canSpringwall (Very Hard)

A mid-air Spring Ball jump that starts with a wall jump to gain more height. It often benefits from the momentum change when equipping Spring Ball while morphed and moving horizontally after a WallJump.

Dependencies: canTrickySpringBallJump, canSpringBallJumpMidAir, canWallJumpInstantMorph, canTrivialMidAirMorph, canDisableEquipment, canMidAirMorph

Difficulty filter

Strats ()

From: 2
Right Door
To: 3
Safe Block in the Middle of the Room

Requires:

{
  "or": [
    "h_canTrickySpringwall",
    {
      "and": [
        "h_canMaxHeightSpringBallJump",
        "canNeutralDamageBoost"
      ]
    }
  ]
}
{
  "spikeHits": 1
}
From: 4
Small Ledge Below Left Door
To: 1
Left Door

Requires:

"h_SpringwallOverSpikes"
{
  "or": [
    {
      "spikeHits": 1
    },
    "canInsaneJump"
  ]
}
From: 7
Junction (Bottom of Room)
To: 6
Junction (Above Bottom Rippers)

Requires:

"canTrickySpringBallJump"
{
  "or": [
    "canConsecutiveWalljump",
    "HiJump",
    {
      "and": [
        "canTrickyJump",
        "canLateralMidAirMorph",
        "canResetFallSpeed",
        {
          "or": [
            {
              "ammo": {
                "type": "PowerBomb",
                "count": 1
              }
            },
            {
              "ammo": {
                "type": "Super",
                "count": 1
              }
            },
            {
              "enemyDamage": {
                "enemy": "Ripper",
                "type": "contact",
                "hits": 1
              }
            },
            "canTrickyDodgeEnemies"
          ]
        }
      ]
    },
    "canSpringFling"
  ]
}
{
  "or": [
    "canTrickyJump",
    "canLateralMidAirMorph",
    "canSpringwall"
  ]
}
From: 9
Junction (Top Rippers)
To: 5
Top Right Door

Kill the Rippers then wall jump up.

Requires:

"canConsecutiveWalljump"
{
  "or": [
    "canPreciseWalljump",
    "canSpringwall",
    "HiJump"
  ]
}
{
  "obstaclesCleared": [
    "B"
  ]
}

Dev note: With these tech, it's not hard to get up

From: 9
Main Junction
To: 1
Left Side - Top Door

Requires:

"canSpringwall"
From: 2
Right Door
To: 1
Left Door

Wall jump off of the Upper-Left Namihe and then Spring Ball jump up and out of the Lava. Pausing early in order to get more horizontal distance by equiping Spring Ball may help.

Entrance condition:

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

Requires:

{
  "notable": "HiJump"
}
"Gravity"
"canSpringwall"
"HiJump"
"canUseEnemies"
{
  "lavaFrames": 180
}
"h_HeatedGModeOpenDifferentDoor"

Dev note: This strat is not useful unless Samus has lava proof but not heat proof. Otherwise, the non-G-mode variant can be used. FIXME: These lava frames are lenient, they are what it would take without Gravity (the non-G-mode variant also doesnt account for Gravity).

From: 4
Lava, Left Wall
To: 3
Above Lava Junction

Walljump off of the Upper-Left Namihe and then Spring Ball jump up and out of the Lava. Delay the pause until in position to perform the Spring Ball jump because Lava physics will reduce Samus' horizontal momentum. It may help to also delay the Morph.

Requires:

{
  "notable": "HiJump"
}
{
  "or": [
    "h_lavaProof",
    "canSuitlessLavaDive"
  ]
}
"canSpringwall"
"HiJump"
"canUseEnemies"
{
  "heatFrames": 195
}
{
  "lavaFrames": 180
}

Dev note: Works with or without Gravity This Springwall is easier than regular SpringWalls because the lava slows down the required inputs.

From: 4
Lava, Left Wall
To: 3
Above Lava Junction

Double springball jump out of a walljump starting from the top of the left wall Namihe.

Requires:

{
  "notable": "HiJumpless Suitless Double Springball Jump"
}
"canSuitlessLavaDive"
"canUseEnemies"
"canDoubleSpringBallJumpMidAir"
"canSpringwall"
"canPreciseWalljump"
{
  "heatFrames": 270
}
{
  "gravitylessLavaFrames": 240
}
From: 5
Small Platforms Junction
To: 1
Left Door

Requires:

"h_canTrickySpringwall"
From: 5
Small Platforms Junction
To: 3
Item

A particularly precise springwall. Aim the walljump at the bottom of the second sloped wall fixture, where it looks like you cant jump off of. Optimize pause timing, use an instant morph, and get a max height springball jump. A delayed wall jump helps.

Requires:

{
  "notable": "Springwall"
}
"HiJump"
"h_canTrickySpringwall"
"canPreciseWalljump"
"can3HighWallMidAirMorph"
From: 2
Right Door
To: 1
Left Door

Use a Crystal Flash to refill reserve energy. If Golden Torizo is alive, perform the Crystal Flash in the left corner of the room; otherwise it can be done near the door. Then use heat damage to trigger an R-mode forced standup near the crumble blocks with upward momentum, in order to clip up through them. Several different combinations of items and techniques can make this possible: 1) Space Jump, with a mid-air morph (not required but makes it easier), 2) HiJump and a mid-air Spring Ball jump, most easily by equipping both HiJump and SpringBall during the pause, 3) A walljump into Spring Ball jump, equipping Spring Ball soon after the wall jump into order to gain horizontal speed before the mid-air jump. 4) HiJump and Speedbooster, running and jumping into a mid-air morph, In every case, precise timing is needed to be in the correct location when reserves trigger, just below the crumbles but without bonking them. Having less upward momentum can provide more lenience for timing the forced standup clip, though if Samus' momentum is not enough to make it onto the ledge then a crumble jump may also be required.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

{
  "notable": "R-Mode Forced Standup Clip"
}
{
  "or": [
    {
      "or": [
        "f_DefeatedGoldenTorizo",
        {
          "obstaclesCleared": [
            "f_DefeatedGoldenTorizo"
          ]
        }
      ]
    },
    {
      "heatFrames": 100
    }
  ]
}
"h_canHeatedCrystalFlash"
{
  "or": [
    {
      "and": [
        "SpaceJump",
        "can4HighMidAirMorph"
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    {
      "and": [
        "HiJump",
        "SpeedBooster",
        "canMidAirMorph",
        "canCrumbleJump"
      ]
    },
    {
      "and": [
        "h_canTrickySpringwall",
        "canCrumbleJump"
      ]
    }
  ]
}
{
  "resourceCapacity": [
    {
      "type": "RegularEnergy",
      "count": 99
    }
  ]
}
{
  "autoReserveTrigger": {}
}
{
  "heatFrames": 100
}

Clears obstacles: door_2

Dev note: FIXME: A variant of this strat could go to the item node instead of the door, possibly with slightly different heat frames at the end. FIXME: As an alternative to doing a Crystal Flash, Golden Torizo could be used as a farm, with canRiskPermanentLossOfAccess.

From: 5
Golden Torizo
To: 4
Hidden Right Item

Uses a Springwall to put a bomb on the left corner bomb block, then a second one to get in there. Then clears the rest of the bomb blocks normally. It winds up costing less heat frames than IBJ, if you fall.

Requires:

"h_canNavigateHeatRooms"
"h_canUseMorphBombs"
"h_HeatedSpringwall"
{
  "heatFrames": 900
}
From: 6
Golden Torizo Arena Junction (Fight Not Started)
To: 4
Hidden Right Item

Springball jump into GT to bounce to the upper level.

Requires:

"h_canNavigateHeatRooms"
{
  "not": "f_DefeatedGoldenTorizo"
}
{
  "or": [
    "canRiskPermanentLossOfAccess",
    "HiJump",
    {
      "and": [
        "canTrickyJump",
        "canSpringwall"
      ]
    }
  ]
}
"canSpringBallJumpMidAir"
"canNeutralDamageBoost"
{
  "enemyDamage": {
    "enemy": "Golden Torizo",
    "type": "contact",
    "hits": 1
  }
}
{
  "ammo": {
    "type": "PowerBomb",
    "count": 1
  }
}
{
  "heatFrames": 300
}

Dev note: Strats can follow 6->5->4 if GT is defeated.

From: 1
Bottom Left Door
To: 3
Top Right Door

Enter the room in Direct G-mode, with the item uncollected. Shoot the Chozo ball to overload PLMs then climb the room.

Entrance condition:

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

Requires:

{
  "itemNotCollectedAtNode": 4
}
"canRiskPermanentLossOfAccess"
{
  "or": [
    "SpaceJump",
    "canSpringwall"
  ]
}
"h_HeatedGModeOpenDifferentDoor"
From: 5
Junction Above Bottom Blocks
To: 3
Top Right Door

Requires:

{
  "obstaclesCleared": [
    "A"
  ]
}
"h_HeatedSpringwall"
{
  "heatFrames": 245
}
From: 5
Junction Above Bottom Blocks
To: 5
Junction Above Bottom Blocks

Use a Springwall to get up to the bomb blocks, to break them with a bomb.

Requires:

"h_canUseMorphBombs"
"h_HeatedSpringwall"
{
  "heatFrames": 250
}

Clears obstacles: A

From: 4
Junction Below Bomb Blocks
To: 2
Top Right Door

This is possible by jumping on the crumble blocks into a mid-air spring ball jump, or by avoiding them. The crumbles can be avoided by starting with either an air ball, a 3 tile high mid-air morph, or a low spring wall. These are generally safer, as bouncing on the crumble blocks with Spring Ball is trivial.

Requires:

{
  "obstaclesCleared": [
    "A"
  ]
}
"canTrickySpringBallJump"
{
  "heatFrames": 250
}
{
  "or": [
    {
      "and": [
        "can4HighMidAirMorph",
        "canSpringFling"
      ]
    },
    {
      "and": [
        "canLateralMidAirMorph",
        "canTrickyJump"
      ]
    },
    "canCrumbleJump",
    {
      "and": [
        "h_canTrickySpringwall",
        "canPreciseWalljump"
      ]
    }
  ]
}
From: 2
Bottom Left Door
To: 4
Junction Above Bomb Blocks

Avoid the bottom pirates and jump high enough to break the bomb blocks with a power bomb. During the explosion, climb the right wall passing through any pirates and use a movement item to reach the top.

Requires:

{
  "notable": "PowerBombs and a Jump Assist"
}
"canPreciseWalljump"
"canHitbox"
"h_canUsePowerBombs"
"canTrivialMidAirMorph"
"canTrickyJump"
{
  "or": [
    "canSpringwall",
    "HiJump",
    "SpaceJump"
  ]
}
{
  "heatFrames": 530
}
{
  "or": [
    "h_heatResistant",
    "canPauseAbuse",
    {
      "resourceCapacity": [
        {
          "type": "RegularEnergy",
          "count": 149
        }
      ]
    }
  ]
}

Clears obstacles: A

Dev note: With Reserves only, canPauseAbuse is used as a proxy for pause abuse or optimal reserve management and character movement.

From: 6
Bottom Platform Junction With Pirates Killed
To: 4
Junction Above Bomb Blocks

Requires:

"h_HeatedSpringwall"
"canConsecutiveWalljump"
{
  "heatFrames": 300
}
{
  "or": [
    {
      "and": [
        "h_canUsePowerBombs",
        {
          "heatFrames": 180
        }
      ]
    },
    {
      "and": [
        "h_canUseMorphBombs",
        {
          "heatFrames": 800
        }
      ]
    },
    {
      "obstaclesCleared": [
        "A"
      ]
    }
  ]
}

Clears obstacles: A

From: 5
Top Left Junction
To: 2
Top Item

Requires:

"canSpringwall"
"canResetFallSpeed"
From: 5
Top Left Junction
To: 2
Top Item

Requires:

"canSpringwall"
"canSpringFling"

Clears obstacles: B

From: 6
Top Right Junction
To: 2
Top Item

It is possible to springwall to grab the item, and then morph and reset fall speed again after entering the water suitless to land safely on the left ledge.

Requires:

"canSpringwall"
"canResetFallSpeed"
From: 1
Left Door
To: 2
Right Door

Requires:

"Gravity"
"canSpringwall"
{
  "resetRoom": {
    "nodes": [
      1
    ]
  }
}

Dev note: The turret cannot be broken.

From: 3
Junction Left of Morph Tunnel
To: 1
Left Door

Requires:

"Gravity"
{
  "or": [
    "canSpringwall",
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    }
  ]
}
From: 2
Item
To: 1
Top Left Door

Requires:

"canSpringwall"
From: 3
Central Junction with all Standing Pirates Killed
To: 1
Top Left Door

Requires:

"canSpringwall"