Optimal damage tank for the husk when overcharmed. They don't start moving until you're far enough left so me not overcharming here doesn't affect the spacing.
Crossroads_04
Video on how it looks like: https://youtu.be/82grKNvSV-4?t=132
A version of shade skip that uses this bit of extended wall hitbox to dash twice (first image) and that saves ~0.34.
Basically you just do what I did but make sure you walljump+right when the knight clings to this rock (second image). The rest of the tomfoolery is just to wait for the shade.
Feedback: If you dash twice on the wall and only one dash comes out then you pressed too late. If 2 dashes come out then you pressed too early
(EDIT: The actual rock to jump off of is the tiny one below the picture, my fault for the misinformation y'all)
4
its a hard thing to time but this transdash setup doesnt lose time and its a lot easier since you able to stall in the air for longer, gets the same times or faster for all the hyper greeded setups
on paper it could only be faster or even, and couldnt be slower, dont want to write a thesis on it
Damage tanking to the right here goes more or less even if the right guy is going left, and saves about 0.3 if he's going right.
5
unlike 1221 where theres actual directional cycles, for LP theres just idle times, so you just need to react to positions
as a general rule, if the first husk walks decently far, inventory cancel the 2nd dash so you can fit in 2 dashes more consistently
if the 2nd husk is close to you, nail slash them before the 2nd dash, if they're really close inv cancel the 2nd damage on the 1st EVEN if they're pretty far right
for the damage on the 2nd husk, you can inv cancel it if ur close to the door or a dash will get you there, theres some patterns where you'll want to take the knockback since its double walking speed but often the heights just really bad
Lastly, if the 1st husk starts walking right, just take 2 damage and make it up after sly, you can use a nail to prevent the husk from walking too far for the shade spawn on your last damage
7
Low FPS version of 0 fireball shade skip.
Saves around 1.7 to the normal 2 dash setup because of how far left you can do it.
Requires below 190 fps cap to be consistent.
The visual cue/setup I use is to stand in the left side of the doorframe, then wait for the shade to reach the line in the background in the attached pic. Then, minihop, 2 full jumps, and do the rest like in the clip. Keep in mind to hold down before damage tanking, as this allows you to buffer the pogo.
8
Setup for hitting the gate wcs after gruz mother which, contrary to popular belief, is ~0.35 faster than the normal movement with no chains (1). After finishing cleanup, do 4 nail slashes and then quickly dash near the top of the gate. Continue holding right until you touch the ground (or the wall) then jump and dash to the bench (it's possible to chain the jump dash and still land on the top platform but it's very tight)
For an additional 0.2 timesave, you can chain the wcs and do a second dash midair with a nail slash (2). To input this, go neutral to uncling, then slash (direction doesn't matter but you HAVE to be neutral during the slash) and within 6 frames, press right and dash. Generally I land early enough to where I can fit in an extra dash and jump with coyote frames to the bench, but if you land further to the right you can probably go for a chain instead. The frame window for this is not super tight but it's a really awkward input that's very hard to greed, and if you mess up you'll be zooming to the left and lose one quantillion years so this might not be worth for runs but maybe it can be improved to save more time.
If you dash through the gate too early and don't make it over the ledge, you can back it up with the normal movement and still save about 0.2 (3). For TE and other categories without claw, the 4 nail slashes can also work as a good setup for pre-dashing through the gate (4).
10
These are the best versions of these damage tanks we've found so far.
If the wandering husk moving left, you need to react to where the horned husk is going; if it's moving left, keep moving left, and if it's moving right, stop moving left so you damage tank to the right.
If the wandering husk is on the right, you can inventory drop into it to save around 0.1.
If the horned husk is moving left, it's better to damage tank on the right husk twice so you don't get knocked out of the door.
5
So gruzers always spawn in the pattern in the picture regardless of when/where gruz mom dies and where her corpse is facing. To try to maximize dmg at the beginning, where the positions are consistent, you can stand close to the end of the tail (doesnt matter where the corpse is facing, but it works better if the tail is looking right bc of the gruzzer thats the highest), do two full jump once you see her last shake (3rd) and slash on the second one on the way down. If you stand closer to gruz mom you are risking more getting hit but you have a higher chance of hitting the 5th and 6th gruzzer and the one on top, if you stand further you will get hit less but hiting more gruzzers is more difficult, find the balance you prefer. You should priotirize hiting the 4 on top. Best approach i found is to do these jumps, hit the 4 on top and the 2 next ones if you are lucky/precise with your slash, kill the gruzers that inmediatly go towards you (especially the ones you havent damaged) and then try to finish out the rest, by this point basically every gruzzer should be damaged so you can kill them in one blow. You can also try to slash earlier after the 2 jumps if you are having trouble hiting the one on top right away or with gruzzers on the ceiling having 8 health or to slash a bit later to try to hit 5th and 6th gruzzers more often, again, your preference.
Make sure to react to the third screenshake insteadd of predicting bc you will be too fast if you predict.
Also, keep in mind its still rng and can go very wrong, I got pretty lucky in the video.
20
Better damage tanks given the pattern where both husks are moving right. Saves around 0.6 over the normal 3 damage strat for this pattern.
15
Easy dash only set up to avoid soul collection time https://cdn.discordapp.com/attachments/523899469960445962/1035249562597724190/2022-10-27_13-47-48_Trim.mp4
Vsync highly recommended but not needed
15
I couldn't find an example in here for this shade skip, so here're two examples I got; one with good rng, and another with a shade fireball and recovery timing.
For the backup start jumping again as soon as the fireball passes over you. If the fireball passes higher above you, you can start jumping earlier so that you still rise up about equally behind it with your jump as I did here.
Buffer every jump, or else you're playing a game of luck with whether you align with the shade's up/down dipping to get enough height. if you read it well you can probably save some missed jumps and adapt with double fb, and just skip the firebell at rg stag (for AWR).
note: I am not good at this shade skip, so if you have issues with these setups you can share clips of attempts etc and ask for help/guidance in #hk-nmg-discussion or any similar channel
3
for those doing the one fb shade skip (i'm currently capping 250 so it is easier than those capping 300) if you have soul leaving gruzzers due to a bad cleanup (one hit or more) you can fireball the husk for the geo and get the 3 hits on the other husk, and it still save a second to the 2fb method



