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
|
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" |
|
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" |
|
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" |
|
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": {}
}
{
"noFlashSuit": {}
}
"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": {}
}
{
"noFlashSuit": {}
}
{
"notable": "Blue Suit Rapid Suitless Damage Boosts"
}
"canBlueSuitSpikeJump"
{
"tech": "canHorizontalDamageBoost"
}
{
"heatFrames": 425
}
{
"spikeHits": 6
}
{
"lavaFrames": 70
} |
|
With each jump, turn and hold left just before landing on the spikes, to get knocked back and down to the right, without damage boosting. Then turnaround spin jump to the right for the next jump. Jump can be held the entire time, to buffer the jumps. This method can be used while simultaneously carrying a blue suit and flash suit. Requires: {
"haveBlueSuit": {}
}
"canBlueSuitSpikeJump"
"h_complexToCarryFlashSuit"
{
"heatFrames": 740
}
{
"spikeHits": 6
}
{
"lavaFrames": 110
} |
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": {}
}
{
"noFlashSuit": {}
}
"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": {}
}
{
"noFlashSuit": {}
}
{
"notable": "Blue Suit Rapid Suitless Damage Boosts"
}
"canBlueSuitSpikeJump"
{
"tech": "canHorizontalDamageBoost"
}
{
"heatFrames": 340
}
{
"spikeHits": 6
}
{
"lavaFrames": 70
} |
|
With each jump, turn and hold right just before landing on the spikes, to get knocked back and down to the left, without damage boosting. Then turnaround spin jump to the left for the next jump. Jump can be held the entire time, to buffer the jumps. This method can be used while simultaneously carrying a blue suit and flash suit. Requires: {
"haveBlueSuit": {}
}
"canBlueSuitSpikeJump"
"h_complexToCarryFlashSuit"
{
"heatFrames": 740
}
{
"spikeHits": 6
}
{
"lavaFrames": 110
} |
From: 4
Firefleas Item
To: 5
Firefleas Bottom Left Platform Junction
Requires: {
"spikeHits": 1
}
{
"or": [
{
"noBlueSuit": {}
},
{
"and": [
"canBlueSuitSpikeJump",
{
"spikeHits": 1
}
]
}
]
} |
From: 5
Firefleas Bottom Left Platform Junction
To: 4
Firefleas Item
Requires: {
"spikeHits": 1
}
{
"or": [
{
"noBlueSuit": {}
},
{
"and": [
"canBlueSuitSpikeJump",
{
"spikeHits": 1
}
]
}
]
} |
From: 2
Right Door
To: 4
Top Right Ledge Junction
Take a spike hit and pause just after getting hit. Quickly crouch and jump just before the fade out ends. With a precise Gravity jump, it is possible to not need a crouch jump or down grab. Requires: "canGravityJump"
"HiJump"
{
"spikeHits": 1
}
"canUseIFrames"
"canTrickyJump"
{
"or": [
"canInsaneJump",
"canCrouchJump",
"canDownGrab"
]
}
{
"or": [
"canInsaneJump",
{
"spikeHits": 1
}
]
}
{
"or": [
{
"noBlueSuit": {}
},
"canBlueSuitSpikeJump"
]
}Dev note: The canCrouchJump is not a h_underwaterCrouchJump, because Gravity is required. |
From: 5
Bottom Middle Junction
To: 6
Junction Right of Morph Tunnel
Horizontal damage boost using the spikes. Spin jump to get off the spikes before the leftmost Cacatac comes on-camera. Requires: "Gravity"
{
"spikeHits": 1
}
"h_horizontalDamageBoostWithBlueSuit"
"canBlueSuitSpikeJump" |