canUnderwaterCrystalSpark (Extreme)

Perform a Crystal Spark while on a shinecharge timer with underwater physics.

If performing the spark from an angle-down crouch, angle-down must be released immediately after jumping, in order for the spark to activate.

Dependencies: canCarryBlueSuit, canCrystalSpark, canSuitlessMaridia

Difficulty filter

Strats ()

From: 2
Left Door
To: 2
Left Door

Requires:

"canWaterShineCharge"
{
  "canShineCharge": {
    "usedTiles": 20,
    "openEnd": 1
  }
}
{
  "or": [
    {
      "and": [
        "h_enemyDrops",
        "h_underwaterCrystalSparkWithoutLenience"
      ]
    },
    "h_underwaterCrystalSpark"
  ]
}

Dev note: No lenience, because Power Bombs can be farmed from the Scisers.

From: 1
Left Door
To: 1
Left Door

Requires:

"canStutterWaterShineCharge"
"h_shinechargeMaxRunway"
"h_underwaterCrystalSpark"
From: 1
Left Door
To: 1
Left Door

Entrance condition:

{
  "comeInStutterShinecharging": {
    "minTiles": 2
  },
  "comesInHeated": "no"
}

Requires:

"canPreciseStutterWaterShineCharge"
{
  "or": [
    {
      "and": [
        "h_enemyDrops",
        "h_underwaterCrystalSparkWithoutLenience",
        {
          "or": [
            "canBeVeryPatient",
            {
              "ammo": {
                "type": "Super",
                "count": 2
              }
            }
          ]
        }
      ]
    },
    "h_underwaterCrystalSpark"
  ]
}

Dev note: This won't apply the lenience to the Super if resetting the room on the left, but there are enough crabs that you'd likely only need a couple extra Supers in the worst-case scenario. FIXME: This is possible with one tile, but it's a lot worse. It would be very tedious to set up for many attempts.

From: 2
Right Door
To: 2
Right Door

Entrance condition:

{
  "comeInShinecharging": {
    "length": 1,
    "openEnd": 1
  },
  "comesInHeated": "no"
}

Requires:

"h_enemyDrops"
"h_underwaterCrystalSparkWithoutLenience"

Dev note: No lenience, because Power Bombs can be farmed from the Scisers. This runway will not add any usable distance; it is only included because it has a good farm.

From: 1
Top Left Doorway
To: 1
Top Left Doorway

Entrance condition:

{
  "comeInShinecharging": {
    "length": 1,
    "openEnd": 1
  },
  "comesInHeated": "no"
}

Requires:

"h_enemyDrops"
"h_underwaterCrystalSparkWithoutLenience"

Dev note: This room is shorter than the 3 tile limit normally used for these strats; in fact, this runway will not add any usable distance; it is only included because it has a good Power Bomb farm.

From: 4
Top Right Doorway
To: 4
Top Right Doorway

Entrance condition:

{
  "comeInShinecharging": {
    "length": 1,
    "openEnd": 1
  },
  "comesInHeated": "no"
}

Requires:

"h_enemyDrops"
"h_underwaterCrystalSparkWithoutLenience"

Dev note: This room is shorter than the 3 tile limit normally used for these strats; in fact, this runway will not add any usable distance; it is only included because it has a good Power Bomb farm.

From: 3
Middle Right Door
To: 3
Middle Right Door

Entrance condition:

{
  "comeInStutterShinecharging": {
    "minTiles": 1
  },
  "comesInHeated": "no"
}

Requires:

"canStutterWaterShineCharge"
"h_shinechargeMaxRunway"
{
  "or": [
    {
      "and": [
        "h_enemyDrops",
        "h_underwaterCrystalSparkWithoutLenience",
        "canBeVeryPatient"
      ]
    },
    "h_underwaterCrystalSpark"
  ]
}

Dev note: With enough patience, there is no lenience, because Power Bombs can be farmed from the Scisers.

From: 4
Top Right Door
To: 4
Top Right Door

Entrance condition:

{
  "comeInStutterShinecharging": {
    "minTiles": 2
  },
  "comesInHeated": "no"
}

Requires:

"canPreciseStutterWaterShineCharge"
{
  "or": [
    {
      "and": [
        "h_enemyDrops",
        "h_underwaterCrystalSparkWithoutLenience",
        "canBeVeryPatient"
      ]
    },
    "h_underwaterCrystalSpark"
  ]
}

Dev note: With enough patience, there is no lenience, because Power Bombs can be farmed from the Scisers. FIXME: This is possible with one tile, but it's a lot worse. It would be very tedious to set up for many attempts.

From: 1
Left Door
To: 1
Left Door

Entrance condition:

{
  "comeInStutterShinecharging": {
    "minTiles": 1
  },
  "comesInHeated": "no"
}

Requires:

"canPreciseStutterWaterShineCharge"
"h_underwaterCrystalSpark"

Dev note: FIXME: This is possible with one tile, but it's a lot worse. It would be very tedious to set up for many attempts.

From: 1
Left Door
To: 1
Left Door

Entrance condition:

{
  "comeInShinecharging": {
    "length": 1,
    "openEnd": 1
  },
  "comesInHeated": "no"
}

Requires:

"h_underwaterCrystalSparkWithoutLenience"

Dev note: No lenience, because reloading from the save is possible. This room is shorter than the 3 tile limit normally used for these strats; in fact, this runway will not add any usable distance; it is only included because it has a save.

From: 2
Bottom Left Door
To: 2
Bottom Left Door

Enter this room while holding dash in the previous room, before the door transition. Do not release dash in the water or Samus will not be able to get blue speed.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": "yes",
    "minTiles": 0.4375
  },
  "comesInHeated": "no"
}

Requires:

"canWaterShineCharge"
"h_shinechargeMaxRunway"
"h_underwaterCrystalSpark"
From: 1
Right Door
To: 1
Right Door

Entrance condition:

{
  "comeInShinecharging": {
    "length": 1,
    "openEnd": 1
  },
  "comesInHeated": "no"
}

Requires:

"h_underwaterCrystalSparkWithoutLenience"

Dev note: No lenience, because reloading from the save is possible. This runway will not add any usable distance; it is only included because it has a save.

With only 1 tile of runway, this requires releasing forward for 1 or 2 frames and repressing forward on the last possible frame.

Entrance condition:

{
  "comeInStutterShinecharging": {
    "minTiles": 1
  },
  "comesInHeated": "no"
}

Requires:

"canPreciseStutterWaterShineCharge"
"h_underwaterCrystalSpark"
From: 1
Left Door
To: 1
Left Door

Entrance condition:

{
  "comeInStutterShinecharging": {
    "minTiles": 2
  },
  "comesInHeated": "no"
}

Requires:

"canPreciseStutterWaterShineCharge"
{
  "or": [
    {
      "and": [
        "h_enemyDrops",
        "canBeVeryPatient",
        "h_underwaterCrystalSparkWithoutLenience"
      ]
    },
    "h_underwaterCrystalSpark"
  ]
}

Dev note: With enough patience, there is no lenience, because Power Bombs can be farmed from the Scisers. FIXME: This is possible with a 1-tile runway, but it's a lot worse. It would be very tedious to set up for many attempts.

From: 2
Right Door
To: 2
Right Door

Entrance condition:

{
  "comeInShinecharging": {
    "length": 1,
    "openEnd": 1
  },
  "comesInHeated": "no"
}

Requires:

"h_enemyDrops"
"h_underwaterCrystalSparkWithoutLenience"

Dev note: No lenience, because Power Bombs can be farmed from the Scisers. This runway will not add any usable distance; it is only included because it has a good farm.

From: 2
Bottom Left Door
To: 2
Bottom Left Door

With only a runway length of 3 tiles (closed end) in the other room, this requires a precise setup: release forward for 3 or 4 frames, then repress forward on the last possible frame before the transition; alternatively, release forward for 2 frames and repress forward on the second-to-last possible frame before the transition.

If a longer runway is available (4 tiles), the timing windows are a bit more lenient: 1. Release forward for 3, 4, or 5 frames, repress forward on the last possible frame; 2. Release forward for 2 or 3 frames, repress forward on the 2nd-to-last possible frame; 3. Release forward for 1 or 2 frames, repress forward on the 3rd-to-last possible frame.

Entrance condition:

{
  "comeInStutterShinecharging": {
    "minTiles": 2.4375
  },
  "comesInHeated": "no"
}

Requires:

"canPreciseStutterWaterShineCharge"
"h_underwaterCrystalSpark"

Dev note: FIXME: This is possible with a 2-tile runway, but it's a lot worse. It would require more duplication and could be very tedious to set up for many attempts.

From: 1
Left Door
To: 1
Left Door

Entrance condition:

{
  "comeInShinecharging": {
    "length": 1,
    "openEnd": 1
  },
  "comesInHeated": "no"
}

Requires:

"h_underwaterCrystalSparkWithoutLenience"
"h_MissileRefillStationAllAmmo"

Dev note: No lenience, if the refill station refills Power Bombs. This runway will not add any usable distance; it is only included because it has a refill.

From: 2
Bottom Left Door
To: 2
Bottom Left Door

With only a runway length of 3 tiles (closed end) in the other room, this requires a precise setup: release forward for 3 or 4 frames, then repress forward on the last possible frame before the transition; alternatively, release forward for 2 frames and repress forward on the second-to-last possible frame before the transition.

If a longer runway is available (4 tiles), the timing windows are a bit more lenient: 1. Release forward for 3, 4, or 5 frames, repress forward on the last possible frame; 2. Release forward for 2 or 3 frames, repress forward on the 2nd-to-last possible frame; 3. Release forward for 1 or 2 frames, repress forward on the 3rd-to-last possible frame.

Entrance condition:

{
  "comeInStutterShinecharging": {
    "minTiles": 2.4375
  },
  "comesInHeated": "no"
}

Requires:

"canPreciseStutterWaterShineCharge"
"h_underwaterCrystalSpark"

Dev note: FIXME: This is possible with a 2-tile runway, but it's a lot worse. It would require more duplication and could be very tedious to set up for many attempts.

From: 2
Bottom Right Door
To: 2
Bottom Right Door

Start the dash as close to the door transition as possible to help avoid getting hit by the first Owtch.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": "yes",
    "minTiles": 0.4375
  },
  "comesInHeated": "no"
}

Requires:

"canWaterShineCharge"
"h_underwaterCrystalSpark"
From: 1
Left Door
To: 1
Left Door

With only a runway length of 3 tiles (closed end) in the other room, this requires a precise setup: release forward for 3 or 4 frames, then repress forward on the last possible frame before the transition; alternatively, release forward for 2 frames and repress forward on the second-to-last possible frame before the transition.

If a longer runway is available (4 tiles), the timing windows are a bit more lenient: 1. Release forward for 3, 4, or 5 frames, repress forward on the last possible frame; 2. Release forward for 2 or 3 frames, repress forward on the 2nd-to-last possible frame; 3. Release forward for 1 or 2 frames, repress forward on the 3rd-to-last possible frame.

Entrance condition:

{
  "comeInStutterShinecharging": {
    "minTiles": 2.4375
  },
  "comesInHeated": "no"
}

Requires:

"canPreciseStutterWaterShineCharge"
{
  "or": [
    "Wave",
    "Spazer",
    "Plasma"
  ]
}
{
  "or": [
    {
      "and": [
        "h_enemyDrops",
        "h_underwaterCrystalSparkWithoutLenience"
      ]
    },
    "h_underwaterCrystalSpark"
  ]
}

Dev note: No lenience, because Power Bombs can be farmed from the Sciser. Killing it with Missiles or a Super is not represented, because it can not currently be multiplied by the lenience factor. FIXME: This is possible with a shorter runway, as low as 1 tile, but it's a lot worse. It would require more duplication and could be very tedious to set up for many attempts.

From: 1
Left Door
To: 1
Left Door

With only a runway length of 3 tiles (closed end) in the other room, this requires a precise setup: release forward for 3 or 4 frames, then repress forward on the last possible frame before the transition; alternatively, release forward for 2 frames and repress forward on the second-to-last possible frame before the transition.

If a longer runway is available (4 tiles), the timing windows are a bit more lenient: 1. Release forward for 3, 4, or 5 frames, repress forward on the last possible frame; 2. Release forward for 2 or 3 frames, repress forward on the 2nd-to-last possible frame; 3. Release forward for 1 or 2 frames, repress forward on the 3rd-to-last possible frame.

Entrance condition:

{
  "comeInStutterShinecharging": {
    "minTiles": 2.4375
  },
  "comesInHeated": "no"
}

Requires:

"canPreciseStutterWaterShineCharge"
"h_underwaterCrystalSpark"

Clears obstacles: A

Dev note: FIXME: This is possible with a shorter runway, as low as 1 tile, but it's a lot worse. It would require more duplication and could be very tedious to set up for many attempts.

From: 2
Right Door
To: 2
Right Door

With only a runway length of 3 tiles (closed end) in the other room, this requires a precise setup: release forward for 3 or 4 frames, then repress forward on the last possible frame before the transition; alternatively, release forward for 2 frames and repress forward on the second-to-last possible frame before the transition.

If a longer runway is available (4 tiles), the timing windows are a bit more lenient: 1. Release forward for 3, 4, or 5 frames, repress forward on the last possible frame; 2. Release forward for 2 or 3 frames, repress forward on the 2nd-to-last possible frame; 3. Release forward for 1 or 2 frames, repress forward on the 3rd-to-last possible frame.

Entrance condition:

{
  "comeInStutterShinecharging": {
    "minTiles": 2.4375
  },
  "comesInHeated": "no"
}

Requires:

"canPreciseStutterWaterShineCharge"
"h_underwaterCrystalSpark"

Clears obstacles: A

Dev note: FIXME: This is possible with a shorter runway, as low as 1 tile, but it's a lot worse. It would require more duplication and could be very tedious to set up for many attempts.