The ability to preserve a flash suit while performing strats that have a high risk of losing the flash suit. For example, performing a gate glitch starting with a spin jump, morph, unmorph.
Dependencies: canSpikeSuit
Requires: "h_canBlueGateGlitch" |
From: 3
Right Door
To: 3
Right Door
Charge a spark along the bottom of Double Chamber and use it to spark through the right side door. Requires opening the door and shutter first. Requires: { "notable": "Shinespark through Wave Beam Door" } "HiJump" { "or": [ "SpaceJump", "Grapple" ] } { "or": [ { "obstaclesCleared": [ "A" ] }, "Wave", { "and": [ "h_canHeatedBlueGateGlitch", { "heatFrames": 60 } ] } ] } { "or": [ { "and": [ "canTrickyDashJump", "canWalljump" ] }, "SpaceJump" ] } { "canShineCharge": { "usedTiles": 28, "gentleUpTiles": 3, "gentleDownTiles": 3, "openEnd": 0 } } { "heatFrames": 780 } { "shinespark": { "frames": 57 } } Exit condition: { "leaveWithSpark": {} } Clears obstacles: A |
Requires: { "heatFrames": 250 } "h_canHeatedBlueGateGlitch" Clears obstacles: A |
Requires: "Morph" { "heatFrames": 260 } "h_canHeatedBlueGateGlitch" Clears obstacles: A |
From: 5
Middle Junction (Ledge Right of Morph Tunnel)
To: 2
Middle Left Door
Requires: "Morph" { "heatFrames": 150 } "h_canHeatedBlueGateGlitch" Clears obstacles: A |
From: 5
Middle Junction (Ledge Right of Morph Tunnel)
To: 2
Middle Left Door
Requires: "Morph" { "heatFrames": 150 } "h_canHeatedBlueGateGlitch" Exit condition: { "leaveWithRunway": { "length": 11, "openEnd": 0, "gentleDownTiles": 4 } } Clears obstacles: A Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":90}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
From: 5
Bottom Floating Platform Junction
To: 5
Bottom Floating Platform Junction
Requires: { "heatFrames": 135 } "h_canHeatedBlueGateGlitch" Clears obstacles: A |
Build up 34 tiles worth of run speed and jump into the door on the last frame. Hold angle up through the transition but also aim down to duck below the ceiling until Samus is past it. Fire the Super Missile frame perfectly to open the gate. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 34 } } Requires: { "notable": "High Speed Gate Glitch" } "h_canHeatedGreenGateGlitch" { "ammo": { "type": "Super", "count": 1 } } "canInsaneJump" Clears obstacles: A |
Requires: { "or": [ "h_canGreenGateGlitch", { "obstaclesCleared": [ "A" ] } ] } Clears obstacles: A |
Requires: { "or": [ "h_canHeatedGreenGateGlitch", { "obstaclesCleared": [ "A" ] } ] } { "enemyDamage": { "enemy": "Ripper 2 (red)", "type": "contact", "hits": 2 } } Exit condition: { "leaveWithRunway": { "length": 29, "openEnd": 1 } } |
Requires: "h_canNavigateHeatRooms" { "or": [ "h_canHeatedGreenGateGlitch", { "obstaclesCleared": [ "A" ] } ] } { "heatFrames": 100 } Clears obstacles: A |
Requires: "Gravity" { "or": [ "h_canGreenGateGlitch", { "obstaclesCleared": [ "A" ] } ] } Clears obstacles: A |
Perform the Gate Glitch by moving towards the gate and firing the super on the correct frame for it to pass through and reach the button on the other side. Due to the water physics, many traditional setups for the glitch will not work. Requires: { "notable": "Suitless Green Gate Glitch" } { "or": [ "h_canGreenGateGlitch", { "obstaclesCleared": [ "A" ] } ] } Clears obstacles: A |
Position Samus to where her shot can partially go through the right tile of the tunnel above. From a crouch jump, perform a tight midair morph, unmorph, and shoot up while at the peak of the jump. After hearing the shot block above break, move a half tile left of the opening above and diagonally spark at the top of a jump. This is slightly more lenient with Spazer and much more lenient with Plasma. Requires: { "tech": "canCrouchJump" } "canHeroShot" "canMidAirMorph" { "or": [ "canTrickyCarryFlashSuit", "Plasma" ] } { "useFlashSuit": {} } { "shinespark": { "frames": 19, "excessFrames": 3 } } |
From: 2
Bottom Left Door
To: 1
Top Left Door
Underwater wall jump to the top middle platform before sparking to save Energy. Requires: "canTrickyCarryFlashSuit" "canLongUnderwaterWalljump" { "useFlashSuit": {} } { "shinespark": { "frames": 12, "excessFrames": 8 } } |
From: 1
Top Sand Entrance
To: 7
Below Morph Tunnel Junction
From the bottom of the sand, shoot upwards to break the block then Shinespark up. To use a flash suit in deep sand: vertically - quickly roll the directional inputs from forward to up and jump. diagonally, with minimal horizontal speed - while holding angle, quickly tap forward then press and hold jump. Alternatively, to save Energy, shoot the block without falling into the sand, then reposition and spark up left. This can be done with a midair unmorph then shoot up, or from shooting up from the sand surface then quickly spin jumping off in order not to sink. Requires: "canPlayInSand" "canHeroShot" { "useFlashSuit": {} } { "or": [ { "shinespark": { "frames": 27, "excessFrames": 5 } }, { "and": [ "canTrickyCarryFlashSuit", { "shinespark": { "frames": 18, "excessFrames": 3 } } ] } ] } |
From: 1
Bottom Left Door
To: 2
Top Right Door
To save a lot of Energy, climb the room with ice before shinesparking to the door. To climb the room, stand on a frozen enemy, lure the Puyo from above and freeze it midair twice to progress. Requires: "canTrickyUseFrozenEnemies" "canTrickyCarryFlashSuit" { "or": [ "Wave", "Spazer", "Plasma" ] } { "useFlashSuit": {} } { "shinespark": { "frames": 13, "excessFrames": 10 } } |