canCWJ (Expert)

A continuous wall jump (CWJ) consists of a wall jump without turning around. It can be done by spinjumping forward and then wall jump off a solid object to retain all forward momentum. The more speed Samus has, the smaller the frame window for the CWJ. A slow CWJ uses a wall or ledge near the initial jump point, while a fast CWJ will wall jump using the opposite side of a more distant platform.

Dependencies: canCarefulJump, canTrickyJump

Difficulty filter

Strats ()

From: 1
Left Door
To: 2
Right Door

Stand on the farthest pixel into the door possible using moonwalk, X-Ray, or morphball turn around. Run towards the water and jump on the last possible frame. Perform the CWJ off of the item pedestal to cross to the other side.

Requires:

"canCWJ"
"canDisableEquipment"
{
  "doorUnlockedAtNode": 1
}
{
  "or": [
    "canMoonwalk",
    "Morph",
    "canXRayTurnaround"
  ]
}
{
  "obstaclesNotCleared": [
    "A"
  ]
}
From: 1
Left Door
To: 2
Right Door

Aligning against the closed door shell on the other side of the transition. Run towards the water and jump on the last possible frame. Perform the CWJ off of the item pedestal to cross to the other side.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": "any",
    "minTiles": 1.4
  }
}

Requires:

"canCWJ"
"canDisableEquipment"
{
  "obstaclesNotCleared": [
    "A"
  ]
}
From: 1
Bottom Left Door
To: 3
Hidden Ceiling Item

Notable: true

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

Requires:

"canCWJ"
"canInsaneWalljump"
"canStationarySpinJump"
From: 5
Junction Above Bottom Blocks with Top Blocks Broken
To: 3
Top Right Door

Notable: true

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

Requires:

"h_heatProof"
"HiJump"
"canCWJ"
"canStationarySpinJump"
"canInsaneJump"
"canInsaneWalljump"
{
  "doorUnlockedAtNode": 2
}
From: 5
Top Left Junction
To: 2
Top Item

Notable: true

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:

"HiJump"
"canInsaneJump"
"canStationarySpinJump"
"canConsecutiveWalljump"
"canInsaneWalljump"
"canCWJ"

Clears obstacles: B

From: 1
Left Door (locked)
To: 2
Right Door

Notable: true

Align with the wall below the door while facing left. Hold dash, turn around, start running and arm pump once. Jump from the rightmost 'X' in the background. Release forward at some point while airborne, but repress it again before the CWJ. Immediately after the CWJ, shoot the Metroid to avoid getting grabbed.

Requires:

"canCWJ"
"canInsaneWalljump"
{
  "or": [
    {
      "obstaclesCleared": [
        "A"
      ]
    },
    "canDodgeWhileShooting"
  ]
}