Executing a jump that requires very precise timing.
Dependencies: canCarefulJump
A precise wall jump that additionally needs to done as far from the wall as possible.
Dependencies: canWalljump, canPreciseWalljump
Performing the same input as a mockball, but in midair, in order to maintain forward momentum while morphing in midair
Using a lateral mid-air morph to bounce off a surface with SpringBall while retaining previous momentum.
Dependencies: canLateralMidAirMorph
Navigating deep lava without Gravity. This isn't limited to the Lava Dive Room, but it does exclude all rooms with just shallow lava.
The ability to pass through some enemies undamaged by shooting. May involve running through the enemy after making its hitbox inactive (e.g. Metal Pirates) or while the enemy has iframes (e.g. using Plasma).
Doing a gravity Jump in lava, causing Samus to take damage
Dependencies: canGravityJump
A mid-air morph that has to be done within an elevation difference of 3 tiles (with a ceiling removing any extra room). It's a lot more precise than with more room.
Canceling an aim angle while crouching and turning around, to wiggle to the right
While performing a stationary vertical jump, it's possible to mid-air morph in a manner similar to a lateral mid-air morph. Doing this immediately gives lateral momentum equivalent to maximum walk speed. This is meaningless under normal physics, but has underwater applications.
Dependencies: canLateralMidAirMorph
Can use Ice Beam to freeze enemies in especially precise positionings. If supers are available, they can be used to knock wall crawlers off walls and freeze them mid air.
Dependencies: canUseEnemies, canUseFrozenEnemies
Repeatedly freezing a crab to climb up a wall, using no other support. This does not include the simple act of using a frozen crab as a stepping stone, even on a wall or in midair.
Dependencies: canUseEnemies, canUseFrozenEnemies, canTrickyUseFrozenEnemies
Being proficient at avoiding Metroids
Setting up a Mochtroid climb from a sand floor, where failure in a suitless environment can mean death
Dependencies: canUseEnemies, canMochtroidIceClimb, canUseFrozenEnemies
Shooting a large number of off-screen shot blocks, overloading the memory and making it possible to clip through otherwise solid blocks. Made famous by its use in Frog Speedway.
The ability to clip into the Maridia tube from above.
Using grapple to propel yourself upwards, then continuously morphing/unmorphing/jumping in midair to climb upwards Much more lenient with HiJump.
Manipulating a snail's position to setup and clip through a one-tile-thick ceiling.
Dependencies: canUseEnemies, canCeilingClip
Using a Crystal Flash to take advantage of the fact it forces Samus to stand up. This can be used while in a morph tunnel to jump through single tile thick ceilings.
Dependencies: canCrystalFlash
The ability to reach targets on the other side of a room by shooting Wave Beam at the right spot in the opposite wall.
Moving along a 2-tile-high passage while standing up by repeatedly spin-jumping and then pressing down. The tech comes with softlock risks without Morph Ball or a way wiggle to the right with canTurnaroundAimCancel.
Dependencies: canTwoTileSqueeze
The ability to reliably spin jump while landing on a crumble block. This is much tighter than regular crumble jumps because the jump buffering does not help.
Dependencies: canCrumbleJump
Being able to glitch through the Mother Brain zebetites by using a frozen Rinka and iFrames. Spinjump or Down-Back onto the rinka after acquiring iFrames to clip inside of the zebetite. Then jump through. Zebetites cause iframes but deal no damage.
Dependencies: canUseEnemies, canUseFrozenEnemies
Controlling wall jump height and positioning to dodge enemies or wait for something.
Dependencies: canWalljump, canConsecutiveWalljump
The ability to know which room is coming next and use that information to enter the room in a specific way. This could be achieved from remembering which rooms Samus has been to, using the map to figure out which room is coming next, etc.
Positioning Samus at the very edge of a platform, facing away, then turning around and jumping to initiate the jump from a position that is off the platform (and slightly below it) Sometimes referred to as a corner jump.
Dependencies: canCarefulJump, canTrickyJump
The ability to place a second bomb above the first during an infinite bomb jump in order to ascend faster.
Dependencies: canIBJ
Using unmorph as a way to reset fall speed.
Using Morph to retain momentum when transitioning to water physics.
The ability to make multiple movement actions with a shinespark charge timer running to get into position to shinespark. This reposition may be necessary to avoid obstacles, conserve energy, etc.
Dependencies: canShinespark, canShinechargeMovement
Turning around quickly so as to manipulate game physics. For using screw attack to break blocks and to shrink Samus hitbox following a wall jump And for maneuvering sharply underwater.
Using as a weapon the Samus echoes that are emitted after a shinespark bonk.
Dependencies: canShinespark
Uses the uninteruptable frames of turning around in order to continue moving after hitting a solid object. Can be used to make it through an opening door, or barely just past a ledge.
Using two walls spaced 1 tile apart to climb upward underwater. Samus will not be able to move away from the wall while wall jumping and so will be able to continuously gain height with fast jump presses.
Dependencies: canWalljump, canConsecutiveWalljump, canSuitlessMaridia
A springball jump that starts with a wall jump to gain more height. It often relies on the momentum change when equipping or unequipping SpringBall while morphed and moving horizontally.
Dependencies: canWalljump, canSpringBallJumpMidAir
Executing a gravity jump off a wall jump
Dependencies: canGravityJump, canWalljump
A tech common to all ice clips except Mochtroid (which lines up perfectly so is pretty trivial). It requires either pixel perfect enemy positioning or the ability to force a standup with XRay.
Dependencies: canUseEnemies, canUseFrozenEnemies, canCeilingClip, canTrickyUseFrozenEnemies
Using an attached Beetom to precisely freeze it in place to be used for a clip through a one-tile-thick ceiling. Freezing an attached Beetom works best when facing right and vertical speed is low.
Dependencies: canNonTrivialIceClip, canUseEnemies, canUseFrozenEnemies, canCeilingClip, canTrickyUseFrozenEnemies
Using a frozen wall crawling enemy (such as a Zeela or Geemer) to clip through a one-tile-thick ceiling.
Dependencies: canNonTrivialIceClip, canUseEnemies, canUseFrozenEnemies, canCeilingClip, canTrickyUseFrozenEnemies
Using a frozen Puyo to clip through a one-tile-thick ceiling.
Dependencies: canNonTrivialIceClip, canUseEnemies, canUseFrozenEnemies, canCeilingClip, canTrickyUseFrozenEnemies
Using a frozen Mella to clip through a one-tile-thick ceiling.
Dependencies: canNonTrivialIceClip, canUseEnemies, canUseFrozenEnemies, canCeilingClip, canTrickyUseFrozenEnemies
Using SpaceJump to carry SpeedBooster's blue suit into some speed blocks that couldn't be reached just by running and jumping
Maintaining the desctructive capabilities of speedbooster after running has stopped. Used to fall on top of breakable bomb blocks or enemies. Perfromed by storing a spark while falling off a ledge, holding angle and crouching after storing a spark, or unmorphing.
Force Samus to stand up, from a crouching position, by canceling use of the XRay Scope while turning around
While standing upright in a two-tile gap between solid tiles, jump in such a way as to clip a pixel into the below floor as a setup to another tech. This is done by, in quick succession: jumping, aiming down, and then pressing forward.
Dependencies: canCrystalFlashForceStandup, canCrystalFlash
Dependencies: canUseEnemies, canDamageBoost, canContinuousDboost
Shinespark up the climb such that it breaks the bomb blocks to the morph tunnels on the right.
Dependencies: canMoonwalk, canMoonfall
Dependencies: canSpringBallBounce, canLateralMidAirMorph
Dependencies: canWalljump, canStaggeredWalljump, canConsecutiveWalljump, canPreciseWalljump
Dependencies: canUseEnemies, canDamageBoost
Dependencies: canCrystalFlashForceStandup, canCrystalFlash
Dependencies: canWalljump, canSpringwall, canSpringBallJumpMidAir
Dependencies: canShinespark, canShinechargeMovement
Dependencies: canCarefulJump, canTrickyJump
Dependencies: canTrickyJump, canCarefulJump, canSpringBallJumpMidAir
Dependencies: canSpringBallJumpMidAir, canSuitlessMaridia
Dependencies: canWalljump, canSunkenTileWideWallClimb, canCarefulJump, canFlatleyJump, canSuitlessMaridia, canTrickyJump, canConsecutiveWalljump
Dependencies: canUseEnemies, canSuitlessMaridia
Dependencies: canUseEnemies, canSuitlessMaridia, canUseFrozenEnemies, canTrickyUseFrozenEnemies
Dependencies: canMaridiaTubeClip, canTwoTileSqueeze, canTunnelCrawl
Dependencies: canPrepareForNextRoom, canUseEnemies, canUseFrozenEnemies
Dependencies: canPrepareForNextRoom, canResetFallSpeed, canSuitlessMaridia
Dependencies: canCarefulJump, canFlatleyJump, canSuitlessMaridia, canTrickyJump
Dependencies: canUseEnemies, canCrabClimb, canSuitlessMaridia, canUseFrozenEnemies, canTrickyUseFrozenEnemies
Dependencies: canUseEnemies, canCrabClimb, canSuitlessMaridia, canUseFrozenEnemies, canTrickyUseFrozenEnemies
Dependencies: canUseEnemies, canCarefulJump, canTrickyJump, canDamageBoost
Dependencies: canWalljump, can2HighWallMidAirMorph, canPreciseWalljump, canSpringwall, canSpringBallJumpMidAir
Dependencies: canUseFrozenEnemies, canUseEnemies, canTrickyUseFrozenEnemies
Dependencies: canSpringBallJumpMidAir, canUseEnemies, canUseFrozenEnemies
Dependencies: canUseEnemies, canCarefulJump, canUseFrozenEnemies, canTrickyJump
Dependencies: canUseEnemies, canDamageBoost
Dependencies: canSuitlessLavaDive, canWalljump, canStaggeredWalljump, canConsecutiveWalljump, canFastWalljumpClimb, canUseEnemies, canIframeSpikeJump
Dependencies: canWalljump, canBounceBall, canUseEnemies, canIframeSpikeJump, canStaggeredWalljump, canFastWalljumpClimb, canConsecutiveWalljump, canSuitlessLavaDive
Dependencies: canUseEnemies, canDamageBoost, canCrouchJump
Patiently and carefully lure the Beetoms to get them stuck under the platforms. Afterwards, a farm can be used to gain energy. Then jump into the thorns to get invulnerability frames and run through, while luring the Beetoms under the platforms to use the farms.
One vertical spark is needed to open up the breakable blocks on the right ceiling. Then, a second horizontal spark is performed where those blocks were cleared to reveal the item.
Dependencies: canShinespark, canShinechargeMovementComplex, canShinechargeMovement
Dependencies: canBlueSpaceJump