canUnmorphGrappleHang (Extreme)

Entering a 'glitched grapple hanging' using a precisely timed unmorph, without the use of Bombs or Power Bombs. The positioning required to make this work is very specific; normalized setups are described in individual strats. In every case, Grapple is used at the end of the unmorph animation (a 2-frame window) to get Samus stuck grappling in a standing position. By doing this while pressed against a Grapple block and grappling at the very top of it, Samus can get clipped inside a Grapple block by a pixel (or sometimes two, for a block on the left); In this case, Samus will remain standing after releasing Grapple; jumping (to force crouch) and firing an angled grapple shot will then result in glitched grapple hanging.

Dependencies: canUseGrapple

Difficulty filter

Strats ()

From: 1
Left Door
To: 1
Left Door

Grapple to the second Grapple block from the bottom of the room, jump off from it, morph, and press against the Grapple wall to the left. Unmorph slightly before the peak of the jump (an 8-frame window), then immediately use grapple (a 2-frame window) to get stuck standing a pixel or two inside the second Grapple block below the door. Then jump (to force crouch), angle down, and grapple. Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple. Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to the door. To avoid heavy lag, hold down during the bottom part of the swing, and hold angle up during the top part. Samus should usually enter the transition with the ability to stand in the next room. If needing to make sure that Samus can stand, or to ensure the transition happens further to the right, retract Grapple by pressing up while approaching door; then after coming to a stop, roll from holding left to holding diagonal down-left to approach the door at a controlled low speed.

Requires:

"Gravity"
"canUnmorphGrappleHang"

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        3,
        13
      ]
    ]
  }
}
From: 1
Left Door
To: 1
Left Door

Grapple to the second Grapple block from the bottom of the room, jump off from it, morph, and press against the Grapple wall to the left. Unmorph slightly before the peak of the jump (an 8-frame window), then immediately use grapple (a 2-frame window) to get stuck standing a pixel or two inside the second Grapple block below the door. Then jump (to force crouch), angle up, and grapple. Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple. Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to the door. To avoid heavy lag, hold down during the bottom part of the swing, and hold angle up during the top part. Press up while approaching the door to retract Grapple to avoid bonking the ceiling. Samus will typically come to rest at horizontal position 41. From here it is possible to roll from pressing left to pressing diagonally down-left to enter the transition, though this will create heavy lag and Samus will not be able to stand in the next room. Alternatively, only briefly press diagonally down-left and then press up, bringing Samus to a stop further left, typically at one of three positions 25, 28, or 38. If Samus stops at position 38, then the process can be repeated to move closer to the door again, with a possibility of reaching position 25. If Samus then stops at positions 25 or 28, then rolling from left to down-left will bring Samus into the transition in a pose that will be able to stand, and at horizontal position 21 (as far right as possible). If Samus stops at position 23 or closer, the setup will have to be started over. If needed to transition further to the left, it can be done from position 28 by rolling from left to down (with a brief down-left input), to result in a transition at a position of 20 or less.

Requires:

"Gravity"
"canUnmorphGrappleHang"

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        3,
        12
      ]
    ]
  }
}
From: 2
Bottom Right Door
To: 2
Bottom Right Door

Grapple to the second Grapple block from the bottom (the one partially underwater), jump off from it, morph, and press against the wall to the right. Unmorph slightly before the peak of the jump (a 3-frame window), then immediately use grapple (a 2-frame window) to get stuck standing a pixel inside the second Grapple block. Then jump (to force crouch), angle down, and grapple. Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to close the door. To minimize lag, when grapple is extended horizontally release all inputs other than shot/grapple; there will still be a bit of unavoidable lag while Grapple is initially extending. Try to get a good first bounce; otherwise heavy lag may be difficult to avoid, and it may be better to retry from the beginning. Retract Grapple while approaching the door. Samus should come to a stop about a tile in front of the door (at horizontal position 1753). Press right and then left, and Samus will fall through the floor. Back to the right within the air pocket, then jump and use Grapple diagonally up against the second Grapple block from the bottom, near its top. Samus should be pushed most of the way inside the wall; if not, morph and roll out to try again. Once in position far enough inside the wall, grapple diagonally up again to be pushed into the transition.

Requires:

{
  "notable": "Unmorph Grapple Hang Door Lock Skip"
}
"Gravity"
"canUnmorphGrappleHang"
"canGrappleClip"

Bypasses door shell: true

From: 3
Top Right Door
To: 3
Top Right Door

Grapple to the second Grapple block from the bottom (the one partially underwater), jump off from it, morph, and press against the wall to the right. Unmorph slightly before the peak of the jump (a 3-frame window), then immediately use grapple (a 2-frame window) to get stuck standing a pixel inside the second Grapple block. Then jump (to force crouch), angle down, and grapple. Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple. Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to the door. To minimize lag, when grapple is extended horizontally release all inputs other than shot/grapple; there will still be a bit of unavoidable lag while Grapple is initially extending. Try to get a good first bounce; otherwise heavy lag may be difficult to avoid, and it may be better to retry from the beginning. Pressing right while inside the transition tiles will trigger the transition. Continue holding Grapple through the transition to initiate a teleport in the next room. If it is needed to trigger the transition further to the right (at position 1774), then wait to come to a stop before pressing right. If it is needed to trigger the transition further to the left (positions 1771 or 1773), then hold right while approaching the door. Either way, Samus should automatically be able to stand in the next room (e.g. for an X-Ray climb).

Requires:

"Gravity"
"canUnmorphGrappleHang"

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        108,
        13
      ]
    ]
  }
}
From: 3
Top Right Door
To: 3
Top Right Door

Grapple to the fifth Grapple block below the door (the first one fully above the water line), jump off from it, and morph. Unmorph slightly before the peak of the jump (a 3-frame window), then immediately use grapple (a 2-frame window) to get stuck standing a pixel inside the second Grapple block. Then jump (to force crouch), angle down, and grapple. Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple. Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to the door. To minimize lag, when grapple is extended horizontally release all inputs other than shot/grapple; there will still be a bit of unavoidable lag while Grapple is initially extending. Try to get a good first bounce; otherwise heavy lag may be difficult to avoid, and it may be better to retry from the beginning. While swinging up, tap up to retract Grapple to avoid the ceiling (or tap up after after coming to rest against the ceiling if this happens). Samus should usually come to a stop one tile in front of the door (at horizontal position 1751). Roll from pressing right to pressing diagonally down-right to enter the transition. If it is needed for Samus to be able to stand in the next room, then only briefly press diagonally down-right and then press up, bringing Samus to a stop at position 1761 or 1763; then roll from right to down-right to enter the transition (at horizontal positon 1771).

Requires:

"Gravity"
"canUnmorphGrappleHang"

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        108,
        12
      ]
    ]
  }
}
From: 1
Top Left Door
To: 1
Top Left Door

Grapple to the second Grapple block from the bottom of the room, jump off from it, morph, and press against the Grapple wall to the left. Unmorph slightly before the peak of the jump (an 8-frame window), then immediately use grapple (a 2-frame window) to get stuck standing a pixel or two inside the second Grapple block below the door. Then jump (to force crouch), angle down, and grapple. Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple. Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to the door. To avoid heavy lag, hold down during the bottom part of the swing, and hold angle up during the top part. Continue holding Grapple through the transition to initiate a teleport in the next room. If needing to stand up in the next room (e.g. for an X-Ray climb), then press up while approaching the door to retract Grapple and come to a stop; then roll from pressing left to diagonally down-left to trigger the transition. This method will also transition at horizontal position 21 (as far right as possible). If it is needed to transition further left (e.g. position 19 or 20), it can be done by instead rolling from pressing left to pressing down (with a brief diagonal input in between) and then left again if necessary.

Requires:

"Gravity"
"canUnmorphGrappleHang"

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        2,
        29
      ]
    ]
  }
}
From: 1
Top Left Door
To: 1
Top Left Door

Grapple to the second Grapple block from the bottom of the room, jump off from it, morph, and press against the Grapple wall to the left. Unmorph slightly before the peak of the jump (an 8-frame window), then immediately use grapple (a 2-frame window) to get stuck standing a pixel or two inside the second Grapple block below the door. Then jump (to force crouch), angle up, and grapple. Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple. Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to the door. To avoid heavy lag, hold down during the bottom part of the swing, and hold angle up during the top part. Press up while approaching the door to retract Grapple to avoid bonking the ceiling. After Samus comes to a stop (at horiziontal position 25), roll from pressing left to diagonally down-left to trigger the transition. This method will allow Samus to stand up in the next room (e.g. for an X-Ray climb) and will also transition at horizontal position 21 (as far right as possible). If it is needed to transition further left (at position 20) while still being able to stand, it can be done with by rolling from pressing left to briefly pressing down (with a brief diagonal input in between), which should bring Samus to a stop at position 20; then press left to trigger the transition.

Requires:

"Gravity"
"canUnmorphGrappleHang"

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        2,
        28
      ]
    ]
  }
}
From: 1
Top Left Door
To: 1
Top Left Door

Position near the edge of the ledge, crouch jump out into a mid-air morph, and press left against the wall. Unmorph while approaching the peak of the jump (an 8-frame window), then use Grapple immediately (a 2-frame window) to get stuck standing a pixel or two inside the first Grapple block above the door. Then jump (to force crouch), angle down, and grapple. Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple. Swing down, and hold left while approaching the door to trigger the transition. To avoid heavy lag, hold down through the entire swing. Continue holding Grapple through the door transition to initiate a teleport in the next room. If needing to stand up in the next room (e.g. for an X-Ray climb), then enter the transition while swinging slowly, e.g. after coming to a stop directly below the block. If needing to transition at horiziontal position 21 (as far right as possible), then additionally roll from pressing left to pressing diagonally up-left just before the transition. The game may lag heavily if Samus enters a retracted position; if this happens, hold down to extend Grapple again.

Requires:

"Gravity"
"canCrouchJump"
"canUnmorphGrappleHang"

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        2,
        18
      ]
    ]
  }
}
From: 1
Top Left Door
To: 1
Top Left Door

Grapple to the top Grapple in the top-left corner of the room. Hold left while waiting for the grapple wall jump check to expire, then quickly morph. While falling, unmorph to reset fall speed and then quickly morph again. unmorph at a precise time (typically a 2-frame window) then use Grapple immediately (another 2-frame window) to get stuck standing a pixel or two inside the first Grapple block above the door. Then jump (to force crouch), angle down, and grapple. Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple. Swing down, and hold left while approaching the door to trigger the transition. To avoid heavy lag, hold down through the entire swing. Continue holding Grapple through the door transition to initiate a teleport in the next room. If needing to stand up in the next room (e.g. for an X-Ray climb), then enter the transition while swinging slowly, e.g. after coming to a stop directly below the block. If needing to transition at horiziontal position 21 (as far right as possible), then additionally roll from pressing left to pressing diagonally up-left just before the transition. The game may lag heavily if Samus enters a retracted position; if this happens, hold down to extend Grapple again.

Requires:

{
  "notable": "Top Left Suitless Bombless Leave With Grapple Teleport"
}
"canUnmorphGrappleHang"

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        2,
        18
      ]
    ]
  }
}
From: 2
Bottom Left Door
To: 2
Bottom Left Door

Align against the wall, then crouch jump into a mid-air morph. Unmorph while approaching the peak of the jump (an 8-frame window), then use Grapple immediately (a 2-frame window) to get stuck standing a pixel or two inside the first Grapple block above the door. Then jump (to force crouch), angle down, and grapple. Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple. Swing down, and hold left while approaching the door to trigger the transition. To avoid heavy lag, hold down through the entire swing. Continue holding Grapple through the door transition to initiate a teleport in the next room. If needing to stand up in the next room (e.g. for an X-Ray climb), then enter the transition while swinging slowly, e.g. after coming to a stop directly below the block. If needing to transition at horiziontal position 21 (as far right as possible), then additionally roll from pressing left to pressing diagonally up-left just before the transition. The game may lag heavily if Samus enters a retracted position; if this happens, hold down to extend Grapple again.

Requires:

"Gravity"
"canCrouchJump"
"canUnmorphGrappleHang"

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        2,
        34
      ]
    ]
  }
}
From: 2
Bottom Left Door
To: 2
Bottom Left Door

Grapple to the sixth Grapple block above the door (the second below the ledge above). Hold left while waiting for the grapple wall jump check to expire, then quickly morph. unmorph at a precise time (a 3-frame window) then use Grapple immediately (a 2-frame window) to get stuck standing a pixel or two inside the first Grapple block above the door. Then jump (to force crouch), angle down, and grapple. Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple. Swing down, and hold left while approaching the door to trigger the transition. To avoid heavy lag, hold down through the entire swing. Continue holding Grapple through the door transition to initiate a teleport in the next room. If needing to stand up in the next room (e.g. for an X-Ray climb), then enter the transition while swinging slowly, e.g. after coming to a stop directly below the block. If needing to transition at horiziontal position 21 (as far right as possible), then additionally roll from pressing left to pressing diagonally up-left just before the transition. The game may lag heavily if Samus enters a retracted position; if this happens, hold down to extend Grapple again.

Requires:

"canUnmorphGrappleHang"

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        2,
        34
      ]
    ]
  }
}
From: 4
Top Right Door
To: 4
Top Right Door

Grapple to the sixth Grapple block below the door (the second one fully above the water line), jump off from it, morph, and press against the wal to the right. Unmorph slightly before the peak of the jump (a 3-frame window), then immediately use grapple (a 2-frame window) to get stuck standing a pixel inside the second Grapple block. Then jump (to force crouch), angle down, and grapple. Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple. Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to the door. To minimize lag, when grapple is extended horizontally release all inputs other than shot/grapple; there will still be a bit of unavoidable lag while Grapple is initially extending. Try to get a good first bounce; otherwise heavy lag may be difficult to avoid, and it may be better to retry from the beginning. Pressing right while inside the transition tiles will trigger the transition. Continue holding Grapple through the transition to initiate a teleport in the next room. If it is needed to trigger the transition further to the right (at position 238), then wait to come to a stop before pressing right. If it is needed to trigger the transition further to the left (positions 235 or 237), then hold right while approaching the door. Either way, Samus should automatically be able to stand in the next room (e.g. for an X-Ray climb).

Requires:

"Gravity"
"canUnmorphGrappleHang"

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        12,
        13
      ]
    ]
  }
}
From: 4
Top Right Door
To: 4
Top Right Door

Grapple to the fifth Grapple block below the door (the third one fully above the water line), jump off from it, and morph. Unmorph slightly before the peak of the jump (a 3-frame window), then immediately use grapple (a 2-frame window) to get stuck standing a pixel inside the second Grapple block. Then jump (to force crouch), angle down, and grapple. Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple. Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to the door. To minimize lag, when grapple is extended horizontally release all inputs other than shot/grapple; there will still be a bit of unavoidable lag while Grapple is initially extending. Try to get a good first bounce; otherwise heavy lag may be difficult to avoid, and it may be better to retry from the beginning. While swinging up, tap up to retract Grapple to avoid the ceiling (or tap up after after coming to rest against the ceiling if this happens). Samus should usually come to a stop one tile in front of the door (at horizontal position 215). Roll from pressing right to pressing diagonally down-right to enter the transition. If it is needed for Samus to be able to stand in the next room, then only briefly press diagonally down-right and then press up, bringing Samus to a stop at position 225 or 227; then roll from right to down-right to enter the transition (at horizontal positon 235).

Requires:

"Gravity"
"canUnmorphGrappleHang"

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        12,
        12
      ]
    ]
  }
}