(pre-)Colosseum strategies for 14%HighJump-Speed(PAL)
In here are some methods shown that can help getting past this part under 14%HighJump-Speed(PAL) restrictions.
At the very first part, the necessary longish 1-Wall-Climb is shown. One can (either climb at the left side or) climb at the right side until Samus is about halfway out of the water and then continue a walljump to the left where one shortly before getting close to the left platform taps Right shortly (which will shift Samus via backwards momentum a little to the left and will also increase the height that the ledge to the left can be such that the game would still put Samus onto it, compared to facing towards the ledge one wants to get onto during a spinning pose). Then, one can align Samus to the (grey) door, execute a turnaround spinjump to the right at which one shortly after doing so taps quickly Left (which will let Samus face left and leave her with backwards momentum in spinning pose to the right) and taps then Right again (to mirror this backwards momentum back to the left) to stay close to the wall at which one (seemingly frame-perfect) has to execute a walljump to get out of the water. If failing to do so, one can focus on Samus making it out of the water or not, and can, in the case of not getting out, quickly turn to the left and then (e.g.) shoot in order to break out of the spinjump to cancel any remaining (potentially rightwards) momentum, to make it easier to get back to the left platform and avoiding to fall all the way down.
In Colosseum, the first thing shown in there (since one actually is quite lucky in PAL) is that, via full spinjump to the right towards the first platform´s lower pillar of blocks, one can at that wall start a rather high-frequent walljump climb (using the normal walljump inputs, not the counterintuitive ones) to get back out of the water (without the usually required guessed point in time (or height) at which one would have to switch from the counterintuitive pattern to a fast paced usual pattern). Then, at the lower part of this wall, one can walljump off of it and instantly turn around to align Samus to it while rising, and then after unspinning tap Right once for a good positioning to (after turning off HighJump) set up a running start with late jump and rather precise height to the right, at which one right before touching the spike shall press Left for about 1 frame in order to get a forwards-damage-boost started that takes Samus out of the water onto the spike (but can also cause Samus to continue a jump past the spike back into the water).
At the next part, i.e. on the next platform before the following spike, one can align Samus for a good running start the same way and, while holding Jump (e.g. by jumping and keeping to hold the Jump button after landing), simply run to the right and (as soon as losing contact to ground) add holding Down, then release Right (and Dash if wanted), and tap Left shortly after landing on the spike, in order to start a damage-boost to the left that is stopped immediately to stay in place and land safely on the spike. From there, it is roughly the same setup and a damage-boost onto the second larger spike-platform. To get back, a buffered slide-/wiggle-gravitation-fulljump can be used.
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