#strats

Fungus1_21

magnoliađź’™

SIX SOUL IS BACK 14S HORNET RETURNS (i think skate got one iirc)

Doesn't lose time (19.4 on this, 19.3 on the other one but assuming that is geo gathering diff)
https://clips.twitch.tv/DiligentCarelessPartridgePermaSmug-YFPSb35mo6RVWzfO?tt_content=url&tt_medium=clips_api

Stratus (he/him)

Making the moss knight jump back here is faster by about 0.7 because it allows you to do nail cancels on the far geo rock, where you would normally be delaying for the far moss knight anyway. A lot of the time you're also able to get an extra hit of soul as you're doing the nail cancels, which is nice for the hornet fight.

Note that the jumpback is still consistent if you prejump, as long as you're doing wiggles, because the hitbox pops up in that time (as demonstrated in the second video).

MindfulLine3

Different strat for the moss knights. Wiggle in and out of the mk aggro range instead of forcing a jump at the start. Do 6 swings total, walk a bit back to get the geo, walk forward and shoot vs. Have to delay the vs to hit the second mk due to lp range (walking forward before using vs also helps with the timing of the nail swings to not parry). If you don't walk back you will lose a lot of geo. Saves about 1~1.3 seconds on the old "force the backjump strat"
Biggest timeloss is delaying the backjump after the 6th swing. Stop the nail swings if the mk stops attacking, else you will hit its shield.

Second variant shows a way to break geo rocks and immediately go for the nail cancels on the rock/mk. The issue with this for scsbcpte is that you will most likely lose about 20 geo (I go for 160 almost every run, this one gives about 140) so it can be done if you need less geo at this point. This saves about .3.6 on the other wiggle strat.

magnoliađź’™

The left moss knight walks while in the load and then turns into leaves when you actually drop in, so having a worse pc just gives you more variation, meaning you simply get fucked and lose multiple seconds quite often if he is facing left. Current takeaway from this discovery is just get a better pc lol !

Response to bad rng for moss knights. The wiggles are to go in and out of the moss knight's range so it can't attack you. You need to delay the fireballs a bit after breaking the rocks, else the first one can miss the further knight. Best to get close to the moss knight before firing to help that as well.
https://clips.twitch.tv/ArtsyTrustworthyFungusBuddhaBar-2ktJ8h7mWbMxl4MW

JackmanMarcus đź’™

Consistent strategy for the good moss knight spawn that combines a few time saving strats.
Try to hit both geo rocks on the way down.
Even if you miss one by a little, it will set up the timing for the moss knight nail hit.
You can hit both geo rocks and the moss knight with the same nail hit as it wakes up, if you're positioned correctly inbetween the geo rocks in midair.

Early oob, late transition storage, wrap back into transition.
Timing is tight, but semiconsistent imo.
Saves .5s.
If you land on the platform, loses .5s instead.
If you don't hit the transition or land on the platform it's a gg :)

other rooms with moss knights in them
THIS APPLIES TO 1221 TOO! DO NOT JUMP IN THE ROOM IF YOU WANT THE KNIGHT TO JUMP BACKWARDS

specifically if you go for this strat where you make the knight jump back while going for rocks don't prejump the gaps as it causes the hitbox that makes them hop back to spawn later, and with bad rng the knight will swing

a big prejump in greenpath oob on the way to hornet. Max height jump barely clears the top left corner. To avoid the oob geometry, use the small gap that leads to the moss knights as a visual cue - just after it starts moving down, stop moving left, start moving right. If you get the oob early (with partial map close), you will have to anticipate the moving down - your prejump will send you farther from the corner, making this less/maybe not worth it