Sit on the very edge of a sand pit that is flush with the ground and place a bomb. Time walking into the sand so that Samus sinks slightly into the sand when the bomb explodes. When the explosion propels Samus above the sand line, jump and aim down simulataneously to gain extra jump height. Jumping too early will likely sink into the sand while jumping late only does not gain the full jump height.
Dependencies: canSuitlessMaridia, canPlayInSand
Stand on the edge of the sand and place a Bomb; unmorph (leaving Samus crouched), then press forward to enter the sand when the bomb flashes yellow for the second time. Once the Bomb puts Samus into a jumping pose where Samus is suspended mid-air slightly above the sand, press jump; then aim down precisely when the bomb begins to propel Samus upward. Move right to press against the wall before mid-air morphing (alternatively, a stationary lateral morph can work). There is a 2-frame window for when to enter the sand: if Samus enters the sand too early, she will sink slightly too far, resulting in not quite enough height to reach the tunnel; if Samus enters the sand too late, she will not get properly boosted by the Bomb explosion and will end up stuck in the sand. There is an 8-frame window for when to press jump, as it can be buffered during the period that the bomb begins interacting with Samus: if Samus jumps too early or late, she will get stuck in the sand. The timing for the aim-down press is frame-perfect: it must be pressed on the first frame that Samus begins being propelled upward by the bomb. if Samus aims down too early, she will get stuck in the sand; if Samus aims down too late, she will not get enough height to reach the tunnel. The timing for the jump is between 6 frames before or 1 frame after the down press. The amount of time that Samus holds forward after entering the sand is unimportant, as long as it is released before the aim-down. Requires: { "notable": "Sand Bomb Boost (Left to Right)" } "canSandBombBoost" "canInsaneJump" { "or": [ "can4HighMidAirMorph", "canStationaryLateralMidAirMorph" ] } |
Stand on the edge of the sand and place a Power Bomb; unmorph (leaving Samus crouched), then wait a moment before pressing forward to enter the sand. On the exact frame when the Power Bomb begins to propel Samus upward, press down, and press jump on the same frame or one frame later. Move right to press against the wall before mid-air morphing (alternatively, a stationary lateral morph can work). There is a 13-frame window for when to enter the sand: if Samus enters the sand too early, she will sink slightly too far, resulting in not quite enough height to reach the tunnel; if Samus enters the sand too late, she will not get properly boosted by the Power Bomb explosion and will end up stuck in the sand. The timing for the aim-down press is frame-perfect: it must be pressed on the first frame that Samus begins being propelled upward by the Power Bomb. if Samus aims down too early, she will get stuck in the sand; if Samus aims down too late, she will not get enough height to reach the tunnel. if Samus jumps too early or late, she will get stuck in the sand. The amount of time that Samus holds forward when entering the sand should be between 2 and 11 frames. Requires: { "notable": "Sand Bomb Boost (Left to Right)" } { "tech": "canSandBombBoost" } "h_canUsePowerBombs" "canInsaneJump" { "or": [ "can4HighMidAirMorph", "canStationaryLateralMidAirMorph" ] } |
From: 4
Right Door
To: 6
Junction Right of Morph Passage
Kill all of the enemies and leave drops uncollected so that the Zoas will not be in the way. Stand on the edge of the sand and place a Bomb or Power Bomb and wait briefly before entering the sand. Let the explosion push Samus up for a few frames before simultaneously jumping and aiming down. Then move left to down-grab onto the morph tunnel ledge. Jumping too early can lead to a softlock but jumping too late usually exits the sand safely. Requires: { "tech": "canSandBombBoost" } "h_canBombThings" "canInsaneJump" "canDownGrab" |