AM2R 1.1 - Zeta's alternate weak point
I stumbled upon this while trying some route ideas for 100%, it seems that you can damage Zetas on their backs while they are crouching, jumping or landing from a jump.
Sadly, you still need 6 supers to kill them but its useful to know that they have another weak point.
I nailed a Super as late as the seventh frame of the landing animation so the timing is difficult, it's possible to damage him by firing from any angle (as shown after killing the metroid).
But this is much harder in Area 4, it seems that the platform in the Zeta room of Area 5 gives the necessary height for the horizontal shots to land on the weak point.
It is interesting to find this knowing that their next phase has a weak point on the back, coincidence?
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