Grapple Jump

From A complete guide to Super Metroid speedrunning
Jump to: navigation, search

NOTE: This is a stub article. Please add more information as it becomes available.

By swinging from grapple, morphing, and unmorphing before losing vertical momentum, it is possible to jump again midair. These may be chained indefinitely (or until hitting the ceiling).

After running out of horizontal momentum, you cannot move horizontally except by arm pumping until vertical momentum is lost or Grapple is used (in which you can no longer grapple jump).

This is easier to perform underwater and is easier with Hi-Jump Boots, but neither is required.

Note that if you enter a Grapple Jump with non-zero dash speed or boost counter (TODO: Check this is required), then while Samus runs during a Grapple Jump the boost counter can increase. This allows charging a shinespark while Grapple Jumping. Combining this with grapple speedkeep, i.e., Grapple-Bomb Hanging, allows for charging shinesparks in unusual ways. However, this can require a significant number of frame perfect inputs and is generally extremely tight, so is not very useful RTA. It is used in 14% Grapplebooster, to avoid L+R Walljumping.

Also, while Grapple Jumping, if Grapple is used when Samus is just above the ground it sets her position to the ground. This can be used to continue running on the ground (e.g., if boost counter or dash speed are non-zero). The amount above the ground that this works depends upon Samus' horizontal speed: With 0 horizontal speed, Samus must be within a pixel.