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@aquanight
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Room notes:

  • 30 missiles to farm croc feels low, considering the likely need to let Croc walk back and forth while farming. On the other hand, you can (likely will) farm missiles while doing so.
  • Trying to farm using Supers seems super cursed considering the drop rate and, again, the need to let Croc walk back and forth. So I left that one out.
  • Charge Beam farming has a disableEquipment Plasma. Disabling beams isn't something that normally gets called out but you definitely do not want to forget to switch off Plasma.
  • CF can be done with croc alive or dead. Alive = shorter runway, damage with spikes, swipe for interrupt. Dead = full runway, acid dip interrupt.

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@kjbranch kjbranch left a comment

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I found the fireballs to be the easiest way to interrupt.

"blueSuitChecked": true,
"note": [
"Crystal Flash after entering. If Crocomire is alive, run to the left to avoid hitting him with the Power Bomb.",
"With Crocomire alive, damage using the spike wall, then run toward Crocmomire for shinecharge and interrupt with a swipe.",
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If croc is alive, you'll need a way to start the fight. You can CF under the right half of the door to hit him and it looked like you finish the CF before he gets to you. Otherwise you need a couple missiles or supers, or start the fight, move him right and farm then go CF to the left (which is mostly just the next strat).

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Since I don't collect the flag, this should be okay with leading into the fight strats. But notably, something like MapRando could use this strat since the door stays open. I had this same question about this possibility when doing the Phase 1 strat for Kraid.

"canDodgeWhileShooting",
"canFarmWhileShooting",
{"or": [
{"ammo": {"type": "Missile", "count": 30}},
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feels fine with less. You could even have 2 Supers or 2 missiles and some capacity, then you can farm before the spike wall and get enough ammo to push it back

{"not": "f_DefeatedCrocomire"},
"canRiskPermanentLossOfAccess",
"canDodgeWhileShooting",
"canFarmWhileShooting",
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this would only be needed for the harder variants (less ammo). I would see what is already in logic to kill Croc and model it off of that.

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@aquanight aquanight Dec 11, 2025

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For current fight strats, I see these options that involve ammo (Charge is free):

  • 30 Missiles - it drops to 25 if nearly full on Energy (missing less than 50 between both regular and reserve). This is by definition not true for R-Mode (since you will be missing 100 Reserve minimum).
  • 2 missiles, 10 capacity, canTrickyJump (farms missiles - nothing about the strat requires being full on energy, but a note advises that doing so will speed up the process)
  • 8 Supers with canFarmWhileShooting, 12 Supers without (there doesn't appear to actually be a farming variant of this)
  • Notable strat for 5-Missile Croc

Complicating this is the need to additionally farm energy to full. As energy tank count increases, this requires intentionally extending the fight by allowing Crocomire to step forward, thus requiring using more Missiles.

Crocomire's fireballs are roughly 53.3% large energy, 44.4% missile, 2.2% Nothing (assuming full on supers/PBs).

  • For 30 Missile, I think we can safely assume that any Missiles "wasted" having to pause/extend can eventually be made up for by farming back Missiles.
  • For 2-missile start + 10 capacity, the existing strat reads like it works fine if you must farm energy and ammo together, but I wonder if it needs more lenience when we're talking about having to spend extra time farming more energy
  • 8 Supers doesn't have a farming variant, so I'm not sure I want a "energy farm" fight that uses them. It's impossible to plan for how many "extra" Supers you need even if based on how many energy tanks you have, or if you can disable.
  • I'm not sure 5-Missile Croc has enough lenience to intentionally extend the fight.

On top of the possible need for extra lenience, I think I need to study Crocomire's farming cycles (and probability of occurrence) better because I have a suspicion that farming to full may legitimately need to include canBePatient just for the extra amount of time it will take.

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  • Running away from fireballs looked like a good way to interrupt.
  • Almost want to require canFarmWhileShooting to ensure you are collecting enough drops per cycle for it not to take too long

"h_shinechargeMaxRunway",
{"autoReserveTrigger": {}},
"canRModeSparkInterrupt",
{"acidFrames": 30}
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My buffered spinjump sees 16 frames

]},
{"and": [
"Charge",
{"disableEquipment": "Plasma"}
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If you don't scroll the camera, the fight won't end.

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