#strats

Crossroads_10

Another improvement for small jumpback rng, if you're fast you can just do it damageless, saves a clean 0.3 in no freezeframes.

2nd vid is showing off a bit of tech that helped me get extremely consistent at the correct knockback direction: If you're holding up while damage tanking, you can buffer the upslash out of the damage tank. I pretty much am never too slow anymore (1st clip is old lmao) so I never have to do the crazy pogos and ntas and just get to save a full second on small jumpback rng for relatively easy execution

Improvement to the New Optimal False Knight Strats for LP

Update to the new LP False Knight strats, this is a consistent way to stagger skip FK when their head is turned the wrong way. Walk into FK for the damage tank, do not inv knockback cancel, walking into them is more consistent for this in my experience. It is the same speed as when the head is turned the right way, which means you should never delay FK slashes now. The only situation where you should stagger FK to the right in the whole fight is when they do the big back jump at the start and then jump back again.

This significantly increases the timesave for this strat, the new numbers are:
0.5s saved on the jump up RNG
0.7s saved on the small jump back RNG
0.5s saved on the big jump back RNG

New Optimal False Knight Strats for LP

On LP, False Knight will do a rollback after being staggered, unless they both get staggered to the left and are on or close to the ground. This rollback loses 0.5s. A damage tank loses 0.3 in freeze frames. This means the following for cats where you full kill FK (if you do not full kill FK, the only change is that you do the damage tank and left stagger Phase 1 on small jump back):

On the pattern where FK jumps up at the start, you do phase 1 as normal. You can then stagger them to the left in phase 2 by walking through them, as shown in the video. You must delay the last nail here until FK turns back around, or else they will stagger with the head turned the wrong way, which is timeloss for next phase. Then you do the same thing in phase 3, except don't delay the last nail as for last phase it does not matter where the head is turned. This saves about 0.1 to normal strats, AND is less punishing if you miss a nail in Phase 2 and 3 as you don't get hit a second time if you miss a nail.

When FK does a small jump back, you do the damage tank as in the video and walk through them. This cancels FKs jump, making this Phase 1 very easy and consistent. You then do Phase 2 and Phase 3 the same as on the first pattern I mentioned (so do the walk through thing). This saves at least 0.3 to current strats, but realistically more than that as any frame FK jumps up on the second jump is lost twice, as they also have to come back down from it to start the head popout-animation

For the big jump back, and then another jump back you do the fight as normal except Phase 3, where you do the walk through thing with no delay on last nail and save 0.5. This is also in one of the clips.

For big jump back and then a jump up, you stagger to the left in Phase 1, then do the same that the first two patterns I mentioned do, saving 0.1