Crocomire Escape: Ceiling Mockball Spring Fling (Extreme)

Perform a last-frame jump and ceiling mockball, then spring fling to just barely make it onto the ledge with the item.

Difficulty filter

Strats ()

From: 2
Right Door
To: 1
Left Door

Entrance condition:

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

Requires:

{
  "or": [
    "SpaceJump",
    {
      "and": [
        "HiJump",
        "SpeedBooster",
        "canWalljump"
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    {
      "and": [
        {
          "notable": "SpringBall Bomb Boost"
        },
        "canSpringBallJumpMidAir",
        "canUnmorphBombBoost",
        "h_crouchJumpDownGrab",
        {
          "or": [
            "canInsaneJump",
            "h_additionalBomb"
          ]
        }
      ]
    },
    {
      "and": [
        "canHorizontalShinespark",
        {
          "canShineCharge": {
            "usedTiles": 15,
            "openEnd": 2
          }
        },
        {
          "shinespark": {
            "frames": 40,
            "excessFrames": 18
          }
        }
      ]
    },
    {
      "and": [
        {
          "notable": "Ceiling Mockball Spring Fling"
        },
        "SpeedBooster",
        "canInsaneJump",
        "canMomentumConservingMorph",
        "canSpringFling"
      ]
    }
  ]
}
"h_heatedGModeOpenDifferentDoor"
From: 2
Right Door
To: 2
Right Door

Touch the item as little as possible in order to prevent PLMs from being overloaded, so the platforms below remain solid.

Entrance condition:

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

Requires:

"canComplexGMode"
{
  "or": [
    "SpaceJump",
    {
      "and": [
        "HiJump",
        "SpeedBooster",
        "canWalljump"
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    {
      "and": [
        {
          "notable": "SpringBall Bomb Boost"
        },
        "canSpringBallJumpMidAir",
        "canUnmorphBombBoost",
        "h_crouchJumpDownGrab",
        "canInsaneJump"
      ]
    },
    {
      "and": [
        "canHorizontalShinespark",
        {
          "canShineCharge": {
            "usedTiles": 15,
            "openEnd": 2
          }
        },
        {
          "shinespark": {
            "frames": 40,
            "excessFrames": 18
          }
        }
      ]
    },
    {
      "and": [
        {
          "notable": "Ceiling Mockball Spring Fling"
        },
        "SpeedBooster",
        "canInsaneJump",
        "canMomentumConservingMorph",
        "canSpringFling"
      ]
    }
  ]
}
"h_heatedDirectGModeLeaveSameDoor"

Collects items: 3

Dev note: There is no leniency option for using an extra Power Bomb, because it will contribute to PLM overload. (2 PBs is technically barely possible) FIXME: A variant with shinesparking can be added. (It would require energy free sparks)

From: 2
Right Door
To: 3
Item

Position at the end of the runway (or up to 4 pixels away) at the top-right of the room, gain run speed, perform a last-frame jump and ceiling mockball, then equip or unequip Spring Ball in order to reset Samus' vertical speed and just barely make it onto the ledge with the item.

Requires:

{
  "notable": "Ceiling Mockball Spring Fling"
}
"SpeedBooster"
"canInsaneJump"
{
  "heatFrames": 500
}
"canMomentumConservingMorph"
"canSpringFling"
{
  "or": [
    "h_heatProof",
    "canBeVeryPatient"
  ]
}
From: 2
Right Door
To: 3
Item

Entrance condition:

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

Requires:

"h_heatedGMode"
{
  "or": [
    "SpaceJump",
    {
      "and": [
        "HiJump",
        "SpeedBooster",
        "canWalljump"
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    {
      "and": [
        {
          "notable": "SpringBall Bomb Boost"
        },
        "canSpringBallJumpMidAir",
        "canUnmorphBombBoost",
        "h_crouchJumpDownGrab",
        {
          "or": [
            "canInsaneJump",
            "h_additionalBomb"
          ]
        }
      ]
    },
    {
      "and": [
        "canHorizontalShinespark",
        {
          "canShineCharge": {
            "usedTiles": 15,
            "openEnd": 2
          }
        },
        {
          "shinespark": {
            "frames": 40,
            "excessFrames": 18
          }
        }
      ]
    },
    {
      "and": [
        {
          "notable": "Ceiling Mockball Spring Fling"
        },
        "SpeedBooster",
        "canInsaneJump",
        "canMomentumConservingMorph",
        "canSpringFling"
      ]
    }
  ]
}
{
  "heatFrames": 90
}

Clears obstacles: A

Dev note: Goes to 3 because opening the gate mostly only makes sense when going back to the right for a longer runway or obtaining the item. FIXME: Variants with shinesparking or Geruta damage boost can be added. (Energy from immobile, CF, or energy free sparks)

From: 2
Right Door
To: 3
Item

Entrance condition:

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

Requires:

"h_heatedGMode"
{
  "or": [
    "SpaceJump",
    {
      "and": [
        "HiJump",
        "SpeedBooster",
        "canWalljump"
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    {
      "and": [
        {
          "notable": "SpringBall Bomb Boost"
        },
        "canSpringBallJumpMidAir",
        "canUnmorphBombBoost",
        "h_crouchJumpDownGrab",
        {
          "or": [
            "canInsaneJump",
            "h_additionalBomb"
          ]
        }
      ]
    },
    {
      "and": [
        "canHorizontalShinespark",
        {
          "canShineCharge": {
            "usedTiles": 15,
            "openEnd": 2
          }
        },
        {
          "shinespark": {
            "frames": 40,
            "excessFrames": 18
          }
        }
      ]
    },
    {
      "and": [
        {
          "notable": "Ceiling Mockball Spring Fling"
        },
        "SpeedBooster",
        "canInsaneJump",
        "canMomentumConservingMorph",
        "canSpringFling"
      ]
    }
  ]
}
{
  "heatFrames": 0
}

Dev note: FIXME: Variants with Geruta damage boost can be added. (Energy from immobile or CF)