canStationarySpinJump (Very Hard)

Spin jumping with no horizontal movement by quickly pressing and releasing forward and then immediately pressing jump (after stopping). Doing this while holding run produces a spin jump with very low horizontal speed.

Difficulty filter

Strats ()

From: 2
Elevator
To: 2
Elevator

In order to align and place a Power Bomb at the correct pixel, perform a suitless stationary spin jump and hit the ceiling before starting to morph.

Requires:

{
  "or": [
    "canInsaneJump",
    {
      "and": [
        "canDisableEquipment",
        "canStationarySpinJump"
      ]
    }
  ]
}
"h_canElevatorCrystalFlash"

Exit condition:

{
  "leaveNormally": {}
}
From: 2
Elevator
To: 2
Elevator

In order to align and place a Power Bomb at the correct pixel, perform a stationary spin jump and hit the ceiling before starting to morph.

Requires:

{
  "or": [
    "canInsaneJump",
    {
      "and": [
        "h_canFourTileJumpMorph",
        "canStationarySpinJump"
      ]
    }
  ]
}
"h_canElevatorCrystalFlash"

Exit condition:

{
  "leaveNormally": {}
}
From: 2
Elevator
To: 2
Elevator

In order to align and place a Power Bomb at the correct pixel, perform a stationary spin jump and hit the ceiling before starting to morph.

Requires:

{
  "or": [
    "canInsaneJump",
    {
      "and": [
        "h_canFourTileJumpMorph",
        "canStationarySpinJump"
      ]
    }
  ]
}
"h_canElevatorCrystalFlash"

Exit condition:

{
  "leaveNormally": {}
}
From: 4
Lower Section - Top Right Door
To: 4
Lower Section - Top Right Door

Entrance condition:

{
  "comeInNormally": {}
}

Requires:

"canPrepareForNextRoom"
{
  "or": [
    "canCarefulJump",
    "canStationarySpinJump"
  ]
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}
From: 2
Right Door
To: 2
Right Door

Entrance condition:

{
  "comeInNormally": {}
}

Requires:

"canPrepareForNextRoom"
{
  "or": [
    "canCarefulJump",
    "canStationarySpinJump"
  ]
}

Unlocks doors:

{"types":["super"],"requires":["canInsaneJump"]}
{"types":["missiles","powerbomb"],"requires":["never"]}
From: 1
Bottom Left Door
To: 3
Hidden Ceiling Item

Triple frame perfect dashing stationary spinjump into delayed CWJ and precise hitbox manipulation.

Requires:

{
  "notable": "Taco Tank"
}
"canCWJ"
"canInsaneWalljump"
"canStationarySpinJump"
From: 14
Left Side - Botom Middle Door Spawn At Junction
To: 5
Left Side - Bottom Middle Door (Blocked by Crumble Blocks)

Jump through the door and shoot it open as you enter, landing on the door frame to avoid falling through the crumbles.

Requires:

"canPrepareForNextRoom"
{
  "or": [
    "canCarefulJump",
    "canStationarySpinJump"
  ]
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles"],"requires":["never"]}
{"types":["powerbomb"],"requires":["h_canUseSpringBall"]}
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: 6
Top Left Door Spawn At Junction (Above Crumble Blocks)
To: 1
Top Left Door

Use SpringBall to bounce on the crumble blocks, then unmorph and shoot the door open.

Requires:

"canPrepareForNextRoom"
{
  "or": [
    "SpaceJump",
    "canWalljump",
    "canCarefulJump",
    "canStationarySpinJump",
    "canCrumbleJump",
    "h_canUseSpringBall"
  ]
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles"],"requires":["never"]}
{"types":["powerbomb"],"requires":["h_canUseSpringBall"]}
From: 2
Middle Right Door
To: 3
Top Right Door

Position Samus in the doorway a few pixels from the edge. Dashing stationary spinjump into a delayed CWJ and hopefully catch the upper ledge with a walljump.

Requires:

{
  "notable": "Doorway CWJ"
}
{
  "obstaclesCleared": [
    "A"
  ]
}
"h_heatProof"
"HiJump"
"canCWJ"
"canStationarySpinJump"
"canInsaneJump"
"canInsaneWalljump"
{
  "doorUnlockedAtNode": 2
}

Unlocks doors:

{"nodeId":2,"types":["missiles"],"requires":[{"heatFrames":50}]}
{"nodeId":2,"types":["super"],"requires":[]}
{"nodeId":2,"types":["powerbomb"],"requires":[{"heatFrames":110}]}
From: 6
Left Door Spawn At Junction
To: 1
Left Door

Requires:

"canPrepareForNextRoom"
{
  "or": [
    "SpaceJump",
    "canWalljump",
    {
      "and": [
        "canTrickyJump",
        "canMomentumConservingTurnaround"
      ]
    },
    "canStationarySpinJump"
  ]
}
{
  "heatFrames": 80
}

Clears obstacles: A

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}
From: 6
Top Right Door Spawn At Junction
To: 4
Top Right Door

Requires:

"canPrepareForNextRoom"
{
  "or": [
    "canTrickyJump",
    "canStationarySpinJump"
  ]
}
{
  "heatFrames": 80
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}
From: 4
Right Door Spawn At Junction
To: 2
Right Door

Requires:

"canPrepareForNextRoom"
{
  "or": [
    "SpaceJump",
    "canWalljump",
    "canTrickyJump",
    "canStationarySpinJump"
  ]
}
{
  "heatFrames": 80
}
{
  "doorUnlockedAtNode": 2
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}
From: 5
Top Left Junction
To: 2
Top Item

Perform a running stationary spinjump from a precise spot, then a CWJ with slightly more speed off the wall one tile further out. This makes it possible to just barely walljump off the grapple block.

Requires:

{
  "notable": "Insane Walljump"
}
"HiJump"
"canInsaneJump"
"canStationarySpinJump"
"canInsaneWalljump"
"canCWJ"

Clears obstacles: B

From: 1
Left Door
To: 2
Right Door

Slide into the hole where the shot block was and sink to the bottom. Shoot the door using a Hero shot and time the shinespark to follow the shot. Either kill the ceiling crab so that Samus can jump forward, or stationary spinjump to avoid using the Shinespark early.

Entrance condition:

{
  "comeInShinecharging": {
    "length": 1,
    "openEnd": 0
  }
}

Requires:

"canWaterShineCharge"
"canHeroShot"
"canShinechargeMovementTricky"
"canMidairShinespark"
"HiJump"
{
  "or": [
    {
      "and": [
        "Plasma",
        "Wave"
      ]
    },
    "canStationarySpinJump"
  ]
}
{
  "shinespark": {
    "frames": 41
  }
}

Exit condition:

{
  "leaveWithSpark": {}
}

Unlocks doors:

{"types":["super"],"requires":[{"ammo":{"type":"Super","count":1}}]}
{"types":["missiles","powerbomb"],"requires":["never"]}
From: 2
Right Door
To: 1
Left Door

Similar to naked Watering Hole escape. Freeze a crab under the gap above, do a stationary spinjump facing right, then walljump until you're up. Another frozen crab can help complete the way up.

Requires:

{
  "notable": "Ice Only Crab Climb"
}
"canSunkenTileWideWallClimb"
"canUseFrozenEnemies"
"canStationarySpinJump"
From: 1
Left Door
To: 1
Left Door

Requires:

"canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
{
  "or": [
    "h_XModeSpikeHit",
    "canStationarySpinJump"
  ]
}
"Gravity"
"HiJump"
"SpaceJump"
"canShinechargeMovementComplex"
"canMidairShinespark"
"h_canShineChargeMaxRunway"
{
  "shinespark": {
    "frames": 10
  }
}

Exit condition:

{
  "leaveWithSpark": {}
}
From: 2
Right Door
To: 2
Right Door

Requires:

"canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
{
  "or": [
    "h_XModeSpikeHit",
    "canStationarySpinJump"
  ]
}
"Gravity"
"canShinechargeMovementComplex"
"h_canShineChargeMaxRunway"

Exit condition:

{
  "leaveShinecharged": {
    "framesRemaining": 100
  }
}
From: 2
Right Door
To: 4
Top Right Ledge Junction

Requires:

"Gravity"
"canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
{
  "or": [
    "h_XModeSpikeHit",
    "canStationarySpinJump"
  ]
}
"h_canShineChargeMaxRunway"
{
  "shinespark": {
    "frames": 25,
    "excessFrames": 5
  }
}
From: 1
Left Door
To: 1
Left Door

Entrance condition:

{
  "comeInNormally": {}
}

Requires:

"canPrepareForNextRoom"
{
  "or": [
    "canCarefulJump",
    "canStationarySpinJump"
  ]
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}
From: 3
Right Door
To: 3
Right Door

Entrance condition:

{
  "comeInNormally": {}
}

Requires:

"canPrepareForNextRoom"
{
  "or": [
    "canCarefulJump",
    "canStationarySpinJump"
  ]
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}
From: 2
Bottom Right Door
To: 3
Middle Right Door

Use the Skultera to get onto the top right platform. There are two distinct ways to get up using the top Skultera. 1. Freeze it at the bottom of its path to the left. Crouch jump and down grab to get onto it. The positioning is very precise. 2. Freeze it about a half-tile from the right wall and very quickly stationary spin jump and quickly walljump mash to get up before it thaws. This may be easier by jumping away from the wall, towards the fish, to gain height faster.

Requires:

{
  "notable": "Frozen Fish Climb"
}
"canSuitlessMaridia"
"canTrickyUseFrozenEnemies"
{
  "or": [
    {
      "and": [
        "canTrickyJump",
        "h_canCrouchJumpDownGrab"
      ]
    },
    {
      "and": [
        "canStationarySpinJump",
        "canSunkenTileWideWallClimb"
      ]
    }
  ]
}
From: 4
Junction Between Items
To: 1
Right Door

A stationary spinjump can fit into the 1 tile wide hole where Samus can slowly infinite walljump to freedom.

Requires:

"canSuitlessMaridia"
"canStationarySpinJump"
"canSunkenTileWideWallClimb"
From: 4
West Leg Sand
To: 5
Junction Above Grapple Block

Gets above the grapple block by doing a well-positioned and well-timed Gravity jump following a good jump off the sand. It is also possible to do this off of a wall jump on the side immediately followed by a gravity jump. Break spin before touching the sand, and then spinjump to get a good jump off of the sand. Breaking spin after jumping from the sand will remove horizontal momentum, or a stationary spinjump can help.

Requires:

{
  "notable": "Gravity Jump"
}
"Grapple"
"canGravityJump"
"canPlayInSand"
"canCarefulJump"
{
  "or": [
    "canStationarySpinJump",
    "canTrickyJump"
  ]
}