canHighPixelCeilingClip (Extreme)

Setting up an enemy positioning to perform a pixel precise ceiling clip, typically with a frozen enemy. This requires a 20 pixel gap between the enemy and ceiling, the same number of pixels as Samus' hitbox when in the aim down pose. To get on top of the enemy, either perform a very precise down grab onto it, down back onto it after unmorphing, or use a neutral damage boost to remain inside of the enemy then jump and aim down to land on it. If Samus is not standing, press forward or up to stand, then jump through. There are few examples where this is necessary, which include: extremely tight spaces where an enemy cannot be positioned lower for an easier clip, underwater without Gravity, or in many locations while preserving a flash suit.

Dependencies: canCarefulJump, canCeilingClip, canDownGrab, canTrickyJump, canUseEnemies

Difficulty filter

Strats ()

From: 3
Bottom Left Door
To: 2
Top Right Door

Jump and freeze the Beetom at a pixel perfect location in order to jump through the crumble blocks. The pixel is nearly the highest possible position with HiJump disabled, from the left ledge. After positioning the Beetom, get on top of it with a tight down grab, while refreezing it if necessary. Jump through the crumble blocks then down grab again to get to the top area. Two Beetom hits are assumed, but with failed attempts it could take more, possibly requiring leaving the Beetom and going back to the right to farm.

Requires:

{
  "notable": "Beetom Clip (High Pixel, Preserve Flash Suit)"
}
"h_canHighPixelIceClip"
"Morph"
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 2
  }
}
{
  "or": [
    "canWalljump",
    "HiJump",
    "SpaceJump",
    {
      "enemyDamage": {
        "enemy": "Beetom",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}
From: 13
Below Power Bomb Blocks - Main Junction
To: 12
Above Power Bomb Blocks - Main Junction

Freeze the wall crawler at a precise location in order to jump through the Power Bomb Blocks. The pixel window is larger and higher with Morph and an X-Ray Stand Up.

Requires:

"h_canIceClip"
From: 13
Below Power Bomb Blocks - Main Junction
To: 14
Right Etecoon Shaft - Wall Jump Climb Checkpoint Junction

Break the bomb block at the bottom right of the main shaft. Bring a Zeela down to the bottom of the room. Morph inside the tunnel, take a Zeela hit, then jump, aim down, and shoot to freeze the Zeela as it starts to move up and while Samus is close to landing. Jump and aim down to get on top of the Zeela. If the Zeela is precisely positioned exactly 12 pixels above the ground, you can press up to make Samus stand; Otherwise, if you have X-ray, then the Zeela should be frozen lower, and you can morph and unmorph and use X-ray to force Samus to stand up; in this case there is a 6-pixel window over which it works, with the Zeela being between 4 and 9 pixels above the ground. In either case, after standing up on top of the Zeela, jump and aim down to break the crumble block. Then, before the crumble respawns, morph and use Spring Ball (if available) to jump back up and into the tunnel; without Spring Ball, a quick mid-air morph also works but is more difficult.

Requires:

{
  "notable": "Bottom Ice Clip"
}
"h_canBombThings"
"h_additionalBomb"
{
  "enemyDamage": {
    "enemy": "Zeela",
    "type": "contact",
    "hits": 1
  }
}
"canTrickyJump"
{
  "or": [
    "h_canXRayMorphIceClip",
    {
      "and": [
        "h_canHighPixelIceClip",
        "canInsaneJump",
        "canBeVeryPatient"
      ]
    }
  ]
}
{
  "or": [
    "h_canUseSpringBall",
    {
      "and": [
        "can4HighMidAirMorph",
        "canInsaneJump"
      ]
    }
  ]
}
{
  "or": [
    "canBePatient",
    {
      "obstaclesNotCleared": [
        "A"
      ]
    }
  ]
}
From: 13
Central Junction
To: 5
Left Side - Bottom Middle Door (Blocked by Crumble Blocks)

Raise a Zeb to be just below the crumble blocks and blindly freeze it to set up an ice clip to reach the Power Bomb room exit door. Get a bug from the pipe to spawn facing left and freeze it while moving to the ledge below the Hopper room door. While crouched, a spazer or wave beam shot will shoot through the floor in front of Samus. Shoot then immediately jump so that the bug can be frozen at a pixel perfect height, which is higher than where it would typically be frozen (when not needing to preserve a flash suit). Once frozen, wait for the bug to thaw, then blindly follow it to the left without letting it go off camera, which would cause it to despawn. Refreeze it below the crumble blocks, perform a very precise ledge grab onto it, then jump through the crumble block to reach the door, all while carefully avoiding losing the flash suit.

Requires:

{
  "notable": "Blind Zeb Ice Clip (Preserve Flash Suit)"
}
"canStaggeredWalljump"
"canCameraManip"
"canOffScreenMovement"
{
  "or": [
    "Wave",
    "Spazer"
  ]
}
"canInsaneJump"
"h_canHighPixelIceClip"
From: 3
Right Vertical Door
To: 3
Right Vertical Door

Freeze a Zeela at a precise distance below the door in order to jump up and clip through the door shell. The pixel window is larger and higher with Morph and an X-Ray stand-up.

Requires:

{
  "obstaclesCleared": [
    "A"
  ]
}
"h_canIceClip"

Bypasses door shell: true

From: 4
Gamet Farm Junction
To: 3
Top Door

Bring a Gamet from the farm and freeze it at a precise distance below the door in order to crouch-jump up and clip through the door shell. The pixel window is larger and higher with Morph and an X-Ray stand-up, in which case a standing jump is used.

Requires:

{
  "heatFrames": 560
}
"h_canIceClip"

Bypasses door shell: true

From: 5
Bottom Door
To: 9
Main Junction

Freeze the wall crawler at a precise location in order to jump through the Power Bomb Blocks. The pixel window is larger and higher with Morph and an X-Ray Stand Up.

Requires:

"h_canIceClip"
From: 2
Right Vertical Door
To: 2
Right Vertical Door

Freeze a Mella at a precise distance below the door in order to crouch-jump up and clip through the door shell. The pixel window is larger and higher with Morph and an X-Ray stand-up, in which case a standing jump is used.

Requires:

"canManipulateMellas"
"h_canIceClip"

Bypasses door shell: true

From: 2
Top Door
To: 2
Top Door

Freeze an Atomic at a precise distance below the door in order to jump up and clip through the door shell. The pixel window is larger and higher with Morph and an X-Ray stand-up.

Requires:

"f_DefeatedPhantoon"
"h_canIceClip"

Bypasses door shell: true

From: 1
Top Door
To: 1
Top Door

Freeze an Atomic at a precise distance below the door in order to crouch-jump up and clip through the door shell. The pixel window is larger and higher with Morph and an X-Ray stand-up, in which case a standing jump is used. If Phantoon is not defeated, stand on the stairs so that Samus is just a few pixels lower, then freeze the Covern low in its cycle. Alternatively, freeze it high then perform a tight down grab to get onto it for a pixel perfect clip.

Requires:

"h_canIceClip"

Bypasses door shell: true

Ice Clip (Extreme)
Crab Hole
From: 2
Bottom Left Door
To: 1
Top Left Doorway

Freeze a crab at a very precise position in order to clip through the center Morph tunnel without a way to see. Use a frozen crab on the opposite wall in order to better time the crab being used for clipping and as a way to climb on top of it. Ice Beam on its own has a high chance of hitting a wall instead of the crab; straight vertical shots can help. Gravity has a 2 pixel clip window while Suitless there is only 1 pixel up higher which requires a precise down grab to get onto the crab.

Requires:

{
  "notable": "Ice Clip"
}
"h_canNavigateUnderwater"
"canOffScreenMovement"
{
  "or": [
    {
      "and": [
        "Gravity",
        "h_canPreciseIceClip"
      ]
    },
    {
      "and": [
        "HiJump",
        "h_canHighPixelIceClip"
      ]
    }
  ]
}
From: 2
Bottom Left Door
To: 1
Middle Left Door

Position the snail low on the ceiling so that Samus can get onto it. Wait for another snail and position it on the high pixel without using x-ray. Ceiling clip then use the flash suit while in the crouched pose that Samus is already in to spark vertically and clip through the next block. Changing pose will make it so Samus is no longer able to spark.

Requires:

{
  "notable": "High Pixel Suitless Bootless Snail Clip, Use Flash Suit"
}
"canHighPixelCeilingClip"
{
  "useFlashSuit": {}
}
{
  "shinespark": {
    "frames": 15,
    "excessFrames": 13
  }
}
From: 2
Bottom Left Door
To: 1
Middle Left Door

Position the snail on the high pixel without using x-ray. Ceiling clip then use the flash suit while in the crouched pose that Samus is already in to spark vertically and clip through the next block. Changing pose will make it so Samus is no longer able to spark.

Requires:

"HiJump"
"canHighPixelCeilingClip"
{
  "useFlashSuit": {}
}
{
  "shinespark": {
    "frames": 15,
    "excessFrames": 13
  }
}
From: 5
Right Door
To: 7
Top Right Left Item

Sparking up right from a snail can save some Energy. With very little Energy, spark up the center of the speed blocks to clear both sides, then snail clip through the last one. It may be helpful to turn around before sparking so the snail doesn't hit Samus.

Requires:

"canUseEnemies"
{
  "useFlashSuit": {}
}
{
  "or": [
    {
      "shinespark": {
        "frames": 13,
        "excessFrames": 4
      }
    },
    {
      "and": [
        {
          "shinespark": {
            "frames": 13,
            "excessFrames": 10
          }
        },
        {
          "or": [
            "canHighPixelCeilingClip",
            {
              "and": [
                "Gravity",
                "canPreciseCeilingClip"
              ]
            },
            {
              "and": [
                "Gravity",
                "canXRayCeilingClip"
              ]
            }
          ]
        }
      ]
    }
  ]
}
From: 2
Bottom Right Door
To: 2
Bottom Right Door

Crouch and freeze a Mochtroid to clip into the space behind the grapple blocks. Jump and tap grapple while aiming diagonally to be pushed into the wall just the right amount. Samus should be one tile below the grapple blocks and fully in the wall. Too short a tap and the next grapple will not work, too long and Samus will be stuck in the wall. Grapple diagonally again to be pushed into the transition.

Requires:

{
  "notable": "Frozen Mochtroid Grapple Clip Door Lock Skip"
}
{
  "or": [
    {
      "and": [
        "Gravity",
        "canUseFrozenEnemies",
        "canCrouchJump",
        "canCeilingClip"
      ]
    },
    "h_canXRayMorphIceClip",
    "h_canHighPixelIceClip"
  ]
}
"canGrappleClip"

Bypasses door shell: true

From: 4
Platform Below Top Door
To: 3
Top Door

To get a crab at the top of the room, either use a Super to knock off the central crab, or bring the bottom global crab by breaking the shot block in the middle of the room and using Ice to climb it to the top of the room. Shoot a Super as the crab crawls on the side of the blocks near the top door, then freeze it mid-air pixel perfectly. Perform a tight down grab to get onto it then jump through the door shell. Knocking the crab off while it is on the the door or ceiling will not work.

Requires:

{
  "notable": "Crab High Pixel Ice Clip Door Lock Skip"
}
{
  "or": [
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    },
    {
      "notable": "Ice Only Crab Climb"
    },
    "Gravity",
    "HiJump",
    "canTrickySpringBallJump"
  ]
}
{
  "ammo": {
    "type": "Super",
    "count": 1
  }
}
"h_canHighPixelIceClip"

Bypasses door shell: true

From: 3
Junction Below Right Door
To: 2
Right Door

Positioning the Puyo requires it to perform a big jump then start falling with a frame perfect freeze. One possible setup stands on the left tile of the right side and lets the puyo jump up taking a contact hit. Then so long as the puyo isn't on the very edge, it will do a big jump. Clip onto the puyo by doing an aim down jump and switching to a forward diagonal at the right time.

Requires:

{
  "notable": "Suitless Puyo Clip"
}
"canSuitlessMaridia"
"h_canHighPixelIceClip"
{
  "enemyDamage": {
    "enemy": "Puyo",
    "type": "contact",
    "hits": 2
  }
}
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Puyo",
        "type": "contact",
        "hits": 6
      }
    },
    {
      "resetRoom": {
        "nodes": [
          1
        ]
      }
    }
  ]
}