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59 changes: 36 additions & 23 deletions region/lowernorfair/east/Red Kihunter Shaft.json
Original file line number Diff line number Diff line change
Expand Up @@ -1089,29 +1089,20 @@
{
"id": 33,
"link": [3, 7],
"name": "Wave Plasma Kill (Bottom)",
"name": "Plasma Kill (Bottom)",
"requires": [
"Wave",
{"or": [
"Wave",
["canDodgeWhileShooting", {"heatFrames": 60}]
]},
"Plasma",
{"heatFrames": 300}
],
"flashSuitChecked": true,
"blueSuitChecked": true,
"note": "Immediately move left to the end of the runway to prevent the Kihunter from descending."
},
{
"link": [3, 7],
"name": "Plasma Kihunter Kill (Bottom)",
"requires": [
"canDodgeWhileShooting",
"Plasma",
{"heatFrames": 360}
],
"flashSuitChecked": true,
"blueSuitChecked": true,
"note": [
"Immediately move left to the end of the runway to prevent the Kihunter from descending.",
"Fire shots upward through the edge of the platform while standing safely under the ledge."
"The Kihunter can be safely killed without Wave by firing shots up through the edge of the platform."
]
},
{
Expand Down Expand Up @@ -1985,7 +1976,7 @@
{
"id": 65,
"link": [7, 5],
"name": "Slow Kihunter Kill",
"name": "Slow Kihunter Kill (Top)",
"requires": [
"h_heatProof",
"canBePatient",
Expand All @@ -2011,7 +2002,7 @@
{
"id": 66,
"link": [7, 5],
"name": "Tank the Damage",
"name": "Tank the Damage (Top)",
"requires": [
"canDash",
{"enemyDamage": {"enemy": "Kihunter (red)", "type": "contact", "hits": 2}},
Expand All @@ -2024,7 +2015,7 @@
{
"id": 67,
"link": [7, 5],
"name": "Super Kill",
"name": "Super Kill (Top)",
"requires": [
"canDash",
{"enemyKill": {
Expand All @@ -2039,7 +2030,7 @@
{
"id": 68,
"link": [7, 5],
"name": "Ice Wave Spazer Kill",
"name": "Ice Wave Spazer Kill (Top)",
"requires": [
"canDash",
"Wave",
Expand All @@ -2053,20 +2044,27 @@
{
"id": 69,
"link": [7, 5],
"name": "Wave Plasma Kill",
"name": "Plasma Kill (Top)",
"requires": [
"canDash",
"Wave",
{"or": [
"Wave",
["canDodgeWhileShooting", {"heatFrames": 160}]
]},
"Plasma",
{"heatFrames": 840}
],
"flashSuitChecked": true,
"blueSuitChecked": true
"blueSuitChecked": true,
"note": [
"The top Kihunter can be safely killed without Wave by firing shots up through the edge of the upper platform.",
"It's faster if the top Kihunter descends, because some shots will hit both enemies."
]
},
{
"id": 70,
"link": [7, 5],
"name": "Screw Kill",
"name": "Screw Kill (Top)",
"requires": [
"canDash",
"ScrewAttack",
Expand All @@ -2076,6 +2074,21 @@
"blueSuitChecked": true,
"note": "Be careful when wall jumping because Screw Attack does not provide protection at that time."
},
{
"link": [7, 5],
"name": "Hitbox the Kihunters (Top)",
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This isn't reliable so should be removed.
There is a plasma hitbox manip strat that can be added as [3, 5] as part of the canInsaneJump option I suggestted over there.

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Hmm, should I try to play around with this more to find a more reliable setup? Or like, this just isn't viable at any difficulty?

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Or, I guess it would have to be something less than Expert to even be worth mentioning; otherwise you can do the other strats without needing plasma.

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@osse101 osse101 Apr 8, 2026

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I can't find a simple set of movements that 100% avoids the middle kihunter getting stuck where you jump up, so you have to kill it in that case. It needs to be something really simple, and that's why the canInsaneJump version where you just do the room as fast as you can is a candidate.

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Ahh ok. I assumed it had to do with the uncertainty around the top kihunter descending or not. Cool, cool, I'll play around a bit and see what I see. :)

"requires": [
"h_PlasmaHitbox",
"canTrickyJump",
{"heatFrames": 540}
],
"flashSuitChecked": true,
"blueSuitChecked": true,
"note": [
"Use Plasma to run or jump through the Kihunters.",
"The middle Kihunter can often be dodged directly."
]
},
{
"id": 71,
"link": [7, 5],
Expand Down
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