canUnderwaterBombIntoSpringBallJump (Insane)

Use the tiny amount of height gain from an underwater Bomb explosion to re-equip Spring Ball and perform a mid-air Spring Ball jump. This is most often used to get a second Spring Ball jump when underwater without Hi-Jump. Bombs are required since Power Bombs will prevent pausing.

There is a 3-frame window for when to perform the final Spring Ball jump relative to when the Bomb was laid. Usually this will be done as a pause-buffered Spring Ball jump, in which case pause must be pressed between 23 and 25 frames after laying the Bomb.

Dependencies: canTrickySpringBallJump, canSpringBallJumpMidAir, canTrivialMidAirMorph, canDisableEquipment, canIBJ, canSuitlessMaridia, canMidAirMorph, canDoubleSpringBallJumpMidAir, canJumpIntoIBJ

Difficulty filter

Strats ()

From: 2
Elevator
To: 1
Left Door

Perform a double Spring Ball jump without Hi-Jump, using a Bomb to propel Samus upward just long enough to get the second mid-air Spring Ball jump.

Crouch, press pause, delay the initial jump as long as possible, and perform a very quick mid-air morph; it can help to keep holding down when crouching, to buffer the aim-down input. Equip Spring Ball, unpause, press Start to pause again, and perform a max-height Spring Ball jump; ideally Start should be pressed slightly before the mid-air jump. Unequip Spring Ball, unpause, and lay a Bomb slightly after regaining control (do not buffer it). The Bomb should be laid between 5 frames and about 10 frames after regaining control, while the screen is still fairly dark. Then press pause between 23 and 25 frames later and buffer a second Spring Ball jump. The end of the frame window for when the Bomb can be laid depends on how well the first part was done (with a larger window being obtained by pausing as early as possible both times and jumping as late as possible both times); but the delay between laying the Bomb and performing the final pause is always the same 3-frame window.

Requires:

"f_TourianOpen"
"canDoubleSpringBallJumpMidAir"
"canUnderwaterBombIntoSpringBallJump"
From: 2
Right Door
To: 1
Left Door

Pause and jump just before the fade out finishes. Turn off Spring Ball and place a Bomb just above where Samus' head would be if standing. Pause again between 23-25 frames later and equip Spring Ball; Samus has a three frame window where she has upward momentum from the Bomb and can jump again. The positioning of the Bomb is quite lenient, with an 11 frame window for where it can be placed. This needs to be done up to five times to cross the room with no other items.

Entrance condition:

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

Requires:

"h_artificialMorphUnderwaterBombIntoSpringBallJump"
"canBeVeryPatient"
From: 1
Left Door
To: 4
Platform Below Top Door

Use a platform below the door in the other room to jump through the door while aiming down, carrying upward momentum into this room. Hold down and back through the transition, to perform a momentum-conserving turnaround past the corner. Perform a mid-air Spring Ball jump, timing a pause to hit soon after the mid-air jump. Unequip Spring Ball, lay a Bomb about half a tile below the peak of the jump. Press pause at the peak of the jump, to reequip Spring Ball immediately after Samus is boosted by the bomb. Buffer a jump out of the unpause, to get a second Spring Ball jump and make it up.

Entrance condition:

{
  "comeInWithSidePlatform": {
    "platforms": [
      {
        "minHeight": 1,
        "maxHeight": 1,
        "minTiles": 7.4375,
        "speedBooster": true,
        "obstructions": [
          [
            1,
            0
          ]
        ],
        "requires": [],
        "note": [
          "This applies to Warehouse Entrance."
        ]
      }
    ]
  }
}

Requires:

"canCrossRoomJumpIntoWater"
"canTrickyDashJump"
"canMomentumConservingTurnaround"
"canUnderwaterBombIntoSpringBallJump"
From: 3
Bottom Right Door
To: 5
G-Mode Morph, In Morph Tunnel

Pause and jump just before the fade out finishes. Turn off Spring Ball and place a Bomb just above where Samus' head would be if standing. Pause again between 23-25 frames later and equip Spring Ball; Samus has a three frame window where she has upward momentum from the Bomb and can jump again. The positioning of the Bomb is quite lenient, with an 11 frame window for where it can be placed. This needs to be done twice to cross the room and get through the morph tunnel.

Entrance condition:

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

Requires:

"h_artificialMorphUnderwaterBombIntoSpringBallJump"
From: 2
Bottom Left Door
To: 1
Top Left Door

Only requires a runway of approximately 0.5 tiles in the adjacent room. SpringBall jump once on the way up, then use a Bomb to buy just enough time for a second SpringBall jump.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 1
  }
}

Requires:

"canCrossRoomJumpIntoWater"
"canUnderwaterBombIntoSpringBallJump"
"canDoubleSpringBallJumpMidAir"
From: 1
Bottom Left Door
To: 2
Top Right Door

Perform a double Spring Ball jump without Hi-Jump, using a Bomb to propel Samus upward just long enough to get the second mid-air Spring Ball jump.

Crouch, press pause, delay the initial jump as long as possible, and perform a very quick mid-air morph; it can help to keep holding down when crouching, to buffer the aim-down input. Equip Spring Ball, unpause, press Start to pause again, and perform a max-height Spring Ball jump; ideally Start should be pressed slightly before the mid-air jump. Unequip Spring Ball, unpause, and lay a Bomb slightly after regaining control (do not buffer it). The Bomb should be laid between 5 frames and about 10 frames after regaining control, while the screen is still fairly dark. Then press pause between 23 and 25 frames later and buffer a second Spring Ball jump. The end of the frame window for when the Bomb can be laid depends on how well the first part was done (with a larger window being obtained by pausing as early as possible both times and jumping as late as possible both times); but the delay between laying the Bomb and performing the final pause is always the same 3-frame window.

Requires:

"canDoubleSpringBallJumpMidAir"
"canUnderwaterBombIntoSpringBallJump"
From: 3
Top Door
To: 3
Top Door

Pause and jump just before the fade out finishes. Turn off Spring Ball and place a Bomb just above where Samus' head would be if standing. Pause again between 23-25 frames later and equip Spring Ball; Samus has a three frame window where she has upward momentum from the Bomb and can jump again. The positioning of the Bomb is quite lenient, with an 11 frame window for where it can be placed. Unmorph at the top of the jump to touch the transition blocks.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "direct",
    "morphed": true
  },
  "comesThroughToilet": "any"
}

Requires:

"h_artificialMorphUnderwaterBombIntoSpringBallJump"

Exit condition:

{
  "leaveWithGMode": {
    "morphed": false
  }
}

Wall jump until Samus is just below the water line and then morph and place a Bomb Use the brief moment during the Bomb explosion that knocks Samus upwards to setup a Springball jump to jump out of the water.

Requires:

"canSunkenTileWideWallClimb"
"canUnderwaterBombIntoSpringBallJump"
"canWallJumpInstantMorph"

Dev note: FIXME: This can also be done with a double Spring Ball jump (using Bombs) without wall jumping, but it seems more difficult than Statues Room and West Cac Alley, because of the water tide.