canGrappleJump (Expert)

Using Grapple to propel Samus upwards, then continuously morphing/unmorphing/jumping in mid-air to climb upwards. Shoot Grapple again when done climbing to end the effect of the Grapple Jump and regain control of Samus after the final jump. The window for morphing and jumping is much more lenient with HiJump. This is most often a series of crouch jumps, but it is possible to stand and spinjump on each Grapple Jump.

Dependencies: canUseGrapple, canTrivialMidAirMorph, canMidAirMorph

Difficulty filter

Strats ()

From: 2
Middle Left Door
To: 4
Bottom Right Door

Entrance condition:

{
  "comeInWithGrappleSwing": {
    "blocks": [
      {
        "position": [
          8,
          3
        ],
        "note": "Grapple Beam Room"
      },
      {
        "position": [
          7,
          3
        ],
        "note": "Colosseum"
      }
    ]
  }
}

Requires:

"canGrappleJump"
From: 1
Bottom Left Door
To: 5
Platform Junction Near Top Left Door

Entrance condition:

{
  "comeInWithGrappleSwing": {
    "blocks": [
      {
        "position": [
          -1,
          5
        ],
        "environment": "water",
        "note": "Mt. Everest"
      },
      {
        "position": [
          8,
          3
        ],
        "note": "Grapple Beam Room"
      },
      {
        "position": [
          7,
          3
        ],
        "note": "Colosseum"
      }
    ]
  }
}

Requires:

"canGrappleJump"
From: 1
Bottom Door
To: 3
Middle Right Door

Grapple jump up through the door below. Contact the Skultera while morphing or unmorphing, to avoid knockback. Immediately after the final grapple jump, shoot Grapple to allow Samus to move left, avoiding the overhang and reaching the ledge above.

Entrance condition:

{
  "comeInWithGrappleJump": {
    "position": "left"
  },
  "comesThroughToilet": "no"
}

Requires:

"HiJump"
"canKago"
"canPreciseGrappleJump"
{
  "enemyDamage": {
    "enemy": "Skultera",
    "type": "contact",
    "hits": 1
  }
}
From: 2
Bottom Left Door
To: 8
Higher Hill Junction

Carefuly avoid hiting the crab, by jumping under it to the right.

Entrance condition:

{
  "comeInWithGrappleJump": {
    "position": "left"
  },
  "comesThroughToilet": "any"
}

Requires:

"canTrickyDodgeEnemies"
From: 2
Bottom Left Door
To: 8
Higher Hill Junction

Entrance condition:

{
  "comeInWithGrappleJump": {
    "position": "right"
  },
  "comesThroughToilet": "any"
}
From: 3
Bottom Right Door
To: 7
Lower Hills Junction

Entrance condition:

{
  "comeInWithGrappleJump": {
    "position": "any"
  },
  "comesThroughToilet": "any"
}
From: 2
Bottom Door
To: 1
Top Left Door

Entrance condition:

{
  "comeInWithGrappleJump": {
    "position": "right"
  },
  "comesThroughToilet": "no"
}
From: 2
Bottom Door
To: 3
Bottom Right Ledge

Entrance condition:

{
  "comeInWithGrappleJump": {
    "position": "left"
  },
  "comesThroughToilet": "any"
}
From: 2
Bottom Left Door
To: 5
Right Door

Requires:

"canSuitlessMaridia"
"canGrappleJump"
From: 2
Bottom Left Door
To: 9
Junction Below Top Door

Requires:

"canSuitlessMaridia"
"canGrappleJump"
From: 1
Left Door
To: 2
Right Door

Entrance condition:

{
  "comeInWithGrappleSwing": {
    "blocks": [
      {
        "position": [
          8,
          3
        ],
        "note": "Grapple Beam Room"
      },
      {
        "position": [
          7,
          3
        ],
        "note": "Colosseum"
      }
    ]
  }
}

Requires:

"canGrappleJump"

Clears obstacles: door_1

From: 1
Left Door
To: 2
Right Door

Performing a grapple jump off of a Draygon turret. Usually done by bouncing off the wall for momentum.

Requires:

{
  "notable": "Turret Grapple Jump"
}
"canSuitlessMaridia"
"canGrappleJump"
{
  "draygonElectricityFrames": 60
}
"h_canBreakOneDraygonTurret"