:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:charge.png]] [[Image:varia.png]] [[Image:gravity.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
Gravity is collected to allow escaping [[Draygon's Eye Door Room|Precious Room]] and to ascend [[Halfie Climb Room]] without the use of L+R. Additionally, although downwards doorskips can be performed suitless, Gravity makes them much faster and easier, as well as drastically speeding up the Maridia section of the run and making bossfights much easier.&lt;br /&gt;
&lt;br /&gt;
No 13% strategy for [[Botwoon Hallway]] is available yet with this itemset, and one would need to perform a downwards doorskip, then go far enough right Out of Bounds such that transition blocks to [[Botwoon]]'s Room are exposed in room copies below the room. This can be performed suitless (see the section at the bottom for more info), however Gravity makes this and the accompanying OoB navigation much easier and faster.&lt;br /&gt;
&lt;br /&gt;
Without Bombs, X-Ray or the use of Out of Bounds, six Power Bombs would be needed to escape Lower Norfair (three to escape [[Wasteland]], two to break the bomb blocks in [[Red Kihunter Shaft]], and then another one to bomb jump up the one tile in Kihunter Shaft), requiring a 4% drop from a Deesgeega in Wasteland. However, one can avoid three of those Power Bombs by performing a downwards doorskip in Kihunter Shaft, then navigating to a transition block to Amphitheatre (fast but difficult), or [[Lower Norfair Fireflea Room]] (slower but much easier).&lt;br /&gt;
&lt;br /&gt;
After all this, one would then need to perform [[10 Missile Zebetite Kill]]s to access Mother Brain due to not being able to skip Zebetites.&lt;br /&gt;
&lt;br /&gt;
== Human (Theoretical) ==&lt;br /&gt;
&lt;br /&gt;
A variation on this itemset, '''12% GravPb''', the variant of [[14% GravPb|'''14% GravPb''']], would replace Charge with a Power Bomb pack, then perform Draygon Ammo Underflow with a maximum of 10 Power Bombs. The resulting sparksuit could then be used for Reverse Halfie, and all subsequent bossfights would be much faster and easier, as well as eliminating 10 Missile Zeb Kills:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:varia.png]] [[Image:gravity.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yet another theoretically human-viable itemset, '''12% IcePb''', would collect Ice Beam as its special item, as well as replace Charge Beam with a Power Bomb pack to allow Draygon Ammo Underflow. This would be a Bombs-less equivalent of the humanly completed [[13% IcePb|'''13% IcePb''']]  branch:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:ice.png]] [[Image:varia.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
Ice Beam would be used to climb [[Main Street]] and [[Mt. Everest]] by freezing enemies. It would also be used for Mochtroid Clip in [[Botwoon Hallway]], as well as allow for climbing [[Halfie Climb Room]] without the use of L+R. It also would make [[Colosseum]] much more lenient, as well as making the Tourian [[Metroid]] Rooms much faster and easier.&lt;br /&gt;
&lt;br /&gt;
The Power Bomb pack replacing Charge would allow for Draygon Ammo Underflow with a maximum of 10 Power Bombs, forcing the runner to rely on a 4% drop chance and drop positioning from Draygon Goop. Following [[Draygon]] snipe kill, they could then use that sparksuit to escape Precious Room, and the rest of the run would be rather simple from there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yet another theoretically human-viable itemset is '''12% xPb''', which is the 12% variant of the humanly completed [[13% xPb|'''13% xPb''']]&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:xray.png]] [[Image:varia.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
X-Ray Scope would be used to skip [[Botwoon]] and avoid L+R in Halfie Climb Room by X-ray climbing Out of Bounds and using a room copy from above the room to enter [[Colosseum]] instead.&lt;br /&gt;
&lt;br /&gt;
As previously explained, performing Draygon Ammo Underflow with a max of 10 Power Bombs is no easy feat (albeit viable for humans) - requiring both a 4% drop chance and good positioning from Draygon Goop, but otherwise identical to normal ammo underflow. The resulting sparksuit can then be used to escape Precious Room, or the runner can instead X-ray climb out instead, and use the [[Yellow Suit Glitch|sparksuit]] to avoid snipe kill instead.&lt;br /&gt;
&lt;br /&gt;
== Tool Assisted ==&lt;br /&gt;
TAS can use additionally the following item set, equal to Bombs-less 13% '''Speed''':&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:charge.png]] [[Image:varia.png]] [[Image:speedbooster.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
Speed Booster is a second means of entering the out of bounds, as depending on when one pauses during a [[shinespark]], they can pass through door transitions. TAS would not need Speed Booster for such a thing as it would only require it for escaping [[Draygon's Eye Door Room|Draygon's entry chamber]] and skipping Zebetites; however, using a shinespark to pass through a horizontal door transition would be much faster than without, as passing through a horizontal door transition without Speed Booster would require multiple pauses and frame-perfect movement inputs as opposed to a single pause and a frame-perfect/position-perfect timing of the shinespark.&lt;br /&gt;
&lt;br /&gt;
This branch of 12% is considered TAS-only because the only known way to reach the [[Mt. Everest|Maridian mountain]] with these items and a retained [[Yellow Suit Glitch|sparksuit]] is by entering it from the Red Brinstar connecting area, which involves entering the Red Brinstar elevator room's out of bounds area. Normally this would not be an issue for humans as you can enter the out of bounds by shinesparking through the upper left door, but because you need to keep the aforementioned blue suit retained before entering Maridia, shinesparking is not an option. Additionally, one would need to perform Everest Slopespark to preserve the sparksuit up to Pre-Botwoon, where it would then be used to gain access to Botwoon. However, L+R would then have to be used to ascend Halfie Climb, and then one would perform speedkeep shenanigans in [[Colosseum]] to obtain a sparksuit to escape from Draygon's room.&lt;br /&gt;
&lt;br /&gt;
An alternative, more human-friendly (but still exceptionally challenging!) route would obtain a sparksuit, then perform Broken Tube Jump from on top of the tube to gain access to [[Fish Tank]], where one would then perform Fish Tank Climb with a stored sparksuit, simply to avoid TAS doorskip to reverse enter Maridia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A very similar itemset that replaces [[Charge Beam]] with a Power Bomb pack would have essentially the same progression, but then would have to rely on a 4% Power Bomb drop from Draygon Spit to perform Draygon Ammo Underflow with a maximum of 10 Power Bombs. The only upside to this route would be that one could then use the resulting sparksuit to escape Precious Room, meaning speedkeep in [[Colosseum]] would not be required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to 12% Speed, TAS can also use the following itemset:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:varia.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
This itemset is functionally similar to 12% Speed, but with required Draygon Ammo Underflow and the ability to convert a sparksuit into [[Blue Suit Glitch|blue suit]] without utilizing suit upgrades. &lt;br /&gt;
&lt;br /&gt;
Theoretically, this is a much more human-viable category than 12% Speed due to being able to avoid L+R by sparking up Halfie Climb with a [[Blue Suit Glitch|blue suit]], but it still requires the Morph horizontal doorskip to reverse enter Maridia if one wanted to avoid Fish Tank Climb and Forgotten Highway to Tube Jump. In a manner similar to 13% Chargeless, 13% Speed, and theoretical 12% Speed, one would need to perform [[Mt. Everest|Everest]] Slopespark to keep a sparksuit to [[Aqueduct]], which could then be converted into a [[Blue Suit Glitch|blue suit]] to get past Pre-Botwoon and then spark up Halfie Climb, therefore avoiding L+R. &lt;br /&gt;
&lt;br /&gt;
Draygon Ammo Underflow would then be performed, and in combination with snipe kill, one could then use the resulting sparksuit to escape [[Draygon's Eye Door Room|Draygon's entry chamber]].&lt;br /&gt;
&lt;br /&gt;
== Tool Assisted (Theoretical) ==&lt;br /&gt;
Theoretically, TAS can also use the following much more divergent item set:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:charge.png]] [[Image:varia.png]] [[Image:xray.png]] [[Image:wave.png]] [[Image:ice.png]] [[Image:grapple.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
All three tanks are replaced with [[Grapple Beam]], [[Wave Beam]], and [[Ice Beam]]. X-Ray Scope is capable of creating an artificial Varia Suit in the out of bounds area above Mother Brain.&lt;br /&gt;
&lt;br /&gt;
TAS can trigger Mother Brain to enter her second phase while stuck in the right wall via Rinka freezing (making Ice Beam necessary), then X-Ray climb up into the ceiling and fight Mother Brain's second phase from the ceiling. Wave Beam is required as it, and only it, allows charged shots to pass through the ceiling and strike Mother Brain (however, by freezing Rinkas and sinking into them, like with Botwoon Skip, it may even be possible to drop Wave Beam and only acquire [[11%]]).&lt;br /&gt;
&lt;br /&gt;
Before rainbow beam is fired (which can strike the player no matter where they are in the out of bounds and drag them immediately back into the room), TAS would have to reach the proper position in the out of bounds to create the Varia Suit and then acquire the Varia Suit, which is only possible by being touched with the Grapple Beam, else the game crashes.&lt;br /&gt;
&lt;br /&gt;
Acquiring the Varia Suit immediately places Samus back in the middle of Mother Brain's chamber, and allows the game to be paused during rainbow beam, which allows pause abuse to be used (thus no Energy Tanks are needed!) until the Super Metroid refills Samus's energy. Then everything can finish like normally.&lt;br /&gt;
&lt;br /&gt;
== Future Applications ==&lt;br /&gt;
&lt;br /&gt;
Suitless downwards doorskips have been proven possible by Bobbob, meaning that not only can one obtain Super Missiles before Missiles as shown in the below video, but also that [[Main Street]], [[Fish Tank]], and Everest can all be skipped entirely in favor of a specific OoB transition block that will warp the player to [[Crab Shaft]]. &lt;br /&gt;
&lt;br /&gt;
Additionally, this means that one can access Botwoon using a downwards doorskip in [[Botwoon Hallway]] to circumvent the Speed Blocks. Both tricks would result in much easier, faster routing for 12% Speed, 12% Chargeless, and potentially open up more 12% categories such as 12% Hi-Jump Boots (PAL-exclusive due to being able to escape Precious Room and ascend [[Halfie Climb Room]] with L+R and Hijump, would require [[10 Missile Zebetite Kill]]s), or complete 12% Speed-Pb, 12% Chargeless and 12% Speed entirely without the use of L+R, TAS doorskip, Fish Tank Climb, or Everest Slopespark.&lt;br /&gt;
&lt;br /&gt;
https://streamable.com/fs1nff&lt;br /&gt;
&lt;br /&gt;
= Tutorials =&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=pROD5Ago4EE Sniq] - Shows how to complete 12% using the KRDP route with a hitbox viewer present. Not necessarily a tutorial, but is currently the best resource for learning the category.&lt;br /&gt;
* [https://www.youtube.com/watch?v=J3uexv4Eke0 Chabo] - A playthrough based on Sniq's video, with [https://pastebin.com/27KzkSJK accompanying notes] that detail setups for the [[Out of Bounds]] navigation.&lt;br /&gt;
* [https://www.twitch.tv/videos/2661631766 Kingofthehill] - Explains how to do the [[Evir]] projectile dboost in [[West Sand Hall]]&lt;br /&gt;
* [https://www.youtube.com/watch?v=KyND-o20Vg4&amp;amp;t=2s fsg] - Explains the Xray zeb skip (VERY HELPFUL!)&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=12%25&amp;diff=9859</id>
		<title>12%</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=12%25&amp;diff=9859"/>
				<updated>2026-03-10T06:14:17Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: Rearranged the wr displays&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;12% is the [[Low%|lowest]] amount of items in which a human can beat the game via defeating all major bosses while using [[out of bounds]]. There are currently two humanly completed 12% categories: '''xCharge''' and '''GravCharge'''. The records for the categories are shown below.&lt;br /&gt;
&lt;br /&gt;
= General features =&lt;br /&gt;
12% carries over the basic 11-item core of [[14%]] and [[13%]], except Out of Bounds movement crucially allows avoiding collecting [[Bombs]]. Many 12% branches thus have a corresponding 13% branch that does collect them. The 10 items called for are:&lt;br /&gt;
&lt;br /&gt;
* [[Morphing Ball]] is required to 'awaken' the planet and utilize Power Bombs.&lt;br /&gt;
* [[Varia Suit]] is required as otherwise, [[Mother Brain|Mother Brain's]] Rainbow Beam would deal 600 damage instead of 300 damage, as it only checks for Varia Suit - not [[Gravity Suit]]. Varia Suit would otherwise require three additional Energy Tanks (or an applicable mixture of Energy Tanks and Reserve Tanks) in its place, which would defeat the purpose of this low% category.&lt;br /&gt;
* Three [[Energy Tank]]s (or two Energy Tanks and one [[Reserve Tank]], or one Energy Tank and two Reserve Tanks) are moreover required to survive Mother Brain's Rainbow Beam.&lt;br /&gt;
* [[Power Bomb]]s are required to open orange doors and destroy other destructible surfaces that block the way. They are also required to kill Metroids if [[Ice Beam]] is skipped.&lt;br /&gt;
* One [[Missile]] expansion and three [[Super Missile]] expansions are required to open appropriate doors and cause Mother Brain to change from her first phase to her second phase. The first Missile pack in the game is required to 'awaken' the planet, same as Morphing Ball. You can alternatively acquire a second Missile expansion instead of a third Super Missile expansion depending on your route.&lt;br /&gt;
&lt;br /&gt;
= Branches =&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
===xCharge===&lt;br /&gt;
[[Category:Full Category]]{{Category&lt;br /&gt;
|catname=12% xCharge&lt;br /&gt;
|cattype=Full Category&lt;br /&gt;
|rtwr=1:47:45&lt;br /&gt;
|gtwr=1:20&lt;br /&gt;
|wrholder=Sniq&lt;br /&gt;
|wrlink=https://www.twitch.tv/videos/25726221&lt;br /&gt;
|wrtext=Twitch Highlight&lt;br /&gt;
&lt;br /&gt;
|percentage=12%&lt;br /&gt;
|items=[[X-ray Scope]]&lt;br /&gt;
|bossorder=KRDP&lt;br /&gt;
|xrayclimb=Yes&lt;br /&gt;
|outofbounds=Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
For humans, the items that make up the original 12% are the following — equivalent to [[13% xCharge|13% '''xCharge''']] minus Bombs:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:charge.png]] [[Image:varia.png]] [[Image:xray.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
[[Charge Beam]] is used to defeat bosses, as otherwise, an extremely high percentage of ammo would be required instead, which would defeat the purpose of this low% category.&lt;br /&gt;
&lt;br /&gt;
[[X-Ray Scope]] is required as it not only allows the Zebetites to be skipped while still allowing access to Mother Brain (same as Ice Beam and [[Speed Booster]]), but allows [[X-Ray climbing]] to be performed to travel through rooms such as [[Draygon's Eye Door Room|Draygon's entry chamber]] and enter some rooms' out of bounds (such as Halfie Climb to avoid use of L+R), which is the primary exploit of the run.&lt;br /&gt;
&lt;br /&gt;
===GravCharge===&lt;br /&gt;
[[Category:Full Category]]{{Category&lt;br /&gt;
|catname=12% GravCharge&lt;br /&gt;
|cattype=Full Category&lt;br /&gt;
|rtwr=2:04:40&lt;br /&gt;
|gtwr=1:24&lt;br /&gt;
|wrholder=Kingofthehill476&lt;br /&gt;
|wrlink=https://www.youtube.com/watch?v=xSiEo_K2Jxo&amp;amp;t=2153s&lt;br /&gt;
|wrtext=Youtube Video&lt;br /&gt;
&lt;br /&gt;
|percentage=12%&lt;br /&gt;
|items=[[Gravity Suit]]&lt;br /&gt;
|bossorder=PDKR&lt;br /&gt;
|xrayclimb=No&lt;br /&gt;
|outofbounds=Yes&lt;br /&gt;
}}&lt;br /&gt;
Additionally, '''12% GravCharge''' has been humanly completed with the use of [[10 Missile Zebetite Kill]]s:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:charge.png]] [[Image:varia.png]] [[Image:gravity.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
Gravity is collected to allow escaping [[Draygon's Eye Door Room|Precious Room]] and to ascend [[Halfie Climb Room]] without the use of L+R. Additionally, although downwards doorskips can be performed suitless, Gravity makes them much faster and easier, as well as drastically speeding up the Maridia section of the run and making bossfights much easier.&lt;br /&gt;
&lt;br /&gt;
No 13% strategy for [[Botwoon Hallway]] is available yet with this itemset, and one would need to perform a downwards doorskip, then go far enough right Out of Bounds such that transition blocks to [[Botwoon]]'s Room are exposed in room copies below the room. This can be performed suitless (see the section at the bottom for more info), however Gravity makes this and the accompanying OoB navigation much easier and faster.&lt;br /&gt;
&lt;br /&gt;
Without Bombs, X-Ray or the use of Out of Bounds, six Power Bombs would be needed to escape Lower Norfair (three to escape [[Wasteland]], two to break the bomb blocks in [[Red Kihunter Shaft]], and then another one to bomb jump up the one tile in Kihunter Shaft), requiring a 4% drop from a Deesgeega in Wasteland. However, one can avoid three of those Power Bombs by performing a downwards doorskip in Kihunter Shaft, then navigating to a transition block to Amphitheatre (fast but difficult), or [[Lower Norfair Fireflea Room]] (slower but much easier).&lt;br /&gt;
&lt;br /&gt;
After all this, one would then need to perform [[10 Missile Zebetite Kill]]s to access Mother Brain due to not being able to skip Zebetites.&lt;br /&gt;
&lt;br /&gt;
== Human (Theoretical) ==&lt;br /&gt;
&lt;br /&gt;
A variation on this itemset, '''12% GravPb''', the variant of [[14% GravPb|'''14% GravPb''']], would replace Charge with a Power Bomb pack, then perform Draygon Ammo Underflow with a maximum of 10 Power Bombs. The resulting sparksuit could then be used for Reverse Halfie, and all subsequent bossfights would be much faster and easier, as well as eliminating 10 Missile Zeb Kills:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:varia.png]] [[Image:gravity.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yet another theoretically human-viable itemset, '''12% IcePb''', would collect Ice Beam as its special item, as well as replace Charge Beam with a Power Bomb pack to allow Draygon Ammo Underflow. This would be a Bombs-less equivalent of the humanly completed [[13% IcePb|'''13% IcePb''']]  branch:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:ice.png]] [[Image:varia.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
Ice Beam would be used to climb [[Main Street]] and [[Mt. Everest]] by freezing enemies. It would also be used for Mochtroid Clip in [[Botwoon Hallway]], as well as allow for climbing [[Halfie Climb Room]] without the use of L+R. It also would make [[Colosseum]] much more lenient, as well as making the Tourian [[Metroid]] Rooms much faster and easier.&lt;br /&gt;
&lt;br /&gt;
The Power Bomb pack replacing Charge would allow for Draygon Ammo Underflow with a maximum of 10 Power Bombs, forcing the runner to rely on a 4% drop chance and drop positioning from Draygon Goop. Following [[Draygon]] snipe kill, they could then use that sparksuit to escape Precious Room, and the rest of the run would be rather simple from there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yet another theoretically human-viable itemset is '''12% xPb''', which is the 12% variant of the humanly completed [[13% xPb|'''13% xPb''']]&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:xray.png]] [[Image:varia.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
X-Ray Scope would be used to skip [[Botwoon]] and avoid L+R in Halfie Climb Room by X-ray climbing Out of Bounds and using a room copy from above the room to enter [[Colosseum]] instead.&lt;br /&gt;
&lt;br /&gt;
As previously explained, performing Draygon Ammo Underflow with a max of 10 Power Bombs is no easy feat (albeit viable for humans) - requiring both a 4% drop chance and good positioning from Draygon Goop, but otherwise identical to normal ammo underflow. The resulting sparksuit can then be used to escape Precious Room, or the runner can instead X-ray climb out instead, and use the [[Yellow Suit Glitch|sparksuit]] to avoid snipe kill instead.&lt;br /&gt;
&lt;br /&gt;
== Tool Assisted ==&lt;br /&gt;
TAS can use additionally the following item set, equal to Bombs-less 13% '''Speed''':&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:charge.png]] [[Image:varia.png]] [[Image:speedbooster.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
Speed Booster is a second means of entering the out of bounds, as depending on when one pauses during a [[shinespark]], they can pass through door transitions. TAS would not need Speed Booster for such a thing as it would only require it for escaping [[Draygon's Eye Door Room|Draygon's entry chamber]] and skipping Zebetites; however, using a shinespark to pass through a horizontal door transition would be much faster than without, as passing through a horizontal door transition without Speed Booster would require multiple pauses and frame-perfect movement inputs as opposed to a single pause and a frame-perfect/position-perfect timing of the shinespark.&lt;br /&gt;
&lt;br /&gt;
This branch of 12% is considered TAS-only because the only known way to reach the [[Mt. Everest|Maridian mountain]] with these items and a retained [[Yellow Suit Glitch|sparksuit]] is by entering it from the Red Brinstar connecting area, which involves entering the Red Brinstar elevator room's out of bounds area. Normally this would not be an issue for humans as you can enter the out of bounds by shinesparking through the upper left door, but because you need to keep the aforementioned blue suit retained before entering Maridia, shinesparking is not an option. Additionally, one would need to perform Everest Slopespark to preserve the sparksuit up to Pre-Botwoon, where it would then be used to gain access to Botwoon. However, L+R would then have to be used to ascend Halfie Climb, and then one would perform speedkeep shenanigans in [[Colosseum]] to obtain a sparksuit to escape from Draygon's room.&lt;br /&gt;
&lt;br /&gt;
An alternative, more human-friendly (but still exceptionally challenging!) route would obtain a sparksuit, then perform Broken Tube Jump from on top of the tube to gain access to [[Fish Tank]], where one would then perform Fish Tank Climb with a stored sparksuit, simply to avoid TAS doorskip to reverse enter Maridia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A very similar itemset that replaces [[Charge Beam]] with a Power Bomb pack would have essentially the same progression, but then would have to rely on a 4% Power Bomb drop from Draygon Spit to perform Draygon Ammo Underflow with a maximum of 10 Power Bombs. The only upside to this route would be that one could then use the resulting sparksuit to escape Precious Room, meaning speedkeep in [[Colosseum]] would not be required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to 12% Speed, TAS can also use the following itemset:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:varia.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
This itemset is functionally similar to 12% Speed, but with required Draygon Ammo Underflow and the ability to convert a sparksuit into [[Blue Suit Glitch|blue suit]] without utilizing suit upgrades. &lt;br /&gt;
&lt;br /&gt;
Theoretically, this is a much more human-viable category than 12% Speed due to being able to avoid L+R by sparking up Halfie Climb with a [[Blue Suit Glitch|blue suit]], but it still requires the Morph horizontal doorskip to reverse enter Maridia if one wanted to avoid Fish Tank Climb and Forgotten Highway to Tube Jump. In a manner similar to 13% Chargeless, 13% Speed, and theoretical 12% Speed, one would need to perform [[Mt. Everest|Everest]] Slopespark to keep a sparksuit to [[Aqueduct]], which could then be converted into a [[Blue Suit Glitch|blue suit]] to get past Pre-Botwoon and then spark up Halfie Climb, therefore avoiding L+R. &lt;br /&gt;
&lt;br /&gt;
Draygon Ammo Underflow would then be performed, and in combination with snipe kill, one could then use the resulting sparksuit to escape [[Draygon's Eye Door Room|Draygon's entry chamber]].&lt;br /&gt;
&lt;br /&gt;
== Tool Assisted (Theoretical) ==&lt;br /&gt;
Theoretically, TAS can also use the following much more divergent item set:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:charge.png]] [[Image:varia.png]] [[Image:xray.png]] [[Image:wave.png]] [[Image:ice.png]] [[Image:grapple.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
All three tanks are replaced with [[Grapple Beam]], [[Wave Beam]], and [[Ice Beam]]. X-Ray Scope is capable of creating an artificial Varia Suit in the out of bounds area above Mother Brain.&lt;br /&gt;
&lt;br /&gt;
TAS can trigger Mother Brain to enter her second phase while stuck in the right wall via Rinka freezing (making Ice Beam necessary), then X-Ray climb up into the ceiling and fight Mother Brain's second phase from the ceiling. Wave Beam is required as it, and only it, allows charged shots to pass through the ceiling and strike Mother Brain (however, by freezing Rinkas and sinking into them, like with Botwoon Skip, it may even be possible to drop Wave Beam and only acquire [[11%]]).&lt;br /&gt;
&lt;br /&gt;
Before rainbow beam is fired (which can strike the player no matter where they are in the out of bounds and drag them immediately back into the room), TAS would have to reach the proper position in the out of bounds to create the Varia Suit and then acquire the Varia Suit, which is only possible by being touched with the Grapple Beam, else the game crashes.&lt;br /&gt;
&lt;br /&gt;
Acquiring the Varia Suit immediately places Samus back in the middle of Mother Brain's chamber, and allows the game to be paused during rainbow beam, which allows pause abuse to be used (thus no Energy Tanks are needed!) until the Super Metroid refills Samus's energy. Then everything can finish like normally.&lt;br /&gt;
&lt;br /&gt;
== Future Applications ==&lt;br /&gt;
&lt;br /&gt;
Suitless downwards doorskips have been proven possible by Bobbob, meaning that not only can one obtain Super Missiles before Missiles as shown in the below video, but also that [[Main Street]], [[Fish Tank]], and Everest can all be skipped entirely in favor of a specific OoB transition block that will warp the player to [[Crab Shaft]]. &lt;br /&gt;
&lt;br /&gt;
Additionally, this means that one can access Botwoon using a downwards doorskip in [[Botwoon Hallway]] to circumvent the Speed Blocks. Both tricks would result in much easier, faster routing for 12% Speed, 12% Chargeless, and potentially open up more 12% categories such as 12% Hi-Jump Boots (PAL-exclusive due to being able to escape Precious Room and ascend [[Halfie Climb Room]] with L+R and Hijump, would require [[10 Missile Zebetite Kill]]s), or complete 12% Speed-Pb, 12% Chargeless and 12% Speed entirely without the use of L+R, TAS doorskip, Fish Tank Climb, or Everest Slopespark.&lt;br /&gt;
&lt;br /&gt;
https://streamable.com/fs1nff&lt;br /&gt;
&lt;br /&gt;
= Tutorials =&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=pROD5Ago4EE Sniq] - Shows how to complete 12% using the KRDP route with a hitbox viewer present. Not necessarily a tutorial, but is currently the best resource for learning the category.&lt;br /&gt;
* [https://www.youtube.com/watch?v=J3uexv4Eke0 Chabo] - A playthrough based on Sniq's video, with [https://pastebin.com/27KzkSJK accompanying notes] that detail setups for the [[Out of Bounds]] navigation.&lt;br /&gt;
* [https://www.twitch.tv/videos/2661631766 Kingofthehill] - Explains how to do the [[Evir]] projectile dboost in [[West Sand Hall]]&lt;br /&gt;
* [https://www.youtube.com/watch?v=KyND-o20Vg4&amp;amp;t=2s fsg] - Explains the Xray zeb skip (VERY HELPFUL!)&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=12%25&amp;diff=9858</id>
		<title>12%</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=12%25&amp;diff=9858"/>
				<updated>2026-03-10T06:05:02Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: /* GravCharge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Full Category]]{{Category&lt;br /&gt;
|catname=12% xCharge&lt;br /&gt;
|cattype=Full Category&lt;br /&gt;
|rtwr=1:47:45&lt;br /&gt;
|gtwr=1:20&lt;br /&gt;
|wrholder=Sniq&lt;br /&gt;
|wrlink=https://www.twitch.tv/videos/25726221&lt;br /&gt;
|wrtext=Twitch Highlight&lt;br /&gt;
&lt;br /&gt;
|percentage=12%&lt;br /&gt;
|items=[[X-ray Scope]]&lt;br /&gt;
|bossorder=KRDP&lt;br /&gt;
|xrayclimb=Yes&lt;br /&gt;
|outofbounds=Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Full Category]]{{Category&lt;br /&gt;
|catname=12% GravCharge&lt;br /&gt;
|cattype=Full Category&lt;br /&gt;
|rtwr=2:04:40&lt;br /&gt;
|gtwr=1:24&lt;br /&gt;
|wrholder=Kingofthehill476&lt;br /&gt;
|wrlink=https://www.youtube.com/watch?v=xSiEo_K2Jxo&amp;amp;t=2153s&lt;br /&gt;
|wrtext=Youtube Video&lt;br /&gt;
&lt;br /&gt;
|percentage=12%&lt;br /&gt;
|items=[[Gravity Suit]]&lt;br /&gt;
|bossorder=PDKR&lt;br /&gt;
|xrayclimb=No&lt;br /&gt;
|outofbounds=Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
12% is the [[Low%|lowest]] amount of items in which a human can beat the game via defeating all major bosses while using [[out of bounds]]. This and [[13% xCharge]] are perhaps the most difficult categories on the main board to optimize (or even complete), and have been completed in a single sitting by a very small number of runners.&lt;br /&gt;
&lt;br /&gt;
= General features =&lt;br /&gt;
12% carries over the basic 11-item core of [[14%]] and [[13%]], except Out of Bounds movement crucially allows avoiding collecting [[Bombs]]. Many 12% branches thus have a corresponding 13% branch that does collect them. The 10 items called for are:&lt;br /&gt;
&lt;br /&gt;
* [[Morphing Ball]] is required to 'awaken' the planet and utilize Power Bombs.&lt;br /&gt;
* [[Varia Suit]] is required as otherwise, [[Mother Brain|Mother Brain's]] Rainbow Beam would deal 600 damage instead of 300 damage, as it only checks for Varia Suit - not [[Gravity Suit]]. Varia Suit would otherwise require three additional Energy Tanks (or an applicable mixture of Energy Tanks and Reserve Tanks) in its place, which would defeat the purpose of this low% category.&lt;br /&gt;
* Three [[Energy Tank]]s (or two Energy Tanks and one [[Reserve Tank]], or one Energy Tank and two Reserve Tanks) are moreover required to survive Mother Brain's Rainbow Beam.&lt;br /&gt;
* [[Power Bomb]]s are required to open orange doors and destroy other destructible surfaces that block the way. They are also required to kill Metroids if [[Ice Beam]] is skipped.&lt;br /&gt;
* One [[Missile]] expansion and three [[Super Missile]] expansions are required to open appropriate doors and cause Mother Brain to change from her first phase to her second phase. The first Missile pack in the game is required to 'awaken' the planet, same as Morphing Ball. You can alternatively acquire a second Missile expansion instead of a third Super Missile expansion depending on your route.&lt;br /&gt;
&lt;br /&gt;
= Branches =&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
===xCharge===&lt;br /&gt;
For humans, the items that make up 12% are the following — equivalent to [[13% xCharge|13% '''xCharge''']] minus Bombs:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:charge.png]] [[Image:varia.png]] [[Image:xray.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
[[Charge Beam]] is used to defeat bosses, as otherwise, an extremely high percentage of ammo would be required instead, which would defeat the purpose of this low% category.&lt;br /&gt;
&lt;br /&gt;
[[X-Ray Scope]] is required as it not only allows the Zebetites to be skipped while still allowing access to Mother Brain (same as Ice Beam and [[Speed Booster]]), but allows [[X-Ray climbing]] to be performed to travel through rooms such as [[Draygon's Eye Door Room|Draygon's entry chamber]] and enter some rooms' out of bounds (such as Halfie Climb to avoid use of L+R), which is the primary exploit of the run.&lt;br /&gt;
&lt;br /&gt;
===GravCharge===&lt;br /&gt;
Additionally, '''12% GravCharge''' has been humanly completed with the use of [[10 Missile Zebetite Kill]]s:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:charge.png]] [[Image:varia.png]] [[Image:gravity.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
Gravity is collected to allow escaping [[Draygon's Eye Door Room|Precious Room]] and to ascend [[Halfie Climb Room]] without the use of L+R. Additionally, although downwards doorskips can be performed suitless, Gravity makes them much faster and easier, as well as drastically speeding up the Maridia section of the run and making bossfights much easier.&lt;br /&gt;
&lt;br /&gt;
No 13% strategy for [[Botwoon Hallway]] is available yet with this itemset, and one would need to perform a downwards doorskip, then go far enough right Out of Bounds such that transition blocks to [[Botwoon]]'s Room are exposed in room copies below the room. This can be performed suitless (see the section at the bottom for more info), however Gravity makes this and the accompanying OoB navigation much easier and faster.&lt;br /&gt;
&lt;br /&gt;
Without Bombs, X-Ray or the use of Out of Bounds, six Power Bombs would be needed to escape Lower Norfair (three to escape [[Wasteland]], two to break the bomb blocks in [[Red Kihunter Shaft]], and then another one to bomb jump up the one tile in Kihunter Shaft), requiring a 4% drop from a Deesgeega in Wasteland. However, one can avoid three of those Power Bombs by performing a downwards doorskip in Kihunter Shaft, then navigating to a transition block to Amphitheatre (fast but difficult), or [[Lower Norfair Fireflea Room]] (slower but much easier).&lt;br /&gt;
&lt;br /&gt;
After all this, one would then need to perform [[10 Missile Zebetite Kill]]s to access Mother Brain due to not being able to skip Zebetites.&lt;br /&gt;
&lt;br /&gt;
== Human (Theoretical) ==&lt;br /&gt;
&lt;br /&gt;
A variation on this itemset, '''12% GravPb''', the variant of [[14% GravPb|'''14% GravPb''']], would replace Charge with a Power Bomb pack, then perform Draygon Ammo Underflow with a maximum of 10 Power Bombs. The resulting sparksuit could then be used for Reverse Halfie, and all subsequent bossfights would be much faster and easier, as well as eliminating 10 Missile Zeb Kills:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:varia.png]] [[Image:gravity.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yet another theoretically human-viable itemset, '''12% IcePb''', would collect Ice Beam as its special item, as well as replace Charge Beam with a Power Bomb pack to allow Draygon Ammo Underflow. This would be a Bombs-less equivalent of the humanly completed [[13% IcePb|'''13% IcePb''']]  branch:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:ice.png]] [[Image:varia.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
Ice Beam would be used to climb [[Main Street]] and [[Mt. Everest]] by freezing enemies. It would also be used for Mochtroid Clip in [[Botwoon Hallway]], as well as allow for climbing [[Halfie Climb Room]] without the use of L+R. It also would make [[Colosseum]] much more lenient, as well as making the Tourian [[Metroid]] Rooms much faster and easier.&lt;br /&gt;
&lt;br /&gt;
The Power Bomb pack replacing Charge would allow for Draygon Ammo Underflow with a maximum of 10 Power Bombs, forcing the runner to rely on a 4% drop chance and drop positioning from Draygon Goop. Following [[Draygon]] snipe kill, they could then use that sparksuit to escape Precious Room, and the rest of the run would be rather simple from there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yet another theoretically human-viable itemset is '''12% xPb''', which is the 12% variant of the humanly completed [[13% xPb|'''13% xPb''']]&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:xray.png]] [[Image:varia.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
X-Ray Scope would be used to skip [[Botwoon]] and avoid L+R in Halfie Climb Room by X-ray climbing Out of Bounds and using a room copy from above the room to enter [[Colosseum]] instead.&lt;br /&gt;
&lt;br /&gt;
As previously explained, performing Draygon Ammo Underflow with a max of 10 Power Bombs is no easy feat (albeit viable for humans) - requiring both a 4% drop chance and good positioning from Draygon Goop, but otherwise identical to normal ammo underflow. The resulting sparksuit can then be used to escape Precious Room, or the runner can instead X-ray climb out instead, and use the [[Yellow Suit Glitch|sparksuit]] to avoid snipe kill instead.&lt;br /&gt;
&lt;br /&gt;
== Tool Assisted ==&lt;br /&gt;
TAS can use additionally the following item set, equal to Bombs-less 13% '''Speed''':&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:charge.png]] [[Image:varia.png]] [[Image:speedbooster.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
Speed Booster is a second means of entering the out of bounds, as depending on when one pauses during a [[shinespark]], they can pass through door transitions. TAS would not need Speed Booster for such a thing as it would only require it for escaping [[Draygon's Eye Door Room|Draygon's entry chamber]] and skipping Zebetites; however, using a shinespark to pass through a horizontal door transition would be much faster than without, as passing through a horizontal door transition without Speed Booster would require multiple pauses and frame-perfect movement inputs as opposed to a single pause and a frame-perfect/position-perfect timing of the shinespark.&lt;br /&gt;
&lt;br /&gt;
This branch of 12% is considered TAS-only because the only known way to reach the [[Mt. Everest|Maridian mountain]] with these items and a retained [[Yellow Suit Glitch|sparksuit]] is by entering it from the Red Brinstar connecting area, which involves entering the Red Brinstar elevator room's out of bounds area. Normally this would not be an issue for humans as you can enter the out of bounds by shinesparking through the upper left door, but because you need to keep the aforementioned blue suit retained before entering Maridia, shinesparking is not an option. Additionally, one would need to perform Everest Slopespark to preserve the sparksuit up to Pre-Botwoon, where it would then be used to gain access to Botwoon. However, L+R would then have to be used to ascend Halfie Climb, and then one would perform speedkeep shenanigans in [[Colosseum]] to obtain a sparksuit to escape from Draygon's room.&lt;br /&gt;
&lt;br /&gt;
An alternative, more human-friendly (but still exceptionally challenging!) route would obtain a sparksuit, then perform Broken Tube Jump from on top of the tube to gain access to [[Fish Tank]], where one would then perform Fish Tank Climb with a stored sparksuit, simply to avoid TAS doorskip to reverse enter Maridia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A very similar itemset that replaces [[Charge Beam]] with a Power Bomb pack would have essentially the same progression, but then would have to rely on a 4% Power Bomb drop from Draygon Spit to perform Draygon Ammo Underflow with a maximum of 10 Power Bombs. The only upside to this route would be that one could then use the resulting sparksuit to escape Precious Room, meaning speedkeep in [[Colosseum]] would not be required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to 12% Speed, TAS can also use the following itemset:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:varia.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
This itemset is functionally similar to 12% Speed, but with required Draygon Ammo Underflow and the ability to convert a sparksuit into [[Blue Suit Glitch|blue suit]] without utilizing suit upgrades. &lt;br /&gt;
&lt;br /&gt;
Theoretically, this is a much more human-viable category than 12% Speed due to being able to avoid L+R by sparking up Halfie Climb with a [[Blue Suit Glitch|blue suit]], but it still requires the Morph horizontal doorskip to reverse enter Maridia if one wanted to avoid Fish Tank Climb and Forgotten Highway to Tube Jump. In a manner similar to 13% Chargeless, 13% Speed, and theoretical 12% Speed, one would need to perform [[Mt. Everest|Everest]] Slopespark to keep a sparksuit to [[Aqueduct]], which could then be converted into a [[Blue Suit Glitch|blue suit]] to get past Pre-Botwoon and then spark up Halfie Climb, therefore avoiding L+R. &lt;br /&gt;
&lt;br /&gt;
Draygon Ammo Underflow would then be performed, and in combination with snipe kill, one could then use the resulting sparksuit to escape [[Draygon's Eye Door Room|Draygon's entry chamber]].&lt;br /&gt;
&lt;br /&gt;
== Tool Assisted (Theoretical) ==&lt;br /&gt;
Theoretically, TAS can also use the following much more divergent item set:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:charge.png]] [[Image:varia.png]] [[Image:xray.png]] [[Image:wave.png]] [[Image:ice.png]] [[Image:grapple.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
All three tanks are replaced with [[Grapple Beam]], [[Wave Beam]], and [[Ice Beam]]. X-Ray Scope is capable of creating an artificial Varia Suit in the out of bounds area above Mother Brain.&lt;br /&gt;
&lt;br /&gt;
TAS can trigger Mother Brain to enter her second phase while stuck in the right wall via Rinka freezing (making Ice Beam necessary), then X-Ray climb up into the ceiling and fight Mother Brain's second phase from the ceiling. Wave Beam is required as it, and only it, allows charged shots to pass through the ceiling and strike Mother Brain (however, by freezing Rinkas and sinking into them, like with Botwoon Skip, it may even be possible to drop Wave Beam and only acquire [[11%]]).&lt;br /&gt;
&lt;br /&gt;
Before rainbow beam is fired (which can strike the player no matter where they are in the out of bounds and drag them immediately back into the room), TAS would have to reach the proper position in the out of bounds to create the Varia Suit and then acquire the Varia Suit, which is only possible by being touched with the Grapple Beam, else the game crashes.&lt;br /&gt;
&lt;br /&gt;
Acquiring the Varia Suit immediately places Samus back in the middle of Mother Brain's chamber, and allows the game to be paused during rainbow beam, which allows pause abuse to be used (thus no Energy Tanks are needed!) until the Super Metroid refills Samus's energy. Then everything can finish like normally.&lt;br /&gt;
&lt;br /&gt;
== Future Applications ==&lt;br /&gt;
&lt;br /&gt;
Suitless downwards doorskips have been proven possible by Bobbob, meaning that not only can one obtain Super Missiles before Missiles as shown in the below video, but also that [[Main Street]], [[Fish Tank]], and Everest can all be skipped entirely in favor of a specific OoB transition block that will warp the player to [[Crab Shaft]]. &lt;br /&gt;
&lt;br /&gt;
Additionally, this means that one can access Botwoon using a downwards doorskip in [[Botwoon Hallway]] to circumvent the Speed Blocks. Both tricks would result in much easier, faster routing for 12% Speed, 12% Chargeless, and potentially open up more 12% categories such as 12% Hi-Jump Boots (PAL-exclusive due to being able to escape Precious Room and ascend [[Halfie Climb Room]] with L+R and Hijump, would require [[10 Missile Zebetite Kill]]s), or complete 12% Speed-Pb, 12% Chargeless and 12% Speed entirely without the use of L+R, TAS doorskip, Fish Tank Climb, or Everest Slopespark.&lt;br /&gt;
&lt;br /&gt;
https://streamable.com/fs1nff&lt;br /&gt;
&lt;br /&gt;
= Tutorials =&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=pROD5Ago4EE Sniq] - Shows how to complete 12% using the KRDP route with a hitbox viewer present. Not necessarily a tutorial, but is currently the best resource for learning the category.&lt;br /&gt;
* [https://www.youtube.com/watch?v=J3uexv4Eke0 Chabo] - A playthrough based on Sniq's video, with [https://pastebin.com/27KzkSJK accompanying notes] that detail setups for the [[Out of Bounds]] navigation.&lt;br /&gt;
* [https://www.twitch.tv/videos/2661631766 Kingofthehill] - Explains how to do the [[Evir]] projectile dboost in [[West Sand Hall]]&lt;br /&gt;
* [https://www.youtube.com/watch?v=KyND-o20Vg4&amp;amp;t=2s fsg] - Explains the Xray zeb skip (VERY HELPFUL!)&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=12%25&amp;diff=9857</id>
		<title>12%</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=12%25&amp;diff=9857"/>
				<updated>2026-03-10T06:00:25Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: Added the 12% GravCharge completion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Full Category]]{{Category&lt;br /&gt;
|catname=12% xCharge&lt;br /&gt;
|cattype=Full Category&lt;br /&gt;
|rtwr=1:47:45&lt;br /&gt;
|gtwr=1:20&lt;br /&gt;
|wrholder=Sniq&lt;br /&gt;
|wrlink=https://www.twitch.tv/videos/25726221&lt;br /&gt;
|wrtext=Twitch Highlight&lt;br /&gt;
&lt;br /&gt;
|percentage=12%&lt;br /&gt;
|items=[[X-ray Scope]]&lt;br /&gt;
|bossorder=KRDP&lt;br /&gt;
|xrayclimb=Yes&lt;br /&gt;
|outofbounds=Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Full Category]]{{Category&lt;br /&gt;
|catname=12% GravCharge&lt;br /&gt;
|cattype=Full Category&lt;br /&gt;
|rtwr=2:04:40&lt;br /&gt;
|gtwr=1:24&lt;br /&gt;
|wrholder=Kingofthehill476&lt;br /&gt;
|wrlink=https://www.youtube.com/watch?v=xSiEo_K2Jxo&amp;amp;t=2153s&lt;br /&gt;
|wrtext=Youtube Video&lt;br /&gt;
&lt;br /&gt;
|percentage=12%&lt;br /&gt;
|items=[[Gravity Suit]]&lt;br /&gt;
|bossorder=PDKR&lt;br /&gt;
|xrayclimb=No&lt;br /&gt;
|outofbounds=Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
12% is the [[Low%|lowest]] amount of items in which a human can beat the game via defeating all major bosses while using [[out of bounds]]. This and [[13% xCharge]] are perhaps the most difficult categories on the main board to optimize (or even complete), and have been completed in a single sitting by a very small number of runners.&lt;br /&gt;
&lt;br /&gt;
= General features =&lt;br /&gt;
12% carries over the basic 11-item core of [[14%]] and [[13%]], except Out of Bounds movement crucially allows avoiding collecting [[Bombs]]. Many 12% branches thus have a corresponding 13% branch that does collect them. The 10 items called for are:&lt;br /&gt;
&lt;br /&gt;
* [[Morphing Ball]] is required to 'awaken' the planet and utilize Power Bombs.&lt;br /&gt;
* [[Varia Suit]] is required as otherwise, [[Mother Brain|Mother Brain's]] Rainbow Beam would deal 600 damage instead of 300 damage, as it only checks for Varia Suit - not [[Gravity Suit]]. Varia Suit would otherwise require three additional Energy Tanks (or an applicable mixture of Energy Tanks and Reserve Tanks) in its place, which would defeat the purpose of this low% category.&lt;br /&gt;
* Three [[Energy Tank]]s (or two Energy Tanks and one [[Reserve Tank]], or one Energy Tank and two Reserve Tanks) are moreover required to survive Mother Brain's Rainbow Beam.&lt;br /&gt;
* [[Power Bomb]]s are required to open orange doors and destroy other destructible surfaces that block the way. They are also required to kill Metroids if [[Ice Beam]] is skipped.&lt;br /&gt;
* One [[Missile]] expansion and three [[Super Missile]] expansions are required to open appropriate doors and cause Mother Brain to change from her first phase to her second phase. The first Missile pack in the game is required to 'awaken' the planet, same as Morphing Ball. You can alternatively acquire a second Missile expansion instead of a third Super Missile expansion depending on your route.&lt;br /&gt;
&lt;br /&gt;
= Branches =&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
===xCharge===&lt;br /&gt;
For humans, the items that make up 12% are the following — equivalent to [[13% xCharge|13% '''xCharge''']] minus Bombs:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:charge.png]] [[Image:varia.png]] [[Image:xray.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
[[Charge Beam]] is used to defeat bosses, as otherwise, an extremely high percentage of ammo would be required instead, which would defeat the purpose of this low% category.&lt;br /&gt;
&lt;br /&gt;
[[X-Ray Scope]] is required as it not only allows the Zebetites to be skipped while still allowing access to Mother Brain (same as Ice Beam and [[Speed Booster]]), but allows [[X-Ray climbing]] to be performed to travel through rooms such as [[Draygon's Eye Door Room|Draygon's entry chamber]] and enter some rooms' out of bounds (such as Halfie Climb to avoid use of L+R), which is the primary exploit of the run.&lt;br /&gt;
&lt;br /&gt;
===GravCharge===&lt;br /&gt;
Additionally, ('''12% GravCharge''') has been humanly completed with the use of [[10 Missile Zebetite Kill]]s:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:charge.png]] [[Image:varia.png]] [[Image:gravity.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
Gravity is collected to allow escaping [[Draygon's Eye Door Room|Precious Room]] and to ascend [[Halfie Climb Room]] without the use of L+R. Additionally, although downwards doorskips can be performed suitless, Gravity makes them much faster and easier, as well as drastically speeding up the Maridia section of the run and making bossfights much easier.&lt;br /&gt;
&lt;br /&gt;
No 13% strategy for [[Botwoon Hallway]] is available yet with this itemset, and one would need to perform a downwards doorskip, then go far enough right Out of Bounds such that transition blocks to [[Botwoon]]'s Room are exposed in room copies below the room. This can be performed suitless (see the section at the bottom for more info), however Gravity makes this and the accompanying OoB navigation much easier and faster.&lt;br /&gt;
&lt;br /&gt;
Without Bombs, X-Ray or the use of Out of Bounds, six Power Bombs would be needed to escape Lower Norfair (three to escape [[Wasteland]], two to break the bomb blocks in [[Red Kihunter Shaft]], and then another one to bomb jump up the one tile in Kihunter Shaft), requiring a 4% drop from a Deesgeega in Wasteland. However, one can avoid three of those Power Bombs by performing a downwards doorskip in Kihunter Shaft, then navigating to a transition block to Amphitheatre (fast but difficult), or [[Lower Norfair Fireflea Room]] (slower but much easier).&lt;br /&gt;
&lt;br /&gt;
After all this, one would then need to perform [[10 Missile Zebetite Kill]]s to access Mother Brain due to not being able to skip Zebetites.&lt;br /&gt;
&lt;br /&gt;
== Human (Theoretical) ==&lt;br /&gt;
&lt;br /&gt;
A variation on this itemset, '''12% GravPb''', the variant of [[14% GravPb|'''14% GravPb''']], would replace Charge with a Power Bomb pack, then perform Draygon Ammo Underflow with a maximum of 10 Power Bombs. The resulting sparksuit could then be used for Reverse Halfie, and all subsequent bossfights would be much faster and easier, as well as eliminating 10 Missile Zeb Kills:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:varia.png]] [[Image:gravity.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yet another theoretically human-viable itemset, '''12% IcePb''', would collect Ice Beam as its special item, as well as replace Charge Beam with a Power Bomb pack to allow Draygon Ammo Underflow. This would be a Bombs-less equivalent of the humanly completed [[13% IcePb|'''13% IcePb''']]  branch:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:ice.png]] [[Image:varia.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
Ice Beam would be used to climb [[Main Street]] and [[Mt. Everest]] by freezing enemies. It would also be used for Mochtroid Clip in [[Botwoon Hallway]], as well as allow for climbing [[Halfie Climb Room]] without the use of L+R. It also would make [[Colosseum]] much more lenient, as well as making the Tourian [[Metroid]] Rooms much faster and easier.&lt;br /&gt;
&lt;br /&gt;
The Power Bomb pack replacing Charge would allow for Draygon Ammo Underflow with a maximum of 10 Power Bombs, forcing the runner to rely on a 4% drop chance and drop positioning from Draygon Goop. Following [[Draygon]] snipe kill, they could then use that sparksuit to escape Precious Room, and the rest of the run would be rather simple from there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yet another theoretically human-viable itemset is '''12% xPb''', which is the 12% variant of the humanly completed [[13% xPb|'''13% xPb''']]&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:xray.png]] [[Image:varia.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
X-Ray Scope would be used to skip [[Botwoon]] and avoid L+R in Halfie Climb Room by X-ray climbing Out of Bounds and using a room copy from above the room to enter [[Colosseum]] instead.&lt;br /&gt;
&lt;br /&gt;
As previously explained, performing Draygon Ammo Underflow with a max of 10 Power Bombs is no easy feat (albeit viable for humans) - requiring both a 4% drop chance and good positioning from Draygon Goop, but otherwise identical to normal ammo underflow. The resulting sparksuit can then be used to escape Precious Room, or the runner can instead X-ray climb out instead, and use the [[Yellow Suit Glitch|sparksuit]] to avoid snipe kill instead.&lt;br /&gt;
&lt;br /&gt;
== Tool Assisted ==&lt;br /&gt;
TAS can use additionally the following item set, equal to Bombs-less 13% '''Speed''':&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:charge.png]] [[Image:varia.png]] [[Image:speedbooster.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
Speed Booster is a second means of entering the out of bounds, as depending on when one pauses during a [[shinespark]], they can pass through door transitions. TAS would not need Speed Booster for such a thing as it would only require it for escaping [[Draygon's Eye Door Room|Draygon's entry chamber]] and skipping Zebetites; however, using a shinespark to pass through a horizontal door transition would be much faster than without, as passing through a horizontal door transition without Speed Booster would require multiple pauses and frame-perfect movement inputs as opposed to a single pause and a frame-perfect/position-perfect timing of the shinespark.&lt;br /&gt;
&lt;br /&gt;
This branch of 12% is considered TAS-only because the only known way to reach the [[Mt. Everest|Maridian mountain]] with these items and a retained [[Yellow Suit Glitch|sparksuit]] is by entering it from the Red Brinstar connecting area, which involves entering the Red Brinstar elevator room's out of bounds area. Normally this would not be an issue for humans as you can enter the out of bounds by shinesparking through the upper left door, but because you need to keep the aforementioned blue suit retained before entering Maridia, shinesparking is not an option. Additionally, one would need to perform Everest Slopespark to preserve the sparksuit up to Pre-Botwoon, where it would then be used to gain access to Botwoon. However, L+R would then have to be used to ascend Halfie Climb, and then one would perform speedkeep shenanigans in [[Colosseum]] to obtain a sparksuit to escape from Draygon's room.&lt;br /&gt;
&lt;br /&gt;
An alternative, more human-friendly (but still exceptionally challenging!) route would obtain a sparksuit, then perform Broken Tube Jump from on top of the tube to gain access to [[Fish Tank]], where one would then perform Fish Tank Climb with a stored sparksuit, simply to avoid TAS doorskip to reverse enter Maridia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A very similar itemset that replaces [[Charge Beam]] with a Power Bomb pack would have essentially the same progression, but then would have to rely on a 4% Power Bomb drop from Draygon Spit to perform Draygon Ammo Underflow with a maximum of 10 Power Bombs. The only upside to this route would be that one could then use the resulting sparksuit to escape Precious Room, meaning speedkeep in [[Colosseum]] would not be required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to 12% Speed, TAS can also use the following itemset:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:varia.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
This itemset is functionally similar to 12% Speed, but with required Draygon Ammo Underflow and the ability to convert a sparksuit into [[Blue Suit Glitch|blue suit]] without utilizing suit upgrades. &lt;br /&gt;
&lt;br /&gt;
Theoretically, this is a much more human-viable category than 12% Speed due to being able to avoid L+R by sparking up Halfie Climb with a [[Blue Suit Glitch|blue suit]], but it still requires the Morph horizontal doorskip to reverse enter Maridia if one wanted to avoid Fish Tank Climb and Forgotten Highway to Tube Jump. In a manner similar to 13% Chargeless, 13% Speed, and theoretical 12% Speed, one would need to perform [[Mt. Everest|Everest]] Slopespark to keep a sparksuit to [[Aqueduct]], which could then be converted into a [[Blue Suit Glitch|blue suit]] to get past Pre-Botwoon and then spark up Halfie Climb, therefore avoiding L+R. &lt;br /&gt;
&lt;br /&gt;
Draygon Ammo Underflow would then be performed, and in combination with snipe kill, one could then use the resulting sparksuit to escape [[Draygon's Eye Door Room|Draygon's entry chamber]].&lt;br /&gt;
&lt;br /&gt;
== Tool Assisted (Theoretical) ==&lt;br /&gt;
Theoretically, TAS can also use the following much more divergent item set:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:charge.png]] [[Image:varia.png]] [[Image:xray.png]] [[Image:wave.png]] [[Image:ice.png]] [[Image:grapple.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]]&lt;br /&gt;
&lt;br /&gt;
All three tanks are replaced with [[Grapple Beam]], [[Wave Beam]], and [[Ice Beam]]. X-Ray Scope is capable of creating an artificial Varia Suit in the out of bounds area above Mother Brain.&lt;br /&gt;
&lt;br /&gt;
TAS can trigger Mother Brain to enter her second phase while stuck in the right wall via Rinka freezing (making Ice Beam necessary), then X-Ray climb up into the ceiling and fight Mother Brain's second phase from the ceiling. Wave Beam is required as it, and only it, allows charged shots to pass through the ceiling and strike Mother Brain (however, by freezing Rinkas and sinking into them, like with Botwoon Skip, it may even be possible to drop Wave Beam and only acquire [[11%]]).&lt;br /&gt;
&lt;br /&gt;
Before rainbow beam is fired (which can strike the player no matter where they are in the out of bounds and drag them immediately back into the room), TAS would have to reach the proper position in the out of bounds to create the Varia Suit and then acquire the Varia Suit, which is only possible by being touched with the Grapple Beam, else the game crashes.&lt;br /&gt;
&lt;br /&gt;
Acquiring the Varia Suit immediately places Samus back in the middle of Mother Brain's chamber, and allows the game to be paused during rainbow beam, which allows pause abuse to be used (thus no Energy Tanks are needed!) until the Super Metroid refills Samus's energy. Then everything can finish like normally.&lt;br /&gt;
&lt;br /&gt;
== Future Applications ==&lt;br /&gt;
&lt;br /&gt;
Suitless downwards doorskips have been proven possible by Bobbob, meaning that not only can one obtain Super Missiles before Missiles as shown in the below video, but also that [[Main Street]], [[Fish Tank]], and Everest can all be skipped entirely in favor of a specific OoB transition block that will warp the player to [[Crab Shaft]]. &lt;br /&gt;
&lt;br /&gt;
Additionally, this means that one can access Botwoon using a downwards doorskip in [[Botwoon Hallway]] to circumvent the Speed Blocks. Both tricks would result in much easier, faster routing for 12% Speed, 12% Chargeless, and potentially open up more 12% categories such as 12% Hi-Jump Boots (PAL-exclusive due to being able to escape Precious Room and ascend [[Halfie Climb Room]] with L+R and Hijump, would require [[10 Missile Zebetite Kill]]s), or complete 12% Speed-Pb, 12% Chargeless and 12% Speed entirely without the use of L+R, TAS doorskip, Fish Tank Climb, or Everest Slopespark.&lt;br /&gt;
&lt;br /&gt;
https://streamable.com/fs1nff&lt;br /&gt;
&lt;br /&gt;
= Tutorials =&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=pROD5Ago4EE Sniq] - Shows how to complete 12% using the KRDP route with a hitbox viewer present. Not necessarily a tutorial, but is currently the best resource for learning the category.&lt;br /&gt;
* [https://www.youtube.com/watch?v=J3uexv4Eke0 Chabo] - A playthrough based on Sniq's video, with [https://pastebin.com/27KzkSJK accompanying notes] that detail setups for the [[Out of Bounds]] navigation.&lt;br /&gt;
* [https://www.twitch.tv/videos/2661631766 Kingofthehill] - Explains how to do the [[Evir]] projectile dboost in [[West Sand Hall]]&lt;br /&gt;
* [https://www.youtube.com/watch?v=KyND-o20Vg4&amp;amp;t=2s fsg] - Explains the Xray zeb skip (VERY HELPFUL!)&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9803</id>
		<title>King's Low% Difficulty Tier List</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9803"/>
				<updated>2026-02-21T08:20:43Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: /* B Tier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I got bored, so now I'm ranking every low% category in terms of difficulty including ones that haven't been completed. This will include every category of 14%, 13%, 12% (will exclude most theoretical categories since they're basically the same as 13%s except without bombs), 11%, 4%, and 0%. Anything with brackets [ ] means it hasn't been completed RTA. Also, accounting for use of L+R walljumping is tricky because it can significantly alter the difficulty ranking. For example, 13% PbPb would be lower difficulty than 11% glitched if L+R is used. I didn't really rank the difficulty of walljumps no L+R in 14% GrappleChargeless. I also ignored UWJ no L+R in 14% xSpring and xGrapple because they're optional for getting out of G4 if you don't wanna grind for metroid pb drops.&lt;br /&gt;
&lt;br /&gt;
*Note, 13% PbPb and 13% IcePb are the only completed categories (to the best of my knowledge) that I'd put in S tier difficulty. GCC's puzzles are no higher than C tier. Kona challenge is B tier. Blindfolded is A tier. S tier runs are TAS-only runs becoming a reality RTA.&lt;br /&gt;
&lt;br /&gt;
=Difficulty Tier List=&lt;br /&gt;
All categories are listed in order of decreasing difficulty from top to bottom even within each tier&lt;br /&gt;
==ABSOLUTE UNTOUCHABLE GOD TIER==&lt;br /&gt;
[13% Speed TAS]&lt;br /&gt;
*Underwater walljumps (UWJ) no L+R, 3f-perfect everest slopespark + 3f double knockback from a puyo to generate slopespark on flat ground to avoid L+R, colosseum shortcharge isn't even known to be humanly possible. This is at least as hard as getting the everest slopespark twice in a row. For a bit of context, bobbob (the only person to ever execute this slopespark in a run) told me his success rate was 1 in 20. So 1/20*1/20 = 1 in 400 chance of bob completing this category. Not counting the colosseum shortcharge, which isn't known to be humanly possible yet&lt;br /&gt;
&lt;br /&gt;
==S+ Tier==&lt;br /&gt;
[13% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb underflow. A combination of the things that make 13% PbPb and 13% IcePb so hard&lt;br /&gt;
[14% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb flashsuit @ Draygon. Only slightly easier than the 13% SpeedPb&lt;br /&gt;
[[13% PbPb]] (Particularly without L+R)&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, underflow&lt;br /&gt;
[14% xSpeed] (if the really bs way to do it no L+R is done)&lt;br /&gt;
*Bluesuit -&amp;gt; gmode maridia entry -&amp;gt; rmode conversion to yellowsuit (frame perfect) -&amp;gt; first try Jesuswalk (much more precise than normal with a sparksuit) -&amp;gt; superjump bluesuit conversion. Left side UWJ no L+R is required on NTSC. On PAL, this would probably be at the top of A tier or the bottom of S tier. Tbh this category is basically a somewhat nerfed 13% speed TAS if done on NTSC. It's bad and hard&lt;br /&gt;
&lt;br /&gt;
==S Tier==&lt;br /&gt;
[11% Pb] (Theoretical glitched category to supersede 12%)&lt;br /&gt;
*Gravityless door skips (very hard), complex OoB navigation, 10pb underflow&lt;br /&gt;
[14% GrapplePb]&lt;br /&gt;
*UWJ no L+R, Botwoon cf clip and use charge for Botwoon fight, 10pb flashsuit @ Draygon&lt;br /&gt;
[[13% xPb]]&lt;br /&gt;
*Jesuswalk, 10pb bluesuit generation (very precise rmode setup), 10pb underflow. This is the hardest category that I myself have ever completed in this entire game&lt;br /&gt;
[[13% IcePb]]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJB, 10pb underflow (this strat doesn't mess around)&lt;br /&gt;
[14% IcePb]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJC, 10pb flashsuit @ Draygon&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
[[14% Grapplebooster]]&lt;br /&gt;
*Without L+R, requires UWJ, grapple-bomb-jump-jumps, slopespark using a door, and spikesuit in colosseum using a weird glitch with grapple and bombs. With L+R and turbo (like I did cuz I was lazy), this would be towards the top of B tier&lt;br /&gt;
[[14% xSpring]]&lt;br /&gt;
*Jesuswalk Mt. Everest and West Sand Hall, need to do a weird double springball jump using bombs to get out of springball room, need to do a weird double springball jump using a bomb and reserves draining to get past halfie room, 10 missile zebs&lt;br /&gt;
[[14% SuperChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, Botwoon hallway cf clip then farm mocktroids and puyos for a 3% to get enough ammo to fight Botwoon without missing any ammo, underflow (harder on PAL). This is the hardest 14% that I myself have ever done&lt;br /&gt;
[[14% Gravboots]]&lt;br /&gt;
*Probably easier than some others on this list, but it requires a trick that might be 3f perfect and not much is known about this, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
[[14% Pb-Pb]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, multiple elevator cf suits (including one to carry all the way to zebs for zeb skip), botwoon cf clip&lt;br /&gt;
[[14% GrappleChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, elevator cf suit, underflow (harder on PAL), tbh I'm ignoring the difficulty of UWJ if no L+R is used, which would make this category even harder (likely A tier).&lt;br /&gt;
[[13% xCharge]] (Low% L+R on the board)&lt;br /&gt;
*Jesuswalk, 10 missile zebs, optional evir particle dboost, similar in difficulty to 12% but I might say this is technically slightly harder&lt;br /&gt;
[[12%]] xCharge (Standard 12% on the main board)&lt;br /&gt;
*Complex OoB navigation, evir particle dboost in West Sand Hall, xray zeb skip, maybe technically slightly easier than 13% xCharge but this is more of a pain due to OoB shenanigans&lt;br /&gt;
[[14% xPb]]&lt;br /&gt;
*10pb bluesuit generation using rmode in at least 2 instances (the one before Botwoon to avoid L+R is a very precise setup). An optional 3rd could be carried all the way to tourian for zeb skip. If not, then 10 missile zebs is required&lt;br /&gt;
[[14% xChargeless]]&lt;br /&gt;
*Underflow, rmode botwoon hallway clip, maridia navigation no ice, gravity, or hi jump, evir particle dboost in West Sand Hall leaving Maridia&lt;br /&gt;
[[14% xAmmo]]&lt;br /&gt;
*Jesuswalk, Maridia no ice, gravity, or hi jump. Dumb worthless obsolete category :)&lt;br /&gt;
[[14% xSpeed]] (with L+R as previous runs have done)&lt;br /&gt;
*Rmode botwoon clip, colosseum on the way out is tough (not unique to this category), evir particle dboost in West Sand Hall leaving Maridia (if left by going down) or horizontal infinite bomb jump (diagonal bomb jumps) in cac alley (if going through forgotten highway)&lt;br /&gt;
[[14% xGrapple]]&lt;br /&gt;
*10 missile zebs, UWJ no L+R out of G4 or grind for metroid pb drops&lt;br /&gt;
[[14% xBoots]]&lt;br /&gt;
*Halfie room and colosseum no L+R, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
[[14% Chargelice]]&lt;br /&gt;
*Underflow, Main St. + Mt. Everest with ice and no hi jump, maridia with no gravity or hi jump&lt;br /&gt;
[[14% Iceboost]]&lt;br /&gt;
*Varia blue + navigate all of maridia up to post-dray save in one go&lt;br /&gt;
[[0%]]&lt;br /&gt;
*I forgor, but it wasn't terrible, I promise! There is some complex OoB navigation including a segment that's helpful to have a metronome for, but I didn't think it was as complex as 12%. It also requires off-screen bomb jumps. This is tougher to rank in difficulty than other categories and many may find it easier to complete than this rank suggests.&lt;br /&gt;
[[14% Speedboots]]&lt;br /&gt;
*Slopespark to get through botwoon hallway, halfie room and colosseum no L+R, which are actually kinda tricky. Longer segments of UWJ with hi-jump without L+R are required&lt;br /&gt;
[12% GravCharge]&lt;br /&gt;
*Botwoon hallway OoB entry (not quite figured out yet), 10 missile zebs&lt;br /&gt;
[[14% GravPb]]&lt;br /&gt;
*Botwoon hallway cf clip with 10 pbs, 10 missile zebs&lt;br /&gt;
[[14% xGravity]]&lt;br /&gt;
*Rmode botwoon clip, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
[[14% xIce]]&lt;br /&gt;
*Mt. Everest ice and no hi jump, hj-less lava dive (or gmode into LN), suitless Draygon fight&lt;br /&gt;
[[14% Chargeless]]&lt;br /&gt;
*Elevator cf suit (double frame perfect), botwoon w/o charge (3 supers + 1 missile or 10 missiles extra), underflow (frame perfect). Trust me, this is harder than low% ice and it doesn't matter that ridley and mb are free. This is coming from someone who has somewhat optimized both categories and as someone who tried to learn this back in 2017 cuz I couldn't do the boss fights and I was much further away from figuring out chargeless. However, it's probably easier to learn now than it was back then due to improvements in the practice hack&lt;br /&gt;
[[14% Iceboots]]&lt;br /&gt;
*Main St. and Mt. Everest with ice and hi jump, suitless Draygon fight (easier on PAL), UWJ no L+R (easy) to get out of precious room&lt;br /&gt;
[[14% Speed]]&lt;br /&gt;
*Just Ridley and MB but slightly longer than ice. &amp;quot;The true low% category&amp;quot; -Dessyreqt&lt;br /&gt;
[[14% Ice]]&lt;br /&gt;
*Just Ridley and MB. The best and funnest low% category according to me!&lt;br /&gt;
[[4%]]&lt;br /&gt;
*Basically a few doorskips and xray hall and that's it. Not super complicated OoB movement&lt;br /&gt;
&lt;br /&gt;
=Fun Tier List=&lt;br /&gt;
==S Tier==&lt;br /&gt;
14% Ice and 14% Speed&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
14% Iceboots, 14% Chargeless, 14% X-Ice, 0%, and 14% Icebooster&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
4%, 14% xGravity, [12% GravCharge], 14% Speedboots, and 14% Chargelice&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
14% xSpeed (with L+R as previous runs have done), 14% xChargeless, and 13% xCharge (I'm a bit biased with this one)&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
14% GravPb, 14% xBoots, 14% xGrapple, 14% xPb, 12% xCharge, and 14% GravBoots&lt;br /&gt;
&lt;br /&gt;
==F Tier==&lt;br /&gt;
14% xAmmo, 14% GrappleChargeless, 14% PbPb, 14% SuperChargeless, 14% xSpring, 14% GrappleBooster, [14% IcePb], 13% IcePb, 13% xPb, [14% GrapplePb], [11% Pb], 14% xSpeed (no L+R), 13% PbPb, [14% SpeedPb], and [13% SpeedPb]&lt;br /&gt;
&lt;br /&gt;
==FFFFFFFFF Tier==&lt;br /&gt;
[13% Speed TAS]&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9802</id>
		<title>King's Low% Difficulty Tier List</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9802"/>
				<updated>2026-02-21T08:14:40Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: /* S Tier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I got bored, so now I'm ranking every low% category in terms of difficulty including ones that haven't been completed. This will include every category of 14%, 13%, 12% (will exclude most theoretical categories since they're basically the same as 13%s except without bombs), 11%, 4%, and 0%. Anything with brackets [ ] means it hasn't been completed RTA. Also, accounting for use of L+R walljumping is tricky because it can significantly alter the difficulty ranking. For example, 13% PbPb would be lower difficulty than 11% glitched if L+R is used. I didn't really rank the difficulty of walljumps no L+R in 14% GrappleChargeless. I also ignored UWJ no L+R in 14% xSpring and xGrapple because they're optional for getting out of G4 if you don't wanna grind for metroid pb drops.&lt;br /&gt;
&lt;br /&gt;
*Note, 13% PbPb and 13% IcePb are the only completed categories (to the best of my knowledge) that I'd put in S tier difficulty. GCC's puzzles are no higher than C tier. Kona challenge is B tier. Blindfolded is A tier. S tier runs are TAS-only runs becoming a reality RTA.&lt;br /&gt;
&lt;br /&gt;
=Difficulty Tier List=&lt;br /&gt;
All categories are listed in order of decreasing difficulty from top to bottom even within each tier&lt;br /&gt;
==ABSOLUTE UNTOUCHABLE GOD TIER==&lt;br /&gt;
[13% Speed TAS]&lt;br /&gt;
*Underwater walljumps (UWJ) no L+R, 3f-perfect everest slopespark + 3f double knockback from a puyo to generate slopespark on flat ground to avoid L+R, colosseum shortcharge isn't even known to be humanly possible. This is at least as hard as getting the everest slopespark twice in a row. For a bit of context, bobbob (the only person to ever execute this slopespark in a run) told me his success rate was 1 in 20. So 1/20*1/20 = 1 in 400 chance of bob completing this category. Not counting the colosseum shortcharge, which isn't known to be humanly possible yet&lt;br /&gt;
&lt;br /&gt;
==S+ Tier==&lt;br /&gt;
[13% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb underflow. A combination of the things that make 13% PbPb and 13% IcePb so hard&lt;br /&gt;
[14% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb flashsuit @ Draygon. Only slightly easier than the 13% SpeedPb&lt;br /&gt;
[[13% PbPb]] (Particularly without L+R)&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, underflow&lt;br /&gt;
[14% xSpeed] (if the really bs way to do it no L+R is done)&lt;br /&gt;
*Bluesuit -&amp;gt; gmode maridia entry -&amp;gt; rmode conversion to yellowsuit (frame perfect) -&amp;gt; first try Jesuswalk (much more precise than normal with a sparksuit) -&amp;gt; superjump bluesuit conversion. Left side UWJ no L+R is required on NTSC. On PAL, this would probably be at the top of A tier or the bottom of S tier. Tbh this category is basically a somewhat nerfed 13% speed TAS if done on NTSC. It's bad and hard&lt;br /&gt;
&lt;br /&gt;
==S Tier==&lt;br /&gt;
[11% Pb] (Theoretical glitched category to supersede 12%)&lt;br /&gt;
*Gravityless door skips (very hard), complex OoB navigation, 10pb underflow&lt;br /&gt;
[14% GrapplePb]&lt;br /&gt;
*UWJ no L+R, Botwoon cf clip and use charge for Botwoon fight, 10pb flashsuit @ Draygon&lt;br /&gt;
[[13% xPb]]&lt;br /&gt;
*Jesuswalk, 10pb bluesuit generation (very precise rmode setup), 10pb underflow. This is the hardest category that I myself have ever completed in this entire game&lt;br /&gt;
[[13% IcePb]]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJB, 10pb underflow (this strat doesn't mess around)&lt;br /&gt;
[14% IcePb]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJC, 10pb flashsuit @ Draygon&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
[[14% Grapplebooster]]&lt;br /&gt;
*Without L+R, requires UWJ, grapple-bomb-jump-jumps, slopespark using a door, and spikesuit in colosseum using a weird glitch with grapple and bombs. With L+R and turbo (like I did cuz I was lazy), this would be towards the top of B tier&lt;br /&gt;
[[14% xSpring]]&lt;br /&gt;
*Jesuswalk Mt. Everest and West Sand Hall, need to do a weird double springball jump using bombs to get out of springball room, need to do a weird double springball jump using a bomb and reserves draining to get past halfie room, 10 missile zebs&lt;br /&gt;
[[14% SuperChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, Botwoon hallway cf clip then farm mocktroids and puyos for a 3% to get enough ammo to fight Botwoon without missing any ammo, underflow (harder on PAL). This is the hardest 14% that I myself have ever done&lt;br /&gt;
[[14% Gravboots]]&lt;br /&gt;
*Probably easier than some others on this list, but it requires a trick that might be 3f perfect and not much is known about this, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
[[14% Pb-Pb]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, multiple elevator cf suits (including one to carry all the way to zebs for zeb skip), botwoon cf clip&lt;br /&gt;
[[14% GrappleChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, elevator cf suit, underflow (harder on PAL), tbh I'm ignoring the difficulty of UWJ if no L+R is used, which would make this category even harder (likely A tier).&lt;br /&gt;
[[13% xCharge]] (Low% L+R on the board)&lt;br /&gt;
*Jesuswalk, 10 missile zebs, optional evir particle dboost, similar in difficulty to 12% but I might say this is technically slightly harder&lt;br /&gt;
[[12%]] xCharge (Standard 12% on the main board)&lt;br /&gt;
*Complex OoB navigation, evir particle dboost in West Sand Hall, xray zeb skip, maybe technically slightly easier than 13% xCharge but this is more of a pain due to OoB shenanigans&lt;br /&gt;
[[14% xPb]]&lt;br /&gt;
*10pb bluesuit generation using rmode in at least 3 instances (the one before Botwoon to avoid L+R is a very precise setup), one of which must be carried all the way to tourian for zeb skip&lt;br /&gt;
[[14% xChargeless]]&lt;br /&gt;
*Underflow, rmode botwoon hallway clip, maridia navigation no ice, gravity, or hi jump, evir particle dboost in West Sand Hall leaving Maridia&lt;br /&gt;
[[14% xAmmo]]&lt;br /&gt;
*Jesuswalk, Maridia no ice, gravity, or hi jump. Dumb worthless obsolete category :)&lt;br /&gt;
[[14% xSpeed]] (with L+R as previous runs have done)&lt;br /&gt;
*Rmode botwoon clip, colosseum on the way out is tough (not unique to this category), evir particle dboost in West Sand Hall leaving Maridia (if left by going down) or horizontal infinite bomb jump (diagonal bomb jumps) in cac alley (if going through forgotten highway)&lt;br /&gt;
[[14% xGrapple]]&lt;br /&gt;
*10 missile zebs, UWJ no L+R out of G4 or grind for metroid pb drops&lt;br /&gt;
[[14% xBoots]]&lt;br /&gt;
*Halfie room and colosseum no L+R, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
[[14% Chargelice]]&lt;br /&gt;
*Underflow, Main St. + Mt. Everest with ice and no hi jump, maridia with no gravity or hi jump&lt;br /&gt;
[[14% Iceboost]]&lt;br /&gt;
*Varia blue + navigate all of maridia up to post-dray save in one go&lt;br /&gt;
[[0%]]&lt;br /&gt;
*I forgor, but it wasn't terrible, I promise! There is some complex OoB navigation including a segment that's helpful to have a metronome for, but I didn't think it was as complex as 12%. It also requires off-screen bomb jumps. This is tougher to rank in difficulty than other categories and many may find it easier to complete than this rank suggests.&lt;br /&gt;
[[14% Speedboots]]&lt;br /&gt;
*Slopespark to get through botwoon hallway, halfie room and colosseum no L+R, which are actually kinda tricky. Longer segments of UWJ with hi-jump without L+R are required&lt;br /&gt;
[12% GravCharge]&lt;br /&gt;
*Botwoon hallway OoB entry (not quite figured out yet), 10 missile zebs&lt;br /&gt;
[[14% GravPb]]&lt;br /&gt;
*Botwoon hallway cf clip with 10 pbs, 10 missile zebs&lt;br /&gt;
[[14% xGravity]]&lt;br /&gt;
*Rmode botwoon clip, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
[[14% xIce]]&lt;br /&gt;
*Mt. Everest ice and no hi jump, hj-less lava dive (or gmode into LN), suitless Draygon fight&lt;br /&gt;
[[14% Chargeless]]&lt;br /&gt;
*Elevator cf suit (double frame perfect), botwoon w/o charge (3 supers + 1 missile or 10 missiles extra), underflow (frame perfect). Trust me, this is harder than low% ice and it doesn't matter that ridley and mb are free. This is coming from someone who has somewhat optimized both categories and as someone who tried to learn this back in 2017 cuz I couldn't do the boss fights and I was much further away from figuring out chargeless. However, it's probably easier to learn now than it was back then due to improvements in the practice hack&lt;br /&gt;
[[14% Iceboots]]&lt;br /&gt;
*Main St. and Mt. Everest with ice and hi jump, suitless Draygon fight (easier on PAL), UWJ no L+R (easy) to get out of precious room&lt;br /&gt;
[[14% Speed]]&lt;br /&gt;
*Just Ridley and MB but slightly longer than ice. &amp;quot;The true low% category&amp;quot; -Dessyreqt&lt;br /&gt;
[[14% Ice]]&lt;br /&gt;
*Just Ridley and MB. The best and funnest low% category according to me!&lt;br /&gt;
[[4%]]&lt;br /&gt;
*Basically a few doorskips and xray hall and that's it. Not super complicated OoB movement&lt;br /&gt;
&lt;br /&gt;
=Fun Tier List=&lt;br /&gt;
==S Tier==&lt;br /&gt;
14% Ice and 14% Speed&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
14% Iceboots, 14% Chargeless, 14% X-Ice, 0%, and 14% Icebooster&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
4%, 14% xGravity, [12% GravCharge], 14% Speedboots, and 14% Chargelice&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
14% xSpeed (with L+R as previous runs have done), 14% xChargeless, and 13% xCharge (I'm a bit biased with this one)&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
14% GravPb, 14% xBoots, 14% xGrapple, 14% xPb, 12% xCharge, and 14% GravBoots&lt;br /&gt;
&lt;br /&gt;
==F Tier==&lt;br /&gt;
14% xAmmo, 14% GrappleChargeless, 14% PbPb, 14% SuperChargeless, 14% xSpring, 14% GrappleBooster, [14% IcePb], 13% IcePb, 13% xPb, [14% GrapplePb], [11% Pb], 14% xSpeed (no L+R), 13% PbPb, [14% SpeedPb], and [13% SpeedPb]&lt;br /&gt;
&lt;br /&gt;
==FFFFFFFFF Tier==&lt;br /&gt;
[13% Speed TAS]&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9801</id>
		<title>King's Low% Difficulty Tier List</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9801"/>
				<updated>2026-02-21T08:08:01Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: /* D Tier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I got bored, so now I'm ranking every low% category in terms of difficulty including ones that haven't been completed. This will include every category of 14%, 13%, 12% (will exclude most theoretical categories since they're basically the same as 13%s except without bombs), 11%, 4%, and 0%. Anything with brackets [ ] means it hasn't been completed RTA. Also, accounting for use of L+R walljumping is tricky because it can significantly alter the difficulty ranking. For example, 13% PbPb would be lower difficulty than 11% glitched if L+R is used. I didn't really rank the difficulty of walljumps no L+R in 14% GrappleChargeless. I also ignored UWJ no L+R in 14% xSpring and xGrapple because they're optional for getting out of G4 if you don't wanna grind for metroid pb drops.&lt;br /&gt;
&lt;br /&gt;
*Note, 13% PbPb and 13% IcePb are the only completed categories (to the best of my knowledge) that I'd put in S tier difficulty. GCC's puzzles are no higher than C tier. Kona challenge is B tier. Blindfolded is A tier. S tier runs are TAS-only runs becoming a reality RTA.&lt;br /&gt;
&lt;br /&gt;
=Difficulty Tier List=&lt;br /&gt;
All categories are listed in order of decreasing difficulty from top to bottom even within each tier&lt;br /&gt;
==ABSOLUTE UNTOUCHABLE GOD TIER==&lt;br /&gt;
[13% Speed TAS]&lt;br /&gt;
*Underwater walljumps (UWJ) no L+R, 3f-perfect everest slopespark + 3f double knockback from a puyo to generate slopespark on flat ground to avoid L+R, colosseum shortcharge isn't even known to be humanly possible. This is at least as hard as getting the everest slopespark twice in a row. For a bit of context, bobbob (the only person to ever execute this slopespark in a run) told me his success rate was 1 in 20. So 1/20*1/20 = 1 in 400 chance of bob completing this category. Not counting the colosseum shortcharge, which isn't known to be humanly possible yet&lt;br /&gt;
&lt;br /&gt;
==S+ Tier==&lt;br /&gt;
[13% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb underflow. A combination of the things that make 13% PbPb and 13% IcePb so hard&lt;br /&gt;
[14% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb flashsuit @ Draygon. Only slightly easier than the 13% SpeedPb&lt;br /&gt;
[[13% PbPb]] (Particularly without L+R)&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, underflow&lt;br /&gt;
[14% xSpeed] (if the really bs way to do it no L+R is done)&lt;br /&gt;
*Bluesuit -&amp;gt; gmode maridia entry -&amp;gt; rmode conversion to yellowsuit (frame perfect) -&amp;gt; first try Jesuswalk (much more precise than normal with a sparksuit) -&amp;gt; superjump bluesuit conversion. Left side UWJ no L+R is required on NTSC. On PAL, this would probably be at the top of A tier or the bottom of S tier. Tbh this category is basically a somewhat nerfed 13% speed TAS if done on NTSC. It's bad and hard&lt;br /&gt;
&lt;br /&gt;
==S Tier==&lt;br /&gt;
[11% Pb] (Theoretical glitched category to supersede 12%)&lt;br /&gt;
*Gravityless door skips (very hard), complex OoB navigation, 10pb underflow&lt;br /&gt;
[14% GrapplePb]&lt;br /&gt;
*UWJ no L+R, Botwoon cf clip and use charge for Botwoon fight, 10pb flashsuit @ Draygon&lt;br /&gt;
[[13% xPb]]&lt;br /&gt;
*Jesuswalk, 10pb bluesuit generation (very precise rmode setup), 10pb underflow. This is the hardest category that I myself have ever completed in this entire game&lt;br /&gt;
[[13% IcePb]]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJB, 10pb underflow&lt;br /&gt;
[14% IcePb]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJC, 10pb flashsuit @ Draygon&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
[[14% Grapplebooster]]&lt;br /&gt;
*Without L+R, requires UWJ, grapple-bomb-jump-jumps, slopespark using a door, and spikesuit in colosseum using a weird glitch with grapple and bombs. With L+R and turbo (like I did cuz I was lazy), this would be towards the top of B tier&lt;br /&gt;
[[14% xSpring]]&lt;br /&gt;
*Jesuswalk Mt. Everest and West Sand Hall, need to do a weird double springball jump using bombs to get out of springball room, need to do a weird double springball jump using a bomb and reserves draining to get past halfie room, 10 missile zebs&lt;br /&gt;
[[14% SuperChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, Botwoon hallway cf clip then farm mocktroids and puyos for a 3% to get enough ammo to fight Botwoon without missing any ammo, underflow (harder on PAL). This is the hardest 14% that I myself have ever done&lt;br /&gt;
[[14% Gravboots]]&lt;br /&gt;
*Probably easier than some others on this list, but it requires a trick that might be 3f perfect and not much is known about this, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
[[14% Pb-Pb]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, multiple elevator cf suits (including one to carry all the way to zebs for zeb skip), botwoon cf clip&lt;br /&gt;
[[14% GrappleChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, elevator cf suit, underflow (harder on PAL), tbh I'm ignoring the difficulty of UWJ if no L+R is used, which would make this category even harder (likely A tier).&lt;br /&gt;
[[13% xCharge]] (Low% L+R on the board)&lt;br /&gt;
*Jesuswalk, 10 missile zebs, optional evir particle dboost, similar in difficulty to 12% but I might say this is technically slightly harder&lt;br /&gt;
[[12%]] xCharge (Standard 12% on the main board)&lt;br /&gt;
*Complex OoB navigation, evir particle dboost in West Sand Hall, xray zeb skip, maybe technically slightly easier than 13% xCharge but this is more of a pain due to OoB shenanigans&lt;br /&gt;
[[14% xPb]]&lt;br /&gt;
*10pb bluesuit generation using rmode in at least 3 instances (the one before Botwoon to avoid L+R is a very precise setup), one of which must be carried all the way to tourian for zeb skip&lt;br /&gt;
[[14% xChargeless]]&lt;br /&gt;
*Underflow, rmode botwoon hallway clip, maridia navigation no ice, gravity, or hi jump, evir particle dboost in West Sand Hall leaving Maridia&lt;br /&gt;
[[14% xAmmo]]&lt;br /&gt;
*Jesuswalk, Maridia no ice, gravity, or hi jump. Dumb worthless obsolete category :)&lt;br /&gt;
[[14% xSpeed]] (with L+R as previous runs have done)&lt;br /&gt;
*Rmode botwoon clip, colosseum on the way out is tough (not unique to this category), evir particle dboost in West Sand Hall leaving Maridia (if left by going down) or horizontal infinite bomb jump (diagonal bomb jumps) in cac alley (if going through forgotten highway)&lt;br /&gt;
[[14% xGrapple]]&lt;br /&gt;
*10 missile zebs, UWJ no L+R out of G4 or grind for metroid pb drops&lt;br /&gt;
[[14% xBoots]]&lt;br /&gt;
*Halfie room and colosseum no L+R, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
[[14% Chargelice]]&lt;br /&gt;
*Underflow, Main St. + Mt. Everest with ice and no hi jump, maridia with no gravity or hi jump&lt;br /&gt;
[[14% Iceboost]]&lt;br /&gt;
*Varia blue + navigate all of maridia up to post-dray save in one go&lt;br /&gt;
[[0%]]&lt;br /&gt;
*I forgor, but it wasn't terrible, I promise! There is some complex OoB navigation including a segment that's helpful to have a metronome for, but I didn't think it was as complex as 12%. It also requires off-screen bomb jumps. This is tougher to rank in difficulty than other categories and many may find it easier to complete than this rank suggests.&lt;br /&gt;
[[14% Speedboots]]&lt;br /&gt;
*Slopespark to get through botwoon hallway, halfie room and colosseum no L+R, which are actually kinda tricky. Longer segments of UWJ with hi-jump without L+R are required&lt;br /&gt;
[12% GravCharge]&lt;br /&gt;
*Botwoon hallway OoB entry (not quite figured out yet), 10 missile zebs&lt;br /&gt;
[[14% GravPb]]&lt;br /&gt;
*Botwoon hallway cf clip with 10 pbs, 10 missile zebs&lt;br /&gt;
[[14% xGravity]]&lt;br /&gt;
*Rmode botwoon clip, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
[[14% xIce]]&lt;br /&gt;
*Mt. Everest ice and no hi jump, hj-less lava dive (or gmode into LN), suitless Draygon fight&lt;br /&gt;
[[14% Chargeless]]&lt;br /&gt;
*Elevator cf suit (double frame perfect), botwoon w/o charge (3 supers + 1 missile or 10 missiles extra), underflow (frame perfect). Trust me, this is harder than low% ice and it doesn't matter that ridley and mb are free. This is coming from someone who has somewhat optimized both categories and as someone who tried to learn this back in 2017 cuz I couldn't do the boss fights and I was much further away from figuring out chargeless. However, it's probably easier to learn now than it was back then due to improvements in the practice hack&lt;br /&gt;
[[14% Iceboots]]&lt;br /&gt;
*Main St. and Mt. Everest with ice and hi jump, suitless Draygon fight (easier on PAL), UWJ no L+R (easy) to get out of precious room&lt;br /&gt;
[[14% Speed]]&lt;br /&gt;
*Just Ridley and MB but slightly longer than ice. &amp;quot;The true low% category&amp;quot; -Dessyreqt&lt;br /&gt;
[[14% Ice]]&lt;br /&gt;
*Just Ridley and MB. The best and funnest low% category according to me!&lt;br /&gt;
[[4%]]&lt;br /&gt;
*Basically a few doorskips and xray hall and that's it. Not super complicated OoB movement&lt;br /&gt;
&lt;br /&gt;
=Fun Tier List=&lt;br /&gt;
==S Tier==&lt;br /&gt;
14% Ice and 14% Speed&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
14% Iceboots, 14% Chargeless, 14% X-Ice, 0%, and 14% Icebooster&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
4%, 14% xGravity, [12% GravCharge], 14% Speedboots, and 14% Chargelice&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
14% xSpeed (with L+R as previous runs have done), 14% xChargeless, and 13% xCharge (I'm a bit biased with this one)&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
14% GravPb, 14% xBoots, 14% xGrapple, 14% xPb, 12% xCharge, and 14% GravBoots&lt;br /&gt;
&lt;br /&gt;
==F Tier==&lt;br /&gt;
14% xAmmo, 14% GrappleChargeless, 14% PbPb, 14% SuperChargeless, 14% xSpring, 14% GrappleBooster, [14% IcePb], 13% IcePb, 13% xPb, [14% GrapplePb], [11% Pb], 14% xSpeed (no L+R), 13% PbPb, [14% SpeedPb], and [13% SpeedPb]&lt;br /&gt;
&lt;br /&gt;
==FFFFFFFFF Tier==&lt;br /&gt;
[13% Speed TAS]&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9800</id>
		<title>King's Low% Difficulty Tier List</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9800"/>
				<updated>2026-02-21T08:00:25Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: /* C Tier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I got bored, so now I'm ranking every low% category in terms of difficulty including ones that haven't been completed. This will include every category of 14%, 13%, 12% (will exclude most theoretical categories since they're basically the same as 13%s except without bombs), 11%, 4%, and 0%. Anything with brackets [ ] means it hasn't been completed RTA. Also, accounting for use of L+R walljumping is tricky because it can significantly alter the difficulty ranking. For example, 13% PbPb would be lower difficulty than 11% glitched if L+R is used. I didn't really rank the difficulty of walljumps no L+R in 14% GrappleChargeless. I also ignored UWJ no L+R in 14% xSpring and xGrapple because they're optional for getting out of G4 if you don't wanna grind for metroid pb drops.&lt;br /&gt;
&lt;br /&gt;
*Note, 13% PbPb and 13% IcePb are the only completed categories (to the best of my knowledge) that I'd put in S tier difficulty. GCC's puzzles are no higher than C tier. Kona challenge is B tier. Blindfolded is A tier. S tier runs are TAS-only runs becoming a reality RTA.&lt;br /&gt;
&lt;br /&gt;
=Difficulty Tier List=&lt;br /&gt;
All categories are listed in order of decreasing difficulty from top to bottom even within each tier&lt;br /&gt;
==ABSOLUTE UNTOUCHABLE GOD TIER==&lt;br /&gt;
[13% Speed TAS]&lt;br /&gt;
*Underwater walljumps (UWJ) no L+R, 3f-perfect everest slopespark + 3f double knockback from a puyo to generate slopespark on flat ground to avoid L+R, colosseum shortcharge isn't even known to be humanly possible. This is at least as hard as getting the everest slopespark twice in a row. For a bit of context, bobbob (the only person to ever execute this slopespark in a run) told me his success rate was 1 in 20. So 1/20*1/20 = 1 in 400 chance of bob completing this category. Not counting the colosseum shortcharge, which isn't known to be humanly possible yet&lt;br /&gt;
&lt;br /&gt;
==S+ Tier==&lt;br /&gt;
[13% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb underflow. A combination of the things that make 13% PbPb and 13% IcePb so hard&lt;br /&gt;
[14% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb flashsuit @ Draygon. Only slightly easier than the 13% SpeedPb&lt;br /&gt;
[[13% PbPb]] (Particularly without L+R)&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, underflow&lt;br /&gt;
[14% xSpeed] (if the really bs way to do it no L+R is done)&lt;br /&gt;
*Bluesuit -&amp;gt; gmode maridia entry -&amp;gt; rmode conversion to yellowsuit (frame perfect) -&amp;gt; first try Jesuswalk (much more precise than normal with a sparksuit) -&amp;gt; superjump bluesuit conversion. Left side UWJ no L+R is required on NTSC. On PAL, this would probably be at the top of A tier or the bottom of S tier. Tbh this category is basically a somewhat nerfed 13% speed TAS if done on NTSC. It's bad and hard&lt;br /&gt;
&lt;br /&gt;
==S Tier==&lt;br /&gt;
[11% Pb] (Theoretical glitched category to supersede 12%)&lt;br /&gt;
*Gravityless door skips (very hard), complex OoB navigation, 10pb underflow&lt;br /&gt;
[14% GrapplePb]&lt;br /&gt;
*UWJ no L+R, Botwoon cf clip and use charge for Botwoon fight, 10pb flashsuit @ Draygon&lt;br /&gt;
[[13% xPb]]&lt;br /&gt;
*Jesuswalk, 10pb bluesuit generation (very precise rmode setup), 10pb underflow. This is the hardest category that I myself have ever completed in this entire game&lt;br /&gt;
[[13% IcePb]]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJB, 10pb underflow&lt;br /&gt;
[14% IcePb]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJC, 10pb flashsuit @ Draygon&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
[[14% Grapplebooster]]&lt;br /&gt;
*Without L+R, requires UWJ, grapple-bomb-jump-jumps, slopespark using a door, and spikesuit in colosseum using a weird glitch with grapple and bombs. With L+R and turbo (like I did cuz I was lazy), this would be towards the top of B tier&lt;br /&gt;
[[14% xSpring]]&lt;br /&gt;
*Jesuswalk Mt. Everest and West Sand Hall, need to do a weird double springball jump using bombs to get out of springball room, need to do a weird double springball jump using a bomb and reserves draining to get past halfie room, 10 missile zebs&lt;br /&gt;
[[14% SuperChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, Botwoon hallway cf clip then farm mocktroids and puyos for a 3% to get enough ammo to fight Botwoon without missing any ammo, underflow (harder on PAL). This is the hardest 14% that I myself have ever done&lt;br /&gt;
[[14% Gravboots]]&lt;br /&gt;
*Probably easier than some others on this list, but it requires a trick that might be 3f perfect and not much is known about this, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
[[14% Pb-Pb]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, multiple elevator cf suits (including one to carry all the way to zebs for zeb skip), botwoon cf clip&lt;br /&gt;
[[14% GrappleChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, elevator cf suit, underflow (harder on PAL), tbh I'm ignoring the difficulty of UWJ if no L+R is used, which would make this category even harder (likely A tier).&lt;br /&gt;
[[13% xCharge]] (Low% L+R on the board)&lt;br /&gt;
*Jesuswalk, 10 missile zebs, optional evir particle dboost, similar in difficulty to 12% but I might say this is technically slightly harder&lt;br /&gt;
[[12%]] xCharge (Standard 12% on the main board)&lt;br /&gt;
*Complex OoB navigation, evir particle dboost in West Sand Hall, xray zeb skip, maybe technically slightly easier than 13% xCharge but this is more of a pain due to OoB shenanigans&lt;br /&gt;
[[14% xPb]]&lt;br /&gt;
*10pb bluesuit generation using rmode in at least 3 instances (the one before Botwoon to avoid L+R is a very precise setup), one of which must be carried all the way to tourian for zeb skip&lt;br /&gt;
[[14% xChargeless]]&lt;br /&gt;
*Underflow, rmode botwoon hallway clip, maridia navigation no ice, gravity, or hi jump, evir particle dboost in West Sand Hall leaving Maridia&lt;br /&gt;
[[14% xAmmo]]&lt;br /&gt;
*Jesuswalk, Maridia no ice, gravity, or hi jump. Dumb worthless obsolete category :)&lt;br /&gt;
[[14% xSpeed]] (with L+R as previous runs have done)&lt;br /&gt;
*Rmode botwoon clip, colosseum on the way out is tough (not unique to this category), evir particle dboost in West Sand Hall leaving Maridia (if left by going down) or horizontal infinite bomb jump (diagonal bomb jumps) in cac alley (if going through forgotten highway)&lt;br /&gt;
[[14% xGrapple]]&lt;br /&gt;
*10 missile zebs, UWJ no L+R out of G4 or grind for metroid pb drops&lt;br /&gt;
[[14% xBoots]]&lt;br /&gt;
*Halfie room and colosseum no L+R, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
[[14% Chargelice]]&lt;br /&gt;
*Underflow, Main St. + Mt. Everest with ice and no hi jump, maridia with no gravity or hi jump&lt;br /&gt;
[[14% Iceboost]]&lt;br /&gt;
*Varia blue + navigate all of maridia up to post-dray save in one go&lt;br /&gt;
[[0%]]&lt;br /&gt;
*I forgor, but it wasn't terrible, I promise! There is some complex OoB navigation including a segment that's helpful to have a metronome for, but I didn't think it was as complex as 12%. It also requires off-screen bomb jumps. This is tougher to rank in difficulty than other categories and many may find it easier to complete than this rank suggests.&lt;br /&gt;
[[14% Speedboots]]&lt;br /&gt;
*Slopespark to get through botwoon hallway, halfie room and colosseum no L+R, which are actually kinda tricky. Longer segments of UWJ with hi-jump without L+R are required&lt;br /&gt;
[12% GravCharge]&lt;br /&gt;
*Botwoon hallway OoB entry (not quite figured out yet), 10 missile zebs&lt;br /&gt;
[[14% GravPb]]&lt;br /&gt;
*Botwoon hallway cf clip with 10 pbs, 10 missile zebs&lt;br /&gt;
[[14% xGravity]]&lt;br /&gt;
*Rmode botwoon clip, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
[[14% xIce]]&lt;br /&gt;
*Mt. Everest ice and no hi jump, hj-less lava dive (or gmode into LN), suitless Draygon fight&lt;br /&gt;
[[14% Chargeless]]&lt;br /&gt;
*Elevator cf suit (double frame perfect), botwoon w/o charge (3 supers + 1 missile or 10 missiles extra), underflow (frame perfect). Trust me, this is harder than low% ice and it doesn't matter that ridley and mb are free. This is coming from someone who has somewhat optimized both categories and as someone who tried to learn this back in 2017 cuz I couldn't do the boss fights and I was much further away from figuring out chargeless. However, it's probably easier to learn now than it was back then due to improvements in the practice hack&lt;br /&gt;
[[14% Iceboots]]&lt;br /&gt;
*Main St. and Mt. Everest with ice and hi jump, suitless Draygon fight (easier on PAL), UWJ no L+R (easy) to get out of precious room&lt;br /&gt;
[[14% Speed]]&lt;br /&gt;
*Just Ridley and MB but slightly longer than ice&lt;br /&gt;
[[14% Ice]]&lt;br /&gt;
*Just Ridley and MB&lt;br /&gt;
[[4%]]&lt;br /&gt;
*Basically a few doorskips and xray hall and that's it. Not super complicated OoB movement&lt;br /&gt;
&lt;br /&gt;
=Fun Tier List=&lt;br /&gt;
==S Tier==&lt;br /&gt;
14% Ice and 14% Speed&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
14% Iceboots, 14% Chargeless, 14% X-Ice, 0%, and 14% Icebooster&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
4%, 14% xGravity, [12% GravCharge], 14% Speedboots, and 14% Chargelice&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
14% xSpeed (with L+R as previous runs have done), 14% xChargeless, and 13% xCharge (I'm a bit biased with this one)&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
14% GravPb, 14% xBoots, 14% xGrapple, 14% xPb, 12% xCharge, and 14% GravBoots&lt;br /&gt;
&lt;br /&gt;
==F Tier==&lt;br /&gt;
14% xAmmo, 14% GrappleChargeless, 14% PbPb, 14% SuperChargeless, 14% xSpring, 14% GrappleBooster, [14% IcePb], 13% IcePb, 13% xPb, [14% GrapplePb], [11% Pb], 14% xSpeed (no L+R), 13% PbPb, [14% SpeedPb], and [13% SpeedPb]&lt;br /&gt;
&lt;br /&gt;
==FFFFFFFFF Tier==&lt;br /&gt;
[13% Speed TAS]&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9799</id>
		<title>King's Low% Difficulty Tier List</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9799"/>
				<updated>2026-02-21T07:54:58Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: /* S+ Tier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I got bored, so now I'm ranking every low% category in terms of difficulty including ones that haven't been completed. This will include every category of 14%, 13%, 12% (will exclude most theoretical categories since they're basically the same as 13%s except without bombs), 11%, 4%, and 0%. Anything with brackets [ ] means it hasn't been completed RTA. Also, accounting for use of L+R walljumping is tricky because it can significantly alter the difficulty ranking. For example, 13% PbPb would be lower difficulty than 11% glitched if L+R is used. I didn't really rank the difficulty of walljumps no L+R in 14% GrappleChargeless. I also ignored UWJ no L+R in 14% xSpring and xGrapple because they're optional for getting out of G4 if you don't wanna grind for metroid pb drops.&lt;br /&gt;
&lt;br /&gt;
*Note, 13% PbPb and 13% IcePb are the only completed categories (to the best of my knowledge) that I'd put in S tier difficulty. GCC's puzzles are no higher than C tier. Kona challenge is B tier. Blindfolded is A tier. S tier runs are TAS-only runs becoming a reality RTA.&lt;br /&gt;
&lt;br /&gt;
=Difficulty Tier List=&lt;br /&gt;
All categories are listed in order of decreasing difficulty from top to bottom even within each tier&lt;br /&gt;
==ABSOLUTE UNTOUCHABLE GOD TIER==&lt;br /&gt;
[13% Speed TAS]&lt;br /&gt;
*Underwater walljumps (UWJ) no L+R, 3f-perfect everest slopespark + 3f double knockback from a puyo to generate slopespark on flat ground to avoid L+R, colosseum shortcharge isn't even known to be humanly possible. This is at least as hard as getting the everest slopespark twice in a row. For a bit of context, bobbob (the only person to ever execute this slopespark in a run) told me his success rate was 1 in 20. So 1/20*1/20 = 1 in 400 chance of bob completing this category. Not counting the colosseum shortcharge, which isn't known to be humanly possible yet&lt;br /&gt;
&lt;br /&gt;
==S+ Tier==&lt;br /&gt;
[13% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb underflow. A combination of the things that make 13% PbPb and 13% IcePb so hard&lt;br /&gt;
[14% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb flashsuit @ Draygon. Only slightly easier than the 13% SpeedPb&lt;br /&gt;
[[13% PbPb]] (Particularly without L+R)&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, underflow&lt;br /&gt;
[14% xSpeed] (if the really bs way to do it no L+R is done)&lt;br /&gt;
*Bluesuit -&amp;gt; gmode maridia entry -&amp;gt; rmode conversion to yellowsuit (frame perfect) -&amp;gt; first try Jesuswalk (much more precise than normal with a sparksuit) -&amp;gt; superjump bluesuit conversion. Left side UWJ no L+R is required on NTSC. On PAL, this would probably be at the top of A tier or the bottom of S tier. Tbh this category is basically a somewhat nerfed 13% speed TAS if done on NTSC. It's bad and hard&lt;br /&gt;
&lt;br /&gt;
==S Tier==&lt;br /&gt;
[11% Pb] (Theoretical glitched category to supersede 12%)&lt;br /&gt;
*Gravityless door skips (very hard), complex OoB navigation, 10pb underflow&lt;br /&gt;
[14% GrapplePb]&lt;br /&gt;
*UWJ no L+R, Botwoon cf clip and use charge for Botwoon fight, 10pb flashsuit @ Draygon&lt;br /&gt;
[[13% xPb]]&lt;br /&gt;
*Jesuswalk, 10pb bluesuit generation (very precise rmode setup), 10pb underflow. This is the hardest category that I myself have ever completed in this entire game&lt;br /&gt;
[[13% IcePb]]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJB, 10pb underflow&lt;br /&gt;
[14% IcePb]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJC, 10pb flashsuit @ Draygon&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
[[14% Grapplebooster]]&lt;br /&gt;
*Without L+R, requires UWJ, grapple-bomb-jump-jumps, slopespark using a door, and spikesuit in colosseum using a weird glitch with grapple and bombs. With L+R and turbo (like I did cuz I was lazy), this would be towards the top of B tier&lt;br /&gt;
[[14% xSpring]]&lt;br /&gt;
*Jesuswalk Mt. Everest and West Sand Hall, need to do a weird double springball jump using bombs to get out of springball room, need to do a weird double springball jump using a bomb and reserves draining to get past halfie room, 10 missile zebs&lt;br /&gt;
[[14% SuperChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, Botwoon hallway cf clip then farm mocktroids and puyos for a 3% to get enough ammo to fight Botwoon without missing any ammo, underflow (harder on PAL). This is the hardest 14% that I myself have ever done&lt;br /&gt;
[[14% Gravboots]]&lt;br /&gt;
*Probably easier than some others on this list, but it requires a trick that might be 3f perfect and not much is known about this, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
[[14% Pb-Pb]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, multiple elevator cf suits (including one to carry all the way to zebs for zeb skip), botwoon cf clip&lt;br /&gt;
[[14% GrappleChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, elevator cf suit, underflow (harder on PAL), tbh I'm ignoring the difficulty of UWJ if no L+R is used, which would make this category even harder (likely A tier).&lt;br /&gt;
[[13% xCharge]] (Low% L+R on the board)&lt;br /&gt;
*Jesuswalk, 10 missile zebs, optional evir particle dboost, similar in difficulty to 12% but I might say this is technically slightly harder&lt;br /&gt;
[[12%]] xCharge (Standard 12% on the main board)&lt;br /&gt;
*Complex OoB navigation, evir particle dboost in West Sand Hall, xray zeb skip, maybe technically slightly easier than 13% xCharge but this is more of a pain due to OoB shenanigans&lt;br /&gt;
[[14% xPb]]&lt;br /&gt;
*10pb bluesuit generation using rmode in at least 3 instances (the one before Botwoon to avoid L+R is a very precise setup), one of which must be carried all the way to tourian for zeb skip&lt;br /&gt;
[[14% xChargeless]]&lt;br /&gt;
*Underflow, rmode botwoon hallway clip, maridia navigation no ice, gravity, or hi jump, evir particle dboost in West Sand Hall leaving Maridia&lt;br /&gt;
[[14% xAmmo]]&lt;br /&gt;
*Jesuswalk, Maridia no ice, gravity, or hi jump. Dumb worthless obsolete category :)&lt;br /&gt;
[[14% xSpeed]] (with L+R as previous runs have done)&lt;br /&gt;
*Rmode botwoon clip, colosseum on the way out is tough (not unique to this category), evir particle dboost in West Sand Hall leaving Maridia (if left by going down) or horizontal infinite bomb jump (diagonal bomb jumps) in cac alley (if going through forgotten highway)&lt;br /&gt;
[[14% xGrapple]]&lt;br /&gt;
*10 missile zebs, UWJ no L+R out of G4 or grind for metroid pb drops&lt;br /&gt;
[[14% xBoots]]&lt;br /&gt;
*Halfie room and colosseum no L+R, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
[[14% Chargelice]]&lt;br /&gt;
*Underflow, Main St. + Mt. Everest with ice and no hi jump, maridia with no gravity or hi jump&lt;br /&gt;
[[14% Iceboost]]&lt;br /&gt;
*Varia blue + navigate all of maridia up to post-dray save in one go&lt;br /&gt;
[[0%]]&lt;br /&gt;
*I forgor, but it wasn't terrible, I promise! There is some complex OoB navigation including a segment that's helpful to have a metronome for, but I didn't think it was as complex as 12%. It also requires off-screen bomb jumps&lt;br /&gt;
[[14% Speedboots]]&lt;br /&gt;
*Slopespark to get through botwoon hallway, halfie room and colosseum no L+R, which are actually kinda tricky&lt;br /&gt;
[12% GravCharge]&lt;br /&gt;
*Botwoon hallway OoB entry (not quite figured out yet), 10 missile zebs&lt;br /&gt;
[[14% GravPb]]&lt;br /&gt;
*Botwoon hallway cf clip with 10 pbs, 10 missile zebs&lt;br /&gt;
[[14% xGravity]]&lt;br /&gt;
*Rmode botwoon clip, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
[[14% xIce]]&lt;br /&gt;
*Mt. Everest ice and no hi jump, hj-less lava dive (or gmode into LN), suitless Draygon fight&lt;br /&gt;
[[14% Chargeless]]&lt;br /&gt;
*Elevator cf suit (double frame perfect), botwoon w/o charge (3 supers + 1 missile or 10 missiles extra), underflow (frame perfect). Trust me, this is harder than low% ice and it doesn't matter that ridley and mb are free. This is coming from someone who has somewhat optimized both categories and as someone who tried to learn this back in 2017 cuz I couldn't do the boss fights and I was much further away from figuring out chargeless. However, it's probably easier to learn now than it was back then due to improvements in the practice hack&lt;br /&gt;
[[14% Iceboots]]&lt;br /&gt;
*Main St. and Mt. Everest with ice and hi jump, suitless Draygon fight (easier on PAL), UWJ no L+R (easy) to get out of precious room&lt;br /&gt;
[[14% Speed]]&lt;br /&gt;
*Just Ridley and MB but slightly longer than ice&lt;br /&gt;
[[14% Ice]]&lt;br /&gt;
*Just Ridley and MB&lt;br /&gt;
[[4%]]&lt;br /&gt;
*Basically a few doorskips and xray hall and that's it. Not super complicated OoB movement&lt;br /&gt;
&lt;br /&gt;
=Fun Tier List=&lt;br /&gt;
==S Tier==&lt;br /&gt;
14% Ice and 14% Speed&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
14% Iceboots, 14% Chargeless, 14% X-Ice, 0%, and 14% Icebooster&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
4%, 14% xGravity, [12% GravCharge], 14% Speedboots, and 14% Chargelice&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
14% xSpeed (with L+R as previous runs have done), 14% xChargeless, and 13% xCharge (I'm a bit biased with this one)&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
14% GravPb, 14% xBoots, 14% xGrapple, 14% xPb, 12% xCharge, and 14% GravBoots&lt;br /&gt;
&lt;br /&gt;
==F Tier==&lt;br /&gt;
14% xAmmo, 14% GrappleChargeless, 14% PbPb, 14% SuperChargeless, 14% xSpring, 14% GrappleBooster, [14% IcePb], 13% IcePb, 13% xPb, [14% GrapplePb], [11% Pb], 14% xSpeed (no L+R), 13% PbPb, [14% SpeedPb], and [13% SpeedPb]&lt;br /&gt;
&lt;br /&gt;
==FFFFFFFFF Tier==&lt;br /&gt;
[13% Speed TAS]&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9798</id>
		<title>King's Low% Difficulty Tier List</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9798"/>
				<updated>2026-02-21T07:53:13Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I got bored, so now I'm ranking every low% category in terms of difficulty including ones that haven't been completed. This will include every category of 14%, 13%, 12% (will exclude most theoretical categories since they're basically the same as 13%s except without bombs), 11%, 4%, and 0%. Anything with brackets [ ] means it hasn't been completed RTA. Also, accounting for use of L+R walljumping is tricky because it can significantly alter the difficulty ranking. For example, 13% PbPb would be lower difficulty than 11% glitched if L+R is used. I didn't really rank the difficulty of walljumps no L+R in 14% GrappleChargeless. I also ignored UWJ no L+R in 14% xSpring and xGrapple because they're optional for getting out of G4 if you don't wanna grind for metroid pb drops.&lt;br /&gt;
&lt;br /&gt;
*Note, 13% PbPb and 13% IcePb are the only completed categories (to the best of my knowledge) that I'd put in S tier difficulty. GCC's puzzles are no higher than C tier. Kona challenge is B tier. Blindfolded is A tier. S tier runs are TAS-only runs becoming a reality RTA.&lt;br /&gt;
&lt;br /&gt;
=Difficulty Tier List=&lt;br /&gt;
All categories are listed in order of decreasing difficulty from top to bottom even within each tier&lt;br /&gt;
==ABSOLUTE UNTOUCHABLE GOD TIER==&lt;br /&gt;
[13% Speed TAS]&lt;br /&gt;
*Underwater walljumps (UWJ) no L+R, 3f-perfect everest slopespark + 3f double knockback from a puyo to generate slopespark on flat ground to avoid L+R, colosseum shortcharge isn't even known to be humanly possible. This is at least as hard as getting the everest slopespark twice in a row. For a bit of context, bobbob (the only person to ever execute this slopespark in a run) told me his success rate was 1 in 20. So 1/20*1/20 = 1 in 400 chance of bob completing this category. Not counting the colosseum shortcharge, which isn't known to be humanly possible yet&lt;br /&gt;
&lt;br /&gt;
==S+ Tier==&lt;br /&gt;
[13% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb underflow. A combination of the things that make 13% PbPb and 13% IcePb so hard&lt;br /&gt;
[14% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb flashsuit @ Draygon. Only slightly easier than the 13% SpeedPb&lt;br /&gt;
[[13% PbPb]] (Particularly without L+R)&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, underflow&lt;br /&gt;
[14% xSpeed] (if the really bs way to do it no L+R is done)&lt;br /&gt;
*Bluesuit -&amp;gt; gmode maridia entry -&amp;gt; rmode conversion to yellowsuit (frame perfect) -&amp;gt; first try Jesuswalk (much more precise than normal with a sparksuit) -&amp;gt; superjump bluesuit conversion. Left side UWJ no L+R is required on NTSC. On PAL, this would probably be at the top of A tier or the bottom of S tier. Tbh this category is basically a somewhat nerfed 13% speed TAS if done on NTSC.&lt;br /&gt;
&lt;br /&gt;
==S Tier==&lt;br /&gt;
[11% Pb] (Theoretical glitched category to supersede 12%)&lt;br /&gt;
*Gravityless door skips (very hard), complex OoB navigation, 10pb underflow&lt;br /&gt;
[14% GrapplePb]&lt;br /&gt;
*UWJ no L+R, Botwoon cf clip and use charge for Botwoon fight, 10pb flashsuit @ Draygon&lt;br /&gt;
[[13% xPb]]&lt;br /&gt;
*Jesuswalk, 10pb bluesuit generation (very precise rmode setup), 10pb underflow. This is the hardest category that I myself have ever completed in this entire game&lt;br /&gt;
[[13% IcePb]]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJB, 10pb underflow&lt;br /&gt;
[14% IcePb]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJC, 10pb flashsuit @ Draygon&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
[[14% Grapplebooster]]&lt;br /&gt;
*Without L+R, requires UWJ, grapple-bomb-jump-jumps, slopespark using a door, and spikesuit in colosseum using a weird glitch with grapple and bombs. With L+R and turbo (like I did cuz I was lazy), this would be towards the top of B tier&lt;br /&gt;
[[14% xSpring]]&lt;br /&gt;
*Jesuswalk Mt. Everest and West Sand Hall, need to do a weird double springball jump using bombs to get out of springball room, need to do a weird double springball jump using a bomb and reserves draining to get past halfie room, 10 missile zebs&lt;br /&gt;
[[14% SuperChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, Botwoon hallway cf clip then farm mocktroids and puyos for a 3% to get enough ammo to fight Botwoon without missing any ammo, underflow (harder on PAL). This is the hardest 14% that I myself have ever done&lt;br /&gt;
[[14% Gravboots]]&lt;br /&gt;
*Probably easier than some others on this list, but it requires a trick that might be 3f perfect and not much is known about this, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
[[14% Pb-Pb]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, multiple elevator cf suits (including one to carry all the way to zebs for zeb skip), botwoon cf clip&lt;br /&gt;
[[14% GrappleChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, elevator cf suit, underflow (harder on PAL), tbh I'm ignoring the difficulty of UWJ if no L+R is used, which would make this category even harder (likely A tier).&lt;br /&gt;
[[13% xCharge]] (Low% L+R on the board)&lt;br /&gt;
*Jesuswalk, 10 missile zebs, optional evir particle dboost, similar in difficulty to 12% but I might say this is technically slightly harder&lt;br /&gt;
[[12%]] xCharge (Standard 12% on the main board)&lt;br /&gt;
*Complex OoB navigation, evir particle dboost in West Sand Hall, xray zeb skip, maybe technically slightly easier than 13% xCharge but this is more of a pain due to OoB shenanigans&lt;br /&gt;
[[14% xPb]]&lt;br /&gt;
*10pb bluesuit generation using rmode in at least 3 instances (the one before Botwoon to avoid L+R is a very precise setup), one of which must be carried all the way to tourian for zeb skip&lt;br /&gt;
[[14% xChargeless]]&lt;br /&gt;
*Underflow, rmode botwoon hallway clip, maridia navigation no ice, gravity, or hi jump, evir particle dboost in West Sand Hall leaving Maridia&lt;br /&gt;
[[14% xAmmo]]&lt;br /&gt;
*Jesuswalk, Maridia no ice, gravity, or hi jump. Dumb worthless obsolete category :)&lt;br /&gt;
[[14% xSpeed]] (with L+R as previous runs have done)&lt;br /&gt;
*Rmode botwoon clip, colosseum on the way out is tough (not unique to this category), evir particle dboost in West Sand Hall leaving Maridia (if left by going down) or horizontal infinite bomb jump (diagonal bomb jumps) in cac alley (if going through forgotten highway)&lt;br /&gt;
[[14% xGrapple]]&lt;br /&gt;
*10 missile zebs, UWJ no L+R out of G4 or grind for metroid pb drops&lt;br /&gt;
[[14% xBoots]]&lt;br /&gt;
*Halfie room and colosseum no L+R, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
[[14% Chargelice]]&lt;br /&gt;
*Underflow, Main St. + Mt. Everest with ice and no hi jump, maridia with no gravity or hi jump&lt;br /&gt;
[[14% Iceboost]]&lt;br /&gt;
*Varia blue + navigate all of maridia up to post-dray save in one go&lt;br /&gt;
[[0%]]&lt;br /&gt;
*I forgor, but it wasn't terrible, I promise! There is some complex OoB navigation including a segment that's helpful to have a metronome for, but I didn't think it was as complex as 12%. It also requires off-screen bomb jumps&lt;br /&gt;
[[14% Speedboots]]&lt;br /&gt;
*Slopespark to get through botwoon hallway, halfie room and colosseum no L+R, which are actually kinda tricky&lt;br /&gt;
[12% GravCharge]&lt;br /&gt;
*Botwoon hallway OoB entry (not quite figured out yet), 10 missile zebs&lt;br /&gt;
[[14% GravPb]]&lt;br /&gt;
*Botwoon hallway cf clip with 10 pbs, 10 missile zebs&lt;br /&gt;
[[14% xGravity]]&lt;br /&gt;
*Rmode botwoon clip, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
[[14% xIce]]&lt;br /&gt;
*Mt. Everest ice and no hi jump, hj-less lava dive (or gmode into LN), suitless Draygon fight&lt;br /&gt;
[[14% Chargeless]]&lt;br /&gt;
*Elevator cf suit (double frame perfect), botwoon w/o charge (3 supers + 1 missile or 10 missiles extra), underflow (frame perfect). Trust me, this is harder than low% ice and it doesn't matter that ridley and mb are free. This is coming from someone who has somewhat optimized both categories and as someone who tried to learn this back in 2017 cuz I couldn't do the boss fights and I was much further away from figuring out chargeless. However, it's probably easier to learn now than it was back then due to improvements in the practice hack&lt;br /&gt;
[[14% Iceboots]]&lt;br /&gt;
*Main St. and Mt. Everest with ice and hi jump, suitless Draygon fight (easier on PAL), UWJ no L+R (easy) to get out of precious room&lt;br /&gt;
[[14% Speed]]&lt;br /&gt;
*Just Ridley and MB but slightly longer than ice&lt;br /&gt;
[[14% Ice]]&lt;br /&gt;
*Just Ridley and MB&lt;br /&gt;
[[4%]]&lt;br /&gt;
*Basically a few doorskips and xray hall and that's it. Not super complicated OoB movement&lt;br /&gt;
&lt;br /&gt;
=Fun Tier List=&lt;br /&gt;
==S Tier==&lt;br /&gt;
14% Ice and 14% Speed&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
14% Iceboots, 14% Chargeless, 14% X-Ice, 0%, and 14% Icebooster&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
4%, 14% xGravity, [12% GravCharge], 14% Speedboots, and 14% Chargelice&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
14% xSpeed (with L+R as previous runs have done), 14% xChargeless, and 13% xCharge (I'm a bit biased with this one)&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
14% GravPb, 14% xBoots, 14% xGrapple, 14% xPb, 12% xCharge, and 14% GravBoots&lt;br /&gt;
&lt;br /&gt;
==F Tier==&lt;br /&gt;
14% xAmmo, 14% GrappleChargeless, 14% PbPb, 14% SuperChargeless, 14% xSpring, 14% GrappleBooster, [14% IcePb], 13% IcePb, 13% xPb, [14% GrapplePb], [11% Pb], 14% xSpeed (no L+R), 13% PbPb, [14% SpeedPb], and [13% SpeedPb]&lt;br /&gt;
&lt;br /&gt;
==FFFFFFFFF Tier==&lt;br /&gt;
[13% Speed TAS]&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9797</id>
		<title>King's Low% Difficulty Tier List</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9797"/>
				<updated>2026-02-21T07:52:21Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: /* C Tier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I got bored, so now I'm ranking every low% category in terms of difficulty including ones that haven't been completed. This will include every category of 14%, 13%, 12% (will exclude most theoretical categories), 11%, 4%, and 0%. Anything with brackets [ ] means it hasn't been completed RTA. Also, accounting for use of L+R walljumping is tricky because it can significantly alter the difficulty ranking. For example, 13% PbPb would be lower difficulty than 11% glitched if L+R is used. I didn't really rank the difficulty of walljumps no L+R in 14% GrappleChargeless. I also ignored UWJ no L+R in 14% xSpring and xGrapple because they're optional for getting out of G4 if you don't wanna grind for metroid pb drops.&lt;br /&gt;
&lt;br /&gt;
*Note, 13% PbPb and 13% IcePb are the only completed categories (to the best of my knowledge) that I'd put in S tier difficulty. GCC's puzzles are no higher than C tier. Kona challenge is B tier. Blindfolded is A tier. S tier runs are TAS-only runs becoming a reality RTA.&lt;br /&gt;
&lt;br /&gt;
=Difficulty Tier List=&lt;br /&gt;
All categories are listed in order of decreasing difficulty from top to bottom even within each tier&lt;br /&gt;
==ABSOLUTE UNTOUCHABLE GOD TIER==&lt;br /&gt;
[13% Speed TAS]&lt;br /&gt;
*Underwater walljumps (UWJ) no L+R, 3f-perfect everest slopespark + 3f double knockback from a puyo to generate slopespark on flat ground to avoid L+R, colosseum shortcharge isn't even known to be humanly possible. This is at least as hard as getting the everest slopespark twice in a row. For a bit of context, bobbob (the only person to ever execute this slopespark in a run) told me his success rate was 1 in 20. So 1/20*1/20 = 1 in 400 chance of bob completing this category. Not counting the colosseum shortcharge, which isn't known to be humanly possible yet&lt;br /&gt;
&lt;br /&gt;
==S+ Tier==&lt;br /&gt;
[13% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb underflow. A combination of the things that make 13% PbPb and 13% IcePb so hard&lt;br /&gt;
[14% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb flashsuit @ Draygon. Only slightly easier than the 13% SpeedPb&lt;br /&gt;
[[13% PbPb]] (Particularly without L+R)&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, underflow&lt;br /&gt;
[14% xSpeed] (if the really bs way to do it no L+R is done)&lt;br /&gt;
*Bluesuit -&amp;gt; gmode maridia entry -&amp;gt; rmode conversion to yellowsuit (frame perfect) -&amp;gt; first try Jesuswalk (much more precise than normal with a sparksuit) -&amp;gt; superjump bluesuit conversion. Left side UWJ no L+R is required on NTSC. On PAL, this would probably be at the top of A tier or the bottom of S tier. Tbh this category is basically a somewhat nerfed 13% speed TAS if done on NTSC.&lt;br /&gt;
&lt;br /&gt;
==S Tier==&lt;br /&gt;
[11% Pb] (Theoretical glitched category to supersede 12%)&lt;br /&gt;
*Gravityless door skips (very hard), complex OoB navigation, 10pb underflow&lt;br /&gt;
[14% GrapplePb]&lt;br /&gt;
*UWJ no L+R, Botwoon cf clip and use charge for Botwoon fight, 10pb flashsuit @ Draygon&lt;br /&gt;
[[13% xPb]]&lt;br /&gt;
*Jesuswalk, 10pb bluesuit generation (very precise rmode setup), 10pb underflow. This is the hardest category that I myself have ever completed in this entire game&lt;br /&gt;
[[13% IcePb]]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJB, 10pb underflow&lt;br /&gt;
[14% IcePb]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJC, 10pb flashsuit @ Draygon&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
[[14% Grapplebooster]]&lt;br /&gt;
*Without L+R, requires UWJ, grapple-bomb-jump-jumps, slopespark using a door, and spikesuit in colosseum using a weird glitch with grapple and bombs. With L+R and turbo (like I did cuz I was lazy), this would be towards the top of B tier&lt;br /&gt;
[[14% xSpring]]&lt;br /&gt;
*Jesuswalk Mt. Everest and West Sand Hall, need to do a weird double springball jump using bombs to get out of springball room, need to do a weird double springball jump using a bomb and reserves draining to get past halfie room, 10 missile zebs&lt;br /&gt;
[[14% SuperChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, Botwoon hallway cf clip then farm mocktroids and puyos for a 3% to get enough ammo to fight Botwoon without missing any ammo, underflow (harder on PAL). This is the hardest 14% that I myself have ever done&lt;br /&gt;
[[14% Gravboots]]&lt;br /&gt;
*Probably easier than some others on this list, but it requires a trick that might be 3f perfect and not much is known about this, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
[[14% Pb-Pb]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, multiple elevator cf suits (including one to carry all the way to zebs for zeb skip), botwoon cf clip&lt;br /&gt;
[[14% GrappleChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, elevator cf suit, underflow (harder on PAL), tbh I'm ignoring the difficulty of UWJ if no L+R is used, which would make this category even harder (likely A tier).&lt;br /&gt;
[[13% xCharge]] (Low% L+R on the board)&lt;br /&gt;
*Jesuswalk, 10 missile zebs, optional evir particle dboost, similar in difficulty to 12% but I might say this is technically slightly harder&lt;br /&gt;
[[12%]] xCharge (Standard 12% on the main board)&lt;br /&gt;
*Complex OoB navigation, evir particle dboost in West Sand Hall, xray zeb skip, maybe technically slightly easier than 13% xCharge but this is more of a pain due to OoB shenanigans&lt;br /&gt;
[[14% xPb]]&lt;br /&gt;
*10pb bluesuit generation using rmode in at least 3 instances (the one before Botwoon to avoid L+R is a very precise setup), one of which must be carried all the way to tourian for zeb skip&lt;br /&gt;
[[14% xChargeless]]&lt;br /&gt;
*Underflow, rmode botwoon hallway clip, maridia navigation no ice, gravity, or hi jump, evir particle dboost in West Sand Hall leaving Maridia&lt;br /&gt;
[[14% xAmmo]]&lt;br /&gt;
*Jesuswalk, Maridia no ice, gravity, or hi jump. Dumb worthless obsolete category :)&lt;br /&gt;
[[14% xSpeed]] (with L+R as previous runs have done)&lt;br /&gt;
*Rmode botwoon clip, colosseum on the way out is tough (not unique to this category), evir particle dboost in West Sand Hall leaving Maridia (if left by going down) or horizontal infinite bomb jump (diagonal bomb jumps) in cac alley (if going through forgotten highway)&lt;br /&gt;
[[14% xGrapple]]&lt;br /&gt;
*10 missile zebs, UWJ no L+R out of G4 or grind for metroid pb drops&lt;br /&gt;
[[14% xBoots]]&lt;br /&gt;
*Halfie room and colosseum no L+R, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
[[14% Chargelice]]&lt;br /&gt;
*Underflow, Main St. + Mt. Everest with ice and no hi jump, maridia with no gravity or hi jump&lt;br /&gt;
[[14% Iceboost]]&lt;br /&gt;
*Varia blue + navigate all of maridia up to post-dray save in one go&lt;br /&gt;
[[0%]]&lt;br /&gt;
*I forgor, but it wasn't terrible, I promise! There is some complex OoB navigation including a segment that's helpful to have a metronome for, but I didn't think it was as complex as 12%. It also requires off-screen bomb jumps&lt;br /&gt;
[[14% Speedboots]]&lt;br /&gt;
*Slopespark to get through botwoon hallway, halfie room and colosseum no L+R, which are actually kinda tricky&lt;br /&gt;
[12% GravCharge]&lt;br /&gt;
*Botwoon hallway OoB entry (not quite figured out yet), 10 missile zebs&lt;br /&gt;
[[14% GravPb]]&lt;br /&gt;
*Botwoon hallway cf clip with 10 pbs, 10 missile zebs&lt;br /&gt;
[[14% xGravity]]&lt;br /&gt;
*Rmode botwoon clip, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
[[14% xIce]]&lt;br /&gt;
*Mt. Everest ice and no hi jump, hj-less lava dive (or gmode into LN), suitless Draygon fight&lt;br /&gt;
[[14% Chargeless]]&lt;br /&gt;
*Elevator cf suit (double frame perfect), botwoon w/o charge (3 supers + 1 missile or 10 missiles extra), underflow (frame perfect). Trust me, this is harder than low% ice and it doesn't matter that ridley and mb are free. This is coming from someone who has somewhat optimized both categories and as someone who tried to learn this back in 2017 cuz I couldn't do the boss fights and I was much further away from figuring out chargeless. However, it's probably easier to learn now than it was back then due to improvements in the practice hack&lt;br /&gt;
[[14% Iceboots]]&lt;br /&gt;
*Main St. and Mt. Everest with ice and hi jump, suitless Draygon fight (easier on PAL), UWJ no L+R (easy) to get out of precious room&lt;br /&gt;
[[14% Speed]]&lt;br /&gt;
*Just Ridley and MB but slightly longer than ice&lt;br /&gt;
[[14% Ice]]&lt;br /&gt;
*Just Ridley and MB&lt;br /&gt;
[[4%]]&lt;br /&gt;
*Basically a few doorskips and xray hall and that's it. Not super complicated OoB movement&lt;br /&gt;
&lt;br /&gt;
=Fun Tier List=&lt;br /&gt;
==S Tier==&lt;br /&gt;
14% Ice and 14% Speed&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
14% Iceboots, 14% Chargeless, 14% X-Ice, 0%, and 14% Icebooster&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
4%, 14% xGravity, [12% GravCharge], 14% Speedboots, and 14% Chargelice&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
14% xSpeed (with L+R as previous runs have done), 14% xChargeless, and 13% xCharge (I'm a bit biased with this one)&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
14% GravPb, 14% xBoots, 14% xGrapple, 14% xPb, 12% xCharge, and 14% GravBoots&lt;br /&gt;
&lt;br /&gt;
==F Tier==&lt;br /&gt;
14% xAmmo, 14% GrappleChargeless, 14% PbPb, 14% SuperChargeless, 14% xSpring, 14% GrappleBooster, [14% IcePb], 13% IcePb, 13% xPb, [14% GrapplePb], [11% Pb], 14% xSpeed (no L+R), 13% PbPb, [14% SpeedPb], and [13% SpeedPb]&lt;br /&gt;
&lt;br /&gt;
==FFFFFFFFF Tier==&lt;br /&gt;
[13% Speed TAS]&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9796</id>
		<title>King's Low% Difficulty Tier List</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9796"/>
				<updated>2026-02-21T07:51:44Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: /* D Tier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I got bored, so now I'm ranking every low% category in terms of difficulty including ones that haven't been completed. This will include every category of 14%, 13%, 12% (will exclude most theoretical categories), 11%, 4%, and 0%. Anything with brackets [ ] means it hasn't been completed RTA. Also, accounting for use of L+R walljumping is tricky because it can significantly alter the difficulty ranking. For example, 13% PbPb would be lower difficulty than 11% glitched if L+R is used. I didn't really rank the difficulty of walljumps no L+R in 14% GrappleChargeless. I also ignored UWJ no L+R in 14% xSpring and xGrapple because they're optional for getting out of G4 if you don't wanna grind for metroid pb drops.&lt;br /&gt;
&lt;br /&gt;
*Note, 13% PbPb and 13% IcePb are the only completed categories (to the best of my knowledge) that I'd put in S tier difficulty. GCC's puzzles are no higher than C tier. Kona challenge is B tier. Blindfolded is A tier. S tier runs are TAS-only runs becoming a reality RTA.&lt;br /&gt;
&lt;br /&gt;
=Difficulty Tier List=&lt;br /&gt;
All categories are listed in order of decreasing difficulty from top to bottom even within each tier&lt;br /&gt;
==ABSOLUTE UNTOUCHABLE GOD TIER==&lt;br /&gt;
[13% Speed TAS]&lt;br /&gt;
*Underwater walljumps (UWJ) no L+R, 3f-perfect everest slopespark + 3f double knockback from a puyo to generate slopespark on flat ground to avoid L+R, colosseum shortcharge isn't even known to be humanly possible. This is at least as hard as getting the everest slopespark twice in a row. For a bit of context, bobbob (the only person to ever execute this slopespark in a run) told me his success rate was 1 in 20. So 1/20*1/20 = 1 in 400 chance of bob completing this category. Not counting the colosseum shortcharge, which isn't known to be humanly possible yet&lt;br /&gt;
&lt;br /&gt;
==S+ Tier==&lt;br /&gt;
[13% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb underflow. A combination of the things that make 13% PbPb and 13% IcePb so hard&lt;br /&gt;
[14% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb flashsuit @ Draygon. Only slightly easier than the 13% SpeedPb&lt;br /&gt;
[[13% PbPb]] (Particularly without L+R)&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, underflow&lt;br /&gt;
[14% xSpeed] (if the really bs way to do it no L+R is done)&lt;br /&gt;
*Bluesuit -&amp;gt; gmode maridia entry -&amp;gt; rmode conversion to yellowsuit (frame perfect) -&amp;gt; first try Jesuswalk (much more precise than normal with a sparksuit) -&amp;gt; superjump bluesuit conversion. Left side UWJ no L+R is required on NTSC. On PAL, this would probably be at the top of A tier or the bottom of S tier. Tbh this category is basically a somewhat nerfed 13% speed TAS if done on NTSC.&lt;br /&gt;
&lt;br /&gt;
==S Tier==&lt;br /&gt;
[11% Pb] (Theoretical glitched category to supersede 12%)&lt;br /&gt;
*Gravityless door skips (very hard), complex OoB navigation, 10pb underflow&lt;br /&gt;
[14% GrapplePb]&lt;br /&gt;
*UWJ no L+R, Botwoon cf clip and use charge for Botwoon fight, 10pb flashsuit @ Draygon&lt;br /&gt;
[[13% xPb]]&lt;br /&gt;
*Jesuswalk, 10pb bluesuit generation (very precise rmode setup), 10pb underflow. This is the hardest category that I myself have ever completed in this entire game&lt;br /&gt;
[[13% IcePb]]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJB, 10pb underflow&lt;br /&gt;
[14% IcePb]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJC, 10pb flashsuit @ Draygon&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
[[14% Grapplebooster]]&lt;br /&gt;
*Without L+R, requires UWJ, grapple-bomb-jump-jumps, slopespark using a door, and spikesuit in colosseum using a weird glitch with grapple and bombs. With L+R and turbo (like I did cuz I was lazy), this would be towards the top of B tier&lt;br /&gt;
[[14% xSpring]]&lt;br /&gt;
*Jesuswalk Mt. Everest and West Sand Hall, need to do a weird double springball jump using bombs to get out of springball room, need to do a weird double springball jump using a bomb and reserves draining to get past halfie room, 10 missile zebs&lt;br /&gt;
[[14% SuperChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, Botwoon hallway cf clip then farm mocktroids and puyos for a 3% to get enough ammo to fight Botwoon without missing any ammo, underflow (harder on PAL). This is the hardest 14% that I myself have ever done&lt;br /&gt;
[[14% Gravboots]]&lt;br /&gt;
*Probably easier than some others on this list, but it requires a trick that might be 3f perfect and not much is known about this, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
[[14% Pb-Pb]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, multiple elevator cf suits (including one to carry all the way to zebs for zeb skip), botwoon cf clip&lt;br /&gt;
[[14% GrappleChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, elevator cf suit, underflow (harder on PAL), tbh I'm ignoring the difficulty of UWJ if no L+R is used, which would make this category even harder (likely A tier).&lt;br /&gt;
[[13% xCharge]] (Low% L+R on the board)&lt;br /&gt;
*Jesuswalk, 10 missile zebs, optional evir particle dboost, similar in difficulty to 12% but I might say this is technically slightly harder&lt;br /&gt;
[[12%]] xCharge (Standard 12% on the main board)&lt;br /&gt;
*Complex OoB navigation, evir particle dboost in West Sand Hall, xray zeb skip, maybe technically slightly easier than 13% xCharge but this is more of a pain due to OoB shenanigans&lt;br /&gt;
[[14% xPb]]&lt;br /&gt;
*10pb bluesuit generation using rmode in at least 3 instances (the one before Botwoon to avoid L+R is a very precise setup), one of which must be carried all the way to tourian for zeb skip&lt;br /&gt;
[[14% xChargeless]]&lt;br /&gt;
*Underflow, rmode botwoon hallway clip, maridia navigation no ice, gravity, or hi jump, evir particle dboost in West Sand Hall leaving Maridia&lt;br /&gt;
[[14% xAmmo]]&lt;br /&gt;
*Jesuswalk, Maridia no ice, gravity, or hi jump. Dumb worthless obsolete category :)&lt;br /&gt;
[[14% xSpeed]] (with L+R as previous runs have done)&lt;br /&gt;
*Rmode botwoon clip, colosseum on the way out is tough (not unique to this category), evir particle dboost in West Sand Hall leaving Maridia (if left by going down) or horizontal infinite bomb jump (diagonal bomb jumps) in cac alley (if going through forgotten highway)&lt;br /&gt;
[[14% xGrapple]]&lt;br /&gt;
*10 missile zebs, UWJ no L+R out of G4 or grind for metroid pb drops&lt;br /&gt;
[[14% xBoots]]&lt;br /&gt;
*Halfie room and colosseum no L+R, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
[[14% Chargelice]]&lt;br /&gt;
*Underflow, Main St. + Mt. Everest with ice and no hi jump, maridia with no gravity or hi jump&lt;br /&gt;
[[14% Iceboost]]&lt;br /&gt;
*Varia blue + navigate all of maridia up to post-dray save in one go&lt;br /&gt;
[[0%]]&lt;br /&gt;
*I forgor, but it wasn't terrible, I promise! There is some complex OoB navigation including a segment that's helpful to have a metronome for, but I didn't think it was as complex as 12%. It also requires off-screen bomb jumps&lt;br /&gt;
[[14% Speedboots]]&lt;br /&gt;
*Slopespark to get through botwoon hallway, halfie room and colosseum no L+R, which are actually kinda tricky&lt;br /&gt;
[12% GravCharge]&lt;br /&gt;
*Botwoon hallway OoB entry (not quite figured out yet), 10 missile zebs&lt;br /&gt;
[[14% GravPb]]&lt;br /&gt;
*Botwoon hallway cf clip with 10 pbs, 10 missile zebs&lt;br /&gt;
[[14% xGravity]]&lt;br /&gt;
*Rmode botwoon clip, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
[[14% xIce]]&lt;br /&gt;
*Mt. Everest ice and no hi jump, hj-less lava dive (or gmode into LN), suitless Draygon fight&lt;br /&gt;
[[14% Chargeless]]&lt;br /&gt;
*Elevator cf suit (double frame perfect), botwoon w/o charge (3 supers + 1 missile or 10 missiles extra), underflow (frame perfect). Trust me, this is harder than low% ice and it doesn't matter that ridley and mb are free. This is coming from someone who has somewhat optimized both categories and as someone who tried to learn this back in 2017 cuz I couldn't do the boss fights and I was much further away from figuring out chargeless. However, it's probably easier to learn now than it was back then due to improvements in the practice hack&lt;br /&gt;
[[14% Iceboots]]&lt;br /&gt;
*Main St. and Mt. Everest with ice and hi jump, suitless Draygon fight (easier on PAL), UWJ no L+R (easy) to get out of precious room&lt;br /&gt;
[[14% Speed]]&lt;br /&gt;
*Just Ridley and MB but slightly longer than ice&lt;br /&gt;
[[14% Ice]]&lt;br /&gt;
*Just Ridley and MB&lt;br /&gt;
[[4%]]&lt;br /&gt;
*Basically a few doorskips and xray hall and that's it. Not super complicated OoB movement&lt;br /&gt;
&lt;br /&gt;
=Fun Tier List=&lt;br /&gt;
==S Tier==&lt;br /&gt;
14% Ice and 14% Speed&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
14% Iceboots, 14% Chargeless, 14% X-Ice, 0%, and 14% Icebooster&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
4%, 14% xGravity, [12% GravCharge], 14% Speedboots, and 14% Chargelice&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
14% xSpeed (with L+R as previous runs have done), 14% xChargeless, and 13% xCharge&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
14% GravPb, 14% xBoots, 14% xGrapple, 14% xPb, 12% xCharge, and 14% GravBoots&lt;br /&gt;
&lt;br /&gt;
==F Tier==&lt;br /&gt;
14% xAmmo, 14% GrappleChargeless, 14% PbPb, 14% SuperChargeless, 14% xSpring, 14% GrappleBooster, [14% IcePb], 13% IcePb, 13% xPb, [14% GrapplePb], [11% Pb], 14% xSpeed (no L+R), 13% PbPb, [14% SpeedPb], and [13% SpeedPb]&lt;br /&gt;
&lt;br /&gt;
==FFFFFFFFF Tier==&lt;br /&gt;
[13% Speed TAS]&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9795</id>
		<title>King's Low% Difficulty Tier List</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9795"/>
				<updated>2026-02-21T07:51:22Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: /* C Tier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I got bored, so now I'm ranking every low% category in terms of difficulty including ones that haven't been completed. This will include every category of 14%, 13%, 12% (will exclude most theoretical categories), 11%, 4%, and 0%. Anything with brackets [ ] means it hasn't been completed RTA. Also, accounting for use of L+R walljumping is tricky because it can significantly alter the difficulty ranking. For example, 13% PbPb would be lower difficulty than 11% glitched if L+R is used. I didn't really rank the difficulty of walljumps no L+R in 14% GrappleChargeless. I also ignored UWJ no L+R in 14% xSpring and xGrapple because they're optional for getting out of G4 if you don't wanna grind for metroid pb drops.&lt;br /&gt;
&lt;br /&gt;
*Note, 13% PbPb and 13% IcePb are the only completed categories (to the best of my knowledge) that I'd put in S tier difficulty. GCC's puzzles are no higher than C tier. Kona challenge is B tier. Blindfolded is A tier. S tier runs are TAS-only runs becoming a reality RTA.&lt;br /&gt;
&lt;br /&gt;
=Difficulty Tier List=&lt;br /&gt;
All categories are listed in order of decreasing difficulty from top to bottom even within each tier&lt;br /&gt;
==ABSOLUTE UNTOUCHABLE GOD TIER==&lt;br /&gt;
[13% Speed TAS]&lt;br /&gt;
*Underwater walljumps (UWJ) no L+R, 3f-perfect everest slopespark + 3f double knockback from a puyo to generate slopespark on flat ground to avoid L+R, colosseum shortcharge isn't even known to be humanly possible. This is at least as hard as getting the everest slopespark twice in a row. For a bit of context, bobbob (the only person to ever execute this slopespark in a run) told me his success rate was 1 in 20. So 1/20*1/20 = 1 in 400 chance of bob completing this category. Not counting the colosseum shortcharge, which isn't known to be humanly possible yet&lt;br /&gt;
&lt;br /&gt;
==S+ Tier==&lt;br /&gt;
[13% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb underflow. A combination of the things that make 13% PbPb and 13% IcePb so hard&lt;br /&gt;
[14% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb flashsuit @ Draygon. Only slightly easier than the 13% SpeedPb&lt;br /&gt;
[[13% PbPb]] (Particularly without L+R)&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, underflow&lt;br /&gt;
[14% xSpeed] (if the really bs way to do it no L+R is done)&lt;br /&gt;
*Bluesuit -&amp;gt; gmode maridia entry -&amp;gt; rmode conversion to yellowsuit (frame perfect) -&amp;gt; first try Jesuswalk (much more precise than normal with a sparksuit) -&amp;gt; superjump bluesuit conversion. Left side UWJ no L+R is required on NTSC. On PAL, this would probably be at the top of A tier or the bottom of S tier. Tbh this category is basically a somewhat nerfed 13% speed TAS if done on NTSC.&lt;br /&gt;
&lt;br /&gt;
==S Tier==&lt;br /&gt;
[11% Pb] (Theoretical glitched category to supersede 12%)&lt;br /&gt;
*Gravityless door skips (very hard), complex OoB navigation, 10pb underflow&lt;br /&gt;
[14% GrapplePb]&lt;br /&gt;
*UWJ no L+R, Botwoon cf clip and use charge for Botwoon fight, 10pb flashsuit @ Draygon&lt;br /&gt;
[[13% xPb]]&lt;br /&gt;
*Jesuswalk, 10pb bluesuit generation (very precise rmode setup), 10pb underflow. This is the hardest category that I myself have ever completed in this entire game&lt;br /&gt;
[[13% IcePb]]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJB, 10pb underflow&lt;br /&gt;
[14% IcePb]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJC, 10pb flashsuit @ Draygon&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
[[14% Grapplebooster]]&lt;br /&gt;
*Without L+R, requires UWJ, grapple-bomb-jump-jumps, slopespark using a door, and spikesuit in colosseum using a weird glitch with grapple and bombs. With L+R and turbo (like I did cuz I was lazy), this would be towards the top of B tier&lt;br /&gt;
[[14% xSpring]]&lt;br /&gt;
*Jesuswalk Mt. Everest and West Sand Hall, need to do a weird double springball jump using bombs to get out of springball room, need to do a weird double springball jump using a bomb and reserves draining to get past halfie room, 10 missile zebs&lt;br /&gt;
[[14% SuperChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, Botwoon hallway cf clip then farm mocktroids and puyos for a 3% to get enough ammo to fight Botwoon without missing any ammo, underflow (harder on PAL). This is the hardest 14% that I myself have ever done&lt;br /&gt;
[[14% Gravboots]]&lt;br /&gt;
*Probably easier than some others on this list, but it requires a trick that might be 3f perfect and not much is known about this, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
[[14% Pb-Pb]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, multiple elevator cf suits (including one to carry all the way to zebs for zeb skip), botwoon cf clip&lt;br /&gt;
[[14% GrappleChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, elevator cf suit, underflow (harder on PAL), tbh I'm ignoring the difficulty of UWJ if no L+R is used, which would make this category even harder (likely A tier).&lt;br /&gt;
[[13% xCharge]] (Low% L+R on the board)&lt;br /&gt;
*Jesuswalk, 10 missile zebs, optional evir particle dboost, similar in difficulty to 12% but I might say this is technically slightly harder&lt;br /&gt;
[[12%]] xCharge (Standard 12% on the main board)&lt;br /&gt;
*Complex OoB navigation, evir particle dboost in West Sand Hall, xray zeb skip, maybe technically slightly easier than 13% xCharge but this is more of a pain due to OoB shenanigans&lt;br /&gt;
[[14% xPb]]&lt;br /&gt;
*10pb bluesuit generation using rmode in at least 3 instances (the one before Botwoon to avoid L+R is a very precise setup), one of which must be carried all the way to tourian for zeb skip&lt;br /&gt;
[[14% xChargeless]]&lt;br /&gt;
*Underflow, rmode botwoon hallway clip, maridia navigation no ice, gravity, or hi jump, evir particle dboost in West Sand Hall leaving Maridia&lt;br /&gt;
[[14% xAmmo]]&lt;br /&gt;
*Jesuswalk, Maridia no ice, gravity, or hi jump. Dumb worthless obsolete category :)&lt;br /&gt;
[[14% xSpeed]] (with L+R as previous runs have done)&lt;br /&gt;
*Rmode botwoon clip, colosseum on the way out is tough (not unique to this category), evir particle dboost in West Sand Hall leaving Maridia (if left by going down) or horizontal infinite bomb jump (diagonal bomb jumps) in cac alley (if going through forgotten highway)&lt;br /&gt;
[[14% xGrapple]]&lt;br /&gt;
*10 missile zebs, UWJ no L+R out of G4 or grind for metroid pb drops&lt;br /&gt;
[[14% xBoots]]&lt;br /&gt;
*Halfie room and colosseum no L+R, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
[[14% Chargelice]]&lt;br /&gt;
*Underflow, Main St. + Mt. Everest with ice and no hi jump, maridia with no gravity or hi jump&lt;br /&gt;
[[14% Iceboost]]&lt;br /&gt;
*Varia blue + navigate all of maridia up to post-dray save in one go&lt;br /&gt;
[[0%]]&lt;br /&gt;
*I forgor, but it wasn't terrible, I promise! There is some complex OoB navigation including a segment that's helpful to have a metronome for, but I didn't think it was as complex as 12%. It also requires off-screen bomb jumps&lt;br /&gt;
[[14% Speedboots]]&lt;br /&gt;
*Slopespark to get through botwoon hallway, halfie room and colosseum no L+R, which are actually kinda tricky&lt;br /&gt;
[12% GravCharge]&lt;br /&gt;
*Botwoon hallway OoB entry (not quite figured out yet), 10 missile zebs&lt;br /&gt;
[[14% GravPb]]&lt;br /&gt;
*Botwoon hallway cf clip with 10 pbs, 10 missile zebs&lt;br /&gt;
[[14% xGravity]]&lt;br /&gt;
*Rmode botwoon clip, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
[[14% xIce]]&lt;br /&gt;
*Mt. Everest ice and no hi jump, hj-less lava dive (or gmode into LN), suitless Draygon fight&lt;br /&gt;
[[14% Chargeless]]&lt;br /&gt;
*Elevator cf suit (double frame perfect), botwoon w/o charge (3 supers + 1 missile or 10 missiles extra), underflow (frame perfect). Trust me, this is harder than low% ice and it doesn't matter that ridley and mb are free. This is coming from someone who has somewhat optimized both categories and as someone who tried to learn this back in 2017 cuz I couldn't do the boss fights and I was much further away from figuring out chargeless. However, it's probably easier to learn now than it was back then due to improvements in the practice hack&lt;br /&gt;
[[14% Iceboots]]&lt;br /&gt;
*Main St. and Mt. Everest with ice and hi jump, suitless Draygon fight (easier on PAL), UWJ no L+R (easy) to get out of precious room&lt;br /&gt;
[[14% Speed]]&lt;br /&gt;
*Just Ridley and MB but slightly longer than ice&lt;br /&gt;
[[14% Ice]]&lt;br /&gt;
*Just Ridley and MB&lt;br /&gt;
[[4%]]&lt;br /&gt;
*Basically a few doorskips and xray hall and that's it. Not super complicated OoB movement&lt;br /&gt;
&lt;br /&gt;
=Fun Tier List=&lt;br /&gt;
==S Tier==&lt;br /&gt;
14% Ice and 14% Speed&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
14% Iceboots, 14% Chargeless, 14% X-Ice, 0%, and 14% Icebooster&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
4%, 14% xGravity, [12% GravCharge], 14% Speedboots, and 14% Chargelice&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
14% xSpeed (with L+R as previous runs have done), 14% xChargeless, and 13% xCharge&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
14% GravPb, 14% xBoots, 14% xGrapple, 14% xPb, and 14% GravBoots&lt;br /&gt;
&lt;br /&gt;
==F Tier==&lt;br /&gt;
14% xAmmo, 14% GrappleChargeless, 14% PbPb, 14% SuperChargeless, 14% xSpring, 14% GrappleBooster, [14% IcePb], 13% IcePb, 13% xPb, [14% GrapplePb], [11% Pb], 14% xSpeed (no L+R), 13% PbPb, [14% SpeedPb], and [13% SpeedPb]&lt;br /&gt;
&lt;br /&gt;
==FFFFFFFFF Tier==&lt;br /&gt;
[13% Speed TAS]&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9794</id>
		<title>King's Low% Difficulty Tier List</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9794"/>
				<updated>2026-02-21T07:50:54Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: /* D Tier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I got bored, so now I'm ranking every low% category in terms of difficulty including ones that haven't been completed. This will include every category of 14%, 13%, 12% (will exclude most theoretical categories), 11%, 4%, and 0%. Anything with brackets [ ] means it hasn't been completed RTA. Also, accounting for use of L+R walljumping is tricky because it can significantly alter the difficulty ranking. For example, 13% PbPb would be lower difficulty than 11% glitched if L+R is used. I didn't really rank the difficulty of walljumps no L+R in 14% GrappleChargeless. I also ignored UWJ no L+R in 14% xSpring and xGrapple because they're optional for getting out of G4 if you don't wanna grind for metroid pb drops.&lt;br /&gt;
&lt;br /&gt;
*Note, 13% PbPb and 13% IcePb are the only completed categories (to the best of my knowledge) that I'd put in S tier difficulty. GCC's puzzles are no higher than C tier. Kona challenge is B tier. Blindfolded is A tier. S tier runs are TAS-only runs becoming a reality RTA.&lt;br /&gt;
&lt;br /&gt;
=Difficulty Tier List=&lt;br /&gt;
All categories are listed in order of decreasing difficulty from top to bottom even within each tier&lt;br /&gt;
==ABSOLUTE UNTOUCHABLE GOD TIER==&lt;br /&gt;
[13% Speed TAS]&lt;br /&gt;
*Underwater walljumps (UWJ) no L+R, 3f-perfect everest slopespark + 3f double knockback from a puyo to generate slopespark on flat ground to avoid L+R, colosseum shortcharge isn't even known to be humanly possible. This is at least as hard as getting the everest slopespark twice in a row. For a bit of context, bobbob (the only person to ever execute this slopespark in a run) told me his success rate was 1 in 20. So 1/20*1/20 = 1 in 400 chance of bob completing this category. Not counting the colosseum shortcharge, which isn't known to be humanly possible yet&lt;br /&gt;
&lt;br /&gt;
==S+ Tier==&lt;br /&gt;
[13% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb underflow. A combination of the things that make 13% PbPb and 13% IcePb so hard&lt;br /&gt;
[14% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb flashsuit @ Draygon. Only slightly easier than the 13% SpeedPb&lt;br /&gt;
[[13% PbPb]] (Particularly without L+R)&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, underflow&lt;br /&gt;
[14% xSpeed] (if the really bs way to do it no L+R is done)&lt;br /&gt;
*Bluesuit -&amp;gt; gmode maridia entry -&amp;gt; rmode conversion to yellowsuit (frame perfect) -&amp;gt; first try Jesuswalk (much more precise than normal with a sparksuit) -&amp;gt; superjump bluesuit conversion. Left side UWJ no L+R is required on NTSC. On PAL, this would probably be at the top of A tier or the bottom of S tier. Tbh this category is basically a somewhat nerfed 13% speed TAS if done on NTSC.&lt;br /&gt;
&lt;br /&gt;
==S Tier==&lt;br /&gt;
[11% Pb] (Theoretical glitched category to supersede 12%)&lt;br /&gt;
*Gravityless door skips (very hard), complex OoB navigation, 10pb underflow&lt;br /&gt;
[14% GrapplePb]&lt;br /&gt;
*UWJ no L+R, Botwoon cf clip and use charge for Botwoon fight, 10pb flashsuit @ Draygon&lt;br /&gt;
[[13% xPb]]&lt;br /&gt;
*Jesuswalk, 10pb bluesuit generation (very precise rmode setup), 10pb underflow. This is the hardest category that I myself have ever completed in this entire game&lt;br /&gt;
[[13% IcePb]]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJB, 10pb underflow&lt;br /&gt;
[14% IcePb]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJC, 10pb flashsuit @ Draygon&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
[[14% Grapplebooster]]&lt;br /&gt;
*Without L+R, requires UWJ, grapple-bomb-jump-jumps, slopespark using a door, and spikesuit in colosseum using a weird glitch with grapple and bombs. With L+R and turbo (like I did cuz I was lazy), this would be towards the top of B tier&lt;br /&gt;
[[14% xSpring]]&lt;br /&gt;
*Jesuswalk Mt. Everest and West Sand Hall, need to do a weird double springball jump using bombs to get out of springball room, need to do a weird double springball jump using a bomb and reserves draining to get past halfie room, 10 missile zebs&lt;br /&gt;
[[14% SuperChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, Botwoon hallway cf clip then farm mocktroids and puyos for a 3% to get enough ammo to fight Botwoon without missing any ammo, underflow (harder on PAL). This is the hardest 14% that I myself have ever done&lt;br /&gt;
[[14% Gravboots]]&lt;br /&gt;
*Probably easier than some others on this list, but it requires a trick that might be 3f perfect and not much is known about this, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
[[14% Pb-Pb]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, multiple elevator cf suits (including one to carry all the way to zebs for zeb skip), botwoon cf clip&lt;br /&gt;
[[14% GrappleChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, elevator cf suit, underflow (harder on PAL), tbh I'm ignoring the difficulty of UWJ if no L+R is used, which would make this category even harder (likely A tier).&lt;br /&gt;
[[13% xCharge]] (Low% L+R on the board)&lt;br /&gt;
*Jesuswalk, 10 missile zebs, optional evir particle dboost, similar in difficulty to 12% but I might say this is technically slightly harder&lt;br /&gt;
[[12%]] xCharge (Standard 12% on the main board)&lt;br /&gt;
*Complex OoB navigation, evir particle dboost in West Sand Hall, xray zeb skip, maybe technically slightly easier than 13% xCharge but this is more of a pain due to OoB shenanigans&lt;br /&gt;
[[14% xPb]]&lt;br /&gt;
*10pb bluesuit generation using rmode in at least 3 instances (the one before Botwoon to avoid L+R is a very precise setup), one of which must be carried all the way to tourian for zeb skip&lt;br /&gt;
[[14% xChargeless]]&lt;br /&gt;
*Underflow, rmode botwoon hallway clip, maridia navigation no ice, gravity, or hi jump, evir particle dboost in West Sand Hall leaving Maridia&lt;br /&gt;
[[14% xAmmo]]&lt;br /&gt;
*Jesuswalk, Maridia no ice, gravity, or hi jump. Dumb worthless obsolete category :)&lt;br /&gt;
[[14% xSpeed]] (with L+R as previous runs have done)&lt;br /&gt;
*Rmode botwoon clip, colosseum on the way out is tough (not unique to this category), evir particle dboost in West Sand Hall leaving Maridia (if left by going down) or horizontal infinite bomb jump (diagonal bomb jumps) in cac alley (if going through forgotten highway)&lt;br /&gt;
[[14% xGrapple]]&lt;br /&gt;
*10 missile zebs, UWJ no L+R out of G4 or grind for metroid pb drops&lt;br /&gt;
[[14% xBoots]]&lt;br /&gt;
*Halfie room and colosseum no L+R, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
[[14% Chargelice]]&lt;br /&gt;
*Underflow, Main St. + Mt. Everest with ice and no hi jump, maridia with no gravity or hi jump&lt;br /&gt;
[[14% Iceboost]]&lt;br /&gt;
*Varia blue + navigate all of maridia up to post-dray save in one go&lt;br /&gt;
[[0%]]&lt;br /&gt;
*I forgor, but it wasn't terrible, I promise! There is some complex OoB navigation including a segment that's helpful to have a metronome for, but I didn't think it was as complex as 12%. It also requires off-screen bomb jumps&lt;br /&gt;
[[14% Speedboots]]&lt;br /&gt;
*Slopespark to get through botwoon hallway, halfie room and colosseum no L+R, which are actually kinda tricky&lt;br /&gt;
[12% GravCharge]&lt;br /&gt;
*Botwoon hallway OoB entry (not quite figured out yet), 10 missile zebs&lt;br /&gt;
[[14% GravPb]]&lt;br /&gt;
*Botwoon hallway cf clip with 10 pbs, 10 missile zebs&lt;br /&gt;
[[14% xGravity]]&lt;br /&gt;
*Rmode botwoon clip, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
[[14% xIce]]&lt;br /&gt;
*Mt. Everest ice and no hi jump, hj-less lava dive (or gmode into LN), suitless Draygon fight&lt;br /&gt;
[[14% Chargeless]]&lt;br /&gt;
*Elevator cf suit (double frame perfect), botwoon w/o charge (3 supers + 1 missile or 10 missiles extra), underflow (frame perfect). Trust me, this is harder than low% ice and it doesn't matter that ridley and mb are free. This is coming from someone who has somewhat optimized both categories and as someone who tried to learn this back in 2017 cuz I couldn't do the boss fights and I was much further away from figuring out chargeless. However, it's probably easier to learn now than it was back then due to improvements in the practice hack&lt;br /&gt;
[[14% Iceboots]]&lt;br /&gt;
*Main St. and Mt. Everest with ice and hi jump, suitless Draygon fight (easier on PAL), UWJ no L+R (easy) to get out of precious room&lt;br /&gt;
[[14% Speed]]&lt;br /&gt;
*Just Ridley and MB but slightly longer than ice&lt;br /&gt;
[[14% Ice]]&lt;br /&gt;
*Just Ridley and MB&lt;br /&gt;
[[4%]]&lt;br /&gt;
*Basically a few doorskips and xray hall and that's it. Not super complicated OoB movement&lt;br /&gt;
&lt;br /&gt;
=Fun Tier List=&lt;br /&gt;
==S Tier==&lt;br /&gt;
14% Ice and 14% Speed&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
14% Iceboots, 14% Chargeless, 14% X-Ice, 0%, and 14% Icebooster&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
4%, 14% xGravity, [12% GravCharge], 14% Speedboots, and 14% Chargelice&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
14% xSpeed (with L+R as previous runs have done), 14% xChargeless, 12% xCharge, and 13% xCharge&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
14% GravPb, 14% xBoots, 14% xGrapple, 14% xPb, and 14% GravBoots&lt;br /&gt;
&lt;br /&gt;
==F Tier==&lt;br /&gt;
14% xAmmo, 14% GrappleChargeless, 14% PbPb, 14% SuperChargeless, 14% xSpring, 14% GrappleBooster, [14% IcePb], 13% IcePb, 13% xPb, [14% GrapplePb], [11% Pb], 14% xSpeed (no L+R), 13% PbPb, [14% SpeedPb], and [13% SpeedPb]&lt;br /&gt;
&lt;br /&gt;
==FFFFFFFFF Tier==&lt;br /&gt;
[13% Speed TAS]&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9793</id>
		<title>King's Low% Difficulty Tier List</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9793"/>
				<updated>2026-02-21T07:50:12Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: /* F Tier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I got bored, so now I'm ranking every low% category in terms of difficulty including ones that haven't been completed. This will include every category of 14%, 13%, 12% (will exclude most theoretical categories), 11%, 4%, and 0%. Anything with brackets [ ] means it hasn't been completed RTA. Also, accounting for use of L+R walljumping is tricky because it can significantly alter the difficulty ranking. For example, 13% PbPb would be lower difficulty than 11% glitched if L+R is used. I didn't really rank the difficulty of walljumps no L+R in 14% GrappleChargeless. I also ignored UWJ no L+R in 14% xSpring and xGrapple because they're optional for getting out of G4 if you don't wanna grind for metroid pb drops.&lt;br /&gt;
&lt;br /&gt;
*Note, 13% PbPb and 13% IcePb are the only completed categories (to the best of my knowledge) that I'd put in S tier difficulty. GCC's puzzles are no higher than C tier. Kona challenge is B tier. Blindfolded is A tier. S tier runs are TAS-only runs becoming a reality RTA.&lt;br /&gt;
&lt;br /&gt;
=Difficulty Tier List=&lt;br /&gt;
All categories are listed in order of decreasing difficulty from top to bottom even within each tier&lt;br /&gt;
==ABSOLUTE UNTOUCHABLE GOD TIER==&lt;br /&gt;
[13% Speed TAS]&lt;br /&gt;
*Underwater walljumps (UWJ) no L+R, 3f-perfect everest slopespark + 3f double knockback from a puyo to generate slopespark on flat ground to avoid L+R, colosseum shortcharge isn't even known to be humanly possible. This is at least as hard as getting the everest slopespark twice in a row. For a bit of context, bobbob (the only person to ever execute this slopespark in a run) told me his success rate was 1 in 20. So 1/20*1/20 = 1 in 400 chance of bob completing this category. Not counting the colosseum shortcharge, which isn't known to be humanly possible yet&lt;br /&gt;
&lt;br /&gt;
==S+ Tier==&lt;br /&gt;
[13% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb underflow. A combination of the things that make 13% PbPb and 13% IcePb so hard&lt;br /&gt;
[14% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb flashsuit @ Draygon. Only slightly easier than the 13% SpeedPb&lt;br /&gt;
[[13% PbPb]] (Particularly without L+R)&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, underflow&lt;br /&gt;
[14% xSpeed] (if the really bs way to do it no L+R is done)&lt;br /&gt;
*Bluesuit -&amp;gt; gmode maridia entry -&amp;gt; rmode conversion to yellowsuit (frame perfect) -&amp;gt; first try Jesuswalk (much more precise than normal with a sparksuit) -&amp;gt; superjump bluesuit conversion. Left side UWJ no L+R is required on NTSC. On PAL, this would probably be at the top of A tier or the bottom of S tier. Tbh this category is basically a somewhat nerfed 13% speed TAS if done on NTSC.&lt;br /&gt;
&lt;br /&gt;
==S Tier==&lt;br /&gt;
[11% Pb] (Theoretical glitched category to supersede 12%)&lt;br /&gt;
*Gravityless door skips (very hard), complex OoB navigation, 10pb underflow&lt;br /&gt;
[14% GrapplePb]&lt;br /&gt;
*UWJ no L+R, Botwoon cf clip and use charge for Botwoon fight, 10pb flashsuit @ Draygon&lt;br /&gt;
[[13% xPb]]&lt;br /&gt;
*Jesuswalk, 10pb bluesuit generation (very precise rmode setup), 10pb underflow. This is the hardest category that I myself have ever completed in this entire game&lt;br /&gt;
[[13% IcePb]]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJB, 10pb underflow&lt;br /&gt;
[14% IcePb]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJC, 10pb flashsuit @ Draygon&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
[[14% Grapplebooster]]&lt;br /&gt;
*Without L+R, requires UWJ, grapple-bomb-jump-jumps, slopespark using a door, and spikesuit in colosseum using a weird glitch with grapple and bombs. With L+R and turbo (like I did cuz I was lazy), this would be towards the top of B tier&lt;br /&gt;
[[14% xSpring]]&lt;br /&gt;
*Jesuswalk Mt. Everest and West Sand Hall, need to do a weird double springball jump using bombs to get out of springball room, need to do a weird double springball jump using a bomb and reserves draining to get past halfie room, 10 missile zebs&lt;br /&gt;
[[14% SuperChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, Botwoon hallway cf clip then farm mocktroids and puyos for a 3% to get enough ammo to fight Botwoon without missing any ammo, underflow (harder on PAL). This is the hardest 14% that I myself have ever done&lt;br /&gt;
[[14% Gravboots]]&lt;br /&gt;
*Probably easier than some others on this list, but it requires a trick that might be 3f perfect and not much is known about this, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
[[14% Pb-Pb]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, multiple elevator cf suits (including one to carry all the way to zebs for zeb skip), botwoon cf clip&lt;br /&gt;
[[14% GrappleChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, elevator cf suit, underflow (harder on PAL), tbh I'm ignoring the difficulty of UWJ if no L+R is used, which would make this category even harder (likely A tier).&lt;br /&gt;
[[13% xCharge]] (Low% L+R on the board)&lt;br /&gt;
*Jesuswalk, 10 missile zebs, optional evir particle dboost, similar in difficulty to 12% but I might say this is technically slightly harder&lt;br /&gt;
[[12%]] xCharge (Standard 12% on the main board)&lt;br /&gt;
*Complex OoB navigation, evir particle dboost in West Sand Hall, xray zeb skip, maybe technically slightly easier than 13% xCharge but this is more of a pain due to OoB shenanigans&lt;br /&gt;
[[14% xPb]]&lt;br /&gt;
*10pb bluesuit generation using rmode in at least 3 instances (the one before Botwoon to avoid L+R is a very precise setup), one of which must be carried all the way to tourian for zeb skip&lt;br /&gt;
[[14% xChargeless]]&lt;br /&gt;
*Underflow, rmode botwoon hallway clip, maridia navigation no ice, gravity, or hi jump, evir particle dboost in West Sand Hall leaving Maridia&lt;br /&gt;
[[14% xAmmo]]&lt;br /&gt;
*Jesuswalk, Maridia no ice, gravity, or hi jump. Dumb worthless obsolete category :)&lt;br /&gt;
[[14% xSpeed]] (with L+R as previous runs have done)&lt;br /&gt;
*Rmode botwoon clip, colosseum on the way out is tough (not unique to this category), evir particle dboost in West Sand Hall leaving Maridia (if left by going down) or horizontal infinite bomb jump (diagonal bomb jumps) in cac alley (if going through forgotten highway)&lt;br /&gt;
[[14% xGrapple]]&lt;br /&gt;
*10 missile zebs, UWJ no L+R out of G4 or grind for metroid pb drops&lt;br /&gt;
[[14% xBoots]]&lt;br /&gt;
*Halfie room and colosseum no L+R, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
[[14% Chargelice]]&lt;br /&gt;
*Underflow, Main St. + Mt. Everest with ice and no hi jump, maridia with no gravity or hi jump&lt;br /&gt;
[[14% Iceboost]]&lt;br /&gt;
*Varia blue + navigate all of maridia up to post-dray save in one go&lt;br /&gt;
[[0%]]&lt;br /&gt;
*I forgor, but it wasn't terrible, I promise! There is some complex OoB navigation including a segment that's helpful to have a metronome for, but I didn't think it was as complex as 12%. It also requires off-screen bomb jumps&lt;br /&gt;
[[14% Speedboots]]&lt;br /&gt;
*Slopespark to get through botwoon hallway, halfie room and colosseum no L+R, which are actually kinda tricky&lt;br /&gt;
[12% GravCharge]&lt;br /&gt;
*Botwoon hallway OoB entry (not quite figured out yet), 10 missile zebs&lt;br /&gt;
[[14% GravPb]]&lt;br /&gt;
*Botwoon hallway cf clip with 10 pbs, 10 missile zebs&lt;br /&gt;
[[14% xGravity]]&lt;br /&gt;
*Rmode botwoon clip, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
[[14% xIce]]&lt;br /&gt;
*Mt. Everest ice and no hi jump, suitless Draygon fight&lt;br /&gt;
[[14% Chargeless]]&lt;br /&gt;
*Elevator cf suit (double frame perfect), botwoon w/o charge (3 supers + 1 missile or 10 missiles extra), underflow (frame perfect). Trust me, this is harder than low% ice and it doesn't matter that ridley and mb are free. This is coming from someone who has somewhat optimized both categories and as someone who tried to learn this back in 2017 cuz I couldn't do the boss fights and I was much further away from figuring out chargeless. However, it's probably easier to learn now than it was back then due to improvements in the practice hack&lt;br /&gt;
[[14% Iceboots]]&lt;br /&gt;
*Main St. and Mt. Everest with ice and hi jump, suitless Draygon fight (easier on PAL), UWJ no L+R (easy) to get out of precious room&lt;br /&gt;
[[14% Speed]]&lt;br /&gt;
*Just Ridley and MB but slightly longer than ice&lt;br /&gt;
[[14% Ice]]&lt;br /&gt;
*Just Ridley and MB&lt;br /&gt;
[[4%]]&lt;br /&gt;
*Basically a few doorskips and xray hall and that's it. Not super complicated OoB movement&lt;br /&gt;
&lt;br /&gt;
=Fun Tier List=&lt;br /&gt;
==S Tier==&lt;br /&gt;
14% Ice and 14% Speed&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
14% Iceboots, 14% Chargeless, 14% X-Ice, 0%, and 14% Icebooster&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
4%, 14% xGravity, [12% GravCharge], 14% Speedboots, and 14% Chargelice&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
14% xSpeed (with L+R as previous runs have done), 14% xChargeless, 12% xCharge, and 13% xCharge&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
14% GravPb, 14% xBoots, 14% xGrapple, 14% xPb, and 14% GravBoots&lt;br /&gt;
&lt;br /&gt;
==F Tier==&lt;br /&gt;
14% xAmmo, 14% GrappleChargeless, 14% PbPb, 14% SuperChargeless, 14% xSpring, 14% GrappleBooster, [14% IcePb], 13% IcePb, 13% xPb, [14% GrapplePb], [11% Pb], 14% xSpeed (no L+R), 13% PbPb, [14% SpeedPb], and [13% SpeedPb]&lt;br /&gt;
&lt;br /&gt;
==FFFFFFFFF Tier==&lt;br /&gt;
[13% Speed TAS]&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9792</id>
		<title>King's Low% Difficulty Tier List</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9792"/>
				<updated>2026-02-21T07:49:09Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: /* A Tier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I got bored, so now I'm ranking every low% category in terms of difficulty including ones that haven't been completed. This will include every category of 14%, 13%, 12% (will exclude most theoretical categories), 11%, 4%, and 0%. Anything with brackets [ ] means it hasn't been completed RTA. Also, accounting for use of L+R walljumping is tricky because it can significantly alter the difficulty ranking. For example, 13% PbPb would be lower difficulty than 11% glitched if L+R is used. I didn't really rank the difficulty of walljumps no L+R in 14% GrappleChargeless. I also ignored UWJ no L+R in 14% xSpring and xGrapple because they're optional for getting out of G4 if you don't wanna grind for metroid pb drops.&lt;br /&gt;
&lt;br /&gt;
*Note, 13% PbPb and 13% IcePb are the only completed categories (to the best of my knowledge) that I'd put in S tier difficulty. GCC's puzzles are no higher than C tier. Kona challenge is B tier. Blindfolded is A tier. S tier runs are TAS-only runs becoming a reality RTA.&lt;br /&gt;
&lt;br /&gt;
=Difficulty Tier List=&lt;br /&gt;
All categories are listed in order of decreasing difficulty from top to bottom even within each tier&lt;br /&gt;
==ABSOLUTE UNTOUCHABLE GOD TIER==&lt;br /&gt;
[13% Speed TAS]&lt;br /&gt;
*Underwater walljumps (UWJ) no L+R, 3f-perfect everest slopespark + 3f double knockback from a puyo to generate slopespark on flat ground to avoid L+R, colosseum shortcharge isn't even known to be humanly possible. This is at least as hard as getting the everest slopespark twice in a row. For a bit of context, bobbob (the only person to ever execute this slopespark in a run) told me his success rate was 1 in 20. So 1/20*1/20 = 1 in 400 chance of bob completing this category. Not counting the colosseum shortcharge, which isn't known to be humanly possible yet&lt;br /&gt;
&lt;br /&gt;
==S+ Tier==&lt;br /&gt;
[13% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb underflow. A combination of the things that make 13% PbPb and 13% IcePb so hard&lt;br /&gt;
[14% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb flashsuit @ Draygon. Only slightly easier than the 13% SpeedPb&lt;br /&gt;
[[13% PbPb]] (Particularly without L+R)&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, underflow&lt;br /&gt;
[14% xSpeed] (if the really bs way to do it no L+R is done)&lt;br /&gt;
*Bluesuit -&amp;gt; gmode maridia entry -&amp;gt; rmode conversion to yellowsuit (frame perfect) -&amp;gt; first try Jesuswalk (much more precise than normal with a sparksuit) -&amp;gt; superjump bluesuit conversion. Left side UWJ no L+R is required on NTSC. On PAL, this would probably be at the top of A tier or the bottom of S tier. Tbh this category is basically a somewhat nerfed 13% speed TAS if done on NTSC.&lt;br /&gt;
&lt;br /&gt;
==S Tier==&lt;br /&gt;
[11% Pb] (Theoretical glitched category to supersede 12%)&lt;br /&gt;
*Gravityless door skips (very hard), complex OoB navigation, 10pb underflow&lt;br /&gt;
[14% GrapplePb]&lt;br /&gt;
*UWJ no L+R, Botwoon cf clip and use charge for Botwoon fight, 10pb flashsuit @ Draygon&lt;br /&gt;
[[13% xPb]]&lt;br /&gt;
*Jesuswalk, 10pb bluesuit generation (very precise rmode setup), 10pb underflow. This is the hardest category that I myself have ever completed in this entire game&lt;br /&gt;
[[13% IcePb]]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJB, 10pb underflow&lt;br /&gt;
[14% IcePb]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJC, 10pb flashsuit @ Draygon&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
[[14% Grapplebooster]]&lt;br /&gt;
*Without L+R, requires UWJ, grapple-bomb-jump-jumps, slopespark using a door, and spikesuit in colosseum using a weird glitch with grapple and bombs. With L+R and turbo (like I did cuz I was lazy), this would be towards the top of B tier&lt;br /&gt;
[[14% xSpring]]&lt;br /&gt;
*Jesuswalk Mt. Everest and West Sand Hall, need to do a weird double springball jump using bombs to get out of springball room, need to do a weird double springball jump using a bomb and reserves draining to get past halfie room, 10 missile zebs&lt;br /&gt;
[[14% SuperChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, Botwoon hallway cf clip then farm mocktroids and puyos for a 3% to get enough ammo to fight Botwoon without missing any ammo, underflow (harder on PAL). This is the hardest 14% that I myself have ever done&lt;br /&gt;
[[14% Gravboots]]&lt;br /&gt;
*Probably easier than some others on this list, but it requires a trick that might be 3f perfect and not much is known about this, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
[[14% Pb-Pb]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, multiple elevator cf suits (including one to carry all the way to zebs for zeb skip), botwoon cf clip&lt;br /&gt;
[[14% GrappleChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, elevator cf suit, underflow (harder on PAL), tbh I'm ignoring the difficulty of UWJ if no L+R is used, which would make this category even harder (likely A tier).&lt;br /&gt;
[[13% xCharge]] (Low% L+R on the board)&lt;br /&gt;
*Jesuswalk, 10 missile zebs, optional evir particle dboost, similar in difficulty to 12% but I might say this is technically slightly harder&lt;br /&gt;
[[12%]] xCharge (Standard 12% on the main board)&lt;br /&gt;
*Complex OoB navigation, evir particle dboost in West Sand Hall, xray zeb skip, maybe technically slightly easier than 13% xCharge but this is more of a pain due to OoB shenanigans&lt;br /&gt;
[[14% xPb]]&lt;br /&gt;
*10pb bluesuit generation using rmode in at least 3 instances (the one before Botwoon to avoid L+R is a very precise setup), one of which must be carried all the way to tourian for zeb skip&lt;br /&gt;
[[14% xChargeless]]&lt;br /&gt;
*Underflow, rmode botwoon hallway clip, maridia navigation no ice, gravity, or hi jump, evir particle dboost in West Sand Hall leaving Maridia&lt;br /&gt;
[[14% xAmmo]]&lt;br /&gt;
*Jesuswalk, Maridia no ice, gravity, or hi jump. Dumb worthless obsolete category :)&lt;br /&gt;
[[14% xSpeed]] (with L+R as previous runs have done)&lt;br /&gt;
*Rmode botwoon clip, colosseum on the way out is tough (not unique to this category), evir particle dboost in West Sand Hall leaving Maridia (if left by going down) or horizontal infinite bomb jump (diagonal bomb jumps) in cac alley (if going through forgotten highway)&lt;br /&gt;
[[14% xGrapple]]&lt;br /&gt;
*10 missile zebs, UWJ no L+R out of G4 or grind for metroid pb drops&lt;br /&gt;
[[14% xBoots]]&lt;br /&gt;
*Halfie room and colosseum no L+R, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
[[14% Chargelice]]&lt;br /&gt;
*Underflow, Main St. + Mt. Everest with ice and no hi jump, maridia with no gravity or hi jump&lt;br /&gt;
[[14% Iceboost]]&lt;br /&gt;
*Varia blue + navigate all of maridia up to post-dray save in one go&lt;br /&gt;
[[0%]]&lt;br /&gt;
*I forgor, but it wasn't terrible, I promise! There is some complex OoB navigation including a segment that's helpful to have a metronome for, but I didn't think it was as complex as 12%. It also requires off-screen bomb jumps&lt;br /&gt;
[[14% Speedboots]]&lt;br /&gt;
*Slopespark to get through botwoon hallway, halfie room and colosseum no L+R, which are actually kinda tricky&lt;br /&gt;
[12% GravCharge]&lt;br /&gt;
*Botwoon hallway OoB entry (not quite figured out yet), 10 missile zebs&lt;br /&gt;
[[14% GravPb]]&lt;br /&gt;
*Botwoon hallway cf clip with 10 pbs, 10 missile zebs&lt;br /&gt;
[[14% xGravity]]&lt;br /&gt;
*Rmode botwoon clip, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
[[14% xIce]]&lt;br /&gt;
*Mt. Everest ice and no hi jump, suitless Draygon fight&lt;br /&gt;
[[14% Chargeless]]&lt;br /&gt;
*Elevator cf suit (double frame perfect), botwoon w/o charge (3 supers + 1 missile or 10 missiles extra), underflow (frame perfect). Trust me, this is harder than low% ice and it doesn't matter that ridley and mb are free. This is coming from someone who has somewhat optimized both categories and as someone who tried to learn this back in 2017 cuz I couldn't do the boss fights and I was much further away from figuring out chargeless. However, it's probably easier to learn now than it was back then due to improvements in the practice hack&lt;br /&gt;
[[14% Iceboots]]&lt;br /&gt;
*Main St. and Mt. Everest with ice and hi jump, suitless Draygon fight (easier on PAL), UWJ no L+R (easy) to get out of precious room&lt;br /&gt;
[[14% Speed]]&lt;br /&gt;
*Just Ridley and MB but slightly longer than ice&lt;br /&gt;
[[14% Ice]]&lt;br /&gt;
*Just Ridley and MB&lt;br /&gt;
[[4%]]&lt;br /&gt;
*Basically a few doorskips and xray hall and that's it. Not super complicated OoB movement&lt;br /&gt;
&lt;br /&gt;
=Fun Tier List=&lt;br /&gt;
==S Tier==&lt;br /&gt;
14% Ice and 14% Speed&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
14% Iceboots, 14% Chargeless, 14% X-Ice, 0%, and 14% Icebooster&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
4%, 14% xGravity, [12% GravCharge], 14% Speedboots, and 14% Chargelice&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
14% xSpeed (with L+R as previous runs have done), 14% xChargeless, 12% xCharge, and 13% xCharge&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
14% GravPb, 14% xBoots, 14% xGrapple, 14% xPb, and 14% GravBoots&lt;br /&gt;
&lt;br /&gt;
==F Tier==&lt;br /&gt;
14% xAmmo, 14% GrappleChargeless, 14% PbPb, 14% SuperChargeless, 14% xSpring, 14% GrappleBooster, [14% IcePb], 13% IcePb, 13% xPb, [14% GrapplePb], [11% Pb (Theoretical glitched category to supersede 12%)], 14% xSpeed (no L+R), 13% PbPb, [14% SpeedPb], and [13% SpeedPb]&lt;br /&gt;
&lt;br /&gt;
==FFFFFFFFF Tier==&lt;br /&gt;
[13% Speed TAS]&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9791</id>
		<title>King's Low% Difficulty Tier List</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9791"/>
				<updated>2026-02-21T07:48:54Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: /* D Tier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I got bored, so now I'm ranking every low% category in terms of difficulty including ones that haven't been completed. This will include every category of 14%, 13%, 12% (will exclude most theoretical categories), 11%, 4%, and 0%. Anything with brackets [ ] means it hasn't been completed RTA. Also, accounting for use of L+R walljumping is tricky because it can significantly alter the difficulty ranking. For example, 13% PbPb would be lower difficulty than 11% glitched if L+R is used. I didn't really rank the difficulty of walljumps no L+R in 14% GrappleChargeless. I also ignored UWJ no L+R in 14% xSpring and xGrapple because they're optional for getting out of G4 if you don't wanna grind for metroid pb drops.&lt;br /&gt;
&lt;br /&gt;
*Note, 13% PbPb and 13% IcePb are the only completed categories (to the best of my knowledge) that I'd put in S tier difficulty. GCC's puzzles are no higher than C tier. Kona challenge is B tier. Blindfolded is A tier. S tier runs are TAS-only runs becoming a reality RTA.&lt;br /&gt;
&lt;br /&gt;
=Difficulty Tier List=&lt;br /&gt;
All categories are listed in order of decreasing difficulty from top to bottom even within each tier&lt;br /&gt;
==ABSOLUTE UNTOUCHABLE GOD TIER==&lt;br /&gt;
[13% Speed TAS]&lt;br /&gt;
*Underwater walljumps (UWJ) no L+R, 3f-perfect everest slopespark + 3f double knockback from a puyo to generate slopespark on flat ground to avoid L+R, colosseum shortcharge isn't even known to be humanly possible. This is at least as hard as getting the everest slopespark twice in a row. For a bit of context, bobbob (the only person to ever execute this slopespark in a run) told me his success rate was 1 in 20. So 1/20*1/20 = 1 in 400 chance of bob completing this category. Not counting the colosseum shortcharge, which isn't known to be humanly possible yet&lt;br /&gt;
&lt;br /&gt;
==S+ Tier==&lt;br /&gt;
[13% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb underflow. A combination of the things that make 13% PbPb and 13% IcePb so hard&lt;br /&gt;
[14% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb flashsuit @ Draygon. Only slightly easier than the 13% SpeedPb&lt;br /&gt;
[[13% PbPb]] (Particularly without L+R)&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, underflow&lt;br /&gt;
[14% xSpeed] (if the really bs way to do it no L+R is done)&lt;br /&gt;
*Bluesuit -&amp;gt; gmode maridia entry -&amp;gt; rmode conversion to yellowsuit (frame perfect) -&amp;gt; first try Jesuswalk (much more precise than normal with a sparksuit) -&amp;gt; superjump bluesuit conversion. Left side UWJ no L+R is required on NTSC. On PAL, this would probably be at the top of A tier or the bottom of S tier. Tbh this category is basically a somewhat nerfed 13% speed TAS if done on NTSC.&lt;br /&gt;
&lt;br /&gt;
==S Tier==&lt;br /&gt;
[11% Pb] (Theoretical glitched category to supersede 12%)&lt;br /&gt;
*Gravityless door skips (very hard), complex OoB navigation, 10pb underflow&lt;br /&gt;
[14% GrapplePb]&lt;br /&gt;
*UWJ no L+R, Botwoon cf clip and use charge for Botwoon fight, 10pb flashsuit @ Draygon&lt;br /&gt;
[[13% xPb]]&lt;br /&gt;
*Jesuswalk, 10pb bluesuit generation (very precise rmode setup), 10pb underflow. This is the hardest category that I myself have ever completed in this entire game&lt;br /&gt;
[[13% IcePb]]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJB, 10pb underflow&lt;br /&gt;
[14% IcePb]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJC, 10pb flashsuit @ Draygon&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
[[14% Grapplebooster]]&lt;br /&gt;
*Without L+R, requires UWJ, grapple-bomb-jump-jumps, slopespark using a door, and spikesuit in colosseum using a weird glitch with grapple and bombs. With L+R and turbo (like I did cuz I was lazy), this would be towards the top of B tier&lt;br /&gt;
[[14% xSpring]]&lt;br /&gt;
*Jesuswalk Mt. Everest and West Sand Hall, need to do a weird double springball jump using bombs to get out of springball room, need to do a weird double springball jump using a bomb and reserves draining to get past halfie room, 10 missile zebs&lt;br /&gt;
[[14% SuperChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, Botwoon hallway cf clip then farm mocktroids and puyos for a 3% to get enough ammo to fight Botwoon without missing any ammo, underflow (harder on PAL). This is the hardest 14% that I myself have ever done&lt;br /&gt;
[[14% Gravboots]]&lt;br /&gt;
*Probably easier than some others on this list, but it requires a trick that might be 3f perfect and not much is known about this, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
[[14% Pb-Pb]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, multiple elevator cf suits (including one to carry all the way to zebs for zeb skip), botwoon cf clip&lt;br /&gt;
[[14% GrappleChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, elevator cf suit, underflow (harder on PAL), tbh I'm ignoring the difficulty of UWJ if no L+R is used, which would make this category even harder (likely A tier).&lt;br /&gt;
[[13% xCharge]] (Low% L+R on the board)&lt;br /&gt;
*Jesuswalk, 10 missile zebs, optional evir particle dboost, similar in difficulty to 12% but I might say this is technically slightly harder&lt;br /&gt;
[[12%]] xCharge (Standard 12% on the main board)&lt;br /&gt;
*Complex OoB navigation, evir particle dboost in West Sand Hall, xray zeb skip, maybe technically slightly easier than 13% xCharge but this is more of a pain due to OoB shenanigans&lt;br /&gt;
[[14% xPb]]&lt;br /&gt;
*10pb bluesuit generation using rmode in at least 3 instances (the one before Botwoon to avoid L+R is a very precise setup), one of which must be carried all the way to tourian for zeb skip&lt;br /&gt;
[[14% xChargeless]]&lt;br /&gt;
*Underflow, rmode botwoon hallway clip, maridia navigation no ice, gravity, or hi jump, evir particle dboost in West Sand Hall leaving Maridia&lt;br /&gt;
[[14% xAmmo]]&lt;br /&gt;
*Jesuswalk, Maridia no ice, gravity, or hi jump. Dumb worthless obsolete category :)&lt;br /&gt;
[[14% xSpeed]] (with L+R as previous runs have done)&lt;br /&gt;
*Rmode botwoon clip, colosseum on the way out is tough (not unique to this category), evir particle dboost in West Sand Hall leaving Maridia (if left by going down) or horizontal infinite bomb jump (diagonal bomb jumps) in cac alley (if going through forgotten highway)&lt;br /&gt;
[[14% xGrapple]]&lt;br /&gt;
*10 missile zebs, UWJ no L+R out of G4 or grind for metroid pb drops&lt;br /&gt;
[[14% xBoots]]&lt;br /&gt;
*Halfie room and colosseum no L+R, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
[[14% Chargelice]]&lt;br /&gt;
*Underflow, Main St. + Mt. Everest with ice and no hi jump, maridia with no gravity or hi jump&lt;br /&gt;
[[14% Iceboost]]&lt;br /&gt;
*Varia blue + navigate all of maridia up to post-dray save in one go&lt;br /&gt;
[[0%]]&lt;br /&gt;
*I forgor, but it wasn't terrible, I promise! There is some complex OoB navigation including a segment that's helpful to have a metronome for, but I didn't think it was as complex as 12%. It also requires off-screen bomb jumps&lt;br /&gt;
[[14% Speedboots]]&lt;br /&gt;
*Slopespark to get through botwoon hallway, halfie room and colosseum no L+R, which are actually kinda tricky&lt;br /&gt;
[12% GravCharge]&lt;br /&gt;
*Botwoon hallway OoB entry (not quite figured out yet), 10 missile zebs&lt;br /&gt;
[[14% GravPb]]&lt;br /&gt;
*Botwoon hallway cf clip with 10 pbs, 10 missile zebs&lt;br /&gt;
[[14% xGravity]]&lt;br /&gt;
*Rmode botwoon clip, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
[[14% xIce]]&lt;br /&gt;
*Mt. Everest ice and no hi jump, suitless Draygon fight&lt;br /&gt;
[[14% Chargeless]]&lt;br /&gt;
*Elevator cf suit (double frame perfect), botwoon w/o charge (3 supers + 1 missile or 10 missiles extra), underflow (frame perfect). Trust me, this is harder than low% ice and it doesn't matter that ridley and mb are free. This is coming from someone who has somewhat optimized both categories and as someone who tried to learn this back in 2017 cuz I couldn't do the boss fights and I was much further away from figuring out chargeless. However, it's probably easier to learn now than it was back then due to improvements in the practice hack&lt;br /&gt;
[[14% Iceboots]]&lt;br /&gt;
*Main St. and Mt. Everest with ice and hi jump, suitless Draygon fight (easier on PAL), UWJ no L+R (easy) to get out of precious room&lt;br /&gt;
[[14% Speed]]&lt;br /&gt;
*Just Ridley and MB but slightly longer than ice&lt;br /&gt;
[[14% Ice]]&lt;br /&gt;
*Just Ridley and MB&lt;br /&gt;
[[4%]]&lt;br /&gt;
*Basically a few doorskips and xray hall and that's it. Not super complicated OoB movement&lt;br /&gt;
&lt;br /&gt;
=Fun Tier List=&lt;br /&gt;
==S Tier==&lt;br /&gt;
14% Ice and 14% Speed&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
14% Iceboots, 14% X-Ice, 14% Chargeless, 0%, and 14% Icebooster&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
4%, 14% xGravity, [12% GravCharge], 14% Speedboots, and 14% Chargelice&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
14% xSpeed (with L+R as previous runs have done), 14% xChargeless, 12% xCharge, and 13% xCharge&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
14% GravPb, 14% xBoots, 14% xGrapple, 14% xPb, and 14% GravBoots&lt;br /&gt;
&lt;br /&gt;
==F Tier==&lt;br /&gt;
14% xAmmo, 14% GrappleChargeless, 14% PbPb, 14% SuperChargeless, 14% xSpring, 14% GrappleBooster, [14% IcePb], 13% IcePb, 13% xPb, [14% GrapplePb], [11% Pb (Theoretical glitched category to supersede 12%)], 14% xSpeed (no L+R), 13% PbPb, [14% SpeedPb], and [13% SpeedPb]&lt;br /&gt;
&lt;br /&gt;
==FFFFFFFFF Tier==&lt;br /&gt;
[13% Speed TAS]&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=13%25_xPb&amp;diff=9764</id>
		<title>13% xPb</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=13%25_xPb&amp;diff=9764"/>
				<updated>2026-02-13T05:23:29Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: /* Resources */ fixed a link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Full Category]]{{Category&lt;br /&gt;
|catname=13% xPb&lt;br /&gt;
|cattype=Full Category&lt;br /&gt;
|rtwr=103:51:02&lt;br /&gt;
|gtwr=1:29&lt;br /&gt;
|wrholder=Kingofthehill476&lt;br /&gt;
|wrlink=https://www.youtube.com/watch?v=7eXDTW3s_zw&lt;br /&gt;
|wrtext=Youtube Video&lt;br /&gt;
&lt;br /&gt;
|minibosses=[[Bomb Torizo]], [[Botwoon]]&lt;br /&gt;
|percentage=13%&lt;br /&gt;
|items=[[Power Bombs]], [[X-Ray Scope]]&lt;br /&gt;
|bossorder=KRDP&lt;br /&gt;
|xrayclimb=No&lt;br /&gt;
|outofbounds=No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[13%]] is the lowest amount of items in which a human can beat the game via defeating all major bosses without using major glitches, but while utilizing either L+R walljumping or ammo underflow at Draygon. 13% xPb is the third in-bounds [[13%]] category that has been completed RTA using ammo underflow and not L+R.  This is similar to [[13% IcePb|IcePb]] except this has a harder Maridia, requiring strange shenanigans to avoid L+R. A total of 13 items are picked up during the entire run. This and [[13% PbPb]] are perhaps the hardest categories ever completed by a human.&lt;br /&gt;
&lt;br /&gt;
With proper positioning and drop luck, it's possible to Crystal Flash at Draygon with a maximum Power Bomb count of only 10, as seen with the obsoleted Any% TAS that used underflow. Detailed info how this was done can be found [https://pastebin.com/ZuwCBmAE here.]&lt;br /&gt;
&lt;br /&gt;
Notably, this and [[13% IcePb]] are the only completed 13% categories that don't give some advantage to keyboard over controller, either by requiring L+R or requiring underwater walljumping without L+R. The hypothetical GravityCharge is the only other potential 13% category that doesn't require those two things.&lt;br /&gt;
&lt;br /&gt;
==Prerequisites==&lt;br /&gt;
To finish this run, you need to know how to:&lt;br /&gt;
*[[Mockball]]&lt;br /&gt;
*[[Shinespark]]&lt;br /&gt;
*Infinite [[Bomb Jump|bomb jump]]&lt;br /&gt;
*[[Continuous walljump]] and/or [http://www.twitch.tv/sweetnumb/v/41083555 horizontal] [https://www.youtube.com/watch?v=WJuA8TgUGpc bomb jump] over [[The Moat|the moat]]&lt;br /&gt;
*Generate an [[R-Mode#R-mode CF suit|R-mode CF suit]] with a maximum of 10 power bombs&lt;br /&gt;
*Navigate Maridia without [[Gravity Suit]], [[Hi-Jump Boots]], or [[Ice Beam]]&lt;br /&gt;
*[[G-Mode]]&lt;br /&gt;
*[[Yellow Suit Glitch#Draygon *CF|Draygon ammo underflow with only 10 powerbombs]]&lt;br /&gt;
&lt;br /&gt;
==Collected Items==&lt;br /&gt;
[[Image:morphball.png]] [[Image:bombs.png]] [[Image:xray.png]] [[Image:varia.png]] [[Image:etank.png]] [[Image:reserver.png]] [[Image:reserver.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]]&lt;br /&gt;
*[[Morphing Ball]]&lt;br /&gt;
*[[Bomb|Bombs]]&lt;br /&gt;
*[[X-Ray Scope]] (to escape [[Draygon's Eye Door Room|Draygon's entry chamber]] and to clip pre-Botwoon)&lt;br /&gt;
*[[Varia Suit]] (to survive [[Mother_Brain#MB2|MB2's]] rainbow beam)&lt;br /&gt;
*1 [[Energy Tank|Energy Tanks]] (to survive MB2's rainbow beam)&lt;br /&gt;
*2 [[Reserve Tank|Reserve Tank]] (to do R-mode and G-mode and to ensure [[Draygon]] carries Samus to the top of the room)&lt;br /&gt;
*2 [[Missile]] Packs ([[List of Missiles#Brinstar 1|Awakening]] and [[List of Missiles#Crateria 2|Moat]]) (to open red doors and defeat [[Mother_Brain#MB1|MB1]])&lt;br /&gt;
*2 [[Super Missile]] Packs ([[List of Super Missiles#Brinstar 2|Early]] and [[List of Super Missiles#Wrecked Ship 1|Wrecked Ship (Left)]]) (to open green doors and defeat MB1)&lt;br /&gt;
*2 [[Power Bomb]] Packs ([[List of Power Bombs#Brinstar 1|Red Brinstar Elevator (Lower)]] and [[List of Power Bombs#Brinstar 2|Red Brinstar Elevator (Upper)]]) (to open orange doors, generate [[R-Mode#R-mode CF Suit|flash suits]], and underflow ammo)&lt;br /&gt;
&lt;br /&gt;
==R-mode CF suit in Etecoons Hallway==&lt;br /&gt;
&lt;br /&gt;
Generating an R-mode CF suit with only a maximum of 10 power bombs requires a fairly precise setup. For purposes of this category, this method is currently the most consistent RTA method:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|608754113}}&lt;br /&gt;
&lt;br /&gt;
Note this method requires having zero Energy Tanks, so the Energy Tank for Mother Brain's rainbow beam must be collected after doing this setup and before entering Tourian. This effectively means most of the run must be completed with zero energy tanks.&lt;br /&gt;
&lt;br /&gt;
Due to how health gain during a Crystal Flash works, and how it relates to enemy spawns, this method does not always work the same way. There are eight different ways enemy spawn and the CF tick can be related.&lt;br /&gt;
&lt;br /&gt;
On NTSC, the following are the probabilities of this method working:&lt;br /&gt;
*37.5%:  Chance of getting the suit on the first bug hit;&lt;br /&gt;
*25%:    Chance of getting the suit on the second bug hit;&lt;br /&gt;
*25%:    Chance of getting the suit on the third bug hit;&lt;br /&gt;
*12.5%:  The suit may be gotten if a bug hits you within the first two CF ticks.&lt;br /&gt;
&lt;br /&gt;
Since there is barely enough time to be hit by three bugs, the last two cases require more precise setups. However, with a nice, simple setup, two bug hits is quite feasible. Thus, this is effectively a 62.5% chance. A more precise setup could increase the odds; this has not been looked into yet, since 62.5% is fairly good.&lt;br /&gt;
&lt;br /&gt;
On PAL, the bug will normally only be able to damage Samus for four frames which is not enough to trigger Reserves. The method can still work, if the bug damages Samus as early as possible. This results in a 50% chance of working, and requires a 4-6 frame window.&lt;br /&gt;
&lt;br /&gt;
This can be improved:  Normally, two CF ticks are needed for energy to enter Reserves. However, if a CF is initiated with exactly 50 energy, then only one CF tick is needed. This makes it always work, but the frame windows don't quite line up. Based off one test, the following are the probabilities if the CF is initiated with 50 energy:&lt;br /&gt;
*333-334 frames between enemy death and power bomb placement:  37.5%;&lt;br /&gt;
*335 frames:  50%;&lt;br /&gt;
*336 frames:  62.5%;&lt;br /&gt;
*337 frames:  87.5%;&lt;br /&gt;
*338 frames:  75%;&lt;br /&gt;
*339 frames:  25%;&lt;br /&gt;
*340 frames:  12.5%.&lt;br /&gt;
&lt;br /&gt;
Thus, one can see that the setup is inherently inconsistent on PAL. Even if you place the power bomb frame perfectly, it will still only work 87.5% of the time at most.&lt;br /&gt;
&lt;br /&gt;
TODO:  Do a similar check for frame windows on NTSC; 62.5% of the time, they will be huge, but may as well check.&lt;br /&gt;
&lt;br /&gt;
==L+R Walljumping==&lt;br /&gt;
&lt;br /&gt;
To avoid L+R walljumping, a spark must be generated to get up [[Halfie Climb Room]].&lt;br /&gt;
&lt;br /&gt;
Past [[Mt. Everest]], this method can be used to generate a spark.&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|609061022}}&lt;br /&gt;
&lt;br /&gt;
This method has a tight window, and also is dependent upon [[Sciser|crab]] RNG.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[https://www.youtube.com/watch?v=MvZpPVLqDAw Kingofthehill's 10pb underflow tutorial]&lt;br /&gt;
*[[King's 10pb Underflow Notes]]&lt;br /&gt;
*[https://www.youtube.com/watch?v=UgRXg2eio0A&amp;amp;list=PLPBDrgeZOI--wGEigQaw_l9MmtszTDgAG&amp;amp;index=3 Reverse Colosseum strats]&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=13%25_xCharge&amp;diff=9747</id>
		<title>13% xCharge</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=13%25_xCharge&amp;diff=9747"/>
				<updated>2026-02-09T16:54:54Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: /* Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Full Category]]{{Category&lt;br /&gt;
|catname=13% xcharge&lt;br /&gt;
|cattype=Full Category&lt;br /&gt;
|rtwr=1:48:13&lt;br /&gt;
|gtwr=1:18&lt;br /&gt;
|wrholder=Kingofthehill476&lt;br /&gt;
|wrlink=https://www.youtube.com/watch?v=4J0ZhaEMQ-w&lt;br /&gt;
|wrtext=Youtube Video&lt;br /&gt;
|percentage=13%&lt;br /&gt;
|items=[[X-Ray Scope]]&lt;br /&gt;
|minibosses=[[Bomb Torizo]], [[Botwoon]]&lt;br /&gt;
|bossorder=KPDR&lt;br /&gt;
|xrayclimb=Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[13%]] is the lowest amount of items in which a human can beat the game via defeating all major bosses without using major glitches, but while utilizing [[L+R Walljumping]]. 13% xCharge is the only in-bounds [[13%]] category that has been completed RTA that doesn't require ammo underflow at Draygon.  A total of 13 items are picked up during the entire run. This and [[12%]] are perhaps the hardest categories on the main board to optimize (or even complete).&lt;br /&gt;
&lt;br /&gt;
==Prerequisites==&lt;br /&gt;
To finish this run, you need to know how to:&lt;br /&gt;
*[[Mockball]]&lt;br /&gt;
*Infinite [[Bomb Jump|bomb jump]]&lt;br /&gt;
*[[X-Mode#Jesuswalk|Jesuswalk]]&lt;br /&gt;
*[[R-Mode]] pre-Botwoon clip&lt;br /&gt;
*Navigate Maridia without [[Gravity Suit]], [[Hi-Jump Boots]], or [[Ice Beam]]&lt;br /&gt;
*[[Lava Dive Room|Lava dive]] without [[Gravity Suit]] or [[Hi-Jump Boots]] ([[G-Mode]] entry of Lower Norfair can be done instead)&lt;br /&gt;
*[[X-Ray Climb|X-Ray climb]]&lt;br /&gt;
*[[L+R Walljumping|L+R underwater walljump up Halfie Climb Room without Hi-Jump Boots]]&lt;br /&gt;
*[[10 Missile Zebetite Kill|Destroy Zebetites while only using 10 missiles]]	&lt;br /&gt;
&lt;br /&gt;
==Collected Items==&lt;br /&gt;
[[Image:morphball.png]] [[Image:bombs.png]] [[Image:charge.png]] [[Image:xray.png]] [[Image:varia.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:reserver.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]]&lt;br /&gt;
*[[Morphing Ball]]&lt;br /&gt;
*[[Bomb|Bombs]]&lt;br /&gt;
*[[Charge Beam]] (for bosses)&lt;br /&gt;
*[[X-Ray Scope]] (for Maridia traversal)&lt;br /&gt;
*[[Varia Suit]] (to survive [[Mother_Brain#MB2|MB2's]] rainbow beam)&lt;br /&gt;
*2 [[Energy Tank|Energy Tanks]] (to survive MB2's rainbow beam)&lt;br /&gt;
*1 [[Reserve Tank]] (for use of X-Ray Scope glitches and to survive MB2's rainbow beam)&lt;br /&gt;
*2 [[Missile]] Packs ([[List of Missiles#Brinstar 1|Awakening]] and [[List of Missiles#Crateria 2|Moat]]) (to open red doors and defeat [[Mother_Brain#MB1|MB1]])&lt;br /&gt;
*2 [[Super Missile]] Packs ([[List of Super Missiles#Brinstar 2|Early]] and [[List of Super Missiles#Wrecked Ship 1|Wrecked Ship (Left)]]) (to open green doors and defeat MB1)&lt;br /&gt;
*1 [[Power Bomb]] Pack ([[List of Power Bombs#Brinstar 1|Red Brinstar Elevator (Lower)]]) (to open orange doors)&lt;br /&gt;
&lt;br /&gt;
== Discussion of Route ==&lt;br /&gt;
&lt;br /&gt;
This category is too new to have a well-defined route. Here are some brief notes.&lt;br /&gt;
&lt;br /&gt;
The former preferred method for killing the Zebetites requires taking damage from a Rinka every missile. This requires 220 energy. Reserve health could be used, but this currently suggests collecting 2+1 Energy+Reserve tanks. The new preferred method only requires taking two hits from rinkas total (40 damage), so this would be compatible with 1+2 Energy+Reserve tanks.&lt;br /&gt;
&lt;br /&gt;
The R-mode clip to Botwoon requires having more Reserve Tanks than Energy Tanks. With 2+1 Tanks, this means having 0+1 Tanks at this point in time. Thus, the Terminator Energy Tank should be skipped and the Brinstar Reserve Tank should be collected.&lt;br /&gt;
&lt;br /&gt;
In order to escape from Draygon, you can either backdoor Wrecked Ship or exit via the sand halls. If the former option is chosen, then the Moat Missile need not be collected. It would also mean Spore Spawn Supers should be taken instead so that both Super Packs are available before Draygon. If the latter option is chosen, then the [[Evir]] dboost in [[West Sand Hall]] as done in [[12%]] is required.&lt;br /&gt;
&lt;br /&gt;
Given the restriction on Tanks for Botwoon, it would be considerably easier to fight Ridley after handling Draygon.&lt;br /&gt;
&lt;br /&gt;
Kraid needs to be handled before Ridley. Varia Suit is helpful for Maridia, but is not strictly required. However, it would be unrealistic to do Maridia without varia with 0+1 tanks. Not only would the spikes in colosseum be a concern, but the crab required for Jesuswalk would deal more than 100 damage without varia. Thus, Kraid should be fought before Draygon. &lt;br /&gt;
&lt;br /&gt;
This gives the following possible general routes:&lt;br /&gt;
&lt;br /&gt;
*KDPR:  Moat Missile is skipped.&lt;br /&gt;
*PDKR:  Moat Missile is taken, X-Ray is collected and then Red Tower is climbed again, and escape from Draygon is done out the bottom. This would also be the suggested route if you wanted to skip G-moding into Maridia by going through Forgotten Highway:  Then, X-Ray should be collected before going to Phantoon.&lt;br /&gt;
*DKRP:  Same as PDKR, but horizontal bomb jump over Moat Missile.&lt;br /&gt;
*KPDR (current WR route):  Same as PDKR, but Varia is taken to help with Phantoon and Maridia. Also in the G-mode-less route, this would be the same as PDKR but collecting Varia for safety.&lt;br /&gt;
*PKDR:  Same as PDKR, but Varia is taken to help with Maridia. This may potentially be faster than KPDR, but not by a ton since both have to do some backtracking before Maridia.&lt;br /&gt;
*KRDP:  This route is more viable if 1+2 Energy+Reserve Tanks are preferred. Norfair Reserve is collected as the second Reserve Tank. Varia and X-Ray are collected, everything is taken care of down, and then Red Tower is climbed to G-mode into Maridia.&lt;br /&gt;
&lt;br /&gt;
The fastest route is most likely to be either KPDR, PKDR, or KRDP.&lt;br /&gt;
&lt;br /&gt;
== PAL vs NTSC ==&lt;br /&gt;
&lt;br /&gt;
On the PAL version, jump height while underwater is higher. This allows climbing up the left side of Mt. Everest to set up Jesuswalk without using any underwater walljumps.&lt;br /&gt;
&lt;br /&gt;
On NTSC, it is not so simple. Instead, a harder version of L+R Walljumping must be used to get up to the door. Thus, NTSC is much harder due to this one room.&lt;br /&gt;
&lt;br /&gt;
Additionally, Jesuswalk and 10 missile zebetite kill were originally easier to normalize on PAL, but consistent setups have since been found for both on NTSC.&lt;br /&gt;
&lt;br /&gt;
The first known streamed or single-segment completions of this category have been on the PAL version, but the current WR uses NTSC.&lt;br /&gt;
&lt;br /&gt;
A segmented &amp;quot;proof of concept&amp;quot; RTA completion was done on NTSC, minimizing the use of L+R. This was technically the first completion of this category. This can be found [https://vimeo.com/showcase/8997023 here].&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[https://www.twitch.tv/videos/2666984089 Jesuswalk tutorial]&lt;br /&gt;
*[https://youtu.be/yw9E4xyOgNc PAL Jesuswalk setup]&lt;br /&gt;
*[https://www.twitch.tv/videos/2661631766 West Sand Hall evir projectile boost tutorial]&lt;br /&gt;
*[https://www.youtube.com/watch?v=UgRXg2eio0A&amp;amp;list=PLPBDrgeZOI--wGEigQaw_l9MmtszTDgAG&amp;amp;index=3 Reverse Colosseum strats]&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9734</id>
		<title>King's Low% Difficulty Tier List</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9734"/>
				<updated>2026-02-07T06:33:34Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: /* Difficulty Tier List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I got bored, so now I'm ranking every low% category in terms of difficulty including ones that haven't been completed. This will include every category of 14%, 13%, 12% (will exclude most theoretical categories), 11%, 4%, and 0%. Anything with brackets [ ] means it hasn't been completed RTA. Also, accounting for use of L+R walljumping is tricky because it can significantly alter the difficulty ranking. For example, 13% PbPb would be lower difficulty than 11% glitched if L+R is used. I didn't really rank the difficulty of walljumps no L+R in 14% GrappleChargeless. I also ignored UWJ no L+R in 14% xSpring and xGrapple because they're optional for getting out of G4 if you don't wanna grind for metroid pb drops.&lt;br /&gt;
&lt;br /&gt;
*Note, 13% PbPb and 13% IcePb are the only completed categories (to the best of my knowledge) that I'd put in S tier difficulty. GCC's puzzles are no higher than C tier. Kona challenge is B tier. Blindfolded is A tier. S tier runs are TAS-only runs becoming a reality RTA.&lt;br /&gt;
&lt;br /&gt;
=Difficulty Tier List=&lt;br /&gt;
All categories are listed in order of decreasing difficulty from top to bottom even within each tier&lt;br /&gt;
==ABSOLUTE UNTOUCHABLE GOD TIER==&lt;br /&gt;
[13% Speed TAS]&lt;br /&gt;
*Underwater walljumps (UWJ) no L+R, 3f-perfect everest slopespark + 3f double knockback from a puyo to generate slopespark on flat ground to avoid L+R, colosseum shortcharge isn't even known to be humanly possible. This is at least as hard as getting the everest slopespark twice in a row. For a bit of context, bobbob (the only person to ever execute this slopespark in a run) told me his success rate was 1 in 20. So 1/20*1/20 = 1 in 400 chance of bob completing this category. Not counting the colosseum shortcharge, which isn't known to be humanly possible yet&lt;br /&gt;
&lt;br /&gt;
==S+ Tier==&lt;br /&gt;
[13% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb underflow. A combination of the things that make 13% PbPb and 13% IcePb so hard&lt;br /&gt;
[14% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb flashsuit @ Draygon. Only slightly easier than the 13% SpeedPb&lt;br /&gt;
[[13% PbPb]] (Particularly without L+R)&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, underflow&lt;br /&gt;
[14% xSpeed] (if the really bs way to do it no L+R is done)&lt;br /&gt;
*Bluesuit -&amp;gt; gmode maridia entry -&amp;gt; rmode conversion to yellowsuit (frame perfect) -&amp;gt; first try Jesuswalk (much more precise than normal with a sparksuit) -&amp;gt; superjump bluesuit conversion. Left side UWJ no L+R is required on NTSC. On PAL, this would probably be at the top of A tier or the bottom of S tier. Tbh this category is basically a somewhat nerfed 13% speed TAS if done on NTSC.&lt;br /&gt;
&lt;br /&gt;
==S Tier==&lt;br /&gt;
[11% Pb] (Theoretical glitched category to supersede 12%)&lt;br /&gt;
*Gravityless door skips (very hard), complex OoB navigation, 10pb underflow&lt;br /&gt;
[14% GrapplePb]&lt;br /&gt;
*UWJ no L+R, Botwoon cf clip and use charge for Botwoon fight, 10pb flashsuit @ Draygon&lt;br /&gt;
[[13% xPb]]&lt;br /&gt;
*Jesuswalk, 10pb bluesuit generation (very precise rmode setup), 10pb underflow. This is the hardest category that I myself have ever completed in this entire game&lt;br /&gt;
[[13% IcePb]]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJB, 10pb underflow&lt;br /&gt;
[14% IcePb]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJC, 10pb flashsuit @ Draygon&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
[[14% Grapplebooster]]&lt;br /&gt;
*Without L+R, requires UWJ, grapple-bomb-jump-jumps, slopespark using a door, and spikesuit in colosseum using a weird glitch with grapple and bombs. With L+R and turbo (like I did cuz I was lazy), this would be towards the top of B tier&lt;br /&gt;
[[14% xSpring]]&lt;br /&gt;
*Jesuswalk Mt. Everest and West Sand Hall, need to do a weird double springball jump using bombs to get out of springball room, need to do a weird double springball jump using a bomb and reserves draining to get past halfie room, 10 missile zebs&lt;br /&gt;
[[14% SuperChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, Botwoon hallway cf clip then farm mocktroids and puyos for a 3% to get enough ammo to fight Botwoon without missing any ammo, underflow (harder on PAL). This is the hardest 14% that I myself have ever done&lt;br /&gt;
[[14% Gravboots]]&lt;br /&gt;
*Probably easier than some others on this list, but it requires a trick that might be 3f perfect and not much is known about this, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
[[14% Pb-Pb]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, multiple elevator cf suits (including one to carry all the way to zebs for zeb skip), botwoon cf clip&lt;br /&gt;
[[14% GrappleChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, elevator cf suit, underflow (harder on PAL), tbh I'm ignoring the difficulty of UWJ if no L+R is used, which would make this category even harder (likely A tier).&lt;br /&gt;
[[13% xCharge]] (Low% L+R on the board)&lt;br /&gt;
*Jesuswalk, 10 missile zebs, optional evir particle dboost, similar in difficulty to 12% but I might say this is technically slightly harder&lt;br /&gt;
[[12%]] xCharge (Standard 12% on the main board)&lt;br /&gt;
*Complex OoB navigation, evir particle dboost in West Sand Hall, xray zeb skip, maybe technically slightly easier than 13% xCharge but this is more of a pain due to OoB shenanigans&lt;br /&gt;
[[14% xPb]]&lt;br /&gt;
*10pb bluesuit generation using rmode in at least 3 instances (the one before Botwoon to avoid L+R is a very precise setup), one of which must be carried all the way to tourian for zeb skip&lt;br /&gt;
[[14% xChargeless]]&lt;br /&gt;
*Underflow, rmode botwoon hallway clip, maridia navigation no ice, gravity, or hi jump, evir particle dboost in West Sand Hall leaving Maridia&lt;br /&gt;
[[14% xAmmo]]&lt;br /&gt;
*Jesuswalk, Maridia no ice, gravity, or hi jump. Dumb worthless obsolete category :)&lt;br /&gt;
[[14% xSpeed]] (with L+R as previous runs have done)&lt;br /&gt;
*Rmode botwoon clip, colosseum on the way out is tough (not unique to this category), evir particle dboost in West Sand Hall leaving Maridia (if left by going down) or horizontal infinite bomb jump (diagonal bomb jumps) in cac alley (if going through forgotten highway)&lt;br /&gt;
[[14% xGrapple]]&lt;br /&gt;
*10 missile zebs, UWJ no L+R out of G4 or grind for metroid pb drops&lt;br /&gt;
[[14% xBoots]]&lt;br /&gt;
*Halfie room and colosseum no L+R, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
[[14% Chargelice]]&lt;br /&gt;
*Underflow, Main St. + Mt. Everest with ice and no hi jump, maridia with no gravity or hi jump&lt;br /&gt;
[[14% Iceboost]]&lt;br /&gt;
*Varia blue + navigate all of maridia up to post-dray save in one go&lt;br /&gt;
[[0%]]&lt;br /&gt;
*I forgor, but it wasn't terrible, I promise! There is some complex OoB navigation including a segment that's helpful to have a metronome for, but I didn't think it was as complex as 12%. It also requires off-screen bomb jumps&lt;br /&gt;
[[14% Speedboots]]&lt;br /&gt;
*Slopespark to get through botwoon hallway, halfie room and colosseum no L+R, which are actually kinda tricky&lt;br /&gt;
[12% GravCharge]&lt;br /&gt;
*Botwoon hallway OoB entry (not quite figured out yet), 10 missile zebs&lt;br /&gt;
[[14% GravPb]]&lt;br /&gt;
*Botwoon hallway cf clip with 10 pbs, 10 missile zebs&lt;br /&gt;
[[14% xGravity]]&lt;br /&gt;
*Rmode botwoon clip, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
[[14% Chargeless]]&lt;br /&gt;
*Elevator cf suit (double frame perfect), botwoon w/o charge (3 supers + 1 missile or 10 missiles extra), underflow (frame perfect). Trust me, this is harder than low% ice and it doesn't matter that ridley and mb are free. This is coming from someone who has somewhat optimized both categories and as someone who tried to learn this 10 years ago cuz I couldn't do the boss fights and I was much further away from figuring out chargeless.&lt;br /&gt;
[[14% xIce]]&lt;br /&gt;
*Mt. Everest ice and no hi jump, suitless Draygon fight&lt;br /&gt;
[[14% Iceboots]]&lt;br /&gt;
*Main St. and Mt. Everest with ice and hi jump, suitless Draygon fight (easier on PAL), UWJ no L+R (easy) to get out of precious room&lt;br /&gt;
[[14% Speed]]&lt;br /&gt;
*Just Ridley and MB but slightly longer than ice&lt;br /&gt;
[[14% Ice]]&lt;br /&gt;
*Just Ridley and MB&lt;br /&gt;
[[4%]]&lt;br /&gt;
*Basically a few doorskips and xray hall and that's it. Not super complicated OoB movement&lt;br /&gt;
&lt;br /&gt;
=Fun Tier List=&lt;br /&gt;
==S Tier==&lt;br /&gt;
14% Ice and 14% Speed&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
14% Iceboots, 14% X-Ice, 14% Chargeless, 0%, and 14% Icebooster&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
4%, 14% xGravity, [12% GravCharge], 14% Speedboots, and 14% Chargelice&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
14% xSpeed (with L+R as previous runs have done), 14% xChargeless, 12% xCharge, and 13% xCharge&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
14% GravPb, 14% xBoots, 14% xGrapple, 14% xPb, and 14% GravBoots&lt;br /&gt;
&lt;br /&gt;
==F Tier==&lt;br /&gt;
14% xAmmo, 14% GrappleChargeless, 14% PbPb, 14% SuperChargeless, 14% xSpring, 14% GrappleBooster, [14% IcePb], 13% IcePb, 13% xPb, [14% GrapplePb], [11% Pb (Theoretical glitched category to supersede 12%)], 14% xSpeed (no L+R), 13% PbPb, [14% SpeedPb], and [13% SpeedPb]&lt;br /&gt;
&lt;br /&gt;
==FFFFFFFFF Tier==&lt;br /&gt;
[13% Speed TAS]&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9733</id>
		<title>King's Low% Difficulty Tier List</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9733"/>
				<updated>2026-02-07T06:27:12Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: /* B Tier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I got bored, so now I'm ranking every low% category in terms of difficulty including ones that haven't been completed. This will include every category of 14%, 13%, 12% (will exclude most theoretical categories), 11%, 4%, and 0%. Anything with brackets [ ] means it hasn't been completed RTA. Also, accounting for use of L+R walljumping is tricky because it can significantly alter the difficulty ranking. For example, 13% PbPb would be lower difficulty than 11% glitched if L+R is used. I didn't really rank the difficulty of walljumps no L+R in 14% GrappleChargeless. I also ignored UWJ no L+R in 14% xSpring and xGrapple because they're optional for getting out of G4 if you don't wanna grind for metroid pb drops.&lt;br /&gt;
&lt;br /&gt;
*Note, 13% PbPb and 13% IcePb are the only completed categories (to the best of my knowledge) that I'd put in S tier difficulty. GCC's puzzles are no higher than C tier. Kona challenge is B tier. Blindfolded is A tier. S tier runs are TAS-only runs becoming a reality RTA.&lt;br /&gt;
&lt;br /&gt;
=Difficulty Tier List=&lt;br /&gt;
==ABSOLUTE UNTOUCHABLE GOD TIER==&lt;br /&gt;
[13% Speed TAS]&lt;br /&gt;
*Underwater walljumps (UWJ) no L+R, 3f-perfect everest slopespark + 3f double knockback from a puyo to generate slopespark on flat ground to avoid L+R, colosseum shortcharge isn't even known to be humanly possible. This is at least as hard as getting the everest slopespark twice in a row. For a bit of context, bobbob (the only person to ever execute this slopespark in a run) told me his success rate was 1 in 20. So 1/20*1/20 = 1 in 400 chance of bob completing this category. Not counting the colosseum shortcharge, which isn't known to be humanly possible yet&lt;br /&gt;
&lt;br /&gt;
==S+ Tier==&lt;br /&gt;
[13% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb underflow. A combination of the things that make 13% PbPb and 13% IcePb so hard&lt;br /&gt;
[14% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb flashsuit @ Draygon. Only slightly easier than the 13% SpeedPb&lt;br /&gt;
[[13% PbPb]] (Particularly without L+R)&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, underflow&lt;br /&gt;
[14% xSpeed] (if the really bs way to do it no L+R is done)&lt;br /&gt;
*Bluesuit -&amp;gt; gmode maridia entry -&amp;gt; rmode conversion to yellowsuit (frame perfect) -&amp;gt; first try Jesuswalk (much more precise than normal with a sparksuit) -&amp;gt; superjump bluesuit conversion. Left side UWJ no L+R is required on NTSC. On PAL, this would probably be at the top of A tier or the bottom of S tier. Tbh this category is basically a somewhat nerfed 13% speed TAS if done on NTSC.&lt;br /&gt;
&lt;br /&gt;
==S Tier==&lt;br /&gt;
[11% Pb] (Theoretical glitched category to supersede 12%)&lt;br /&gt;
*Gravityless door skips (very hard), complex OoB navigation, 10pb underflow&lt;br /&gt;
[14% GrapplePb]&lt;br /&gt;
*UWJ no L+R, Botwoon cf clip and use charge for Botwoon fight, 10pb flashsuit @ Draygon&lt;br /&gt;
[[13% xPb]]&lt;br /&gt;
*Jesuswalk, 10pb bluesuit generation (very precise rmode setup), 10pb underflow. This is the hardest category that I myself have ever completed in this entire game&lt;br /&gt;
[[13% IcePb]]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJB, 10pb underflow&lt;br /&gt;
[14% IcePb]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJC, 10pb flashsuit @ Draygon&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
[[14% Grapplebooster]]&lt;br /&gt;
*Without L+R, requires UWJ, grapple-bomb-jump-jumps, slopespark using a door, and spikesuit in colosseum using a weird glitch with grapple and bombs. With L+R and turbo (like I did cuz I was lazy), this would be towards the top of B tier&lt;br /&gt;
[[14% xSpring]]&lt;br /&gt;
*Jesuswalk Mt. Everest and West Sand Hall, need to do a weird double springball jump using bombs to get out of springball room, need to do a weird double springball jump using a bomb and reserves draining to get past halfie room, 10 missile zebs&lt;br /&gt;
[[14% SuperChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, Botwoon hallway cf clip then farm mocktroids and puyos for a 3% to get enough ammo to fight Botwoon without missing any ammo, underflow (harder on PAL). This is the hardest 14% that I myself have ever done&lt;br /&gt;
[[14% Gravboots]]&lt;br /&gt;
*Probably easier than some others on this list, but it requires a trick that might be 3f perfect and not much is known about this, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
[[14% Pb-Pb]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, multiple elevator cf suits (including one to carry all the way to zebs for zeb skip), botwoon cf clip&lt;br /&gt;
[[14% GrappleChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, elevator cf suit, underflow (harder on PAL), tbh I'm ignoring the difficulty of UWJ if no L+R is used, which would make this category even harder (likely A tier).&lt;br /&gt;
[[13% xCharge]] (Low% L+R on the board)&lt;br /&gt;
*Jesuswalk, 10 missile zebs, optional evir particle dboost, similar in difficulty to 12% but I might say this is technically slightly harder&lt;br /&gt;
[[12%]] xCharge (Standard 12% on the main board)&lt;br /&gt;
*Complex OoB navigation, evir particle dboost in West Sand Hall, xray zeb skip, maybe technically slightly easier than 13% xCharge but this is more of a pain due to OoB shenanigans&lt;br /&gt;
[[14% xPb]]&lt;br /&gt;
*10pb bluesuit generation using rmode in at least 3 instances (the one before Botwoon to avoid L+R is a very precise setup), one of which must be carried all the way to tourian for zeb skip&lt;br /&gt;
[[14% xChargeless]]&lt;br /&gt;
*Underflow, rmode botwoon hallway clip, maridia navigation no ice, gravity, or hi jump, evir particle dboost in West Sand Hall leaving Maridia&lt;br /&gt;
[[14% xAmmo]]&lt;br /&gt;
*Jesuswalk, Maridia no ice, gravity, or hi jump. Dumb worthless obsolete category :)&lt;br /&gt;
[[14% xSpeed]] (with L+R as previous runs have done)&lt;br /&gt;
*Rmode botwoon clip, colosseum on the way out is tough (not unique to this category), evir particle dboost in West Sand Hall leaving Maridia (if left by going down) or horizontal infinite bomb jump (diagonal bomb jumps) in cac alley (if going through forgotten highway)&lt;br /&gt;
[[14% xGrapple]]&lt;br /&gt;
*10 missile zebs, UWJ no L+R out of G4 or grind for metroid pb drops&lt;br /&gt;
[[14% xBoots]]&lt;br /&gt;
*Halfie room and colosseum no L+R, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
[[14% Chargelice]]&lt;br /&gt;
*Underflow, Main St. + Mt. Everest with ice and no hi jump, maridia with no gravity or hi jump&lt;br /&gt;
[[14% Iceboost]]&lt;br /&gt;
*Varia blue + navigate all of maridia up to post-dray save in one go&lt;br /&gt;
[[0%]]&lt;br /&gt;
*I forgor, but it wasn't terrible, I promise! There is some complex OoB navigation including a segment that's helpful to have a metronome for, but I didn't think it was as complex as 12%. It also requires off-screen bomb jumps&lt;br /&gt;
[[14% Speedboots]]&lt;br /&gt;
*Slopespark to get through botwoon hallway, halfie room and colosseum no L+R, which are actually kinda tricky&lt;br /&gt;
[12% GravCharge]&lt;br /&gt;
*Botwoon hallway OoB entry (not quite figured out yet), 10 missile zebs&lt;br /&gt;
[[14% GravPb]]&lt;br /&gt;
*Botwoon hallway cf clip with 10 pbs, 10 missile zebs&lt;br /&gt;
[[14% xGravity]]&lt;br /&gt;
*Rmode botwoon clip, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
[[14% Chargeless]]&lt;br /&gt;
*Elevator cf suit (double frame perfect), botwoon w/o charge (3 supers + 1 missile or 10 missiles extra), underflow (frame perfect). Trust me, this is harder than low% ice and it doesn't matter that ridley and mb are free. This is coming from someone who has somewhat optimized both categories and as someone who tried to learn this 10 years ago cuz I couldn't do the boss fights and I was much further away from figuring out chargeless.&lt;br /&gt;
[[14% xIce]]&lt;br /&gt;
*Mt. Everest ice and no hi jump, suitless Draygon fight&lt;br /&gt;
[[14% Iceboots]]&lt;br /&gt;
*Main St. and Mt. Everest with ice and hi jump, suitless Draygon fight (easier on PAL), UWJ no L+R (easy) to get out of precious room&lt;br /&gt;
[[14% Speed]]&lt;br /&gt;
*Just Ridley and MB but slightly longer than ice&lt;br /&gt;
[[14% Ice]]&lt;br /&gt;
*Just Ridley and MB&lt;br /&gt;
[[4%]]&lt;br /&gt;
*Basically a few doorskips and xray hall and that's it. Not super complicated OoB movement&lt;br /&gt;
&lt;br /&gt;
=Fun Tier List=&lt;br /&gt;
==S Tier==&lt;br /&gt;
14% Ice and 14% Speed&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
14% Iceboots, 14% X-Ice, 14% Chargeless, 0%, and 14% Icebooster&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
4%, 14% xGravity, [12% GravCharge], 14% Speedboots, and 14% Chargelice&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
14% xSpeed (with L+R as previous runs have done), 14% xChargeless, 12% xCharge, and 13% xCharge&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
14% GravPb, 14% xBoots, 14% xGrapple, 14% xPb, and 14% GravBoots&lt;br /&gt;
&lt;br /&gt;
==F Tier==&lt;br /&gt;
14% xAmmo, 14% GrappleChargeless, 14% PbPb, 14% SuperChargeless, 14% xSpring, 14% GrappleBooster, [14% IcePb], 13% IcePb, 13% xPb, [14% GrapplePb], [11% Pb (Theoretical glitched category to supersede 12%)], 14% xSpeed (no L+R), 13% PbPb, [14% SpeedPb], and [13% SpeedPb]&lt;br /&gt;
&lt;br /&gt;
==FFFFFFFFF Tier==&lt;br /&gt;
[13% Speed TAS]&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9732</id>
		<title>King's Low% Difficulty Tier List</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9732"/>
				<updated>2026-02-07T06:26:09Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: /* C Tier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I got bored, so now I'm ranking every low% category in terms of difficulty including ones that haven't been completed. This will include every category of 14%, 13%, 12% (will exclude most theoretical categories), 11%, 4%, and 0%. Anything with brackets [ ] means it hasn't been completed RTA. Also, accounting for use of L+R walljumping is tricky because it can significantly alter the difficulty ranking. For example, 13% PbPb would be lower difficulty than 11% glitched if L+R is used. I didn't really rank the difficulty of walljumps no L+R in 14% GrappleChargeless. I also ignored UWJ no L+R in 14% xSpring and xGrapple because they're optional for getting out of G4 if you don't wanna grind for metroid pb drops.&lt;br /&gt;
&lt;br /&gt;
*Note, 13% PbPb and 13% IcePb are the only completed categories (to the best of my knowledge) that I'd put in S tier difficulty. GCC's puzzles are no higher than C tier. Kona challenge is B tier. Blindfolded is A tier. S tier runs are TAS-only runs becoming a reality RTA.&lt;br /&gt;
&lt;br /&gt;
=Difficulty Tier List=&lt;br /&gt;
==ABSOLUTE UNTOUCHABLE GOD TIER==&lt;br /&gt;
[13% Speed TAS]&lt;br /&gt;
*Underwater walljumps (UWJ) no L+R, 3f-perfect everest slopespark + 3f double knockback from a puyo to generate slopespark on flat ground to avoid L+R, colosseum shortcharge isn't even known to be humanly possible. This is at least as hard as getting the everest slopespark twice in a row. For a bit of context, bobbob (the only person to ever execute this slopespark in a run) told me his success rate was 1 in 20. So 1/20*1/20 = 1 in 400 chance of bob completing this category. Not counting the colosseum shortcharge, which isn't known to be humanly possible yet&lt;br /&gt;
&lt;br /&gt;
==S+ Tier==&lt;br /&gt;
[13% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb underflow. A combination of the things that make 13% PbPb and 13% IcePb so hard&lt;br /&gt;
[14% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb flashsuit @ Draygon. Only slightly easier than the 13% SpeedPb&lt;br /&gt;
[[13% PbPb]] (Particularly without L+R)&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, underflow&lt;br /&gt;
[14% xSpeed] (if the really bs way to do it no L+R is done)&lt;br /&gt;
*Bluesuit -&amp;gt; gmode maridia entry -&amp;gt; rmode conversion to yellowsuit (frame perfect) -&amp;gt; first try Jesuswalk (much more precise than normal with a sparksuit) -&amp;gt; superjump bluesuit conversion. Left side UWJ no L+R is required on NTSC. On PAL, this would probably be at the top of A tier or the bottom of S tier. Tbh this category is basically a somewhat nerfed 13% speed TAS if done on NTSC.&lt;br /&gt;
&lt;br /&gt;
==S Tier==&lt;br /&gt;
[11% Pb] (Theoretical glitched category to supersede 12%)&lt;br /&gt;
*Gravityless door skips (very hard), complex OoB navigation, 10pb underflow&lt;br /&gt;
[14% GrapplePb]&lt;br /&gt;
*UWJ no L+R, Botwoon cf clip and use charge for Botwoon fight, 10pb flashsuit @ Draygon&lt;br /&gt;
[[13% xPb]]&lt;br /&gt;
*Jesuswalk, 10pb bluesuit generation (very precise rmode setup), 10pb underflow. This is the hardest category that I myself have ever completed in this entire game&lt;br /&gt;
[[13% IcePb]]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJB, 10pb underflow&lt;br /&gt;
[14% IcePb]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJC, 10pb flashsuit @ Draygon&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
[[14% Grapplebooster]]&lt;br /&gt;
*Without L+R, requires UWJ, grapple-bomb-jump-jumps, slopespark using a door, and spikesuit in colosseum using a weird glitch with grapple and bombs. With L+R and turbo (like I did cuz I was lazy), this would be towards the top of B tier&lt;br /&gt;
[[14% xSpring]]&lt;br /&gt;
*Jesuswalk Mt. Everest and West Sand Hall, need to do a weird double springball jump using bombs to get out of springball room, need to do a weird double springball jump using a bomb and reserves draining to get past halfie room, 10 missile zebs&lt;br /&gt;
[[14% SuperChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, Botwoon hallway cf clip then farm mocktroids and puyos for a 3% to get enough ammo to fight Botwoon without missing any ammo, underflow (harder on PAL). This is the hardest 14% that I myself have ever done&lt;br /&gt;
[[14% Gravboots]]&lt;br /&gt;
*Probably easier than some others on this list, but it requires a trick that might be 3f perfect and not much is known about this, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
[[14% Pb-Pb]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, multiple elevator cf suits (including one to carry all the way to zebs for zeb skip), botwoon cf clip&lt;br /&gt;
[[14% GrappleChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, elevator cf suit, underflow (harder on PAL), tbh I'm ignoring the difficulty of UWJ if no L+R is used, which would make this category even harder (likely A tier).&lt;br /&gt;
[[13% xCharge]] (Low% L+R on the board)&lt;br /&gt;
*Jesuswalk, 10 missile zebs, optional evir particle dboost, similar in difficulty to 12% but I might say this is technically slightly harder&lt;br /&gt;
[[12%]] xCharge (Standard 12% on the main board)&lt;br /&gt;
*Complex OoB navigation, evir particle dboost in West Sand Hall, xray zeb skip, maybe technically slightly easier than 13% xCharge but this is more of a pain due to OoB shenanigans&lt;br /&gt;
[[14% xPb]]&lt;br /&gt;
*10pb bluesuit generation using rmode in at least 3 instances (the one before Botwoon to avoid L+R is a very precise setup), one of which must be carried all the way to tourian for zeb skip&lt;br /&gt;
[[14% xChargeless]]&lt;br /&gt;
*Underflow, rmode botwoon hallway clip, maridia navigation no ice, gravity, or hi jump, evir particle dboost in West Sand Hall leaving Maridia&lt;br /&gt;
[[14% xAmmo]]&lt;br /&gt;
*Jesuswalk, Maridia no ice, gravity, or hi jump&lt;br /&gt;
[[14% xSpeed]] (with L+R as previous runs have done)&lt;br /&gt;
*Rmode botwoon clip, colosseum on the way out is tough (not unique to this category), evir particle dboost in West Sand Hall leaving Maridia (if left by going down) or horizontal infinite bomb jump (diagonal bomb jumps) in cac alley (if going through forgotten highway)&lt;br /&gt;
[[14% xGrapple]]&lt;br /&gt;
*10 missile zebs, UWJ no L+R out of G4 or grind for metroid pb drops&lt;br /&gt;
[[14% xBoots]]&lt;br /&gt;
*Halfie room and colosseum no L+R, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
[[14% Chargelice]]&lt;br /&gt;
*Underflow, Main St. + Mt. Everest with ice and no hi jump, maridia with no gravity or hi jump&lt;br /&gt;
[[14% Iceboost]]&lt;br /&gt;
*Varia blue + navigate all of maridia up to post-dray save in one go&lt;br /&gt;
[[0%]]&lt;br /&gt;
*I forgor, but it wasn't terrible, I promise! There is some complex OoB navigation including a segment that's helpful to have a metronome for, but I didn't think it was as complex as 12%. It also requires off-screen bomb jumps&lt;br /&gt;
[[14% Speedboots]]&lt;br /&gt;
*Slopespark to get through botwoon hallway, halfie room and colosseum no L+R, which are actually kinda tricky&lt;br /&gt;
[12% GravCharge]&lt;br /&gt;
*Botwoon hallway OoB entry (not quite figured out yet), 10 missile zebs&lt;br /&gt;
[[14% GravPb]]&lt;br /&gt;
*Botwoon hallway cf clip with 10 pbs, 10 missile zebs&lt;br /&gt;
[[14% xGravity]]&lt;br /&gt;
*Rmode botwoon clip, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
[[14% Chargeless]]&lt;br /&gt;
*Elevator cf suit (double frame perfect), botwoon w/o charge (3 supers + 1 missile or 10 missiles extra), underflow (frame perfect). Trust me, this is harder than low% ice and it doesn't matter that ridley and mb are free. This is coming from someone who has somewhat optimized both categories and as someone who tried to learn this 10 years ago cuz I couldn't do the boss fights and I was much further away from figuring out chargeless.&lt;br /&gt;
[[14% xIce]]&lt;br /&gt;
*Mt. Everest ice and no hi jump, suitless Draygon fight&lt;br /&gt;
[[14% Iceboots]]&lt;br /&gt;
*Main St. and Mt. Everest with ice and hi jump, suitless Draygon fight (easier on PAL), UWJ no L+R (easy) to get out of precious room&lt;br /&gt;
[[14% Speed]]&lt;br /&gt;
*Just Ridley and MB but slightly longer than ice&lt;br /&gt;
[[14% Ice]]&lt;br /&gt;
*Just Ridley and MB&lt;br /&gt;
[[4%]]&lt;br /&gt;
*Basically a few doorskips and xray hall and that's it. Not super complicated OoB movement&lt;br /&gt;
&lt;br /&gt;
=Fun Tier List=&lt;br /&gt;
==S Tier==&lt;br /&gt;
14% Ice and 14% Speed&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
14% Iceboots, 14% X-Ice, 14% Chargeless, 0%, and 14% Icebooster&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
4%, 14% xGravity, [12% GravCharge], 14% Speedboots, and 14% Chargelice&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
14% xSpeed (with L+R as previous runs have done), 14% xChargeless, 12% xCharge, and 13% xCharge&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
14% GravPb, 14% xBoots, 14% xGrapple, 14% xPb, and 14% GravBoots&lt;br /&gt;
&lt;br /&gt;
==F Tier==&lt;br /&gt;
14% xAmmo, 14% GrappleChargeless, 14% PbPb, 14% SuperChargeless, 14% xSpring, 14% GrappleBooster, [14% IcePb], 13% IcePb, 13% xPb, [14% GrapplePb], [11% Pb (Theoretical glitched category to supersede 12%)], 14% xSpeed (no L+R), 13% PbPb, [14% SpeedPb], and [13% SpeedPb]&lt;br /&gt;
&lt;br /&gt;
==FFFFFFFFF Tier==&lt;br /&gt;
[13% Speed TAS]&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9731</id>
		<title>King's Low% Difficulty Tier List</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9731"/>
				<updated>2026-02-07T06:09:21Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: /* D Tier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I got bored, so now I'm ranking every low% category in terms of difficulty including ones that haven't been completed. This will include every category of 14%, 13%, 12% (will exclude most theoretical categories), 11%, 4%, and 0%. Anything with brackets [ ] means it hasn't been completed RTA. Also, accounting for use of L+R walljumping is tricky because it can significantly alter the difficulty ranking. For example, 13% PbPb would be lower difficulty than 11% glitched if L+R is used. I didn't really rank the difficulty of walljumps no L+R in 14% GrappleChargeless. I also ignored UWJ no L+R in 14% xSpring and xGrapple because they're optional for getting out of G4 if you don't wanna grind for metroid pb drops.&lt;br /&gt;
&lt;br /&gt;
*Note, 13% PbPb and 13% IcePb are the only completed categories (to the best of my knowledge) that I'd put in S tier difficulty. GCC's puzzles are no higher than C tier. Kona challenge is B tier. Blindfolded is A tier. S tier runs are TAS-only runs becoming a reality RTA.&lt;br /&gt;
&lt;br /&gt;
=Difficulty Tier List=&lt;br /&gt;
==ABSOLUTE UNTOUCHABLE GOD TIER==&lt;br /&gt;
[13% Speed TAS]&lt;br /&gt;
*Underwater walljumps (UWJ) no L+R, 3f-perfect everest slopespark + 3f double knockback from a puyo to generate slopespark on flat ground to avoid L+R, colosseum shortcharge isn't even known to be humanly possible. This is at least as hard as getting the everest slopespark twice in a row. For a bit of context, bobbob (the only person to ever execute this slopespark in a run) told me his success rate was 1 in 20. So 1/20*1/20 = 1 in 400 chance of bob completing this category. Not counting the colosseum shortcharge, which isn't known to be humanly possible yet&lt;br /&gt;
&lt;br /&gt;
==S+ Tier==&lt;br /&gt;
[13% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb underflow. A combination of the things that make 13% PbPb and 13% IcePb so hard&lt;br /&gt;
[14% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb flashsuit @ Draygon. Only slightly easier than the 13% SpeedPb&lt;br /&gt;
[[13% PbPb]] (Particularly without L+R)&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, underflow&lt;br /&gt;
[14% xSpeed] (if the really bs way to do it no L+R is done)&lt;br /&gt;
*Bluesuit -&amp;gt; gmode maridia entry -&amp;gt; rmode conversion to yellowsuit (frame perfect) -&amp;gt; first try Jesuswalk (much more precise than normal with a sparksuit) -&amp;gt; superjump bluesuit conversion. Left side UWJ no L+R is required on NTSC. On PAL, this would probably be at the top of A tier or the bottom of S tier. Tbh this category is basically a somewhat nerfed 13% speed TAS if done on NTSC.&lt;br /&gt;
&lt;br /&gt;
==S Tier==&lt;br /&gt;
[11% Pb] (Theoretical glitched category to supersede 12%)&lt;br /&gt;
*Gravityless door skips (very hard), complex OoB navigation, 10pb underflow&lt;br /&gt;
[14% GrapplePb]&lt;br /&gt;
*UWJ no L+R, Botwoon cf clip and use charge for Botwoon fight, 10pb flashsuit @ Draygon&lt;br /&gt;
[[13% xPb]]&lt;br /&gt;
*Jesuswalk, 10pb bluesuit generation (very precise rmode setup), 10pb underflow. This is the hardest category that I myself have ever completed in this entire game&lt;br /&gt;
[[13% IcePb]]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJB, 10pb underflow&lt;br /&gt;
[14% IcePb]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJC, 10pb flashsuit @ Draygon&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
[[14% Grapplebooster]]&lt;br /&gt;
*Without L+R, requires UWJ, grapple-bomb-jump-jumps, slopespark using a door, and spikesuit in colosseum using a weird glitch with grapple and bombs. With L+R and turbo (like I did cuz I was lazy), this would be towards the top of B tier&lt;br /&gt;
[[14% xSpring]]&lt;br /&gt;
*Jesuswalk Mt. Everest and West Sand Hall, need to do a weird double springball jump using bombs to get out of springball room, need to do a weird double springball jump using a bomb and reserves draining to get past halfie room, 10 missile zebs&lt;br /&gt;
[[14% SuperChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, Botwoon hallway cf clip then farm mocktroids and puyos for a 3% to get enough ammo to fight Botwoon without missing any ammo, underflow (harder on PAL). This is the hardest 14% that I myself have ever done&lt;br /&gt;
[[14% Gravboots]]&lt;br /&gt;
*Probably easier than some others on this list, but it requires a trick that might be 3f perfect and not much is known about this, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
[[14% Pb-Pb]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, multiple elevator cf suits (including one to carry all the way to zebs for zeb skip), botwoon cf clip&lt;br /&gt;
[[14% GrappleChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, elevator cf suit, underflow (harder on PAL), tbh I'm ignoring the difficulty of UWJ if no L+R is used, which would make this category even harder (likely A tier).&lt;br /&gt;
[[13% xCharge]] (Low% L+R on the board)&lt;br /&gt;
*Jesuswalk, 10 missile zebs, optional evir particle dboost, similar in difficulty to 12% but I might say this is technically slightly harder&lt;br /&gt;
[[12%]] xCharge (Standard 12% on the main board)&lt;br /&gt;
*Complex OoB navigation, evir particle dboost in West Sand Hall, xray zeb skip, maybe technically slightly easier than 13% xCharge but this is more of a pain due to OoB shenanigans&lt;br /&gt;
[[14% xPb]]&lt;br /&gt;
*10pb bluesuit generation using rmode in at least 3 instances (the one before Botwoon to avoid L+R is a very precise setup), one of which must be carried all the way to tourian for zeb skip&lt;br /&gt;
[[14% xChargeless]]&lt;br /&gt;
*Underflow, rmode botwoon hallway clip, maridia navigation no ice, gravity, or hi jump, evir particle dboost in West Sand Hall leaving Maridia&lt;br /&gt;
[[14% xAmmo]]&lt;br /&gt;
*Jesuswalk, Maridia no ice, gravity, or hi jump&lt;br /&gt;
[[14% xSpeed]] (with L+R as previous runs have done)&lt;br /&gt;
*Rmode botwoon clip, colosseum on the way out is tough (not unique to this category), evir particle dboost in West Sand Hall leaving Maridia (if left by going down) or horizontal infinite bomb jump (diagonal bomb jumps) in cac alley (if going through forgotten highway)&lt;br /&gt;
[[14% xGrapple]]&lt;br /&gt;
*10 missile zebs, UWJ no L+R out of G4 or grind for metroid pb drops&lt;br /&gt;
[[14% xBoots]]&lt;br /&gt;
*Halfie room and colosseum no L+R, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
[[14% Chargelice]]&lt;br /&gt;
*Underflow, Main St. + Mt. Everest with ice and no hi jump, maridia with no gravity or hi jump&lt;br /&gt;
[[14% Iceboost]]&lt;br /&gt;
*Varia blue + navigate all of maridia up to post-dray save in one go&lt;br /&gt;
[[0%]]&lt;br /&gt;
*I forgor, but it wasn't that bad I promise! There is some complex OoB navigation including a segment that's helpful to have a metronome for, but I didn't think it was as complex as 12%. I think it also requires off-screen bomb jumps&lt;br /&gt;
[[14% Speedboots]]&lt;br /&gt;
*Slopespark to get through botwoon hallway, halfie room and colosseum no L+R&lt;br /&gt;
[12% GravCharge]&lt;br /&gt;
*Botwoon hallway OoB entry (not quite figured out yet), 10 missile zebs&lt;br /&gt;
[[14% GravPb]]&lt;br /&gt;
*Botwoon hallway cf clip with 10 pbs, 10 missile zebs&lt;br /&gt;
[[14% xGravity]]&lt;br /&gt;
*Rmode botwoon clip, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
[[14% Chargeless]]&lt;br /&gt;
*Elevator cf suit (double frame perfect), botwoon w/o charge (3 supers + 1 missile or 10 missiles extra), underflow (frame perfect). Trust me, this is harder than low% ice and it doesn't matter that ridley and mb are free. This is coming from someone who has somewhat optimized both categories and as someone who tried to learn this 10 years ago cuz I couldn't do the boss fights and I was much further away from figuring out chargeless.&lt;br /&gt;
[[14% xIce]]&lt;br /&gt;
*Mt. Everest ice and no hi jump, suitless Draygon fight&lt;br /&gt;
[[14% Iceboots]]&lt;br /&gt;
*Main St. and Mt. Everest with ice and hi jump, suitless Draygon fight (easier on PAL), UWJ no L+R (easy) to get out of precious room&lt;br /&gt;
[[14% Speed]]&lt;br /&gt;
*Just Ridley and MB but slightly longer than ice&lt;br /&gt;
[[14% Ice]]&lt;br /&gt;
*Just Ridley and MB&lt;br /&gt;
[[4%]]&lt;br /&gt;
*Basically a few doorskips and xray hall and that's it. Not super complicated OoB movement&lt;br /&gt;
&lt;br /&gt;
=Fun Tier List=&lt;br /&gt;
==S Tier==&lt;br /&gt;
14% Ice and 14% Speed&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
14% Iceboots, 14% X-Ice, 14% Chargeless, 0%, and 14% Icebooster&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
4%, 14% xGravity, [12% GravCharge], 14% Speedboots, and 14% Chargelice&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
14% xSpeed (with L+R as previous runs have done), 14% xChargeless, 12% xCharge, and 13% xCharge&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
14% GravPb, 14% xBoots, 14% xGrapple, 14% xPb, and 14% GravBoots&lt;br /&gt;
&lt;br /&gt;
==F Tier==&lt;br /&gt;
14% xAmmo, 14% GrappleChargeless, 14% PbPb, 14% SuperChargeless, 14% xSpring, 14% GrappleBooster, [14% IcePb], 13% IcePb, 13% xPb, [14% GrapplePb], [11% Pb (Theoretical glitched category to supersede 12%)], 14% xSpeed (no L+R), 13% PbPb, [14% SpeedPb], and [13% SpeedPb]&lt;br /&gt;
&lt;br /&gt;
==FFFFFFFFF Tier==&lt;br /&gt;
[13% Speed TAS]&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9730</id>
		<title>King's Low% Difficulty Tier List</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9730"/>
				<updated>2026-02-07T06:08:31Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: /* D Tier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I got bored, so now I'm ranking every low% category in terms of difficulty including ones that haven't been completed. This will include every category of 14%, 13%, 12% (will exclude most theoretical categories), 11%, 4%, and 0%. Anything with brackets [ ] means it hasn't been completed RTA. Also, accounting for use of L+R walljumping is tricky because it can significantly alter the difficulty ranking. For example, 13% PbPb would be lower difficulty than 11% glitched if L+R is used. I didn't really rank the difficulty of walljumps no L+R in 14% GrappleChargeless. I also ignored UWJ no L+R in 14% xSpring and xGrapple because they're optional for getting out of G4 if you don't wanna grind for metroid pb drops.&lt;br /&gt;
&lt;br /&gt;
*Note, 13% PbPb and 13% IcePb are the only completed categories (to the best of my knowledge) that I'd put in S tier difficulty. GCC's puzzles are no higher than C tier. Kona challenge is B tier. Blindfolded is A tier. S tier runs are TAS-only runs becoming a reality RTA.&lt;br /&gt;
&lt;br /&gt;
=Difficulty Tier List=&lt;br /&gt;
==ABSOLUTE UNTOUCHABLE GOD TIER==&lt;br /&gt;
[13% Speed TAS]&lt;br /&gt;
*Underwater walljumps (UWJ) no L+R, 3f-perfect everest slopespark + 3f double knockback from a puyo to generate slopespark on flat ground to avoid L+R, colosseum shortcharge isn't even known to be humanly possible. This is at least as hard as getting the everest slopespark twice in a row. For a bit of context, bobbob (the only person to ever execute this slopespark in a run) told me his success rate was 1 in 20. So 1/20*1/20 = 1 in 400 chance of bob completing this category. Not counting the colosseum shortcharge, which isn't known to be humanly possible yet&lt;br /&gt;
&lt;br /&gt;
==S+ Tier==&lt;br /&gt;
[13% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb underflow. A combination of the things that make 13% PbPb and 13% IcePb so hard&lt;br /&gt;
[14% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb flashsuit @ Draygon. Only slightly easier than the 13% SpeedPb&lt;br /&gt;
[[13% PbPb]] (Particularly without L+R)&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, underflow&lt;br /&gt;
[14% xSpeed] (if the really bs way to do it no L+R is done)&lt;br /&gt;
*Bluesuit -&amp;gt; gmode maridia entry -&amp;gt; rmode conversion to yellowsuit (frame perfect) -&amp;gt; first try Jesuswalk (much more precise than normal with a sparksuit) -&amp;gt; superjump bluesuit conversion. Left side UWJ no L+R is required on NTSC. On PAL, this would probably be at the top of A tier or the bottom of S tier. Tbh this category is basically a somewhat nerfed 13% speed TAS if done on NTSC.&lt;br /&gt;
&lt;br /&gt;
==S Tier==&lt;br /&gt;
[11% Pb] (Theoretical glitched category to supersede 12%)&lt;br /&gt;
*Gravityless door skips (very hard), complex OoB navigation, 10pb underflow&lt;br /&gt;
[14% GrapplePb]&lt;br /&gt;
*UWJ no L+R, Botwoon cf clip and use charge for Botwoon fight, 10pb flashsuit @ Draygon&lt;br /&gt;
[[13% xPb]]&lt;br /&gt;
*Jesuswalk, 10pb bluesuit generation (very precise rmode setup), 10pb underflow. This is the hardest category that I myself have ever completed in this entire game&lt;br /&gt;
[[13% IcePb]]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJB, 10pb underflow&lt;br /&gt;
[14% IcePb]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJC, 10pb flashsuit @ Draygon&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
[[14% Grapplebooster]]&lt;br /&gt;
*Without L+R, requires UWJ, grapple-bomb-jump-jumps, slopespark using a door, and spikesuit in colosseum using a weird glitch with grapple and bombs. With L+R and turbo (like I did cuz I was lazy), this would be towards the top of B tier&lt;br /&gt;
[[14% xSpring]]&lt;br /&gt;
*Jesuswalk Mt. Everest and West Sand Hall, need to do a weird double springball jump using bombs to get out of springball room, need to do a weird double springball jump using a bomb and reserves draining to get past halfie room, 10 missile zebs&lt;br /&gt;
[[14% SuperChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, Botwoon hallway cf clip then farm mocktroids and puyos for a 3% to get enough ammo to fight Botwoon without missing any ammo, underflow (harder on PAL). This is the hardest 14% that I myself have ever done&lt;br /&gt;
[[14% Gravboots]]&lt;br /&gt;
*Probably easier than some others on this list, but it requires a trick that might be 3f perfect and not much is known about this, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
[[14% Pb-Pb]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, multiple elevator cf suits (including one to carry all the way to zebs for zeb skip), botwoon cf clip&lt;br /&gt;
[[14% GrappleChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, elevator cf suit, underflow (harder on PAL), tbh I'm ignoring the difficulty of UWJ if no L+R is used, which would make this category even harder (likely A tier).&lt;br /&gt;
[[13% xCharge]] (Low% L+R on the board)&lt;br /&gt;
*Jesuswalk, 10 missile zebs, optional evir particle dboost, similar in difficulty to 12% but I might say this is technically slightly harder&lt;br /&gt;
[[12%]] xCharge (Standard 12% on the main board)&lt;br /&gt;
*Complex OoB navigation, evir particle dboost in West Sand Hall, xray zeb skip, maybe technically slightly easier than 13% xCharge but this is more of a pain due to OoB shenanigans&lt;br /&gt;
[[14% xPb]]&lt;br /&gt;
*10pb bluesuit generation using rmode in at least 3 instances (the one before Botwoon to avoid L+R is a very precise setup), one of which must be carried all the way to tourian for zeb skip&lt;br /&gt;
[[14% xChargeless]]&lt;br /&gt;
*Underflow, rmode botwoon hallway clip, maridia navigation no ice, gravity, or hi jump, evir particle dboost in West Sand Hall leaving Maridia&lt;br /&gt;
[[14% xAmmo]]&lt;br /&gt;
*Jesuswalk, Maridia no ice, gravity, or hi jump&lt;br /&gt;
[[14% xSpeed]] (with L+R as previous runs have done)&lt;br /&gt;
*Rmode botwoon clip, colosseum on the way out is tough (not unique to this category), evir particle dboost in West Sand Hall leaving Maridia (if left by going down) or horizontal infinite bomb jump (diagonal bomb jumps) in cac alley (if going through forgotten highway)&lt;br /&gt;
[[14% xGrapple]]&lt;br /&gt;
*10 missile zebs, UWJ no L+R out of G4 or grind for metroid pb drops&lt;br /&gt;
[[14% xBoots]]&lt;br /&gt;
*Halfie room and colosseum no L+R, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
[[14% Chargelice]]&lt;br /&gt;
*Underflow, Main St. + Mt. Everest with ice and no hi jump, maridia with no gravity or hi jump&lt;br /&gt;
[[14% Iceboost]]&lt;br /&gt;
*Varia blue + navigate all of maridia up to post-dray save in one go&lt;br /&gt;
[[0%]]&lt;br /&gt;
*I forgor, but it wasn't that bad I promise! There is some complex OoB navigation including a segment that's helpful to have a metronome for, but I didn't think it was as complex as 12%. I think it also requires off-screen bomb jumps&lt;br /&gt;
[[14% Speedboots]]&lt;br /&gt;
*Slopespark to get through botwoon hallway, halfie room and colosseum no L+R&lt;br /&gt;
[12% GravCharge]&lt;br /&gt;
*Botwoon hallway OoB entry (not quite figured out yet), 10 missile zebs&lt;br /&gt;
[[14% GravPb]]&lt;br /&gt;
*Botwoon hallway cf clip with 10 pbs, 10 missile zebs&lt;br /&gt;
[[14% xGravity]]&lt;br /&gt;
*Rmode botwoon clip, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
[[14% Chargeless]]&lt;br /&gt;
*Elevator cf suit (double frame perfect), botwoon w/o charge, underflow (frame perfect). Trust me, this is harder than low% ice and it doesn't matter that ridley and mb are free. This is coming from someone who has somewhat optimized both categories and as someone who tried to learn this 10 years ago cuz I couldn't do the boss fights and I was much further away from figuring out chargeless.&lt;br /&gt;
[[14% xIce]]&lt;br /&gt;
*Mt. Everest ice and no hi jump, suitless Draygon fight&lt;br /&gt;
[[14% Iceboots]]&lt;br /&gt;
*Main St. and Mt. Everest with ice and hi jump, suitless Draygon fight (easier on PAL), UWJ no L+R (easy) to get out of precious room&lt;br /&gt;
[[14% Speed]]&lt;br /&gt;
*Just Ridley and MB but slightly longer than ice&lt;br /&gt;
[[14% Ice]]&lt;br /&gt;
*Just Ridley and MB&lt;br /&gt;
[[4%]]&lt;br /&gt;
*Basically a few doorskips and xray hall and that's it. Not super complicated OoB movement&lt;br /&gt;
&lt;br /&gt;
=Fun Tier List=&lt;br /&gt;
==S Tier==&lt;br /&gt;
14% Ice and 14% Speed&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
14% Iceboots, 14% X-Ice, 14% Chargeless, 0%, and 14% Icebooster&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
4%, 14% xGravity, [12% GravCharge], 14% Speedboots, and 14% Chargelice&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
14% xSpeed (with L+R as previous runs have done), 14% xChargeless, 12% xCharge, and 13% xCharge&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
14% GravPb, 14% xBoots, 14% xGrapple, 14% xPb, and 14% GravBoots&lt;br /&gt;
&lt;br /&gt;
==F Tier==&lt;br /&gt;
14% xAmmo, 14% GrappleChargeless, 14% PbPb, 14% SuperChargeless, 14% xSpring, 14% GrappleBooster, [14% IcePb], 13% IcePb, 13% xPb, [14% GrapplePb], [11% Pb (Theoretical glitched category to supersede 12%)], 14% xSpeed (no L+R), 13% PbPb, [14% SpeedPb], and [13% SpeedPb]&lt;br /&gt;
&lt;br /&gt;
==FFFFFFFFF Tier==&lt;br /&gt;
[13% Speed TAS]&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9729</id>
		<title>King's Low% Difficulty Tier List</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9729"/>
				<updated>2026-02-07T06:05:28Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: /* D Tier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I got bored, so now I'm ranking every low% category in terms of difficulty including ones that haven't been completed. This will include every category of 14%, 13%, 12% (will exclude most theoretical categories), 11%, 4%, and 0%. Anything with brackets [ ] means it hasn't been completed RTA. Also, accounting for use of L+R walljumping is tricky because it can significantly alter the difficulty ranking. For example, 13% PbPb would be lower difficulty than 11% glitched if L+R is used. I didn't really rank the difficulty of walljumps no L+R in 14% GrappleChargeless. I also ignored UWJ no L+R in 14% xSpring and xGrapple because they're optional for getting out of G4 if you don't wanna grind for metroid pb drops.&lt;br /&gt;
&lt;br /&gt;
*Note, 13% PbPb and 13% IcePb are the only completed categories (to the best of my knowledge) that I'd put in S tier difficulty. GCC's puzzles are no higher than C tier. Kona challenge is B tier. Blindfolded is A tier. S tier runs are TAS-only runs becoming a reality RTA.&lt;br /&gt;
&lt;br /&gt;
=Difficulty Tier List=&lt;br /&gt;
==ABSOLUTE UNTOUCHABLE GOD TIER==&lt;br /&gt;
[13% Speed TAS]&lt;br /&gt;
*Underwater walljumps (UWJ) no L+R, 3f-perfect everest slopespark + 3f double knockback from a puyo to generate slopespark on flat ground to avoid L+R, colosseum shortcharge isn't even known to be humanly possible. This is at least as hard as getting the everest slopespark twice in a row. For a bit of context, bobbob (the only person to ever execute this slopespark in a run) told me his success rate was 1 in 20. So 1/20*1/20 = 1 in 400 chance of bob completing this category. Not counting the colosseum shortcharge, which isn't known to be humanly possible yet&lt;br /&gt;
&lt;br /&gt;
==S+ Tier==&lt;br /&gt;
[13% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb underflow. A combination of the things that make 13% PbPb and 13% IcePb so hard&lt;br /&gt;
[14% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb flashsuit @ Draygon. Only slightly easier than the 13% SpeedPb&lt;br /&gt;
[[13% PbPb]] (Particularly without L+R)&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, underflow&lt;br /&gt;
[14% xSpeed] (if the really bs way to do it no L+R is done)&lt;br /&gt;
*Bluesuit -&amp;gt; gmode maridia entry -&amp;gt; rmode conversion to yellowsuit (frame perfect) -&amp;gt; first try Jesuswalk (much more precise than normal with a sparksuit) -&amp;gt; superjump bluesuit conversion. Left side UWJ no L+R is required on NTSC. On PAL, this would probably be at the top of A tier or the bottom of S tier. Tbh this category is basically a somewhat nerfed 13% speed TAS if done on NTSC.&lt;br /&gt;
&lt;br /&gt;
==S Tier==&lt;br /&gt;
[11% Pb] (Theoretical glitched category to supersede 12%)&lt;br /&gt;
*Gravityless door skips (very hard), complex OoB navigation, 10pb underflow&lt;br /&gt;
[14% GrapplePb]&lt;br /&gt;
*UWJ no L+R, Botwoon cf clip and use charge for Botwoon fight, 10pb flashsuit @ Draygon&lt;br /&gt;
[[13% xPb]]&lt;br /&gt;
*Jesuswalk, 10pb bluesuit generation (very precise rmode setup), 10pb underflow. This is the hardest category that I myself have ever completed in this entire game&lt;br /&gt;
[[13% IcePb]]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJB, 10pb underflow&lt;br /&gt;
[14% IcePb]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJC, 10pb flashsuit @ Draygon&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
[[14% Grapplebooster]]&lt;br /&gt;
*Without L+R, requires UWJ, grapple-bomb-jump-jumps, slopespark using a door, and spikesuit in colosseum using a weird glitch with grapple and bombs. With L+R and turbo (like I did cuz I was lazy), this would be towards the top of B tier&lt;br /&gt;
[[14% xSpring]]&lt;br /&gt;
*Jesuswalk Mt. Everest and West Sand Hall, need to do a weird double springball jump using bombs to get out of springball room, need to do a weird double springball jump using a bomb and reserves draining to get past halfie room, 10 missile zebs&lt;br /&gt;
[[14% SuperChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, Botwoon hallway cf clip then farm mocktroids and puyos for a 3% to get enough ammo to fight Botwoon without missing any ammo, underflow (harder on PAL). This is the hardest 14% that I myself have ever done&lt;br /&gt;
[[14% Gravboots]]&lt;br /&gt;
*Probably easier than some others on this list, but it requires a trick that might be 3f perfect and not much is known about this, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
[[14% Pb-Pb]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, multiple elevator cf suits (including one to carry all the way to zebs for zeb skip), botwoon cf clip&lt;br /&gt;
[[14% GrappleChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, elevator cf suit, underflow (harder on PAL), tbh I'm ignoring the difficulty of UWJ if no L+R is used, which would make this category even harder (likely A tier).&lt;br /&gt;
[[13% xCharge]] (Low% L+R on the board)&lt;br /&gt;
*Jesuswalk, 10 missile zebs, optional evir particle dboost, similar in difficulty to 12% but I might say this is technically slightly harder&lt;br /&gt;
[[12%]] xCharge (Standard 12% on the main board)&lt;br /&gt;
*Complex OoB navigation, evir particle dboost in West Sand Hall, xray zeb skip, maybe technically slightly easier than 13% xCharge but this is more of a pain due to OoB shenanigans&lt;br /&gt;
[[14% xPb]]&lt;br /&gt;
*10pb bluesuit generation using rmode in at least 3 instances (the one before Botwoon to avoid L+R is a very precise setup), one of which must be carried all the way to tourian for zeb skip&lt;br /&gt;
[[14% xChargeless]]&lt;br /&gt;
*Underflow, rmode botwoon hallway clip, maridia navigation no ice, gravity, or hi jump, evir particle dboost in West Sand Hall leaving Maridia&lt;br /&gt;
[[14% xAmmo]]&lt;br /&gt;
*Jesuswalk, Maridia no ice, gravity, or hi jump&lt;br /&gt;
[[14% xSpeed]] (with L+R as previous runs have done)&lt;br /&gt;
*Rmode botwoon clip, colosseum on the way out is tough (not unique to this category), evir particle dboost in West Sand Hall leaving Maridia (if left by going down) or horizontal infinite bomb jump (diagonal bomb jumps) in cac alley (if going through forgotten highway)&lt;br /&gt;
[[14% xGrapple]]&lt;br /&gt;
*10 missile zebs, UWJ no L+R out of G4 or grind for metroid pb drops&lt;br /&gt;
[[14% xBoots]]&lt;br /&gt;
*Halfie room and colosseum no L+R, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
[[14% Chargelice]]&lt;br /&gt;
*Underflow, Main St. + Mt. Everest with ice and no hi jump, maridia with no gravity or hi jump&lt;br /&gt;
[[14% Iceboost]]&lt;br /&gt;
*Varia blue + navigate all of maridia up to post-dray save in one go&lt;br /&gt;
[[0%]]&lt;br /&gt;
*I forgor, but it wasn't that bad I promise! There is some complex OoB navigation including a segment that's helpful to have a metronome for, but I didn't think it was as complex as 12%. I think it also requires off-screen bomb jumps&lt;br /&gt;
[[14% Speedboots]]&lt;br /&gt;
*Slopespark to get through botwoon hallway, halfie room and colosseum no L+R&lt;br /&gt;
[12% GravCharge]&lt;br /&gt;
*Botwoon hallway OoB entry (not quite figured out yet), 10 missile zebs&lt;br /&gt;
[[14% GravPb]]&lt;br /&gt;
*Botwoon hallway cf clip with 10 pbs, 10 missile zebs&lt;br /&gt;
[[14% xGravity]]&lt;br /&gt;
*Rmode botwoon clip, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
[[14% Chargeless]]&lt;br /&gt;
*Elevator cf suit, botwoon w/o charge, underflow. Trust me, this is harder than low% ice and it doesn't matter that ridley and mb are free. This is coming from someone who has somewhat optimized both categories and as someone who tried to learn this 10 years ago cuz I couldn't do the boss fights and I was much further away from figuring out chargeless.&lt;br /&gt;
[[14% xIce]]&lt;br /&gt;
*Mt. Everest ice and no hi jump, suitless Draygon fight&lt;br /&gt;
[[14% Iceboots]]&lt;br /&gt;
*Main St. and Mt. Everest with ice and hi jump, suitless Draygon fight (easier on PAL), UWJ no L+R (easy) to get out of precious room&lt;br /&gt;
[[14% Speed]]&lt;br /&gt;
*Just Ridley and MB but slightly longer than ice&lt;br /&gt;
[[14% Ice]]&lt;br /&gt;
*Just Ridley and MB&lt;br /&gt;
[[4%]]&lt;br /&gt;
*Basically a few doorskips and xray hall and that's it. Not super complicated OoB movement&lt;br /&gt;
&lt;br /&gt;
=Fun Tier List=&lt;br /&gt;
==S Tier==&lt;br /&gt;
14% Ice and 14% Speed&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
14% Iceboots, 14% X-Ice, 14% Chargeless, 0%, and 14% Icebooster&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
4%, 14% xGravity, [12% GravCharge], 14% Speedboots, and 14% Chargelice&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
14% xSpeed (with L+R as previous runs have done), 14% xChargeless, 12% xCharge, and 13% xCharge&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
14% GravPb, 14% xBoots, 14% xGrapple, 14% xPb, and 14% GravBoots&lt;br /&gt;
&lt;br /&gt;
==F Tier==&lt;br /&gt;
14% xAmmo, 14% GrappleChargeless, 14% PbPb, 14% SuperChargeless, 14% xSpring, 14% GrappleBooster, [14% IcePb], 13% IcePb, 13% xPb, [14% GrapplePb], [11% Pb (Theoretical glitched category to supersede 12%)], 14% xSpeed (no L+R), 13% PbPb, [14% SpeedPb], and [13% SpeedPb]&lt;br /&gt;
&lt;br /&gt;
==FFFFFFFFF Tier==&lt;br /&gt;
[13% Speed TAS]&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9728</id>
		<title>King's Low% Difficulty Tier List</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9728"/>
				<updated>2026-02-07T05:29:26Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: /* S+ Tier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I got bored, so now I'm ranking every low% category in terms of difficulty including ones that haven't been completed. This will include every category of 14%, 13%, 12% (will exclude most theoretical categories), 11%, 4%, and 0%. Anything with brackets [ ] means it hasn't been completed RTA. Also, accounting for use of L+R walljumping is tricky because it can significantly alter the difficulty ranking. For example, 13% PbPb would be lower difficulty than 11% glitched if L+R is used. I didn't really rank the difficulty of walljumps no L+R in 14% GrappleChargeless. I also ignored UWJ no L+R in 14% xSpring and xGrapple because they're optional for getting out of G4 if you don't wanna grind for metroid pb drops.&lt;br /&gt;
&lt;br /&gt;
*Note, 13% PbPb and 13% IcePb are the only completed categories (to the best of my knowledge) that I'd put in S tier difficulty. GCC's puzzles are no higher than C tier. Kona challenge is B tier. Blindfolded is A tier. S tier runs are TAS-only runs becoming a reality RTA.&lt;br /&gt;
&lt;br /&gt;
=Difficulty Tier List=&lt;br /&gt;
==ABSOLUTE UNTOUCHABLE GOD TIER==&lt;br /&gt;
[13% Speed TAS]&lt;br /&gt;
*Underwater walljumps (UWJ) no L+R, 3f-perfect everest slopespark + 3f double knockback from a puyo to generate slopespark on flat ground to avoid L+R, colosseum shortcharge isn't even known to be humanly possible. This is at least as hard as getting the everest slopespark twice in a row. For a bit of context, bobbob (the only person to ever execute this slopespark in a run) told me his success rate was 1 in 20. So 1/20*1/20 = 1 in 400 chance of bob completing this category. Not counting the colosseum shortcharge, which isn't known to be humanly possible yet&lt;br /&gt;
&lt;br /&gt;
==S+ Tier==&lt;br /&gt;
[13% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb underflow. A combination of the things that make 13% PbPb and 13% IcePb so hard&lt;br /&gt;
[14% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb flashsuit @ Draygon. Only slightly easier than the 13% SpeedPb&lt;br /&gt;
[[13% PbPb]] (Particularly without L+R)&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, underflow&lt;br /&gt;
[14% xSpeed] (if the really bs way to do it no L+R is done)&lt;br /&gt;
*Bluesuit -&amp;gt; gmode maridia entry -&amp;gt; rmode conversion to yellowsuit (frame perfect) -&amp;gt; first try Jesuswalk (much more precise than normal with a sparksuit) -&amp;gt; superjump bluesuit conversion. Left side UWJ no L+R is required on NTSC. On PAL, this would probably be at the top of A tier or the bottom of S tier. Tbh this category is basically a somewhat nerfed 13% speed TAS if done on NTSC.&lt;br /&gt;
&lt;br /&gt;
==S Tier==&lt;br /&gt;
[11% Pb] (Theoretical glitched category to supersede 12%)&lt;br /&gt;
*Gravityless door skips (very hard), complex OoB navigation, 10pb underflow&lt;br /&gt;
[14% GrapplePb]&lt;br /&gt;
*UWJ no L+R, Botwoon cf clip and use charge for Botwoon fight, 10pb flashsuit @ Draygon&lt;br /&gt;
[[13% xPb]]&lt;br /&gt;
*Jesuswalk, 10pb bluesuit generation (very precise rmode setup), 10pb underflow. This is the hardest category that I myself have ever completed in this entire game&lt;br /&gt;
[[13% IcePb]]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJB, 10pb underflow&lt;br /&gt;
[14% IcePb]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJC, 10pb flashsuit @ Draygon&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
[[14% Grapplebooster]]&lt;br /&gt;
*Without L+R, requires UWJ, grapple-bomb-jump-jumps, slopespark using a door, and spikesuit in colosseum using a weird glitch with grapple and bombs. With L+R and turbo (like I did cuz I was lazy), this would be towards the top of B tier&lt;br /&gt;
[[14% xSpring]]&lt;br /&gt;
*Jesuswalk Mt. Everest and West Sand Hall, need to do a weird double springball jump using bombs to get out of springball room, need to do a weird double springball jump using a bomb and reserves draining to get past halfie room, 10 missile zebs&lt;br /&gt;
[[14% SuperChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, Botwoon hallway cf clip then farm mocktroids and puyos for a 3% to get enough ammo to fight Botwoon without missing any ammo, underflow (harder on PAL). This is the hardest 14% that I myself have ever done&lt;br /&gt;
[[14% Gravboots]]&lt;br /&gt;
*Probably easier than some others on this list, but it requires a trick that might be 3f perfect and not much is known about this, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
[[14% Pb-Pb]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, multiple elevator cf suits (including one to carry all the way to zebs for zeb skip), botwoon cf clip&lt;br /&gt;
[[14% GrappleChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, elevator cf suit, underflow (harder on PAL), tbh I'm ignoring the difficulty of UWJ if no L+R is used, which would make this category even harder (likely A tier).&lt;br /&gt;
[[13% xCharge]] (Low% L+R on the board)&lt;br /&gt;
*Jesuswalk, 10 missile zebs, optional evir particle dboost, similar in difficulty to 12% but I might say this is technically slightly harder&lt;br /&gt;
[[12%]] xCharge (Standard 12% on the main board)&lt;br /&gt;
*Complex OoB navigation, evir particle dboost in West Sand Hall, xray zeb skip, maybe technically slightly easier than 13% xCharge but this is more of a pain due to OoB shenanigans&lt;br /&gt;
[[14% xPb]]&lt;br /&gt;
*10pb bluesuit generation using rmode in at least 3 instances (the one before Botwoon to avoid L+R is a very precise setup), one of which must be carried all the way to tourian for zeb skip&lt;br /&gt;
[[14% xChargeless]]&lt;br /&gt;
*Underflow, rmode botwoon hallway clip, maridia navigation no ice, gravity, or hi jump, evir particle dboost in West Sand Hall leaving Maridia&lt;br /&gt;
[[14% xAmmo]]&lt;br /&gt;
*Jesuswalk, Maridia no ice, gravity, or hi jump&lt;br /&gt;
[[14% xSpeed]] (with L+R as previous runs have done)&lt;br /&gt;
*Rmode botwoon clip, colosseum on the way out is tough (not unique to this category), evir particle dboost in West Sand Hall leaving Maridia (if left by going down) or horizontal infinite bomb jump (diagonal bomb jumps) in cac alley (if going through forgotten highway)&lt;br /&gt;
[[14% xGrapple]]&lt;br /&gt;
*10 missile zebs, UWJ no L+R out of G4 or grind for metroid pb drops&lt;br /&gt;
[[14% xBoots]]&lt;br /&gt;
*Halfie room and colosseum no L+R, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
[[14% Chargelice]]&lt;br /&gt;
*Underflow, Main St. + Mt. Everest with ice and no hi jump, maridia with no gravity or hi jump&lt;br /&gt;
[[14% Iceboost]]&lt;br /&gt;
*Varia blue + navigate all of maridia up to post-dray save in one go&lt;br /&gt;
[[0%]]&lt;br /&gt;
*I forgor, but it wasn't that bad I promise! There is some complex OoB navigation including a segment that's helpful to have a metronome for, but I didn't think it was as complex as 12%. I think it also requires off-screen bomb jumps&lt;br /&gt;
[[14% Speedboots]]&lt;br /&gt;
*Slopespark to get through botwoon hallway, halfie room and colosseum no L+R&lt;br /&gt;
[12% GravCharge]&lt;br /&gt;
*Botwoon hallway OoB entry (not quite figured out yet), 10 missile zebs&lt;br /&gt;
[[14% GravPb]]&lt;br /&gt;
*Botwoon hallway cf clip with 10 pbs, 10 missile zebs&lt;br /&gt;
[[14% xGravity]]&lt;br /&gt;
*Rmode botwoon clip, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
[[14% Chargeless]]&lt;br /&gt;
*Elevator cf suit, botwoon w/o charge, underflow&lt;br /&gt;
[[14% xIce]]&lt;br /&gt;
*Mt. Everest ice and no hi jump, suitless Draygon fight&lt;br /&gt;
[[14% Iceboots]]&lt;br /&gt;
*Main St. and Mt. Everest with ice and hi jump, suitless Draygon fight (easier on PAL), UWJ no L+R (easy) to get out of precious room&lt;br /&gt;
[[14% Speed]]&lt;br /&gt;
*Just Ridley and MB but slightly longer than ice&lt;br /&gt;
[[14% Ice]]&lt;br /&gt;
*Just Ridley and MB&lt;br /&gt;
[[4%]]&lt;br /&gt;
*Basically a few doorskips and xray hall and that's it. Not super complicated OoB movement&lt;br /&gt;
&lt;br /&gt;
=Fun Tier List=&lt;br /&gt;
==S Tier==&lt;br /&gt;
14% Ice and 14% Speed&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
14% Iceboots, 14% X-Ice, 14% Chargeless, 0%, and 14% Icebooster&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
4%, 14% xGravity, [12% GravCharge], 14% Speedboots, and 14% Chargelice&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
14% xSpeed (with L+R as previous runs have done), 14% xChargeless, 12% xCharge, and 13% xCharge&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
14% GravPb, 14% xBoots, 14% xGrapple, 14% xPb, and 14% GravBoots&lt;br /&gt;
&lt;br /&gt;
==F Tier==&lt;br /&gt;
14% xAmmo, 14% GrappleChargeless, 14% PbPb, 14% SuperChargeless, 14% xSpring, 14% GrappleBooster, [14% IcePb], 13% IcePb, 13% xPb, [14% GrapplePb], [11% Pb (Theoretical glitched category to supersede 12%)], 14% xSpeed (no L+R), 13% PbPb, [14% SpeedPb], and [13% SpeedPb]&lt;br /&gt;
&lt;br /&gt;
==FFFFFFFFF Tier==&lt;br /&gt;
[13% Speed TAS]&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9727</id>
		<title>King's Low% Difficulty Tier List</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9727"/>
				<updated>2026-02-07T05:28:40Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: /* F Tier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I got bored, so now I'm ranking every low% category in terms of difficulty including ones that haven't been completed. This will include every category of 14%, 13%, 12% (will exclude most theoretical categories), 11%, 4%, and 0%. Anything with brackets [ ] means it hasn't been completed RTA. Also, accounting for use of L+R walljumping is tricky because it can significantly alter the difficulty ranking. For example, 13% PbPb would be lower difficulty than 11% glitched if L+R is used. I didn't really rank the difficulty of walljumps no L+R in 14% GrappleChargeless. I also ignored UWJ no L+R in 14% xSpring and xGrapple because they're optional for getting out of G4 if you don't wanna grind for metroid pb drops.&lt;br /&gt;
&lt;br /&gt;
*Note, 13% PbPb and 13% IcePb are the only completed categories (to the best of my knowledge) that I'd put in S tier difficulty. GCC's puzzles are no higher than C tier. Kona challenge is B tier. Blindfolded is A tier. S tier runs are TAS-only runs becoming a reality RTA.&lt;br /&gt;
&lt;br /&gt;
=Difficulty Tier List=&lt;br /&gt;
==ABSOLUTE UNTOUCHABLE GOD TIER==&lt;br /&gt;
[13% Speed TAS]&lt;br /&gt;
*Underwater walljumps (UWJ) no L+R, 3f-perfect everest slopespark + 3f double knockback from a puyo to generate slopespark on flat ground to avoid L+R, colosseum shortcharge isn't even known to be humanly possible. This is at least as hard as getting the everest slopespark twice in a row. For a bit of context, bobbob (the only person to ever execute this slopespark in a run) told me his success rate was 1 in 20. So 1/20*1/20 = 1 in 400 chance of bob completing this category. Not counting the colosseum shortcharge, which isn't known to be humanly possible yet&lt;br /&gt;
&lt;br /&gt;
==S+ Tier==&lt;br /&gt;
[13% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb underflow. A combination of the things that make 13% PbPb and 13% IcePb so hard&lt;br /&gt;
[14% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb flashsuit @ Draygon. Only slightly easier than the 13% SpeedPb&lt;br /&gt;
[[13% PbPb]] (Particularly without L+R)&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, underflow&lt;br /&gt;
[14% xSpeed] (if the really bs way to do it no L+R is done)&lt;br /&gt;
*Bluesuit -&amp;gt; gmode maridia entry -&amp;gt; rmode conversion to yellowsuit (frame perfect) -&amp;gt; first try Jesuswalk (much more precise than normal with a sparksuit) -&amp;gt; superjump bluesuit conversion. Left side UWJ no L+R is required on NTSC. On PAL, this would probably be at the top of A tier or the bottom of S tier.&lt;br /&gt;
&lt;br /&gt;
==S Tier==&lt;br /&gt;
[11% Pb] (Theoretical glitched category to supersede 12%)&lt;br /&gt;
*Gravityless door skips (very hard), complex OoB navigation, 10pb underflow&lt;br /&gt;
[14% GrapplePb]&lt;br /&gt;
*UWJ no L+R, Botwoon cf clip and use charge for Botwoon fight, 10pb flashsuit @ Draygon&lt;br /&gt;
[[13% xPb]]&lt;br /&gt;
*Jesuswalk, 10pb bluesuit generation (very precise rmode setup), 10pb underflow. This is the hardest category that I myself have ever completed in this entire game&lt;br /&gt;
[[13% IcePb]]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJB, 10pb underflow&lt;br /&gt;
[14% IcePb]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJC, 10pb flashsuit @ Draygon&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
[[14% Grapplebooster]]&lt;br /&gt;
*Without L+R, requires UWJ, grapple-bomb-jump-jumps, slopespark using a door, and spikesuit in colosseum using a weird glitch with grapple and bombs. With L+R and turbo (like I did cuz I was lazy), this would be towards the top of B tier&lt;br /&gt;
[[14% xSpring]]&lt;br /&gt;
*Jesuswalk Mt. Everest and West Sand Hall, need to do a weird double springball jump using bombs to get out of springball room, need to do a weird double springball jump using a bomb and reserves draining to get past halfie room, 10 missile zebs&lt;br /&gt;
[[14% SuperChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, Botwoon hallway cf clip then farm mocktroids and puyos for a 3% to get enough ammo to fight Botwoon without missing any ammo, underflow (harder on PAL). This is the hardest 14% that I myself have ever done&lt;br /&gt;
[[14% Gravboots]]&lt;br /&gt;
*Probably easier than some others on this list, but it requires a trick that might be 3f perfect and not much is known about this, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
[[14% Pb-Pb]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, multiple elevator cf suits (including one to carry all the way to zebs for zeb skip), botwoon cf clip&lt;br /&gt;
[[14% GrappleChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, elevator cf suit, underflow (harder on PAL), tbh I'm ignoring the difficulty of UWJ if no L+R is used, which would make this category even harder (likely A tier).&lt;br /&gt;
[[13% xCharge]] (Low% L+R on the board)&lt;br /&gt;
*Jesuswalk, 10 missile zebs, optional evir particle dboost, similar in difficulty to 12% but I might say this is technically slightly harder&lt;br /&gt;
[[12%]] xCharge (Standard 12% on the main board)&lt;br /&gt;
*Complex OoB navigation, evir particle dboost in West Sand Hall, xray zeb skip, maybe technically slightly easier than 13% xCharge but this is more of a pain due to OoB shenanigans&lt;br /&gt;
[[14% xPb]]&lt;br /&gt;
*10pb bluesuit generation using rmode in at least 3 instances (the one before Botwoon to avoid L+R is a very precise setup), one of which must be carried all the way to tourian for zeb skip&lt;br /&gt;
[[14% xChargeless]]&lt;br /&gt;
*Underflow, rmode botwoon hallway clip, maridia navigation no ice, gravity, or hi jump, evir particle dboost in West Sand Hall leaving Maridia&lt;br /&gt;
[[14% xAmmo]]&lt;br /&gt;
*Jesuswalk, Maridia no ice, gravity, or hi jump&lt;br /&gt;
[[14% xSpeed]] (with L+R as previous runs have done)&lt;br /&gt;
*Rmode botwoon clip, colosseum on the way out is tough (not unique to this category), evir particle dboost in West Sand Hall leaving Maridia (if left by going down) or horizontal infinite bomb jump (diagonal bomb jumps) in cac alley (if going through forgotten highway)&lt;br /&gt;
[[14% xGrapple]]&lt;br /&gt;
*10 missile zebs, UWJ no L+R out of G4 or grind for metroid pb drops&lt;br /&gt;
[[14% xBoots]]&lt;br /&gt;
*Halfie room and colosseum no L+R, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
[[14% Chargelice]]&lt;br /&gt;
*Underflow, Main St. + Mt. Everest with ice and no hi jump, maridia with no gravity or hi jump&lt;br /&gt;
[[14% Iceboost]]&lt;br /&gt;
*Varia blue + navigate all of maridia up to post-dray save in one go&lt;br /&gt;
[[0%]]&lt;br /&gt;
*I forgor, but it wasn't that bad I promise! There is some complex OoB navigation including a segment that's helpful to have a metronome for, but I didn't think it was as complex as 12%. I think it also requires off-screen bomb jumps&lt;br /&gt;
[[14% Speedboots]]&lt;br /&gt;
*Slopespark to get through botwoon hallway, halfie room and colosseum no L+R&lt;br /&gt;
[12% GravCharge]&lt;br /&gt;
*Botwoon hallway OoB entry (not quite figured out yet), 10 missile zebs&lt;br /&gt;
[[14% GravPb]]&lt;br /&gt;
*Botwoon hallway cf clip with 10 pbs, 10 missile zebs&lt;br /&gt;
[[14% xGravity]]&lt;br /&gt;
*Rmode botwoon clip, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
[[14% Chargeless]]&lt;br /&gt;
*Elevator cf suit, botwoon w/o charge, underflow&lt;br /&gt;
[[14% xIce]]&lt;br /&gt;
*Mt. Everest ice and no hi jump, suitless Draygon fight&lt;br /&gt;
[[14% Iceboots]]&lt;br /&gt;
*Main St. and Mt. Everest with ice and hi jump, suitless Draygon fight (easier on PAL), UWJ no L+R (easy) to get out of precious room&lt;br /&gt;
[[14% Speed]]&lt;br /&gt;
*Just Ridley and MB but slightly longer than ice&lt;br /&gt;
[[14% Ice]]&lt;br /&gt;
*Just Ridley and MB&lt;br /&gt;
[[4%]]&lt;br /&gt;
*Basically a few doorskips and xray hall and that's it. Not super complicated OoB movement&lt;br /&gt;
&lt;br /&gt;
=Fun Tier List=&lt;br /&gt;
==S Tier==&lt;br /&gt;
14% Ice and 14% Speed&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
14% Iceboots, 14% X-Ice, 14% Chargeless, 0%, and 14% Icebooster&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
4%, 14% xGravity, [12% GravCharge], 14% Speedboots, and 14% Chargelice&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
14% xSpeed (with L+R as previous runs have done), 14% xChargeless, 12% xCharge, and 13% xCharge&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
14% GravPb, 14% xBoots, 14% xGrapple, 14% xPb, and 14% GravBoots&lt;br /&gt;
&lt;br /&gt;
==F Tier==&lt;br /&gt;
14% xAmmo, 14% GrappleChargeless, 14% PbPb, 14% SuperChargeless, 14% xSpring, 14% GrappleBooster, [14% IcePb], 13% IcePb, 13% xPb, [14% GrapplePb], [11% Pb (Theoretical glitched category to supersede 12%)], 14% xSpeed (no L+R), 13% PbPb, [14% SpeedPb], and [13% SpeedPb]&lt;br /&gt;
&lt;br /&gt;
==FFFFFFFFF Tier==&lt;br /&gt;
[13% Speed TAS]&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9726</id>
		<title>King's Low% Difficulty Tier List</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9726"/>
				<updated>2026-02-07T05:28:07Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: /* S+ Tier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I got bored, so now I'm ranking every low% category in terms of difficulty including ones that haven't been completed. This will include every category of 14%, 13%, 12% (will exclude most theoretical categories), 11%, 4%, and 0%. Anything with brackets [ ] means it hasn't been completed RTA. Also, accounting for use of L+R walljumping is tricky because it can significantly alter the difficulty ranking. For example, 13% PbPb would be lower difficulty than 11% glitched if L+R is used. I didn't really rank the difficulty of walljumps no L+R in 14% GrappleChargeless. I also ignored UWJ no L+R in 14% xSpring and xGrapple because they're optional for getting out of G4 if you don't wanna grind for metroid pb drops.&lt;br /&gt;
&lt;br /&gt;
*Note, 13% PbPb and 13% IcePb are the only completed categories (to the best of my knowledge) that I'd put in S tier difficulty. GCC's puzzles are no higher than C tier. Kona challenge is B tier. Blindfolded is A tier. S tier runs are TAS-only runs becoming a reality RTA.&lt;br /&gt;
&lt;br /&gt;
=Difficulty Tier List=&lt;br /&gt;
==ABSOLUTE UNTOUCHABLE GOD TIER==&lt;br /&gt;
[13% Speed TAS]&lt;br /&gt;
*Underwater walljumps (UWJ) no L+R, 3f-perfect everest slopespark + 3f double knockback from a puyo to generate slopespark on flat ground to avoid L+R, colosseum shortcharge isn't even known to be humanly possible. This is at least as hard as getting the everest slopespark twice in a row. For a bit of context, bobbob (the only person to ever execute this slopespark in a run) told me his success rate was 1 in 20. So 1/20*1/20 = 1 in 400 chance of bob completing this category. Not counting the colosseum shortcharge, which isn't known to be humanly possible yet&lt;br /&gt;
&lt;br /&gt;
==S+ Tier==&lt;br /&gt;
[13% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb underflow. A combination of the things that make 13% PbPb and 13% IcePb so hard&lt;br /&gt;
[14% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb flashsuit @ Draygon. Only slightly easier than the 13% SpeedPb&lt;br /&gt;
[[13% PbPb]] (Particularly without L+R)&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, underflow&lt;br /&gt;
[14% xSpeed] (if the really bs way to do it no L+R is done)&lt;br /&gt;
*Bluesuit -&amp;gt; gmode maridia entry -&amp;gt; rmode conversion to yellowsuit (frame perfect) -&amp;gt; first try Jesuswalk (much more precise than normal with a sparksuit) -&amp;gt; superjump bluesuit conversion. Left side UWJ no L+R is required on NTSC. On PAL, this would probably be at the top of A tier or the bottom of S tier.&lt;br /&gt;
&lt;br /&gt;
==S Tier==&lt;br /&gt;
[11% Pb] (Theoretical glitched category to supersede 12%)&lt;br /&gt;
*Gravityless door skips (very hard), complex OoB navigation, 10pb underflow&lt;br /&gt;
[14% GrapplePb]&lt;br /&gt;
*UWJ no L+R, Botwoon cf clip and use charge for Botwoon fight, 10pb flashsuit @ Draygon&lt;br /&gt;
[[13% xPb]]&lt;br /&gt;
*Jesuswalk, 10pb bluesuit generation (very precise rmode setup), 10pb underflow. This is the hardest category that I myself have ever completed in this entire game&lt;br /&gt;
[[13% IcePb]]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJB, 10pb underflow&lt;br /&gt;
[14% IcePb]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJC, 10pb flashsuit @ Draygon&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
[[14% Grapplebooster]]&lt;br /&gt;
*Without L+R, requires UWJ, grapple-bomb-jump-jumps, slopespark using a door, and spikesuit in colosseum using a weird glitch with grapple and bombs. With L+R and turbo (like I did cuz I was lazy), this would be towards the top of B tier&lt;br /&gt;
[[14% xSpring]]&lt;br /&gt;
*Jesuswalk Mt. Everest and West Sand Hall, need to do a weird double springball jump using bombs to get out of springball room, need to do a weird double springball jump using a bomb and reserves draining to get past halfie room, 10 missile zebs&lt;br /&gt;
[[14% SuperChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, Botwoon hallway cf clip then farm mocktroids and puyos for a 3% to get enough ammo to fight Botwoon without missing any ammo, underflow (harder on PAL). This is the hardest 14% that I myself have ever done&lt;br /&gt;
[[14% Gravboots]]&lt;br /&gt;
*Probably easier than some others on this list, but it requires a trick that might be 3f perfect and not much is known about this, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
[[14% Pb-Pb]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, multiple elevator cf suits (including one to carry all the way to zebs for zeb skip), botwoon cf clip&lt;br /&gt;
[[14% GrappleChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, elevator cf suit, underflow (harder on PAL), tbh I'm ignoring the difficulty of UWJ if no L+R is used, which would make this category even harder (likely A tier).&lt;br /&gt;
[[13% xCharge]] (Low% L+R on the board)&lt;br /&gt;
*Jesuswalk, 10 missile zebs, optional evir particle dboost, similar in difficulty to 12% but I might say this is technically slightly harder&lt;br /&gt;
[[12%]] xCharge (Standard 12% on the main board)&lt;br /&gt;
*Complex OoB navigation, evir particle dboost in West Sand Hall, xray zeb skip, maybe technically slightly easier than 13% xCharge but this is more of a pain due to OoB shenanigans&lt;br /&gt;
[[14% xPb]]&lt;br /&gt;
*10pb bluesuit generation using rmode in at least 3 instances (the one before Botwoon to avoid L+R is a very precise setup), one of which must be carried all the way to tourian for zeb skip&lt;br /&gt;
[[14% xChargeless]]&lt;br /&gt;
*Underflow, rmode botwoon hallway clip, maridia navigation no ice, gravity, or hi jump, evir particle dboost in West Sand Hall leaving Maridia&lt;br /&gt;
[[14% xAmmo]]&lt;br /&gt;
*Jesuswalk, Maridia no ice, gravity, or hi jump&lt;br /&gt;
[[14% xSpeed]] (with L+R as previous runs have done)&lt;br /&gt;
*Rmode botwoon clip, colosseum on the way out is tough (not unique to this category), evir particle dboost in West Sand Hall leaving Maridia (if left by going down) or horizontal infinite bomb jump (diagonal bomb jumps) in cac alley (if going through forgotten highway)&lt;br /&gt;
[[14% xGrapple]]&lt;br /&gt;
*10 missile zebs, UWJ no L+R out of G4 or grind for metroid pb drops&lt;br /&gt;
[[14% xBoots]]&lt;br /&gt;
*Halfie room and colosseum no L+R, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
[[14% Chargelice]]&lt;br /&gt;
*Underflow, Main St. + Mt. Everest with ice and no hi jump, maridia with no gravity or hi jump&lt;br /&gt;
[[14% Iceboost]]&lt;br /&gt;
*Varia blue + navigate all of maridia up to post-dray save in one go&lt;br /&gt;
[[0%]]&lt;br /&gt;
*I forgor, but it wasn't that bad I promise! There is some complex OoB navigation including a segment that's helpful to have a metronome for, but I didn't think it was as complex as 12%. I think it also requires off-screen bomb jumps&lt;br /&gt;
[[14% Speedboots]]&lt;br /&gt;
*Slopespark to get through botwoon hallway, halfie room and colosseum no L+R&lt;br /&gt;
[12% GravCharge]&lt;br /&gt;
*Botwoon hallway OoB entry (not quite figured out yet), 10 missile zebs&lt;br /&gt;
[[14% GravPb]]&lt;br /&gt;
*Botwoon hallway cf clip with 10 pbs, 10 missile zebs&lt;br /&gt;
[[14% xGravity]]&lt;br /&gt;
*Rmode botwoon clip, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
[[14% Chargeless]]&lt;br /&gt;
*Elevator cf suit, botwoon w/o charge, underflow&lt;br /&gt;
[[14% xIce]]&lt;br /&gt;
*Mt. Everest ice and no hi jump, suitless Draygon fight&lt;br /&gt;
[[14% Iceboots]]&lt;br /&gt;
*Main St. and Mt. Everest with ice and hi jump, suitless Draygon fight (easier on PAL), UWJ no L+R (easy) to get out of precious room&lt;br /&gt;
[[14% Speed]]&lt;br /&gt;
*Just Ridley and MB but slightly longer than ice&lt;br /&gt;
[[14% Ice]]&lt;br /&gt;
*Just Ridley and MB&lt;br /&gt;
[[4%]]&lt;br /&gt;
*Basically a few doorskips and xray hall and that's it. Not super complicated OoB movement&lt;br /&gt;
&lt;br /&gt;
=Fun Tier List=&lt;br /&gt;
==S Tier==&lt;br /&gt;
14% Ice and 14% Speed&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
14% Iceboots, 14% X-Ice, 14% Chargeless, 0%, and 14% Icebooster&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
4%, 14% xGravity, [12% GravCharge], 14% Speedboots, and 14% Chargelice&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
14% xSpeed (with L+R as previous runs have done), 14% xChargeless, 12% xCharge, and 13% xCharge&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
14% GravPb, 14% xBoots, 14% xGrapple, 14% xPb, and 14% GravBoots&lt;br /&gt;
&lt;br /&gt;
==F Tier==&lt;br /&gt;
14% xAmmo, 14% GrappleChargeless, 14% PbPb, 14% SuperChargeless, 14% xSpring, 14% GrappleBooster, 14% xSpeed (if the really bs way to do it no L+R on PAL is done), [14% IcePb], 13% IcePb, 13% xPb, [14% GrapplePb], [11% Pb (Theoretical glitched category to supersede 12%)], 13% PbPb, [14% SpeedPb], and [13% SpeedPb]&lt;br /&gt;
&lt;br /&gt;
==FFFFFFFFF Tier==&lt;br /&gt;
[13% Speed TAS]&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9725</id>
		<title>King's Low% Difficulty Tier List</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9725"/>
				<updated>2026-02-07T05:25:31Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: /* A Tier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I got bored, so now I'm ranking every low% category in terms of difficulty including ones that haven't been completed. This will include every category of 14%, 13%, 12% (will exclude most theoretical categories), 11%, 4%, and 0%. Anything with brackets [ ] means it hasn't been completed RTA. Also, accounting for use of L+R walljumping is tricky because it can significantly alter the difficulty ranking. For example, 13% PbPb would be lower difficulty than 11% glitched if L+R is used. I didn't really rank the difficulty of walljumps no L+R in 14% GrappleChargeless. I also ignored UWJ no L+R in 14% xSpring and xGrapple because they're optional for getting out of G4 if you don't wanna grind for metroid pb drops.&lt;br /&gt;
&lt;br /&gt;
*Note, 13% PbPb and 13% IcePb are the only completed categories (to the best of my knowledge) that I'd put in S tier difficulty. GCC's puzzles are no higher than C tier. Kona challenge is B tier. Blindfolded is A tier. S tier runs are TAS-only runs becoming a reality RTA.&lt;br /&gt;
&lt;br /&gt;
=Difficulty Tier List=&lt;br /&gt;
==ABSOLUTE UNTOUCHABLE GOD TIER==&lt;br /&gt;
[13% Speed TAS]&lt;br /&gt;
*Underwater walljumps (UWJ) no L+R, 3f-perfect everest slopespark + 3f double knockback from a puyo to generate slopespark on flat ground to avoid L+R, colosseum shortcharge isn't even known to be humanly possible. This is at least as hard as getting the everest slopespark twice in a row. For a bit of context, bobbob (the only person to ever execute this slopespark in a run) told me his success rate was 1 in 20. So 1/20*1/20 = 1 in 400 chance of bob completing this category. Not counting the colosseum shortcharge, which isn't known to be humanly possible yet&lt;br /&gt;
&lt;br /&gt;
==S+ Tier==&lt;br /&gt;
[13% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb underflow. A combination of the things that make 13% PbPb and 13% IcePb so hard&lt;br /&gt;
[14% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb flashsuit @ Draygon. Only slightly easier than the 13% SpeedPb&lt;br /&gt;
[[13% PbPb]] (Particularly without L+R)&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, underflow&lt;br /&gt;
&lt;br /&gt;
==S Tier==&lt;br /&gt;
[11% Pb] (Theoretical glitched category to supersede 12%)&lt;br /&gt;
*Gravityless door skips (very hard), complex OoB navigation, 10pb underflow&lt;br /&gt;
[14% GrapplePb]&lt;br /&gt;
*UWJ no L+R, Botwoon cf clip and use charge for Botwoon fight, 10pb flashsuit @ Draygon&lt;br /&gt;
[[13% xPb]]&lt;br /&gt;
*Jesuswalk, 10pb bluesuit generation (very precise rmode setup), 10pb underflow. This is the hardest category that I myself have ever completed in this entire game&lt;br /&gt;
[[13% IcePb]]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJB, 10pb underflow&lt;br /&gt;
[14% IcePb]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJC, 10pb flashsuit @ Draygon&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
[[14% Grapplebooster]]&lt;br /&gt;
*Without L+R, requires UWJ, grapple-bomb-jump-jumps, slopespark using a door, and spikesuit in colosseum using a weird glitch with grapple and bombs. With L+R and turbo (like I did cuz I was lazy), this would be towards the top of B tier&lt;br /&gt;
[[14% xSpring]]&lt;br /&gt;
*Jesuswalk Mt. Everest and West Sand Hall, need to do a weird double springball jump using bombs to get out of springball room, need to do a weird double springball jump using a bomb and reserves draining to get past halfie room, 10 missile zebs&lt;br /&gt;
[[14% SuperChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, Botwoon hallway cf clip then farm mocktroids and puyos for a 3% to get enough ammo to fight Botwoon without missing any ammo, underflow (harder on PAL). This is the hardest 14% that I myself have ever done&lt;br /&gt;
[[14% Gravboots]]&lt;br /&gt;
*Probably easier than some others on this list, but it requires a trick that might be 3f perfect and not much is known about this, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
[[14% Pb-Pb]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, multiple elevator cf suits (including one to carry all the way to zebs for zeb skip), botwoon cf clip&lt;br /&gt;
[[14% GrappleChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, elevator cf suit, underflow (harder on PAL), tbh I'm ignoring the difficulty of UWJ if no L+R is used, which would make this category even harder (likely A tier).&lt;br /&gt;
[[13% xCharge]] (Low% L+R on the board)&lt;br /&gt;
*Jesuswalk, 10 missile zebs, optional evir particle dboost, similar in difficulty to 12% but I might say this is technically slightly harder&lt;br /&gt;
[[12%]] xCharge (Standard 12% on the main board)&lt;br /&gt;
*Complex OoB navigation, evir particle dboost in West Sand Hall, xray zeb skip, maybe technically slightly easier than 13% xCharge but this is more of a pain due to OoB shenanigans&lt;br /&gt;
[[14% xPb]]&lt;br /&gt;
*10pb bluesuit generation using rmode in at least 3 instances (the one before Botwoon to avoid L+R is a very precise setup), one of which must be carried all the way to tourian for zeb skip&lt;br /&gt;
[[14% xChargeless]]&lt;br /&gt;
*Underflow, rmode botwoon hallway clip, maridia navigation no ice, gravity, or hi jump, evir particle dboost in West Sand Hall leaving Maridia&lt;br /&gt;
[[14% xAmmo]]&lt;br /&gt;
*Jesuswalk, Maridia no ice, gravity, or hi jump&lt;br /&gt;
[[14% xSpeed]] (with L+R as previous runs have done)&lt;br /&gt;
*Rmode botwoon clip, colosseum on the way out is tough (not unique to this category), evir particle dboost in West Sand Hall leaving Maridia (if left by going down) or horizontal infinite bomb jump (diagonal bomb jumps) in cac alley (if going through forgotten highway)&lt;br /&gt;
[[14% xGrapple]]&lt;br /&gt;
*10 missile zebs, UWJ no L+R out of G4 or grind for metroid pb drops&lt;br /&gt;
[[14% xBoots]]&lt;br /&gt;
*Halfie room and colosseum no L+R, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
[[14% Chargelice]]&lt;br /&gt;
*Underflow, Main St. + Mt. Everest with ice and no hi jump, maridia with no gravity or hi jump&lt;br /&gt;
[[14% Iceboost]]&lt;br /&gt;
*Varia blue + navigate all of maridia up to post-dray save in one go&lt;br /&gt;
[[0%]]&lt;br /&gt;
*I forgor, but it wasn't that bad I promise! There is some complex OoB navigation including a segment that's helpful to have a metronome for, but I didn't think it was as complex as 12%. I think it also requires off-screen bomb jumps&lt;br /&gt;
[[14% Speedboots]]&lt;br /&gt;
*Slopespark to get through botwoon hallway, halfie room and colosseum no L+R&lt;br /&gt;
[12% GravCharge]&lt;br /&gt;
*Botwoon hallway OoB entry (not quite figured out yet), 10 missile zebs&lt;br /&gt;
[[14% GravPb]]&lt;br /&gt;
*Botwoon hallway cf clip with 10 pbs, 10 missile zebs&lt;br /&gt;
[[14% xGravity]]&lt;br /&gt;
*Rmode botwoon clip, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
[[14% Chargeless]]&lt;br /&gt;
*Elevator cf suit, botwoon w/o charge, underflow&lt;br /&gt;
[[14% xIce]]&lt;br /&gt;
*Mt. Everest ice and no hi jump, suitless Draygon fight&lt;br /&gt;
[[14% Iceboots]]&lt;br /&gt;
*Main St. and Mt. Everest with ice and hi jump, suitless Draygon fight (easier on PAL), UWJ no L+R (easy) to get out of precious room&lt;br /&gt;
[[14% Speed]]&lt;br /&gt;
*Just Ridley and MB but slightly longer than ice&lt;br /&gt;
[[14% Ice]]&lt;br /&gt;
*Just Ridley and MB&lt;br /&gt;
[[4%]]&lt;br /&gt;
*Basically a few doorskips and xray hall and that's it. Not super complicated OoB movement&lt;br /&gt;
&lt;br /&gt;
=Fun Tier List=&lt;br /&gt;
==S Tier==&lt;br /&gt;
14% Ice and 14% Speed&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
14% Iceboots, 14% X-Ice, 14% Chargeless, 0%, and 14% Icebooster&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
4%, 14% xGravity, [12% GravCharge], 14% Speedboots, and 14% Chargelice&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
14% xSpeed (with L+R as previous runs have done), 14% xChargeless, 12% xCharge, and 13% xCharge&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
14% GravPb, 14% xBoots, 14% xGrapple, 14% xPb, and 14% GravBoots&lt;br /&gt;
&lt;br /&gt;
==F Tier==&lt;br /&gt;
14% xAmmo, 14% GrappleChargeless, 14% PbPb, 14% SuperChargeless, 14% xSpring, 14% GrappleBooster, 14% xSpeed (if the really bs way to do it no L+R on PAL is done), [14% IcePb], 13% IcePb, 13% xPb, [14% GrapplePb], [11% Pb (Theoretical glitched category to supersede 12%)], 13% PbPb, [14% SpeedPb], and [13% SpeedPb]&lt;br /&gt;
&lt;br /&gt;
==FFFFFFFFF Tier==&lt;br /&gt;
[13% Speed TAS]&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=14%25&amp;diff=9660</id>
		<title>14%</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=14%25&amp;diff=9660"/>
				<updated>2026-02-01T18:43:57Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: /* List of Categories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
14% is the [[Low%|lowest]] amount of items that the player has beaten the game with, without the usage of major glitches such as out of bounds or [[Spacetime Beam|space time]] on standard SNES hardware with no modification. [[13%]] is also possible without any major glitches. However, all known RTA completions of 13% utilize [[L+R Walljumping]] (which cannot be done on a standard SNES d-pad with no modification) or Draygon ammo underflow.&lt;br /&gt;
&lt;br /&gt;
See a spreadsheet of all 14% and 13% records [https://docs.google.com/spreadsheets/d/1WViqg4XGGtGQo0uQ16SogENdTBAaqPqqZUYoZJbu7Pk/edit?gid=1386063460#gid=1386063460 here.]&lt;br /&gt;
&lt;br /&gt;
The restriction of items creates very unique challenges for the player to overcome, requiring many skills that are not taught by [[Any%|Any% KPDR]] or [[100%]] runs of Super Metroid.  These skills include having a mastery of various glitches and boss fights.&lt;br /&gt;
&lt;br /&gt;
A common set of 11 items forms the core of the known 14% and also 13% categories:&lt;br /&gt;
* [[Morphing Ball]], [[Bombs]], and one pack each of [[Missiles]], [[Super Missiles]] and [[Power Bombs]] — for general access around Zebes;&lt;br /&gt;
* [[Varia Suit]] + three [[Energy Tank]]s and [[Reserve Tank]]s altogether — for the ability to survive [[Rainbow Beam]] and free access across Norfair;&lt;br /&gt;
* At least one additional pack each of Missiles and Super Missiles – for the ability to defeat phase 1 of Mother Brain. Also Zebetites can be [[10 Missile Zebetite Kill|defeated with no additional items]].&lt;br /&gt;
The two objectives that remain, and require some assortment of additional items, are (1) '''traversing Maridia''' and (2) defeating '''Ridley''' and phase 2 of '''Mother Brain'''.&lt;br /&gt;
&lt;br /&gt;
There are currently twenty-two different 14% categories that have a known RTA completion: [[14% Ice]], [[14% Speed]], [[14% xIce]], [[14% xSpeed]], [[14% xGravity]], [[14% xPb]], [[14% xBoots]], [[14% xGrapple]], [[14% xSpring]], [[14% xAmmo]], [[14% GravPb]], [[14% Iceboots]], [[14% Iceboost]], [[14% Grapplebooster]], [[14% Speedboots]], [[14% Gravboots]], [[14% Chargeless]], [[14% Chargelice]], [[14% xChargeless]], [[14% GrappleChargeless]], [[14% SuperChargeless]], and [[14% Pb-Pb]].&lt;br /&gt;
&lt;br /&gt;
Excluding Chargeless, each 14% category is named by its unique item(s). Since the first two categories both collect [[Gravity Suit]], their names reflect the other major item they acquire - 14% '''Ice''' acquires [[Ice Beam]], and 14% '''Speed''' collects [[Speed Booster]]. 14% '''xIce''' acquires both Ice Beam and [[X-Ray Scope]], with X-Ray Scope's only required usage being to escape [[Draygon's Eye Door Room|Draygon's entry chamber]] by [[X-Ray Climb|X-Ray climbing]] from the lower door to the upper door.&lt;br /&gt;
&lt;br /&gt;
14% '''Iceboots''' and 14% '''Speedboots''' are PAL-only categories - both categories collect [[Hi-Jump Boots]] instead of Gravity Suit, with 14% Iceboots involving Ice Beam and 14% Speedboots involving Speed Booster. The underwater jump height on PAL is slightly higher than NTSC, allowing the player, with Hi-Jump Boots equipped, to perform single underwater [[walljump|walljumps]] to escape Draygon's entry chamber. 14% '''Iceboost''' collects Ice Beam and Speed Booster instead of other major items by utilizing a newer method for generating [[Blue Suit Glitch|blue suit]].&lt;br /&gt;
&lt;br /&gt;
The set of &amp;quot;Chargeless&amp;quot; branches collect two additional [[Power Bombs|Power Bomb]] packs while skipping [[Charge Beam]] — they use the ability to [[Crystal Flash]] to generate [[Yellow Suit Glitch|shinespark suits]] and underflow ammo. Plain 14% '''Chargeless''' collects the expected Gravity Suit for Maridia navigation. Three others collect a different major item to aid with Maridia movement: Ice Beam in 14% '''Chargelice''', X-Ray Scope in 14% '''xChargeless''' and Grapple Beam in 14% '''GrappleChargeless'''. One remaining category, 14% '''SuperChargeless''', relies only on underwater walljumping techniques — but turns out to then require an additional pack of Super Missiles specifically to defeat Botwoon, as neither [[Botwoon Ice Clip]] nor the means to generate a usable [[Shinespark Suit]] or [[Blue Suit]] are available for passing [[Botwoon Hallway]].&lt;br /&gt;
&lt;br /&gt;
===List of Categories===&lt;br /&gt;
Here is the full list of 14% branches that have been completed by humans, even if it required [[L+R Walljumping]] or Draygon ammo underflow to do so:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Common Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Unique Items&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[14% Ice]] || Charge, Gravity, Ice || &lt;br /&gt;
|-&lt;br /&gt;
| [[14% Speed]] || Charge, Gravity, Speed || &lt;br /&gt;
|-&lt;br /&gt;
| [[14% xGravity]] || Charge, Gravity, X-Ray || &lt;br /&gt;
|-&lt;br /&gt;
| [[14% xIce]] || Charge, X-Ray, Ice || &lt;br /&gt;
|-&lt;br /&gt;
| [[14% xPb]] || Charge, X-Ray, PB || &lt;br /&gt;
|-&lt;br /&gt;
| [[14% xBoots]] || Charge, X-Ray, Hi-Jump&lt;br /&gt;
|-&lt;br /&gt;
| [[14% xGrapple]] || Charge, X-Ray, Grapple ||&lt;br /&gt;
|-&lt;br /&gt;
| [[14% xSpring]] || Charge, X-Ray, Spring Ball ||&lt;br /&gt;
|-&lt;br /&gt;
| [[14% GravPb]] || Charge, Gravity, PB ||&lt;br /&gt;
|-&lt;br /&gt;
| [[14% Iceboost]] || Charge, Speed, Ice || &lt;br /&gt;
|-&lt;br /&gt;
| [[14% Grapplebooster]] || Charge, Speed, Grapple || (3)&lt;br /&gt;
|-&lt;br /&gt;
| [[14% Iceboots]] || Charge, Ice, Hi-Jump || PAL exclusive&lt;br /&gt;
|-&lt;br /&gt;
| [[14% Speedboots]] || Charge, Speed, Hi-Jump || PAL exclusive&lt;br /&gt;
|-&lt;br /&gt;
| [[14% Gravboots]] || Charge, Gravity, Hi-Jump || PAL exclusive&lt;br /&gt;
|-&lt;br /&gt;
| [[14% Chargeless]] || Gravity, PB, PB || Requires Draygon underflow &lt;br /&gt;
|-&lt;br /&gt;
| [[14% Chargelice]] || Ice, PB, PB || Requires Draygon underflow&lt;br /&gt;
|-&lt;br /&gt;
| [[14% GrappleChargeless]] || Grapple, PB, PB || Requires Draygon underflow (2)&lt;br /&gt;
|-&lt;br /&gt;
| [[14% xChargeless]] || X-Ray, PB, PB || Requires Draygon underflow&lt;br /&gt;
|-&lt;br /&gt;
| [[14% xSpeed]] || Charge, X-Ray, Speed || Requires Left+Right (1)&lt;br /&gt;
|-&lt;br /&gt;
| [[14% xAmmo]] || Charge, X-Ray, Missile/Super || Requires Left+Right&lt;br /&gt;
|-&lt;br /&gt;
| [[14% Pb-Pb]] || Charge, PB, PB || Requires Left+Right&lt;br /&gt;
|-&lt;br /&gt;
| [[14% SuperChargeless]] || Super, PB, PB || Requires Left+Right and Draygon underflow&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(1) All known, recorded, RTA completions of this category used Left+Right and it is unlikely for it to be done without modification due to Jesuswalk superjump.&lt;br /&gt;
&lt;br /&gt;
(2) All known, recorded, RTA completions of these categories used Left+Right and it is unlikely for it to be done on original hardware without modification due to [[Fish Tank Climb]].&lt;br /&gt;
&lt;br /&gt;
(3) All known, recorded, RTA completions of these categories used single-wall underwater walljumping, but this requirement can be removed on PAL.&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
&lt;br /&gt;
===Draygon===&lt;br /&gt;
&lt;br /&gt;
[[Draygon]] is slightly more challenging in most 14% conditions due to the lack of ammunition and lack of [[Charge Beam Combos#Wave Shield|Wave special beam combo]]. Compared to the Ice categories, 14% Speed is moderately easier as even though it only has [[Charge Beam]], it has the option to [[shinespark]] into Draygon which deals tremendous damage and can provide Samus with a blue suit. Other completed 14% categories with Gravity Suit are similar to 14% Ice except Chargeless will have near-infinite supers.&lt;br /&gt;
&lt;br /&gt;
The remaining 14% categories are much more demanding. As you do not have Gravity Suit compared to 14% Ice, and as a result of not having Gravity Suit (which means a gravity jump (see below in Techniques) is not an option for escaping Draygon's chamber), must end the fight by having Draygon carry Samus up to the upper platform after a left-to-right goo cycle (so that Draygon is facing right), so that the player can cause Draygon to eject Samus near the peak of her vertical whirling trip. The player must also be able to survive this, so being at 321+ health is crucial, as each of Draygon's swipes will deal 80 damage. Alternatively, you can survive by using a Reserve Tank for [[pause abuse]]. Once on the upper platform, the player must effectively 'snipe' Draygon with a charge shot - the best chance of this happening is knowing when to fire when Draygon is swooping from left to right, where her core will be the most exposed.&lt;br /&gt;
&lt;br /&gt;
You can find somewhat of an explanation for Draygon in 14% Chargeless and 14% Chargelice [[Yellow Suit Glitch#Draygon *CF|here]].&lt;br /&gt;
&lt;br /&gt;
===Ridley===&lt;br /&gt;
&lt;br /&gt;
Many who learn 14% categories find [[Ridley]] to be the second hardest boss. It is an endurance battle and it is vital that the player understands what actions Ridley can and cannot take at any point during the fight. Ridley is the easiest to handle in 14% Chargeless, as the player has thousands of Super Missiles to throw at Ridley thanks to underflowing ammo. The second easiest category to handle him in is 14% Ice, as the player has both the protection of Gravity Suit and the additional damage from Ice Beam for the battle. As 14% Speed does not have Ice Beam, it has to land an additional 61 charge shots on Ridley. 14% xIce and 14% Iceboots have the same armaments as 14% Ice, but lack Gravity Suit, so not only will Ridley deal twice as much damage, but acid will also deal twice as much damage and reduce Samus's movement. Although the same is true for 14% Iceboots and 14% Speedboots, Ridley is less of a threat in these categories as Ridley is substantially slower, and bounces significantly higher, on the PAL version.&lt;br /&gt;
&lt;br /&gt;
Number of shots required to kill Ridley in each type of fight in 14%:&lt;br /&gt;
&lt;br /&gt;
* '''Charge + Ice (i.e. 14% Ice)''' - 123 charged Ice shots, 10 [[Missile|Missiles]], 10 [[Super Missile|Super Missiles]] (Once Ridley changes color, 22 charged Ice shots plus 10/10 will bring Ridley to zero)&lt;br /&gt;
* '''Charge only (i.e. 14% Speed)''' - 184 charged shots, 10 Missiles, 10 Super Missiles (Once Ridley changes color, 33 charged shots plus 10/10 will bring Ridley to zero)&lt;br /&gt;
* '''Underflowed ammo (i.e. 14% Chargeless)''' - 30 Super Missiles&lt;br /&gt;
&lt;br /&gt;
[[Power Bomb|Power Bombs]] deal 200 damage and can strike Ridley twice, so they can help lower the amount of charged shots required even further. Ridley will attempt to avoid being struck by Power Bombs, so try to plant them in an unavoidable location. [https://ia802605.us.archive.org/19/items/14Speed/ridley%20pbs%20v2.mp4 Here is an example] of how you can incorporate Power Bombs for double strikes.&lt;br /&gt;
&lt;br /&gt;
===Mother Brain 2===&lt;br /&gt;
&lt;br /&gt;
In the 14% categories, [[Mother Brain|Mother Brain's]] second phase is a test of concentration, and even more of an endurance test than Ridley. Mother Brain's second phase requires 300 charge shots in categories that collect Charge Beam but not Ice Beam, 200 charge shots in categories that collect both Charge Beam and Ice Beam, and 60 Super Missiles in 14% Chargeless. The player has to avoid any pattern that Mother Brain throws at them, making sure to never slip below 301 energy, all while outputting constant damage.&lt;br /&gt;
&lt;br /&gt;
14% categories that acquire Ice Beam have the luxury of using the [[Charge Beam Combos#Ice Shield|Ice special beam combo]] during the fight. You can use two (three if you are confident) at the start of the fight as Mother Brain awakens. You can perform additional Ice Shields during Mother Brain's red beam phase, when she is cooling down after a red beam attack, but those are more complicated and may not save time. Each Ice particle in the combo deals the same amount of damage as a charged Ice shot.&lt;br /&gt;
&lt;br /&gt;
For PAL, it is important to note that the amount of frames it takes for the beam to charge (60) and a special beam combo to be unleashed (120) is the same as it is on NTSC, but since PAL runs at 50 frames per second, it means that the beam will take 0.2 seconds longer to charge and special beam combos will take 0.4 seconds longer to be unleashed compared to NTSC during 14% Iceboots and 14% Speedboots runs. Another difference PAL has in this fight is Mother Brain's actions will take noticeably longer to occur compared to NTSC, making for a slightly less tense fight.&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
&lt;br /&gt;
The low% categories require more glitches and tricks in order to complete the run than seen in the ordinary any% or 100% Super Metroid runs.  Below is a list of many tricks that are useful and/or required to completing a 14% category:&lt;br /&gt;
&lt;br /&gt;
===Continuous Wall Jump===&lt;br /&gt;
&lt;br /&gt;
''See: [[Continuous Wall Jump]]''&lt;br /&gt;
&lt;br /&gt;
This trick is the fastest way to cross [[The Moat]]. It involves jumping on the last frame before entering the water, barely overshooting the missile pillar (and grabbing the missile in the process), and walljumping on the far side of the pillar. See the trick's page for details.&lt;br /&gt;
&lt;br /&gt;
===Gravity Jump===&lt;br /&gt;
&lt;br /&gt;
This technique manipulates the physics of the game and is utilized in 14% Ice and 14% Chargeless to quickly reach places higher than Samus can normally jump. It can also be utilized in 14% Speed; however, it is the slower alternative to other techniques, such as performing the [[Lava Dive Room#Lava Spark|lava spark to enter Lower Norfair]].&lt;br /&gt;
&lt;br /&gt;
To execute the Gravity Jump, press the start button to pull up the pause menu. Before the screen becomes completely black and you lose control of Samus, press and hold jump. When done properly, you can usually see the very beginning of Samus's jump animation as the screen completely fades to black, as well as hear the very beginning of the spin jump sound effect (if you did perform a spin jump).  At this point, remove the Gravity Suit, and exit the pause menu while continuing to hold jump.  If done correctly, Samus's jump will be carried with the same speed as if she was wearing Gravity Suit, but the deceleration she has without Gravity Suit, resulting in a massive boost in height.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|-wp1OasgcDc}}&lt;br /&gt;
&lt;br /&gt;
[http://tasvideos.org/GameResources/SNES/SuperMetroid.html#GravityJump TASVideos description]&lt;br /&gt;
&lt;br /&gt;
===Mochtroid Clip===&lt;br /&gt;
&lt;br /&gt;
The area preceding [[Botwoon]] in Maridia usually requires Speed Booster to progress through; however, by using the Ice Beam and dragging a [[Mochtroid]] along to the proper location, a player can clip through a set of pipes and enter Botwoon's chamber without Speed Booster.&lt;br /&gt;
&lt;br /&gt;
[http://tasvideos.org/GameResources/SNES/SuperMetroid.html#JumpingThroughCeilings TASVideos description]&lt;br /&gt;
&lt;br /&gt;
===Metroid Drop Farming===&lt;br /&gt;
In categories without Ice Beam, the alternate option for defeating [[Metroid]]s in Tourian is to use Power Bombs; of which a majority of categories collect only a single pack. A typical strategy is to defeat a room or, if a lucky PB is dropped, two, and to retreat from Tourian to refill PBs. If the Gravity Suit has not been collected either, [[Statues Room]] will then call for techniques similar to those used to navigate Maridia; thus in e.g. [[14% xBoots]] and [[14% xSpring]]. However, it is even possible to exploit the save room at the start of Tourian, resetting until good drop luck alone provides sufficient numbers of PBs to take on the next rooms of Metroids, necessary in [[14% xGrapple]].&lt;br /&gt;
&lt;br /&gt;
===Zebetite Skip===&lt;br /&gt;
Conventionally destroying Zebetites in [[Mother Brain Room]] would call for at least five packs' worth of Missiles and Super Missiles, generally increasing collection percentage to 15%. Five packs are only collected in [[14% xAmmo]] and, mootly, [[14% SuperChargeless]]. Ammo underflow in the latter and also other Chargeless categories trivializes this problem, though.&lt;br /&gt;
&lt;br /&gt;
The most generally available technique in Low% categories is the recently discovered [[10 Missile Zebetite Kill]] ''(see which)''. This is required in categories such as [[14% xGravity]], and which moreover enables also 13% categories, in particular [[13% xCharge]]. Skipping Zebetites rather than destroying them is however usually preferrable.&lt;br /&gt;
&lt;br /&gt;
[[Mother Brain Room#Ice Beam (Low%)|For 14% categories that acquire Ice Beam]], players who are already used to the [[Mother Brain Room#Ice Beam|common method of the Zebetite skip]] (using Ice Beam without [[Screw Attack]] equipped) should be fairly used to this. Because the [[Wave Beam]] is not collected, the player will have to stand under the platform of the first Zebetite, against the wall, and fire an Ice beam shot at the location the Rinka spawns at the moment it spawns, then execute the skip like normal.&lt;br /&gt;
&lt;br /&gt;
[[Mother Brain Room#Speed Booster|For 14% categories with Speed Booster]], the player must be able to charge a shinespark using the distance of the floor between the two rooms, and then shinespark underneath the platform of the first Zebetite, releasing it up+left. As the shinespark ends, mashing jump while holding down will allow the player to escape the Zebetite.&lt;br /&gt;
&lt;br /&gt;
For [[14% xPb]] and [[14% Pb-Pb]] without underflow, the original but still obnoxious alternative to the 10 Missile Kill is carrying a spark into Tourian and using it for the Zebetite skip.&lt;br /&gt;
&lt;br /&gt;
===Enemy Climbing===&lt;br /&gt;
&lt;br /&gt;
Similar to the Mochtroid clip, the ability to freeze enemies has a great usefulness in 14% categories with Ice Beam. Players can cause certain enemies such as [[Sciser|Scisers]] to fall off of surfaces by firing a Super Missile at the surface. Players can then freeze the enemy in midair as it descends down and jump onto these enemies, effectively using enemies as stepping stones to reach otherwise inaccessible areas.&lt;br /&gt;
&lt;br /&gt;
==Theoretical Additional Categories==&lt;br /&gt;
&lt;br /&gt;
Some further theoretical itemsets are listed below. Current techs in [[13%]] are:  Mt. Everest Slopespark (makes 13% Pb-Pb possible), Max 10 Power Bomb Underflow at Draygon (makes Ice-Pb possible), [[10 Missile Zebetite Kill]] (makes [[13% xCharge]] possible), and Colosseum Short Charge (does not make any 13% category possible on its own, but is crucial to 13% Speed).&lt;br /&gt;
&lt;br /&gt;
[[14% xSpeed]] has yet to be done without [[L+R Walljumping]]. Otherwise there are no other theoretical categories left to do that avoid 13% tech.&lt;br /&gt;
&lt;br /&gt;
===Categories which generate a flash suit with only 10 power bombs at Draygon===&lt;br /&gt;
&lt;br /&gt;
It is possible to generate a flash suit at Draygon with only 10 power bombs. This is how [[13% IcePb]] is done.&lt;br /&gt;
&lt;br /&gt;
Since this allows [[13%]] Ice-Pb to be completed, without [[L+R Walljumping]], these categories are only &amp;quot;meaningful&amp;quot; if they do not use underflow. This creates the following additional categories:&lt;br /&gt;
&lt;br /&gt;
*14% IcePb:  Ice Beam, Charge Beam, Power Bomb Pack&lt;br /&gt;
*14% GrapplePb:  Grapple, Charge Beam, Power Bomb Pack (note [[L+R Walljumping]] can be avoided in this category, but it would require [[Fish Tank Climb]])&lt;br /&gt;
*14% SpeedPb:  Speed Booster, Charge Beam, Power Bomb Pack (without more 13% tech, this would require [[L+R Walljumping]])&lt;br /&gt;
&lt;br /&gt;
===The effect of Everest Slopespark===&lt;br /&gt;
&lt;br /&gt;
There is an RTA setup for Everest Slopespark. The issue is that it is still triple frame perfect, and require single-wall underwater walljumping.&lt;br /&gt;
&lt;br /&gt;
For 14% categories, Everest Slopespark does not change very many things. Since [[13%]] Pb-Pb would then be possible, no 14% underflow categories would be &amp;quot;meaningful&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This seems to have three effects:&lt;br /&gt;
*[[14% xSpeed]] would no longer require [[L+R Walljumping]] on NTSC (it already doesn't on PAL);&lt;br /&gt;
*14% SpeedPb would either not require [[L+R Walljumping]] or generating a flash suit at Draygon with a maximum of 10 power bombs.&lt;br /&gt;
*14% Pb-Pb and 14% SuperChargeless would no longer require [[L+R Walljumping]] as the sparksuit from the slopespark could be turned into a bluesuit and used to spark up halfie room. However, this would still require Hj-less fish tank climb without L+R.&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=14%25_xSpeed&amp;diff=9659</id>
		<title>14% xSpeed</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=14%25_xSpeed&amp;diff=9659"/>
				<updated>2026-02-01T18:41:57Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: It's now possible on NTSC without L+R&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Full Category]]{{Category&lt;br /&gt;
|catname=14% xspeed&lt;br /&gt;
|cattype=Full Category&lt;br /&gt;
|rtwr=1:51:34&lt;br /&gt;
|gtwr=1:22&lt;br /&gt;
|wrholder=Kingofthehill476&lt;br /&gt;
|wrlink=https://www.youtube.com/watch?v=m3LO2zEYl-U&lt;br /&gt;
|wrtext=Youtube Video&lt;br /&gt;
|minibosses=[[Bomb Torizo]], [[Botwoon]]&lt;br /&gt;
|percentage=14%&lt;br /&gt;
|items=[[X-Ray Scope]], [[Speed Booster]]&lt;br /&gt;
|bossorder=KRDP&lt;br /&gt;
|xrayclimb=Yes&lt;br /&gt;
|outofbounds=No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
14% xSpeed is one of the in-bounds [[14%]] categories that have a known RTA completion. A total of 14 items are picked up during the entire run and focuses on using the Speed Booster and X-Ray Scope for level progression. &lt;br /&gt;
&lt;br /&gt;
This category utilizes [[L+R Walljumping]] to breach the water pre-colosseum due to the lack of Gravity Suit, Hi-Jump Boots, Ice Beam, and Grapple. It is theoretically possible that this can be avoided on both PAL and NTSC, by performing a [[X-Mode#Superjumps|Superjump]] at [[Mt. Everest]]. This is discussed later in this article.&lt;br /&gt;
&lt;br /&gt;
Interestingly enough, this was the first low% category ever completed that required L+R walljumping.&lt;br /&gt;
&lt;br /&gt;
==Prerequisites==&lt;br /&gt;
To finish this run, you need to know how to:&lt;br /&gt;
*[[Mockball]]&lt;br /&gt;
*[[Shinespark]]&lt;br /&gt;
*Infinite [[Bomb Jump|bomb jump]]&lt;br /&gt;
*[[Continuous walljump]] and/or [http://www.twitch.tv/sweetnumb/v/41083555 horizontal] [https://www.youtube.com/watch?v=WJuA8TgUGpc bomb jump] over [[The Moat|the moat]]&lt;br /&gt;
*[[R-Mode]] pre-botwoon clip&lt;br /&gt;
*Navigate Maridia without [[Gravity Suit]], [[Hi-Jump Boots]], or [[Ice Beam]]&lt;br /&gt;
*[[Lava Dive Room|Lava dive]] without [[Gravity Suit]] or [[Hi-Jump Boots]] ([[G-Mode]] entry of Lower Norfair can be done instead)&lt;br /&gt;
*[[Mother Brain Room#Speed Booster|Zebetite skip with Speed Booster only]]&lt;br /&gt;
*[[X-Ray Climb|X-Ray climb]]&lt;br /&gt;
&lt;br /&gt;
==Collected Items==&lt;br /&gt;
[[Image:morphball.png]] [[Image:bombs.png]] [[Image:charge.png]] [[Image:speedbooster.png]] [[Image:xray.png]] [[Image:varia.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:reserver.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]]&lt;br /&gt;
*[[Morphing Ball]]&lt;br /&gt;
*[[Bomb|Bombs]]&lt;br /&gt;
*[[Charge Beam]] (for bosses)&lt;br /&gt;
*[[Speed Booster]] (for Zebetite skip and Mt. Everest)&lt;br /&gt;
*[[X-Ray Scope]] (to escape [[Draygon's Eye Door Room|Draygon's entry chamber]] and to clip pre-Botwoon)&lt;br /&gt;
*[[Varia Suit]] (to survive [[Mother_Brain#MB2|MB2's]] rainbow beam)&lt;br /&gt;
*1 [[Energy Tank|Energy Tanks]] (Various - 1E2R or 2E1R) (to survive MB2's rainbow beam)&lt;br /&gt;
*2 [[Reserve Tank|Reserve Tank]] (to do R-mode and G-mode and to ensure [[Draygon]] carries Samus to the top of the room)&lt;br /&gt;
*2 [[Missile]] Packs ([[List of Missiles#Brinstar 1|Awakening]] and [[List of Missiles#Crateria 2|Moat]]) (to open red doors and defeat [[Mother_Brain#MB1|MB1]])&lt;br /&gt;
*2 [[Super Missile]] Packs ([[List of Super Missiles#Brinstar 2|Early]] and [[List of Super Missiles#Wrecked Ship 1|Wrecked Ship (Left)]]) (to open green doors and defeat MB1)&lt;br /&gt;
*1 [[Power Bomb]] Pack ([[List of Power Bombs#Brinstar 1|Red Brinstar Elevator (Lower)]]) (to open orange doors)&lt;br /&gt;
&lt;br /&gt;
==L+R Walljumping==&lt;br /&gt;
&lt;br /&gt;
All known, recorded, RTA completions of this category of used [[L+R Walljumping]] to breach the watch in [[Halfie Climb Room]].&lt;br /&gt;
&lt;br /&gt;
Instead, on PAL, one can perform a Jesuswalk Superjump, as in this clip:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|702403256}}&lt;br /&gt;
&lt;br /&gt;
Note this clip performs this from a flash suit. Since the route requires G-moding into Maridia with a blue suit, either a clever trick need be employed to allow this working with a blue suit while still taking damage from the crab, or the blue suit needs to be converted to a flash suit after G-moding into Maridia. This second option allows backing out of the attempt during the door transition if you think the position is off, so it is favored. This can be done with [[Yellow Suit Glitch#Reserve Mode|R-mode]], so this is probably suggested.&lt;br /&gt;
&lt;br /&gt;
After performing this trick (which must basically be done first try, since a failure after the door transition will use the flash suit), the resulting blue suit is then carried through the Botwoon hallways and used to spark up Halife Climb Room.&lt;br /&gt;
&lt;br /&gt;
Although all individual parts have been tested RTA, chaining together the collection of tricks (blue suit, G-mode, R-mode convert blue to flash, Jesuswalk Superjump, Botwoon, crossing Colosseum without falling) together would be quite difficult. No one has yet managed this.&lt;br /&gt;
&lt;br /&gt;
Note this did not appear to work on NTSC in bob's testing. However, it was also found to be possible on NTSC. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|M1rjNfrlUjU}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|MvZbxuGn-d8}}&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=King%27s_10pb_Underflow_Notes&amp;diff=9658</id>
		<title>King's 10pb Underflow Notes</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=King%27s_10pb_Underflow_Notes&amp;diff=9658"/>
				<updated>2026-02-01T17:37:16Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: Added in the RNG values and what they drop&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=From Kingofthehill476=&lt;br /&gt;
13% Ice-Pb is made possible by underflowing ammo at draygon with only 10 pbs. However, this requires laying a pb frame perfectly and then collecting a pb drop from goop (a 2-frame window). Thus, it takes both luck and skill to complete a run. &lt;br /&gt;
&lt;br /&gt;
My solution aims to mitigate the RNG working against you and increase the skill component. Within the small RNG loop, I didn't grind for a 2 in 87 chance for a pb drop. I grinded for a 4 in 43 chance of a goop pattern that I know will result in a pb drop at the right time. This essentially normalizes goop shot timing and pb placement timing while increasing the odds of encountering the desired RNG (goop patterns).&lt;br /&gt;
&lt;br /&gt;
==Short Answer==&lt;br /&gt;
1) Enter a tiny RNG loop with 87 RNG values compared to the normal 2200+ values. Here's how to do it:&lt;br /&gt;
*Save your game outside of Norfair (Not quite anywhere outside of Norfair, but saving in tube, aqueduct or pre-dray will definitely work)&lt;br /&gt;
*Get down to 69 health&lt;br /&gt;
*Walk into pre-cathedral from the left with suits off&lt;br /&gt;
*Don’t move in the room. Sit there and die&lt;br /&gt;
*Load your save. As long as you don’t get to the title screen (resetting) or go to acid rooms, then you’ll still be in the loop. This means that you need to die and select continue after any failed attempts&lt;br /&gt;
*Subunit health must be at 0x00, so pause abusing and refilling health from reserves will set it to this.&lt;br /&gt;
&lt;br /&gt;
2) Recognize workable patterns. There are 4 that I identified and I'm sure there's other ways to do it. Also, 43 out of the 87 RNG values are goop values, so it should actually be 4 in 43 (1 in 10.75, or a 9% chance) of getting a workable pattern rather than 4 in 87. Here are the setups I found before completing the run:&lt;br /&gt;
[https://youtu.be/Zvv77RTK-z4]&lt;br /&gt;
[https://youtu.be/YK6NYugHajc]&lt;br /&gt;
[https://youtu.be/-0-dlUGRgLs]&lt;br /&gt;
[https://youtu.be/6YsuKHg7IYc]&lt;br /&gt;
These patterns are characterized by the 4th goop (or the 5th in the third video) being just above samus's arm.&lt;br /&gt;
&lt;br /&gt;
*However, turrets also advance RNG forward 1 frame every 64 frames (even when destroyed). This may slightly change one goop angle (which might've happened with the 3rd goop in the 2nd setup but I could be wrong). Still, I found during my run that most goop patterns that ended up with the 4th and one pattern with the 5th goop at the right height ended up being workable. Anything else was not a workable pattern (at least with my setup). I don't know much about this, but Strotlog said it could be a 10% chance that this affects the goop angle in a way that throws off what would otherwise be a workable pattern.&lt;br /&gt;
&lt;br /&gt;
3) Time the goop shot accordingly. The 2 RNG values that drop a pb are back-to-back, meaning it's a 2-frame window to shoot the goop. I believe this is based on the timing of when the first goop appears (or when the second one appears in the 3rd setup). When it appears later, it should be shot later. One pattern with the 4th goop at the right height would drop a pb just out of reach (too early), which one could tell because the 1st goop appears significantly earlier. There's also a small chance that turrets could skip one of the pb drop values, essentially making it a frame-perfect goop shot.&lt;br /&gt;
&lt;br /&gt;
4) Time the frame-perfect pb placement accurately. In my opinion, this is the hardest part of the setup, and the part I know the least about. Draygon's position relative to pb placement timing seems to be +/- 1 pixel across the setups. I've attached images that show the frame when the pb needs to be placed in multiple setups. If all the steps are mastered except for this, then all that has to fall into place would be getting a workable pattern (1 in 10.75) and placing the pb at the right frame (let's say 1 in 4).&lt;br /&gt;
[https://imgur.com/a/draygon-underflow-pb-placement-frames-i10NxHa]&lt;br /&gt;
&lt;br /&gt;
==Long Answer==&lt;br /&gt;
1) Enter a tiny RNG loop with 87 RNG values compared to the normal 2200+ values. ED found a consistent and easy way to enter this loop:&lt;br /&gt;
*&amp;quot;Successful confirmed setup to get the RNG stuck/caged in the tiny RNG loop: NTSC: Having 69 ET energy (no Reserves), and 0x00 (default) sub-unit HP (by not having had heat or acid or lava damage beforehand), and then aligning to the blue door to the right leading into the 1st heated Norfair room with sidehoppers, opening it (with pea shot), and walking into the room to die to only heat (and then continue anywhere else at some previous savestation or ship).&lt;br /&gt;
*PAL (analogous): Having 69 ET energy (no Reserves), and 0x00 (default) sub-unit HP (by not having had heat or acid or lava damage beforehand), and then aligning to the blue door to the right leading into the 1st heated Norfair room with sidehoppers, opening it (with pea shot), and walking into the room to die to only heat (and then continue anywhere else at some previous savestation or ship).&amp;quot;&lt;br /&gt;
*Subunit health must be at 0x00. This can be achieved by taking heat damage, pause abusing at 0 health, turning on Varia suit, and either refilling health from reserves or farming a health drop.&lt;br /&gt;
&lt;br /&gt;
More specifically, do not reset to the title screen and do not enter the green or orange rooms shown here if you wish to stay in the RNG loop [https://imgur.com/a/rooms-not-to-enter-to-keep-rng-loop-LfgTgoe]&lt;br /&gt;
&lt;br /&gt;
This is the same RNG manip that will make Draygon never slap you, so the fight after the underflow will be significantly easier.&lt;br /&gt;
&lt;br /&gt;
I used this tiny RNG loop for 2 categories so far. The first was [[14% SuperChargeless]] in order to increase the probability of desired ammo drops from mochtroids and puyos in Botwoon hallway by 0.73%. This loop fairly increases the odds of super drops. The second was [[The Kona Challenge]], where I used it to guarantee that Draygon would never slap me. The manip probably cost me at least 2 minutes, so there's at least a small time cost to doing it in a speedrun.&lt;br /&gt;
&lt;br /&gt;
Here are the RNG values of the tiny loop. These values occur in the game sequentially in the order written rather than on shuffle:&lt;br /&gt;
&lt;br /&gt;
*01FF 0B0C 384D 1A92 85EB 9EA8 1A59 84CE 9917 FE84 F9A5 E14A 6783 06A0 2231 AC06 5D2F '''D2FC''' '''1FFD''' A102 261B BF98 BF09 BC3E AE47 6874 0B55 39BA 21B3 A990 50E1 9576 EC5F 9EEC 1BAD 8B72 BA4B A488 37B9 17AE 7777 5664 B105 762A 4FE3 9080 D391 22E6 AF8F 6EDC 2B5D D9E2 427B 4D78 8469 971E F4A7 C854 EAB5 969A F213 BB70 AA41 5456 A6BF 42CC 4F0D 8C52 BEAB BA68 A519 3A8E 25D7 BE44 B865 9B0A 0843 2A60 D4F1 29C6 D1EF 1ABC 86BD A2C2 2EDB EB58 99C9&lt;br /&gt;
I've bolded '''D2FC''' and '''1FFD''' because those are the two values that result in a pb drop. This means a 2 in 87 (2.3%) chance that shooting a goop will drop a pb. Because the two pb RNG values are back-to-back and always occur in order, this means that a goop shot would be a 2-frame window.&lt;br /&gt;
&lt;br /&gt;
2) One could enter the tiny RNG loop and perform a setup without calculated timing for when to lay the pb and when to shoot the goop. However this would make the odds 2/87 (for the pb drop) times 1/5 (for a hypothetical range of 5 frames for the correct frame to lay the pb. This would make the odds 2/435 or 1/217.5. I could be doing the math wrong, but the odds are no better than this if one blindly goes for the Draygon underflow without prior knowledge on patterns. Having at least one known pattern to look out for would allow a 1/87 chance for the exact series of goop patterns to happen times the probability of the player properly executing the necessary inputs. Theoretically, this underflow could be a 1 in 87 chance with one known working pattern, or 2 in 87 (1 in 43.5) with two known working patterns if execution is perfect.&lt;br /&gt;
&lt;br /&gt;
Again, the execution even after a known working pattern is a frame-perfect pb placement followed by a 2-frame lenient goop shot. This will never change.&lt;br /&gt;
&lt;br /&gt;
*Tewtal found at least one working setup even though he didn't identify the RNG values at which to lay a pb and shoot a goop. However, his setup was in the general 2200+ value loop rather than the 87 value RNG loop. Others may have found working setups, either by luck or through RAM watch, but I'm not aware of them. I found one setup that I happened to encounter two separate times in practice attempts. Here is the setup. I line up with the left wall above the door and morph while facing left, then tap right to face right [https://www.youtube.com/watch?v=Zvv77RTK-z4]&lt;br /&gt;
&lt;br /&gt;
I used RAM watch after my 2nd encounter and found that when this exact goop pattern occurs, the pb must be placed on 29C6 every time. The player then needs to input shoot on either 01FF or 0B0C for the goop to drop a pb on either D2FC or 1FFD. To be clear, 29C6 is the frame that the pb first appears on the screen, and 01FF/0B0C are the frames in which the player begins to input shoot.&lt;br /&gt;
&lt;br /&gt;
*I found a second setup that appears to be Draygon entering 1 frame earlier than before. Draygon first enters the screen at D4F1 (Sadly, I didn't get this value for the 1st setup). However, the underflow inputs must be input on the same frames. Lay the pb at D4F1 and begin shot input at 01FF/0B0C [https://youtu.be/YK6NYugHajc]&lt;br /&gt;
&lt;br /&gt;
*A third setup is shown below. Draygon enters at 0843. Pb must be placed at 2A60 and goop must be shot at 01FF/0B0C [https://www.youtube.com/watch?v=-0-dlUGRgLs]&lt;br /&gt;
&lt;br /&gt;
*A fourth setup is shown below. Draygon enters at 86BD, pb must be placed at D1EF, and goop must be shot at 01FF/0B0C [https://www.youtube.com/watch?v=6YsuKHg7IYc]&lt;br /&gt;
&lt;br /&gt;
In short, the workable patterns appear to require pb placement within a 5-value range: 0843 2A60 D4F1 29C6 D1EF. It's possible that more could work for different setups, but it would likely be near this range. Any RNG values for Draygon appearing on screen that are very different from these setups would likely not be a workable pattern using my setup. &lt;br /&gt;
&lt;br /&gt;
Because the 87 RNG values flow in order (and because I was able to encounter some of the same patterns multiple times), any exact pattern should happen 1 in 87 times. The same goes for the other setups. Thus, I believe the final probability is 4/87*probability of correct timing for inputs. This is at least a small improvement over the previous plan to blindly lay a pb and shoot goop hoping for the best.&lt;br /&gt;
&lt;br /&gt;
However, turrets advance RNG by a frame every 64 frames. I won't get into the details because I don't understand them, but Strotlog says that this can interfere with the goop angle 6/64 times (10% of the time. I will say that it's quite rare that this ruins a goop pattern, but it could do so by skipping one of the pb drop values (essentially making it frame perfect) or changing the angle of the 4th goop to be too high.&lt;br /&gt;
&lt;br /&gt;
The following potential discoveries could improve these odds even more:&lt;br /&gt;
*Additional working setups. Tewtal's setup shows that there could be more than the four that I found, but he likely tested in the general loop and not the small loop. Another setup (given the player can recognize them in time) can improve the odds to better than 1 in 10.75.&lt;br /&gt;
*RNG normalization to consistently get the needed pattern. This could potentially be done by observing turret patterns or bubble timing from Samus's helmet. However, I don't even know where to begin to find such a normalization. Knowing the RNG values for the timing of the Draygon underflow could be beneficial for finding a setup.&lt;br /&gt;
*An even smaller RNG loop with at least one pb drop value and at least one goop value. However, the 87-value loop currently known is the smallest one that I'm aware of.&lt;br /&gt;
&lt;br /&gt;
With now 4 RNG setups, the category has finally been completed. The odds of achieving the underflow at any given right-to-left goop pattern is as high as 1 in 10.75.&lt;br /&gt;
&lt;br /&gt;
==RNG Values==&lt;br /&gt;
S = swoop&lt;br /&gt;
G = goo&lt;br /&gt;
&lt;br /&gt;
/ = top left empty turret&lt;br /&gt;
BL = bottom left turret&lt;br /&gt;
TR = top right turret&lt;br /&gt;
BR = bottom right turret&lt;br /&gt;
--------&lt;br /&gt;
S /  01FF - Nothing&lt;br /&gt;
G BL  0B0C - HP&lt;br /&gt;
S TR  384D - Nothing&lt;br /&gt;
G BR 1A92 - Nothing&lt;br /&gt;
S /  85EB - Nothing&lt;br /&gt;
G BL 9EA8 - Nothing&lt;br /&gt;
S TR 1A59 - Nothing&lt;br /&gt;
G BR 84CE - Nothing&lt;br /&gt;
S /  9917 - HP&lt;br /&gt;
G BL FE84 - Nothing&lt;br /&gt;
S TR F9A5 - Nothing&lt;br /&gt;
G BR E14A - Nothing&lt;br /&gt;
S /  6783 - Nothing&lt;br /&gt;
G BL 06A0 - Nothing - Goo Spawn&lt;br /&gt;
S TR 2231 - HP      - B1 speed&lt;br /&gt;
G BR AC06 - hp&lt;br /&gt;
S /  5D2F - HP&lt;br /&gt;
'''G BL     D2FC - PB'''&lt;br /&gt;
'''S TR     1FFD - PB'''&lt;br /&gt;
G BR A102 - hp&lt;br /&gt;
S /  261B - HP&lt;br /&gt;
G BL BF98 - Nothing&lt;br /&gt;
S TR BF09 - hp&lt;br /&gt;
G BR BC3E - HP&lt;br /&gt;
S /  AE47 - Nothing&lt;br /&gt;
G BL 6874 - Nothing&lt;br /&gt;
S TR 0B55 - Nothing&lt;br /&gt;
G BR 39BA - Nothing&lt;br /&gt;
S /  21B3 - Nothing&lt;br /&gt;
G BL A990 - Nothing - Goo Spawn&lt;br /&gt;
S TR 50E1 - Nothing - A1 speed&lt;br /&gt;
G BR 9576 - Nothing&lt;br /&gt;
S /  EC5F - Nothing&lt;br /&gt;
G BL 9EEC - Nothing&lt;br /&gt;
S TR 1BAD - Nothing&lt;br /&gt;
G BR 8B72 - Nothing&lt;br /&gt;
S /  BA4B - Nothing&lt;br /&gt;
G BL A488 - Nothing&lt;br /&gt;
S TR 37B9 - Nothing&lt;br /&gt;
G BR 17AE - Nothing&lt;br /&gt;
S /  7777 - Nothing&lt;br /&gt;
G BL 5664 - Nothing&lt;br /&gt;
S TR B105 - hp&lt;br /&gt;
G BR 762A - HP&lt;br /&gt;
S /  4FE3 - Nothing&lt;br /&gt;
G BL 9080 - Nothing - Goo Spawn&lt;br /&gt;
S TR D391 - Nothing - 91 speed&lt;br /&gt;
G BR 22E6 - Nothing&lt;br /&gt;
S /  AF8F - Nothing&lt;br /&gt;
G BL 6EDC - Nothing&lt;br /&gt;
S TR 2B5D - Nothing&lt;br /&gt;
G BR D9E2 - Nothing&lt;br /&gt;
S /  427B - Nothing&lt;br /&gt;
G BL 4D78 - Nothing&lt;br /&gt;
S TR 8469 - Nothing&lt;br /&gt;
G BR 971E - HP&lt;br /&gt;
S /  F4A7 - Nothing&lt;br /&gt;
G BL C854 - Nothing&lt;br /&gt;
S TR EAB5 - Nothing&lt;br /&gt;
G BR 969A - Nothing&lt;br /&gt;
S /  F213 - HP&lt;br /&gt;
G BL BB70 - Nothing - Goo Spawn&lt;br /&gt;
S TR AA41 - Nothing - 81 speed&lt;br /&gt;
G BR 5456 - Nothing&lt;br /&gt;
S /  A6BF - Nothing&lt;br /&gt;
G BL 42CC - Nothing&lt;br /&gt;
S TR 4F0D - HP&lt;br /&gt;
G BR 8C52 - Nothing&lt;br /&gt;
S /  BEAB - Nothing&lt;br /&gt;
G BL BA68 - Nothing&lt;br /&gt;
S TR A519 - HP&lt;br /&gt;
G BR 3A8E - Nothing&lt;br /&gt;
S /  25D7 - Nothing&lt;br /&gt;
G BL BE44 - Nothing&lt;br /&gt;
S TR B865 - Nothing&lt;br /&gt;
G BR 9B0A - HP&lt;br /&gt;
S /  0843 - Nothing&lt;br /&gt;
G BL 2A60 - Nothing - Goo Spawn&lt;br /&gt;
S TR D4F1 - Nothing - B1&lt;br /&gt;
G BR 29C6 - Nothing&lt;br /&gt;
S /  D1EF - Nothing&lt;br /&gt;
G BL 1ABC - Nothing&lt;br /&gt;
S TR 86BD - Nothing&lt;br /&gt;
G BR A2C2 - Nothing&lt;br /&gt;
S /  2EDB - Nothing&lt;br /&gt;
G BL EB58 - Nothing&lt;br /&gt;
S TR 99C9 - Nothing&lt;br /&gt;
1FF again)&lt;br /&gt;
--------------&lt;br /&gt;
Successful confirmed setup to get the RNG stuck/caged in the tiny RNG loop:&lt;br /&gt;
NTSC: Having 69 ET energy (no Reserves), and 0x00 (default) sub-unit HP (by not having had heat or acid or lava damage beforehand), and then aligning to the blue door to the right leading into the 1st heated Norfair room with sidehoppers, opening it (with pea shot), and walking into the room to die to only heat (and then continue anywhere else at some previous savestation or ship).&lt;br /&gt;
PAL (analogous): Having 69 ET energy (no Reserves), and 0x00 (default) sub-unit HP (by not having had heat or acid or lava damage beforehand), and then aligning to the blue door to the right leading into the 1st heated Norfair room with sidehoppers, opening it (with pea shot), and walking into the room to die to only heat (and then continue anywhere else at some previous savestation or ship).&lt;br /&gt;
&lt;br /&gt;
Successful confirmed setup to get the RNG stuck/caged in the medium RNG loop:&lt;br /&gt;
NTSC: Having 02 ET energy (no Reserves), and 0x00 (default) sub-unit HP (by not having had heat or acid or lava damage beforehand), and then aligning to the blue door to the right leading into the 1st heated Norfair room with sidehoppers, opening it (with pea shot), and walking into the room to die to only heat (and then continue anywhere else at some previous savestation or ship).&lt;br /&gt;
PAL (analogous): Having 02 ET energy (no Reserves), and 0x00 (default) sub-unit HP (by not having had heat or acid or lava damage beforehand), and then aligning to the blue door to the right leading into the 1st heated Norfair room with sidehoppers, opening it (with pea shot), and walking into the room to die to only heat (and then continue anywhere else at some previous savestation or ship).&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9654</id>
		<title>King's Low% Difficulty Tier List</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=King%27s_Low%25_Difficulty_Tier_List&amp;diff=9654"/>
				<updated>2026-02-01T05:41:11Z</updated>
		
		<summary type="html">&lt;p&gt;Kingofthehill476: /* C Tier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I got bored, so now I'm ranking every low% category in terms of difficulty including ones that haven't been completed. This will include every category of 14%, 13%, 12% (will exclude most theoretical categories), 11%, 4%, and 0%. Anything with brackets [ ] means it hasn't been completed RTA. Also, accounting for use of L+R walljumping is tricky because it can significantly alter the difficulty ranking. For example, 13% PbPb would be lower difficulty than 11% glitched if L+R is used. I didn't really rank the difficulty of walljumps no L+R in 14% GrappleChargeless. I also ignored UWJ no L+R in 14% xSpring and xGrapple because they're optional for getting out of G4 if you don't wanna grind for metroid pb drops.&lt;br /&gt;
&lt;br /&gt;
*Note, 13% PbPb and 13% IcePb are the only completed categories (to the best of my knowledge) that I'd put in S tier difficulty. GCC's puzzles are no higher than C tier. Kona challenge is B tier. Blindfolded is A tier. S tier runs are TAS-only runs becoming a reality RTA.&lt;br /&gt;
&lt;br /&gt;
=Difficulty Tier List=&lt;br /&gt;
==ABSOLUTE UNTOUCHABLE GOD TIER==&lt;br /&gt;
[13% Speed TAS]&lt;br /&gt;
*Underwater walljumps (UWJ) no L+R, 3f-perfect everest slopespark + 3f double knockback from a puyo to generate slopespark on flat ground to avoid L+R, colosseum shortcharge isn't even known to be humanly possible. This is at least as hard as getting the everest slopespark twice in a row. For a bit of context, bobbob (the only person to ever execute this slopespark in a run) told me his success rate was 1 in 20. So 1/20*1/20 = 1 in 400 chance of bob completing this category. Not counting the colosseum shortcharge, which isn't known to be humanly possible yet&lt;br /&gt;
&lt;br /&gt;
==S+ Tier==&lt;br /&gt;
[13% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb underflow. A combination of the things that make 13% PbPb and 13% IcePb so hard&lt;br /&gt;
[14% SpeedPb]&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, 10pb flashsuit @ Draygon. Only slightly easier than the 13% SpeedPb&lt;br /&gt;
[[13% PbPb]] (Particularly without L+R)&lt;br /&gt;
*UWJ no L+R, 3f-perfect everest slopespark, underflow&lt;br /&gt;
&lt;br /&gt;
==S Tier==&lt;br /&gt;
[11% Pb] (Theoretical glitched category to supersede 12%)&lt;br /&gt;
*Gravityless door skips (very hard), complex OoB navigation, 10pb underflow&lt;br /&gt;
[14% GrapplePb]&lt;br /&gt;
*UWJ no L+R, Botwoon cf clip and use charge for Botwoon fight, 10pb flashsuit @ Draygon&lt;br /&gt;
[[13% xPb]]&lt;br /&gt;
*Jesuswalk, 10pb bluesuit generation (very precise rmode setup), 10pb underflow. This is the hardest category that I myself have ever completed in this entire game&lt;br /&gt;
[[13% IcePb]]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJB, 10pb underflow&lt;br /&gt;
[14% IcePb]&lt;br /&gt;
*Main St. + Mt. Everest ice + no HJC, 10pb flashsuit @ Draygon&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
[14% xSpeed] (if the really bs way to do it no L+R on PAL is done)&lt;br /&gt;
*Bluesuit -&amp;gt; gmode -&amp;gt; yellowsuit -&amp;gt; first try Jesuswalk -&amp;gt; superjump bluesuit conversion&lt;br /&gt;
[[14% Grapplebooster]]&lt;br /&gt;
*Without L+R, requires UWJ, grapple-bomb-jump-jumps, slopespark using a door, and spikesuit in colosseum using a weird glitch with grapple and bombs. With L+R and turbo (like I did cuz I was lazy), this would be towards the top of B tier&lt;br /&gt;
[[14% xSpring]]&lt;br /&gt;
*Jesuswalk Mt. Everest and West Sand Hall, need to do a weird double springball jump using bombs to get out of springball room, need to do a weird double springball jump using a bomb and reserves draining to get past halfie room, 10 missile zebs&lt;br /&gt;
[[14% SuperChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, Botwoon hallway cf clip then farm mocktroids and puyos for a 3% to get enough ammo to fight Botwoon without missing any ammo, underflow (harder on PAL). This is the hardest 14% that I myself have ever done&lt;br /&gt;
[[14% Gravboots]]&lt;br /&gt;
*Probably easier than some others on this list, but it requires a trick that might be 3f perfect and not much is known about this, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
[[14% Pb-Pb]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, multiple elevator cf suits (including one to carry all the way to zebs for zeb skip), botwoon cf clip&lt;br /&gt;
[[14% GrappleChargeless]]&lt;br /&gt;
*Loop through forgotten highway for tube gravity jump, elevator cf suit, underflow (harder on PAL), tbh I'm ignoring the difficulty of UWJ if no L+R is used, which would make this category even harder (likely A tier).&lt;br /&gt;
[[13% xCharge]] (Low% L+R on the board)&lt;br /&gt;
*Jesuswalk, 10 missile zebs, optional evir particle dboost, similar in difficulty to 12% but I might say this is technically slightly harder&lt;br /&gt;
[[12%]] xCharge (Standard 12% on the main board)&lt;br /&gt;
*Complex OoB navigation, evir particle dboost in West Sand Hall, xray zeb skip, maybe technically slightly easier than 13% xCharge but this is more of a pain due to OoB shenanigans&lt;br /&gt;
[[14% xPb]]&lt;br /&gt;
*10pb bluesuit generation using rmode in at least 3 instances (the one before Botwoon to avoid L+R is a very precise setup), one of which must be carried all the way to tourian for zeb skip&lt;br /&gt;
[[14% xChargeless]]&lt;br /&gt;
*Underflow, rmode botwoon hallway clip, maridia navigation no ice, gravity, or hi jump, evir particle dboost in West Sand Hall leaving Maridia&lt;br /&gt;
[[14% xAmmo]]&lt;br /&gt;
*Jesuswalk, Maridia no ice, gravity, or hi jump&lt;br /&gt;
[[14% xSpeed]] (with L+R as previous runs have done)&lt;br /&gt;
*Rmode botwoon clip, colosseum on the way out is tough (not unique to this category), evir particle dboost in West Sand Hall leaving Maridia (if left by going down) or horizontal infinite bomb jump (diagonal bomb jumps) in cac alley (if going through forgotten highway)&lt;br /&gt;
[[14% xGrapple]]&lt;br /&gt;
*10 missile zebs, UWJ no L+R out of G4 or grind for metroid pb drops&lt;br /&gt;
[[14% xBoots]]&lt;br /&gt;
*Halfie room and colosseum no L+R, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
[[14% Chargelice]]&lt;br /&gt;
*Underflow, Main St. + Mt. Everest with ice and no hi jump, maridia with no gravity or hi jump&lt;br /&gt;
[[14% Iceboost]]&lt;br /&gt;
*Varia blue + navigate all of maridia up to post-dray save in one go&lt;br /&gt;
[[0%]]&lt;br /&gt;
*I forgor, but it wasn't that bad I promise! There is some complex OoB navigation including a segment that's helpful to have a metronome for, but I didn't think it was as complex as 12%. I think it also requires off-screen bomb jumps&lt;br /&gt;
[[14% Speedboots]]&lt;br /&gt;
*Slopespark to get through botwoon hallway, halfie room and colosseum no L+R&lt;br /&gt;
[12% GravCharge]&lt;br /&gt;
*Botwoon hallway OoB entry (not quite figured out yet), 10 missile zebs&lt;br /&gt;
[[14% GravPb]]&lt;br /&gt;
*Botwoon hallway cf clip with 10 pbs, 10 missile zebs&lt;br /&gt;
[[14% xGravity]]&lt;br /&gt;
*Rmode botwoon clip, 10 missile zebs&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
[[14% Chargeless]]&lt;br /&gt;
*Elevator cf suit, botwoon w/o charge, underflow&lt;br /&gt;
[[14% xIce]]&lt;br /&gt;
*Mt. Everest ice and no hi jump, suitless Draygon fight&lt;br /&gt;
[[14% Iceboots]]&lt;br /&gt;
*Main St. and Mt. Everest with ice and hi jump, suitless Draygon fight (easier on PAL), UWJ no L+R (easy) to get out of precious room&lt;br /&gt;
[[14% Speed]]&lt;br /&gt;
*Just Ridley and MB but slightly longer than ice&lt;br /&gt;
[[14% Ice]]&lt;br /&gt;
*Just Ridley and MB&lt;br /&gt;
[[4%]]&lt;br /&gt;
*Basically a few doorskips and xray hall and that's it. Not super complicated OoB movement&lt;br /&gt;
&lt;br /&gt;
=Fun Tier List=&lt;br /&gt;
==S Tier==&lt;br /&gt;
14% Ice and 14% Speed&lt;br /&gt;
&lt;br /&gt;
==A Tier==&lt;br /&gt;
14% Iceboots, 14% X-Ice, 14% Chargeless, 0%, and 14% Icebooster&lt;br /&gt;
&lt;br /&gt;
==B Tier==&lt;br /&gt;
4%, 14% xGravity, [12% GravCharge], 14% Speedboots, and 14% Chargelice&lt;br /&gt;
&lt;br /&gt;
==C Tier==&lt;br /&gt;
14% xSpeed (with L+R as previous runs have done), 14% xChargeless, 12% xCharge, and 13% xCharge&lt;br /&gt;
&lt;br /&gt;
==D Tier==&lt;br /&gt;
14% GravPb, 14% xBoots, 14% xGrapple, 14% xPb, and 14% GravBoots&lt;br /&gt;
&lt;br /&gt;
==F Tier==&lt;br /&gt;
14% xAmmo, 14% GrappleChargeless, 14% PbPb, 14% SuperChargeless, 14% xSpring, 14% GrappleBooster, 14% xSpeed (if the really bs way to do it no L+R on PAL is done), [14% IcePb], 13% IcePb, 13% xPb, [14% GrapplePb], [11% Pb (Theoretical glitched category to supersede 12%)], 13% PbPb, [14% SpeedPb], and [13% SpeedPb]&lt;br /&gt;
&lt;br /&gt;
==FFFFFFFFF Tier==&lt;br /&gt;
[13% Speed TAS]&lt;/div&gt;</summary>
		<author><name>Kingofthehill476</name></author>	</entry>

	</feed>