East Ocean: Direct G-mode Morph, Bomb Into Spring Ball Jump, Crystal Flash Interrupt

Room ID: 34

Wiki
From: 2
Right Door
To: 3
Junction (Left side Pit)

Pause and jump just before the fade out finishes. Turn off Spring Ball and place a Bomb just above where Samus' head would be if standing. Pause again between 23-25 frames later and equip Spring Ball; Samus has a three frame window where she has upward momentum from the Bomb and can jump again. The positioning of the Bomb is quite lenient, with an 11 frame window for where it can be placed. This needs to be done multiple times to cross the room with no other items; using Spring Flings to cross from peak to peak can reduce the required number of bomb into Spring Ball jumps to just one or two. To Crystal Flash interrupt, it is required to avoid double hitting the Skultera with the Power Bomb, and to position the Crystal Flash so that the Skultera can hit Samus from above so it avoids the light orb. To do this, use the bottom-left Skultera, and move it off-camera at the far left end of its cycle. Go to the far right end of it's cycle and on the Crystal Flash on the sloped tile just below where it ends. Once the Skultera gets hit by the Power Bomb explosion, it will start moving, even while off-camera.

Entrance condition:

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

Requires:

"h_artificialMorphUnderwaterBombIntoSpringBallJump"
{
  "or": [
    "h_artificialMorphSpringFling",
    "canBeVeryPatient"
  ]
}
"h_artificialMorphComplexRModeCrystalFlashInterrupt"
"canCameraManip"
{
  "ammo": {
    "type": "Missile",
    "count": 10
  }
}
{
  "ammo": {
    "type": "Super",
    "count": 10
  }
}
{
  "ammo": {
    "type": "PowerBomb",
    "count": 5
  }
}
{
  "or": [
    "h_partialEnemyDamageReduction",
    {
      "resourceAtMost": [
        {
          "type": "RegularEnergy",
          "count": 19
        }
      ]
    },
    {
      "and": [
        {
          "resourceCapacity": [
            {
              "type": "RegularEnergy",
              "count": 199
            }
          ]
        },
        {
          "resourceCapacity": [
            {
              "type": "ReserveEnergy",
              "count": 199
            }
          ]
        }
      ]
    }
  ]
}

Dev note: Methods with more flexible movement items will instead be done at node 4, after which, they can be used to get here. FIXME: Add variants that can farm enough Energy to choot damage boost without enemy damage reduction or tanks.