Crocomire Escape: Ceiling Mockball Spring Fling (Extreme)

Perform a last-frame jump and ceiling mockball, then spring fling to just barely make it onto the ledge with the item.

Difficulty filter

Strats ()

From: 2
Right Door
To: 1
Left Door

Entrance condition:

"comeInWithGMode": {
  "mode": "indirect",
  "morphed": false
}

Requires:

{"or": [
  "SpaceJump",
  {"and": [
    "HiJump",
    "canSpeedyJump",
    "canWallJump"
  ]},
  {"and": [
    "HiJump",
    "canSpringBallJumpMidAir",
    {"or": [
      {"noBlueSuit": {}},
      {"and": [
        "Gravity",
        {"lavaFrames": 25}
      ]}
    ]}
  ]},
  {"and": [
    {"notable": "Spring Ball Bomb Boost"},
    {"noBlueSuit": {}},
    "canSpringBallJumpMidAir",
    "canUnmorphBombBoost",
    "h_crouchJumpDownGrab",
    {"or": [
      "canInsaneJump",
      "h_additionalBomb"
    ]}
  ]},
  {"and": [
    {"or": [
      {"canShineCharge": {"usedTiles": 15, "openEnd": 2}},
      "h_storedSpark"
    ]},
    "canShinechargeMovementComplex",
    {"or": [
      {"shinespark": {"frames": 12, "excessFrames": 2}},
      {"and": [
        "h_speedJump",
        {"shinespark": {"frames": 9, "excessFrames": 3}}
      ]}
    ]}
  ]},
  {"and": [
    {"notable": "Ceiling Mockball Spring Fling"},
    "h_speedJump",
    "canInsaneJump",
    "canMomentumConservingMorph",
    "canSpringFling"
  ]}
]},
"h_heatedGModeOpenDifferentDoor"
From: 2
Right Door
To: 2
Right Door

Touch the item as little as possible in order to prevent PLMs from being overloaded, so the platforms below remain solid.

Entrance condition:

"comeInWithGMode": {
  "mode": "direct",
  "morphed": false
}

Requires:

"canRemoteAcquire",
{"or": [
  "SpaceJump",
  {"and": [
    "HiJump",
    "canSpeedyJump",
    "canWallJump"
  ]},
  {"and": [
    "HiJump",
    "canSpringBallJumpMidAir",
    {"or": [
      {"noBlueSuit": {}},
      {"and": [
        "Gravity",
        {"lavaFrames": 25}
      ]}
    ]}
  ]},
  {"and": [
    {"notable": "Spring Ball Bomb Boost"},
    {"noBlueSuit": {}},
    "canSpringBallJumpMidAir",
    "canUnmorphBombBoost",
    "h_crouchJumpDownGrab",
    "canInsaneJump"
  ]},
  {"and": [
    {"or": [
      {"canShineCharge": {"usedTiles": 15, "openEnd": 2}},
      "h_storedSpark"
    ]},
    "canShinechargeMovementComplex",
    {"or": [
      {"shinespark": {"frames": 12, "excessFrames": 2}},
      {"and": [
        "h_speedJump",
        {"shinespark": {"frames": 9, "excessFrames": 3}}
      ]}
    ]}
  ]},
  {"and": [
    {"notable": "Ceiling Mockball Spring Fling"},
    "h_speedJump",
    "canInsaneJump",
    "canMomentumConservingMorph",
    "canSpringFling"
  ]}
]},
"h_heatedDirectGModeLeaveSameDoor"

Collects items: 3

Dev note: There is no leniency option for using an extra Power Bomb, because it will contribute to PLM overload. (2 PBs is technically barely possible)

From: 2
Right Door
To: 3
Item

Position at the end of the runway (or up to 4 pixels away) at the top-right of the room, gain run speed, perform a last-frame jump and ceiling mockball, then equip or unequip Spring Ball in order to reset Samus' vertical speed and just barely make it onto the ledge with the item.

Requires:

{"notable": "Ceiling Mockball Spring Fling"},
"h_speedJump",
"canInsaneJump",
{"heatFrames": 500},
"canMomentumConservingMorph",
"canSpringFling",
{"or": [
  "h_heatProof",
  "canBeVeryPatient"
]}
From: 2
Right Door
To: 3
Item

Entrance condition:

"comeInWithGMode": {
  "mode": "indirect",
  "morphed": false
}

Requires:

"h_heatedGMode",
{"or": [
  "SpaceJump",
  {"and": [
    "HiJump",
    "canSpeedyJump",
    "canWallJump"
  ]},
  {"and": [
    "HiJump",
    "canSpringBallJumpMidAir",
    {"or": [
      {"noBlueSuit": {}},
      {"and": [
        "Gravity",
        {"lavaFrames": 25}
      ]}
    ]}
  ]},
  {"and": [
    {"notable": "Spring Ball Bomb Boost"},
    {"noBlueSuit": {}},
    "canSpringBallJumpMidAir",
    "canUnmorphBombBoost",
    "h_crouchJumpDownGrab",
    {"or": [
      "canInsaneJump",
      "h_additionalBomb"
    ]}
  ]},
  {"and": [
    {"or": [
      {"canShineCharge": {"usedTiles": 15, "openEnd": 2}},
      "h_storedSpark"
    ]},
    "canShinechargeMovementComplex",
    {"or": [
      {"shinespark": {"frames": 12, "excessFrames": 2}},
      {"and": [
        "h_speedJump",
        {"shinespark": {"frames": 9, "excessFrames": 3}}
      ]}
    ]}
  ]},
  {"and": [
    {"notable": "Ceiling Mockball Spring Fling"},
    "h_speedJump",
    "canInsaneJump",
    "canMomentumConservingMorph",
    "canSpringFling"
  ]}
]},
{"heatFrames": 90}

Clears obstacles: A

Dev note: Goes to 3 because opening the gate mostly only makes sense when going back to the right for a longer runway or obtaining the item. FIXME: Variants with shinesparking or Geruta damage boost can be added. (Energy from immobile, CF, or energy free sparks)

From: 2
Right Door
To: 3
Item

Entrance condition:

"comeInWithGMode": {
  "mode": "any",
  "morphed": false
}

Requires:

"h_heatedGMode",
{"or": [
  "SpaceJump",
  {"and": [
    "HiJump",
    "canSpeedyJump",
    "canWallJump"
  ]},
  {"and": [
    "HiJump",
    "canSpringBallJumpMidAir",
    {"or": [
      "canDash",
      {"and": [
        {"haveBlueSuit": {}},
        "Gravity"
      ]}
    ]}
  ]},
  {"and": [
    "canDash",
    {"notable": "Spring Ball Bomb Boost"},
    "canSpringBallJumpMidAir",
    "canUnmorphBombBoost",
    "h_crouchJumpDownGrab",
    {"or": [
      "canInsaneJump",
      "h_additionalBomb"
    ]}
  ]},
  {"and": [
    {"canShineCharge": {"usedTiles": 15, "openEnd": 2}},
    "canShinechargeMovementComplex",
    {"or": [
      {"shinespark": {"frames": 12, "excessFrames": 2}},
      {"and": [
        "h_speedJump",
        {"shinespark": {"frames": 9, "excessFrames": 3}}
      ]}
    ]}
  ]},
  {"and": [
    {"notable": "Ceiling Mockball Spring Fling"},
    "h_speedJump",
    "canInsaneJump",
    "canMomentumConservingMorph",
    "canSpringFling"
  ]}
]},
{"heatFrames": 0}

Dev note: FIXME: Variants with Geruta damage boost can be added. (Energy from immobile or CF)