canMorphTurnaround (Hard)

The ability to use Morph to turn around without moving horizontally. This is typically used to back into a corner without Moonwalk.

Difficulty filter

Strats ()

From: 2
Right Door
To: 1
Left Door

It's not necessary to jump through the door, the in-room doorsill gives enough running room to make it up.

Requires:

"canPreciseWalljump"
"canTrickyJump"
{
  "or": [
    {
      "spikeHits": 1
    },
    "h_canBackIntoCorner"
  ]
}
From: 2
Right Door
To: 1
Left Door

In direct g-mode, the door will not close, and the in-room doorsill gives enough running room to make it up to the invisible ledge.

Entrance condition:

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

Requires:

"canPreciseWalljump"
"canTrickyJump"
{
  "or": [
    {
      "spikeHits": 1
    },
    "h_canBackIntoCorner"
  ]
}
From: 2
Right Door
To: 1
Left Door

Jump and diagonally spark to the invisible platform. There is a small pixel range which lands on the platform and does not touch the boulder. It is possible to do this even below 29 Energy. It requires a last frame jump and then 4 frame spark window. It is more lenient with SpeedBooster.

Requires:

{
  "useFlashSuit": {}
}
{
  "or": [
    {
      "shinespark": {
        "frames": 2,
        "excessFrames": 0
      }
    },
    {
      "and": [
        {
          "shinespark": {
            "frames": 2,
            "excessFrames": 2
          }
        },
        {
          "or": [
            "canMoonwalk",
            "canMorphTurnaround"
          ]
        },
        {
          "or": [
            {
              "and": [
                "canTrickyJump",
                "SpeedBooster"
              ]
            },
            "canInsaneJump"
          ]
        }
      ]
    }
  ]
}
From: 1
Left Door
To: 1
Left Door

Jump straight up and shoot with the correct timing. This strat involves shooting a Super diagonally from the correct height while flush against the left wall. Its acceleration will cause it to clip into the blue gate off-screen.

Requires:

{
  "notable": "Reverse Gate Glitch"
}
{
  "obstaclesCleared": [
    "A"
  ]
}
{
  "or": [
    "canTrickyJump",
    "h_canBackIntoCorner"
  ]
}
"HiJump"
"canOffScreenSuperShot"

Clears obstacles: B

From: 1
Left Door
To: 1
Left Door

Use a stationary spinjump, or spinjump against the wall and turn around without moving; and shoot with the same correct timing. This strat involves shooting a Super diagonally from the correct height while flush against the left wall. Its acceleration will cause it to clip into the blue gate off-screen.

Requires:

{
  "notable": "Reverse Gate Glitch"
}
{
  "obstaclesCleared": [
    "A"
  ]
}
{
  "or": [
    "canTrickyJump",
    "h_canBackIntoCorner"
  ]
}
"canStationarySpinJump"
"SpaceJump"
"canOffScreenSuperShot"

Clears obstacles: B

From: 4
Frozen Hopper Junction
To: 4
Frozen Hopper Junction

This strat involves shooting a Super diagonally from the correct height while flush against the left wall. Its acceleration will cause it to clip into the blue gate off-screen. Jump straight up and shoot with the correct timing. Taking damage can be used to align against the wall.

Requires:

{
  "notable": "Reverse Gate Glitch"
}
{
  "obstaclesNotCleared": [
    "A"
  ]
}
{
  "or": [
    "h_canBackIntoCorner",
    {
      "enemyDamage": {
        "enemy": "Sm. Sidehopper",
        "type": "contact",
        "hits": 1
      }
    },
    "canTrickyJump"
  ]
}
"HiJump"
"canOffScreenSuperShot"

Clears obstacles: B

From: 4
Frozen Hopper Junction
To: 4
Frozen Hopper Junction

Freeze a small hopper to the side and kill the remaining Side Hoppers. Stand against the left wall (damage knockback will align Samus with the wall) and shoot up to freeze the hopper. Jump up to land on it, aligned with the wall. Alternatively, Jump and shoot down to freeze the hopper as a way to avoid damage. Fire a Super just above the door shell to hit the Gate. This strat involves shooting a Super diagonally from the correct height while flush against the left wall. Its acceleration will cause it to clip into the blue gate off-screen.

Requires:

{
  "notable": "Reverse Gate Glitch"
}
{
  "obstaclesNotCleared": [
    "A"
  ]
}
"canTrickyUseFrozenEnemies"
"h_canBackIntoCorner"
"canOffScreenSuperShot"
{
  "enemyDamage": {
    "enemy": "Sm. Sidehopper",
    "type": "contact",
    "hits": 1
  }
}

Clears obstacles: B

From: 4
Small Ledge Below Left Door
To: 1
Left Door

Run and jump from the safe stair to just reach the door ledge. To avoid walljumping, use a full speed jump or jump from on top of the spikes (stairs or floor).

Requires:

"HiJump"
"SpeedBooster"
{
  "or": [
    {
      "and": [
        "canWalljump",
        {
          "or": [
            "canTrickyJump",
            {
              "spikeHits": 1
            }
          ]
        }
      ]
    },
    {
      "and": [
        "canTrickyDashJump",
        "h_canBackIntoCorner",
        "canInsaneJump"
      ]
    },
    {
      "and": [
        "canTrickyDashJump",
        {
          "spikeHits": 1
        }
      ]
    }
  ]
}
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: 4
Junction (Right Pit)
To: 3
Right Door

Back up against the wall of the single-tile ledge. Run forward, perform a single arm pump, and jump on the last possible frame. Aim down just before reaching the platform. The arm pump can be performed by pressing shot, or by pressing an angle button (but not releasing it until after the jump).

Requires:

{
  "notable": "Arm Pump Jump"
}
"h_canBackIntoCorner"
"canInsaneJump"
"canDownGrab"
From: 2
Right Door
To: 3
Top Door

Requires:

"h_canBackIntoCorner"
{
  "heatFrames": 100
}

Exit condition:

{
  "leaveWithPlatformBelow": {
    "height": 9,
    "leftPosition": -2,
    "rightPosition": 6
  }
}

Unlocks doors:

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

Position yourself in the door way, then run and jump. Makes it possible to walljump up.

Requires:

{
  "obstaclesCleared": [
    "A"
  ]
}
"HiJump"
"SpeedBooster"
"canPreciseWalljump"
"canCarefulJump"
{
  "or": [
    "canTrickyJump",
    "h_canBackIntoCorner"
  ]
}
{
  "doorUnlockedAtNode": 2
}
{
  "heatFrames": 160
}

Unlocks doors:

{"nodeId":2,"types":["missiles"],"requires":[{"heatFrames":50}]}
{"nodeId":2,"types":["super"],"requires":[]}
{"nodeId":2,"types":["powerbomb"],"requires":[{"heatFrames":110}]}
From: 9
Junction Below Top Door
To: 6
Top Door

Crouch on rightmost pixel of the ledge to the left of the door, jump then move over quickly without spin jumping. The timing for the forward press needs to be between 0 and 5 frames after pressing jump (a 6-frame window). Samus's subpixel position is important: X position needs to be at least $64.4000, this is the rightmost 75% of the rightmost pixel. Morph provides an easier setup. From below the ledge, press left against the wall, jump, mid-air morph, and tap left to move slightly onto the ledge.

Requires:

"canCrouchJump"
{
  "or": [
    "canTrickyJump",
    "canMorphTurnaround"
  ]
}
From: 2
Right Door
To: 1
Bottom Left Door

Crouch under the crumble blocks while aiming upward, using both angle buttons then freeze the Mochtroid while it is on Samus. Jump onto the Mochtroid by quickly pressing down after jumping, when on it, press up to stand then jump through the ceiling. Use the middle section of pipes as a platform to reach the top level, above the Mochtroid. A crouch jump and down grab is enough if the jump begins on the rightmost 75% of the rightmost pixel. Getting into this position can be made easier with a morph turnaround: jump out, morph, and press against the upper left wall; briefly tap left to land on the edge; then perform a morph turnaround face right without moving.

Requires:

{
  "notable": "Mochtroid Ice Clip"
}
"canCeilingClip"
"canUseFrozenEnemies"
"h_canUnderwaterCrouchJumpDownGrab"
{
  "or": [
    "canTrickyJump",
    "canMorphTurnaround"
  ]
}
{
  "or": [
    "canTrickyJump",
    {
      "enemyDamage": {
        "enemy": "Mochtroid",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}