canBlueSuitSpikeJump (Extreme)

The ability to navigate spikes while carrying a blue suit in the presence of active enemies. In this situation, Samus' i-frames are instantly eliminated whenever Samus falls or walks forward, To avoid a rapid chain of spike hits, hold forward while landing on the spikes so that Samus is boosted downward, and release forward before knockback ends, so that Samus does not walk forward. If successful, Samus will be standing on the spikes, with 60 frames of invulnerability. From here, Samus can jump straight up out of the spikes, or spin jump by turning around with a buffered jump.

It is also possible to spin jump without a buffered jump, but it requires pressing jump exactly one frame after the directional input (forward or backward).

Dependencies: canCarryBlueSuit

Difficulty filter

Strats ()

From: 1
Top Left Door
To: 3
Right Door

Overload PLMs by shooting the gate, then go through the crumble blocks below and get to the door.

Entrance condition:

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

Requires:

"Morph"
{
  "or": [
    "SpaceJump",
    {
      "and": [
        "canPreciseGrapple",
        "canUseEnemies"
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    {
      "and": [
        "canDash",
        "HiJump",
        "canWalljump",
        "canTrickyJump"
      ]
    },
    {
      "and": [
        "canWalljump",
        "canUseIFrames",
        {
          "spikeHits": 1
        },
        "h_spikeJumpWithActiveEnemies"
      ]
    },
    {
      "and": [
        "h_IBJFromSpikes",
        "h_spikeJumpWithActiveEnemies"
      ]
    }
  ]
}
"h_heatedGModeOpenDifferentDoor"
From: 1
Top Left Door
To: 3
Right Door

With Grapple, a running jump then single Grapple swing can be used before PLMs are overloaded, alternatively jump on the crumble blocks and Grapple the Ripper.

Entrance condition:

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

Requires:

{
  "or": [
    "SpaceJump",
    "canTrickySpringBallJump",
    {
      "and": [
        "canWalljump",
        {
          "or": [
            "canDash",
            "HiJump",
            {
              "and": [
                "canBlueSuitSpikeJump",
                {
                  "spikeHits": 1
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpeedyJump"
      ]
    },
    {
      "and": [
        "canPreciseGrapple",
        {
          "or": [
            "canDash",
            "canUseEnemies",
            "canInsaneJump"
          ]
        }
      ]
    }
  ]
}
"h_heatedGModeOpenDifferentDoor"
From: 2
Bottom Left Door
To: 3
Right Door

Overload PLMs by shooting the gate, then go through the crumble blocks below and get to the door. The gate can be shot while precisely positioned from below without requiring any items. The positioning is precise and off camera; while facing left, position Samus front foot barely on the flat part after the slope.

Entrance condition:

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

Requires:

"Morph"
{
  "or": [
    "SpaceJump",
    {
      "and": [
        "canPreciseGrapple",
        {
          "or": [
            "canDash",
            "canUseEnemies",
            "canInsaneJump"
          ]
        }
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    {
      "and": [
        "canDash",
        "HiJump",
        "canWalljump",
        "canTrickyJump"
      ]
    },
    {
      "and": [
        "canWalljump",
        "canUseIFrames",
        {
          "spikeHits": 1
        },
        "h_spikeJumpWithActiveEnemies"
      ]
    },
    {
      "and": [
        "h_IBJFromSpikes",
        "h_spikeJumpWithActiveEnemies"
      ]
    }
  ]
}
"h_heatedGModeOpenDifferentDoor"
From: 2
Bottom Left Door
To: 3
Right Door

It is possible to climb the left side of the room with SpeedBooster alone, with either a tricky dash jump or a vertical shinespark, then Grapple the Ripper or ceiling blocks. With Grapple, a running jump then single Grapple swing can be used before PLMs are overloaded, alternatively jump on the crumble blocks and Grapple the Ripper.

Entrance condition:

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

Requires:

{
  "or": [
    "SpaceJump",
    "canTrickySpringBallJump",
    {
      "and": [
        "canWalljump",
        {
          "or": [
            "canDash",
            "HiJump",
            {
              "and": [
                "canBlueSuitSpikeJump",
                {
                  "spikeHits": 1
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpeedyJump"
      ]
    },
    {
      "and": [
        "canTrickyDashJump",
        "canPreciseGrapple"
      ]
    },
    {
      "and": [
        "canPreciseGrapple",
        {
          "canShineCharge": {
            "usedTiles": 28,
            "gentleUpTiles": 3,
            "gentleDownTiles": 3,
            "openEnd": 0
          }
        },
        "canMidairShinespark",
        {
          "shinespark": {
            "frames": 17,
            "excessFrames": 4
          }
        }
      ]
    }
  ]
}
"h_heatedGModeOpenDifferentDoor"
From: 4
Item
To: 3
Right Door

Requires:

"canCrumbleJump"
"canBlueSuitSpikeJump"
{
  "spikeHits": 1
}
"canWalljump"
{
  "heatFrames": 420
}
From: 1
Left Door
To: 2
Right Door

The presence of the Yapping Maws causes Samus to immediately lose i-frames while moving; so the damage boosts must be chained directly from one to the next. This can be done by holding jump the entire time, and releasing right at the end of each boost, to fall straight down for the next boost, facing left the whole time. At the end of the final boost, hold left to boost downward, wait for knockback to expire, then press right to do a buffered turnaround spin jump out of the lava.

Requires:

{
  "haveBlueSuit": {}
}
"Gravity"
{
  "tech": "canHorizontalDamageBoost"
}
"canBlueSuitSpikeJump"
{
  "heatFrames": 320
}
{
  "spikeHits": 5
}
{
  "lavaFrames": 40
}
From: 1
Left Door
To: 2
Right Door

The presence of the Yapping Maws causes Samus to immediately lose i-frames while moving; so the damage boosts must be chained directly from one to the next, with the exception of the first. Do the first damage boost from far enough left that Samus can land without bringing the first Yapping Maw on camera; use i-frames to do a spin jump, then chain 4 more damage boosts to cross the room. This can be done by holding jump the entire time, and releasing right at the end of each boost, to fall straight down for the next boost, facing left the whole time. At the end of the final boost, hold left to boost downward, wait for knockback to expire, then press right to do a buffered turnaround spin jump out of the lava.

Requires:

{
  "haveBlueSuit": {}
}
{
  "notable": "Blue Suit Rapid Suitless Damage Boosts"
}
"canBlueSuitSpikeJump"
{
  "tech": "canHorizontalDamageBoost"
}
{
  "heatFrames": 425
}
{
  "spikeHits": 6
}
{
  "lavaFrames": 70
}
From: 2
Right Door
To: 1
Left Door

The presence of the Yapping Maws causes Samus to immediately lose i-frames while moving; so the damage boosts must be chained directly from one to the next. This can be done by holding jump the entire time, and releasing left at the end of each boost to fall straight down for next boost, facing right the whole time. At the end of the final boost, Samus should be out of range of the Yapping Maws, and so should have i-frames to jump normally out of the lava.

Requires:

{
  "haveBlueSuit": {}
}
"Gravity"
{
  "tech": "canHorizontalDamageBoost"
}
"canBlueSuitSpikeJump"
{
  "heatFrames": 320
}
{
  "spikeHits": 4
}
{
  "or": [
    {
      "spikeHits": 1
    },
    "canInsaneJump"
  ]
}
{
  "lavaFrames": 30
}
From: 2
Right Door
To: 1
Left Door

The presence of the Yapping Maws causes Samus to immediately lose i-frames while moving; so the damage boosts must be chained directly from one to the next. This can be done by holding jump the entire time, and releasing left at the end of each boost, to fall straight down for the next boost, facing right the whole time. At the end of the final boost, Samus should be out of range of the Yapping Maws, and so should have i-frames to jump normally out of the lava.

Requires:

{
  "haveBlueSuit": {}
}
{
  "notable": "Blue Suit Rapid Suitless Damage Boosts"
}
"canBlueSuitSpikeJump"
{
  "tech": "canHorizontalDamageBoost"
}
{
  "heatFrames": 340
}
{
  "spikeHits": 6
}
{
  "lavaFrames": 70
}