Movement Reference
From A complete guide to Super Metroid speedrunning
| Technique | Duration (frames) | Relevant RAM location | additional notes |
|---|---|---|---|
| Damage boost (projectile) | 4 | 95 i-frames | |
| Damage boost (enemy) | 5 | 95 i-frames | |
| Damage boost (environmental hazard) | 10 | 60 i-frames | |
| turning around | 8 | turning around while spinjumping or morphed takes 0 frames instead. | |
| Shinespark charged | 120 | Shooting a fully-charged shot extends the counter 1 frame. | |
| pre-spark freeze | x (minimum) to 60? (maximum) | ||
| Shinespark bonk | |||
| Special Beam Attack (wave) | 120 frame charge-up time. This counter does not tick during uninterruptable animations or while pseudoscrewing. |