canInsaneWalljump (Extreme)

A wall jump with extreme precision, in the vicinity of pixel and frame perfect precision. These jumps are typically delayed wall jumps.

Dependencies: canDelayedWalljump, canPreciseWalljump

Difficulty filter

Strats ()

From: 3
Right Door Spawn At Junction (In the Water)
To: 1
Left Door

It's a delayed walljump while the water is low, followed by a tight walljump off the bridge. This strat is easily bypassed by jumping through the door, or if the door can be opened.

Requires:

"canSuitlessMaridia"
"canInsaneWalljump"
From: 1
Bottom Left Door
To: 3
Hidden Ceiling Item

Triple frame perfect dashing stationary spinjump into delayed CWJ and precise hitbox manipulation.

Requires:

{
  "notable": "Taco Tank"
}
"canCWJ"
"canInsaneWalljump"
"canStationarySpinJump"
From: 4
Small Ledge Below Left Door
To: 1
Left Door

Jump to the door leading to X-Ray either by jumping from spikes or with a very precise jump. Cross the room by Jumping atop the spikes. Taking enemy damage can be used to reduce some spike damage. The final jump can either be made by jumping from the bottommost spike stair or from the safe stair. Setup run speed atop the spike stair by holding forward to be pushed backward. The safe stair jump is much harder, but can be made without every pixel of runway.

Requires:

{
  "notable": "X-Ray Access SpikeJumps with HiJump"
}
"HiJump"
"canTrickyJump"
{
  "or": [
    {
      "and": [
        "canInsaneWalljump",
        "canInsaneJump",
        "h_canBackIntoCorner"
      ]
    },
    {
      "and": [
        {
          "spikeHits": 1
        },
        "canHorizontalDamageBoost",
        "canPreciseWalljump",
        "canIframeSpikeJump"
      ]
    }
  ]
}
From: 9
Main Junction
To: 1
Left Side - Top Door

This is the same size of ledge as writg, so it should be equally possible.

Requires:

"canInsaneWalljump"
From: 3
Bottom Left Junction
To: 2
Right Door

Use a very well timed and precise walljump into morph to hit the global Sova so that the damage bonks Samus up to the door ledge. Aim for the lowest part of slope looking wall tile, where it does not look possible to make contact with a walljump, and fully delay the jump. To try again, the Sova loops to the left side wall. Or a Super can knock it off the wall to climb the right side again.

Requires:

{
  "notable": "Sova Morph Only Boost"
}
"canInsaneWalljump"
"canMidAirMorph"
"canNeutralDamageBoost"
{
  "enemyDamage": {
    "enemy": "Sova",
    "hits": 1,
    "type": "contact"
  }
}
{
  "heatFrames": 1050
}
From: 5
Bottom Right Junction
To: 2
Right Door

Wait for the global Sova to begin climbing the wall below the door. Time a walljump into instant morph where Samus boosts off of the Sova with the right timing to bounce up to the door's ledge. The jump must be a fully delayed walljump. Normalizing the camera can help with timing the walljump. The damage boost can be attempted again when the Sova climbs down the left wall, or by knocking it off the wall with a Super Missile.

Requires:

{
  "notable": "Sova Boost"
}
"canInsaneWalljump"
"canWallJumpInstantMorph"
"canNeutralDamageBoost"
"canCameraManip"
{
  "heatFrames": 830
}
{
  "enemyDamage": {
    "enemy": "Sova",
    "type": "contact",
    "hits": 1
  }
}
{
  "heatFrames": 90
}
From: 5
Bottom Right Junction
To: 2
Right Door

Use a fully delayed walljump to gain enough horizontal distance to place a bomb past the lip of the overhang. Unmorph to hover in the air above the bomb while it explodes. Ride the explosion into a down-grab to reach the ledge.

Requires:

"canInsaneWalljump"
"canWallJumpInstantMorph"
"canUnmorphBombBoost"
"canDownGrab"
{
  "heatFrames": 215
}
From: 3
Right Door
To: 4
Item

Jump into the spike pit, hitting the Ripper to avoid spike damage. Climb the left wall while avoiding falling onto the spikes or through the crumble blocks. The ledge is the same size of that in writg.

Requires:

{
  "notable": "HiJumpless Wall Jump"
}
"h_heatProof"
"canInsaneWalljump"
{
  "or": [
    "canIframeSpikeJump",
    "canCrumbleJump"
  ]
}
{
  "enemyDamage": {
    "enemy": "Ripper 2 (green)",
    "type": "contact",
    "hits": 1
  }
}
From: 2
Right Door
To: 3
Above Lava Junction

BounceBall into the Lava, Unmorphing with good timing to sink faster and drift effeciently towards the bottom right Namihe. Walljump at about eye height (4 pixel window) to gain enough height to reach the center portion of ceiling. While rising, wiggle to shrink Samus' hitbox. Some walljump positions will not need to wiggle, when walljumping far away from the Namihe. Jumping, from the wall, around the next lowest overhang is very precise and taking any extra time to position will increase the amount of lava damage being taken. It may help to disable HiJump for this part. Then Walljump again to exit the Lava and reach the left ledge.

Requires:

{
  "notable": "GT Max Suitless Right Side Climb"
}
"canSuitlessLavaDive"
"canUseEnemies"
"HiJump"
"canBounceBall"
"canMidairWiggle"
"canInsaneWalljump"
{
  "lavaFrames": 392
}
{
  "heatFrames": 515
}
From: 4
Lava, Left Wall
To: 3
Above Lava Junction

Enter the Bottom-Left Namihe by Kagoing inside of it. Wait for a second hit to gain I-Frames and then very quickly walljump up the spikes and across to the right side wall.

Requires:

{
  "notable": "HiJumpless Nahime Morph Kago"
}
"canSuitlessLavaDive"
"canInsaneWalljump"
"canInsaneJump"
"canIframeSpikeJump"
"canStaggeredWalljump"
"canFastWalljumpClimb"
"canUseEnemies"
"canKago"
{
  "heatFrames": 510
}
{
  "lavaFrames": 480
}
{
  "enemyDamage": {
    "enemy": "Namihe",
    "type": "kago",
    "hits": 2
  }
}
From: 4
Center Platform Junction
To: 3
Junction Left of Green Gate

Run and jump at the very edge of the center platform. Wait for the water level to begin lowering to walljump on the far edge. An airball may be a little easier.

Requires:

"canTrickyJump"
{
  "or": [
    "canLateralMidAirMorph",
    "canInsaneWalljump",
    {
      "and": [
        "SpeedBooster",
        "canPreciseWalljump"
      ]
    }
  ]
}
From: 2
Middle Right Door
To: 3
Top Right Door

Position Samus in the doorway a few pixels from the edge. Dashing stationary spinjump into a delayed CWJ and hopefully catch the upper ledge with a walljump.

Requires:

{
  "notable": "Doorway CWJ"
}
{
  "obstaclesCleared": [
    "A"
  ]
}
"h_heatProof"
"HiJump"
"canCWJ"
"canStationarySpinJump"
"canInsaneJump"
"canInsaneWalljump"
{
  "doorUnlockedAtNode": 2
}

Unlocks doors:

{"nodeId":2,"types":["missiles"],"requires":[{"heatFrames":50}]}
{"nodeId":2,"types":["super"],"requires":[]}
{"nodeId":2,"types":["powerbomb"],"requires":[{"heatFrames":110}]}
From: 3
Top Right Door
To: 2
Bottom Left Door

An extremely precise spinjump or walljump can avoid the top Boulder. The spinjump requires dash state and to jump right away. Aiming down shortly after helps by reducing Samus' hitbox.

Requires:

{
  "or": [
    "canInsaneWalljump",
    "canInsaneJump"
  ]
}
From: 5
Junction Below Top Pirate
To: 1
Top Left Door

Walljump using the base of the platform the pirate is walking on and then Morph over its head.

Requires:

"canWallJumpInstantMorph"
"canTrickyJump"
"canInsaneWalljump"
{
  "heatFrames": 290
}
From: 5
Junction Below Top Pirate
To: 3
Top Right Door

Walljump using the base of the platform the pirate is walking on and then Morph over its head.

Requires:

"canInsaneWalljump"
"canWallJumpInstantMorph"
"canTrickyJump"
{
  "heatFrames": 160
}
From: 6
Bottom Platform Junction With Pirates Killed
To: 4
Junction Above Bomb Blocks

Break the bomb blocks with extremely precise walljumps. Either with a fully delayed max height jump from the wall, or with an instant turnaround after jumping from the lower layer of bomb blocks.

Requires:

{
  "notable": "HiJump and Only Screw"
}
"h_heatProof"
"HiJump"
"ScrewAttack"
"canInsaneWalljump"
"canInsaneJump"
"canConsecutiveWalljump"
"canMidairWiggle"

Clears obstacles: A

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

Requires:

"canInsaneWalljump"
"canConsecutiveWalljump"
"h_heatProof"
{
  "or": [
    {
      "and": [
        "canTrivialMidAirMorph",
        "h_canUsePowerBombs"
      ]
    },
    {
      "obstaclesCleared": [
        "A"
      ]
    }
  ]
}

Clears obstacles: A

From: 2
Right Door
To: 4
Junction Above Bomb Block

Run into the acid to quickly jump over the first pillar. Build speed and jump over the second pillar to mockball through the tunnel without taking much acid damage.

Entrance condition:

{
  "comeInRunning": {
    "minTiles": 3,
    "speedBooster": "any"
  }
}

Requires:

"h_canNavigateHeatRooms"
"canMockball"
"HiJump"
"SpeedBooster"
"canCarefulJump"
"canWalljump"
{
  "or": [
    "canInsaneWalljump",
    {
      "acidFrames": 30
    }
  ]
}
{
  "heatFrames": 310
}
{
  "acidFrames": 5
}
From: 5
Top Left Junction
To: 2
Top Item

Perform a running stationary spinjump from a precise spot, then a CWJ with slightly more speed off the wall one tile further out. This makes it possible to just barely walljump off the grapple block.

Requires:

{
  "notable": "Insane Walljump"
}
"HiJump"
"canInsaneJump"
"canStationarySpinJump"
"canInsaneWalljump"
"canCWJ"

Clears obstacles: B

From: 7
Lower Hills Junction
To: 10
Upper Right Ledge Junction

There is a ridiculously precise, but possible, walljump to get up there. With and without HiJump is equally difficult.

Requires:

"Gravity"
"canInsaneWalljump"

Clears obstacles: A, B

From: 1
Top Sand Entrance
To: 4
Right Item

Walljump up and instant morph with exact timing and positioning so as to enter the Power Bomb location through the maze's exit.

Requires:

{
  "notable": "Insane Walljump Morph"
}
"canSuitlessMaridia"
"canConsecutiveWalljump"
"canPlayInSand"
"HiJump"
"canInsaneWalljump"
"can3HighWallMidAirMorph"
From: 2
Item
To: 1
Top Left Door

Lead the wallpirate into jumping across the room and dodge the standing pirate.

Requires:

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

This is the same size of ledge as writg.

Requires:

"canInsaneWalljump"
"canConsecutiveWalljump"
From: 2
Bottom Door
To: 4
Water Level Junction

Do a low spin jump and press against the right side of the door frame. Wall jump as low as possible, jumping as soon as possible after moving away from the wall. Immediately turn back to the right and try to press against the door frame again before the transition, while maintaining spin. After the transition, typically a momentum-conserving turnaround is needed to avoid bonking.

Entrance condition:

{
  "comeInWithWallJumpBelow": {
    "minHeight": 2
  },
  "comesThroughToilet": "no"
}

Requires:

"canCrossRoomJumpIntoWater"
{
  "or": [
    "canInsaneWalljump",
    {
      "and": [
        "canPreciseWalljump",
        "canMomentumConservingTurnaround"
      ]
    }
  ]
}
From: 1
Left Door
To: 2
Right Door

Align with the wall below the door while facing left. Hold dash, turn around, start running and arm pump once. Jump from the rightmost 'X' in the background. Release forward at some point while airborne, but repress it again before the CWJ. Immediately after the CWJ, shoot the Metroid to avoid getting grabbed.

Requires:

{
  "notable": "Acid Skip CWJ"
}
"canCWJ"
"canInsaneWalljump"
{
  "or": [
    {
      "obstaclesCleared": [
        "A"
      ]
    },
    "canDodgeWhileShooting"
  ]
}